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Publish 419



  • Drone’s aim tracer appears to avoid aiming at nests, snapping to either angle when you look directly at one.

    Doom Crab has issues jumping (left click attack), sometimes you end up teleporting back to the ground, as though the jump never happened.

    Junk Pack only shows the hands for the viewmodel.

    The attached models to weapons are still drawn (Splinter shotgun/Helios/Kongol Axe etc) when both the player/weapon are not drawn.

    Nightmare’s ambience causes fps loss at a distance where the player doesn’t hear it.

    Could there be some sort of transparency applied to the Helios firing beam? it can really block other players view if they only have narrow shooting spots.

    The sweeper shotgun on zombie escape is really weak, and it’s been like this since the multi-shot fix, anyone that receives this gun usually display their disgust in chat, because of it’s uselessness.

    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 change has discouraged players from even buying this gun, if it’s really intended for crowd control, then it should have piercing bullets.



  • I can’t directly provide evidence for this but the Glock in general seems to be generally more accurate than the Deagle which is a problem in regards to it doing more damage than the Deagle. If I had to make a guess as to why this is the case it would be the multishot fix giving the weapon generally better accuracy, despite the fact it has a slightly larger minimum cone than the Deagle.

    Spread weapon cone now decreases for each consecutive bullet in the blast. The first bullet is 100% cone and the last is 25%. This means that it is more likely for bullets to be near the center than near the edges. This makes it very similar to how valve does it.

    Only a guess as to how the algorithm works, but would the 2nd bullet be 62.5% cone (midpoint of the two values)? Glock has 0.05 min cone, Deagle has 0.04. So the 2nd bullet of the Glock would be 0.03125 at 62.5%, 3rd would be 0.0125 (this is more accurate than the Amigo) at 25%. So on average 2 bullets of the Glock are more accurate than the Deagle.

    Glock just probably needs to be less accurate to compensate.



  • while moaning,fast zombie plays pistol reloading animation


  • Banned

    Meat hook doesnt shatter with glass weapons, You can reuse it constantly



  • Sweeper is by far the worst weapon you can get in Zombie Escape (not to mention it’s also the worst T5 in normal ZS), there is no situation where it isn’t outclassed by any of the other weapons. I think it should be buffed or disabled for now.



  • Zombie Survival

    • Added new tier 4 shotgun: Jackhammer. Automatic shotgun with a large ammo capacity and rate of fire. Slow to reload.

      • Added new tier 4 scoped pulse rifle: Quasar.
      • Can now always see the name/icon of a Sigil even if you’re close to them.
      • Doubled the maximum value of zs_transparencyradius.
      • Increased damage on Adonis 27.2 -> 30.
      • Increased damage on Sweeper 6x21 -> 6x25. Which brings it to 6 damage less than a Boomstick with one loaded shell.
      • Increased damage on the ZE variant Sweeper 6x52.5 -> 6x75
      • Decreased Gluon damage per hit 20 -> 19
      • Increased Gluon cost 200 -> 220
      • Decreased Gluon stock count 3 -> 2
      • Changed Gluon firing sound.
      • You now get a message when you give/receive ammo to/from other players.
      • You can now zoom in and out with the mouse wheel when viewing the skill web.
      • Players can no longer team kill by igniting a barrel, dying, then having a chain of barrels kill former team members.
      • Fixed prediction error when breaking props with fists.
      • Fixed breaking props with fists not logging who broke it.
      • Fixed edge scrolling in the skill web while the mouse pointer was on a second monitor, or outside the window while the game was in focus.
      • Fixed turret bullets being blocked by humans.
      • Fixed Glass Weapons skill adding damage to the Meat Hook. Now does nothing to it.
      • Fixed Fast Zombie playing pistol reload animation when taunting.
      • Fixed turrets and drones flipping out when targetting a nest.
      • Fixed Junk / Crafting packs looking like you’re not holding anything.
      • Fixed the Drone being unable to pick the same object up twice.
      • Fixed exploit that allowed people to have more than one of the same food type.
      • Fixed exploit with the ZE variant Bullet Storm that allowed infinite firing.
      • Fixed perf loss from client animation when running in to a prop.
      • Fixed the Blaster not playing the pump animation when done reloading.

      Other

      • Human players with the rubber hammer punishment can no longer damage or pick up physics props.
      • Fixed Angelic Halo looking flat/weird.


  • Just in time



  • Jackhammer needs a volume reduction on the sound(s).


  • Banned



  • In EFT, the punching animation is still shorter, and you can hit people from a greater distance than it used to be.



  • The ‘Quasar’ Pulse Rifle should have it’s scope tint removed because it’s a real hindrance on dark maps.
    and,

    Sam Za Nemesis
    You could thicken the scope lines and remove some segments from it to reduce a bit of visual noise though

    You now get a message when you give/receive ammo to/from other players.

    This should also apply to weapons/food/items given/received.



  • Now that headcrabs aren’t OHK’d by any T1 short of a breenstick, I find them more oppressive than heterosexual whites. Let us pick up headcrab corpses as food, as our valorous award for somehow hitting them. That way, there’s always a glutton who can find reward in dealing with these OP point sinks.



  • @FriskyPiranha:

    Now that headcrabs aren’t OHK’d by any T1 short of a breenstick, I find them more oppressive than heterosexual whites. Let us pick up headcrab corpses as food, as our valorous award for somehow hitting them. That way, there’s always a glutton who can find reward in dealing with these OP point sinks.

    So that any zombie player can purposefully aid the opposite team yeah sure great idea!



  • I think the main problem people have with them is they are difficult to hit while airborne and the delay they have after they land before they can jump again is extremely short.


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