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		<title><![CDATA[Forerunner Gaming - Zombie Survival]]></title>
		<link>https://forerunnergaming.org/forums/</link>
		<description><![CDATA[Forerunner Gaming - https://forerunnergaming.org/forums]]></description>
		<pubDate>Sun, 12 Apr 2026 23:57:25 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Bring zombie survival back]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=10337</link>
			<pubDate>Thu, 10 Feb 2022 22:40:25 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=10337</guid>
			<description><![CDATA[that's it. that's my suggestion]]></description>
			<content:encoded><![CDATA[that's it. that's my suggestion]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New ZS only suffix Ideas (cause BeassX doesn't like the shit posting channel)]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7932</link>
			<pubDate>Mon, 28 Jan 2019 03:23:30 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7932</guid>
			<description><![CDATA[More shitty ideas that I'm putting in a forums post now.<br />
<br />
Increase acc by x% for every zombie killed up to X (max of 10-20%)<br />
<br />
Increase [trait] by x% for every zombie killed without switching weapons up to X (dependant on [trait])<br />
<br />
Increase [trait] per wave equipped by x% up to X (dependant on [trait])<br />
<br />
Decrease zombies movement speed by x% in X radius after every kill for X seconds (stackable X times)<br />
<br />
Increase coins recieved after round by x% if equipped from beginning of round to end<br />
<br />
Increase repair speed of allies within X radius by x% if equipped from beginning of round to end]]></description>
			<content:encoded><![CDATA[More shitty ideas that I'm putting in a forums post now.<br />
<br />
Increase acc by x% for every zombie killed up to X (max of 10-20%)<br />
<br />
Increase [trait] by x% for every zombie killed without switching weapons up to X (dependant on [trait])<br />
<br />
Increase [trait] per wave equipped by x% up to X (dependant on [trait])<br />
<br />
Decrease zombies movement speed by x% in X radius after every kill for X seconds (stackable X times)<br />
<br />
Increase coins recieved after round by x% if equipped from beginning of round to end<br />
<br />
Increase repair speed of allies within X radius by x% if equipped from beginning of round to end]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Zombie Survival FRG-Special Perks]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7930</link>
			<pubDate>Sun, 27 Jan 2019 21:36:52 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7930</guid>
			<description><![CDATA[So, as a benefit to players that have played FRG for a while (i.e TTT and stuff), there should be a neat little perk tree that unlocks depending on your TTT level. I have perk ideas, but I Don't know what would be good level requirements. But it'd go something like this. (Mostly an example). (Explosives are things like Proximity Mines, Detonation Packs, Grenades, Carrion Mine Launchers, etc)<br />
<br />
Demolition Expert 1: +2% Explosive Damage, -3% Explosive Damage Received.<br />
Demolition Expert 2: +5% Explosive Damage, -7% Explosive Damage Received.<br />
Demolition Expert 3: +8% Explosive Damage, -10% Explosive Damage Received.<br />
Explosives Ordinance: -15% supply cost for explosives.<br />
Fragmentation: After an explosion, sharp fragments will scatter, bleeding and slowing zombies.<br />
Demolition Expert 4: +12% Explosive Damage, -15% Explosive Damage Received.<br />
Demolition Expert 5: +15% Explosive Damage, -20% Explosive Damage Received.<br />
Extra Gunpowder: Can purchase out-of-stock explosives for +25% extra cost.<br />
Big One: Remote Detonation Packs explode upon your death with +100% range and +50% damage.<br />
<br />
<div class="spoiler_wrap"><div class="spoiler_header"><a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='&lt;img title=&quot;[+]&quot; alt=&quot;[+]&quot; src=&quot;/images/collapse_collapsed.png&quot; class=&quot;expandspoiler&quot; /&gt;Spoiler';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='&lt;img title=&quot;[-]&quot; alt=&quot;[-]&quot; src=&quot;/images/collapse.png&quot; class=&quot;expandspoiler&quot; /&gt;Spoiler';}"><img title="[+]" alt="[+]" src="/images/collapse_collapsed.png" class="expandspoiler" />Spoiler</a></div><div class="spoiler_body" style="display: none;">h<a class='oembed' href="javascript:void(0)" onclick="window.open('https://my.mixtape.moe/xndzjb.png', '', 'toolbar=no');myWindow.focus();"><img src="https://my.mixtape.moe/xndzjb.png" style="max-width: 800px;max-height:600px;" alt="Image" title="Full sized Picture" /></a></div></div>
