Zombie Revive



Zombie Hero Revive is the upcoming new update for Zombie Hero mode in Counter-Strike Online.

Overview
This update had undergone test period in CSO Korea from 31 May-14 June 2018.

DNA integrated into the base and remove the zombie DNA
Zombie DNA currently services in CSO is offering a variety of play experiences, we believe that makeszombie mode complicated and hinder accessibility. Even if you do not set the DNA separately, the functions set in the DNA have been adjusted in the direction that applies to the basic zombie. However, there are differences in the stats according to stage compared to existing Hero, because they are applied step by step like infectious agents, hosts, and fortified hosts.

Zombie Hero Rule Change
The development team was concerned about two areas before changing the Zombie Hero Rule. It is a plan to diversify the route to infect humans with the contents to secure minimum play time. In the current service environment, various maps are created and used through the studio. Many studio maps contain levels that allow viewing. As a result, the frequency of suicide by human players is higher than before, and the waiting time on the watch screen is longer.

Before that, the problem of going to watch without changing the zombie and being killed at the same time, has been continuously raised. In addition, the zombies in the current meta is difficult to penetrate the human faction in the front, it is becoming more and more difficult to infect humans through the zombies play. This, let unfamiliar CSO player lose interest in zombie mode. The following rules have been changed to solve these problems.

It is a safeguard against the existing players who watches for 3 minutes and dies immediately with the start of the round. However, in the modified Zombie Hero Rule, infectivity and host abilities are weaker than the existing Zombie Hero, so you can kill infected creatures with brand weapons or rare weapons launched in 2017. It is also a safeguard to give the opportunity to increase the number of zombie population to some extent because kills can occur frequently. There is no restriction on the use of the head shot kills or the use of confirmation kills.
 * Permanent kill limit in the early part of the round

If the strength of the human player is 0, they will respawn as zombies without going to enjoy watching the screen. If the damage caused to the suicide incident, it will respawn as zombies. In addition, elements that add damage to a human player are added to the zombie. Zombie bombs can now do damage to humans. Gives up to 25 damage to armor if the distance between the explosion point and human is farther away, damage will be reduced. Also, in the case of a nearby explosion, the Venom Guard will cause 500 damage, so you need to use a knockback to send it away and kill it. If you kill close Venom Guards or play close to them with melee weapons, the human player is also at risk of being infected by the explosion and becoming infected with zombies.
 * Zombie infection.

Bomb Zombies and skills that damage (Venom Guard, Banshee) when receiving damage incident last affected zombie to kill the zombie (infection) is recognized as. As a result, there has been a need to manage the physical strength that was not previously conscious of humanity. I would like to add the part that keeps the minimum play time per round and the zombie infection route that the development team thought by the above rule change. In addition to this, there is a summary of the physical formulas that players can not understand, and the anger gauge formulas that have not been well managed for a long time. In the case of the physical fitness formula, it has been changed to a fixed value without increasing or decreasing value depending on the number of persons. If anger also went up stamina gauge of a zombie than a development time, damage levels, making a lot of, this formula has been changed even if only there is a problem that is still facing a host and powerful host before he died.

Zombie Skill Reorganization
So far, the balance of zombies has been in the direction of adjusting DNA function and level, but the key is to respond to good weapons by increasing physical strength. However, this year, we will change the function of the zombie skill rather than the direction of raising the physical strength, so we can feel more fun in the experience of the zombie, and we will proceed in the direction to cope with human. Currently, there are quite a zombie is not used, in the future have the skills that these zombies. The ultimate goal is to make sure that zombies that are thrown away by attractive reorganization are chosen without any zombies.

Zombie Skill reorganization as details are still under development. Unfortunately, 31 May update does not apply to Revive mode featuring the work. However, the direction is adjusted to suit the direction of the current skill to increase the effectiveness of the test. It was set up again the frequency of use of the skills that can cool up time than conventional oriented, adjusted for the skill that can raise the efficiency of the value adjustments were made to existing content development. Related items under "balance modification" can be found through.

Additions to the summer DNA update
With the zombie skill reorganization, some assertive zombie skills will be changed in a way that applies to scores as well as being effective regardless of kills or assists It is scheduled. For example, when a Voodoo Zombie heal recovers his ally, or when a Psycho Zombie smoke absorbs the damage he receives, the amount is displayed on the screen and ultimately replaced with a score. Besides the Deimos shock skill, too, when the enemy hit points are replaced as soon as you plan the direction for exposure on the screen.

To gather the views of CSO players zombie proceed in the summer of DNA is expected to be reflected in the updated sludge ask a lot of attention.

DNA integrated into Zombie base specification

 * Integrated information is applied differently depending on infectious agent, host, and strong host.
 * Zombie DNA is not applied in revive mode.
 * Zombie strength reinforced (applies to basic fitness levels and head shots DEF)
 * the primary strength rise
 * head shot of defense (20%)
 * Break enhanced ( applies to Basic Regeneration )
 * relax during physical recovery amount to 20% increase
 * Enhanced Armor ( applied to the base armor value )
 * maximum armor +3000 increased
 * after fertilization, the host, Initializes armor when evolving into a powerful host.
 * The responder armor will be charged after death.
 * Enhanced Damage ( integrated into the base armor )
 * reduced weapon damage 5% reduction
 * skills reinforced ( base cooldown balance adjustment is applied )
 * Skill cooldowns 5% reduction
 * movement speed enhanced ( it applies to default movement speed )
 * Speed 15% Upward
 * Headshot Defense ( applies to basic headshot defense figures )
 * 20% reduction in headshot damage
 * Increased jump power ( applies to default jump force figures )
 * 14% increase in jump power
 * Enhanced special ability( Integration )
 * Below item 9 "Zombie Balance" Contents

