Board Thread:Suggestions/@comment-31896807-20200119011229

nothing special, just going to change some stats and rewards of things in r2da to make it more understandable or balanced, if its not listed then it means its already fine

Zombies

reward changed from 10$ to 75$
 * AI Brute

added club cooldown

ok so the reward part, all of you will probably agree since its a brute but for the club cooldown, i dont think most of you will. if you play singleplayer, you stand no chance once you get hit by this AI brute. it instantly recovers its club which immediately delivers you a finishing blow unlike actual brutes where they have to wait for their club.


 * Brute (affects ai brute)

stamina capacity increased (probably twice the original? no idea how much stm brute has)

75% explosive resistance

for the stamina part, i think it really needs a buff. most of the time i die 80% as brute because i run out of stamina from all the blocking, which makes me shit useless on club throws, jumping as brute takes a shit load of stamina too, i mean, a brute is a buff dude after all, he probably exercised stamina endurance before the infection thing. for the explosive resistance thing, also really think this should be added. its no fun when 7 rpg users aim at you and the only option you have is to block, sure it helps but its only purpose is to delay the inevitable.


 * Swarmer

reduced damage on beehive, max damage it can do is 40  OR beehive armor

i dont really agree with beehive armor, its a seperate armor made just for one zombie, just like the firevest. so you pretty much have to gamble again, will you be facing more electricity? fire? or bees? so i think reducing bee damage is more understandable, for people who dont agree, don't forget that beehives can attack unlimited amount of people, as long they are in that range. so i dont think a single beehive causing 90 damage to 7 people is ok

Survivors


 * give feature

limited to three give uses only, after that, you're all out.

now most of you probably wont agree with this, "wtf three? give is going to be useless!", give feature will still help, just choose your desired event item wisely, alot of people are tired when people are recklessly spamming clockboms and acorns, extending rounds to 40 minutes, have you ever considered zombie gameplay? 75% who gets chosen as zombies chooses to go idle so they dont have to get bothered of the ridiculous clock spams, if you want to carry an extra gingerbread or acorn, or whatever the hell it is, use item slots. they're there for a reason. give feature defeats the ultimate purpose of item slots.

Weapons


 * M93R

extended mag


 * +6 bullets

m93r has been good ever since pr buffed it and made into a secondary, although i feel likes this still needs a buff, especially for ammo. i don't think it should get a direct buff but an attachment, the m93r can only shoot 4 times and 4 zombies in one mag, if extended mag adds 6 more bullets, it adds 2 more burst shots, in a total of 6 burst shots and 6 zombies. the cost of this attachment is up to pr to decide.


 * DB

reload speed decreased from 2.9s to 2.6s

ok so when you become a starter, i think we all agree that the worst stage of it is the DB stage. 2 rounds and a shit long reload. "but there are reload attachments!!" ok so what do you expect on getting that amount of money? abandon our savngs for our next weapon or save up for a next weapon while suffering with the reload, the attachments arent really low rank friendly (COUGH COUGH ) and pr probably decided to make them purchasable when you're somewhere around rank 30 because who uses DB when you have flamey? 