I’m not seeing any sort of major issue with them at the current moment. The games I’ve experienced lately have all been decided way before wave 6 came along. ZS has always been a game about how many people die early on or due to a critical mistake, join late, or which side is better coordinated. Haven’t seen eradicators make a huge impact on that sentiment. It’s not like ZS hasn’t been won a fair bit since introduction.
They do 40 dmg, have a decent hp pool and hit as fast as a normal zombie which is quite high considering if 1 Eradicator gets 3 hits off before dying that’s an easy 120 dmg and if a few more do the same like x5 Eradicators that’s 600 dmg in 1 attack of a group.
By that logic chem burster is even better because if a barricade has a lot of props then it can a lot more damage than that in just one go.
For example earlier today in Offzone a map that can be easily caded properly we had 30+ no more than 36 humans vs 10 or so zombies who all went Eradicator. They tore through this building like paper which we had 3 floors caded off in a prety good format layered and great shooting angles and they completely overpowered us after they got a few kills on the bottom floors.
Sounds like good coordination on the zombie team or poor coordination on the human team. Either way that’s ZS for you.
Eradicator speed reduced and point value increased.
Chem Burster health increased slightly and point value increased to reflect this.
Explosive resupply values are now set to 3.
Impact mines have been readjusted with some temp values for this, but they’ll get further adjustment.
Broadside is unaffected, which buffs it.
Colossus reload speed increased by 25%.
Scoreboard headers for score and remort level are now present.
The remort button is now always visible, but cannot be used unless you’re level 50.
Fixed physics breaking.
Fixed 4K scoreboard scaling.
Fixed crossbow bolt purchases in the arsenal being 8 bolts instead of 7.
Agile Dead cannot feign death anymore (wasn’t intended)
I have not updated in a while but I went ahead and rework out the map again to where it fits the title more construction like.
Here what I did in a listed format:
Deconstructed the DJ Room, because this is construction, not completion!
Went ahead and change some textures around instead of having stone floor tiles and stone ceilings which made no sense.
I replaced that tile room (The one that have tiles being placed in it) with just a regular room now. It did fit into the theme but meh I make my decisions.
Change the pool area to having no water and changed the textures.
Remove every light model being attached to ceilings (Will be replaced by floodlights).
Removed generators from generator room, (aka construction, NOT COMPLETION!).
Added a few more details.
Added sigils to certain spots.
Added scaffolding model towers and fixed their ugly collision, might need to add more.
Added outside? Not sure if that’s going to be the complete outside.
Making Control Room for admins (Not sure if that is a good idea)
Remove that one vent, just to test out gameplay first.
After first test release, see what spots need to be balanced.
Add Control Room for admins? (Soon to find out if needed)
Fix that one window spot without even any border.
Move windows to the side to act like they are not in place yet.
Move that large disco pad outside, too big to fit inside (or DECONSTRUCT IT!)
Update the topic with this post!
Add sigil spots!
Completely redo prop placement!
Spice up map with more details.
Last update notes before next publish, of what has happened since then.
Added a new tier 1 melee - Ladel. Counts as a culinary weapon. Fairly fast melee weapon.
Added a new tier 1 melee - Glass Bottle. A melee weapon that breaks after to you use it twice.
Added a new tier 2 melee - Broom. Faster weapon with decent knockback and range.
Added a new tier 3 melee - Meat Tenderizer. Considered a culinary weapon. Has considerable knockback.
Added new skill - Master Chef. Master Chef grants you a chance to generate food with culinary melee weapon kills.
Added new skill - Sugar Rush. Allows you to gain a small speed boost from soda instead of health.
Added new skill - Strength Shot Medic Gun. Gives the target a temporary boost to melee damage, but does not heal or make them faster. Can purchased for worth or points once unlocked.
Added new skill - Lightweight. Grants +6 movement speed with a melee weapon equipped at the cost of -20% melee damage.
Added new skill - Agile. Brings back a smaller jumping height bonus from Acrobat but has much harsher penalties, including increased fall damage and reduced movement speed.
New Arsenal Menu - Reworked the arsenal menu. You now select guns on the left side and it shows the stats and the ability to purchase them on the right side. You can right click on items to quickly buy them.
Re-enabled the Nova Colt for purchase at Tier 5. Now reworked into a simpler weapon that has fairly high fire rate and damage resulting in good burst damage, but a significant reload time. Has a new model.
Added new fast headcrab variant: Bloodsucker Headcrab. Has more health and is overall slower but has a bleed bite that heals a small amount of health.
Added a new console command: zs_quickbuyammo. This quickly buys ammo based on your current resupply ammo type. Since your resupply ammo type defaults based on whatever weapon you’re holding, it can be used as a quick way to instantly buy ammo for the weapon you’re using without ever opening an arsenal crate.
Added the Wild Poison Zombie variant. Can throw more poison but at the cost of its own health. Slower, slightly more durable.
Added new Ghoul variant - Frigid Ghoul. Replaces poison and goop slow with frost touch and frost balls.
Added a new butcher variant - The Grave Digger. Slower, but carries around a grave shovel, which has a decent range and damage. The grave shovel can drop (it is markedly different from a regular shovel).
You now receive a commission like remantling does for upgrading if someone constructs a trinket with scrap.
Phaser now carries a 15% penalty to sigil teleportation times.
Ammo Usage: 2 -> 3
Damage: 46 -> 55.5
Shade will always inflict damage to drones and manhacks when launched at the world no matter if they have Stable Hull or not.
Buckshot turret spread reduced to 4 from 5, maximum ammo in buckshots turrets increased to 200.
