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Messages - Snow_Leonardo

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1
Zombie Hell / The server NEEDS more admins.
« on: March 06, 2017, 05:41:41 pm »
It is a must at this point if it's even going to remain serious. I know 3 admins I can call that can get rid of rule breakers yet there are many times all of them are away or offline. There needs to at least be one or two admins that play on the server that are regulars and play there often enough to keep the server in check. When Blu team has to deal with 4 friendlies going around giving sandwiches and telling everyone where spies are, you know something is wrong. I even told them it is against the rules and what happened? Nothing. Why? Because nobody is ever there to put them in their place. So many old and new regulars agree that the server needs more admins. I love this server and I'd hate to see it go down the same path so many others have gone down. There are the few times that I've managed to contact an admin and have a friendly kicked but it would be so much easier if a regular admin just was there at the moment already to handle it.

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Zombie Hell / Re: Needs votekick
« on: January 27, 2017, 03:50:26 am »
Friendly zombies have been an issue on the server for many months now. Calling an admin is about the only way to handle them. If vote kick is added, it can be abused so easily. Have a team of 8 salty zombies vs 3 survivors. Instead of killing them, the zombies will just vote kick them one by one.

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Zombie Hell / just a report
« on: December 25, 2016, 03:24:19 pm »
Could be an exploit, could just be abusing the ninja perks broken physics or both. It starts around 61000 ticks.


https://www.dropbox.com/s/bdp2ynsod86sn4d/2016-12-23_19-03-39.dem?dl=0


Do what you will.

Edit: Forgot their steam.  http://steamcommunity.com/search/users/#filter=users&text=Juibee

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Zombie Hell / Friendliess and stuff.
« on: December 06, 2016, 05:14:32 pm »
So I'm pretty sure being a friendly zombie is against the rules of server yet it's NEVER been enforced from what I've seen. Which is fair considering not many admins go on the server other than being called to ban an aimbot or something. I see friendly zombies on the server daily and nothing is done about it. I really don't want to bother an admin who's not in game to come sort out the friendlies. Having an admin who's more active on the server will deter people away from being friendly. Because a lot of the regulars I know will agree that seeing an admin on the server is like seeing a unicorn.

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Zombie Hell / Re: zf_trainmg_v1_31 (Map submit)
« on: November 26, 2016, 12:56:30 pm »
I'm all for hard maps that require teamwork and pose a challenge for both teams, but; 'Overall is: Hard - Very Hard difficulty map you have to work as a team! and use friend perks to WIN!'

I'm not sure if you're saying use perks that benefit allies or use the 'friend' perk. Because if you need that perk to beat a map, I'd say it's poorly made.

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Zombie Hell / Re: zf_drain_remake_v4 (Map submit)
« on: November 10, 2016, 12:41:18 pm »
Just tested the map, it runs fine and seems more balanced than its previous version. The zombie spawns can be confusing at first, but after playing on the map for a bit you'll learn them. The survivors should have a much easier time on this one. Though of course there are tactics the zombies can use in this map to wreak havoc but it's just part of the game. That being said I think it'd be a good replacement for the original drain.

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Zombie Hell / Re: RTV issue
« on: October 16, 2016, 09:36:46 pm »
A lot of people don't know about preferences, no matter how much you tell em about it, they don't listen.

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Zombie Hell / RTV issue
« on: October 15, 2016, 01:43:09 am »
Lately, I've noticed that if the zombies are losing, they'll rtv off of a map so the survivors can't finish the map. It is pretty annoying to deal with so may I suggest making rtv not end the round immediately?

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Zombie Hell / Re: Perks that need to go
« on: July 19, 2016, 03:17:35 pm »
Holy or just medics in general can counter toxic easily. If your team is losing a game due to 5 - 7 damage a second then I suggest you get a perk or a class that can heal your team.

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Zombie Hell / Re: Perks that need to go
« on: July 17, 2016, 05:01:34 am »
Zenlike is quite balanced so saying they're impossible to kill is quite the exaggeration. Toxic is fine as it is, just don't melee them and stay at a distance. If they hide in spawn with toxic maybe you shouldn't be near their spawn eh? Combustible does its job well for controlling the spam of rockets and the likes. Though removing the bleed weapons won't do that much. Just give the perk a damage penalty and it'll solve the problem. Alpha isn't a griefing perk, people just use it that way. If it used correctly it can be devastating for the red team. Perhaps finding the people who abuse it and punishing them would a step in the right direction? The thieving perk is needed to make the cow mangler and pomsons not a direct upgrades from stock. Removing it would cause quite the imbalance in gameplay. I agree with you on ninja, a majority of people use that perk to just run away and not benefit their team. Removing it would be too extreme. Adding a cooldown to the jump would reduce the effectiveness of running. Possibly a 3 - 5-second cooldown to it while lessening the speed penalty per jump to only -10.

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Zombie Hell / Re: thieving perk problem
« on: May 08, 2016, 01:34:18 am »
Thieving is supposed to insta steal energy weapons. If the mangler didn't get insta stolen it would be an upgrade to stock. Same with the pomson. It's needed to keep it balanced. Thank you for your time.

