I've been playing zombie escape for a while and while a lot of skials version is good, theres a lot of fixing that needs to be done. Maps are broken, class's need to be changed, and some server changes too. I will start off with some of the critisim of class's and some buffs/nerfs for each class that have been suggested.
A. Scout, Scout right now is almost just a worse engineer, he needs to be reworked in some ways to be more supportive.
- Mad Milk does very little healing compared to a medic or a dispencer and doesnt bennefit the scout other than basic fall damage. I suggest a slow effect like in MvM but not to the degree as pyros flames.
- Force of Natures jump should be removed and the double jump should be given back, as for the broken spots on certian maps *cough* *cough* santa *cough* that will be discused in the maps section, instead the weapon should be give a faster reload speed so that it isnt a downgrade from stock.
- Back Scatter should to crits from behind so it has more of a purpose but to balance that it has less knockback as to not fling zombies at your team.
- wingers extra jump height should be replaced with more knockback,
- Boston Basher's bleed one shots light class's as a zombie so it should either be removed or just a stock reskin,
- Scouts speed should be lowered but still the higher than a 4 head demo man as to help with the long waits at doors that most of the time ends up killing the whole team.
- There should be a 4 scout class limit on ze_santaassasination for 1-12 and a 6 limit 13-24
B. Soldier, Soldier is almost a hiddrenace to the team with rockets.
- Rockets should slow for 1 second and do very little knocback so that zombies cant surf the rockets behind teams.
- Rocketjumping shouldnt do damage since theres no point.
C. Pyro, Pyro makes playing zombie a nightmare.
- The slow effect should be removed or nerfed severly, its too easy for a pyro to slow walk backwards with a flamethrower and ariblast every so often.
- Gas passers recharge should be cut down to 5 secs
- Airblast rate should be normal but make each one cost 70 so you cant spam over and over. That way pyro can still be helpful/
D. Demoman, demoknight is broken. theres nothing else too it
- The uber from the sheild is too strong, knights can just run up do a 1000 damage and run away with no problem. The uber is so you can survive a zombie not fight them. Instead the demo should be overhealed to 300 hp and given a speed boost for 3 seconds as to escape the attacker.
- Zombie demoknights houldnt be able to charge, it gives the class trimping and the ability to catch up to anyclass with ease.
E. Heavy, pretty good class only light changes
- Zombie heavy's with the gloves of running urgently are practicly useless, it should only cut his hp in half and if theres a medic with the amputator then the downside is nothing.
- fists of steel should resist 1 melee hit
- Huo long heater is a direct upgrade to stock if theres a pyro so it should have the fire ring removed and the extra damage on lite enemys to self heal hitting a burning zombie.
F. Engineer, Enginees pretty good too only small changes
- short circut should light on fire and apply milk since it drains ammo so quiclky
- level 3 buildings should take 3 hits to deastroy
- reascure ranger should deal more knockback
G. Medic, medic is good no changes needed
H.Sniper, Sniper is also good
I. Spy, only thing is the glitchy part of dying while clocked which makes it so your cosmetics appear blue
Maps, There are plenty of problems in the maps. The most common is humans will hide behind everyone and the zombies have to spend time finding the humans. I suggest that like some maps have a teleport for zombies if they get to far behind, humans have one too that is just a tiny bit farther away than the zombies so they don't get trapped in the zombie. This should happen on ever map for humans and zombies. Also on ze_santaassasination the zombies can even spawn infront of the humans in some spots so that needs to be fixed.
When giveing scout back is second jump on ze_santaassasination(which he technacilt still has) there are many spots that the scouts can abuse the human teleporter can help with this.
Powerups often dissapear on santa.
Scouts that run up to take a powerup in santa are a thing that needs to be dealt with not through nerfing. while i agree some powerups are better for other class's the notion to nerf scout because of it is redicolous because if you need the power ups to win, you shouldnt have them in the first place so i suggest some way for the people to force a powerup hogging scout to drop it. it wouldnt kill the scout but maybe deactivate weapons for 10 mins.
Finally is some problems with the server its self.
- Spectate can lead to floating zombie modles floating in people
- votekill should be removed if the human teleporter is implameted, if someone is good at the game, you shouldnt be able to punish them for it.
- More community maps should be added as to prevent the same 3 maps being played over and over agian. preferable ones that arent just a bunch of doors and rooms. i.e. ze_voodoisland and ze_santaassasination
- The finally human should be slower than a heavy, the movment speed should be the same as engineer or sniper if they are a faster class and if they arent they should travel at the class's normal speed
- The first two zombies should have a health boost until someone is infected
This conculdeds all the problems and some soloutions that I and many others have found. If you found any problems with the things i suggested please notifiy me through steam so I may reach a compromise for the community, I hope to create a more enjoyable expeince for everyone playing. apologizes for spelling and grammer since i was short on time writeing this.