If these are possible to implement, I can think up a lot more.]]></description>
			<content:encoded><![CDATA[So, as a benefit to players that have played FRG for a while (i.e TTT and stuff), there should be a neat little perk tree that unlocks depending on your TTT level. I have perk ideas, but I Don't know what would be good level requirements. But it'd go something like this. (Mostly an example). (Explosives are things like Proximity Mines, Detonation Packs, Grenades, Carrion Mine Launchers, etc)<br />
<br />
Demolition Expert 1: +2% Explosive Damage, -3% Explosive Damage Received.<br />
Demolition Expert 2: +5% Explosive Damage, -7% Explosive Damage Received.<br />
Demolition Expert 3: +8% Explosive Damage, -10% Explosive Damage Received.<br />
Explosives Ordinance: -15% supply cost for explosives.<br />
Fragmentation: After an explosion, sharp fragments will scatter, bleeding and slowing zombies.<br />
Demolition Expert 4: +12% Explosive Damage, -15% Explosive Damage Received.<br />
Demolition Expert 5: +15% Explosive Damage, -20% Explosive Damage Received.<br />
Extra Gunpowder: Can purchase out-of-stock explosives for +25% extra cost.<br />
Big One: Remote Detonation Packs explode upon your death with +100% range and +50% damage.<br />
<br />
<div class="spoiler_wrap"><div class="spoiler_header"><a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='&lt;img title=&quot;[+]&quot; alt=&quot;[+]&quot; src=&quot;/images/collapse_collapsed.png&quot; class=&quot;expandspoiler&quot; /&gt;Spoiler';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='&lt;img title=&quot;[-]&quot; alt=&quot;[-]&quot; src=&quot;/images/collapse.png&quot; class=&quot;expandspoiler&quot; /&gt;Spoiler';}"><img title="[+]" alt="[+]" src="/images/collapse_collapsed.png" class="expandspoiler" />Spoiler</a></div><div class="spoiler_body" style="display: none;">h<a class='oembed' href="javascript:void(0)" onclick="window.open('https://my.mixtape.moe/xndzjb.png', '', 'toolbar=no');myWindow.focus();"><img src="https://my.mixtape.moe/xndzjb.png" style="max-width: 800px;max-height:600px;" alt="Image" title="Full sized Picture" /></a></div></div>
If these are possible to implement, I can think up a lot more.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ZS Suggestions from the Excel The Shitcader]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7928</link>
			<pubDate>Sun, 27 Jan 2019 10:33:50 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7928</guid>
			<description><![CDATA[Godlike Mystery box<br />
Have this box for New players to get their hands on godlikes. Costs 200 points to roll a random godlike. (No snowglob plz)<br />
<br />
Add a attachment to hammer or skill from the skill tree to break down doors fast.<br />
<br />
Remove Sigils and just have Big Crates to replace them. They would Give you a 10% discount on shop items inbetween wave. Also could buy specific items only from these crates. Also if they survive till the end the humans would get a chance at unique items. Maybe have 2 crates per map. If both crates survive bigger chance to get the unique/ More rewards? <br />
Reasoning to removing sigils<br />
-Most places they spawn are out in the open are un cadeable for the most part <br />
-Not Enough Players ATM to guard all 3, Let alone cade most of them without a bad cade.<br />
<br />
Big Crates Buyable items:<br />
Every wave Completed adds a buyable prop to the crate<br />
Just scale the props based on the waves. EX wave 1 complete would get like a table or something  Round 5 Complete would Give a good cade item like a shelf. These props would have a limit ofc<br />
<br />
Make FRG guns Scrap able<br />
Because all the weapons built into the gamemode are scrapable FRG ones should be too.<br />
<br />
<br />
Have a vote shitcade command<br />
For prop to proper caders like BOX thinker and TERON come and ruiner my GOOD caders. It would just make it so they can't use hammer for the rest of the map<br />
<br />
For new players mostly:<br />
Add a random suffix to every gun bought without a suffix (doesn't work on godlikes or prims)<br />
<br />
Also I Think suffixes don't give points at all?<br />
<br />
<br />
Auras- Inventory Misc Item Stats on the items would probably be best If it was random between Each tier I just put my numbers their as examples<br />
Would Buff certain things<br />
Carpenter's Aura-<br />
(Rare 5% increased repair rate)<br />
(Legendary 10% Increased Repair Rate)<br />
(Prim          (10% increased repair rate ) At full prop HP allows you to buff the HP of the prop by a small amount<br />
<br />
Armored Aura<br />
(rare 2 hp increase 3 Blood armor increase)<br />
