First of all, before stating to say things like "We fail enough as it is!" think about it... When you lose a round, what was the reason? Most of the time you failed to hold (usually a zombie sneaked in); someone did something stupid (like edging) or many people were killed by the map boss/traps/climbs; not because you couldn't kill the zombies. This is about being fair to the zombie players, even if it could increase very sightly the difficulty, I believe it wouldn't be noticeable on most rounds/maps; and would make some easy-maps enjoyable again. And that is what this is about. Not buffing the zombies for the shake of buffing them; nor to increase the difficulty and making the server settings harder for humans (as mentioned; win/lose ratio would probably remain the same); but to be FAIR with the zombies; that so many Server Settings and even Mappers seem to forget are players aswel. So, with those things in mind, here are my suggestions: - First of all, increase the HP of zombies. pF zombies are REALLY REALLY WEAK, and will die in almost any situation where they are under constant fire, even without being cornered or anything, just trying to move towards the hold. I would dare to say the HP of almost all zombie classes should be doubled. (Can I have the current values?) This "issue" is specially noticeable when the map being played has an AFK Killer or just doesn't have Shortcuts/Teleports; making 95% of the rounds very boring; with easy-to-kill zombies that won't come back nor recive reinforcements. The HP you use is currently like "If a zombie tries to get us, we kill him", but the zombie shouldn't die, not everytime. More than half of the maps don't support brining that zombie back into the actual game. - The Regen... I'm not sure what's the Zombie Regen actually; and I believe it was buffed some time ago and seems to be fine right now; but I would like to know the numbers. - Reduce the Ignite Time of the Naplam Grenades. I mentioned this to many people/admins, one at a time; so I guess its time for me to post it on the forums where it should be discussed. I believe the current time is 7 seconds... Thats ridiculous and way too long. 4 humans can keep all the zombies ignited for half a minute... I believe I don't need to say how annoying is being ignited on CS:S, everyone knows that is not fun. Also, its over the top for humans; unlike most servers, pF grenades don't have a Fail-Factor because they don't push the zombies; and even being imposible to fail with them they reward more than grenades on any other server (7 seconds of ignite!). On top of that, since some CS:S patches ago igniting zombies will hurt/slow non-igniting zombies that touch them (or humans, but you get the point), so you are even "igniting" zombies you didn't hit with the grenade. I strongly suggest to reduce it to 3 seconds; wich I believe is a fair time for both Zombies and Humans. I know you will think 3 seconds is too low; but its good enough in my opinion (specially with Fail-Nades disabled); grenades should be a help, not a we-can't-fail-for-7-seconds ticket; and not something that on its own, without even needing to shot, will make sure no zombie catches you in half a minute or more when just running. Knowing that you probably won't agree with reducing it 3 seconds I would settle with 4-5; but 7 is really over the top. I don't know you; but when I get ignited as a zombie trying to get close to a hold on pF, I just hide for 7 seconds... Just to get ignited again by a second grenade... - Bloodsucker Model: I like/love this model. Thats how I rule: the bigger/uglier it is, the more I like it! And I keep using this model even if its in a clear disadvantage over every other model. And being a VIP Class, I think it shouldn't be weaker than the default skins. Its cooler, yeah, but thats it. Now, I don't know the exact values; and he probably has more HP and less Knockback than other skins; but the difference seems so small that it doens't make up for his huge size at all. He has sightly more health (I presume) and suffers less knockback (I presume) but since he takes more bullets (bullets that would miss on other models would still hit BloodSucker), is like he didn't have anything at all; and giving up the "surprise" factor with a huge shape with glowing eyes that seems to yell "SHOOT HERE". I suggest sightly increasing both his health and resistance against Knockback. I don't want a major buff nor it to become the strongest skin; but just to be sightly better to the point where its not the worst skin in every possible scenario or map. - This last one is not a pF-Setting related issue, but I will mention it anyway. I talked with Kyle about the possibilty of making Igniting-Crouching-Zombies faster if possible; like increasing their Crouching-Speed (making them also less useless on Crouching-Vents) or making Ignite not affecting their speed while crouching or something... I don't know if its possible to do this things, or if even its worth trying; but its ridiculous how you can't even move when Igniting on a Crouch-Spot. Then again, if the ingite time of grenades were to be reduced, this would already strongly adress this issue. TL;DR VERSION: - Increase the HP of zombies, maybe even double it. (They are too easy to kill) - I think Zombie Regen is fine; but I would like to know the numbers. - Reduce Ignite Time from Naplam Grandes from 7 seconds to 3 seconds. (Is not Fun being Ignited, Zombies are Players aswel). - Buff the BloodSucker Zombie Class, his size completly nulifies his minor bonuses. (Just a minor buff so its not the worst zombie). Those changes should make the game more fair & fun for zombies (wich are players aswel, some people seem to forget) and maps with AFK-Killers and/or lacking Shorcuts/Teleports funier to play (how many times you played againt 5 zombies, and 3 minutes later they were only 3?) Also, don't think those buffs would make the server a lot harder or anything; most fails occur because stupid things (like edging, not pressing the button) or because enviromental things (bosses, traps); and killing the zombies often has no difference at all, apart from annoying the dead zombie when he can't catch up, or making the map ridicously easy when zombies can't respawn.