Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - LilithReiNightShade

Pages: [1]
1
Zombie Hell / Re: Balance issues
« on: September 15, 2015, 05:02:27 pm »
I sadly doubt this would change anything or bring more fun to the server. While i agree with some of the ideas, ZF is just too broken a mod to really make work without having a team of Coders who knew the mod inside and out.

What we have here on ZF Hell and Saxton Hell in general, is essentially a one-man coder in college life.  He can't be relied or asked upon to make it all work, and the fact that ZF Maps are so skewed makes this fact all the much worse. Wide scale changes will break some maps, or make others completely garbage for one side or the other.

Look at ZF_Yard, that is my favorite map, as well as my testing grounds for newer weapons and all. Its about as balanced as current ZF gets for either side on a really good day. If something doesn't work there, then its unlikely to work elsewhere unless the planets align.

tl;dr: These changes are unlikely to be implemented, although I do agree with you on some subjects. And all one can hope for is that ZF overall someday gets the overhaul it needs by a much larger scale team with their own server that can serve as an example to others. In the meantime, let's enjoy the one populated ZF server TF2 has left practically.

2
Zombie Hell / Re: Map Rotation / Map Suggestions
« on: September 15, 2015, 12:36:14 pm »
zf_warhead seems to have a broken door that locks the survivors in the spawning area without any health or ammo kits.

zf_isaac is unwinnable for survivors if they pick up the Polaroid either intentionally or by accident.

zf_logfort has an exploit where zombies can leave hunter marks on unreachable roofs above survivors, letting them attack survivors immediately with impunity and is generally poorly balanced, lacking in supply kits and cover.  I actually went and counted and there are only 3 health and ammo kits, all of which are small and very spread out. 

zf_harbor is a poorly balanced attack/defense map where the zombies have spawns within 10ft of the first two caps, there is a complete lack of cover in the map, and nearly no health or ammo kits.  The control points are all in wide-open spaces without any real cover for them.  This basically allows (again) hunters to place spawn markers behind their spawn locations and get in and kill players with impunity.  The map also has a distressing lack of pick-ups (a single medium ammo kit and small health kit for A and a small health and ammo kit for B).  Overall the result is that survivors have yet to win any rounds in the times I have played it.  Not even once.



I may not post here often, but let me give you the lowdown on each.


zf_warhead_mesa's door shouldn't be broken, as far as i've known the map has not ever been updated, and the door works by a survivor standing in the marked area in front, at which point it will slowly open. If there's any problem, my only recommendation is to have the Admin update the map with a different version. Until that happens, should the door be 'jammed' persay, just don't use pyros unless you have supplier and a medic. Otherwise, rely on explosive jumping, sentry wrangling, or other such tactics to skirt the wall.

zf_issac cannot be fixed, the particle effects for the polaroid are simply missing or unusable. The only thing one can do is inform everyone on server of the problem and pray nobody picks it up, it's primary spawn location is in the Depths section of the map behind a breakable wall, usually on a pedestal or floating. The map itself overall is fine, its just that these missing particle effects break the cathedral.

zf_logfort is more of a teamwork driven map. Although I am personally not its largest fan, the problem is remedied by survivors using the lower sections as cover from hunters, and a good team with at least 1 medic of holy-user, and a supplier, makes for a simple victory if one closes themselves in, but not so much as to be affected by sick or tar.

zf_harbor is a map where really the teamwork portion needs to come into play. Don't bullrush over to the first two points unless you know you can put up a good defense. In any case, don't spread yourselves thin, or it'll just be hunters. For the matter, bring along a supplier or two if the ammo becomes a problem. Basic ZF survival rules also apply, but if you find yourselves unable to win. Attempt to hold the last control point instead. It's easily defendable even if no one stands on it due to the open ended nature of it. I've beaten the map plenty of times myself as both sides, and most of the time the RED team wins by a good dose of Teamwork. Sadly, that seems to be lacking these days in alot of teams.

