Zombie Escape Beta

Discussion in 'News' started by Bottiger, Jan 27, 2019.

  1. Bottiger

    Bottiger Administrator

    Steam:

    • Map ze_shoplift added, thanks to Shelby.
    • All melee weapons unlocked for zombies and charge for demoman as well.
     
  2. thebosstre

    thebosstre Uncharitable Spy

    ZOMBIE SOLDIERS CAN USE THE WHIP witch is OP so why did you add all that? and why did you add the charge for demoman? AND NOW EVERYONE IS SOLDIER FOR THE ZOMBIE WEAPONS
     
    Last edited: Mar 26, 2019
  3. Bottiger

    Bottiger Administrator

    Steam:

    People were saying they wanted all the weapons back.
     
  4. thebosstre

    thebosstre Uncharitable Spy

    but why for the zombies and not the humans? the weapons are still banned for humans
     
  5. Bottiger

    Bottiger Administrator

    Steam:

    Most of the human weapons are unlocked, there are very few that are still blocked.
     
  6. thebosstre

    thebosstre Uncharitable Spy

    i know the beggars Bazooka is blocked but again the zombies cant have the weapons its unfair AND VARY HARD WHEN ITS 5 vs 15 zombies with whip or the gloves of running also the medics Amputater can heal zombies
     
  7. Bottiger

    Bottiger Administrator

    Steam:

    All I can say is that people seem to like it better with weapons unlocked. People kept leaving when they became zombie if they could only use stock weapons. I am still seeing humans win from time to time.
     
  8. thebosstre

    thebosstre Uncharitable Spy

    time to time again its not fair for the humans if they have the whip or the escape plan. I think there should be minicrits if they use a weapon that gives them a speed boost or heals your team like the medics Amputater
     
  9. Bottiger

    Bottiger Administrator

    Steam:

    Instead of thinking of nerfs to zombies, it maybe better to think about what we can do to buff humans instead.
     
  10. thebosstre

    thebosstre Uncharitable Spy

    ok what about medics and scouts are not one hit like there health is 200 but so the zombies have to hit them two times. People would like that because I've had people yell or complain about being one hit or a engineer in a friendly dispenser get hit and be stuck in it. Also thanks for making it so the engineers can't get to the secret in jungle lab and fixing the alligator glitch
     
  11. Dragontamer

    Dragontamer Gore-Spattered Heavy Contributor

    Steam:

    Humans don't need a buff at all, nor do zombies need a Nerf. Humans are so powerful now that even a spy with a revolver can get away from multiple zombies. Right now everything is balanced imo
     
  12. thebosstre

    thebosstre Uncharitable Spy

    again 10 zombies with the gloves of running is not fun running from them if your a soldier or eng
     
  13. Blade D_Hero

    Blade D_Hero Trade Moderator Contributor

    Steam:

    All the classes have the same run speed
     
  14. zIP

    zIP Notably Dangerous Demo-Knight

    Steam:

    On some maps like icecap and valley, the GRU heavy as a zombie can outrun the humans to the equalizer if properly routed. I think the mechanics around that should be looked at.
     
  15. Bottiger

    Bottiger Administrator

    Steam:

    Humans can use the same combo to run as fast if not faster than a gru heavy zombie.
     
  16. Bottiger

    Bottiger Administrator

    Steam:

    Balance Changes
    • All knives and cloaks unlocked except for kunai and cloak and dagger.
    • Zombie base speed increase removed which was the cause for fast zombie heavies.
    • Zombie base hp lowered from 800 to 600.
    • Zombie melee damage increased from 160 to 190.
    • Zombie spawn stun lowered from 3 to 2 seconds.
    • Default knockback increased from 20 to 30.
    Fixes
    • If a zombie spawns in a building, the building will be destroyed.
     
  17. Bottiger

    Bottiger Administrator

    Steam:

    Balance Changes
    • Increased knockback max range from 1000 to 1400 units.
    • Removed mini-sentry knockback max range.
    • Disabled double jump again.
    Fixes
    • Sandman ball should be disabled for good on zombies.
    • Disabled kill commands on humans to prevent them from bypassing infection timer.
     
  18. zIP

    zIP Notably Dangerous Demo-Knight

    Steam:

    Zombie scouts can run and double/triple jump as much as a regular scout can, and they can pick up sandman balls and shoot humans with them for 190 damage. It's impossible for humans to win on some maps like labortoire and infected trainway right now. Maybe it would be possible to make a class limit (3 or 4 per team) similar to deathrun?

    Edit: didn't see your comment from 7:52 PM today when I made this.
     
    Last edited: Apr 7, 2019
  19. thebosstre

    thebosstre Uncharitable Spy

    there is a bug that's been is from the first day. Soldiers cant shoot through dispensers or i think also mini-sentry
     
  20. thebosstre

    thebosstre Uncharitable Spy

    why is it fair for the zombies to have triple jump or the boston basher makes them SUPER FAST
     
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