FreedVoid

Somewhat Threatening Sniper
Contributor
TL;DR:
Soldiers are generally detrimental to the team and not conducive to learning the game mode as a new player. Scout should be the default class. If not Scout, then Sniper. If neither, then it could be randomized.



Currently, the default class for Zombie Escape (ZE) is Soldier and it has been for a few years now. The biggest problem with this is that it is one of, if not the most, detrimental classes to play for the team regardless of player experience. It is also a difficult class to use effectively in a game mode where you need to control the positions of players given the random nature of launching zombies with rockets. I haven’t seen this issue brought up asides from passing conversations, so I hope a resolution can be solidified through forum suggestions.


The Nature of the Discussion

Most of my discussion on this is from talking to players about this over the years and occasionally seeing it brought up on the Skial Discord, so I understand if most of my issues may be taken at face value. I believe the primary concern against this idea years ago was the class cap, but I feel as though the classes suggested aren't overpowered enough to warrant it being an issue having them uncapped.


Why Soldier is Such a Problem

For those unfamiliar with ZE, it’s a game mode in which Blu players (Humans) must complete objectives and escape Red players (Zombies). To do so, humans have to hold positions, push zombies back, or stall to buy time. In situations where your team is quite literally backed against a wall, Soldiers can very easily launch zombies into the team. They could instead use secondary shotguns, but that leans into the argument of having to rely on weapons non-unique to Soldier. In place of that are banners, but that relegates him to a supportive role that requires more thought over simply shooting at zombies to keep them back.

Regardless of one's concern of being supportive or aggressive as Soldier, the nature of using rockets is always risky. Hitting zombies always has the capacity of potentially launching them into undesired positions. Even with Rocket Specialist that stuns on direct hit, players can still be launched if nearby. As a result, it is constantly suggested for others to swap off Soldier whenever possible if not to fill a specific role.


How is this issue currently resolved?

As mentioned above, one could simply switch classes. But, this has its own difficulties and brings up new problems. For example, players may load in late or the round start will simply be too fast to switch if not buffered in the round prior. This makes this simple idea more trivial in practice. Additionally, newer players may be trying to figure things out, so they will simply remain as is. They will attempt to play as the class without understanding the potential problems it poses. If one were to be in this situation, it would be better to have them be a class that simply does not offer as many problems.


Benefits of Change

Immediately, I think everything would be less stressful. It was mentioned prior that players do complain about Soldier and ask others to swap off. While the problem won’t go away entirely, it will be alleviated thus reducing pressure on both newer and more experienced players.

This could also increase the simplicity of gameplay. Having a different default class may help players understand the game mode better. The reality is that ZE is already a complex game mode. There are team dynamics to consider and objectives to do that are simply less effective to achieve as a Soldier due to the nature of the class itself.

Furthermore, this could all benefit player retention. It can be extremely awkward for new players if experienced players have to constantly remind them to change classes. It is additionally pressuring given that Soldier is one of the most detrimental classes to the team, such that those trying to get a good feel of the game mode will simply remain as him and be reprimanded should they unintentionally harm the team. The increased simplicity of other classes will also make newer players’ lives easier for themselves and the team.


So, what should a default class incentivize?

There is a steep learning curve to ZE due to the mode and map mechanics and even more so in TF2 due to class synergies and optimizations. Again, achieving more simplicity is key towards steadily learning maps but is most important for first impressions. If I were a new player, I may have my preferred class, but I may just stick to what I’m given and learn from there. If I were a new player from a different game entirely, I may not even care about the classes and stick to what I am. The default class should be something beneficial or, at the very least, not detrimental to the team through casual play.


Considerations for Each Class

As a gentle reminder, there are 9 classes: Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper, and Spy. For non-ZE players, the current “meta” classes are the following: Heavy, Engineer, Pyro, Medic, and Scout. Every other class has niche usage.

Heavies are currently the strongest class in ZE, however they are slow and there is a learning curve for timing when to rev and un-rev. As a result, they are incentivized to be played by more experienced players as dying can be very easy should one not know the timings of a map for when to run or defend.