3
Zombie Hell / Re: Balance Changelog & Discussion
« on: May 24, 2015, 07:34:06 pm »

Shikiru Emberflame: Here's the biggest things i've heard.

Nerf the sandman in someway, limit the number available, lower max health while equipped, make the recharge longer, just do SOMETHING.

Unnerf the Pyro's speed, so its back to normal, it really makes pyro useless to have it at current speed.

Balance Juggernaut with more attack and defense and some knockback, but make speed -100 instead of -50.

Fix the warrior's spirit overall speed debuff, its unneccessary and just makes it worthless, the lowered attack speed and health were fine without that.

and unban all the weapons, namely the zatouchi, tide turner, and base jumper, and add debuffs to them to make them balanced. Like the Zatouchi only restoring 50 HP on kill instead of full health.

Copy pasted here to outline the biggest changes people want to the server. Voidy, if you would please.

4
Zombie Hell / Re: Balance Changelog & Discussion
« on: May 09, 2015, 03:24:56 pm »
Additional Suggestions:

Have Charge 'N' Targe gain bleed damage resistance.

Magnetic Suggestion: Add ability to disable sticky bombs in a small radius. (Radius would be just outside the explosion radius of a stickybomb) ((Would not apply to mid-air stickies, only placed ones.)

Have the Flying Guillotine/Cleaver recharge in 10 seconds instead of 6 to prevent intense spam.

Decrease Black Box Ammo to 10 instead of 20, alternatively, have the black box cost hp to fire a rocket to prevent abuse.

Increase Detonator Explosion Jump Height to make it more useful.

Increase Bleed Time on the Tribalman's Shiv to increase its ability to be useful, and while bleeding, zombies have 20% reduced speed.

Athletic Suggestion: Lower uber gained per hit to 10% instead of the normal 25%, all other perks with ubersaw are fine, this is to prevent chain medic uber abuse. ((Addendum: While the ubersaw is out, disable the ability to be healed in general, to prevent the use of ubers to build more chains))

Hitman's Heatmaker: Upon fully charged headshot it's an explosive headshot which inflicts 50 damage to every zombie nearby with 3 secs of 5 damage bleed, charge is 20% slower than normal, focus effect remains normal. (None of the explosive effects while the focus is on) ((The Explosive Headshot is constant in its damage, damage buffs and debuffs along with defense do not affect it))

Pyro Class Suggestions:

Change the Flamethrower Ammo Limit to 150 instead of 125

Backburner: 50% stronger airblast due to the ammo consumption

Sharpened Volcano Fragment: Stock Damage, Lights Zombies On Fire, 7 seconds of bleed damage, penalty is 30% slower swing speed.

Third Degree: 20% faster healing while deployed, -20% damage, 100% crit on recently healed zombies. (Sandvich use, or health pack, not the automatic regen)

*This should be the last list*

5
Zombie Hell / Re: Balance Changelog & Discussion
« on: May 09, 2015, 01:20:26 pm »
More Suggestions:

Buff Scorching with more speed and longer afterburn, but disable spawn protection for it. Also allow the sun on a stick to do exactly 33 damage with it instead of 11.

Combustible (Following my previous post) Disable spawn protection along with other changes mentioned.

Buff Holy with an extended range of healing, an attack penalty of 10% and a defense boost for all those being healed for 15%, does not stack with other holy users.
 
Buff Resourceful by changing the health regen to instant healing instead. (Health would be restored by 30, instead of regened by 50)

Buff Tantrum with all stats increase, but decrease defense along with the speed while the penalty occurs, all crits remains the same.

Carpenter (Following last post) Increase health of walls as well.

Nerf Hunter's spawn attack bonus to 40%, but do not have it go down until the timer would normally end for the bonus to be active, then have it go straight to 0% as normal.

Thieving: Fix the instant steals on the cow mangler and pomson, make it at least three hits to steal.

Class Suggestion:

Unnerf the Pyro's speed back to its normal levels, Powerjack not increasing it remains the same. Otherwise pyro remains mostly useless on ZF.

Weapon Suggestions:

Have the Razorback block up to three backstabs instead of one to make it more useful.

