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Completed (2022) Zombie Survival Weapon Balances.

Venusari

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Hello again everyone, Gary here, it’s been quite a while since the last changes huh? You don’t have to worry any longer after almost 10 months of waiting the Weapon Balances are here again!

The community has grown very fond of the changes over the time period with there being little to no problems popping up regarding balance, but of course some weapons do need changes so we can’t stay silent for long, enough talk, let’s move onto the list of changes beginning with Frontier Justice.

Frontier Justice
Gain 2 revenge crits each time your max leveled building is destroyed by a Zombie.
+20% Ramp-up
+40% Firing speed

Only 6 revenge crits can be stored
(Frontier Justice is receiving a buff to transform into a very powerful burst weapon against Zombies and Juggernauts, currently the FJ is underused because of its lower clip size (3) making it especially hard to deal damage with and not to mention the single revenge crit earned is gained from playing a weird passive playstyle that most players don’t like, therefore Frontier Justice’s new rebalance now has a set playstyle in mind; Defensive-Offense playstyle with incredible burst DPS.)

Widowmaker
15% Slower firing speed
(This is going to be a very controversial change so let me explain my reasoning, Widowmaker is an overpowered weapon against anyone as long as the user can confidently aim, so when people rather use in tight spaces where aim doesn’t matter you can easily recognize why it needs a nerf when it no longer has a downside at that point.)

Rescue Ranger
+25% Damage Bonus
+30% Reload speed

(Rescue Ranger is getting the the bad end of the deal like any other ZS server, as a result these minors buffs aren’t as detrimental but are very useful little changes that help a already supportive weapon!)

Short Circuit and Wrangler
(Both
of these weapons had their rebalances crossed out when Benedevil confirmed the list, but as for functionality these have not worked at all, no one really minded that they didn’t work or even noticed: please fix them.)

Gunslinger
Prevent crit kills from chaining into more stored crits

Eureka Effect
Consume 50 metal when teleporting.
(Eureka Effect is receiving a nerf, this nerf should prevent engineers from endlessly spamming teleport at the first sight of danger and maintain keeping an eye on metal count.)

Southern Hospitality
Change “20% Damage vulnerability” to “10% slower firing speed”
(After its harsh nerf hopefully this slight firing speed nerf will give it a nice change of pace and people will probably use it again.)

Jag

+15% Movement speed while active
(Jag isn’t the most useful melee after you’re done setting up in the beginning, so giving it this increased movement speed may make it a more useful weapon when running away or into battle like Powerjack, and yes it does stack with Texas Style with the trade off that it doesn’t 2 shot anymore sonce Jag has a damage penalty.)

I hope these rebalances make it into the game so we can enjoy and sorry that there’s no Medic melee changes.
 
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Mr. Walker

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I think the 75- metal deduction every time you use Eureka is a great idea, but in some maps without too many metal pick-ups, it might be a little too difficult to get decent usage of Eureka, as hair-tearing as it is to deal with.

I think the metal use for teleporting should cost 50 metal so that people get an even usage of 4 teleports before ultimately being unable to until they collect the desired metal count, this would evenly balance out how and when you'd like to use the teleport.
 
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Mr. Walker

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Yeah it is definitely broken in larger / more sprawling maps like Scarab (no longer in rotation)
 

Venusari

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I think the metal use for teleporting should cost 60 metal so that people get an even usage of 4 teleports
Walker I think you meant to say 50 metal, but yes original it was 50 metal to allow 4 even usages, now its been increased to 75 metal for 2 uses to discourage excessive teleports as now users should be keeping track of their metal count and timing as when to teleport rather than being scared to teleport at the first sight of death, and for the metal cost you should’ve placed your exit teleporter in a spot near metal to start building a dispenser or already have one at that location.
 
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Broboy4803

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Walker I think you meant to say 50 metal, but yes original it was 50 metal to allow 4 even usages, now its been increased to 75 metal for 3 uses to discourage excessive teleports as now users should be keeping track of their metal count and timing as when to teleport rather than being scared to teleport at the first sight of death, and for the metal cost you should’ve placed your exit teleporter in a spot near metal to start building a dispenser or already have one at that location.
wait so it consumes metal, but it is not needed to be able to tele because 3 uses with this new eureka is 225 metal?
 

Venusari

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wait so it consumes metal, but it is not needed to be able to tele because 3 uses with this new eureka is 225 metal?
Sorry error on my part it’s suppose to be 2 instead of 3 because I had wrote it while thinking about 60 metal cost rather than 75 thus the 3 usage error.
 

Mr. Walker

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Walker I think you meant to say 50 metal, but yes original it was 50 metal to allow 4 even usages, now its been increased to 75 metal for 2 uses to discourage excessive teleports as now users should be keeping track of their metal count and timing as when to teleport rather than being scared to teleport at the first sight of death, and for the metal cost you should’ve placed your exit teleporter in a spot near metal to start building a dispenser or already have one at that location.
4 even uses, you still have to build the teleporter, or any other building, having Short Circuit or Widowmaker is going to be fair instead of 75 metal per use, sure you can argue about excessive teleports, but engineers only have 2 ways in or out with Eureka, ultimately if they hide the exit teleporters / play well enough then they should be rewarded considering medics have an ABSURD amount of ways to tackle on engineers, especially stuff like leap knockback which cancels the teleport animation, summons and seeker temperature, keep it at 50 metal per use so that its fair and can't be broken because eventually the engie will have to grab some metal too which will leave them vulnerable
 

Venusari

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4 even uses, you still have to build the teleporter, or any other building, having Short Circuit or Widowmaker is going to be fair instead of 75 metal per use, sure you can argue about excessive teleports, but engineers only have 2 ways in or out with Eureka, ultimately if they hide the exit teleporters / play well enough then they should be rewarded considering medics have an ABSURD amount of ways to tackle on engineers, especially stuff like leap knockback which cancels the teleport animation, summons and seeker temperature, keep it at 50 metal per use so that its fair and can't be broken because eventually the engie will have to grab some metal too which will leave them vulnerable
I believe it’s for the user’s own good that they can use it 2 times, because after that they’ll become predictable after using Eureka more than that amount of times. The first time they should use it is to teleport away when a colony dies or when you’re found, then the last time you should use you’re teleporter is when you need to hide out for the rest of the round; an entrance teleporter costs 50 metal there should be no reason that a Eureka teleport and them cost the same when 1. A teleporter needs building time and 2. You can’t build and use it everywhere from anytime due to the cooldown.
 

