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Thank you guys :)
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| Change TTT server #2 into a TTC server |
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Posted by: Raccoon Shinobi - 01-24-2019, 07:47 PM - Forum: Suggestions
- Replies (3)
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I've noticed that server 2 has mostly been untouched, my suggestion is to change it to a trouble in terrorist city server. For those that don't know, trouble in terrorist city is a fan made addition that add new roles for both the traitors and innocent side. Innocents get the doctor, witch doctor, veteran, and survivalist. Traitors get the hitman, a role that can only target one person, but gets credits and free kills with each hit complete. The nuetral roles are the jester (a role dedicated in getting innocents to kill them), and the serial killer (a role that has to kill EVERYONE, getting equipment with each kill). For balance purpouses, I would suggest removing the classes on this server.
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| Cading |
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Posted by: ok bomer555 - 01-24-2019, 02:59 PM - Forum: Zombie Survival
- Replies (8)
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Hey there, I am relatively new to your group, however I am not that new to the ZS community, I may not be a god of cading but i'm not that bad. So what brings me here? Apparently my old server went under, only one dev who seems to have gotten overwhelmed. Anyway here's my list of possible ideas I'd like to see implemented or discussed:
1. Customization of weapons
a) The ability to buy different ammo types. Ex: Incendiary, Explosive, AP, etc
Now I saw that there was a lot of different kinds of weaponry, but I haven't had the pleasure to play a lot on your ZS so if what I say is already "implemented" ignore it
b) ability to add scopes, grips, different mags, etc to weapons, depending on what it is. By this I mean you can't really put a scope on a pistol but you can put different kinds on a rifle, along that kind of thought
2. Cading ( my main reason for writing this)
A. The ability to break doors and use them as props to cade with, and the ability to actually cade the door itself, by this i mean drag it in a certain direction to create a funnel to shoot out of.
B. Different nail types, such as heavy nails (Increased prop health/durability), barbed(damages zombies when they attack)comes with the drawback of less prop health, etc
C. Ability to customize the hammer itself, kinda incorporates 2B. EX: different tiers of "heads"(like interchangeable tops to the hammer) which allow you to repair more the higher tier you have, t1 might do 50rep a hit while t2 might do 75, and so on
3. Purchasing
a. have an incentive for waiting to purchase until its the period between rounds, give a 10% off if you do(or whatever %), makes it a little more challenging
Other then that, I need to play more and I will be able to come up with what I hope is more suggestions, hope to have some feedback 
Additional things I thought of:
-while I type this I'm not sure how points are rewarded to players, I'm sure its based off kills and amt of damage, however i am curious to see how a cader is awarded, since they are really for the most part only going to be repairing/building, so if it's not implemented already we should make it worthwhile to be a cader
-also as I said in the post as a comment, increased damage to props, from 15 to say 25? since it takes forever to break down a single door on maps where doors are essential to a good cade.
-can we move the display of prop health when its nailed to the actual nail? My reasoning is that I can't see the props health if im crouched down behind a cade( ex: we had player zombs with ranged acid attacks and a boss zomb with one as well and if you were standing you were more of a target than when crouched
-any chance of implementing bots? since we currently have a low pop during the day/maybe you want to experiment/ just have a humans only mode, idk. bots would make it so you wouldn't have to be a zombie immediately, since in my opinion having a very strong zombie focused team is going to burn the human side out quickly and possibly hurt longevity, but that is my two cents
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| Prefix Gun Chart please <3 |
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Posted by: Razzation - 01-24-2019, 11:10 AM - Forum: Suggestions
- Replies (5)
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Can someone make a chart/megathread listing every prefix, for every tier, showing what they do? I can't count the number of times I've wanted to know something like the stats of an angelic, with know way of knowing unless someone happened to have one maxed on the server. If anything can someone make a chart/megathread that shows all -levelupable- weapon's stats? An example could be like:
Weapon Name:
Accuracy (Min, Max, Increase per level, number of levels til max)
Damage (Min, Max, Increase per level, number of levels til max),
etc
It's be -really- useful, and I'd do it myself if I had the info to do it, but I don't, otherwise this post wouldn't exist.
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| Patchnotes 01/23/2019 |
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Posted by: Brassx - 01-24-2019, 02:21 AM - Forum: Server Patchnotes
- Replies (4)
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Changes
- Both normal and ultra giveaways have been buffed. Ultras now give 20-30 crates to the winner, and will happen once per map.
- Last man standing round time has been reduced, and time survived barely affects your score.
- Dragon rounds now have a 20% chance to happen on applicable maps, and their loot has been buffed, with a possible fix to the 1st place loot bug where they don't drop loot.
- Post round giveaways now reduce rarity for items 2x as quickly per map change (5% vs 2.5%).