(Legendary 4 hp increase 6 blood armor increase)<br />
(Prim          8 hp increase   9 blood armor increase)<br />
<br />
Medic's aura<br />
-5% cooldown on medkits 1 in 20 chance not to use medic syringe bullet when shot<br />
-10% cooldown on medkits 1 in 15 chance not to use medic syringe bullet when shot<br />
-15% cooldown on medkits 1 in 10 chance not to use medic syringe bullet  when shot<br />
<br />
Combater's Aura<br />
-5% delay in between melee hits<br />
-10% delay in between melee hits<br />
-10% delay in between melee hits +10% melee range]]></description>
			<content:encoded><![CDATA[Godlike Mystery box<br />
Have this box for New players to get their hands on godlikes. Costs 200 points to roll a random godlike. (No snowglob plz)<br />
<br />
Add a attachment to hammer or skill from the skill tree to break down doors fast.<br />
<br />
Remove Sigils and just have Big Crates to replace them. They would Give you a 10% discount on shop items inbetween wave. Also could buy specific items only from these crates. Also if they survive till the end the humans would get a chance at unique items. Maybe have 2 crates per map. If both crates survive bigger chance to get the unique/ More rewards? <br />
Reasoning to removing sigils<br />
-Most places they spawn are out in the open are un cadeable for the most part <br />
-Not Enough Players ATM to guard all 3, Let alone cade most of them without a bad cade.<br />
<br />
Big Crates Buyable items:<br />
Every wave Completed adds a buyable prop to the crate<br />
Just scale the props based on the waves. EX wave 1 complete would get like a table or something  Round 5 Complete would Give a good cade item like a shelf. These props would have a limit ofc<br />
<br />
Make FRG guns Scrap able<br />
Because all the weapons built into the gamemode are scrapable FRG ones should be too.<br />
<br />
<br />
Have a vote shitcade command<br />
For prop to proper caders like BOX thinker and TERON come and ruiner my GOOD caders. It would just make it so they can't use hammer for the rest of the map<br />
<br />
For new players mostly:<br />
Add a random suffix to every gun bought without a suffix (doesn't work on godlikes or prims)<br />
<br />
Also I Think suffixes don't give points at all?<br />
<br />
<br />
Auras- Inventory Misc Item Stats on the items would probably be best If it was random between Each tier I just put my numbers their as examples<br />
Would Buff certain things<br />
Carpenter's Aura-<br />
(Rare 5% increased repair rate)<br />
(Legendary 10% Increased Repair Rate)<br />
(Prim          (10% increased repair rate ) At full prop HP allows you to buff the HP of the prop by a small amount<br />
<br />
Armored Aura<br />
(rare 2 hp increase 3 Blood armor increase)<br />
(Legendary 4 hp increase 6 blood armor increase)<br />
(Prim          8 hp increase   9 blood armor increase)<br />
<br />
Medic's aura<br />
-5% cooldown on medkits 1 in 20 chance not to use medic syringe bullet when shot<br />
-10% cooldown on medkits 1 in 15 chance not to use medic syringe bullet when shot<br />
-15% cooldown on medkits 1 in 10 chance not to use medic syringe bullet  when shot<br />
<br />
Combater's Aura<br />
-5% delay in between melee hits<br />
-10% delay in between melee hits<br />
-10% delay in between melee hits +10% melee range]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Couple things that need changing]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7925</link>
			<pubDate>Sun, 27 Jan 2019 04:46:28 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7925</guid>
			<description><![CDATA[ZS is big shitter gamemode, we make it better by fixing it yes?<br />
<br />
·Bolt weapons have terrible hitreg, needs fixing<br />
<br />
·Let us buy food from shop for cheap, it takes a long ass time to eat anyways, or at least a perk that gives you food each wave.<br />
<br />
·Thrakos zaps zombies when they respawn, especially if it's an extinct.<br />
<br />
·Sometimes, humans get permanently stuck in props and can't phase out of it.<br />
Edit: This shit still happens fak u papa<br />
<br />
·Bolt weapons having shitty hitreg<br />
<br />
·Door instakilling or doing 50+ damage to people after they get broken off the frame.<br />
<br />
·Pulse weapon sometimes not slowing zombies down<br />
Edit: All pulse weapons are supposed to slow down zombies to compensate for their lower damage fak u papa<br />
<br />
·Did I mention fix bolt weapons?<br />
<br />
·Some T1 melees need a slight damage buff.<br />
<br />
·Some melees need hull trace (Preferably the big slow ones).<br />
Mega Masher where u at :^)<br />
<br />
·Ban excel off being boss zombie.<br />
