I think zombies should definitely not have 2-hit kills, or even 1-hit kills.
I’m thinking 4-5 hit kills.
However…make the enemy paralyzed and pretty much unable to move during these hits.
I think zombies should definitely not have 2-hit kills, or even 1-hit kills.
I’m thinking 4-5 hit kills.
However…make the enemy paralyzed and pretty much unable to move during these hits.
Hmm… now that zombies hp is 1000, maybe 1hit kill would be indeed overpowered
I think Reki’s ratio of humans to zombies is a great idea too. I’m usually human and i think zombies are too overpowered.
Zombies aren’t overpowered, actually humans are. Whenever I play on zombies server, it’s always the humans team that wins. They always go together in groups so when one zombie appears, they all go for him. So it doesn’t really matter how much HP the zombies have, but rather how much players are on the zombies team than the human team.There are times where zombies get spawnkilled because there are too many humans to go for at once. So maybe if teams were like infiltration (less on blue,more on green,humans being blue,and zombies green)Then maybe people who play as zombies wouldn’t complain so much. It evens out the teams.
Last time I played on the zombie server, zombies creamed the humans. I think a large part of it is player based. If you have a group of 4 or 5 smart zombies, it evens out the advantage. My fellow humans were running around with shotguns and rifles! :o
-barron?!?!
P.S. Is there a trick to getting the zombie super jump to work? Sometimes I break ground blocks and nothing happens…
you broke the block at the wrong angle.
Ok, then what is the proper angle to execute the maneuver?
-barron?!?!
Here is my idea, make people join random teams at the start. It would be annoying, but it’s probably the only way to balance the mode.
Because there are always more humans than zombies, and zombies are basically spawncamped the whole game.
I’ve got a little question here. How are humans supposed to take an underground intel, when it is only one good zombie needed to kill anyone that tries to. Now, that water damage was increased, just as the zombies hp did, usually there is no way to take it (unless guard gets bored). Before I used water approach, so recent one-sided update seems a bit not thought over to me.
Try digging a straight tunnel, about 20 blocks to the intel (or near it) and run. You should be able to grab the intel and/or shoot the zombie.
-barron?!?!
Thing’s I’ve noticed about zombies:
There’s one balance issue that’s quite interesting: a normal human team gets completely owned by a zombie swarm. However, having just 1 aimbotter around completely changes the tide.
Absolutely. SMG is the only way to kill zombies and avoid being swarmed. Aimbotters are actually easier to detect on zombies I think. The things that give them away I’ve found are:
a) Effectively killing zombies w/o an SMG
b) Not missing a zombie with SMG (Really easy to tell if you are the one being shot)
c) They are a human. Of course, there can easily be aimbotting zombies, but given the fact one must work hard to use a gun seems like a foreign idea to cheaters.
This I feel is a problem. Once a human gets the intel and are smart enough not to stop running, it requires great luck to stop them, i.e. a conscientious zombie that will flank them. I don’t know if it is possible to script slower running for a human with intel, but that could help with this issue. However, testing would be needed to find the right balance, otherwise zombies will have a great advantage.
I think the water damage is hilarious. I love backing humans into water and watching them die!
-barron?!?!
P.S. Is it intending for zombies to be able to place blocks? It is possible with the right-click method.
I jump in the water just to annoy the zombies. Lots of zombies rage because I won’t let them embiggen their ratios (embiggen is a word)
I think the zombies should only be killable by headshots and spade damage should be upped