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  1. Hey everyone, Towards the end of last year we asked for your feedback on the general balance of Be the Zombie mode. We were hearing that you felt the Night Hunter was underpowered, but we wanted hear your specific points on what you'd like to see us change. Thanks for all of your input - based on what you told us we have made some changes to BtZ. These changes are now live: Drop Attack (AKA 'Death from Above') Height required increased Grab distance reduced UV Flashlight Distance reduced (in 2 vs. 1 to 4 vs. 1 matches) Cool down time increased Initial cost increased (so that flicking the flashlight on and off repeatedly drains it more quickly) Spits Explosion radius increased Explosion delay reduced Effect duration for Control The Horde and Light Disable increased Cool down times decreased (in 3 vs. 1 and 4 vs. 1 matches) Survivor Sense Night Hunter now appears on Survivors' mini-map(s) for less time Misc. Auto-balance reduced overall. We hope these changes make Btz even more enjoyable for everyone and, of course, please let us know what you think. James
  2. Hey Everyone! We are working hard to get BTZ completed for "The Following" release and are diligently squashing any bugs we may find. The problem is, we may not always catch them all and that's where we could use your help! This post here is where I'd like everyone to write about any bugs, glitches or exploits they may have come across while playing BTZ. Let us know about them now so we can do our best to kill 'em off in time for The Following! Here a list of some things that I can already to you are fixed/tuned for BTZ in general when 'The Following' releases. 1. Fixed an issue with the Shield negating stuck spits. 2. Bullet damage to Nests reduced 3. 2 Handed Heavy damage to Nests reduced 4. Tackle Damage to Nests reduced 5. Hunters "UV Heal" skill is much quicker (I really like this one...it allows for some new tricks) 6. Survivors flare cooldown cost is only applied if the flare was successfully thrown 7. Grappling hook cooldown cost increased 8. Fixed Grappling hook 1hit zombie defenders 9. Timeout loss for AFK 10.Timeout loss for Non-interaction (Survivors don't attack nests or interact with Hunter) 11. Survivors have 0% chance of winning Invasion rewards until at least 1 nest is destroyed 12. Outside damage mitigated while in PVP grab states (tackle, dropkick, pounce etc.) 13. DFA commitment. Survivors cannot quick roll out of a DFA attempt. 14. Fixed an issue with the Hunters 'cancel grounpound' input not being read if initiated early. 15. Fixed Hunter being blocked by Survival packages 16. Fixed Hunter Groundpound input not registering 17. Fixed Hunter UV block timer pausing while in PVP grab states. (would allow the Hunter to have the UV Block skill active longer than intended) 18. Fixed an issue with Shield NOT blocking a spit when it should (was checking angle to other player instead of angle to the spit itself) 19. Fixed an issue where Survivors could use the 'forward roll' skill to negate fall damage from a Tackle 20. AOE knockdown on successful tackle (Hunter) 21. Reduced wall hit stun for Survivors after being hit from a Groundpound 22. Fixed Hunter not receiving the win bonus XP for Humans cowering in fear Lot's more has been tweaked as well! Feel free to PM me if you want to let me know of some exploit but don't want to post it for everyone to see! (Please don't post "-So and so- is a Hacker!!!! PLZ bring Banhammer!!!" We are just looking for bugs in this post. Thanks!!!!) (edited to show additional fixes)
  3. matchmaking

    So i'm a dying light player with roughly 200 hours on the game with little knowledge about the BTZ game mode or other known as the PvP side of the game. When i play as the NH, i'm either getting matched with people with over 1000 hours in the game, or someone that just bought the game and has maybe 10 hours max. And when i'm a survivor taking invasions, its the same concept. I'm never getting matched with people at my skill level. I'm getting sick and tired of the matchmaking with people over 1000 hours, and i just feel bad playing against people who have absolutely no idea whats going on. I mean, whats the point in having ranks if they aren't gonna be used in how you match with other players? Another problem i have while playing as the survivor is having a hunter join in multiple times after beating me to farm as much exp as possible, or just to be a total chupacabra and troll me. This mainly happens when i'm playing with multiple people, and it really gets on my nerves because sometimes i want to play with other people and learn how to deal with other types of play styles, rather than playing against someone with the same one over and over again. Techlands, if you see this post, please do something about it.
