Author Topic: Omgosh CheeZombie Needs Balancing?  (Read 865 times)

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Offline Cheeser

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Omgosh CheeZombie Needs Balancing?
« on: May 16, 2007, 04:44:53 pm »
Okay so, I occasionally put up my server with my zombie maps and add some CheeZombies in there, but there's one thing I'm not too sure about, is my server not challenging enough?

I went from only a modded Spas to Spas and Steyr to modding most all of the weapons, so now only a select few are not used in my server. And I don't think it's challenging enough, I normally do survival, so it's more "omg teamworkz" but it seems when there's at least 3 people the zombies are completely owned in less than a minute. So I'm not sure exactly what I should do to make my weapons... err... weaker? Or just more... Strategic?

The ones with -1 on everything are ones I don't use/allow.
And no, I don't allow chainsaw, so yeah I have non-chainsaw zombies, is that maybe why it's so easy?
My weapon mod:

[Info]
Name=CheeZombie Mod
Version=2.0

[USSOCOM]
Damage=180
FireInterval=15
Ammo=25
ReloadTime=40
Speed=180
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Desert Eagles]
Damage=190
FireInterval=14
Ammo=30
ReloadTime=40
Speed=230
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[HK MP5]
Damage=101
FireInterval=6
Ammo=40
ReloadTime=50
Speed=200
BulletStyle=1
StartUpTime=0
Bink=-11
MovementAcc=1
Recoil=0

[Ak-74]
Damage=104
FireInterval=9
Ammo=60
ReloadTime=43
Speed=275
BulletStyle=1
StartUpTime=0
Bink=-9
MovementAcc=2
Recoil=0

[Steyr AUG]
Damage=100
FireInterval=7
Ammo=50
ReloadTime=46
Speed=262
BulletStyle=1
StartUpTime=0
Bink=-22
MovementAcc=2
Recoil=0

[Spas-12]
Damage=122
Fireinterval=21
Ammo=20
ReloadTime=40
Speed=235
BulletStyle=3
StartUpTime=0
Bink=0
MovementAcc=0
Recoil=0

[Ruger 77]
Damage=252
FireInterval=40
Ammo=15
ReloadTime=63
Speed=287
BulletStyle=1
StartUpTime=0
Bink=10
MovementAcc=3
Recoil=0

[M79]
Damage=-1
FireInterval=-1
Ammo=-1
ReloadTime=-1
Speed=-1
BulletStyle=-1
StartUpTime=-1
Bink=-1
MovementAcc=-1
Recoil=-1

[Barret M82A1]
Damage=9999
FireInterval=50
Ammo=1
ReloadTime=93
Speed=550
BulletStyle=1
StartUpTime=5
Bink=100
MovementAcc=7
Recoil=0

[FN Minimi]
Damage=85
FireInterval=11
Ammo=90
ReloadTime=150
Speed=260
BulletStyle=1
StartUpTime=0
Bink=-14
MovementAcc=4
Recoil=0

[XM214 Minigun]
Damage=-1
FireInterval=-1
Ammo=-1
ReloadTime=-1
Speed=-1
BulletStyle=-1
StartUpTime=-1
Bink=-1
MovementAcc=-1
Recoil=-1

[Flamer]
Damage=270
FireInterval=6
Ammo=200
ReloadTime=5
Speed=105
BulletStyle=5
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Rambo Bow]
Damage=1200
FireInterval=10
Ammo=1
ReloadTime=25
Speed=210
BulletStyle=7
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Flamed Arrows]
Damage=-1
FireInterval=-1
Ammo=-1
ReloadTime=-1
Speed=-1
BulletStyle=-1
StartUpTime=-1
Bink=-1
MovementAcc=-1
Recoil=-1

[Combat Knife]
Damage=225000
FireInterval=6
Ammo=1
ReloadTime=3
Speed=95
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Chainsaw]
Damage=-1
FireInterval=-1
Ammo=-1
ReloadTime=-1
Speed=-1
BulletStyle=-1
StartUpTime=-1
Bink=-1
MovementAcc=-1
Recoil=-1

[M72 LAW]
Damage=150000
FireInterval=70
Ammo=2
ReloadTime=85
Speed=250
BulletStyle=12
StartUpTime=10
Bink=0
MovementAcc=1
Recoil=0

[Punch]
Damage=33000
FireInterval=6
Ammo=1
ReloadTime=3
Speed=50
BulletStyle=6
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Grenade]
Damage=150000
FireInterval=50
Ammo=1
ReloadTime=20
Speed=50
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0

[Stationary Gun]
Damage=180
FireInterval=5
Ammo=999999
ReloadTime=1
Speed=400
BulletStyle=14
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0
Chuck Norris joke here.

Offline CheeSeMan.

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Re: Omgosh CheeZombie Needs Balancing?
« Reply #1 on: May 17, 2007, 05:05:19 am »
Thats sounds like the server for me :P
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Offline .Long-Range

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Re: Omgosh CheeZombie Needs Balancing?
« Reply #2 on: May 17, 2007, 08:52:27 pm »
What maps do you use? I believe maps play a huge role when it comes to zombie matches. And in my opinion, survival zombies doesn't work. I believe normal mode for zombie matches are much more difficult because of the constant flow of charging zombies and respawning.
I'm creating custom maps for my clan's zombie server which are pretty damn difficult and they're going to be included in the map cycle pretty soon. Wide open areas + zombies = zombie slaughter. It's all about CQB when it comes to versing those corpses. I find myself having a much more difficult time in tunnels and small areas when against zombies.
This is pretty much due to spraying and long-range kills and how zombies don't stand a chance when it comes to charging at you from far away. Bullet-collider walls placed at intervals in fairly open spaces proved to make zombie gameplay quite difficult when I tested out my maps.
I don't really know how to read weapon mods and the like, I'm not into that stuff, but you can make a weapon fairly weak and zombies still won't stand a chance when coming at you from far away. Not to mention when they crouch when encountering a ruger or barret.


EDIT:
I reread your post and saw you put non-chainsaw zombies.
Uh, yeah... that's a major contributing factor to why your zombies get owned so bad.
Give the poor things chainsaws =P
« Last Edit: May 17, 2007, 08:55:09 pm by .Long-Range »
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