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Mr. Green Gaming

Big ZS Topic (aka ZS Changes)


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Before anyone says anything about it thats op, its not, as I have thought it carefully through many scenarios.

About the snipers to necro: They are supposed to do alot of dmg especially to heads or else they are not snipers.

Dodging perk fits as the marksman does not get dmg resistance and only has 90 hp.

Marksman

Hp: 90

Pros:

Specialises in sniper rifles and crossbows and is agile.

Cons:

Is not very strong at close range.

Perks

Coe*2+1 = x% More Speed.

Lvl 0 = 3% More Speed.

Lvl 1 = 5% More Speed.

Lvl 2 = 7% More Speed.

Lvl 3 = 9% More Speed.

Lvl 4 = 11% More Speed.

Lvl 5 = 13% More Speed.

Lvl 6 = 15% More Speed.

Coe*2 = x% chance to ignore zombie strike.

Lvl 0 = 2% chance to ignore zombie strike.

Lvl 1 = 4% chance to ignore zombie strike.

Lvl 2 = 6% chance to ignore zombie strike.

Lvl 3 = 8% chance to ignore zombie strike.

Lvl 4 = 10% chance to ignore zombie strike.

Lvl 5 = 12% chance to ignore zombie strike.

Lvl 6 = 14% chance to ignore zombie strike.

Coe*7 = x% More headshot damage.

10 Base Damage Bullet

Lvl 0 = ( 7% Extra + Base )10.7dmg

Lvl 1 = ( 14% Extra + Base )11.4dmg

Lvl 2 = ( 21% Extra + Base )12.1dmg

Lvl 3 = ( 28% Extra + Base )12.8dmg

Lvl 4 = ( 35% Extra + Base )13.5dmg

Lvl 5 = ( 42% Extra + Base )14.2dmg

Lvl 6 = ( 49% Extra + Base )14.9dmg

Coe*4 = x% To spawn with a crossbow or sniper.

Lvl 0 = 4% To spawn with a crossbow or sniper..

Lvl 1 = 8% To spawn with a crossbow or sniper..

Lvl 2 = 12% To spawn with a crossbow or sniper..

Lvl 3 = 16% To spawn with a crossbow or sniper..

Lvl 4 = 20% To spawn with a crossbow or sniper..

Lvl 5 = 24% To spawn with a crossbow or sniper..

Lvl 6 = 28% To spawn with a crossbow or sniper..

SNIPERS / CROSSBOWS

Crossbow

Model: Hl2 Crossbow

Base Damage: 60 4 Shots To Normal Zombie

Ammunition Full: 1 / 30

Ammunition Starting: 1 / 15

Lvl 6 Headshot w/ crossbow 89.4dmg

G3SG/1

Model: G3SG/1 CSS

Ammunition Full: 20 / 40

Ammunition Starting: 20 / 10

Base Dmg: 35 7 Shots To Normal Zombie

Lvl 6 Headshot w/ G3SG/1 52.15dmg

SG 550 - Will Not Spawn with at Start

Model: SG 550

Ammunition Full: 30/50

Ammunition Starting: 30/10

Base Dmg: 45 5 Shots To Normal Zombie

Lvl 6 Headshot w/ SG 550 67.05dmg

AWP - Will Not Spawn with at Start

Model: AWP

Ammunition Full: 10/30

Ammunition Starting: 10/10

Base Dmg: 75 3 Shots To Normal Zombie

Lvl 6 Headshot w/ AWP 111.75dmg

Scout

Model: Scout

Ammuntion Full: 10/40

Ammunition Starting: 10/20

Base Dmg: 55 4 Shots To Normal Zombie

Lvl 6 Headshot w/ Scout 81.95dmg

Level Requirements:

To Get Lvl 1:

Do 600 Headshots

Do 150000 Dmg

To Get lvl 2:

Do 1200 Headshots

Do 300000 Dmg

To Get lvl 3:

Do 100000 headshot dmg.

Kill 300 undead with a crossbow or sniper

To Get lvl 4:

Do 250000 headshot dmg.

Kill 700 undead with a crossbow.

To get lvl 5

Dodge 500 Zombie Strikes.