Increase the Widowmaker's metal usage to 40 per shot.

Decrease the Boston Basher and Three Rune Blade's Damage slightly, but increase bleed time to compensate.

Increase the bleed damage and length of bleeding of the Wrap Assassin's Ornaments

Increase the time of the Fan of War's Mark for Death

Increase the healing power of the Dalokoh's Bar and make its 50 hp increase an actual increase, instead of having it drain back down to the 300 base hp.

6
Zombie Hell / Re: Balance Changelog & Discussion
« on: May 08, 2015, 05:23:07 pm »
Suggestions:

Buff Holy to make it more useful than diswarding Toxics.

Buff Carpenter to have more walls than 3, and make it so the homewrecker and maul destroy them faster, they're made for buildings normally, so why not carpenter walls?

Buff Stir-Crazy more, -6 defense is still pretty crap considering, i'd suggest adding speed to it to get the buffs of attack faster and actually run from the zombies.

Nerf The Sandman, either impose a limit on them, or increase the recharge time of the balls to avoid stun abuse.

Nerf combust's range but add damage to it to compensate, it gets REALLY annoying when the insane range of combustible explosions kills a low health medic nearby, because some idiot shot one.

Buff Magnetic to deal more damage to engineers, they're the only reason the perk exists anyway, or at least have a buff that stays on while disabling sentries.

Weapon Suggestions:

Re-Add The Half-Zatouchi and just have it restore 50HP on Kill and enable crits on it, but reduce their crit damage by 50%

Re-Add The Tide Turner and change the charge gained back to 25% on kill while charging.

Re-Add The B.A.S.E Jumper and have someone take more damage while its deployed.

*More Suggestions to come*

7
Zombie Hell / Perk
« on: January 16, 2015, 08:20:31 pm »
Something Zombie Fortress hell has needed for a long time is alot of rebalancing.

I am here on behalf of all Zombie Fortress Hell regulars in an attempt to convey our thoughts, or at least what i've heard from others is a shared opinion of what 'MUST' be rebalanced or added, or banned.

First, the perks.

Survivors:

Trapper: Trapper is one of those perks WIDELY regarded as near useless. The mines do little damage, but set the zombies on fire. However, they can be disabled by a Magnetic, and even with the fire, the damage they do won't stop much. My solution is this. Give Trappers a 25% speed bonus, and a 10% attack bonus, permanent, and buff the mines damage a bit. This  gives Trapper what it should be, a perk for denying access with at least semi-decently powerful mines, while giving the trapper him/herself the ability to escape or at least try to fight, instead of having to rely on crap-ass mines that do very little to zombies.

Failing that, an increase in mines would also be nice, doubling the limit to about 6 or so gives alot more potential, and let's face it, even 6 of those put together would kill a heavy just barely, and that takes a while to set-up by itself.

Wise: Ah... Wise. You broken as fuck perk. Wise is a hit-or-miss perk with many people. It slowly gives damage and defense buffs on kills, but lowers the other stat depending on what happens, attack being temporarily lowered when hit, and defense being lowered with kills. However... balanced correctly, like persay with a black box/concheror, or a medic worse yet. One could tank themselves into a near unkillable state with extremely high attack and defense. And all it takes is camping in a corner with and/or health, and the zombies are literally screwed.

I will now bring in a zombie perk suggestion, to balance both out.

One thing many people agree on, is Toxic needs a buff, even with crit-cola or buffalo steak sandvich mini-crits, the damage is hardly ever crippling or useful. Toxic itself needs two buffs. A damage buff, and a Stat debuff.

The damage buff will increase the Toxic 'Aura' Effect's damage. The damage you do when standing still and all. The stat-debuff isn't for zombies, it would be for WISE-Perk survivors, which will temporarily lower both their stats as long as the toxic effect is on them. This balances both perks considerably, forcing a wise survivor to abandon their defensive position at that corner, or high place, or wherever, and go out into the open to hunt down that evilly smiling toxic, who now finally has a use.

