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Mr. Green Gaming

NECROSSIN

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Posts posted by NECROSSIN

  1. My third try:

    Gameserver:GMod servers (Mostly ZS)

    Age: 17

    Country of origin: Russia

    Link to SteamCommunity profile: http://steamcommunity.com/id/necrossin

    Little something about your self and why you think you're fit to be admin:

    Well I am a good gmod player and really like to spend my time in this great community. All this time I have been playing mostly at mr.green's gmod servers (ZS and IW) and sometimes at TF2 servers too. However now I'm fixing and balancing Zombie Survival for Mr. Green's GMod zs server .

    Hope I'll be very useful as admin.:)

  2. a few questions...Why can't melee weapons in general get a damage buff as pufulet said:

    "Plank - 20Dmg

    Keyboard - 25dmg

    Frying Pan - 30dmg

    Pot - 35 dmg

    Axe - 55 dmg

    Crowbar - 65 dmg" i think that would work or at least is worth a test.

    *Noted for myself*

    Are etherals getting a damage nerf and are poison headcrabs getting a nerf becaue they are 2 of the most complained about hing on the server atm

    Already decreased poison headcrab's speed from 180 to 130.

    Gotta increase the delay between spits.

    About ethereals - need some good ideas how to balance them.

    will medics earn GC for healing others?

    I dont have access to gc commands so cant do much about it atm :/

    and with zerks i think rather than a damage buff they need a hp return buff. E.G start at 10% of damage and increase by 2.5 every level but with a minimus of 4 hp back?. It wont be op because of all the anti zerk classes (E.G howler and zombine) and make howler do like 50% extra dmage to zerks.

    I increased speed boost a bit and health per hit but berserker still not fixed at all (but he is able for leveling)

  3. Some more changes (on on SVN yet):

    Fixed Medic's leveling(needs some testing):

    Perks (the higher level - the better effect:

    'Increased pistol damage'

    'Increased healing effect'

    'Increased movement speed'

    'Increased resistance against damage'

    Perk ladder:

    "Heal 10k hp", "Open 100 supply crates" (lvl 0-1)

    "Heal 20k hp", "Open 250 supply crates" (lvl 1-2)

    "Heal 500 injured people", "Heal 1000 hp from supply crates" (lvl 2-3)

    "Heal 1000 injured people", "Heal 2100 hp from supply crates" (lvl 3-4)

    "Heal 400 infected people", "Survive 150 rounds" (lvl 4-5)

    "Heal 900 infected people", "Survive 300 rounds" (lvl 5-6)

    Changed that medics can't heal only self while moving, but still can heal other players.

    Increased amount of health gained from damaging zombie a bit (for Berserkers)

    Fixed that Glock was replacing .357 Magnum.

    Added small anti-exploit protection for Cade Kit (you can't use it if you are not standing at solid ground):

    zsvillagehousefinal0046.jpg

    Added new perk for commando that allows him to see zombie's helth and detect Ethereal zombies via crosshair.

    Customized zombie's soundsteps a bit.

    Fixed Engineer's leveling (well almost):

    Perks:

    'Increased barricade health'

    'Increased pulse rifle clip'

    'Increasing chance to spawn with pulse rifle'

    'Increased mine damage'

    Perk ladder:

    "Barricade 60 times", "Deploy 150 tripmines" (lvl 0-1)

    "Barricade 120 times", "Deploy 350 tripmines" (lvl 1-2)

    "Kill 600 undead with mine", "Deal 30k mine damage" (lvl 2-3)

    "Kill 850 undead with mine", "Deal 90k mine damage" (lvl 3-4)

    "Deal 250k damage with pulse", "Survive 150 rounds" (lvl 4-5)

    "Deal 500k damage with pulse", "Survive 300 rounds" (lvl 5-6)

    Going to fix commando, support and berserker a bit.

  4. I'll take a look later.

    Fixed medic's leveling up to 4th level at the moment

    Requirements:

    from 0 to 1 lvl - "Heal 10k hp", "Open 100 supply crates"

    from 1 to 2 lvl - "Heal 20k hp", "Open 250 supply crates"

    from 2 to 3 lvl - "Heal 500 injured people", "Heal 450 hp from supply crates"

    from 3 to 4 lvl - "Heal 1000 injured people", "Heal 750 hp from supply crates"

    (maybe I'll increase amount of hp gained from supply crates a bit)

    mediclol.jpg

  5. Well, in this topic I'll post upcoming changes and some possible ideas.

    SVN Changes (These changes already in svn version):

    [bALANCE] Medics now can heal if they are not moving. (No more Run'n'Heal tactic)

    Upcoming changes (they will be added to SVN as soon as they will be 100% completed):

    [bALANCE] Decreased Zombine's max health from 320 to 260.

    [bALANCE] Decreased Poison Headcrab's speed.

    [bALANCE] Slightly decreased Glock damage.

    Possible changes:

    [FIX] Leveling system

    Since the current level-up system is bugged I'll make a few changes:

    Medic:

    "Pick up X health vials" will be replaced with "Open X supply crates" or "Heal X points from supply crates"

    Commando:

    "Kill X headcrabs" will be replaced with "Kill X amount of howlers (or poison zombies maybe)"

    "Pick up X ammo boxes" will be replaced with "Open X supply crates"

    Berserker:

    "Kill X headcrabs" will be replaced with "Kill X amount of ethereals(or howlers)"

    Engineer:

    Probably I'll bring back the old cade kit (the one from old zs)

    "Deal X amount of turret damage" will be replaced with "Deal X amount of mine damage"

    Support:

    "Pick up X ammo boxes" will be replaced with "Open X supply crates" or "Pick up X nails from supply crates"

    Feel free to suggest good balancing ideas :monocle:

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