SpartanSeth
Mildly Menacing Medic
My idea for a zombie survival game mode.
As cliché as it is, who doesn’t like a zombie survival game mode? While I doubt this is all balanced, or would really get the time of day, I still feel like suggesting it. But, I have a twist of sorts on it. This is heavily based on an old server I used to play on (which is very much dead now, sadly)
Any items that are banned I would welcome suggestions on how to balance. Items, weapons, and perks in italics are things I need help balancing.
Any weapons not listed are weapons I felt didn’t need any changes
Zombies-
Zombie team are restricted to melee weapons and non gun support items (sandvich, cleaver, bonk, etc). The zombies can only use three classes. Here are their changes and stuff
Heavy: The heavy can use all lunchbox items, and most melee weapons. Some balance would be needed, so here are some of my ideas.
Dalokohs Bar: +100 HP for 30 seconds, upon consumption, you deal -20% damage, and you can not heal from anything until the buff expires. Recharge time would increase to 30 seconds.
Second Banana: recharge time increased to 20 seconds.
Sandvich: recharge time increased to 45 seconds.
Buffalo Steak: Not sure how to balance this. Any ideas would be appreciated.
Fists of steel: Banned, because unless we make it worthless or change the entire point of it, I don’t see it being balanced in this mode.
Holiday punch: Banned, because I despise this weapon. If we cant ban it, at least make it unable to stun ubered players.
Warriors Spirit: -35% attack speed.
Gloves of Running Urgently/Eviction Notice: No longer drains health, you have a flat +25% damage taken.
Scout: The scout I think would be hardest to balance, but I will try my hand at it.
Flying Guillotine: Recharge time increased to 15 seconds.
Bonk Atomic Punch: When the invulnerability expires, you take +25% damage for 5 seconds. This penalty decreases over time.
Mad Milk: Not sure how to balance this. Any ideas would be appreciated.
Crit a Cola: -25% attack speed while under effects.
Boston Basher: Can not be crit boosted. No longer bleed when you miss.
Sun on a stick: Sets enemies on fire on hit, only because there would be no other way to use it.
Spy: Spy no longer backstabs and kills. Upon backstab, the person who was backstabbed is reduced to 1/3 health (which can NOT be healed), for 15 seconds. This is called “Cripple”. Spies can not disguise.
Your Eternal Reward: Banned.
Connivers Kunai: Upon backstab, the spy gains full overheal, that does not decay.
Big Earner: spy gains +15% speed.
Spycicle: Banned.
Dead Ringer: Banned.
Invisible watch/Cloak and Dagger: -25% max cloak.
Humans-
The human team is restricted to medic, soldier, engineer, sniper, demoman, and pyro. Upon death, they are sent to the zombie team.
Engineer: No buildings can be upgraded. Engineer’s dispenser no longer dispenses health, and has 300HP. Essentially a barricade. Mini sentry has 50 ammo than CANT be refilled, and slowly loses ammo at 1 ammo per second. Upon running out of ammo, the mini sentry self destructs. Normal sentry has 15 shots, and can be refilled, but not beyond those 15 shots.
Pomson 6000: no longer drains cloak.
Wrangler: Banned.
Short Circuit: Banned.
Eureka Effect: either ban, or make it so upon teleportation, engineer is stunned for 5 seconds.
Soldier:
Rocket Jumper: Banned.
Base Jumper: Banned.
Market Gardner: Banned.
Pyro: All flamethrowers ammo is reduced to 100
Phlogistinator: Banned.
Thermal Thruster: Banned.
Gas Passer: Banned.
Homewrecker: Banned.
Third Degree: Banned.
Demoman: Sticky bomb limits are reduced by half, and hold half the ammo.
Loch and Load: Replace damage against buildings with +20% damage.
Base Jumper: Banned.
Sticky Jumper: Banned.
Medic: Medic no longer has passive health regeneration. Ubercharge removes “Cripple”
Vaccinator: Banned.
Kritzkrieg: Gives mini-crits instead.
Ubersaw: Either ban or reduce ubercharge gain to 10%.
Vita Saw: Banned.
