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MoleMan's Zombie Mode Thread (or: How to survive)

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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby GreenDeuce » Tue May 08, 2012 1:49 pm

Eh, I liked earlier versions where it was survival for humans, not watch out for ambushes type of deal.
Also, I dislike sprint even more in this mod.
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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby MoleMan » Sat May 12, 2012 6:52 am

GreenDeuce wrote:Eh, I liked earlier versions where it was survival for humans, not watch out for ambushes type of deal.
Also, I dislike sprint even more in this mod.

You'd have to buff zombie health, then, and give them a reason to stick around. The zombies are players, not NPCs. If it became survival, then the game would slow down considerably, but as it is, rushing the int is the best way to go for both sides.
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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby Stiivais » Sat May 12, 2012 8:48 am

Retardead...
oh, i see what you did there xD
bump?
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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby Paratrooper » Sat May 12, 2012 8:49 am

SMGs are friggin' overkill...

Once I encounter a two-man team of SMGers, they're almost invincible.
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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby Space101 » Sun May 13, 2012 6:34 pm

Yeah I doesnt really seem like a Zombie game mode when SMG gunners are constantly pumping lead into your teammates
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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby bov930527 » Sun May 13, 2012 11:20 pm

I think that a good way to put some balance into it would be to do it the same as in infiltration mode: have the humans be at max 1/3 of the zombies. That would really give the humans a feeling of been swarmed by the undead in a zombie apocalypse, while zombies will actually have a chance to get to the humans before sprayed down by SMGs.
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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby StealthPretzel » Thu May 17, 2012 11:51 am

I just made an account on the forums to reply to this thread :)
i think the zombie mode needs a few major changes to even things up a little.

1. Zombies should always outnumber humans when the amount of players is uneven. having 18 players with smgs poning 5 or 6 zombies is not fair. perhaps the player with the least amount of kills after 10 minutes on the human team is forced to switch.

2. Humans should only be able to use shotguns. come on the preferred weapon of choice for killing zombies is always the shotgun.

3.Zombies should be able to see humans on the minimap. Zombies always know where humans are so why it isn't currently like this is beyond me.

4. maps should have lots of corners and buildings instead of wide open flats. it's just about impossible to kill a human with a smg back pedallling over flat ground
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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby Darkevilme » Sat Jun 23, 2012 12:33 am

I have played the zombie mod. I have tried to play it using my best jumping skills. The mod remains broken and unbalanced and quite frankly i'm disappointed i couldn't put this in the release thread for the mod where the author might see.

And the reasons are two fold:

1. Every zombie server i've seen has savagely unfair map selection that biases in favour of humans every time by sending the zombies to maps consisting of wide open spaces with not enough clutter or vertical variance. This isn't a problem with the mod persee as the server runners though so it's a side issue to the main one.

2. Submachineguns are broken to an extent that would require more expletives than most forums allow. Seriously the advice given here KINDOF works against one guy with a submachinegun.
But once you get two or three submachinegunners together at once the zombie team may as well surrender cause there's no way to beat them. Submachineguns turn teamwork into the 'humans win' button and while I like the idea of a game encouraging teamwork it does it as the expense of shafting the zombies team ferociously.

So yes. Nice idea for a mod. Maybe the person who made the mod should of tested it though and maybe server operators should pick better maps for it.
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Re: MoleMan's Zombie Mode Thread (or: How not to be Retardea

Postby Tarkaris » Sat Jun 23, 2012 6:16 am

Darkevilme wrote:I have played the zombie mod. I have tried to play it using my best jumping skills. The mod remains broken and unbalanced and quite frankly i'm disappointed i couldn't put this in the release thread for the mod where the author might see.

And the reasons are two fold:

1. Every zombie server i've seen has savagely unfair map selection that biases in favour of humans every time by sending the zombies to maps consisting of wide open spaces with not enough clutter or vertical variance. This isn't a problem with the mod persee as the server runners though so it's a side issue to the main one.

2. Submachineguns are broken to an extent that would require more expletives than most forums allow. Seriously the advice given here KINDOF works against one guy with a submachinegun.
But once you get two or three submachinegunners together at once the zombie team may as well surrender cause there's no way to beat them. Submachineguns turn teamwork into the 'humans win' button and while I like the idea of a game encouraging teamwork it does it as the expense of shafting the zombies team ferociously.

So yes. Nice idea for a mod. Maybe the person who made the mod should of tested it though and maybe server operators should pick better maps for it.


Having cover for getting to the enemy intel is less of an issue than spawn kills. Humans+SMGs+hanging around Zombie spawn while using squad system= massacre and slaughter to the pleasure of guys who can't play the other modes well.

I have never played on a server that has been completely flatland though. That would just be broken in everyway possible.

As for the SMG... It's a bit op in all the modes right now, with very little accuracy failure. The only issue for an SMG user in any mode is ammo. Otherwise, SMGs can take semi's and shotties to town if used correctly.
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Re: MoleMan's Zombie Mode Thread (or: How to survive)

Postby Toumal » Sun Jun 24, 2012 7:40 pm

I agree zombies need a bit more help here.

Also, silly question, how do I get the game mode to show as "zombie" on the masterserver? If i put anything other than "ctf" into the gamemode config, it bombs with a "gamemode not implemented" error. With "ctf" the mod works fine, but it's not easily apparent on the serverlist.
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