Tarred: Let's face it, Tarred is a 'normal' perk. It has its uses with no debuffs. And that, to many, is kinda bullshit. So here is my PERSONAL thoughts on a nice balance for it.

Tarred should have -25% speed on themselves due to the fact tar is sticky, and thus it makes sense for them to be slower. HOWEVER, to keep it nice to use, any time they HIT a survivor in melee, or a survivor melees them, the speed penalty applied is CRIPPLING, it goes down very slowly, however this does not apply to the SPIT they can use, that would function as it did before.

Vampiric: Alright let's face it, Vampiric is cheap, stupid, and completely bullshit... And i use it all the time because of such. It needs a nerf, i can say this with honesty. I have done so many tactics with vampiric that are just nothing but pure troll.

The only nerf i think anyone could agree on, is a defense drop of like 10 or 20%. At least give a survivor a damn chance to kill the vampiric without worrying about whether that crit shot will kill it or not, or whether they can even melee it to death amongst the hordes. Then there's a vampiric horde, and everyone dies without a chance of killing them all, unless there are medics everywhere, and so on.

Hunter: Hunter needs a nerf like Snow Leonardo needs his kinks. There are only two ways to go about this.

One is to downgrade or REMOVE completely Hunter's spawn attack buff, its unnecessary, and quite easily abused to be perfectly frank, especially on high ledges where few survivors can go to destroy the spawns, allowing endless hunter heavies to rain down and destroy them after they respawn from being scouts.

Two: is to give hunter a defense down like Vampiric would have, again, it gives the chance to kill before they strike.

This is just my two cents from opinions i've gathered.

If any of these are implemented, i know it will change how the server works dramatically, but it could be good or bad, depending on how people adapt, there are other perks than just the cheap ones people, start using them, you'll be surprised at what you find is useful when all the OP and Cheap perks are rebalanced.

Feel free to suggest more below, or to call me out for being an idiot and putting this as a post~  :P


8
Zombie Hell / Re: Map Rotation / Map Suggestions
« on: November 25, 2014, 05:04:51 pm »
Alright. the Final offender is zf_degrootkeep_v3w. This map is near WHOLLY hated by ZF players due to how unbalanced it is for Survivors. The Map has a glitch spot off the B cap where one can stand freely on a platform in the rocks, and this alone makes it near impossible for zombies to win, as one stash or zenlike demoman (the only class that can readily make it over.) can easily destroy all opposition that comes over due to the leap penalties it entails to get over. Combine that with easily camped points, the survivors have stickies, rockets, etc. The Zombies can RARELY cap both points, and rarely make use of the time they get to come inside and kill survivors. Furthering this is the fact that the zombies cannot jump off the top of Degrootkeep like the survivors, they have to suicide to get out if the gate is not open. Which means the only effective strategy for repeat attacks is laying a hunter spawn inside. This is impractical and very limiting. The time limit is also very SHORT compared to the effort it can take to kill the survivors. As just a few demoman can INDEFINATELY hold out on top of the keep by sticky camping the points and never letting up. Making capture near impossible even with an all-out swarming effort.

I don't think anymore persuasion is needed. degrootkeep on ZF should be removed period, it should have this priority over all the other maps i've listed.

Thank you for your time in reading these three posts.

9
Zombie Hell / Re: Map Rotation / Map Suggestions
« on: November 25, 2014, 04:56:29 pm »
Third... And Rather long in its time of demise. Is zf_lumberyard_v17. Although it was balanced with removing the central sentry gun, its still an unbalanced map for survivors, only now its the zombies that gain the balance, as the ability to destroy the main source of healing and ammo for the survivors, and they all they have to do to get 'easy pickings' is destroy both the big doors that keep the survivors safe, although the energy barriers do help, its easy for a large swarm of zombies to merely overwhelm WITH VERY LITTLE CHANCE at survivors being able to hold off just because their health and ammo are literally now DEATH, by pit. Combine that with a rather ludicrous time limit, and... Ugh. Its just bad.