Amputator: Take +25% damage when taunting.
Sniper: All sniper rifles have 15 shots.
Bazaar Bargain: Banned.
Shahansha: Just give it the stats of the equalizer. Not sure why this isn’t the case in vanilla.
Perks: Both humans and zombies can choose 1 perk, and can change perks at any time. Perk changes only affect your next life.
Any advice on balancing perks would be appreciated. I don’t want people to have to use a perk. I feel like each perk should have a downside.
Zombie Perks-
Bloater: Upon death, explode dealing up to 75 damage. Explosion radius is that of the stock grenade launcher.
Vampiric: 20% of damage dealt is returned as health.
Burner: Fire deals -50% damage, and melee attacks set enemies on fire. Take +35% damage from all non-fire sources.
Stalker: You can place your own spawn. Take mini-crits for 5 seconds after spawning. Spawns can be destroyed by a human walking over it.
Human Perks-
Juggernaut: Deal +15% damage, take -10% damage, and you take NO self damage. Move 40% slower.
Zen: You can not be healed by any sources (medic, healthpacks, etc), however, you regenerate health at the same rate as the cozy camper, and heal 25% of damage dealt.
Wise: Every time you take damage (self and fall damage do not count), you get a permanent +3% damage resistance (up to 25%), every kill gets you +5% damage (up to 50%), every assist gets you +2% damage. You start with -15% damage resistance, and -10% damage.
Holy: When crouching and not moving, you heal all nearby survivors. (same rate as amputator taunt). You take +15% damage.
Quick Hands: Equip weapons 40% faster, reload weapons 20% faster, swing melee weapons 20% faster. -30% health from all sources on user.
Turtle: You can no longer be crippled from backstabs, but they still do damage. -25% move speed.
Athletic: Move 30% faster, deal 20% less damage, take 20% more damage.
Scavenger: When crouched and not moving, regenerate ammo at 5% of max ammo every 3 seconds, minimum of 1 ammo regenerated. Weapons with cooldowns regenerate 35% faster constantly.
These are just some ideas I have, and I think we need more than just those.
What are all of your thoughts?
As cliché as it is, who doesn’t like a zombie survival game mode? While I doubt this is all balanced, or would really get the time of day, I still feel like suggesting it. But, I have a twist of sorts on it. This is heavily based on an old server I used to play on (which is very much dead now, sadly)
Any items that are banned I would welcome suggestions on how to balance. Items, weapons, and perks in italics are things I need help balancing.
Any weapons not listed are weapons I felt didn’t need any changes
Zombies-
Zombie team are restricted to melee weapons and non gun support items (sandvich, cleaver, bonk, etc). The zombies can only use three classes. Here are their changes and stuff
Heavy: The heavy can use all lunchbox items, and most melee weapons. Some balance would be needed, so here are some of my ideas.
Dalokohs Bar: +100 HP for 30 seconds, upon consumption, you deal -20% damage, and you can not heal from anything until the buff expires. Recharge time would increase to 30 seconds.
Second Banana: recharge time increased to 20 seconds.
Sandvich: recharge time increased to 45 seconds.
Buffalo Steak: Not sure how to balance this. Any ideas would be appreciated.
Fists of steel: Banned, because unless we make it worthless or change the entire point of it, I don’t see it being balanced in this mode.
Holiday punch: Banned, because I despise this weapon. If we cant ban it, at least make it unable to stun ubered players.
Warriors Spirit: -35% attack speed.
Gloves of Running Urgently/Eviction Notice: No longer drains health, you have a flat +25% damage taken.
Scout: The scout I think would be hardest to balance, but I will try my hand at it.
Flying Guillotine: Recharge time increased to 15 seconds.
Bonk Atomic Punch: When the invulnerability expires, you take +25% damage for 5 seconds. This penalty decreases over time.
Mad Milk: Not sure how to balance this. Any ideas would be appreciated.
Crit a Cola: -25% attack speed while under effects.
Boston Basher: Can not be crit boosted. No longer bleed when you miss.
Sun on a stick: Sets enemies on fire on hit, only because there would be no other way to use it.
