You see your infected friend as radar wich is useless and in the TAB you dont see all your infected bodys
Or at least remove your t buddies from the radar, or even remove the radar altogetherDesert and I briefly talked about this earlier. I think that if we change the radar we should reduce the round timer to 4 minutes.
I’m gonna move this thread to suggestions, since it isn’t really a bug at the moment
Removing T buddies is original suggestion. I don’t think removing radar entirely is a good idea because if someone hides really well rounds are going to get dull. Radar makes it so the round stays fun and chaotic.Or at least remove your t buddies from the radar, or even remove the radar altogether
I am leaning towards the former, but main priority atm is making the mode less favored for the infected. I don't want to remove radar entirely because camping is allowed in the gamemode and people will find the most obscure spot on a huge map to delay forever, but then again, infected rounds can only be a maximum of 3 minutes.Or at least remove your t buddies from the radar, or even remove the radar altogether
Speaking of reducing round timer, currently it's 3 minutes (always was). Then again, easy to make that assumption since the round timer on your HUD is still at 6 minutes (TTT gets very angry when you try to override this), I'm looking into ways of getting around the UI being misleading here.Desert and I briefly talked about this earlier. I think that if we change the radar we should reduce the round timer to 4 minutes.
I’m gonna move this thread to suggestions, since it isn’t really a bug at the moment
We had a round not too long ago that was almost 4 minutes before the infected wonIf this is what's wanted, it's a simple change.
I am leaning towards the former, but main priority atm is making the mode less favored for the infected. I don't want to remove radar entirely because camping is allowed in the gamemode and people will find the most obscure spot on a huge map to delay forever, but then again, infected rounds can only be a maximum of 3 minutes.
Speaking of reducing round timer, currently it's 3 minutes (always was). Then again, easy to make that assumption since the round timer on your HUD is still at 6 minutes (TTT gets very angry when you try to override this), I'm looking into ways of getting around the UI being misleading here.
For #4, yes this is what I was thinking too. #2 is a visual bug, and I have corrected it on the test server, that fix will be out soon. #5 is possible, can make the infected spawn at certain spawnpoint entities. For #1, I think this is viable, someone has suggested to tweak the model scale of the zombies to make them bigger, but i want to avoid making it impossible for zombies to get into places that humans can and just making rounds get delayed.This doesn't really have anything to do with the original suggestion... but...
1. What if we reduce the infected hp from 100 to let say 50?? It would give suvivors a better chance .... maybe
2. Yesterday we played infected and while @Gilbert was the final alive survivor the round ended and it said the infected win for some reason.
3. Removing radar will turn this into hide and seek not infected
4. Can't you just add onscreen timer? the infected info box doesn't disappear during the round anyway.. so just slap a timer there
5. Also maybe fix the spawn system for the infected.. so that they can't spawn right next to survivors?
Well fuck lmao. If you have a clip (just the part where it goes over time), that'd be appreciated.We had a round not too long ago that was almost 4 minutes before the infected won
I have a suggestion, let the knife do as intended damage but the more infected joined their ranks the less damage they do overtime because of the strength of numbers as, 10 or 25 with very few infected things at the beginning can easily sway from Infected winning all the time, to only Humans winning all the time on certain maps and with our playerbase.Might I also add here... Since infected kill way too dam quick as Barth mentioned, A knife is fine but maybe reduce the damage of it to be like 10 or 25. That way, it requires more teamwork as the infected to the swarm someone. Strength in numbers.
doesn't that mean completely reworking how the knife currently works?... feel like reducing the zombies health would be much more easier and would give off similar result... your would be more squishy so you would need to attack together to do anything......I have a suggestion, let the knife do as intended damage but the more infected joined their ranks the less damage they do overtime because of the strength of numbers as, 10 or 25 with very few infected things at the beginning can easily sway from Infected winning all the time, to only Humans winning all the time on certain maps and with our playerbase.
But I agree and enjoy the requiring more teamwork to swarm someone but players can easily make it absolute hell to the infected if they can only do 10 or 25 damage with all players stacking and nuking them with the same plan of teamwork.
I guess another win would be infected tossing knives would do 50 damage to compensate your idea?
Changing knife damage is simple thanks to it being a SWEP. Same goes for how the knife behaves (mostly). The zombie knife is basically a modified version of the normal knife SWEP.doesn't that mean completely reworking how the knife currently works?... feel like reducing the zombies health would be much more easier and would give off similar result... your would be more squishy so you would need to attack together to do anything......
although the way the current knife works... one hit kill is still easily possible.. sooo maybe sssssslight rework to knife might be a good idea
I have a fix for this which will be pushed out soon.You still dont see your infected friends in the TAB menu
I especially like this idea, I can imagine people using tripmines as a form of barricade, among other things. I will test this out on the dev server.Another thing that could make it fun would be making the survivors traitor/giving them access to T/D shop, items like tripwires could be fun to play around with and give more of a chance when its 1 player vs the server.