Nerf Zombies, forcefields, and combine locks.

DeviserV2

New member
Dec 12, 2025
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ill make it straightforward

-ALL zombies should be at 75-80 health, headcrabs at 40, fast headcrabs at 35, poison at 40 or 30
-headcrabs and zombies shouldnt climb ladders except fast zombies
-poison headcrab zombies should be reduced in movement speed
-zombies should have 5 minute NLR before getting back on the role (autokick off the role after death then come back after 5 min)
-zombie and headcrab speed and damage overall should be nerfed
-make headcrab hitboxes bigger
-reduce NPC zombie count by a bit
==
forcefields should be restricted to only 2 per person, 1 per district/general area by the person
forcefields should be destroyable by sledgehammers, fireaxes, pipes, emps, etc by striking the far left/right base of the forcefield
RULEWISE: forcefields shouldnt cover a wide gigantic open air area in the middle of the street ( such as park street )
==
combine locks should be able to be broken off by sledgehammers, fireaxes, hatchets etc once again
combine locks should not be appliable to vents and windows
 
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+1
ill make it straightforward

-ALL zombies should be at 75-80 health, headcrabs at 40, fast headcrabs at 35, poison at 40 or 30
-headcrabs and zombies shouldnt climb ladders except fast zombies
-poison headcrab zombies should be reduced in movement speed
-zombies should have 5 minute NLR before getting back on the role (autokick off the role after death then come back after 5 min)
-zombie and headcrab speed and damage overall should be nerfed
==
forcefields should be restricted to only 2 per person, 1 per district/general area by the person
forcefields should be destroyable by sledgehammers, fireaxes, pipes, emps, etc by striking the far left/right base of the forcefield
RULEWISE: forcefields shouldnt cover a wide gigantic open air area in the middle of the street ( such as park street )
==
combine locks should be able to be broken off by sledgehammers, fireaxes, hatchets etc once again
combine locks should not be appliable to vents and windows
 
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+1

I'm unsure how CPs think some of the placements they do with combine locks are okay in any sense, especially putting them on non-doors or outlandish stuff like the image attached.


image.png
 
+1

I'm unsure how CPs think some of the placements they do with combine locks are okay in any sense, especially putting them on non-doors or outlandish stuff like the image attached.


image.png
One of these mouth breathers basically yelled in OOC "Well none of the admins have yelled at me about it (yet) so it must mean that its ok!"

Ignoring the fact that that line of thinking has landed people in jail before, he was lacking the knowledge that
A: A grid got chewed out for it and his shit deleted just an hour ago, and
B: There were NO ADMINS on the server TO yell at him.
 
One of these mouth breathers basically yelled in OOC "Well none of the admins have yelled at me about it (yet) so it must mean that its ok!"

Ignoring the fact that that line of thinking has landed people in jail before, he was lacking the knowledge that
A: A grid got chewed out for it and his shit deleted just an hour ago, and
B: There were NO ADMINS on the server TO yell at him.
Units keep doing it and command units don't properly condemn shenanigans like it so they'll just keep doing it. You can find way too many examples of stuff like I posted as well as this.

image.png
 
Thanks for the feedback, we're working on balancing the Combine forcefields, locks, & zombies. We have an upcoming update that reduces zombie health, damage, and other stats. A health system will be added to forcefields and new ways to power them down completely. New rules have been added today regarding Combine forcefields and locks: https://an.gg/forums/threads/garrys-mod-hl2rp-rules.6/post-2855

Update: In the latest release today (2.09), zombie health, speed, & other stats were reduced.
 
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