Removed Zombie DNA Cleanup

 * Some functions will be developed as a basic zombie function in " Summer DNA Patch ".
 * enhanced infection ( delete )
 * his maximum health during human infection, 20% recovery
 * Enhanced risk ( delete )
 * Stamina 30% when less temporary defense 40% rise ( cooldown 30 seconds )
 * strengthening Corps ( delete )
 * Zombies have Stamina +100 each time it is added
 * Move strengthen ( deletion )
 * If you are not harmed by 4 seconds, it applied to break in transit
 * Will strengthen ( deletion )
 * rigid knockback resistance
 * rigid reinforcing ( deletion )
 * rigid recovery time 10% reduction
 * strengthen invincible ( deleted )
 * invincible hours of infection of 0.3 increase in second
 * strengthening the shot ( removed )
 * hit upon a 1.5% initialize skill with probability ( cooldown 10 seconds )
 * bunch strengthen ( deletion ),
 * a high evolutionary step than a zombie himself 5m If the second with less fury gauge 2% Acquisition
 * Anger strengthen ( deletion )
 * When the anger generated 20% of additional generating

Permanent Kill No time
Each round the zombies emerge from time 45 seconds No permanent kill. Acquired head shot kills scores.

Possible infection
Handling zombie's kills in case of human player suicide / suicide after 5 seconds after receiving damage by zombie.If zombie is treated as death or suicide by zombie, zombie responder. Common zombie stats adjusted at rest tikdang to recover HP number is +200 650 ~ -> HP + 1,000 infected body - stamina 15,000 is fixed.

It is fixed at 1,000.
 * Head Shot Defense 0%
 * default movement speed ( varies by zombies )
 * Basic jeompeuryeok ( varies by zombies )


 * Host
 * Stamina 20,000 ( fixed )
 * Armor 2000
 * Head Shot Defense 20%
 * Basic Speed + 10%
 * Basic jeompeuryeok 10% +


 * Powerful host
 * strength of 25,000 ( fixed )
 * armor 4000
 * head shot Defense 40%
 * basic speed + 15%
 * Basic jeompeuryeok + 14%

Zombie Bomb
Additional damage: if there is a man in armor, about 25 damage ( being net of the damage by distance )

Zombie rage gauge

 * infected body
 * Max Fury gauge = Maximum HP * 1.2
 * wrath of the damage gauge obtain = amount of damage % add
 * acquired rage in normal human infections gauge = + 40%
 * rage gauge obtained when human heroes infection = + 100%


 * host
 * max fury gauge = maximum HP * 1.5
 * damage Anger gauge acquisition by = amount of damage % Add
 * acquired infections rage gauge for normal human = 20%
 * human heroes infections acquired during Rage Gauge = + 50%

Common skills

 * skills jump
 * fix issues slower movement speed when using the Dun jumping skills
 * the cooldown 180 seconds > 30 seconds changes


 * play skill
 * Cool time 30 seconds ( No change )
 * infection cheil when playing skills when using the HP 1000 restored -> HP 2000 restored
 * when using playback skills when the host HP 1000 restored -> HP 3000 recovery
 * HP 1000 recovery when using recycled skill for powerful host-> HP 5000 Recovery -


 * Protection
 * Cooldown 60 seconds (no change )
 * Recovery of armor 300 when infected -> 500 recovery
 * Recovery of armor 300 when host -> Recovery of 1000
 * Recovery of armor 300 when powerful host -> 2000 Recovery

Zombie Balance

 * Normal Zombie
 * Movement Speed 7% Rise


 * Lite Zombie
 * Movement does not slow down when using stalk
 * Increase stalking time by 20%


 * Heavy Zombie
 * Trap Skill Kool Time 35 sec- 30 seconds
 * Trap hold time 10 seconds -> 13 seconds


 * Psycho zombie
 * Curse skill 24 sec -> 15 sec
 * Reduced skill damage 50% -> 75%


 * Piercing Zombie
 * Heal skill cooldown 20 sec - > 10 seconds
 * the maximum health of hilryang 20% -> 30%


 * Deimos
 * impact skill cooldown 15 seconds -> 8 seconds
 * the impact range 10% increase


 * Ganymede
 * rushing skills used during the movement speed 50% decrease > 20% Degradation
 * Rushing holding time 2 seconds -> 2.5 seconds


 * stamper
 * range slow to humans stamping a 30% increase
 * stamping the human rate of 40% additional speed reduction


 * Banshee
 * Polling skill cooldown 30 seconds -> 10 seconds
 * poll skill bat speed 43% up


 * jiangshi
 * congestion skill moving speed 29% increase
 * Venom guard
 * the amount of recovery of the recovery skill strength 50% -> 80%
 * when killed 500 add blast damage degree ( based on when the armor )
 * Explosion damage is distance deducted in accordance with
 * Sting finger
 * tentacles intersection 37% up


 * chaser
 * acceleration gauge the car speed to 30% down


 * blotter
 * strength necessary for jompok generated 3000 -> 5000
 * jompok that can be placed on the floor 1 gae -> 2 gae


 * Metatronic
 * infected body strength 20,000
 * host physical 25,000
 * strong physical host 30,000
 * shot defense head, regardless of the host phase of 40% fixed
 * immortal skill movement speed when using the 33% upward


 * release
 * infected body stamina 20,000
 * host stamina 25,000
 * strong host stamina 30,000
 * Regardless of the host stage, head shot defense is fixed at 40%
 * Teleport skill cooldown 20 seconds -> 10 seconds

Source

 * Nexon KR