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  1. pho-

    pho-

    Friend of HG


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  2. Hugin&Munin

    Hugin&Munin

    HG Veteran


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  3. TestingM

    TestingM

    Friend of HG


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  4. hammNswiss

    hammNswiss

    Retired Leadership


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Popular Content

Showing content with the highest reputation on 04/11/19 in all areas

  1. Okay Judge Dredd, Folding Table, ZorgaTheBeeKing; from my own personal experience watching you play, you are known to cause issues with cading and baiting mods; it's something I have seen with my own eyes and already talked to you about. I know you are not the kind of person to not read chat or not listen to voice chat, so why did you ignore Wonderland when he inquired about your cade? Times have changed from 2013, standards are much higher and old style techniques are not seen as efficient or capable unless pulled off immaculately, and quite frankly your cading skills display a shadow of your former self. As Wonderland said, this whole issue would have been avoided if you had simply responded to what he said instead of ignoring him. Wonderland, all that I ask of you is to give him more than a minute to respond; if he chooses not to respond then the fault is on him entirely. Not Abuse.
    6 points
  2. ... So we have this problem for a long time, the force field was created to be some kind of transparent wall to prevent poison to get trough, but this let melee attacks, bullets and projectiles travel its own hitbox, but we have some weird interactions with some things, like the Hammer, trying nailing something trough a force field is impossible because the force field works like a wall, when it does'nt make much sense since you can shoot trough and with the addition of the rejuvenator we've got another problem, i found myself using it very often, it is very useful and its a point fest on double points BUT, its kind of hard to keep healing lots of people with this weapon, and when we humans have a lot of force fields, jesus it becomes not impossible, but very annoying to heal anyone moving in and out or just close to a force field... I believe the same fix would be used for rejuvenator healing and nailing props trough them. Someone fix this please :c
    1 point
  3. Humans get slammed 90% of the time mostly to new players not knowing a map or somebody not taking initiative to lead them. Zombie team is perfectly fine the way it is, also this is a zombie survival server not zombie escape server we have very few zombie escape maps and don't want to make it too in favor of zombie team. I'm a big NO for adding different zombie classes to this game mode not only will it make zombies over powered but people would just z main ze instead of playing human, we already lose most of the time as is.
    1 point
  4. congratz on yo HGDC promo bradda!!!!
    1 point
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  6. 1 point
  7. Weapon Name: FU-BAR Gauss Rifle Reason(s): uber slow, uber bad in terms of profit, uber bad hitreg; get's overshadowed by literally every single t5 and even some t4 weapons be honest, name 1 time you've seen someone profit with it other than QUIQUENRIQUE
    1 point
  8. I really do see that you are trying to get unbanned. Not sure if you are lying or not, but given the recent issues in our servers from your group I just can't justify something like this. Because of you being respectful and understanding here, you can be unbanned 3 months from now with zero issues, from you and others, you will be unbanned. (7/9/19)
    1 point
  9. Zombie Escape in Garry's Mod is a weird one. CS:GO and CS:S Zombie Escape's concept is all about humans busting their asses off to not let zombies get them and coursing through the map. The only way that doesn't happen is when the server settings or the map is fucked. But not here. Currently, ZE is used to farm points by the humans or the few zombie mains who can sneak up and score hits here and there. You'd have that 3-4 same humans every round with their TMP or SG550 farming the shit out of zombies, gaining 250++ points per round (which in ZE lasts 4-5 minutes instead of regular ZS which can last 15-20 minutes). The same goes for the top 3-4 zombies who can bunnyhop or spam crouch and jump to avoid hit detection and claw humans, gaining massive 200++ points in one go. The root of the problem comes from the fact that current ZE is too forgiving for humans. To understand this, let's look at some reasons why: 1. CS:GO and CS:S ZE zombies one hit kill humans (except when the map has items/triggers to prevent this) and instantly turn infected humans into zombies with FULL hp and no death/revive animations. Infected humans instantly become a zombie and in a split second joins his undead brethren in the chase. 2. Zombies have too few of hp. For comparison, popular CS:GO ZE servers have 10,000 HP zombies and many popular maps also trigger zombies to have up to 50,000 HP (which oddly doesn't work in gmod). Not to mention that in CS:GO and CS:S, weapons don't deal nowhere near as much damage as GMOD ZE (can you imagine if SG550 has 200 base damage in CS:GO or CS:S??) 3. CS:GO and CS:S ZE zombies sometimes have varieties. This point is not the most crucial thing in the list but the idea of having multiple zombie types should be entertained. 4. Zombies cannot jump once shot and the slowdown from being shot lasts way too long. This is bullshit imo and needs to be changed. Sure, OBJ maps are also a slaughterfest for humans. But at least in OBJ mode, humans have to buy expensive guns, cade and not have unlimited ammo. Here's a list of suggestions to make ZE harder for humans and not a point-farm fest: a. Make zombies 1 hit kill all humans like the og ZE. Before you go on a rant on how that's stupid, read other suggestions first. If this is too much, then significantly increase the swing speed of zombies. Something like 350% or 400% buff. Yes, give zombies meth. b. Remove the ambient darkness for humans caused by massive zombie swarm. This is a bigger issue than you'd think. Now that zombies are a dangerous threat, the reduced visibility from a zombie swarm can overrun the human teams easily. This is a good compromise for all other zombie buffs. c. Massively increase zombies HP or massively nerf guns' damage. Adjust bosses' HP accordingly if the latter is chosen. 7,000 base HP is a minimum if former is chosen. Furthermore, make knockback have more kick and remove the 2-3 sec slowdown when getting shot as a zombie. Also zombies should still be allowed to jump when getting shot. Add a bit of regeneration for zombies while you can. d. Add more varieties of zombies, unlockable by F3. Multiple variants that fits ZE theme: -fast zombie (just a faster but more frail regular zombie without the ability to jump/leap and scale walls) -poison zombie (have more hp and different hitboxes but lack the ability to throw poison) -ghoul (has slowdown effect, irrelevant in case you decide to make zombies 1-hit kill humans) -bloated zombie (instead of throwing poison upon death, this zombie has massive health regeneration but is slower than regular zombie) -half zombie (regular zombie's torso+head, sneaky at times due to close-to-ground hitbox but prone to headshots and have more knockback)
    0 points
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