Mr. Walker
Gore-Spattered
- Joined
- Nov 8, 2019
- Messages
- 259
I believe that there can be some improvements and some nerfs that could be done to make certain perks or things in general to even-out the playing field, so here's my suggestions and I highly recommend adding it to the game as it's been left un-updated for months.
The !zs_perks and !nominate menu should appear at the top left of the corner of the screen as the status for your current perk will cover over it making it hard to see, also maybe increase the menu size of the !zs_perks menu by a little.
Some of the perks need a description update as soon as they get balanced.
Every Engineer should have 150 health as it should be as forcing people to exclusively use 1 weapon is a outdated design choice for zs.
Engineer's normal Jetpack and Medic Leaps should be at the same cool-down, 9 seconds long, as 7 seconds for medic and 10 seconds for Engineer isn't very fair at all as it makes escaping far harder than it should. Engineer's Battery Jetpack's double cool-down should stay at 18 seconds.
Engineer's Pusher perk needs a bit of a buff as it really never gets used and the -30 damage penalty isn't deserved too much, so instead change the -30% damage penalty with a -20% damage penalty instead whereas another perk like Freezer would.
Engineer's Sneaky Pardner perk should get a bit of a buff, currently it's invisible cloak effect would only last around 7 seconds, so bump up the invisible duration by 3 seconds making it 10 seconds, and make it that the Medic's Seeker temperature won't be able to pick up you at all.
Medic's Warden ability should be Warden exclusive, so Juggernauts don't teleport anymore, Wardens should be allowed to use their leaps whenever they want without having to wait extra cool-down when other medics use leaps nearby. Warden's leaps should be the only Medics who can do knock-back when hitting midair with a leap to make them more unique compared to Juggernauts and normal zombie Medics.
Medic's Warden ability shouldn't be allowed to teleport other Wardens.
Medic's Juggernauts need their Breaker Bonus ability to be capped at +50 building damage, +100 Breaker Bonus is very unfair to whom's Engineer colony spot gets it as IT will destroy Level 3 Dispensers and Teleporters in 1-melee hit and will stay that way unless the Juggernaut dies.
Engineers should be able to place their Teleporter exits as normal without the need of putting down a Dispenser first then placing the exit in-front, this is very out-dated and semi-bypassible, for one Tele-bans could be placed upon players who exploit by Moderators, OR a exploit in a map needs to be patched, this anti-exploit method created by Hagvan isn't 100% fool-proof as some exploits are still possible even with this change implemented months back, so allow Engineers to place exits as normal.
And give players the option to use !vote to extend the timer from 230 seconds to 320 seconds, this would help players greatly against huge maps like Cp_Scarab, Pl_Rocket_Ravine and whatnot which are much larger maps by scale.
Thanks and I hope these get added.
The !zs_perks and !nominate menu should appear at the top left of the corner of the screen as the status for your current perk will cover over it making it hard to see, also maybe increase the menu size of the !zs_perks menu by a little.
Some of the perks need a description update as soon as they get balanced.
Every Engineer should have 150 health as it should be as forcing people to exclusively use 1 weapon is a outdated design choice for zs.
Engineer's normal Jetpack and Medic Leaps should be at the same cool-down, 9 seconds long, as 7 seconds for medic and 10 seconds for Engineer isn't very fair at all as it makes escaping far harder than it should. Engineer's Battery Jetpack's double cool-down should stay at 18 seconds.
Engineer's Pusher perk needs a bit of a buff as it really never gets used and the -30 damage penalty isn't deserved too much, so instead change the -30% damage penalty with a -20% damage penalty instead whereas another perk like Freezer would.
Engineer's Sneaky Pardner perk should get a bit of a buff, currently it's invisible cloak effect would only last around 7 seconds, so bump up the invisible duration by 3 seconds making it 10 seconds, and make it that the Medic's Seeker temperature won't be able to pick up you at all.
Medic's Warden ability should be Warden exclusive, so Juggernauts don't teleport anymore, Wardens should be allowed to use their leaps whenever they want without having to wait extra cool-down when other medics use leaps nearby. Warden's leaps should be the only Medics who can do knock-back when hitting midair with a leap to make them more unique compared to Juggernauts and normal zombie Medics.
Medic's Warden ability shouldn't be allowed to teleport other Wardens.
Medic's Juggernauts need their Breaker Bonus ability to be capped at +50 building damage, +100 Breaker Bonus is very unfair to whom's Engineer colony spot gets it as IT will destroy Level 3 Dispensers and Teleporters in 1-melee hit and will stay that way unless the Juggernaut dies.
Engineers should be able to place their Teleporter exits as normal without the need of putting down a Dispenser first then placing the exit in-front, this is very out-dated and semi-bypassible, for one Tele-bans could be placed upon players who exploit by Moderators, OR a exploit in a map needs to be patched, this anti-exploit method created by Hagvan isn't 100% fool-proof as some exploits are still possible even with this change implemented months back, so allow Engineers to place exits as normal.
And give players the option to use !vote to extend the timer from 230 seconds to 320 seconds, this would help players greatly against huge maps like Cp_Scarab, Pl_Rocket_Ravine and whatnot which are much larger maps by scale.
Thanks and I hope these get added.
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