  4. Gonna start fresh! Post your BTZ matches here!!! Or, if you're a Survivor, post your Invasion matches here!
  5. Hey everyone, I’ll get to the point: We hear that many of the top Be the Zombie players think it could be better balanced. We want to make things better, but first we need to properly understand what changes you want to see. So we want your input on the overall balancing of BtZ. Below I’ve listed some of the variables that determine the balance of BtZ. These are things that we can either decrease or increase without necessarily needing to release a new patch. We’d like you to reply on this thread with: The top three things you think we should increase. The top three things you think we should decrease. I appreciate that you will have other suggestions for bigger changes or additions but please, for the time being, stick to what we’ve laid out here. It will really help us get a clearer picture of how you feel about BtZ. Thank you for your input and your support. Here are the variables: HUMAN UV Flashlight Damage to Night Hunter Duration Cool down time Flares Cool down time Drop attack Height required Grab radius (how close to the NH you need to be to land a Drop Attack) Grappling Hook Stamina cost Cool down time NIGHT HUNTER Damage Tackle Ground Pound Claw Spits Effect duration Cool down time UV Block Effect duration Cool down time WEAPONS (Note: damage to Night Hunter and damage to Nests are separate variables). Short knife One-handed Small two-handed Large two-handed Dropkick Pistols Rifles Arrows Crossbows
  6. OK... It turns out I am not able to fix the "instant tackle" and "instant spit stick" without a full patch The good news is that there is a new tuner released that does make the following changes: NIGHTHUNTER Increased duration of Sense Suppress Spit Increased damage and duration of Toxic Spit Increased NightHunters energy regen speed while ducking Increased NightHunters knockback impulse from melee attack Reduced Elemental damage on NightHunter Reduced Arrow and Crossbow damage to NightHunter body (BODY:5 hits, HEAD:3 hits) HUMAN Increased Human respawn times in 3v1 and 4v1 Gift "Zaid Flares" on respawn in BTZ Changed Flare cost and cooldown (2 flares thrown within 10 secs will incur a 30 cooldown) Added cooldown to Molotovs Increased cooldown on Potions Reduced damage from charged melee attacks on nests Reduced elemental damage on Nests Added 3 second cooldown to nightsense pulse GENERAL Reduced damage while in PVP paired anim states (NightHunter and Human) After you've had a chance to check it out, let us know your thoughts on the new tuning in the comments below!
  7. So i was rank 10/12 (Ruthless) In Dying light, Be the Zombie as a survivor. took a break for about a week, come back and play a few pvp games, and when i rank up i see i'm a casualty now. Lost some games and won some, but there's no way i lost enough to derank to prey in roughly a day. Is this a bug in the game where peoples ranks are being reset, is it a punishment for taking a break, or is the ranks reset every season? This has happened to me a couple times, the last time wasn't as extreme though. Went from 4/12 (underdog) down to casualty. Please help, i am very confused.
  8. Is there a way to check your Kill/Death ratio and/or Win/Lose ratio in the Be The Zombie mode as the survivor and zombie? If not will there ever be a way to check added? I would love to know how well i am doing as the hunter and the human.
  9. Hunter Removed "Insta-tackle" (Hunter turning after a failed tackle or pounce to start another tackle immediately) Reduced time in recovery state for UV Heal Survivor Fix for "Autocrossbow" mod Separate flare usage costs and cooldowns for 1v1-4v1
  10. So I think one of the most annoying things in btz is the magnetism for Cars, Trash piles, etc. Whenever I jump for a DFA and there's a Car near by the car will pull me towards it and I'll miss but if I'm really unlucky, I would actually miss the Car or Trash Pile and die from fall damage. Like why do we not have an option to turn off Magnetism for cars and trash piles? I messes me up way more than it actually helps. So what I'm suggesting is you can put an option to turn off and on the Magnetism for Cars etc. Because the way it is right now, it kills the Survivors more than helps them.
  11. I've come back to this game about about 7 months of not playing to find out it's still horrid state for zombies and only gotten worse. And I'm not inexperienced, I have nearly 100 hours on my main night hunter save which is a rank 57 apex predator. There are some real problems like - Automatic crossbows (Still exists after recent patch) - Automatic shotguns - Survivors have Infinite ammo - Rank 250 players with less than 100 hours on the game - Infinite UV lights - 4 Humans with infinite flares trading off around the nest + Above item - Infinite medkits (I know they're easy to kill, but 99+ medkits in one round of BTZ? wtf.) You guys really need to consider looking into the scripted/cheated weapons and disabling them, it really ruins the game. http://steamcommunity.com/groups/BadKarmasCommunity (This screenshot is from their group page) This is a group on steam where any person can join for free scripted items. They give out everything in the above screenshot to anyone who asks and this basically gives anyone who plays dying light on steam free access to cheated weapons like the damn automatic crossbows and infinite UV lights. Please consider taking groups like this down for the sanctity of the game and it's players. BTZ is an awesome gamemode that I love playing but it's just damn hard to love it much anymore because of all this madness..