<br />
·Slightly buffed end round drops as ZS rounds last longer?<br />
<br />
·More rewards for having people use your boxes.<br />
<br />
·Some trinkets should be buffed, most are near useless for their cost.<br />
<br />
More stuff to be added probably.]]></description>
			<content:encoded><![CDATA[ZS is big shitter gamemode, we make it better by fixing it yes?<br />
<br />
·Bolt weapons have terrible hitreg, needs fixing<br />
<br />
·Let us buy food from shop for cheap, it takes a long ass time to eat anyways, or at least a perk that gives you food each wave.<br />
<br />
·Thrakos zaps zombies when they respawn, especially if it's an extinct.<br />
<br />
·Sometimes, humans get permanently stuck in props and can't phase out of it.<br />
Edit: This shit still happens fak u papa<br />
<br />
·Bolt weapons having shitty hitreg<br />
<br />
·Door instakilling or doing 50+ damage to people after they get broken off the frame.<br />
<br />
·Pulse weapon sometimes not slowing zombies down<br />
Edit: All pulse weapons are supposed to slow down zombies to compensate for their lower damage fak u papa<br />
<br />
·Did I mention fix bolt weapons?<br />
<br />
·Some T1 melees need a slight damage buff.<br />
<br />
·Some melees need hull trace (Preferably the big slow ones).<br />
Mega Masher where u at :^)<br />
<br />
·Ban excel off being boss zombie.<br />
<br />
·Slightly buffed end round drops as ZS rounds last longer?<br />
<br />
·More rewards for having people use your boxes.<br />
<br />
·Some trinkets should be buffed, most are near useless for their cost.<br />
<br />
More stuff to be added probably.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cading]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7915</link>
			<pubDate>Thu, 24 Jan 2019 14:59:42 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7915</guid>
			<description><![CDATA[Hey there, I am relatively new to your group, however I am not that new to the ZS community, I may not be a god of cading but i'm not that bad. So what brings me here? Apparently my old server went under, only one dev who seems to have gotten overwhelmed. Anyway here's my list of possible ideas I'd like to see implemented or discussed:<br />
1. Customization of weapons<br />
  a) The ability to buy different ammo types. Ex: Incendiary, Explosive, AP, etc<br />
  Now I saw that there was a lot of different kinds of weaponry, but I haven't had the pleasure to play a lot on your ZS so if what I say is already "implemented" ignore it<br />
   b) ability to add scopes, grips, different mags, etc to weapons, depending on what it is. By this I mean you can't really put a scope on a pistol but you can put different kinds on a rifle, along that kind of thought<br />
2. Cading ( my main reason for writing this)<br />
A. The ability to break doors and use them as props to cade with, and the ability to actually cade the door itself, by this i mean drag it in a certain direction to create a funnel to shoot out of.<br />
B. Different nail types, such as heavy nails (Increased prop health/durability), barbed(damages zombies when they attack)comes with the drawback of less prop health, etc<br />
C. Ability to customize the hammer itself, kinda incorporates 2B. EX: different tiers of "heads"(like interchangeable tops to the hammer) which allow you to repair more the higher tier you have, t1 might do 50rep a hit while t2 might do 75, and so on<br />
3. Purchasing <br />
a. have an incentive for waiting to purchase until its the period between rounds, give a 10% off if you do(or whatever %), makes it a little more challenging<br />
Other then that, I need to play more and I will be able to come up with what I hope is more suggestions, hope to have some feedback <img src="https://forerunnergaming.org/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Additional things I thought of:<br />
-while I type this I'm not sure how points are rewarded to players, I'm sure its based off kills and amt of damage, however i am curious to see how a cader is awarded, since they are really for the most part only going to be repairing/building, so if it's not implemented already we should make it worthwhile to be a cader<br />
-also as I said in the post as a comment, increased damage to props, from 15 to say 25? since it takes forever to break down a single door on maps where doors are essential to a good cade.<br />
-can we move the display of prop health when its nailed to the actual nail? My reasoning is that I can't see the props health if im crouched down behind a cade( ex: we had player zombs with ranged acid attacks and a boss zomb with one as well and if you were standing you were more of a target than when crouched<br />
