Super Zombie Fortress Super Zombie Fortress update 27-12-2016

Darthmule

implying
Donator
  • Special infected that spawn in now make an unique "bacteria" sound like in the original Left 4 Dead game.
  • Improved message displayed to Zombies who become a Special Infected.
  • Decreased chance of Zombies to become Special Infected on their next spawn.
  • Increased Goo radius by 0.75 plugin units.
  • Increased Goo duration from 5 to 8 seconds.
  • Mini-Sentries no longer deplete ammo at twice the rate of a Normal Sentry.
  • Decreased Sentry starting ammo from 40 to 35.
  • Decreased reserved ammo on Normal Sentries from 8 to 7.
  • A tank now only spawns on the last point based on Zombie team disadvantage, this was previously disadvantage and RNG.
  • Survivor:
    • The last survivor no longer gains crits with 10 or more players, instead, the last survivor will gain mini-crits with 6 players or more.
    • Pyro and Demoman now always have a maximum of 200 health points.
    • Sniper now always has a maximum of 150 health points.
    • Decreased healing done by Medics from 38% to 33%.
    • Decreased firing speed reduction on the Half-Zatoichi from 33% to 20%.
    • Decreased blast damage reduction on the Market Gardener from 50% to 20%.
    • Increased firing speed reduction on the Southern Hospitality from 10% to 20%.

  • Tank:
    • Made minor adjustments to how the Tank receives knockback.
  • Boomer:
    • Made it easier for Boomers to acquire the "Going Down With A Boom" badge.
  • Stalker:
    • Stalker now does 75% of the target's current health when backstabbing.
    • Decreased the distance where the Stalker is considered too close to a Survivor and reveals himself.
    • Has 50 more max health than a regular Spy.
  • Kingpin:
    • Decreased Kingpin's rally cooldown from 25 seconds to 21 seconds.
  • Charger:
    • Slightly increased range determined to detect whether the Charger hit an enemy survivor or not.
    • Increased charge impact damage from 25% to 50% of current health.
    • Charger's charge cooldown decreased from 25 seconds to 16 seconds.
    • Has 50 less max health than a regular Heavy.
  • Hopper (now Hunter):
    • Decreased movement bonus speed on the Hunter from 40 to 20 hammer units.
    • Increased initial cooldown on Hunter's leap (now Pounce) from 2 seconds to 5 seconds.
      • When the Hunter hits his pounce, Hunter's pounce cooldown is 16 seconds.
    • Hunter's leap now allows the Hunter to latch onto a survivor, going on top of their back/neck, stunning the target for 5.5 seconds and taking 25% of their current health as damage.
    • Increased Hunter's leap velocity.
    • Has 25 more max health than a regular Scout.
 

Proaxel

Slowly getting there
Donator
Is it possible we could get a guaranteed Medigun spawn in the starting rooms of survivors? Right now survivors are a bit underpowered in longer maps and I think a guaranteed Medigun spawn might even it out greatly.

Alternatively, If that is a bit too much of a buff, maybe change it to a Vaccinator, since Vaccinator Ubercharges do a whole lot of nothing in SZF.

And I only recommend this to only be applied for maps where the survivors have to walk long distances; not in maps where it takes less than ~4-5 minutes before they are at the last control point, or in maps where they have to camp until time runs out.
 

Quagsire

Bad at Life
Donator
Is it possible we could get a guaranteed Medigun spawn in the starting rooms of survivors? Right now survivors are a bit underpowered in longer maps and I think a guaranteed Medigun spawn might even it out greatly.

Alternatively, If that is a bit too much of a buff, maybe change it to a Vaccinator, since Vaccinator Ubercharges do a whole lot of nothing in SZF.

And I only recommend this to only be applied for maps where the survivors have to walk long distances; not in maps where it takes less than ~4-5 minutes before they are at the last control point, or in maps where they have to camp until time runs out.
That's up to the map maker, see trainmg.
 

Darthmule

implying
Donator
Is it possible we could get a guaranteed Medigun spawn in the starting rooms of survivors? Right now survivors are a bit underpowered in longer maps and I think a guaranteed Medigun spawn might even it out greatly.

Alternatively, If that is a bit too much of a buff, maybe change it to a Vaccinator, since Vaccinator Ubercharges do a whole lot of nothing in SZF.

And I only recommend this to only be applied for maps where the survivors have to walk long distances; not in maps where it takes less than ~4-5 minutes before they are at the last control point, or in maps where they have to camp until time runs out.
Survivors can easily beat any length of map if they play like they are expected to play by Director AI's logic.