Drakorus

BTZ Rebuilt

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Tired of Developers not keeping up with balancing their pvp mode? Wish the pvp mode included more interesting missions than just killing the nest for the 50 millionth time? Wanting new nighthunter classes? New Items? New MAPS? Come check out what we're setting up in WAR: We Are Runners discord.

We have a new map based off of this lovely area that will be released sometime late july:

nazareno-urbano-474960-screenshots-20161

nazareno-urbano-474960-screenshots-20161nazareno-urbano-474960-screenshots-20161

The new mission type will be Drop Run: DROPs being introduced to the map at intervals in locked/unlocked crates that have to be collected, zombie counts will be high think walking at night during pve times but with a night hunter(no night walkers, toned down viral hp). After all DROPs have been collected/abandoned you will have a king of the hill holdout in an evac location.

This is BTZ mode: it can be done with 1-4 runners but teams will be the best way to run it with new difficulties.

Introducing new features like:

Light Traps, 5-10 second duration flaresque trap that has to be manually reloaded at light poles(already exists but not in pvp)

Trap Bombs, instakill explosive setup at predetermined spots(will be more spots than bombs so you can actually choose where to set them up) will be limited via ammo

Safe Rooms, need to hide away for a quick moment to go through your bags/crafting without the panic of the pvp/e elements? Find some fuel and start up one of the destructible generators to get a UV'd saferoom that deadbolts inside while the generator is up, but don't let it run out at an inopportune time!

New PVP balancing(bringing back the old days):

We're starting from a 2016 balancing pool and working forward, we have people constantly working on testing the balance to ensure for the best skillcap/enjoyment of the game, warning this will be higher level than normal and we still can't get rid of the autobalancer(yet) but it still properly scales based on the amount of players as well, our current patch notes are:

Disséct - A Dying Light Be The Zombie PvP Project.

Information: Use "Data3.pak" for offline use. Located in "Dying Light\DW"
Use "Data4.pak" for online use. Location is set on how your "dide_mod" is set up.
common_anims_pc: Instant Tackle file. Located in "Dying Light\DW\Data"
MAKE SURE TO BACKUP COMMON_ANIMS_PC/ DATA3 (IF YOU'RE USING IT)!

Required:
- Data4/Data3 (92,6 kB)
- common_anims_pc (210mb)
- dide_mod.ini (1kb)
- dsound.dll (66kb)

Spit Changes:
 - Survivor Sense: this spit was majorily disliked by the community, only bringing new players for the game in confusion.
Duration from 300 seconds set to 70 seconds.
 - Toxic Spit: We majorily nerfed the toxic damage, but set an extra meter of range on toxic spit.
Radius: 6.0 --> 7.0
Damage: 0.19 --> 0.23 (slower)
- Control The Horde (unupgraded):
18(s) --> 21(s)
- Control The Horde (upgraded):
Unchanged. (25s)
- UV Supressor (unupgraded)
18(s) --> 21(s)
- UV Supressor (upgraded)
25(s) --> 23(s)

Cooldowns:
Horde/Toxic Regeneration:
1v1 - 80 seconds (unchanged)
2v1 - 50 --> 70 seconds
3v1 - 40 --> 45 seconds
4v1 - 30 --> 42 seconds
UV/Sense Spit Regeneration:
Same as "Horde/Toxic"
UV Block Regeneration:
1v1 - 80 seconds (unchanged)
2v1 - 50 --> 60 seconds
3v1 - 40 seconds (unchanged)
4v1 - 30 --> 35 seconds

