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Thread: zombie classes

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  1. Default

    Quote Originally Posted by ZERO View Post
    I think that if I change deformed to that crawling model it will make him harder to hit and will create a new aspect.
    I wouldn't mine that. Right now the deform is just a target. Its slow, slower in a vent, and a statue when its been naded. Its health could be beafed up to 7500, instead of 5000. That would help ^_^

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    What about a type of zombie that was always drugged. Like when the screen goes all crazy when people punish you. The drugged zombie would have better stats than normal to compensate for the difficult control. It could probably only be used by people that practice a lot or have some skill. Just throwing the idea out there.
    -MBP

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    Not that my opinion will weigh in a hell of a lot here, but, in my eyes the deformed seem alright as is. They have a decent amount of health but beefage doesn't hurt. They're good as tanks to take down tubes and sometimes vents.

    As for dropping to just classics... I think that'd be just outrageous. It'll add no flavor. It's more fun having different types of zombies... a different strategy is required for each one..

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    one of the distinguishing feature of the server are the multiple zombie classes. w/o them itll be just like any other server, albeit easier because were all use to getting chased down by armies of fast zombies :P

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    You really just have to know how to play each zombie. i Rape people when im deformed, but of coarse it sucks really bad when you are the starting zombie and like 5 people with mgs start killing you.

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    Quote Originally Posted by ManBearPig <ibis> View Post
    What about a type of zombie that was always drugged. Like when the screen goes all crazy when people punish you. The drugged zombie would have better stats than normal to compensate for the difficult control. It could probably only be used by people that practice a lot or have some skill. Just throwing the idea out there.
    This idea sounds awesome. I think (of course I have no basis for this) that it would be pretty easy to just try it out with an existing zombie and see how it goes. If it ends up sucking then just replace it with the original zombie.

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    Drugging a fast zombie would be interesting as they would be hard to control...

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    How about a seperate command, say, !zversion, where you could select if your zombie is "normal" or "drugged", each zombie getting maybe 25-50% extra health if they choose the drugged version. That would be a good way to avoid making a new class. And as a visual sign, the zombie's color could be changed to gray.

  9. Default

    Quote Originally Posted by DarkRavin View Post
    I wouldn't mine that. Right now the deform is just a target. Its slow, slower in a vent, and a statue when its been naded. Its health could be beafed up to 7500, instead of 5000. That would help ^_^
    This is a good idea, and I wouldn't object.

    To digress for a moment; does anyone think that the arsenal in the game could be slightly altered; e.g. restrict M249s to a total of 10/8/5/whatever; allow AWPs to a total of 10/8/5/whatever, etc. Let's be honest, two persons camping in long tubes with two Paras doesn't allow for a fair opportunity for zombies in the present state of the zombie classes and attributes, which goes back to DarkRavin's argument of how the deformed could stand to be upgraded, more HP, faster, etc.

    In my opinion this would make the game more challenging and also present more options on different maps (e.g. long-distance firing). Let's be realistic, the AWP itself is not an effective weapon against zombies; while it does deal significant damage, its bolt-action mechanism is slow in operation and it does not create significant blow-back (compared to say the 12-gauge pump-action)

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    Another idea is to create a financial-buy system like the one that exists in regular Counter Strike where you get money for zombie kills and whatnot.

    These are only ideas; feel free to suggest/build upon them.

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