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