Board Thread:Suggestions/@comment-31771993-20161225201115/@comment-30581226-20161227140614

NirSexus wrote: Ive got some experience in the game and i think it needs some changes, like those ones:

Legend :

(?) - You can decide in comments

WEAPONS

M93R (This gun is rarely used by players)

-Dmg 34 -> 35

-Ammo 12/2 -> 15/2 (Real life magazine)

-Make it avaible as a secondary weapon on rank 25 - 40 (?)

Skorpion (Its overall cool, but people mostly use wingmaster instead of this gun)

-Require Rank 7 -> Rank 6 (Same as wingmaster)

-Dmg 20 -> 25

-Ammo 15/3 -> 30/1

-Rate of Fire 1500 -> 1350

Axe

-Price 3500$ -> 4000$

-Dmg 140 -> 150 (Because zombies can spent 2 points on health and axe wont kill them on 1 hit, leaving them with 5 HP, now zombies would need to spent all 3 points to survive 1 hit)

-Swing Rate 1s -> 1.1s - 1.2s (?)

Flamethrower

-Range 20 -> 23

-Cant damage Elementals, instead it will heal them (Its akward that fire can kill another fire)

ZOMBIES

Leaper

When Leaper catch you, a bar will apear. You need to click "E" 20-30 times to fill it. (If you won't do anything, the value will decrease) When it will be full, Leaper will let you go and he will be stunned for 2 seconds.

ARMORS

Lifewest

-Health +15 -> +20 (After Firewest was added, this armor has become useless, so it needs a small buff)

Tactical I

-Health +30 -> +35

Bulldozer I

Quatations from wikia :

-"This can protect you from edgar tongues (...) ,when you run and the tongue catches you it will bounce off."

-"Also, when a leaper attempts to pounce onto you while you are sprinting, they will proceed to be stunned."

'''Nice lies... But... lets make it a feature with a balance.'''

-Stamina "-5" (Only 1 less swing with rambo)

-Abilities - Rush (Stun zombies when sprinting) -> (Stun zombies + immute to leapers when sprinting)

Buldozer II

-Price 280$ -> 300$

-Stamina "-5" (Only 1 less swing with rambo)

-Abilities - Rush (Stun zombies when sprinting) -> (Stun zombies + immute to leapers and edgars when sprinting)

Bandolier

Well, its just a belt with bullets and it gives +110hp, pretty akward, huh?

I have an idea! Lets change it into item instead of armor!

Type Armor -> Item

Price 200$ -> 150$ (Only -50$, because it could be used with other armors)

Rank 15

Health +110 -> +20

Special +1 Power -> +1 Minigun Clip (To be more clear)

(If youll reload your Minigun second time, Bandolier and +20 max health will disapear)

ITEMS

Molotov

Its kinda bad... really...

-Make it so flamed zombies will take 33% more dmg???

Pills and Healthkit

Sometimes i see people that come to Suply closet -> theres 2 pills -> they take first pills -> waste them when they have full HP -> and then they take second pills. ITS SO ANNOYING!

-Make that pills and healthkits cant be used if user has more than 80 -> 85% (?) of their health

Pipebomb

-Damage 200 -> 220 (Because Elementals have 220HP and they can survive the explosion)

-Make special zombies like Brute, Edgar and Elemental unable to attack, block, throw club, shoot tongue or explode, when they are going to the pipebomb.

Flash

-Make zombies unable to see healthbars when they are blind!

OTHER

Resuply Table

-Refill ammo for weapon you use -> Refill ammo for both primary and secondary

Ill try to explain my idea:

We use a rifle and a revolver, theres 8 clips for your rifle on the table and 4 clips for your revolver.

Now - You refilled ammo for your rifle 4 times taking 2 clips each time, theres no clips to your rifle. Ok, but theres still 4 clips for your revolver and you cant refill it, because limit was reached (F*ck logic)

My idea - You refilled ammo for your rifle and revolver 4 times at the same time, taking 2 rifle clips and 1 revolver clip each time, now it makes sence why you cant refill them more times, because theres no ammo for your guns! :D

Punch Ability

-Same to the pipebomb, but when they are stunned.

''Thats it! Thank you for reading!'' eat shit and die scrub.