Engineers may be the most familiar class to play for those transitioning from other zombie game modes like zombie survival where they are the default class. Their ability to build is generally helpful to the team, but they can be complicated to play effectively.

Pyros have the easiest form of immediate push-back via their airblast. However, they effectively hinder each other due to airblast resistance, so having less is incentivized. Additionally, their primary playstyle involves getting close to the zombies to stall or hold them off, which invites new players to make risky plays and become infected more easily.

Medics are generally welcomed, the only issue being bugs that occur during moving platforms when they shoot syringes. However, it may be unappealing for new players to play a class they usually associate with healing despite him being decent in other aspects.

Spies are somewhat poor defenders against groups and common TF2 knowledge would encourage players to perform backstabs. The reality is, most players are terribly awful at this and will wind up being infected in the first few minutes. As a new player, focus should be directed on learning the mechanics of the game mode and new maps rather than tunnel-visioning into this playstyle.

Snipers are an interesting choice as they are probably the most comparable class to play styles in CS ZE. They aren’t the best defenders and are niche in their use of being able to kill zombies in spite of their high HP. They also have a higher skill ceiling to use effectively, however, they don’t offer many detriments otherwise.

Scouts share a similar sentiment to Sniper. In fact, they may be even better. While new players may be unaccustomed to not being able to double jump, this is similar to Soldier in discovering how they cannot rocket jump. Scouts are also the fastest classes under normal circumstances allowing new players to make up for a lack of understanding or reaction through class speed. Not only this, but his secondaries offer ways to learn about utility: Mad Milk providing healing similar to Medic, Bonk! providing speed boosts similar to Soldier, or simply Pistols for more precise stalling similar to Sniper and Spy. There is simply a lot that can be achieved through this one class.

Demomen have a niche usage in being able to stun zombies. Since their main source of damage is through projectiles, they do not contribute much to objectives involving damaging objects like bosses most of the time. Their main job is to AOE stun which has a lessening impact the more demomen there are on the team due to stun immunity. Most of his grenades can also easily boost zombies, so it's generally advised to avoid using them in most scenarios.

Soldiers are also niche in their ability to provide support through banners or to launch zombies away if the environment is ideal for it. Their playstyle primarily revolves around their rockets, so boosting is inevitable. Having a large amount of soldiers exacerbates the issue. Moments where the pros of support outweigh the cons do exist, but are already few and far between.

So, who to choose?

I believe Scout should be the default class. If not Scout, then at least Sniper.

Below is a priority list from highest to lowest. Classes that are relatively simple to understand and without much hindrance to the team are highest. In the middle are classes that are strong in their own ways, but may be hard to utilize to full capacity by new players. Lowest are classes that are very niche and hard to utilize effectively.

Scout -> Sniper -> Engineer -> Heavy -> Medic -> Pyro -> Soldier -> Demoman -> Spy

Scouts
offer the most ease to play while exposing players to potential support options available through other classes. Another direction to take would be Sniper as he can allow players to focus on learning due to more simplicity. Having an uncapped amount of Scouts might seem a bit overwhelming to zombies due to their speed, but not all maps are composed of simply running away. If that really is a concern, then Sniper being the slower option would be better.


Additional Arguments

Rather than worry about what class to choose, the default class could also simply be randomized. This is potentially negative for players that enjoy consistency, which new players may desire to acclimate to the game mode. However, this has the potential benefit of exposing new players to different class play styles. This could make things more interesting for both new and experienced players alike, thus also increasing player retention.

There could also be a plugin that remembers a default class similar to how loadouts work. Certain players may want to have their own default class over time, so it could be beneficial for them to have it be more easily accessible. Although, there’d be a lot of considerations in its actual implementation potentially making it a large endeavor.
 

A boi

Somewhat Threatening Sniper
+1
Would change the priority to: Scout -> Medic -> Engineer -> Heavy -> Pyro -> Sniper -> Soldier -> Demoman -> Spy
Changing the default class to more useful classes would really be nice, there have been runs that die for such silliness and the solution is simple