NECROSSIN Posted December 31, 2010 Share Posted December 31, 2010 (edited) 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 systemSince 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 Edited September 11, 2011 by NECROSSIN Quote Link to comment
Damien Posted December 31, 2010 Share Posted December 31, 2010 Change lvl 4 to 5 and 5 to 6 requirements. (ammo boxes) to take x supply crates. Quote Link to comment
Hundred2 Posted December 31, 2010 Share Posted December 31, 2010 Remove howler and levels Quote Link to comment
Doubleedge Posted December 31, 2010 Share Posted December 31, 2010 (edited) Maybe make the medics have to recharge their medkits every time a crate comes by, like if they use all of their hp which lets say might be 75hp or something they would regenerate it back again from the crates but it wont be a constant recharging thing like now so there would be two cons for going as medic, 1 con would be that you can't move whilst healing yourself and the other con being that you can only heal 75hp every time you get hpfrom the crate. And the pro would be you getting 75hp a crate and being able to give yourself and others hp. Also seeing as there would be no incentive to go medic then how about every 10hp heal you do for another human you could recieve 1 score, that way you can get upgrades from healing people enough.Just a few ideas I had in mind. Edited December 31, 2010 by Doubleedge Quote Link to comment
Damien Posted December 31, 2010 Share Posted December 31, 2010 I gc for 100 hp healing than im fine with it. Quote Link to comment
Sneed Posted December 31, 2010 Share Posted December 31, 2010 Well If just instant prop killing came back you would see me there Quote Link to comment
Guest Posted December 31, 2010 Share Posted December 31, 2010 (edited) . Edited April 3, 2015 by Guest Quote Link to comment
Chikennugget1 Posted December 31, 2010 Share Posted December 31, 2010 If you bring back old ZS you'll beat Chuck Norris for ever (or not) Quote Link to comment
Lipton Posted December 31, 2010 Share Posted December 31, 2010 (edited) awsome changes finally And agree with that "last man stand" coz when im like commando, i have auto shotty with 120 ammo, then i become last man then i get auto shotty with like 40 ammo -.- Edited December 31, 2010 by Lipton Quote Link to comment
Griffon Posted December 31, 2010 Share Posted December 31, 2010 (edited) The leveling is a bit flawed as you dont want to hunt 1 class all the timemy sugguestionmake comando: x kills,x headshotsbserker: x dmg,X health regensupport: x assists , x props nailedmedic: x heal,x health vials (possibly implement a random vial spawn)engineer: maybe give a shield that tanks ranged damage(poison/howlers) that needs energy cells or he could use those cells to power a turret for say ((X energy cells x 30secs)maybe same spawn system as health vials) x energy used,x mine dmg, if he has a shield he wont take as much mine dmgbut enineer takes x% more mele dmg compared to other classesEDIT: if you have mysterious stranger perk make it so magnum isnt replaced by glock.Agreed at doubledges 1gc for x teamate heal Edited December 31, 2010 by Griffon Quote Link to comment
NECROSSIN Posted December 31, 2010 Author Share Posted December 31, 2010 I'll take a look later.Fixed medic's leveling up to 4th level at the momentRequirements: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) Quote Link to comment
Griffon Posted December 31, 2010 Share Posted December 31, 2010 possibly change the weapons so that assault rifle`s have more recoil(specially when moving)but more dmg (ass they fire slower than smg but dont have enough noticable damagesmg`s maybe a little bit more recoilsaw maybe make you move a tad slowershotguns are good Quote Link to comment
Lipton Posted December 31, 2010 Share Posted December 31, 2010 when u like lvl 5 medic, do you get anything extra i mean, what does lvlin help with medic? Quote Link to comment
NECROSSIN Posted December 31, 2010 Author Share Posted December 31, 2010 when u like lvl 5 medic, do you get anything extra i mean, what does lvlin help with medic?Some perk's effects such as increased healing speed Quote Link to comment
Lipton Posted December 31, 2010 Share Posted December 31, 2010 ok and do some fixes with etheral zombie, like lower hp,damage and when teleport like 1 sec recharge time before can move Quote Link to comment
Doubleedge Posted December 31, 2010 Share Posted December 31, 2010 I agree there should be a longer wait before you can teleport again, it's annoying when you have constant teleporting eathreals around you that throw your screen left and right constantly. Quote Link to comment
Albino_Gunner Posted December 31, 2010 Share Posted December 31, 2010 just curious, what is being done with zerks? Quote Link to comment
NECROSSIN Posted January 1, 2011 Author Share Posted January 1, 2011 just curious, what is being done with zerks?I think that they are fine atm but the main changes will be in leveling requirements (watch the first post) Quote Link to comment
NECROSSIN Posted January 1, 2011 Author Share Posted January 1, 2011 Engineer changes so far:Engineer will spawn with Barricade Kit.Added "X% more barricade health" instead of "X% more turret damage" perk.Fixed lvl 0-6 Engineer's leveling (still needs some testing) Quote Link to comment
Lipton Posted January 1, 2011 Share Posted January 1, 2011 i gotta say berserker is not too fine atm, coz u cant even kill a normal zombie with melee before it kills uA bit more melee damageA bit more hp recharge when meleeAnd a damage reduction aura?? Quote Link to comment
Weo Posted January 1, 2011 Share Posted January 1, 2011 so the editing can be done by players?oh thats awesome3 thing what i would like to affect.zombine -> has too much hp... way too muchstalker -> well either make it more invisible or make it stop when it hitspoison headcrap -> reduce explosion radius to like wooden box not as big as truckplease do consider these! Quote Link to comment
Jeremiah Posted January 1, 2011 Share Posted January 1, 2011 Necrossin, thanks for taking action, let me tell you some things though.You decide on reducing glock damage, the thing is that the headshot system is overpowered, change that.Also, correct me if I am wrong but the thing with zombines is that they have high armour (I believe, last time I checked the health was just fine).Other great ideas:- Zombine+ Only available last 5 minutes of round.- Poison headcrab1. Remove poison headcrab or bring back old ones.If not possible do underneath:1. Increase time between shots.2. Decrease radius of damage.3. Decrease damage.- Ethereal zombie1. Remove them the class or bring back old onesOR2. Decrease damage and unable to teleport.+ Bring back aim being red when targeting an ethereal zombie.- Headcrabs1. Reduce health (+increase damage slightly).- Fast zombie1. Increase damage when crawling a human.2. Decrease damage when pushing humans.- Poison Zombie1. Decrease the health effect with 10%.- Berserker1. Increase health gain when using melee.- Weapons1. Decrease damage for headshots 40-50%.2. Increase desert eagle damage 10%.3. Increase magnum damage 5%.4. Increase damage for melee weapons with 50%5. Decrease damage for yourself when your on mine damages you.- Server1. Cannot be chosen random zombie again for the next round. Quote Link to comment
Jeremiah Posted January 1, 2011 Share Posted January 1, 2011 Well If just instant prop killing came back you would see me thereLol, Sneed, old school zs..it would be too overpowered though. Quote Link to comment
Hundred2 Posted January 1, 2011 Share Posted January 1, 2011 Well If just instant prop killing came back you would see me thereLol, Sneed, old school zs..it would be too overpowered though. No it was fine. Quote Link to comment
NECROSSIN Posted January 2, 2011 Author Share Posted January 2, 2011 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):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. Quote Link to comment
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