Spy: Spy no longer backstabs and kills. Upon backstab, the person who was backstabbed is reduced to 1/3 health (which can NOT be healed), for 15 seconds. This is called “Cripple”. Spies can not disguise.
Your Eternal Reward: Banned.
Connivers Kunai: Upon backstab, the spy gains full overheal, that does not decay.
Big Earner: spy gains +15% speed.
Spycicle: Banned.
Dead Ringer: Banned.
Invisible watch/Cloak and Dagger: -25% max cloak.
Humans-
The human team is restricted to medic, soldier, engineer, sniper, demoman, and pyro. Upon death, they are sent to the zombie team.
Engineer: No buildings can be upgraded. Engineer’s dispenser no longer dispenses health, and has 300HP. Essentially a barricade. Mini sentry has 50 ammo than CANT be refilled, and slowly loses ammo at 1 ammo per second. Upon running out of ammo, the mini sentry self destructs. Normal sentry has 15 shots, and can be refilled, but not beyond those 15 shots.
Pomson 6000: no longer drains cloak.
Wrangler: Banned.
Short Circuit: Banned.
Eureka Effect: either ban, or make it so upon teleportation, engineer is stunned for 5 seconds.
Soldier:
Rocket Jumper: Banned.
Base Jumper: Banned.
Market Gardner: Banned.
Pyro: All flamethrowers ammo is reduced to 100
Phlogistinator: Banned.
Thermal Thruster: Banned.
Gas Passer: Banned.
Homewrecker: Banned.
Third Degree: Banned.
Demoman: Sticky bomb limits are reduced by half, and hold half the ammo.
Loch and Load: Replace damage against buildings with +20% damage.
Base Jumper: Banned.
Sticky Jumper: Banned.
Medic: Medic no longer has passive health regeneration. Ubercharge removes “Cripple”
Vaccinator: Banned.
Kritzkrieg: Gives mini-crits instead.
Ubersaw: Either ban or reduce ubercharge gain to 10%.
Vita Saw: Banned.
Amputator: Take +25% damage when taunting.
Sniper: All sniper rifles have 15 shots.
Bazaar Bargain: Banned.
Shahansha: Just give it the stats of the equalizer. Not sure why this isn’t the case in vanilla.
Perks: Both humans and zombies can choose 1 perk, and can change perks at any time. Perk changes only affect your next life.
Any advice on balancing perks would be appreciated. I don’t want people to have to use a perk. I feel like each perk should have a downside.
Zombie Perks-
Bloater: Upon death, explode dealing up to 75 damage. Explosion radius is that of the stock grenade launcher.
Vampiric: 20% of damage dealt is returned as health.
Burner: Fire deals -50% damage, and melee attacks set enemies on fire. Take +35% damage from all non-fire sources.
Stalker: You can place your own spawn. Take mini-crits for 5 seconds after spawning. Spawns can be destroyed by a human walking over it.
Human Perks-
Juggernaut: Deal +15% damage, take -10% damage, and you take NO self damage. Move 40% slower.
Zen: You can not be healed by any sources (medic, healthpacks, etc), however, you regenerate health at the same rate as the cozy camper, and heal 25% of damage dealt.
Wise: Every time you take damage (self and fall damage do not count), you get a permanent +3% damage resistance (up to 25%), every kill gets you +5% damage (up to 50%), every assist gets you +2% damage. You start with -15% damage resistance, and -10% damage.
Holy: When crouching and not moving, you heal all nearby survivors. (same rate as amputator taunt). You take +15% damage.
Quick Hands: Equip weapons 40% faster, reload weapons 20% faster, swing melee weapons 20% faster. -30% health from all sources on user.
Turtle: You can no longer be crippled from backstabs, but they still do damage. -25% move speed.
Athletic: Move 30% faster, deal 20% less damage, take 20% more damage.
Scavenger: When crouched and not moving, regenerate ammo at 5% of max ammo every 3 seconds, minimum of 1 ammo regenerated. Weapons with cooldowns regenerate 35% faster constantly.
These are just some ideas I have, and I think we need more than just those.
What are all of your thoughts?