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ZM2 / Ideas and Suggestions / Re: Weapons Suggestion Thread
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on: May 17, 2013, 04:09:45 pm
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Pull is actually stronger than push. I use it most of the time when moving stuff. Also pushing and running into something can result in some damage on laggy servers and because of source physics being crazy. (atleast it happened in zm1)
Happens in any source game. *bump into barrel* *barrel retaliates* *take 10hp of damage*
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3
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ZM2 / Release and WIP / Re: zm_2xship_b1
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on: May 15, 2013, 03:27:14 am
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Roy_the_ship is the name of the ZM version that was originally put in TTT - a version better suited for TTT was later made, with a name I can't remember.
I've played the ship map of TTT before too and from what I remember it's very different from the ZM map, the TTT one was way more open, at day while the ZM version is at night, and I think the layout was too different to be simply a different version of the same map, I may be wrong though since it's been a long time since I've played that ZM map, I'll try to play on roy_the_ship and see if that's it.
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4
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ZM2 / Release and WIP / Re: zm_2xship_b1
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on: May 02, 2013, 10:28:14 am
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I've seen a ship map that's very good, don't remember what it's called, just that it was a cargo ship.
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5
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ZM2 / General Discussion / Re: Lets get a ZM wiki going
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on: April 30, 2013, 03:49:18 pm
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Is this a wiki or a work of fiction? Also, I love how the maps section only lists one of the official maps that actually shipped with the game.
I guess most if not all of the scrapped stuff listed there is pure bullshit? Unsurprising, the models did look a little fishy.
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8
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ZM2 / Ideas and Suggestions / Re: Changing shamblers a bit and making Immolator fire more distinguishable
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on: April 02, 2013, 01:47:53 am
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That's the point. If you knowingly enter the melee range of a zombie, you're deliberately putting yourself in danger. If you could guarantee no loss of health simply by learning the completely predictable and "consistent" timing of the Shambler's strikes, then you will have completely nullified the zombie's threat. Don't underestimate the player's ability to master a predictable pattern. It's what mostly happens now anyways, except that from time to time a survivor is gonna get unlucky and the ZM lucky, it's not like the shambler is gonna be much worse off without it anyways, and would be much better off with the buffs I mentioned than with just the random instant attack, since most of the time the ZM is gonna be the unlucky one since the shambler is mostly gonna do the slow ass attack. You write off the Shambler's instasmack as being a matter of "luck", Because that's what it is, it's random chance, nothing else to it. but there's a very simple method to avoid it 100% of the time no matter what: Just don't enter the Shambler's melee range. Expected response, but you know very well that is untrue, otherwise, if getting into a zombie's melee range was 100% avoidable 100% of the time, how would you expect the ZM to win? Though it is true that most of the time you can just run past them, it doesn't take a genius to do it either, since the only threat they possess is a luck based one (unless you're cornered or distracted with something else) which they ain't gonna do most of the time, and in comparison his slower attacks which ain't gonna hit you ever (unless, again, you're cornered or distracted with something else). Also the other zombies certainly don't have a better random attack with no tradeoffs, for example the banshee has two different attacks with tradeoffs, he can either do 3 individual slaps very quickly each for 9 damage, or one slower one with both hands that does 12 (not sure on these numbers, it's somewhere around that). The shambler just has the exact same attack that does 25, but an instant version, which honestly just feels like a glitch. You can approach them safely in a number of different ways, be it circling a Shambler out of range and smashing them in the back of the head, taking them out from a distance with firearms (at the cost of valuable ammo, of course!), have a teammate distract them, or merely finding an alternate route altogether. This is the sort of "thinking" play style for the survivors that ZM encourages and rewards. The mod isn't about just killing zombies. You're not intended to master the art of zed extermination.
To put it simply, all of the zombies must be deadly at close range. This is their primary strength along with their greater numbers. You can't reduce close range encounters to merely be a matter of timing without eliminating the challenge as well. Close range is the zombies' home turf, so if you're going to mess with the bull, you better expect the horns.
But, again, unless you get unlucky, the shambler ain't gonna be a threat, there is no challenge to gambling, deciding to avoid confrontation is no challenge either, that was what most of my post was about, removing a luck based attack in favor of buffing him in other areas, and also making so that he doesn't randomly change to a walking animation that makes him easy to headshot compared to his other one, and while he would get more predictable, he would also be consistently better than he is right now. And you ignored everything else I've said in that post to lecture me like I have a problem with shamblers being too powerful or something, which is simply preposterous.
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9
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ZM2 / Ideas and Suggestions / Re: ZM needs more gamefeelz
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on: March 30, 2013, 11:45:16 pm
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Care to elaborate on how a graphical representation of a number is bad compared to having just the number in a font that doesn't stand out at all?
