power creep there is power creep look it up i think the has a problem with power creep --->power creep
power creep there is power creep look it up i think the has a problem with power creep --->power creep
explosion need line of sight to do damge yep that all explosion are for AOE.not me easy money.
mounts... dear on all that is balanced make it so that mounts are just a cosmetic as you placebuilder ok do you know what 1 of the bad things are when you not high up zombies can get to you and if your high up it hard to get to you and o what this the Survivors can now go up and outrun zombies that it used to be just minor +1 walk-speed but now? you just give them the power pecking just yeet 200+ in the air and a have a gilder.it very unfun when survivors can outrun with no cost.
last thing if the mounts are balanced..
please tell me how.
god ... well some of the lines are missing ;-;
Survivor (part one ranged Weapons(no events))
M93R new Attachment: full auto [2,000] -range (20) -Accuracy(5) -Rate of Fire (16,000) +Ammunition(mag size(+8)) -Reload Time(+.75)the bigger mag) +Firing Mode full auto [how the umm what then we get this we and how?? it been 4 years]
DB Shotgun fixed reloading then reloading and there a (1)shell in the gun it saves the 1 shell +Ammunition(+6 hold) -Ammunition(just fill one shell and not both)
M16A1 new Attachment: Holosight [3,500] +Accuracy(20(if aiming down 55 on top) +Range(15(if aiming down 65 on top)
new Attachment: Wortham heavy modifications[8,000] +Damage(65) +Range(100) +Accuracy(50) -Rate of Fire (-Semi-Auto exclusive) -Ammunition(-mag-size 9)-rare ammo) on restock uses 2 uses) -Firing Mode(s)-Burst (note this uses the Barrel Mag)(note in pvp it Nerfed)
M134 Minigun -+Ammunition(-1 mag hold(note Bandolier will make it so you have a 300 mag) (+rare ammo uses 3 restocks to fill if using Bandolier it fills just for 150)
AK-47 +Damage(20) +Range(20) +Accuracy(15) +Hard Impact(2)
CK Swat -Accuracy(95) +Range(95) +Damage(70)
M249 -Damage(15) -range(30) +Accuracy(50) -removed attachment Hipfire +new Attachment Bipod[10,000](if owned Hipfire free) +range(50) +Accuracy(50) if crouching,crouching take 2 secs to get up and down and can't move
RPG -control (you have to Crouch to use takes 1 sec to get up and down) -Explosion (need a clear way ie if there a wall in the way it will not damage
Famas +Accuracy(90)
Mini Uzis +Damage(4) +Ammunition(+mag size(4)
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HK416 +Damage(25) +Range(20) -Hard Impact(1)
+new Attachment: Wortham heavy rounds +Damage(55) +Range(25) +Accuracy(50) -Ammunition(mag size(-10) -+Firing Mode(-Auto) (+Semi-Auto) +Hard Impact(3)
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SCAR-H +Damage(25) +Range(20) +Hard Impact(2)
Tri-Blaster -Explosion (need a clear way ie if there a wall in the way it will not damage
Winchester -Damage(25) -Hard Impact(1)
+new Attachment: Wortham Shotgun rounds +control when changing fire mode makes a 0.5 unloading per one Ammunition in gun and reloading the new Ammunition in Damage(50x5) Range(75) Accuracy(75) Rate of Fire(~1.05 sec) Ammunition(8/16) Reload Time (1s (First Reload)0.5s (Subsequent Reload) -Hard Impact(1) +Firing Mode(s) (Lever-lever (shot gun)
Survivor
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(part two melee Weapons(no events))
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Shovel +Damage(25)
Rambo Knife +damage(45) +Effects (hold can hold body in pvp using 3 Energy per sec and for every shot) (parry can block with holding melee and getting hit use 1 of the knife to hit back) (buffed Throw can hold up to 2 more meaning less of a cool-down before throws) (bleed acts like fire does 5 hp for 10 secs and have Blurry Screen)
Karambit +Effects (hold can hold body in pvp using 3 Energy per sec and for every shot) (parry can block with holding melee and getting hit use charge of the knife to hit back) (buffed Climb get 3 Climb charges where it free to climb but does not help on holding on) ((50% chance) bleed acts like fire does 5 hp for 10 secs and have Blurry Screen)
Katana +Damage(15) +Effects ((75%-100% chance) bleed acts like fire does 5 hp for 10 secs and have Blurry Screen)
(Loss Of Limb/decapitation when hiting a zombie/in pvp survivor (note most heads can't be cut if not the total damage is not higher then total hp Normal Zombie:100% :per cut off limb -15% chance to cut a other one Ticker:65% per cut off -10% chance if leg is cut off can't rush Leaper:100% the head as the total hp is 100 Edgar:100% the head as the total hp is 70 Elemental:80% can regen the arm/leg if Rebirth/Transform if arm missing fireball attack has a X2 cool down Brute:20% per cut off -20% note can't cut any part but left arm and head if ^ Digger:30% per cut off -10% if cut arm takes 3x as long to dig and moving in the ground is half speed Stalker:20% per cut off -20% note can't cut any part but left arm and head if ^ Swarmer:65% on can't cut right arm note if head is cut off it will act like a Beehive survivor:50% per cut off -15% chance can't cut right arm but if all other limbs
(besides head)are cut off then you can