  12. Hello there. Just requesting something very simple, and that is the option to disable the slow motion feature when you charge a hit to a normal zombie's head. It's somewhat annoying, and it makes the Night Hunter warp from the human's point of view. Please add the option, thanks Edit: for consoles, mainly. I think the pc people already have a way
  13. Im at Lvl 54 with the title of Ultimate Survivor for a Night Hunter. Just starting this thread to see what others have
  14. The BTZ Hypermode is completely nuts this time around! Both sides are insane! Lots of changes for this event. Make sure you stop by to check it out this weekend!
  15. Look, i understand that last zombiefest was unbalanced and biased towards survivor but, No need to make NH absolutely impossible to fight. You really did over survivors on this one. The thing i hate the most is that most hunters just abuse that you can regen spits in seconds, while doing so they constantly make snarky comments and arrogant as all get out. Most of these hunters wouldnt last a second without hypermode.
  16. http://dyinglightgame.com/bounties/ BTZ will be modified for Invasions this weekend! Here's a quick rundown: HUNTER: 1. No Howl 2. No Spit 3. No Tackle 4. (2) UV Block/Heal per life SURVIVOR: 1. No Survivor Sense 2. (2) Flares per life Follow the link for more details! Merry Christmas!
  17. Plans for Halloween? Celebrate with us at ‘Zombiefest' in Dying Light! Watch the video below for details: https://youtu.be/XIY1zsvfIHY
  18. Hey Everyone! I'd like to share a couple of changes we just released yesterday. These changes are based on feedback we've received and game stats that we've collected. 1. BTZ matchmaking reduced to 2 pools again. 2. 3v1 and 4v1 Damage Scaling. (Survivors damage output is scaled to 2/3 damage in 3v1 and 4v1) 3. Removed added headshot damage from arrows/bolt. (This was never communicated clearly and added damage from special bolts/arrow allowed 1 hit kills)
  19. In be the zombie (ON PS4), whenever i go to search for games the result will always be : No matches found. No matter how hard i try i can't find anyone on my level 50 mutation 3 apex predator hunter. I even tried to make a new zombie and find matches but that didn't work either. Oh and my NAT type is 2. Please fix this Techland. And when i quick join the game finds a match just for it to say unable to connect over and over again. This is absolutely ridiculous!
  20. Matchmaking times when trying to find a game to invade are super long. (Upwards of 15 minutes) My NAT type is open with a 20 MB download. Anybody else having this issue? Xbox One
  21. EDIT: Decided to just go ahead an make this a general video thread. Post any of your BtZ matches, survivor or night hunter, here! ==== Start Original Post ==== I know it's been a little gloomy here with all the complaints but the patch to fix all this is almost here. To commemorate this I've decided to create this thread as place to show off your most epic matches. Hopefully it'll be growing much larger in the future after the patch as I'm sure everyone success rate will sky rocket. I'll start off with two matches I had tonight (3v1 with the same guys) I just barely come out on top and only used spit spam as a last resort.