12
Zombie Hell / The meta game needs to stop.
« on: April 24, 2016, 09:21:12 pm »
It has come to my attention that the friend perk has become more and more of a meta in the server. Be it friend medic on resource solly, friend medic on jugger demo, friend on friend on friend to get a massive attack boost. Isn't the point of having the other perks is to have variety? Why use nonlethal, charit, and any other perks when a friend mixed with jugger or resource is an almost guaranteed win? I almost religiously use resourceful soldier and trust me, mixing that hp regain and ammo source with the friend perks damage and health is insane. Yes, the friend perk encourages some teamwork but not always. Friend meds tend to ignore their team to keep their selected friend alive which can get most of the team killed just the medic and his pockets benefit. Now off of that perk and on to selfless: the perk people use to 'troll' or when they've given up on winning on red but still want to take a spot on the team. I'm pretty sure the reason of selfless is to be well, selfless. Be the sacrifice that saves the team in the last few seconds. Is it used that way? No, it's used as a joke perk. Sure the %20 defense boost to nearby teammates is nice but do the people using the perk really care about that? They just run in to a crowd of zombies and get a few kills with the explosion or hide till the end of the round and then let the zombies horde them for an easy high score. Now on to the zombie perks and their current meta's. Leap is a often reoccurring perk I've seen. you'll have a team ranging from 1 leap scout or spy going up yo 8 or more. Which can lead to them feeding wise players or feeding resourceful players. Vampiric is used every now and then, just like roar and combust. They're good perks, some of the best for zombies. But what about the others?  Why use alpha for it's damage when roar can get up to 70+ a hit. I'd mention Alpha's health regain bonus but that seems to not work with the perk. So it's a perk mostly used to mess with players. Kill them then summon them in to environmental hazards until they leave or go spy. The damage bonus it gains is good yes, but it's still outdone by roar which can work alone and more efficiently.

Horrifying is a mess of a perk and adds no change to a fight whatsoever. It's debuffs it grants on a hit are meager and it's bright green glow easily prevents it from getting the drop on anybody. The whole perk needs an overhaul in my opinion. I forgot to mention previously about the survivor perks. Athletic is being used in a rather strange way, grab an eyelander, any shield that's allowed and the wee booties, get four heads then run which annoys almost the entire server and provides no teamwork whatsoever. The charging to remove all debuffs is hard to fight as well, you'll get the demo bleeding and he'll just charge to remove the bleed debuff. I've seen quite a few players doing this strategy lately.

Now on to my bad attempts at fixing these issues.
Friend: Limit one person to one friend so you won't have 3 meds friending one soldier. Or limit the friend perk so just only 2 may use it at a time. (Donors may exceed the limit) If a friend selects a resourceful using player, the friend perk user will gain no attack or hp regain but the selected player will. Do the same with wise or any other perk that gains benefits from kills.
Selfless: Make the explosion based on how many teamates you're granting buffs too. One would be a direct hit sized, Two would be airstrike, Four would be stock, anything above 7 would make the explosion the size it currently is. This will force them to be near teammates to utilize the explosion to its fullest.
Athletic: The perk itself is fine unless paired with the eyelander and booties so I suggest increasing the eyelanders head counter to five heads each for the power of one head. So you'd need a total of twenty to get it's full power, encouraging a less cowardly approach to the perk.
Alpha: Increase its health regain with nearby zombies while slightly increasing it's attack per zombie. There's not really anything you can do to prevent griefing with the perk unless an admin is always on to moderate.
Leap: Easy, just limit it to only 3 - 4 leap users at a time (Donors may exceed the limit)
Horrifying: Increase it's debuffs by -8 to all stats on each hit by scout, capping at -40. -2 to all stats on each hit by spy (Backstabs give -50 to each stat but cannot be stacked any further) Heavies will grant -10 to all stats per hit, capping at -60. If the player hits a survivor with current buffs, their stats will be drained to 0 for thirty seconds while taking half of the stat damage from horrifying zombies. By all stats I also mean crit rate and speed as well so being hit once will remove random crits until the debuff is gone which lasts for thirty seconds (fifteen if being healed by a medic).

That's just my ideas, please tell me what you think and what your ideas for the server are.

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Zombie Hell / Re: Ninja perk speed cooldown
« on: January 11, 2016, 01:09:54 am »
Countering it with leap would be quite difficult and the tar won't affect a bhop script I do believe which is why it's not affected by the speed penalty on ninja jumps. It allows you to keep a constant momentum and build speed. Although I'll see if tar can counter it the next time I encounter the issue.

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Zombie Hell / Ninja perk speed cooldown
« on: January 07, 2016, 05:41:52 pm »
Bhop scripts can be used to negate the speed penalty after a jump and can be used to gain speeds faster than another class, even leap scouts. I suggest add a jump cooldown too to prevent this.

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Zombie Hell / Steak/Dala bar
« on: October 12, 2015, 03:55:08 pm »
So is the steak and dala bar gonna be fixed in zf anytime soon? Or is it just gone for good? I mean without the steak, heavy is pretty weak now.  I miss mini crit bear claws.

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