Shadow Child deals 2 damage instead of 1.
Made Hammer Discipline reflect what it is supposed to do properly and changed the description. It was intended to give +25% swing speed with the Hammer, so it now does this in gameplay terms of reducing swing delay, which reduces the power of it slightly. The description has been changed to show the reduction in swing delay.
Taking damage will now always reset your blood armor regeneration delay. Previously this only happened if you lost at least 1 blood armor.
Added Blood Transfusion Pack to worth menu.
Ghoul Touch now properly gives the extra damage to the zombie who previously ghoul touched a human last. It was bugged before and simply giving it to the attacker twice in terms of attribution.
Shadow Walker speed raised to be the same as regular zombies.
Skeletal Lurkers speed reduced from 160 to 155, keeping with the slower skeleton theme.
Improved the performance of Vile Bloated Zombies slightly.
Petrified Wraiths can now attack from Stone Form. If they do this, they will break out of it and gain a burst of speed for a very short duration, but slow down significantly after it expires. Very good for lunging style attacks.
Movement speed of the Reaper increased to Tier 0 from Tier -1.
Movement speed of the Crossbow decreased to Tier -2 from Tier -1.
Remade the Artemis.
Now uses the player models hands and looks less like electric crossbows (of which they were previously intended in concept) and appears far more mechanical, and larger. Also has a proper reload animation.
The fire rate of the Artemis has been doubled but the reload time is roughly twice as long, giving it more of a focus on burst fire.
Reverted the fire rate on the Glock from 0.35 to 0.3, but reduced the damage per pellet from 16.5 to 15.4, which keeps the DPS the same but reduces the ammo effectiveness.
Annabelle damage increased from 68.5 to 70.5.
Hunter damage decreased from 115 to 107.5. Did a bit too much damage for how fast you can potentially make it reload.
Long Arm damage decreased from 119 to 114. Minimum accuracy reduced from 1.5 to 1.65.
Quasar damage increased from 95 to 99.
Pipe and hook are now cheaper in worth.
Increased throwing delay of babies for the Giga Shadow Child.
The resupply value on crossbow bolts has been increased from 7 to 8, increasing how much you can start with worth also.
Artemis and the Impaler have had their damage decreased to keep the same resupply damage total as they had before (so they don’t gain any profitablity, they lose a bit of DPS.)
This should boost the power of lower tier crossbow weapons slightly.
Zeus remains unchanged (you’ll always resupply 4 shots of Zeus instead of 3.5 now, since it uses 2 ammo).
Swapped the worth values of the Peashooter and the Z9000.
Increased the reload speed on the Slinger by roughly 10%.
Increased the damage of the Crackler from 15 -> 15.25.
Removed recoil from the Oberon.
Renamed Targeting Locus trinket to Targeting Assist, and the trinket now shows an indicator of the zombie health if you’re looking at the zombie, above their heads. Does not work on Wraiths.
Glass Bottles and Ladels on maps are now usable weapons, if a little makeshift.
The Medic gun now displays a warning if dart healing is blocked by the Frail debuff.
Fixed being able to pick up objects with a temporary owner (like meathooks).
Added a 2nd “body text” font to ZS - Remington Noiseless, used in several large body texts. Class descriptions in F3 for zombies use it, as well as the new arsenal menu.
Compressed zombie volunteer listing.
Split off Reinforced Hull into a new skill called Stable Hull. Stable Hull has the protection against controllables from having high speed impacts, whilst Reinforced Hull no longer has this. Stable Hull carries a 20% penalty to controllable speed. It is connected to the Drone unlock skill and Reinforced Hull.
Disabled the deletion of brushes that set health to silly values, this can be handled by a map manager, to ensure maps work.
Made the side menu scale better to differing screenscales.
Made the damage resistance font a bit bigger since it’s a significant factor in gameplay.
Grenades and flash bombs no longer collide with zombies.
Made it so Chem Burster auras aren’t quite as opaque, moved up the position of the gas particles slightly.
Chem Burster auras won’t show when they have spawn protection.
Added a Slinger random loadout.
Added Ladle, Pot and Frying Pan to the arsenal crate.
Aura ranges are now constant in ZE, and larger so the zombies always know where the humans are in that case.
Added a notification for when a boss is defeated/slain with a sound.
The notification for a boss spawning now uses the class kill icon.
Added some slight randomisation on the boss spawning sound.
Various weapon descriptions added.
Added scaling to scoreboard. The scoreboard now appears faster upon pressing tab.
Reworked the variant selection system. A small variant indicator appears showing the variant below the class. Clicking it will instantly rotate the class selector above it, with a very quick animation. Should be less clunky than before.
Petrified Wraith no longer forces third person in stone form.
Changing interface size now rescales scoreboard.
Fixed zombie claw double hitting bug.
Removed unnecessary skill triangles in the skill tree.
Fixed fists and fist weapons not working with glass weapons or last stand.
Potentially fixed cases where players would get a random loadout when connecting instead of their default cart.
Fixed manhack mode not allowing you to see other players target IDs.
Fixed melee weapons with high damage having really high blood splat force.
Fixed medical guns not being affected by the Frost status.
Fixed Cool Wisp not giving points.
Fixed weapons with custom view model bone adjustments causing weapons switched to later without bone adjustments to not have these reset.
Fixed a bug with ghoul touch damage credits in the post game.
Fixed resupply cache issue.
Increased the delay between remantler presses and potentially fixed issues where two remantler windows could appear - one being unclosable.
Fixed unethical ghoul touch double dipping.
Fixed the blaster not doing the pump animation.
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