-any chance of implementing bots? since we currently have a low pop during the day/maybe you want to experiment/ just have a humans only mode, idk. bots would make it so you wouldn't have to be a zombie immediately, since in my opinion having a very strong zombie focused team is going to burn the human side out quickly and possibly hurt longevity, but that is my two cents]]></description>
			<content:encoded><![CDATA[Hey there, I am relatively new to your group, however I am not that new to the ZS community, I may not be a god of cading but i'm not that bad. So what brings me here? Apparently my old server went under, only one dev who seems to have gotten overwhelmed. Anyway here's my list of possible ideas I'd like to see implemented or discussed:<br />
1. Customization of weapons<br />
  a) The ability to buy different ammo types. Ex: Incendiary, Explosive, AP, etc<br />
  Now I saw that there was a lot of different kinds of weaponry, but I haven't had the pleasure to play a lot on your ZS so if what I say is already "implemented" ignore it<br />
   b) ability to add scopes, grips, different mags, etc to weapons, depending on what it is. By this I mean you can't really put a scope on a pistol but you can put different kinds on a rifle, along that kind of thought<br />
2. Cading ( my main reason for writing this)<br />
A. The ability to break doors and use them as props to cade with, and the ability to actually cade the door itself, by this i mean drag it in a certain direction to create a funnel to shoot out of.<br />
B. Different nail types, such as heavy nails (Increased prop health/durability), barbed(damages zombies when they attack)comes with the drawback of less prop health, etc<br />
C. Ability to customize the hammer itself, kinda incorporates 2B. EX: different tiers of "heads"(like interchangeable tops to the hammer) which allow you to repair more the higher tier you have, t1 might do 50rep a hit while t2 might do 75, and so on<br />
3. Purchasing <br />
a. have an incentive for waiting to purchase until its the period between rounds, give a 10% off if you do(or whatever %), makes it a little more challenging<br />
Other then that, I need to play more and I will be able to come up with what I hope is more suggestions, hope to have some feedback <img src="https://forerunnergaming.org/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Additional things I thought of:<br />
-while I type this I'm not sure how points are rewarded to players, I'm sure its based off kills and amt of damage, however i am curious to see how a cader is awarded, since they are really for the most part only going to be repairing/building, so if it's not implemented already we should make it worthwhile to be a cader<br />
-also as I said in the post as a comment, increased damage to props, from 15 to say 25? since it takes forever to break down a single door on maps where doors are essential to a good cade.<br />
-can we move the display of prop health when its nailed to the actual nail? My reasoning is that I can't see the props health if im crouched down behind a cade( ex: we had player zombs with ranged acid attacks and a boss zomb with one as well and if you were standing you were more of a target than when crouched<br />
-any chance of implementing bots? since we currently have a low pop during the day/maybe you want to experiment/ just have a humans only mode, idk. bots would make it so you wouldn't have to be a zombie immediately, since in my opinion having a very strong zombie focused team is going to burn the human side out quickly and possibly hurt longevity, but that is my two cents]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Things I think need changed]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7909</link>
			<pubDate>Wed, 23 Jan 2019 22:21:31 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7909</guid>
			<description><![CDATA[<del>1) Some of the items are not equal. Grenades are 35 supply and can AOE a group of zombies. Proximity Mines are 45 supply and do about 1/2 the damage to a normal zombie. You're trading all of the damage and most of the AOE for something you can place down and...doesn't really help.</del> Fixed<br />
<br />
2) Crystals should act as temporary arsenal crates, only for a short time each round. (When the waves end). It really sucks when the only crate is lost and you're 100% going to have a game over due to it. (This is probably controversial tho)<br />
<br />
3) There needs to be a way to generate some props, even shitty ones. At the start you CAN buy a junk pack, which gives you 5 small props, but after the initial game start purchases I can't find this ANYWHERE in the shop.<br />
