@Peachehz i would say the game starts trying to strobgarm you into leaving the game or abusing explosive weapons as soon as you hit round 40 and super sprinters are introduced trying to use a bullet weapon on round 70+ with how much damage those super spinters do to you is absolute torture as you just cannot effectively group them up either every zombie needs to move at that speed or none of them do, sadly it just forces you to use wonder weapons or sallys/lr7.62 if super sprinters didnt exist i genuinely believe this would be as good as bo3 zombies the game has so much potential but the movement speed inconsistencies just force the exact same boring explosive weapon + mutant injector stand there and press melee playstyle
@@sneaky5141 honestly I totally agree, it definitely seems like explosives are the only way to go. I wish they'd balance it out a bit. The sprinters should have reduced health to make it easier to deal with them
@@Peachehz they worked in verruckt as a one off horror vibe extremely difficult map which is why they were never patched out but the old zombies devs knew they wouldnt work in other maps and ruined the flow of zombies completely i think making health or damage concessions on top of the speed inconsistencies would only further dig the hole of super sprinters being a problem most people already hate fighting 6 different types of standard zombies (normal, armored, heavy armored, super sprinter, parasite, vermin) so adding further health differences outside of armored ones i think will just make it worse i honestly wouldnt even mind the health cap being increased for normal zombies to a higher ceiling as the zombies per round are WAY lower than they were in the past as long as they dont make manglers and amalgams tankier i wouldnt mind the zombies being beefed up a little just keep the speed consistent and cap their damage output at 90, they really dont need to be increasing the damage further when theres already so much ranged enemy with homing projectiles spam
Good video
@@Modernbob123 thank you! 🙏
another useless weapon in high rounds because super sprinters do not allow training to take place at all
@@sneaky5141 what round would you say most weapons get "useless"? Above 50? 100?
@Peachehz i would say the game starts trying to strobgarm you into leaving the game or abusing explosive weapons as soon as you hit round 40 and super sprinters are introduced
trying to use a bullet weapon on round 70+ with how much damage those super spinters do to you is absolute torture as you just cannot effectively group them up
either every zombie needs to move at that speed or none of them do,
sadly it just forces you to use wonder weapons or sallys/lr7.62
if super sprinters didnt exist i genuinely believe this would be as good as bo3 zombies the game has so much potential but the movement speed inconsistencies just force the exact same boring explosive weapon + mutant injector stand there and press melee playstyle
@@sneaky5141 honestly I totally agree, it definitely seems like explosives are the only way to go. I wish they'd balance it out a bit. The sprinters should have reduced health to make it easier to deal with them
@@Peachehz they worked in verruckt as a one off horror vibe extremely difficult map which is why they were never patched out but the old zombies devs knew they wouldnt work in other maps and ruined the flow of zombies completely
i think making health or damage concessions on top of the speed inconsistencies would only further dig the hole of super sprinters being a problem
most people already hate fighting 6 different types of standard zombies (normal, armored, heavy armored, super sprinter, parasite, vermin) so adding further health differences outside of armored ones i think will just make it worse
i honestly wouldnt even mind the health cap being increased for normal zombies to a higher ceiling as the zombies per round are WAY lower than they were in the past
as long as they dont make manglers and amalgams tankier i wouldnt mind the zombies being beefed up a little just keep the speed consistent and cap their damage output at 90, they really dont need to be increasing the damage further when theres already so much ranged enemy with homing projectiles spam