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As for trimping demos, perhaps just ban the tide turner and booties? It would be that or find a way to detect when a demoman is trimping and kill his momentum by some means (perhaps deploying the base jumper effect and immediately undeploying it may work).
Just throwing this idea out there:
What if all classes (maybe except for heavy) didn't instantly turn when they are hit? Make it such that those classes only turn when they are hit when below 100% HP. Then remove random crits from the red team so that people aren't sent back to spawn with a 30 second wait time by accident. This would probably make medic and other heals such as sandvich heavy or mad milk scout more relevant.
If you guys managed to get through all that, thank you for your time. Just throwing some ideas at the wall and seeing what sticks.
Everyone has the same speed
No class gets extra mobility like sticky jumping, atomizer, Tide Turner, Booties, Thermal Thruster etc
All classes get 1 single jump no double jump
Everyone has limited ammo and if it runs out it regenerates at 5 bullets per 3 seconds (to make it fair and similar to CSGO because in the CSGO version people get limited ammo and it doesn't regen)
Scouts will most likely have the atomizer and force of nature self-knockback removed to prevent server exploits. There will also be a class limit of 3-5 soon for Scouts.
I appriciate your suggestions, but setting every class as the same speed would be massively unbalanced. Do you want a heavy moving at the speed of a sniper?
The Thermal Thruster is banned in ZE, the shields will be nerfed in a couple of weeks, and the Atomizer will most likely have it's 2nd jump removed.
Getting rid of key elements in TF2 will make the gamemode too bland. People don't go onto a different game on the same gamemode, and expect it to be the same as the original. They'd just go play CS:S or CS:GO if they want the original gamemode.
Adding new maps is extremely hard, as you cannot just take the map and shove it into the server. The maps are made for CS:S to keep the feel the same as the original gamemode, but the maps are protected so they cannot be decompiled and stolen. Each map has to be ported into TF2, which takes time. New maps will most likely be added soon, and existing maps will be tweaked to balance between Humans and Zombies.
We are working on a balanced solution to solve the problem of unlimited ammo. Most classes with it are fine, besides Pyro and Heavy, as they are two main sources of knockback.
The speed of Scouts will soon be nerfed, as well as their Atomizer and FoN effects being nerfed.
Demo's shields will be nerfed.
Voodoo is most likely going to be removed, or tweaked to be more fair towards the zombies, so Demomen don't, and can't trimp.
If you see people spawncamping, please leave screenshots showing their names, and the steam id's of all the people who were spawncamping. Use: https://steamidfinder.com/
We can't constantly keep watch on the servers as the staff do have lives to live, and can't constantly focus on the servers. We apologize if you experience inconvenience.
- Reduce the setup time. (to many times i have seen maps where the blue team is way to far ahead for the zombies to reach them. When they do reach teh blues, they are already defending last point.)
-Reduce respawn time when enemy team got infinite ammo. (I really like that there is inf ammo, but the zombies die quit a bit so once you die, youy lose intrest in running towards the enemie as zombie.)
- limit the amount of mini sentries even more. With Inf ammo they keep placing them anywhere reducing time to reach the enemy again aswell. (or give the minisentries no knockback to avoid the problem aswell)
Hope my suggestions dont sound stupid and might help make the server even better!
All of your suggestions are nice, besides the amount of Mini sentries and setup time. Certain maps can have it so humans don't have enough time to get away sometimes, even with the setup being 30 seconds. On the topic of sentries, what would be nice is having the metal of engi lose metal when he builds a mini, like costing 200 to build, then having to wait 30 seconds for his metal to regen. This would also be nice so his Widowmaker can regen metal to use as ammo as well.
Thank you for your suggestions!