Haha, no joke.Domino Theory said:No, I wasn't the only one. :lol If you managed to miss Eazy's angry rant about the balancing of the maps, then you have a problem.![]()
There are a number of balance issues that made many of the matches unbearable for the zombies.
Instead of a single starting zombie pit against 11 humans, up the count. Isn't there a way to make the starting zombies scale to the amount of total players? Cause in Bungie's infection modes, there would be around 3 starting zombies in bigger games and 1 or 2 in smaller games.
Turrets are fun and everything, but putting a stationary turret inside the bases leads to unbalanced frustration. Place the turrets in vulnerable locations throughout the map. One could try to defend these spots; they'd have the benefit of an infinitely shooting death machine but would be vulnerable from flanking and other hazards. Another tactic would be to break the turrets off and bring them to a more fortified location. Here they could mow down as many zombies as their ammo count would allow but in the back of their mind they know they can't spam turret rounds and actually have to strategically plan their actions. Zombies can also use the limited ammo count to their advantage by making the wielder waste rounds.
As far as the radar goes, I think it should stay. But it shouldn't be the be-all, end-all radar it was during our first games. If the default radar in 75m, go for the 50m or 25m and make it only detect motion. There is a certain thrill of seeing a bunch of zombies on radar that shouldn't be missed out on.
Friendly fire. Why the fuck wasn't that on? That only makes it possible for teams to sloppily fire grenades, rockets, etc. with no worry of consequences. If the humans decide to bunch up all together then that increases the likelihood of dangerous crossfire; a disadvantage necessary to balance the sides.
Anyone who didn't feel those games/maps could be exploited and totally broke is downright crazy.