how loss of limb acts: any loss of limb: PERM bleed (survivors nerf just 1 per sec can stop it with medkit) other then that 10 per sec does not stack the Blurry Screen lasts just for 10 secs per limb cut any arm:attacks like Basic Claw Damage is half other affects please look^ if both use head for 1/5 Damage. any legs:trip, can't run, walk-speed down 4 other affects please look^ if both set to 4 walk-speed. head:acts like headshot and looks cool full decapitation (note just cuting off a brute/stalker arm and head does not count:super rare but on a getting one X5 money
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Survivor (part three armor(no events)
just make it so you can't heal armor as don't need a 350 hp player just healing to full any ways there a will be blue bar
(and a green bar for Radiation resistance it will take up let say a 10% resistance on a 100 hp armor so the blue will be green 10% from left to right of the blue bar so if it a 10 hp radiation hp buffer
(radiation buffer math((H(armor hp)R(radiation resistance)T(total buffer) (H)X(R%)=T))
the armor will keep the HP booster and clips etc numbers i think it fair but will be changing it so it armor HP and not your HP,
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so how do armor now act here some math: H(armor hp)R(resistance)D(damage)HP(player HP) ND(new damage)AP(ARMOR HP)DA(damage to armor)
FOR HP:(D)x(R%)-(D)=(ND)+(HP) FOR ARMOR:(D)x(R%)=(DA)+(AP)
(others notes rounds 0.4 and under=0 higher=1 note 2: yes there are some rare MAX HP armor note 3 if armor hp is at 0 you do not lose the more clips ,Fire Protection,ect)
Lifevest -+resistance(20%)
Tactical I -+resistance(30%)
Tactical II -+resistance(50%)
Bulldozer I -+resistance(70%)
Bulldozer II -+resistance(80%)
Bandolier -+resistance(50%)(lotal of 60 armor HP) gives 50 max hp not armor hp
Firevest -+resistance(20%)
Faraday Vest -+resistance(60%)
Flakvest -+resistance(40%) note armor will take all damage from Explosions but at a -80% so if a Explosions goes off and you take 300 damage it will be cut to 60 and put all on your armor and not your HP
Scout -+resistance(60%)
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Survivor (part four items(no events)
Grenade +damage (85)
Molotov +last(lasts on zombie go off when 1:dies 2:ice or water )10 per sec
Vitamins -+heal time(on use gives a 25 temp hp and regen that lasts for 15 secs that heals 5 temp hp per sec on 20 secs ending start to lose temp hp on getting hit -5 secs of regen.
medkit -+ heal time(takes 2 sec less to heal if useing on self just takes 5 more secs) -+total heal(just heals for 50 or can be changed to 25 max 50 temp)
+uses(can now be used 3 times)
Pipebomb -Attraction(max range ~200 studs) -function(has a 5% chance for 1:acting like Steil Grenade 2. not beeping 3.beeping but no Explosion
Defibrillators +mini medkit(on Revival you can pick 50 HP or 20 HP and full temp HP) -function(there a 80% to not work but not using up the tool -30% chance for that to happen more but makes the prem dead timer longer by 10~15 secs)
Airstrike rename to radio +timer(comes in 1 sec (pvp same as now) +uses(on geting you are given 3 coins were you can VVV (1 in pvp) +kinds(bombs(1 coins)fire bombs(2 coins) supply box(3 coins 1 in pvp)holds 6 supply box things 1 person (pvp exclusive:call back up adds a UI to all other player on the same team near a flag to tp into the air with the Parasol or something like it)
Fire Extinguisher -Effect(Knockback Trip)
Tomahawk +money(if you get a kill X10 money) (note from me good luck)
Jetpack (Modern) -function(20% for the no fall damage to fail) can't turn on in the air)
mounts... dear on all that is balanced make it so that mounts are just a cosmetic as you placebuilder ok do you know what 1 of the good things are? about a zombie? you can go up thing that Survivors can't and o what this the Survivors can go up faster and and can outrun zombies that it used to be just minor +1 walk-speed but now? you just give them the power pecking fly have a gilder.
before im done pleasee remove the /give because god does it make it impossible for the zombies to not get o look clock or a 1 hp guy to just eat 20 cakes to 230 hp or acorn everyone to max
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Zombie (part five) i think that the zombies are fine but so get nefed so bad with the hp
Normal Zombie +upgrade milestones
(on investing 50% of points on speed power to leap run with jumping jumping half as high but goes 3 times as fast in the air on 100% you have Unlimited energy)
(on investing 50% of points on damage 10% for stun on 100% 20% for stun (not OP as it will not have more hp or speed for 20% and even if has speed and hp with the stun it has to be a longg time)
(on investing 50% of points on HP head shot is not just a 1.5X on 100% headshots have no multiplier)
Brute +blocking(costs no energy not even holding it just when it moveing with block and shot at does it go down by 3(1 on Beginners) per stud and 1 per 30 damage note on (Beginners it 15 per 1 )
digger -Charge (charge no longer Knocks down but breaks Melee Immunity for 15 secs.) +Health(220)
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and i think that it well talk about it please i want feed back