  22. So as much as I love Dying Light, I enjoy being the Night Hunter more than anything else. I have a lvl 50, mutation 3 Widow Maker, and Grinding out to the Apex and lvl 51 is taking forever.. With this in mind, I have thought about a lot of things that would make things a lot more interesting and competitive, as far as playing as the Night Hunter. 1. Decrease the Range of UV lights FOR THE LOVE OF GOD, please nerf this! I shouldn't be able to be on a 5 story rooftop, and still be affected by the UV light from survivors on the ground across the street. I can understand that we keep it there because the pounce range and the UV range are incredibly similar, but survivors have about 2 seconds to hit me with the UV light as I'm pouncing them, why should they have a chance to do it before I even get there? 2. Nerf Survivor Sense in some way The NH can be seen at all times. This is incredibly frustrating as it makes surprise attacks nearly impossible unless you hit them with Sense suppressor spit. (Funny how even the best survivors sit in flares until this spit goes away, or sit in safe-zones.) Nerfing this ALONE would balance things greatly. Maybe make it so that the survivor sense tells them the general direction the NH is in, not his exact location, or at least putting some sort of cool down on this. 3. Make the Ground Pound AOE proportionate to the height at which you use it. For example: If I jump off of a power-line tower in the Following, I should have a larger AOE than if I was standing on the ground and did it. The main reason that I say this, is because if you are chasing a buggy, and happen to get in front of them enough to attempt a ground pound, you usually end up missing when you drop from the air, because they have time to drive far enough away; same with on foot and them jumping away. IMO, if I drop over 100ft, I should leave a crater in the ground the size of a toyota prius. If I'm ON the ground and do it, it shouldn't be as powerful. 4. Add new types of Zombie spits. We have the horde, which is a lot of fun, but I think being able to summon a few Goons, a Destroyer/Freak of Nature, or some Night Volatile's (The ones that chase you when you aren't in BTZ mode) would be just as great. Each kind could be a different shade of green, and could be chosen by pressing d-pad left multiple times. Dropping a Goon or destroyer/FON spit would work best around nests, and Volatile's and horde would be great for traveling between nests. The bombers can't climb, but the Volatiles can. I feel like 1 goon for every 2 people in the match per spit would be fair, and 1 destroyer or Freak of Nature per spit would be fair. I can summon exploders, why can't I summon all my other zombie family? 5. Flare spits I think that we should have a spit that makes it so you can't throw flares. The UV light can simply get replaced by the flare, and in 1v4 matches, UV spits are useless as more than one person has a light. If I had a spit to take out UV lights AND flares separately, that would be such a help in 1v4 situations. 6. Space out the spawns in each nest. The nests now, seem to span anywhere from 100 - 500 sq/ft with all the spawns (except in the Following). I think that if you spaced them out a little more so that 1 flare couldn't cover 2 spawns, it would make things a little more difficult/interesting. Or break up each nest into two small areas that are spaced apart. The reason I say this, is that there have been a few instances where I'm in a 1v4 match, and 3 of the nest spawns are in a tight circle so close that if you do a 2h weapon spin, you'll hit all of them, and one flare covers them all too. While the other two nests are close by. So one person hits the three, one goes to the 4th, one goes to the 5th, and the last stands guard and watches me. The nest is taken out by the time I can kill the person standing guard. 7. Death from above counters If a survivor is camping on top of a tower, or is otherwise at a really large height, the cinematic for the DFA can last 3 - 5 seconds, maybe more. At that point, I think that both the Hunter and the Survivor should get prompts to either counter/dodge or ensure the DFA, as they are falling. Then just before they hit the ground, the DFA will either be done, dodged, or countered. If you are on the ground, for example ground-pounding and miss, you wouldn't have enough time to dodge someone's DFA, so it would be an insta-kill. 8. Stop allowing survivors to dodge tackles as they are falling. If a survivor gets ground pounded off a roof or is still in mid-air after a GP, or in mid-air for any reason, I should be able to run off that roof and tackle them mid-air; Without them having the ability to jump off air and dodge it. Most ground-oriented tackles will get dodged by any good survivor, so this is one of those "in the bag" tackles that shouldn't be able to be dodged. On the rare occasion I do land that tackle, I get called a hacker for tackling through the roof due to the cinematic. 9. Allow any acid spit that is stuck to do damage even after the survivor leaves the puddle. If I hit you in the face with toxic spit, I'm sorry, but simply moving out of the puddle shouldn't stop you from taking damage. You are COATED in toxins at that point. Maybe don't do enough damage to kill the survivor, but do bleeding damage for another 3 - 5 seconds. 10. Allow the Night Hunter to jump in specific directions like survivors. Survivors can jump in specific directions to get away from the Night Hunter and his abilities. I think the Hunter should be able to jump in a direction other than up. This would be great for dodging drop-kicks, DFA's, buggies, and other things. 11. Allow Hunters the chance to dodge/counter drop-kicks. This one I read on another post, and I agree with it. I feel like during the cinematic of the drop-kick, the hunter should get a prompt to either dodge, counter or spit-react to the drop kick. Like being able to grab their feet and throw them, being able to jump over them, or sticking a spit to their foot. If we could dodge their kick just as they dodge our tackle, it would make things more fair. 12. Only allow ground-pounds that hit buggies to affect the cool-down, if the buggies are in use. On many occasions I have been drained of energy, with 2 - 3 survivors approaching me; and so I pounded an empty buggy, got some energy back, and got away. I think that the ground-pound should only work if the buggy is using an ability like the UV lights, alarm, etc; or if it is occupied. Otherwise, it's slightly cheap. 