Then we have the BIG ONE. The Granddaddy of all this stupid shit. I'd say Alpine, but that map... its a fun map, despite my hatred of it, this one is much more pressing than the map that actual teamwork can be done with some ease.

I mean zf_dustbowl_b4. And it's not even the worst offender. But its number 2 for a reason. The map is so heavily unbalanced in the favor of zombies its not even funny. It takes teamwork beyond what can be expected of nearly any GOOD, not great, but good at the game and ZF in general, player. The Zombie Spawns are everywhere, the time limit is decent, but there are too many control points, insanely long capture times, and the zombies rarely have a problem, even with friend medic pairs.

*continued in third post with the final offender.*

10
Zombie Hell / Re: Map Rotation / Map Suggestions
« on: November 25, 2014, 04:50:25 pm »
Alright... This is going to be a long one.

I would HOPE that the voice of reason can cause the following maps to be REMOVED from Rotation.

First. We have zf_badwater_gov. This map was made to be a capture the flag map, but it is hardly worth even playing. Whilst not as bad as some of the maps i will be listing, the premise is long to be done, requires teamwork (not that, that is a bad thing.) but most importantly, requires INSTRUCTIONS that are not THERE. Namely, taking the intelligence to a wooden board in front of the original survivor spawn, although there are signs that point there, very few survivors actually win because of the fact that they don't know what to do with the intelligence unless told by another player.

Next, we have the other CTF map. zf_fort_b2. This map is not just bad. It's HORRIBLY DESIGNED. There are missing textures at places, the map causes its own LAG, not server lag, the map literally causes itself to lag for reasons currently unknown to me, resulting in slight player teleportation instead of walking animations, etc. Then there is the UNEXPLAINED method of delivering the intel, there is not even a sign to tell. You are supposed to knock down the boards at the beginning, and put the intel on the train by hopping on it. This is very obscure, and most don't win unless they have this forward knowledge.

*continued in second post*

11
Zombie Hell / Realistic Stash Nerf
« on: October 14, 2014, 03:53:33 pm »
To make this easy. I'll copy paste.

The Queen of Oroborus (Vore~): Stash
The Queen of Oroborus (Vore~): make it so it has supplier code that ANYONE can take it, making you actually WANT to hide it so nobody else takes it, kind of balances the perk so no medics or such can really come and help or else THEY can take the buffs, or anyone else. Not zombies of course, but any other survivors can. It also lends credibility to the perk STASH, which is generally a HIDDEN Cache.

Now i know there are trolls and such who will camp others stashes, but that just means you should ACTUALLY HIDE IT, NOT CAMP NEAR THE OTHER SURVIVORS.

There are pros and cons yes, but in the long run this would be beneficial, it'll stop camping with stash and FORCE would-be troll players to hide the thing, and not camp on it  where everyone can see their name and come 'help' them.

Honest Opinions would be appreciated, and I just ask that you people be civil about this, unlike many places, but i don't have my hopes up.

12
Zombie Hell / Official Zombie Fortress Point Record
« on: September 04, 2014, 07:35:13 pm »
I HenriTheLucario {SoP} / LilithReiNightShade.

Hereby am setting the official Zombie Fortress Point record in one map, at 400 points.

http://steamcommunity.com/sharedfiles/filedetails/?id=310001063

This was done on ZF Yard. Phlog pyro with default shotgun and back scratcher, allied was a friend medic with the normal medigun.

13
Submit Ban / Re: Irritating asshole on ZombieFortress
« on: June 28, 2014, 06:49:55 pm »
Really? You can't take Trash Talk? That is sad. I actually had to register on the forums just to say this. But you really don't have anything really to say here. I've cleanly played on these servers for over 3000 hours that i can check. And yes, i trash talk alot, but trying to get me banned over it? That's just silly. A ban should only be called for if i'm hacking/spamming non-stop/etc. This attempt at getting me banned for trash talking should be thrown out the window.

And Leon, thank you for the support here. At least you remember how i can be in Zombie Fortress when i'm doing well.

Pages: [1]