Publish 418



  • I think drone might need some rebalancing, it is able to destroy nest within 5 second and stay out of reach of all zombie classes (fast zombie pounce only deal 1 damage and hard to position), the issue is more noticeable when the map is a wide open area with small cade spots littered around. This put the zombie team being only able spawn at their initial spawn point which may be a distance away form the barricade, greatly favoring the human team(bad maps?).

    Would be good if the drone get a re balance to only able to hover a certain maximum distance off the ground ( or maybe some range limit?), or make nest more resilient to damage from drones considering humans are now able to destroy nest that does not have a line of sight with the human team / cade (other than throwing a grenade and praying the nest get destroyed).



  • @Misaka:

    I think drone might need some rebalancing, it is able to destroy nest within 5 second and stay out of reach of all zombie classes (fast zombie pounce only deal 1 damage and hard to position), the issue is more noticeable when the map is a wide open area with small cade spots littered around. This put the zombie team being only able spawn at their initial spawn point which may be a distance away form the barricade, greatly favoring the human team(bad maps?).

    Would be good if the drone get a re balance to only able to hover a certain maximum distance off the ground ( or maybe some range limit?), or make nest more resilient to damage from drones considering humans are now able to destroy nest that does not have a line of sight with the human team / cade (other than throwing a grenade and praying the nest get destroyed).

    Make it take more damage from fast zombie pounces and make nests tougher, I’d say. Nests have always been really really weak. I don’t know though, it does take at least a significant amount of SMG ammo due to drone’s low damage. If you’re on a big open map like you said you can make a lot of nests meaning drones have to do more work, too.


  • Administrators

    • Fast Zombie pounce damage vs. non-humans increased to 20.
    • Drone damage decreased 9 -> 8 (no it’s not supposed to be ammo efficient).
    • Drone accuracy decreased slightly.
    • Drone can now pick up slightly heavier objects.
    • Flesh Creeper nest health increased 100 -> 350.
    • Spinfusor damage decreased 125+125 -> 120+120
    • Spinfusor points increased 200 -> 350
    • Spinfusor tier increased 5 -> 6


    • Drone aiming now comes from camera position.
    • Drone rope now breaks at extreme tension.
    • Drone rope shortened.

    When these changes came in, picking up props now seems more difficult than it used to be.

    Edit: A bit of testing shows that you need to be left of the prop to pick it up, the rope seems to come from the right only. Additionally, there’s also another bug where you can’t pick up the same prop after you’ve dropped it, in some instances.

    @JetBoom:

    • Spinfusor points increased 200 -> 350

    I honestly think is this a bit too much, simply for the fact there are very few configurations that allow you to get this many points, let alone enough time in a Zombie Survival game. You probably need to have the monopoly on arsenal/resupply and be gaining points quickly from some source, and be given ammo by others or find it. It’s definitely a Tier 6 weapon though in terms of it’s power.

    Edit: I think that wraiths should get a bonemesh style slowdown when they attack, instead of being able to float in midair when they attack. They’re quite strong at hitting barricades right now because they get a lot of cover from the cade props while in floating in midair, in terms of some cades, anyway.



  • Why do all controller based weapons have a delay before actually being able to use them?
    Manhack, detpack, gunturret (secondary) and drone are affected.

    Would wraith phasing ever make a return?



  • In the current state of the skills now, I think a couple of skills need to be more/less useful, since a large portion are either taken almost all the time, or not at all.

    Rarely Used Skills

    • Quick Draw - Maybe needs a new skill or something connected to it, that allows you to do passive reloading like Tribes, because right now everyone just sticks to the one gun; people very often get the +34% reload speed if at all possible, since they rarely weapon switch.

    • Regenerator - The health penalty is too strong especially when the regeneration only works up to 50%. Either the threshold needs to be increased, or the health penalty reduced. It’s pretty overshadowed by Blood Armor.

    • Backpeddler - This honestly feels like a “noob trap”. It brings about a high penalty for movement speed. Most players with some experience rarely move backwards at all when running near zombies.

    • Combo Knuckle - Ends being more useful for breaking hinged props like doors then hitting zombies since props don’t move around. Really punishing if you miss with it.

    • Last Stand - The thing about this skill is if you’ve lost so much HP at this point that you can’t reliably dodge at all due to slow movement speed to make use of the extra melee damage with any kind of comfort. Also heavily reliant on your maximum health - getting more of that will just slow you down.

    • Blast Turrets - They’re way too situational compared to Gun Turrets, and the damage output is only good at ranges that would make them easy to attack in most cases.

    Very Commonly Used Skills

    • Blood Armor - Amazing skill, gives a huge amount of protection from weaker zombie attacks allowing humans to sustain really well. In most cases, probably gives you more effective HP through the entire round even with the HP penalty.

    • Safe Fall - It’s really easy to get used to this skill, it allows players to fall from extremely high heights compared to the default. The penalty is almost unnoticeable.



  • The Teleport to the same Sigil bug is still around please fix this if you can too many people complain about it the sigils are game changers after all


  • Administrators

    • Regenerator health penalty reduced 10 -> 7
    • Blood Armor regeneration time increased 3s -> 6s
    • Safe Fall threshold, slow down changed +50%, +25% -> 30%, 40%
    • Fixed teleporting to same sigil
    • Spinfusor points reduced 350 -> 300
    • Pulse weapons (sans spinfusor) now generate 125% as many points as other weapons. They do less damage but the slowdown is now considered ‘helpful’ to your team in terms of points.
    • Pulse ammo per 9 points reduced 40 -> 30 to bring it in line with other ammo types.
    • Adonis damage reduced 34 -> 27.2. It was being used as a damage dealer instead of crowd control. The damage is reduced but the points per shot are the same.

    This will be the last update in this thread. Publish 419 will contain a summary of all late updates.


  • Banned

    Is the skeletal walker and red marrow still planning on being added or no?


  • Administrators

    It is.


Log in to reply
 

7
Online

10898
Users

15222
Topics

296915
Posts

Looks like your connection to NoXiousNet was lost, please wait while we try to reconnect.