Item Changes:
 - Potions
Cooldowns:
1v1 - 120 seconds.
2v1 - 130 seconds.
3v1 - 140 seconds.
4v1 - 145 seconds.
 - Zaid Flares
Duration: 25(s) --> 20.5(s)
Cooldowns:
1v1 - 12.0 seconds.
2v1 - 21.0 seconds.
3v1 - 20.0 seconds.
4v1 - 22.5 seconds.
 - Molotov (Default)
Fire Duration: 5(s) --> 10(s)
Cooldown:
1v1 - 7.0 seconds.
2v1 - 11.0 seconds.
3v1 - 17.0 seconds.
4v1 - 21 seconds.
Uses:
1v1 - 0.9 (2 uses)
2v1 - 0.9
3v1 - 1.0
4v1 - 1.0
 - Super Molotov
Fire Duration: 10(s) --> 15(s)
Cooldown:
1v1 - 7.0 seconds.
2v1 - 11.0 seconds.
3v1 - 17.0 seconds.
4v1 - 21 seconds.
Uses:
1v1 - 0.9 (2 uses)
2v1 - 0.9
3v1 - 1.0
4v1 - 1.0
Game Changes:
 - Human Respawns:
1v1: unchanged
2v1: 5 - 10 seconds.
3v1: 7 - 15 seconds.
4v1: 10 - 15 seconds.
 - UV Flashlight:
1v1: unchanged:
2v1: increased flashlight value by 0.10
3v1: unchanged
4v1: unchanged
 - Pounce Range
10.0 --> 11.0
 - DFA (Death From Above):
Falling Speed: 11.0 (2018)
Grab Distance: 0.5 --> 1.0 (2017)
Height Animation Start: 0.5 (2018)
 - Critical Pounce
min. 0.2, max. 0.4 --> 0.1, 0.15
 - Leapfrog:
Max distance leapfrog: 9.0 (meters) --> 5.0
Leapfrog Velocity (speed): min. 10.0, max. 12.0 --> 12.0, 14.0
 - Pounce Speed:
12.0 --> 12.4
 - UV Heal
0.5 -- > 0.7 (with 2017 animation which lasts 1,5 seconds)
 - Ground Pound Offset
GP Spit Enabled
- Insta Tackle (common_anims_pc.rpack file)
 - Hunter Movement-Tendril Speed
Movement: 7.0 --> 7.2
Tendril Locomotion: 14.0 --> 15.1
 - Hunter Tackle Range
5.0 --> 5.2
Game Damaging:
 - Damage Scaling Factors
1v1 - 1.0 (unchanged)
2v1 - 0.8 (unchanged)
3v1 - 0.67 (unchanged)
4v1 - 0.5 --> 0.57
 - Reduced Damage while being on vehicles
0.5 --> 0.3
 - Gun Damage On Broods
Pistols:
Body; 3.3 --> 2.3
Head; 2.5 --> 1.5
Revolvers:
Body; 2.5 --> 1.5
Head; 2.0 --> 1.2
Rifle:
Body; 3.3 --> 2.3
Head; 2.5 --> 1.5
Shotguns:
Body; 9.5 --> 4.5
Head; 6.9 --> 2.9
Arrows:
Body; 0.18 --> 0.16
Head; 0.6 --> 0.4
Bolts:
Same value's as "Arrows"
 - Melee Damage on broods
Knife:
Slice; 30.0 --> 27.0
Power Slice (hold); 11.0 --> 9.0
Elementals:
Electric; 2000 --> 1500
Impact; 2000 --> 1500
Bleeding; 2000 --> 1500
Fire; 2000 --> 1500
Toxic; 2000 --> 1500
Freeze; 2000 --> 1500
 - Zombie Damaging
Arrows
4.9 --> 3.9
Knife:
Slice; 8.0 --> 7.0
- Impact Bolt
1000 --> 17.0 (2016 was 10.0)
- Electric Arrow
100 --> 25.0 (2016=10.0)
- Bleed
1000 --> 10.0
- Fire
100.0 --> 50.0
- Freeze
1000.0 --> 10.0

Unfortunately it does require modifying files which does restrict who you can play against. As such we're setting up a community for people to help get this going until Techland decides what they are doing with BTZ. Something doesn't look right for balancing? Come help test! NM+ Fear is taking applicants daily and we can use any help we can get to make this into a true esport.

https://discord.gg/vDxZTn2

WAR: We Are Runners

Edited by Drakorus

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id like to see the range of the uv light changed as well as the amount of energy is in it. this thing has single handed killed the multiplayer its the god beam. reaches from ridiculous distanced defended just about anything and at that is a monstrous attacking tool as well. Which in this case you should be pure defence as the human attackin <----- the nest while defending <---- against the night hunter not chasing it with your beam cannon and spamming dfa. I'd also like to see the basic attacks of the night hunter increased your character can shred through metal but got behold some cloths get between u and this person it takes 4 to 5 swipes to kill them id like to see this at a solid 3 attacks as humans can kill you in two strikes so that way your a threat not to be rushed even when drained but you cant slug it out with a human.

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4 hours ago, dasorrow said:

id like to see the range of the uv light changed as well as the amount of energy is in it. this thing has single handed killed the multiplayer its the god beam. reaches from ridiculous distanced defended just about anything and at that is a monstrous attacking tool as well. Which in this case you should be pure defence as the human attackin <----- the nest while defending <---- against the night hunter not chasing it with your beam cannon and spamming dfa. I'd also like to see the basic attacks of the night hunter increased your character can shred through metal but got behold some cloths get between u and this person it takes 4 to 5 swipes to kill them id like to see this at a solid 3 attacks as humans can kill you in two strikes so that way your a threat not to be rushed even when drained but you cant slug it out with a human.

So come be part of the balancing :)

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