13. If a survivor is hit with sense-suppressor spit, they can't see spits either. When you hit a survivor with SSS, they can't see the hunter anymore. But if a spit lands behind them, there is a prompt on the screen as to where it is. If you can't sense the hunter, you shouldn't be able to sense his spits, horde or nests either. It should leave you 100% blind, but if this is the case, the duration should be dropped slightly IMO. 14. Have a "Night Hunter Buggy" The buggies that are currently being used kills the passengers when they hit something, flips absurdly easily, and is NEVER used by good survivors because it's easier to fight the hunter in an open field. This buggy/personnel carrier/tank would fit 1 - 4 survivors, and would have a UV turret and gun turret that the second and third person could man (one survivor per turret) without getting killed if the driver hits something. It would be heavier and bigger (armored with spikes that can be used for spike kills on either the NH or humans), and so it would be less affected by ground-pounds. It is more heavy duty, so the UV lights can last longer (or could have specific NH style perks like being immune to bombers). But it travels slower, so the NH can catch up easier, and there should also be a way to camouflage it so the NH can't see it. But, if we use this, I think the ENTIRE following map should be used in invasions. Not just the North or South side, that way they NEED it to keep the match from being an hour long. 15. Allow the NH and Survivors to hear each others chat when in close proximity. If 4 survivors are using the in-game chat; it would be AWESOME if the Night Hunter could hear what they were saying if he was within 10 - 20 or so feet of them. That way, when you play the "SSS / camo game", it could be a little more intense. Or if the survivor has SSS on, and the Night Hunter is sneaking up, the survivor could hear the NH if they were on chat. I was talking about how this would be cool in "The last of us" game, and someone mentioned there's an game out there that has this ability. I thought it was super cool and think it would be fun in BTZ mode. 16. Improve matchmaking It regularly takes me 10 - 20 minutes to find a match, and typically 3 out of 4 matches I won't be able to connect to for some reason. I typically have 1 - 2 matches per hour, 3 on a good night. I don't know if this is due to how high my level is, or what, but it feels like I'm being punished for getting better. The better I get, the harder it is to find a match. I will honestly do a 1v8 match if the survivors aren't "good enough". IDC I just wanna play sometimes!! It's sad that I purposely lose to get matched sometimes... 17. Competitions or ranking. Seriously. This game has such a die-hard following, how has there NOT been some sort of legit competition for this? Maybe the winner gets new outfits. Like, as the Hunter, if I could pick out outfits, that would be fantastic! Maybe have it look like you were wearing something specific before you became infected, or be able to pick out different spike looks or colors or etc. I would love to be able to customize my hunter a little bit. Ranking would be great, not as in apex, but as in "This guy has the best win/lose ratio for his hunter rank" or the best successful pounce ratio, etc. That way we can look up the rankings, and challenge specific Hunters if you're good enough. These are just some idea's I've heard and agreed with, or thought of myself. Please let me know what you think!
  23. When are we going to hear about his side of the story? Considering how close and passionate we all have been to the hunter. It needs certain character added to it! Can u guys at Techland come out with something good about the hunter's previous background and how he develops into the monster that we all care about? It can be told in many ways. One example is we the survivors need to collect scattered notes or voice recordings or both (of someone describing the event or the hunter's monologue prior to his transformation). Maybe u guys have better ideas but really, we need one good story for all the btz fans! Dang! who would thought that the NH was once so philosophical! (Just something from my imagination)
  24. "The Flat Land" pro/cons for NH As shown by Techland in "The Showdown" the new map area is extremely "Open Field" of course because it is a countryside. Because of this, there is very little "obstruction" such as buildings, walls, fences, etc to block the UV Light. So instead, we have a constant hit of the UV light on the NH in open space . we all know the range of the UV light especially in laggy scenarios. Unless your in one of the major towns there will be very little for you to tendril on besides the ground cutting your height advantage. It is mandatory that a NH has a different evade or animation based dodges just like Crane on flat land. Or the survivor sense needs to be cut. We need stealth. How can I use my main tool "Deception" in open field against 3 vehicles and with the new "UV safe zone" it's going to be great for the NH eh? Obviously this isn't relevant in the "Marked Locations" but combat on flat ground is going to be a b**h. To all of the GP skids who cry because it is the most used, be prepared because it will be used alot more against buggies in The Country Side. Don't even think about "Jump Scaring" either because as a NH your presence is known 24/7 due to the spam of survivor sense. The element of surprise for you is a myth. Another thing, what to do if you have 4 elite survivors driving in a group and as soon as the NH jumps in a car they all hit the brake lights, 3 of them hop out the car and 3 hit you off the front? Or can you easily hop off? Also, seriously survivors should enter BTZ with a fixated amount of items. Keep your duped items but when BTZ starts your limited to a few medkits so when you run out, you either have to be healed or you die. I keep hearing that alot of nerfs would make the game to much in the NH favor? Not really. That's the point your suppose to use teamwork to kill the NH. Not one guy Rambos his a$$. NH=lunch meat. Anymore pros /cons? Share them. Of course I missed a few.