Exact information > vague representation of the information
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12
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ZM2 / Ideas and Suggestions / Changing shamblers a bit and making Immolator fire more distinguishable
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on: March 29, 2013, 07:32:28 pm
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Does anyone else feel like shamblers could use a tune up? Right now the shambler's attack can either be one of a set of long ass animations that is easily avoidable, or it randomly does an instant slap that is unavoidable, so it's pretty much a gamble when a shambler gets close, I think all the attacks should take the same time so it is consistent, but they should be faster than the current slow ones, and there should be no random isntaslap.
And when a shambler is walking it will either walk in a limping animation that makes headshots a little troublesome since he shakes his head so much, or in a weird walk with short steps with their arms by their sides, in which his head almost doesn't move and makes headshotting him very very easy, that should also be changed, I don't know if new animations will be made for shambler but it would be good, or just make the limping animation the only one and get rid of the easy to headshot one.
I think not having these luck factors in the game would be an improvement, also, so that shamblers could be a little more of threat, maybe buff shamblers' walking speed a little bit and/or allow them to attack while walking?
Also, I think the immolator fire should be more distinguishable from the Molotov fire, maybe by having a different color, I don't know, just something so we can tell more easily if an area is covered by Molotov fire or immolator fire.
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13
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ZM2 / Ideas and Suggestions / Re: WEAPON SUGGESTION thread
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on: March 28, 2013, 06:42:03 pm
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no, not at all
I've participated in zoom discussions, and in order to reach the same level of visual acuity a normal human has (regularly in games, with current pixel resolution of a monitor, the player is legally blind), a ~4x zoom is needed.
and yes I think zoom should be present all the time, HL2 like but without the reticle showing up.
Huh, interesting, alright then.
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14
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ZM2 / Ideas and Suggestions / Re: WEAPON SUGGESTION thread
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on: March 28, 2013, 06:36:24 pm
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why would it not make sense (the current zoom mechanic)? you're aware similar functionality was present in ArmA 2, a realism game, right? (as in, unscoped zoom)
it simulates the level of visual acuity the normal person would have.
Arma 2 is not real life, we can't just claim stuff is realistic just because it is in Arma 2, also, holding a specific weapon doesn't suddenly give someone super zoom vision either, it doesn't make any sense, if it was to simulate visual acuity it would maybe be a small zoom (much smaller than what we have now) that you could do any time (like the HL2 zoom function, with a separate keybind for it).
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15
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ZM2 / Ideas and Suggestions / Re: [Criticism] My Issues with the SKS
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on: March 27, 2013, 05:10:32 pm
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that's because shottys reload faster, I think
not sure how the reload code works, but I think it's a nice balance that prevents the winchester from being used like a shotgun.
It feels like a stupid artificial restriction to me.
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16
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ZM2 / Ideas and Suggestions / Re: [Criticism] My Issues with the SKS
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on: March 27, 2013, 08:24:03 am
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make it unable to reload until you've fired all 10 rounds, realistically
good trade off (realism is applicable here as a balancing tool here, imo)
SKS: fires fast more recoil can't top off ammunition in weapon faster to reload overall
Winchester fires slower less recoil can always top off ammunition, so better for most situations slower to reload overall.
That sounds good to me, though I think the winchester reloading could be slightly faster and more responsive to a reload cancel attempt (pressing left click), shotties always stop reloading almost instantly so I can fire a round when needed, while the winchester needs to me to mash the left click a few times until it slowly decides to stop reloading, if I don't click enough it'll just keep reloading.
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ZM2 / Ideas and Suggestions / Re: Rebalance suggestions
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on: March 25, 2013, 07:50:25 pm
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ok first I get told put more realism in the dam suggestions now I am told to leave it out... people make up your minds.
Don't know if you've noticed, but this forum isn't a hive mind, there's different people with different opinions here.
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ZM2 / Ideas and Suggestions / Re: Rebalance suggestions
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on: March 25, 2013, 02:32:25 pm
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realism is a bad idea for ZM2... just saying
if we wanted realism we would have weapon sway, free aim, magazine and ammo management, and ironsights... RnL style
I like ZM2 the way it is.
We could have some more realism without it being 100% realistic.
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ZM2 / Technical / Bug Reports / Re: Bunnyhopping
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on: March 25, 2013, 01:43:34 pm
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Really don't see why this is needed in the game at all. Bunnyhopping is about as stupid as RTD and whatnot, though bunnyhopping is a game glitch while RTD is just a shitty server plugin. And fixing a glitch is not the same as limiting every freedom a player has.
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20
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ZM2 / Ideas and Suggestions / Re: Player collision
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on: March 25, 2013, 07:52:37 am
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About the zombie collision, couldn't it be different from the player one? I was under the impression that the collision between zombies and players would stay the same and only the collision between players and other players would change.
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