Inception Posted May 31, 2017 Content Count: 363 Joined: 12/26/15 Status: Offline Share Posted May 31, 2017 Zombies run too fast which might explain why defenders get caught way too quickly on tight holds. Aka any of the biohazard maps on the box holds/hallways holds, if nobody throws a grenade before falling back then its rip most of the slow/lost humans. This may also explain why nazguls are sonic the hedgehog on minas tirith and mount doom Link to comment
LargeAll Posted May 31, 2017 Content Count: 152 Joined: 01/28/16 Status: Offline Share Posted May 31, 2017 Isn't the only zombie that is faster than normal the fast zombie? And isn't just slightly faster? They take increased knockback anyway, so backpeddling is more effective on them, and if we slow the movement speed below normal, run maps like icecape or dangerous waters wouldn't work. Link to comment
omarfire00 Posted May 31, 2017 Content Count: 939 Joined: 01/21/12 Status: Offline Share Posted May 31, 2017 I definitely second this idea. More often than not, I find it difficult to hold back zombies at a particular choke point due to their speed, even if the ratio of humans to zombies is 1:1. In addition, the challenge comes to falling back from a hold. More often than not, the humans don't consider throwing a grenade unless you remind them over voice chat, and even then, at the very least, it's uncoordinated as multiple individuals use their grenades lavishly, wasting them for later use; and at the very most, they fail to inflict any significant damage as they get tossed like a seven-year-old's first baseball throw. I am all for backpedaling as I always inform those who fall back to do it, but you've got to do it right or it's pointless. As for @LargeAll's point with regards to making maps certain maps that fall under the category of 'Running Simulators' unable to work, I've got nothing to say other than that those maps are made with the purpose of having the human team win 90% of the time: One or two definite defense points for the entirety of the map. You can literally have the entire human team spam their he grenades for those holds and you're set. That other 10% due to bad rng, resulting in the mother zombie to spawn along with the majority of the human team (i.e the tram) and then losing the round due to outweighed ratio of zombies to humans. Link to comment
LargeAll Posted May 31, 2017 Content Count: 152 Joined: 01/28/16 Status: Offline Share Posted May 31, 2017 If we lower zombie movement speed below human movement speed, there would be almost no need for backpedaling or worrying about zombies until the next defence, and it's actually decently easy to retreat from a tight hold. The knockback to ze still is a bit above average compared to other servers, so simple backpedaling works. You get three nades too (2 from spawn, 1 from /guns), so you just need you and 1 other cooperative person and you're set. And consider being the zombies, now you have no chance of trimming a few humans unless you know how to bhop (which most randoms don't) AND that the humans don't backpedal. Also, reducing running speed in zombies actually has an affect in "running simulators", it removes the already small challenge there is. Zombie behind you? Don't bother even shooting them. You outrun them. Link to comment
Inception Posted May 31, 2017 Content Count: 363 Joined: 12/26/15 Status: Offline Share Posted May 31, 2017 I dont know how much the zombie speed right now is but im feeling thats its around 275. Setting it to 260ish should be fine. If im mistaken, then we should lower it from the current value accordingly. Link to comment
Wesker Posted June 1, 2017 Content Count: 1534 Joined: 07/27/09 Status: Offline Share Posted June 1, 2017 (edited) Zombies run too fast which might explain why defenders get caught way too quickly on tight holds. Aka any of the biohazard maps on the box holds/hallways holds, if nobody throws a grenade before falling back then its rip most of the slow/lost humans. This may also explain why nazguls are sonic the hedgehog on minas tirith and mount doom Nazguls have modified speed in the first place, so changing zombie running speed would hardly effect them. I dont know how much the zombie speed right now is but im feeling thats its around 275. Setting it to 260ish should be fine. If im mistaken, then we should lower it from the current value accordingly. I agree that the average zombie speed should be around 260, which would completely get rid of the need for any kind of 'tagging' If we lower zombie movement speed below human movement speed, there would be almost no need for backpedaling or worrying about zombies until the next defence, and it's actually decently easy to retreat from a tight hold. Please don't ever do this, zombies need to have increased speed to account for knockback or they would never catch up. FYI - Humans with Knife / Pistol run at 250 Edited June 1, 2017 by Wesker Link to comment
omarfire00 Posted June 1, 2017 Content Count: 939 Joined: 01/21/12 Status: Offline Share Posted June 1, 2017 Yeah, I don't know where you thought that our request is to decrease zombie speed below the human's fastest speed (250). From what I see in-game, my best guess is that the zombies' speed is around 275, as @Inception has already mentioned, and it's best to be brought down to 260, or around there. Link to comment
LargeAll Posted June 1, 2017 Content Count: 152 Joined: 01/28/16 Status: Offline Share Posted June 1, 2017 Wait, am I wrong that zombies get normal speed? I thought only fast zombies get higher speed than normal and, from what I can see, only slightly. Link to comment
Leon Mordecai Posted June 3, 2017 Content Count: 5055 Joined: 07/19/15 Status: Offline Share Posted June 3, 2017 (edited) So motherzombie and normal zombie have +10 higher speed than a human, tank zombie is -10 slower than a human cuz he's a fat ass, xenomorph subscriber is +15 higher speed than a human (suppose to have hybrid stats of a normal and fast zombie), and fast zombie is +25 faster than a human cuz he fast as fuck boissssssss but also has the highest knockback out of every zombie. What I can do is lower the fast zombie 's speed by about 5-10 and maybe normal/mother zombie's speed by 5, as for the rest I think their speeds are fine because they need the slight speed advantage accounting all the knockback and tagging. Also back pedaling helps when running away from zombies . 2 Edited June 3, 2017 by Leon Mordecai Link to comment
Leon Mordecai Posted June 3, 2017 Content Count: 5055 Joined: 07/19/15 Status: Offline Share Posted June 3, 2017 So I lowered the fast zombie's speed by 5 and also increased it's knock back very slightly (not very noticeable tbh). The rest of the zombies I wont change for now and monitor and make adjustments as needed. 1 Link to comment
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