Mr. Walker

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I believe it’s for the user’s own good that they can use it 2 times, because after that they’ll become predictable after using Eureka more than that amount of times. The first time they should use it is to teleport away when a colony dies or when you’re found, then the last time you should use you’re teleporter is when you need to hide out for the rest of the round; an entrance teleporter costs 50 metal there should be no reason that a Eureka teleport and them cost the same when 1. A teleporter needs building time and 2. You can’t build and use it everywhere from anytime due to the cooldown.
While the first point is true, it doesn't mean every player will function the exact same with their play-style and methods, if an engineer can cycle between teleports because they're good at using Eureka, then let them be since most Eureka users are rather bad at it / new to the gamemode itself, plus the amount of perks that are often paired up with Eureka effect (i.e Jetpack, Lone Wolf) have downsides of them not allowing the user to build anymore after set-up time, lets say an engineer is using something like the Short Circuit / Widowmaker which draws metal reserves for ammo, having 75 metal for teleporting is a much bigger chunk to waste than you think as the S.C / W.M also draws in 30 metal - 60 metal, so not only will such metal count be punishing, it'll also ruin more availible options and loadouts for people to pick

So keep it at 50 so that engineers can have enough times to teleport before having to search for more metal, wasting all the metal will already be punishing enough as now you can't teleport
 

Mr. Walker

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Venusari

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While the first point is true, it doesn't mean every player will function the exact same with their play-style and methods, if an engineer can cycle between teleports because they're good at using Eureka, then let them be since most Eureka users are rather bad at it / new to the gamemode itself, plus the amount of perks that are often paired up with Eureka effect (i.e Jetpack, Lone Wolf) have downsides of them not allowing the user to build anymore after set-up time, lets say an engineer is using something like the Short Circuit / Widowmaker which draws metal reserves for ammo, having 75 metal for teleporting is a much bigger chunk to waste than you think as the S.C / W.M also draws in 30 metal - 60 metal, so not only will such metal count be punishing, it'll also ruin more availible options and loadouts for people to pick

So keep it at 50 so that engineers can have enough times to teleport before having to search for more metal, wasting all the metal will already be punishing enough as now you can't teleport
First of all if you’re pairing WM, SC, and EE all together you’re really idiotic, although it may seem like a good loadout since these three are great weapons, there’s a reason why guns have reserve ammo rather than sharing ofc you’re going to be wasting large amounts of metal when everything in your loadout uses metal and Eureka gains less metal in total. I’m glad you brought up perks since now I can talk about them, perks like Sneaky, Jetpack, and Texas Style make it far easier to wander out for metal after each teleport without any worry for Zombies, while these perks may not be able to build again mid-round having your teleporter destroyed is something a Eureka Effect user should never happen and when it does spawn is their only teleport left and if they’re as good as you say they are in rotating from place to place then they shouldn’t worry about being in spawn.
 
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Mr. Walker

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First of all if you’re pairing WM, SC, and EE all together you’re really idiotic, although it may seem like a good loadout since these three are great weapons, there’s a reason why guns have reserve ammo rather than sharing ofc you’re going to be wasting large amounts of metal when everything in your loadout uses metal and Eureka gains less metal in total. I’m glad you brought up perks since now I can talk about them, first of all perks like Sneaky, Jetpack, and Texas Style make it far easier to wander out for metal after each teleport without any worry for Zombies.
Thats why I was complaining about it in the first place, a 75+ metal draw intake will only limit more options for flexible gameplay with loadouts, and I didn't explicitly mention that both the Short Circuit and Widowmaker should be used in conjunction as it's in an incredibly risky loadout because as mentioned before by you, it eats up metal like fast, despite the additional perks helping out after escaping, there can only be so much an engie can do after that as of course, medics have around a thousand ways to deal with engineers in any circumstance, hence I mentioned leaps being used to counter Eureka teleports

Ability based perks such as Freezer, Jetpack or even Sneaky Pardner can only get you so far as obviously, after your ability ends, you're stuck with nothing else temporarily which most medics will definitely get onto you by that point
 

Venusari

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75+ metal draw intake will only limit more options for flexible gameplay with loadouts.
This isn’t suppose to be a flexible change you should only really use the Eureka as a support tool to escape, metal won’t be a long term issue with all the numerous ways a engineer can gain metal, it’s only going to matter that moment when you use it.

despite the additional perks helping out after escaping, there can only be so much an engie can do after that as of course, medics have around a thousand ways to deal with engineers in any circumstance, hence I mentioned leaps being used to counter Eureka teleports
If you’re really smart you’ll stick nearby a teammate to help fight with or use them as a meat shield, Eureka isn’t some new weapon now that it has a balance change we’re still going to see the same gameplay with it that we’ve always seen but slightly different, I promise you that when it does get added no one will care that much about the metal cost afterwards restocking metal from ammo boxes or dispensers.
 

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