Survive 150 Rounds.

To get lvl 6

Dodge 1000 Zombie Strikes.

Survive 300 Rounds.

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I don't think you can make a code that tracks the 'zombie strikes'. Plus zombie melee attacks are pretty uncoordinated, thus rendering the whole leveling system for levels 5 and 6 null and void.

Secondly, honestly, ANOTHER agile class? Please, god, no.

Thirdly, two pros and one con? That one con is pretty generic. "Not an army guy" basically means you're weaker than a military soldier, and HOW is that true?

How about making a 'set-up' option to make your sniper way more accurate. Like a bipod or whatever.

If you choose not to set up the sniper, you won't get an accuracy bonus.

Remember balance. I don't think one hit kills for any body part but the occipital lobe (for simplicity's sake, this is basically a part in the head) should be included for the class.

Edited by Silver Dot
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post

1I don't think you can make a code that tracks the 'zombie strikes'. Plus zombie melee attacks are pretty uncoordinated, thus rendering the whole leveling system for levels 5 and 6 null and void.

2Secondly, honestly, ANOTHER agile class? Please, god, no.

3Thirdly, two pros and one con? That one con is pretty generic. "Not an army guy" basically means you're weaker than a military soldier, and HOW is that true?

How about making a 'set-up' option to make your sniper way more accurate. Like a bipod or whatever.

If you choose not to set up the sniper, you won't get an accuracy bonus.

4Remember balance. I don't think one hit kills for any body part but the occipital lobe (for simplicity's sake, this is basically a part in the head) should be included for the class.

1. It will act like the upgrade cheat death, only in the form of a perk. When it gets activated that counts as 1 dodge.

2. It will replace zerk so it would be an agile class, but it will be much less agile as you dont get dmg resistance or heal from zombies. The class will also consist of snipers and crossbows so running around trying to shoot with them is a bad option.

3.Pros would be that it handles snipers/crossbows, and that its a fairly agile class. The main con is that its not a good class at short range and is quite weak because of the health it has.

4. None of the weapons above insta kill zombies. You would need a minumum of 3 shots to actually kill 1 zombie. Take in consideration that there are swarms of poisons,zombines,howlers with sheilds,headcrabs. In that scenario the class itself is useless by itself and has to be in a team.

Edited by Pufulet
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Another idea for how to get weapons would be that when a zombie is killed, there is a chance that a random weapon will drop, depending on the infliction. So the higher the infliction. The better weapons that might drop.

"chance", "random", "might": I don't want to see these words when getting new weapons. 1-2 years ago, when weapons fell from the sky, you could run half the round with fists or some pistol, because of the random mechanic.

What's the problem with the present weapon system, btw?

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Another idea for how to get weapons would be that when a zombie is killed, there is a chance that a random weapon will drop, depending on the infliction. So the higher the infliction. The better weapons that might drop.

"chance", "random", "might": I don't want to see these words when getting new weapons. 1-2 years ago, when weapons fell from the sky, you could run half the round with fists or some pistol, because of the random mechanic.

What's the problem with the present weapon system, btw?

Indeed...

Edited by Mr. Darkness
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Well, I have refined the weapon system idea which serves as another way to aquiring weapons and ammunition apart from the skillshop.

When a zombie has been killed, there is a chance that it will drop a weapon. The weapon will depend on the infliction, and the zombie type.

For example:

Zombie killed at infliction 10% would drop a pistol most likely, while a zombie killed at infliction 80% would drop an smg.

If you killed a normal zombie you would not get a very strong weapon and the best weapon you would get would be an smg.

The best drop from killing a poison zombie would be an assault rifle, but getting a pistol is still possible from it, only the chance of getting the pistol would be higher.

Now for the ammo part:

Zombies would also drop ammo packs which when pressed E on, you would get around 10% of your maximum ammo of the weapon you are holding. If the ammo pack is not used after 10 seconds it would disappear. Before it disapeares, it would start to go red to show the player that they dont have much longer to get it.

To avoid loads of weapons on the floor that nobody wants:

If a weapon with no ammo is dropped. It would eventually disappear just like the ammo pack after 10 seconds.

Edited by Pufulet
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