Venusari
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- Joined
- Nov 13, 2020
- Messages
- 75
Hello, Gary here the time has finally come for ZS's Weapon Balances. ?
These Weapon Balances are a bit old and may be subjected to change, but as of right now these balances are final until they're released to ZS. I don't want to keep you waiting, so I'll tell you what the colors represent. Blu represents an Upside for the weapon, meanwhile Red represents a Downsides for the weapon, furthermore, I have also added a discussion to as why we have made said changes toward the weapon.
These Weapon Balances are a bit old and may be subjected to change, but as of right now these balances are final until they're released to ZS. I don't want to keep you waiting, so I'll tell you what the colors represent. Blu represents an Upside for the weapon, meanwhile Red represents a Downsides for the weapon, furthermore, I have also added a discussion to as why we have made said changes toward the weapon.
Shotgun
No changes
Stock shotgun is a good reliable second to the Widowmaker, so because of that, no changes have been made toward it.
Frontier Justice (Added)
Gain 1 revenge mini-crit shot each time your building is destroyed by a medic.
Upon using your last revenge mini-crit, 2 shots are automatically loaded back.
Only 5 mIni-crits can be stored
Frontier Justice is a straight downgrade in ZS, because of its: lower magazine size, less damage in total, and no upside to help it. Our balance is similar to causal tf2, but with Mini-Crits instead of full-on Crits, and a reload feature to buff its total dps in line with the other shotguns or even higher.
Pomson 6000 (Added)
On hit: If the victim has Leap, 5 seconds is added back onto their leap cooldown.
+25% projectile speed
+30% firing speed
Pomson is a generally bad and unreliable weapon, because of its slow projectile speed and how easy medics can avoid it. Yet again our balance for the weapon is similar to causal tf2 with its draining ability, and also with an increased firing & projectile speed to deal more consistent damage up, but still not as great far range.
Widowmaker
...
Widowmaker has always been at the top, so as predicted, we've slightly nerfed its metal gain from 1:30 shots-metal gained to 2:30 shots-metal gained.
Rescue Ranger (Added)
No longer has Mark for death when picking up buildings from afar.
...
Rescue Ranger isn't a great offensive weapon because it straggles in dealing lots of damage quickly, to bring this weapon some actual joy we made it work by being both supportive and offensive. You first have to heal 250 hp with the RR to active the buff, the buff gives you a firing speed and more ammo to use which can be used supportively to heal buildings from Juggs or deal quick bursts of damage to medics.
Panic Attack
No changes
Panic Attack is pretty balanced so no new changes to it
Pistol
No changes
Number 1 and basically only secondary weapon pick got nothing much to say
Wrangler (Added)
When Active: The wearer gains +33% damage reduction.
+10% slower deployment speed
Similar to Rushy's balance of Wrangler but without the Movement speed buff because of perks like Jetpack
Short Circuit (Added)
M1 +150% damage bonus
Nerfed spamming M2, and increased M1 damage since it sucks xd let me sleep
Wrench
No changes
Although known as being an underused melee for Engineers, Stock will always remain the same because of how flexible the melee can be used in certain situations.
Gunslinger (Added)
Upon killing two medics with non-crit punches gain a guaranteed crit punch.
Upon pressing "R" Switch to "Crit Mode"
Only 3 Crits can be stored
This idea is from Rushy but slightly tweaked to where the crit can be used any time when needed with the downside of being less punishing toward random medics
https://www.rushyservers.com/threads/zombie-survival-weapon-balances.676/#:~:text=meta towards stock.-,Gunslinger,-(+) One Punch: One
Southern Hospitality (Added)
+20% damage vulnerability while active.
Since Southern currently has no downsides in ZS, it made sense for Texas Style players to abuse its high damage with no risk. To fix people abusing it this we've made southern riskier to use, but in doing so, the weapon may be used way less normally but we're fine with that.
Eureka Effect
50 metal cost per teleport
Eureka Effect is perfectly normal, but since people spam it so often, we decided to add an actual price to teleport by making it cost 50 metal to use in combinations with its original downside of less metal gain to keep it less spammy and riskier with widowmaker.
Jag
...
Bonesaw
No changes
Other than not having a taunt-kill like Ubersaw, Bonesaw has always been a good second melee choice for Medics to use since it has no downsides.
Ubersaw (Added)
On hit: Leap cooldown goes down by -4 seconds.
Ubersaw is the most used melee for Medics in any ZS server because of how reliable its taunt-kill is, but other than that it has no regular uses because of its 20% slower firing speed. To compensate for this, Ubersaw should be able to gain Leap faster on hit so the medic can bounce around between engineers. We're hoping this buff isn't as powerful as we think and can balance Ubersaw in the middle to be used more rather than just only for its taunt-kill.
Amputator
No changes
As of right now in our server, Amputator is in a pretty balanced spot. No change has been made toward it yet though.
