Discussion in 'Team Fortress 2' started by Bottiger, Jan 27, 2019.
Mhm that's another issue, the inconsistency of that on the maps
There is no inconsistency. Knockback randomly stopped working, but was fixed 2 days ago. Zombies gain flame resistance every second they are on fire until a human dies, then it gets reset to 0.
on map challenger you can brake a door and pass the train can the map maker fix that
I already asked the mapper to fix it last week, he gave me a version with a lot of missing textures, so I asked him for another fix and I'm waiting for him to finish.
thank you IF THE SERVER EVER GOES to that map everyone passes it now and its easy to win for the humans
Unless they go to the furthest door at the end, which takes longer to reach the bunmer, as the short route then becomes a flank for zombies in that scenario
zombie escape sounds cool
Map is updated now.
I also just fixed a very big problem with the knockback distance being capped due to a problem with the TF2 engine. It is probably the cause of balance issues we are having because I kept trying to increase knockback for other classes and it wasn't working. Hopefully this is the big fix that will solve most of the complaints.
We need people to join the servers so we can test out the changes.
Hm.... 3:55am... I'll test them after college XD
Well there's no one in the server right now. You know we have an EU server now? Having a hard time getting it filled though.
Yeah I've noticed that, lots of us (including me) seem to stick to the US one cause there's more people, despite oir ping problems.
Well I've spent the past couple of days tweaking settings with the new knockback system and I think it is about as good as it is going to get.
I tried increasing knockback to make humans win more, but it doesn't seem to change much and causes complaints about how OP pyro is when zombies still win most of the time.
I am starting to think that the maps themselves need to be edited in order to make things more balanced and I can't really fix the map balance through plugin tweaks anymore. Fixing a zombie favored map just makes humans win all the time on another map.
Laboiratoire and subway now seem impossible to win as humans while they seem to win most of the time on icecap.
Or does anyone have any ideas on how to make things more balanced while avoiding map edits?
There's no skill in the game, it's just who can exploit the settings best wins.
There's no team work, gameplay is linear, 85% of the game is void of challenge.
Sorry, but its a shit game with real shit maps.
Delete it and add a freeze tag server.
So I played this mode quite a bit for the past month and here's my take on things here and there:
Pyro flame knockback is extremely strong in chokepoints like doors heavy is same as pyro I would remove flame knockback from pyro and allow him to airblast and reduce heavy knockback.
Engineer metal regen needs to be reduced because you can spam short circuit forever and sit on some hard to get to ledge-make him depend on his actual dispenser.
Medic is all but useless the quickfix brings almost nothing to the table allowing normal uber but not kritzkrieg would make for some awsome clutch moments for the humans side and people would play medic heck we may even see uber chain medic fights with zombies^^.
Pistols and SMG type weapons deal alot of knockback per bullet for some reason-your pistol as scout is actualy better for knocking zombies back at a chokepoint than the scattergun,also pistol reload is basicly instant another reason to spam it.
The sandman and wrap assasin projectiles deal full equivalent of a melee hit on zombies.
Spy cloak needs to be longer to evade zombies or to ambush them right now spy is just that class you run ambassador on for headshots and if you're very brave try to stab the only starting zombie coming out of spawn once.
Soldier and demo seem fine right now..
Some small issues i encountered:if you play demoknight and get turned to zombie you can still use your charge ability for that life after dying you are normal no charge zombie.
On icecap escape zombies spawn next to humans and can hit and turn players who spawned too close to them before match countdown is done,also zombie spawn needs to be moved up the map after the humans get further down the map the shortcuts are just not cuting it.
It's possible for an engineer to build a full lvl3 sentry i dont know how the player in question did it but he did.
Several maps have moveable boxes and furniture which can be knocked into player hitboxes traping them and preventing them from taking damage.
On vodoo islands the ropes on second island leading all the way up the bridges dont work near the top and you cant climb them,also the boat with the boxes near the island is next to impossible to get onto for zombies as the first boxes are hard to climb on.
On laboratoire the first door takes too long to open for being so close to the zombies start point.
Alot of the maps are missing time left warnings now like how long elevator has until leaving or until doors open.
If I recall more ill post them later on.
This is just provably wrong, its the only game mode people are playing on cs:go and css now, and we're running some of the same maps. There's no one playing freeze tag.
Uber can never be brought back, people were chaining it to block doorways forever. There was no need for the humans to do anything else.
The first paragraph you wrote are almost all human nerfs, and zombies are winning the vast majority of the time already.
Level 3 sentry exploit was done through using the saxxy in the store, it was already fixed yesterday.
"On vodoo islands the ropes on second island leading all the way up the bridges dont work near the top and you cant climb them,also the boat with the boxes near the island is next to impossible to get onto for zombies as the first boxes are hard to climb on."
"On laboratoire the first door takes too long to open for being so close to the zombies start point."
Our mapper says he is busy with college now, so I don't know when we'll get around to fixing all the map issues, but it should be noted that the zombies don't seem to have an issue winning on voodoo, but I can let him know about it. I know maps probably need tuning as soon as we stablize on plugin balance. It takes longer to change a map than to change some numbers in a plugin. I was hoping the plugin would be able to balance things without changing the maps, but it seems like I've done as much as I can with the plugin.
The first door on laboratoire seems ok to me, it is the 3rd door that humans can't seem to handle anymore after we switched knockback systems.
For timers on other maps, be sure you aren't using a custom hud or look at the chat messages, that's where they should be.
They can only play on what you give them.....
The thing you have to realize is that there are thousands of empty servers, all from server owners desperate for players. If it was a game mode that people wanted to play, it would never have died out in the first place, or someone would have started one already.
I've added map specific zombie spawn options to the plugin to allow us to switch players to zombies faster or slower on specific maps.
This means we can make zombies switch faster on icecap and slower on laboratoire.
THE NEW MAP YOU ADDED CALLED NOIR IS BAD I LAGGED MY COMPUTER THE MAP IS CONFUSING do find the exit and people are also saying its lagging or to hard to find pls make it smaller or less pointless rooms and can we get jungle lab back or no? it's been 2 Mounts
New Balance Chaanges
Melee and backkstabs do flat damage now instead of percentage based.
Human melee: 400 damage
Human backstab: 800 damage
Zombie backstab: 250 damage
Spy gets 3 seconds of uber and speed instead of just uber.
Melee damage is unaffected by crit now.
Airblast cost increased to 40 ammo.
Double jump disabled for both teams again.
Flamethrower does knockback faster now from 2 -> 1 seconds.
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