Ok so.
Virus.
Honestly I’m not gonna lie, it wasn’t one of my favorite gamemodes a while back. The Weapons sucked, the hitreg sucked. The Maps really sucked (we only had Hospital, Desertion, and Overtime when I started playing TU.) Hell you either won by doing nothing because of how prevailant camping is, or you lost because an infected spawned behind you within a 10 meter radius and now you f*cking caught ligma.
That being said, the recent improvements to Virus have really helped me enjoy the game now. The Hitreg is consistent, the weapons don’t really suck (although I wish there was more variety, more on that later), the infected now have to hit you instead of breathing on you to infect (A welcome change for me, even if not many classic players like it), and the game feels less painstaking and more fair regardless of how you end up.
That being said, there’s still some issues.
1.) Infected Payouts are Super Low.
These screencaps were from a game of Virus I played earlier today. It was a small-sized game, but I was able to test and find out varying outcomes depending on the round end. These screencaps were from rounds I was infected, one round being the original and the others being infected later into the round. Take a notice of how much I get for a payout here in the bottom Right. (Except for that first shot, look at the payouts box towards the top right.)
Now look at these:
These are screencaps of my victories as a Survivor. Notice the differences?
As you can see, on average, I’m earning anywhere from 400-800 as an infected, and I Rarely break 1000 units on payouts, but as a Survivor, you get at least 1500-2300 Units regardless of how you preformed.
As a further note, take a look at this payouts chart added recently.
Biohazard apparently has 2 payouts for some reason, but both are exceptionally low, with the max possible being 600. even on a server of 12 people. If all the infected win, you all get only 30 Units.
Patient Zero is only awarded to the original infected, but you only get 30 measly units per victim, which if it’s not affected by the same limits as Biohazard, then that’s a maximum of 360 units possible.
If we add up all the average possible payouts for an infected, We get:
- Biohazard (Lets assume its the 100 unit one, idk what dictates it.) (100 Per, 600 Max)
- Infected have Taken over (30)
- Patient Zero (360 max)
- Bringer of Death (200)
- Thanks for Playing (200)
That totals out to 1,390 Units If you hit the max on Biohazard, are the original Infected, and infect the last survivor.
Taking out the last 2 conditions, if you were infected, even if you hit the max on Biohazard and win the round as an Infected, then You get only 830 units. If the 50 Unit Biohazard is applied, then you only get 530 Units.
Meanwhile lets say you survive as a survivor and did absolutely nothing the whole round.
That means you get:
- Survived the Infection (250)
- Partners to the End (500)
- Team Player (750) or Last Survivor (800) (Depending on the circumstances)
- 4th Place and Below (200)
- And the Obligitory Thanks for Playing (200)
Which means that on average, at the bare minimum, you’ll earn anywhere between 1400-1900 depending on whether or not you’re the last survivor. Most of the time, you’ll have fellow survivors, so you’ll be earning more than the bare minimum.
TL;DR: Infected Payouts are stupidly low and need to be boosted to be more fair, Especially to people who aren’t the starting infected.
2.) Better Weapon Variety and Improved weapon system.
While I recognize some of the Zombie Massacre weapons would be difficult to port to Virus for varying reasons, I’d like to take a moment to suggest some be added in to Virus to diversify the weapon pool. I would also like to see the weapon system get a change.
Rather than Allot a small grouping of the same weapons in random amounts to all the players, Each Player gets 3 Possible weapons: A small, Medium, and Heavy Weapon, Plus 1 Adrenaline and 1 TNT.
-
Small Weapons would be things like the Pistol, Silencers, & Sci-fi Handgun, and Perhaps weapons like the Magnum and Kimber.
-
Medium Weapons are either Shotguns or Semi-automatic weapons, Like the Uzi, Double Barrel, Sci-fi Shotgun, Crossbow, SPAS-12, and Tommy Gun.
-
Heavy Weapons are more weapons that pack a punch and maybe have a smaller clip or some sort of thing that makes using them up more risky. Weapons such as the Egon, Minigun, Sci-fi rifle, M4A1, or Flamethrower would fit this category.
Each player gets 3 Weapon Slots, 1 Small, 1 Medium, and 1 Heavy. The TNT and Adrenaline each get their own spots and can be deployed by hitting specific keys (E for TNT, C for Adrenaline).
This way, Teamwork can be better applied and Strategies can be used in order to win rounds for either team.
TL;DR Add some weapons from ZM and rework the weapon system to randomly allot weapons in certain categories to increase the variability.
and 3) Fix the Radar.
The Infected Radar is absolutely useless.
It has a notoriously short range, which makes it more difficult to pay attention where an Infected is going or where Survivors are, It has no height indicators, so it’s useless on Solar, and often times I find that Infected that get me are ones that don’t show up on the radar until its already too late.
So here’s what I propose:
Add indicator arrows towards markers that are outside the range of what the Radar sees, Blue for teammates, Red for enemies, and add a general overlay of the map with a Compass so that you can see where you’re going or where you are on the map. Too many times I spawn as an Infected and I have no idea where I am on the map until I finally manage to see the faint silhouette of a survivor. (Also as a mini-note, make those easier to see please, thanks.)
TL;DR Adjust the Radar to add better indication of where Teammates and Enemies are on the map relative to you.
That’s all I have for Now folks.
Alex out.