<br />
<del>4) Aegis Barricade Kit is useful, but insanely weak. ~80 supply for 5 boards, each of which can break in under 10 hits and can't be repaired? 80 supply is a Tier 3 gun, or loads of ammo.</del> I think implemented?<br />
<br />
<del>5) Some guns just don't seem to do headshot damage. Hard to explain and maybe I'm wrong, and maybe the damage numbers that pop up are lying to me, but some definitely feel weak in comparison.</del> FIXED, PRAISE BRASSX.<br />
<br />
6) Proximity Mines seem to have an insanely high AOE to self-damage, it makes them very risky. Maybe the damage could be more concentrated?<br />
<br />
7) SLIGHTLY less Tickler range. Maybe 15%-20%.]]></description>
			<content:encoded><![CDATA[<del>1) Some of the items are not equal. Grenades are 35 supply and can AOE a group of zombies. Proximity Mines are 45 supply and do about 1/2 the damage to a normal zombie. You're trading all of the damage and most of the AOE for something you can place down and...doesn't really help.</del> Fixed<br />
<br />
2) Crystals should act as temporary arsenal crates, only for a short time each round. (When the waves end). It really sucks when the only crate is lost and you're 100% going to have a game over due to it. (This is probably controversial tho)<br />
<br />
3) There needs to be a way to generate some props, even shitty ones. At the start you CAN buy a junk pack, which gives you 5 small props, but after the initial game start purchases I can't find this ANYWHERE in the shop.<br />
<br />
<del>4) Aegis Barricade Kit is useful, but insanely weak. ~80 supply for 5 boards, each of which can break in under 10 hits and can't be repaired? 80 supply is a Tier 3 gun, or loads of ammo.</del> I think implemented?<br />
<br />
<del>5) Some guns just don't seem to do headshot damage. Hard to explain and maybe I'm wrong, and maybe the damage numbers that pop up are lying to me, but some definitely feel weak in comparison.</del> FIXED, PRAISE BRASSX.<br />
<br />
6) Proximity Mines seem to have an insanely high AOE to self-damage, it makes them very risky. Maybe the damage could be more concentrated?<br />
<br />
7) SLIGHTLY less Tickler range. Maybe 15%-20%.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How 2 Implement Inventory into ZS :pog:]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7905</link>
			<pubDate>Tue, 22 Jan 2019 02:08:11 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7905</guid>
			<description><![CDATA[I was thinking we could implement our inventories into ZS by sorting the rarity the weapon by tier. so...<br />
<br />
Tier 2 would be Legendaries<br />
Tier 3 would be Prims <br />
Tier 4 would be Godlikes<br />
Tier 5 would be Celestials<br />
<br />
Tier 1 you would have to settle with the weapons that are in the game already. <br />
<br />
Thanks. <br />
<br />
Oh and also I was wondering how <span style="font-size: large;"><span style="font-weight: bold;">suffixes would work</span></span>...?]]></description>
			<content:encoded><![CDATA[I was thinking we could implement our inventories into ZS by sorting the rarity the weapon by tier. so...<br />
<br />
Tier 2 would be Legendaries<br />
Tier 3 would be Prims <br />
Tier 4 would be Godlikes<br />
Tier 5 would be Celestials<br />
<br />
Tier 1 you would have to settle with the weapons that are in the game already. <br />
<br />
Thanks. <br />
<br />
Oh and also I was wondering how <span style="font-size: large;"><span style="font-weight: bold;">suffixes would work</span></span>...?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Remove injury slowdown]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7904</link>
			<pubDate>Mon, 21 Jan 2019 23:23:17 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7904</guid>
			<description><![CDATA[Many of the zombies are already quite fast or have the ability to slow you down. It's already hard enough to get away from them if you're caught by them, getting hit slows you down to a point where it's nearly impossible to get away. Removing the movement penalty from getting hurt, or perhaps limiting it to below ~30% hp makes it a lot easier for survivors to get away while not making it too much harder for zombies.]]></description>
			<content:encoded><![CDATA[Many of the zombies are already quite fast or have the ability to slow you down. It's already hard enough to get away from them if you're caught by them, getting hit slows you down to a point where it's nearly impossible to get away. Removing the movement penalty from getting hurt, or perhaps limiting it to below ~30% hp makes it a lot easier for survivors to get away while not making it too much harder for zombies.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Give zombies respawn time.]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7903</link>