Solemn Vow
No changes
Vita-saw (Added)
Upon pressing "R" use an organ: reduce 2 seconds off of Leap.
Successful kills gain +2 organs
Max amount of carriable organs (10.)
In ZS just like Frontier Justice, Vita-saw is thought of as a downgrade to stock since you're losing more health for nothing. To balance this Vita-saw is an Ubersaw alternative so that Medics have two ways to get Leap faster without having to waste time.
No changes
Stock shotgun is a good reliable second to the Widowmaker, so because of that, no changes have been made toward it.
Frontier Justice (Added)
Gain 1 revenge mini-crit shot each time your building is destroyed by a medic.
Upon using your last revenge mini-crit, 2 shots are automatically loaded back.
Only 5 mIni-crits can be stored
Frontier Justice is a straight downgrade in ZS, because of its: lower magazine size, less damage in total, and no upside to help it. Our balance is similar to causal tf2, but with Mini-Crits instead of full-on Crits, and a reload feature to buff its total dps in line with the other shotguns or even higher.
Pomson 6000 (Added)
On hit: If the victim has Leap, 5 seconds is added back onto their leap cooldown.
+25% projectile speed
+30% firing speed
Pomson is a generally bad and unreliable weapon, because of its slow projectile speed and how easy medics can avoid it. Yet again our balance for the weapon is similar to causal tf2 with its draining ability, and also with an increased firing & projectile speed to deal more consistent damage up, but still not as great far range.
Widowmaker
...
Widowmaker has always been at the top, so as predicted, we've slightly nerfed its metal gain from 1:30 shots-metal gained to 2:30 shots-metal gained.
Rescue Ranger (Added)
No longer has Mark for death when picking up buildings from afar.
...
Rescue Ranger isn't a great offensive weapon because it straggles in dealing lots of damage quickly, to bring this weapon some actual joy we made it work by being both supportive and offensive. You first have to heal 250 hp with the RR to active the buff, the buff gives you a firing speed and more ammo to use which can be used supportively to heal buildings from Juggs or deal quick bursts of damage to medics.
Panic Attack
No changes
Panic Attack is pretty balanced so no new changes to it
Pistol
No changes
Number 1 and basically only secondary weapon pick got nothing much to say
Wrangler (Added)
When Active: The wearer gains +33% damage reduction.
+10% slower deployment speed
Similar to Rushy's balance of Wrangler but without the Movement speed buff because of perks like Jetpack
Short Circuit (Added)
M1 +150% damage bonus
Nerfed spamming M2, and increased M1 damage since it sucks xd let me sleep
Wrench
No changes
Although known as being an underused melee for Engineers, Stock will always remain the same because of how flexible the melee can be used in certain situations.
Gunslinger (Added)
Upon killing two medics with non-crit punches gain a guaranteed crit punch.
Upon pressing "R" Switch to "Crit Mode"
Only 3 Crits can be stored
This idea is from Rushy but slightly tweaked to where the crit can be used any time when needed with the downside of being less punishing toward random medics
https://www.rushyservers.com/threads/zombie-survival-weapon-balances.676/#:~:text=meta towards stock.-,Gunslinger,-(+) One Punch: One
Southern Hospitality (Added)
+20% damage vulnerability while active.
Since Southern currently has no downsides in ZS, it made sense for Texas Style players to abuse its high damage with no risk. To fix people abusing it this we've made southern riskier to use, but in doing so, the weapon may be used way less normally but we're fine with that.
Eureka Effect
50 metal cost per teleport
Eureka Effect is perfectly normal, but since people spam it so often, we decided to add an actual price to teleport by making it cost 50 metal to use in combinations with its original downside of less metal gain to keep it less spammy and riskier with widowmaker.
Jag
...
Bonesaw
No changes
Other than not having a taunt-kill like Ubersaw, Bonesaw has always been a good second melee choice for Medics to use since it has no downsides.
Ubersaw (Added)
On hit: Leap cooldown goes down by -4 seconds.
Ubersaw is the most used melee for Medics in any ZS server because of how reliable its taunt-kill is, but other than that it has no regular uses because of its 20% slower firing speed. To compensate for this, Ubersaw should be able to gain Leap faster on hit so the medic can bounce around between engineers. We're hoping this buff isn't as powerful as we think and can balance Ubersaw in the middle to be used more rather than just only for its taunt-kill.
Amputator
No changes
As of right now in our server, Amputator is in a pretty balanced spot. No change has been made toward it yet though.
Solemn Vow
No changes
Vita-saw (Added)
Upon pressing "R" use an organ: reduce 2 seconds off of Leap.
Successful kills gain +2 organs
Max amount of carriable organs (10.)
In ZS just like Frontier Justice, Vita-saw is thought of as a downgrade to stock since you're losing more health for nothing. To balance this Vita-saw is an Ubersaw alternative so that Medics have two ways to get Leap faster without having to waste time.
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