Author Topic: asdaf temp zs suggestions thread  (Read 1523 times)

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Offline Lavenchie

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Re: asdaf temp zs suggestions thread
« Reply #105 on: February 25, 2012, 11:09:24 AM »
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10 waves would be nice, along with shorter waves.

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Re: asdaf temp zs suggestions thread
« Reply #106 on: February 25, 2012, 11:10:37 AM »
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IMO: It is very irritating starting the game as human post-wave-1, since you can't do shit with your worth, is there some way to modify this, OR convert it to points, or just not give us worth if starting after wave 1 begins?
If you join a bit late then you get a random set of weapons. While this doesn't allow you to pick guns by yourself but it might be useful if there are zombies nearby. I really don't see a problem with that.

10 waves would be nice, along with shorter waves.
Seconding this.

Anybody want 10 waves?
What's wrong with having 6 waves? I even think it's better because of the longer waves and longer breaks so that way zombies can play a long period of time non stop and humans have more time to prepare/buy stuff. 



Offline Seb

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Re: asdaf temp zs suggestions thread
« Reply #107 on: February 25, 2012, 11:38:34 AM »
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10 waves would be nice, along with shorter waves.
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I- meant for games to be LONGER, not about the same time. Games just seem too short.
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Offline Hotgreensoldier

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Re: asdaf temp zs suggestions thread
« Reply #108 on: February 25, 2012, 12:00:10 PM »
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I- meant for games to be LONGER, not about the same time. Games just seem too short.

I'm not saying a REALLY shorter wave time. I just mean about 10-30 seconds. Like it was in the old Zs
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Offline Deathie

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Re: asdaf temp zs suggestions thread
« Reply #109 on: February 25, 2012, 01:27:54 PM »
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If you join a bit late then you get a random set of weapons. While this doesn't allow you to pick guns by yourself but it might be useful if there are zombies nearby. I really don't see a problem with that.

If you set a default loadout, it will chose that instead.


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Offline Seb

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Re: asdaf temp zs suggestions thread
« Reply #110 on: February 25, 2012, 01:38:59 PM »
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If you set a default loadout, it will chose that instead.

How do we do that?
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Offline Deathie

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Re: asdaf temp zs suggestions thread
« Reply #111 on: February 25, 2012, 01:41:13 PM »
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How do we do that?

In your worth menu, where you save loadouts. You know where the checkmark is? Theres a few other options. The heart makes it your default loadout.


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Offline Seb

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Re: asdaf temp zs suggestions thread
« Reply #112 on: February 25, 2012, 05:27:51 PM »
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No matter how many players there are, it's still always two zombies. Can we change that so that we get a reasonable amount of zombies to players? I just joined to see 21 humans against two zombies.
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Offline Deathie

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Re: asdaf temp zs suggestions thread
« Reply #113 on: February 25, 2012, 05:35:30 PM »
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No matter how many players there are, it's still always two zombies. Can we change that so that we get a reasonable amount of zombies to players? I just joined to see 21 humans against two zombies.

It's 11%.

20 players would be 3 initial zombies.

The way the games been though, that's perfectly fine. Humans rarely ever get past waves 2 or 3.


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Re: asdaf temp zs suggestions thread
« Reply #114 on: February 25, 2012, 05:36:45 PM »
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It's 11%.

20 players would be 3 initial zombies.

The way the games been though, that's perfectly fine. Humans rarely ever get past waves 2 or 3.

Not the games I've played. The game still seems easy towards humans, and even more so now.

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Re: asdaf temp zs suggestions thread
« Reply #115 on: February 25, 2012, 07:48:20 PM »
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I'm not sure if you attended to this problem or not, but the 1st tier shotgun still feels like it lacks a lot of strength while going up against a full zombie. I'd usually empty 5 or 6 rounds into one before someone assists me with the kill, just feels that it doesn't go up to its full potential at close range.

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Re: asdaf temp zs suggestions thread
« Reply #116 on: February 25, 2012, 08:02:16 PM »
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Lag compensation pisses me off.

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Re: asdaf temp zs suggestions thread
« Reply #117 on: February 25, 2012, 08:19:48 PM »
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I'm not sure if you attended to this problem or not, but the 1st tier shotgun still feels like it lacks a lot of strength while going up against a full zombie. I'd usually empty 5 or 6 rounds into one before someone assists me with the kill, just feels that it doesn't go up to its full potential at close range.

It currently does 20 damage per fragment. Each shell shoots 8 fragments. So if you're face-to-face with an enemy, and each shot lands, then it'll do 160 damage. Enough to take out most of the classes in a single shot.

It's fine the way it is ._. You were probably too far away.


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Re: asdaf temp zs suggestions thread
« Reply #118 on: February 26, 2012, 09:00:23 AM »
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People have probably said this but.. Here are my problems with the new ZS.

Headcrabs, do incredible ammount of damage, i know you nerfed them, but they just jump and jump and jump, their isnt even a second before they can jump again i just wish their were a delay, OR have it like the last version, where they can jump really high and Mildly fast, and only do some damage not, like 20% of your health...

Fast Zombies, Over Powerd sons a bitches, especially since they can now walk and hit, which i would have no problem with If we were in the older version of ZS

I think those are two of like the 6 things i dont like about this ZS...

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Re: asdaf temp zs suggestions thread
« Reply #119 on: February 26, 2012, 09:04:02 AM »
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People have probably said this but.. Here are my problems with the new ZS.

Headcrabs, do incredible ammount of damage, i know you nerfed them, but they just jump and jump and jump, their isnt even a second before they can jump again i just wish their were a delay, OR have it like the last version, where they can jump really high and Mildly fast, and only do some damage not, like 20% of your health...

Fast Zombies, Over Powerd sons a bitches, especially since they can now walk and hit, which i would have no problem with If we were in the older version of ZS

I think those are two of like the 6 things i dont like about this ZS...
But headcrabs do have a delay and fast zombies were nerfed and now do 5 damage(I think).