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  • 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

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    • god ... well some of the lines are missing ;-;

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    • and some are off

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    • no

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    • This is kinda dumb basically rework to guns and stuff  thats not needed and why is it so long

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    • I mean is a nerf to the entire game so it might become more realistic at the cost of being less enjoyable or maybe i am wrong and more challenging is actually more fun that it will ever be, we'll never know.

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    • Didn't even read the full thing but I stopped about half way through because it wasn't good.

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    • Loltho1771 wrote: 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)
      ----
      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)
      ----
      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))
      ----
      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,
      ----
      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

      don’t even bother you self kudo idiot

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    • This destroys even more than Thanos’ snapping his fingers 3 times.

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    • Lmao m249 doesnt need damage nerf, just accuracy buff and bipod

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    • Oh god too large that you should get banned

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    • VerjoyedAngelo wrote: Oh god too large that you should get banned

      well, technically he wrote it and nobody likes it, so yah

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    • -M93R: why I have to pay to get a firing mode ?

      -DB: agreed

      -M16A1: It has already been buffed so many times

      -Minigun: Ok I guess

      -Ck Swat:Just need more ammo it already does a crap ton of dmg for a tiny revolver

      -AK is fine now

      -Famas: Accuracy is not Famas's biggest issue and +90 is a bit too much

      -M249: Why do you nerf the dmg ?

      -Rpg: Agreed with the explosion change

      -Hk: 2 much dmg for a LR weapon

      -Winchester: Why do you nerf the winchester when barrett has better stats |The shotgun attachment: what? you cant just turn a lever action rifle into a shotgun at this point lets turn Spas into a sniper...oh wait it is already a sniper nvm

      -Rambo and Katana : WHY SO MANY BUFFS THAT ARE TOO OP

      -Karambit: The bleeding effect look annoying as hell

      -Item changes: not needed they are fine now

      Zombie changes: I only agree that the digger and the brute need a rework but not this way and also the normal zombies are fine now

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    • I appreciate the hk change but the damage pretty high and the “war” attachment really weird bcuz it literally low rank gun and like bruh its overpowered x2

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    • Some changes are just wrong

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    • "fix everything" my ass

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    • Imagine self kudo

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    • Some of them are kind of too op but the rest are fine

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    • Only 1 kudis lmao

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    • A FANDOM user
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