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| New server content massively impacting frames? |
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Posted by: Raccoon Shinobi - 01-24-2019, 12:03 AM - Forum: General
- Replies (3)
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So it should be stated that I don't have a top of the lin rig that most people have, but my pc used to get around 5 fps, but after the content update, it dropped to about 5 fps, even with all coinshop items turned off
Update: the problem was apparently the classic hud, be sure to turn it off if you're also experiencing this
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| Things I think need changed |
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Posted by: Terran - 01-23-2019, 10:21 PM - Forum: Zombie Survival
- Replies (3)
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1) Some of the items are not equal. Grenades are 35 supply and can AOE a group of zombies. Proximity Mines are 45 supply and do about 1/2 the damage to a normal zombie. You're trading all of the damage and most of the AOE for something you can place down and...doesn't really help. Fixed
2) Crystals should act as temporary arsenal crates, only for a short time each round. (When the waves end). It really sucks when the only crate is lost and you're 100% going to have a game over due to it. (This is probably controversial tho)
3) There needs to be a way to generate some props, even shitty ones. At the start you CAN buy a junk pack, which gives you 5 small props, but after the initial game start purchases I can't find this ANYWHERE in the shop.
4) Aegis Barricade Kit is useful, but insanely weak. ~80 supply for 5 boards, each of which can break in under 10 hits and can't be repaired? 80 supply is a Tier 3 gun, or loads of ammo. I think implemented?
5) Some guns just don't seem to do headshot damage. Hard to explain and maybe I'm wrong, and maybe the damage numbers that pop up are lying to me, but some definitely feel weak in comparison. FIXED, PRAISE BRASSX.
6) Proximity Mines seem to have an insanely high AOE to self-damage, it makes them very risky. Maybe the damage could be more concentrated?
7) SLIGHTLY less Tickler range. Maybe 15%-20%.
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| New rules discussions(v3?) |
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Posted by: Brassx - 01-23-2019, 06:42 AM - Forum: General
- Replies (14)
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I was thinking about how much you can get away with as a Traitor, and because of that a lot of T weapons are simply not utilized (Flaregun, decoy, etc).
I think we need a massive refactoring of some of our core rules (Kos off locations, sound, and other info).
Some rules I was thinking of refactoring/expanding upon is the Traitor baiting rule, and changing it into a "Committing Traitorous act = kosable" rule, as follows:
- Committing traitorous acts makes you kosable (Obvious right?)
Traitorous acts could include(but not limited to):
- Walking through/BLATANTLY avoiding bear traps.
- Blatantly fleeing the scene of an UNID'd body, or ignoring unid'd bodies. For instance, if someone is fleeing a room and you see a body in there, but saw no call outs between the two, you should be safe to kill said person. It's on them for not calling out the other person if they happened to be Innocent. If they did call it out and you missed it and kill them, you could take a slay. (Decided at staff discretion if reported)
- Shooting at or near someone. This does Not include OBVIOUSLY shooting at a wall or consensual testing of weapons by shooting in legs.
- Exploding explosive barrels near someone.
- Planting C4 or remote bombs.
- Having T weapons without calling our you have one from a dead traitor. Even using one from a dead traitor is a risk you have to take as an innocent.
- Damaging or killing others, UNLESS for self-defense. However, it's a little hard to prove if self defense. Any thoughts?
Another thing is logical rules:
- Reasonable* logic should be allowed, that is, figuring out who a T is without directly seeing the actions they comitted. To be decided on a per-case basis. This includes but is not limited to:
- Using information on bodies or other situations(to be expanded on later) to form a conclusion beyond a reasonable doubt, that a person is a T.
This is hard to pinpoint as it can be very situational and vary VASTLY depending on the situation and context, but for example, if you ID a body and it shows they died only a few seconds ago, but you saw someone fleeing the scene with the same weapon(with no other ways to escape), just before you found/saw the body. You should be able to piece together and rightfully KOS the person fleeing the scene. But be prepared to take punishment if wrong.
Or if it says who they are last with, with 0 call outs of any kind, and you saw the same person fleeing the scene. That should be allowed, do any of you agree?
- Hearing a battle right around a corner or inside a room next to you, upon entering the room and seeing dead bodies with no call outs, you should be able to assume the person left standing is a T, and have no need to give any warning before killing them. Simply because there were no call outs, that's their fault if they were innocent, and could fall under "confusion caused by T" in the end. (Kill from the grave!)
If you are reported for killing someone and you were correct, you must state very clearly in the report response - your entire logical process. Any holes in your story could/would most likely lead to you being slain. But if its a plausible explanation and the logs add up reasonably to what you've said, the report should most likely be settled with no slay.
- More to be added as we discuss.
*Reasonable logic to be determined on a per-case basis based on the discretion of the staff online
What do you guys think so far? There's a lot more work that will need to be done, but this could be a start and I'm interested in seeing if you guys agree with what I've stated above, or what you would change. TTT is supposed to be a mystery solving game, and that fun vanishes when you can't even use information to piece things together, and instead, have to wait until you're being directly shot at or 1st hand witness someone killing someone else, not to mention it makes it way more 'run in gun hold M1' for T's, since they can get away without needing to hide bodies, burn them, or ANY of that. All the info but DNA is useless on bodies with the rules as they are now.
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