View Poll Results: Zombie Powers!?

Voters
17. You may not vote on this poll
  • Noooooo

    5 29.41%
  • All get the same power

    0 0%
  • Different powers for each class

    12 70.59%
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Thread: Zombie Powers?

  1. Default

    The real key though is that I think for balance the abilities should only function on ZM maps.

    I spent about an hour creating a post about possible human class abilites but then the back button got pressed and I lost it all so I gave up.



  2. Default

    That backspace is quite the troll, and i thought that we were gonna assign abilities based on win percentages of maps. There are some ZE maps that are to easy for the humans which the abilities could help make more challenging.
    It's only my opinion, to each their own.

  3. Default Self troll for the win

    I so did this my self just the other day, I agree having any skills on escape maps might make it a little to easy for any one side, that is if the skills are set for offinces, so I would put aid skills for escape maps I.E healing for zombies and humans, and maybe ammo class for humans and ninja class with just a little more speed (helps to avoid fast zombies ) with throwing knife maybe 5-10 with 15% extra knock back from normal knife this would not give to much a diss do ether side, just some ideas hehe, And if you like Zero ill go ahead and pull down a good list of ideas for Zm maps by asking people what they would like to see as well as votings to give the people who are forum members/long time players the chance to voice there ideas of course this is just an idea.

  4. Default

    Seeing as the majority of people posting on this are in favour of adding new powers to zombies and humans, and although I still like the more level playing field where everyone is equal I will add my thoughts on some of these ideas.

    1) Classic: Takes less damage/more durable
    Predator:Goes completely invisible for short duration 2-3 seconds/ Higher jump radius
    Speed: Less knock back for a short duration 3-5 seconds/ More hp
    Deformed: Speed boost for short duration 2-5 seconds/Burn damage doesn't affect for short duration 5-10 seconds

    These sound good, adds to their more passive skills and the durability for classic will help our new players.

    2) For deformed i think it would be something like reduce incomming damage in area around zombie by 75%.
    Predator could reduce weapon fire rates by 50%
    Fast could evade nades
    Classic could push/pull props stonger
    Poision could create a cloud that obviously distorts view by humans but also rapidly heals zombies in it very fast.

    I do not think any zombie should pull props faster or lower rates of fire, I think zombie powers should buff the zombies stats rather than take away from the ability of the humans to survive. Fasts are already hard enough to hit in the head, evading nades might be a little op. The poison idea could be good, maybe a smoke grenade that lasts for 5ish seconds?

    3) Could you add a immunity armor? Like a set of body armor on an escape map that negates 5 stabs from zombies before its broken and the person is infected.

    Shields for humans that offer 100% stab blocking even for 2-3 stabs would be over powered. With knife launching zombies across the map and 0% chance of being knifed would be too easy.

    4) Fast a higher chance to avoid nades like in the Wcs server level 1 10% L2 25% L3 35% L4 45% L5 is max and that would be a 60% chance.

    the tier idea could be good, and a very good way to make sure every zombie isn't retardedly strong, but nades can be the last ditch defence against the horde, I don't think any evade rate should get so high.

    5) maybe ammo class for humans and ninja class with just a little more speed (helps to avoid fast zombies ) with throwing knife maybe 5-10 with 15% extra knock back from normal knife

    I like human teamwork powers and the introduction of human classes. Perhaps a class with ammo, one with speed but limited to smgs, one with 1-2 extra nades but limited to shotty. Throwing knife could be good but 15% more knockback from the normal knife as in right click or left click? also 5-10 might be too much, especially if paired with an ammo giving class.

    Sorry for wall of text but there are a lot of possibilities with this thread.

  5. Default

    Quote Originally Posted by B1ackOut View Post

    3) Could you add a immunity armor? Like a set of body armor on an escape map that negates 5 stabs from zombies before its broken and the person is infected.

    Shields for humans that offer 100% stab blocking even for 2-3 stabs would be over powered. With knife launching zombies across the map and 0% chance of being knifed would be too easy.
    I agree a immunity body armor for every human would be super op, as well as for it being on zm maps. I was talking strictly only for 1 person who is lucky enough to get it and only for ze maps. It would improve the odds of the ze maps that humans always lose on. And now that i look at it 5 stabs is a bit much 2-3 tops would be better.
    It's only my opinion, to each their own.

  6. Default

    I agree with much of what Blackout said, but I'm not keen on those passives.

    • Fire immunity/speed boost/reduced damage for deformed would be ridiculously OP in crouch spots. Honestly, who the fuck needs a z-train if you have any of that? That ability might work well in ZE but be terribly broken in ZM. The major advantages of the deformed, knockback and health, have less utility on the longer escape maps because of a losing battle with speed. Not to mention fire damage.
    • Knockback on a fast is pretty low already, unless you get the small head hitbox.
    • Reducing weapon fire rate would be another hilariously broken power. If at all, it should be very short ranged, short in duration, and minimal in effect, and unusable in ZM. Fuck, I don't need teammates, I'll solo those humans!
    • Not much to say about pull/push strength, I dislike all physics tweaks and buffs.
    • Don't care much for a level system like WCS. Elitism in ZM is bad enough. Rank is a hassle, so now we get to fight over levels? But I just don't want to see any ridiculous buffs making it's way in. Nade dodging would be okay until we get some ridiculous proc rates in the upper echelons. Oh, and comparatively weaker buffs for the deformed for that specific ability. Fifty percent chance of dodging nades in vents? lol gg

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