Board Thread:Suggestions/@comment-27614433-20161227235342

We have tons of new op weapons that clearly favor survivors over zombies. The Spas and Minigun made brute nearly obsolete, these weapons help survivors easily pick off leapers and other mobs that disarm you. I don't know about you, but I've seen high ranks run around the map for 5 minutes (on their own, mind you) easily shooting down every leaper and elemental that crosses their path. My suggestion is that each zombies gets a buff to deal with this.

Normal zombie: These guys have a decreased spawnrate in order to have more special zombies spawn. They're pretty balanced right now since they have upgrades.

Ticker: The ticker is useless unless you have a camper. It's like the Boomer in R2D, useless unless you were being spawnkilled. Now this is a common (and unfortunate) sight in R2DA so similar I think the Ticker should function like the boomer. Upon being killed, the ticker emits a toxic veil of radiactive waste, doing 15HP to those near it. Also, the pssive radioactive field does 25% more damage to help weed out campers easier.

Edgar: Edgar should be the interchangable Ticker in that it weeds out campers on top of buildings. The Edgar can charge a jump by holding space (which takes energy) then releasing space (which takes even more energy). The tongue also moves faster since it moves pretty slow, and survivors are dragged towards Edgar faster. BUT I have one last thing to say. The Rambo knife is okay with cutting Edgar tongues, and here's why, it depends if he/she is holding the knife. If he/she is caught WITHOUT the knife equipped, he/she CAN NOT cut the tongue as their arms can most likely not reach their knife (assuming it is not being carried on the hip.) However, if the survivor is caught WITH a knife equipped, they can cut free. This would sacrifice their reliable ranged weapon with a close-combat one, potentially allowing more leapers and edgars to gather.

Leaper: The Leaper is okay. It's a reliable way to take out lone survivors, although this guy bypasses the knife rule. The Leaper hits you with enough force to knock you over. which would most likely make you drop your weapon. However since this isn't real life, the Survivor could still use the knife to cut the leaper off of them IF AND ONLY IF the Leaper pinned the survivor while the Survivor was facing towards the leaper. If the Survivor had their back turned to the Leaper when they got leaped, they couldn't cut free as their face is eating dirt and they most likely can't roll over.

Elemental: The Elemental bypasses fireproof vests by making PHYSICAL CONTACT ONLY and that does 50% of the normal fire damage. (The vest doesn't cover the whole body, so I think this is fair) Fireballs are still negated by the vest. The explosion should also have a bigger radius, since it is a tiny bit small. Perhaps just a 10-15% increase.

Brute: Oh dear, this is where the issues lie. I got a lot to say so I'm gonna break this one up into sections so everything isn't jumbled.

Section 1: In high-ranking servers.

Section 2: The Problems & solutions

Section 1: In High ranking servers, brutes last about -1.9879654 seconds. My proposal is that there is a fluctuating spawnrate depending on the rank of the servers. >5 level 15's means 1 Brute out at a time. Anything greater than 5 level 15's and the limit increases to 2 brutes out at a time.

Section 2: The Problems. Brutes don't last very long even in rather weak servers. My suggestion is that the Brute gets 250 stamina. I mean, it's a giant green muscular monster, it deserves it. It also should get a varying amount of health that scales with the server. Less people in a server sets the health to 1250, like it is now. More players can send the brutes health up to 2000. The Brute's forcefield also behaves differently. It takes WAY less stamina to block, about 75% less than it used to be, and the stamina decreases more quickly when taking damage. The Brute can also through the club as soon as it gets out of shield. The club smash and throw now only take 25 energy. The club also has a very weak aim assist feature BUT before you get your panties in a knot, this only helps players slightly. When throwing at a player, the Brute club will go in the direction of the player as indicated by an arcing green line that ends in a bullseye BUT will never hit the survivor unless luck prevails. In fact you'd be lucky to even clip the survivor. You also have to be aiming somewhat close to the survivor for the feature to activate. The radius of the explosion is also increased by just a little bit. I feel that this would help against minigunners since once they spin up, you're kinda screwed. This would encourage them to at least take cover.

Also all zombies have increased cash drop rates due to the difficulty increase.

Normal zombie - 15$

Edgar - 35$

Leaper - 35$

Ticker - 40$

Elemental - 50$

Brute - 10% of the current health (i.e. 125$ for 1,250 health up to 200$ at max health.)

Now I know this isn't going to be percieved nicely but shut up. My post, my, thoughts. Don't like it? Take solice in knowing it most likely will not be even noticed by anyone who has Place's ear.  