Cubic² Posted August 8, 2017 Content Count: 83 Joined: 04/26/17 Status: Offline Share Posted August 8, 2017 Another interesting idea would be to allow two grenade types: an incendiary one (molotov) and knockback one (HE). Allow players to equip one type of grenade and no ability to resupply through the !zmarket. Players could diversify their loadout depending on which grenade functions best for the map. Molotovs would apply the familiar napalm effect and HE would be used for knockback purposes without the napalm effect. This of course would be harder to implement and would require more experimentation to perfect. As it stands, I believe the best mode of action would be to remove resupply of grenades via "!he" and to decrease the napalm/slow duration from 5 seconds -> 3 seconds. Ah so basically Mapeadores does literally this with nades used only for vertical knockback and molotovs for napalm effect Link to comment
Paralyzed Posted August 11, 2017 Content Count: 3729 Joined: 10/14/07 Status: Offline Share Posted August 11, 2017 Another interesting idea would be to allow two grenade types: an incendiary one (molotov) and knockback one (HE). Allow players to equip one type of grenade and no ability to resupply through the !zmarket. Players could diversify their loadout depending on which grenade functions best for the map. Molotovs would apply the familiar napalm effect and HE would be used for knockback purposes without the napalm effect. This of course would be harder to implement and would require more experimentation to perfect. As it stands, I believe the best mode of action would be to remove resupply of grenades via "!he" and to decrease the napalm/slow duration from 5 seconds -> 3 seconds. While this would be the most ideal situation, we've tried molotovs in the past but unfortunately it doesn't do the server any good, performance wise. I've already decreased the duration of the napalm effect from 5 to 3 and I'm currently debating whether or not to limit grenades to a maximum of ONE only and leaving the grenade settings as it is. However, I do think the players heavily depend on their grenades though, not just for zombies but as well for bossfights, so that's something I'm not too certain about. Thoughts? Link to comment
Bill Smauz Posted August 11, 2017 Content Count: 639 Joined: 01/06/08 Status: Offline Share Posted August 11, 2017 While this would be the most ideal situation, we've tried molotovs in the past but unfortunately it doesn't do the server any good, performance wise. I've already decreased the duration of the napalm effect from 5 to 3 and I'm currently debating whether or not to limit grenades to a maximum of ONE only and leaving the grenade settings as it is. However, I do think the players heavily depend on their grenades though, not just for zombies but as well for bossfights, so that's something I'm not too certain about. Thoughts? I agree with you that molotovs would be pretty useless, or game changing. They wouldn't really serve an additional function since both HE and Molotov would simply act to slow down the zombies (whether it be through napalm or knockback) I like that the napalm duration was decreased to 3 seconds, we can just see how this affects gameplay over time. As long as the nades themselves become balanced I don't think it will be much of an issue to keep the ability to resupply because not every player uses this option but it is useful to have the utility during a boss fight and if a player tells everyone to throw their nades at the boss. If we go the route of maintaining the ability to resupply, I think the knockback ability of the nades should be looked at/adjusted slightly. Reducing knockback on the nades would limit the effectiveness of nade spam because it would mean that players are still required to shoot at the zombies for a greater knockback effect. Link to comment
Paralyzed Posted August 11, 2017 Content Count: 3729 Joined: 10/14/07 Status: Offline Share Posted August 11, 2017 I agree with you that molotovs would be pretty useless, or game changing. They wouldn't really serve an additional function since both HE and Molotov would simply act to slow down the zombies (whether it be through napalm or knockback) I like that the napalm duration was decreased to 3 seconds, we can just see how this affects gameplay over time. As long as the nades themselves become balanced I don't think it will be much of an issue to keep the ability to resupply because not every player uses this option but it is useful to have the utility during a boss fight and if a player tells everyone to throw their nades at the boss. If we go the route of maintaining the ability to resupply, I think the knockback ability of the nades should be looked at/adjusted slightly. Reducing knockback on the nades would limit the effectiveness of nade spam because it would mean that players are still required to shoot at the zombies for a greater knockback effect. As I prefer to keep the ability to resupply an extra grenade due to the said reasons above, I will tweak the nade knockback settings some more throughout this week and will see what other players have to say once these adjustments have been made. This will be experimented with so don't expect the perfect settings in one try. Link to comment
Paralyzed Posted August 15, 2017 Content Count: 3729 Joined: 10/14/07 Status: Offline Share Posted August 15, 2017 Have you guys noticed any changes to the grenades at all? The vertical and horizontal grenade knockback has been reduced by two for a couple of days already. As a zombie while running you don't get knockback'd as much, but when you jump and get hit by a nade you do (to make sure bhopping zombies aren't too OP). Link to comment
Paralyzed Posted August 16, 2017 Content Count: 3729 Joined: 10/14/07 Status: Offline Share Posted August 16, 2017 (edited) With the reduction of the napalm effect duration as well as the horizontal and vertical knockback changes, I don't think it's much of a problem for zombies anymore. If this however is still an issue in the future I may consider doing the specific map configurations. Edited August 16, 2017 by Paralyzed Link to comment
Inception Posted August 17, 2017 Content Count: 363 Joined: 12/26/15 Status: Offline Share Posted August 17, 2017 Reduce bullet knockback as well. Its still quite a lot as on starwars a competent team was able to completely restrain a zombie from moving forwards allowing 60% of the team to doorhug. ZE is emphasized as a team game not a let the pros carry. Should look into more kb changes if the regulars want a more competitive community. Link to comment
Recommended Posts
Reply to Thread
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now