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Special settings for OBJ maps (Suggestion)


Montosher
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The new setting is fine for other maps but If OBJ like map then its whole another story, because that map is purely hard defense map with very cancer zm tp like the zm tp is very close to human like few meters away. And very tight spaces defend doesnt help human either.  not to mention if we run out utilities then we cannot cover ourselves expected trim. Before the changes, we only got to 40% on OBJ Void with old setting (infinite nades, 3 decoys). Other maps fine but obj maps is not doable. The new settings which only have 2 nades, 2 decoys and 1 molo does not suit for obj maps.  The knockback of zombie is fine and need only to shoot. Hence the purpose of this topic is to increase the limit of the utillities for OBJ maps . My suggestion utilities limits for OBJ maps is : 8-10 nades, 3 decoys and 5 molos. I f not cannot that, just increase the nades limits to 10 only. This is only my suggestion for the obj maps. 

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17 minutes ago, Montosher said:

My suggestion is just to increase the utilities limit for this map. Otherwise it will be impossible to beat the this map. I'm not saying to be unlimited tho. The suggested limit are above.

The suggested limits above is what I based my numbers from.....

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4 minutes ago, Montosher said:

Well if the suggested limits cannot be done. Can we at least increase the limits for OBJ map like 10 nades and 3 molos? 

I mean that's still 520 grenades.

 

On average that would be 20 grenades thrown every 60 seconds for over 1 min 30 seconds worth of napalm time.

 

Do you think that's what's needed for this map? Zombies would be on fire non stop during the entire map.

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The thing is the map layout which is tight spaces and the zombie teleportation was so close to human. Like I said expected trim will happen when we fall back because  zombie can make 1 bhop knife 1 human and the OBJ map is 30-40 minutes long in 1 stage with no items to cover us . The current server utilities will only just farming human on that map.  There is no way human will win on that map especially obj void and blackout.

 

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Has anyone mentioned the fact that depending on player count, up to 128 or so HEs can be thrown? Although with the recent util nerfs in this server (increased nade prices) I think around 40-60 HEs / decoys is suitable since more of a player's econ is spent on guns like MP9/Bizon/Negev and stuff. Very close ZM teleports in these maps also call for decoys/mollies and more knockback so that's more money spent.

The obj series of ZE maps are heavily reliant on util since they are a pain to defend, and without 999999 grenades thrown in a single round because of the nerfs, they are hardly beatable. And of course there are other ZE maps as well, make obj maps easy with infinite HEs and shit, make every other ZE map marginally easier than those since you can just spam HEs. Doubt you'd have like the cash to spend those extra HEs on tho, since HEs, decoys, and mollies start off expensive and end up in a constant price on your next purchase.

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Aside of OBJ series, there's ze_yueyingchuanshuo (3 stages * 20 minutes) or ze_forhidden_slicco (only one stage, but map duration 35 minutes).

I might cry hard if I'm playing/leading those maps and ran out of utils

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