  25. I get that the buggy is hella fun to drive around in and you can upgrade the heck out of it. That's great for the campaign but there are some things Survivors are doing in BTZ matches that is really making the game tedious. It's hard enough to actually get a match and then when you do you get someone using the buggy in a way I don't think was intended in BTZ matches. 1) Survivors are using the buggy to destroy the nests. In some matches they don't even get out of their buggy. In many cases I can counter this with tackles and GP of the buggy. The GP and tackle doesn't seem to do much to the survivor though so I have to lock them down and use spits to keep them immobile until Zombie horde can do its work. I usually also hit the buggy with UV spit so they can't get out. It's very tedious to say the least. The buggy should do zero damage to nests. In 1v1, locking down the buggy with tackle/ground pound/spits is an option. In 1v2+ this isn't really an option as I have other survivors to worry about. A nest can go down very quickly when you have 4 morons in their buggies running it over. Allow the buggy to be damaged and catch on fire forcing the survivor out of the buggy. 2) Survivors hope in their buggy and heal. It's really annoying to get some damage on the survivor using the grab or if the bombers actually hit a survivor in the buggy, only to have the survivor heal in the buggy. Make it so they only heal naturally or have to get out of the buggy to use a medical kit. 3) Buggy mines. It looks like fun blowing up a pursuing zombie and I don't think anything needs to change with the mines except they need to be able to kill the survivors. I've played several matches watching survivors set up mine fields and then try to draw me in. Sometimes I bite hoping I can make them mess up and get pinned to a tree and then i can lock them down however some matches go on much longer than they need to because the survivor is just laying mines. They should not be able to drive over them, whether they are their mines or teammate's mines. 4) UV lamp on buggy. I like the idea but a duration bar should be shown like the one shown for the survivor personal UV flashlight. 5) Not being able to pounce the survivor riding along in the buggy. I think this should be allowed since they can lay waste to you with their guns. The zombie should be able to pounce. 6) Limit the number of buggies that can exist at a given time. There should not be 4 buggies just because their 4 survivors. Country side is a very large map and its tedious to chase after everyone in a buggy that you can't really do anything to until they get out. 1v1 is manageable but more than 1 survivor is just annoying. Limit the buggies to 2 if the there are 3+ players and only 1 if there is are 1-2 players. This forces the survivors to team up in the buggy and defend against the attacking zombie and limits the number of retarded buggies that the zombie has to manage. 7) Show a damage meter on the buggy so the zombie can see how much more the buggy can take. Make the spits last longer the on the buggy and increase the time the further away a buggy retreats. In most matches that involve buggies, if I hit them with a spit they just drive away until the spit wears off. The zombie can't do anything to the survivor in the buggy (in most cases) and now the spit is on cool down. Increasing the spits either keeps the coward survivor away from the objective longer or forces them to abandon the buggy, in which case the normal spit duration could apply. The spit duration on the car should remain, reapplying it to the survivor if they get back in, so as to prevent a coward survivor from driving off and the getting out to drop the spit and then getting back in. The point should be that if the car has a spit, the survivor should retreat and be punished or get the heck out and defend themselves. 8) In most cases the zombie horde spit is useless once the survivor gets in their buggy. If I spit the buggy, then #7 should apply. If spit the survivor, then there should be added penalties for getting in the mostly immune buggy. Either the buggy needs to be slowed, the survivor vision should be affected so they can't see things very well, or they should not be able to get in the buggy. 9) The initial buggy grab should do damage. It shouldn't do as much as with the grab you have to mash in order to perform but it should do something. Overall the buggy was a good idea to add into the game but there are some serious balance / annoyances that should be fixed with buggies in BTZ matches.