			<pubDate>Mon, 21 Jan 2019 22:04:12 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7903</guid>
			<description><![CDATA[At least for wave 1. Default zombie is pretty much a tank and eats a lot of ammo. Make him weaker for at least wave 1. <br />
<br />
Or maybe the more you die in a short time span the more respawn time you gain, up to a mex of 5 seconds. Maybe only for lower amount of people?<br />
<br />
Zombies can do some nutty stuff, especially if people use nests. We just had a game where two zombies took down 9 people on wave 1 after they had a good enough barricade and should have survived longer.<br />
<br />
Also don't let boss spawn on wave 1.**]]></description>
			<content:encoded><![CDATA[At least for wave 1. Default zombie is pretty much a tank and eats a lot of ammo. Make him weaker for at least wave 1. <br />
<br />
Or maybe the more you die in a short time span the more respawn time you gain, up to a mex of 5 seconds. Maybe only for lower amount of people?<br />
<br />
Zombies can do some nutty stuff, especially if people use nests. We just had a game where two zombies took down 9 people on wave 1 after they had a good enough barricade and should have survived longer.<br />
<br />
Also don't let boss spawn on wave 1.**]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ZS Suggestion]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7901</link>
			<pubDate>Mon, 21 Jan 2019 17:05:55 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7901</guid>
			<description><![CDATA[I know we don't know many specifics of what is going to be in the game mode, but I was thinking of maybe having chances for random zombie boss rounds. Instead of a ZS round it becomes a ZS Boss Round where there is one mega zombie boss and everyone has ~1 and 1/2 min to barricade in the house, so that it doesn't just begin and everyone gets massacred. Maybe people could revive as Zombies after being killed slightly like Spider Queen rounds. <br />
<br />
Also possible minigame rounds where zombies have different effects on them or humans have different effects. Maybe increased jump height or speedy rounds would be pretty cool, but no OBC or anything like that. <br />
<br />
Let's also have Black Parade make some cool maps for ZS also.  <img src="https://forerunnergaming.org/forums/images/smilies/at.png" alt="At" title="At" class="smilie smilie_9" /> Black Parade<br />
<br />
Also add abandoned mall with anime shop.]]></description>
			<content:encoded><![CDATA[I know we don't know many specifics of what is going to be in the game mode, but I was thinking of maybe having chances for random zombie boss rounds. Instead of a ZS round it becomes a ZS Boss Round where there is one mega zombie boss and everyone has ~1 and 1/2 min to barricade in the house, so that it doesn't just begin and everyone gets massacred. Maybe people could revive as Zombies after being killed slightly like Spider Queen rounds. <br />
<br />
Also possible minigame rounds where zombies have different effects on them or humans have different effects. Maybe increased jump height or speedy rounds would be pretty cool, but no OBC or anything like that. <br />
<br />
Let's also have Black Parade make some cool maps for ZS also.  <img src="https://forerunnergaming.org/forums/images/smilies/at.png" alt="At" title="At" class="smilie smilie_9" /> Black Parade<br />
<br />
Also add abandoned mall with anime shop.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Rules for this section.]]></title>
			<link>https://forerunnergaming.org/forums/showthread.php?tid=7900</link>
			<pubDate>Mon, 21 Jan 2019 14:50:59 +0000</pubDate>
			<guid isPermaLink="false">https://forerunnergaming.org/forums/showthread.php?tid=7900</guid>
			<description><![CDATA[Please use this section to only suggest things for the Zombie Survival server. Anything unrelated to it will be removed.<br />
<br />
If you have a suggestion for the Inventory in general, use the other sections. If you want to suggest an item unique to ZS, you can use this section.]]></description>
			<content:encoded><![CDATA[Please use this section to only suggest things for the Zombie Survival server. Anything unrelated to it will be removed.<br />
<br />
If you have a suggestion for the Inventory in general, use the other sections. If you want to suggest an item unique to ZS, you can use this section.]]></content:encoded>
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