Hello reader , A bit of a long read and I'm not sure where to start exactly so I'll go with the first thing on my mind, bear with me. The Dead Centre Finale: I was wondering if more improvements could be made to balance it (I understand Mute has made some changes already). I think I can speak on behalf of most people when I say that this is the finale which is most likely to be repeated from an an exploding Jimmy Gibbs Jr. car. There are a few points that I'd like to bring up about this. Firstly, there is an auto-difficulty manager based on the amount of players or total level (I'm not sure exactly). Let's say that the current difficulty is on Advanced and the required gascans amounts to 45. After 5-10 minutes, players have survived a few tanks, perhaps custom tanks, and only need so little more gascans to finish the campaign with a few thousand hp left on the car. Next moment, a player joins. The difficulty shoots up to Expert and so does the amount of gascans; occasionally a tank may spawn at this point too. Sometimes, on Expert, half the car health has gone already after fighting the initial tank spawns once players have left the elevator. In the past, when a player joined, they could not play until they were "rescued". In the case of this finale, the difficulty still increased when some threshold is reached while said player has to wait until the next campaign (hopefully) in order to play. This isn't the case anymore presently, but I find that it is still difficult to complete. I guess you could call it whinging but I'm just sharing an inquiry and wondering about other's opinions on how balanced this is. There's no number to quantify the percentage of losses, but I'm sure it is low and the frequency of losing the round & auto-reducing difficulty is higher than I'd hope it to be. Maybe it's just me but it feels a bit demoralizing to keep restarting this finale, like only a full server with high-level players are required. Teamwork is hard to come by when there are situations such as a low level player (or more) is being pinned on the other side of the map, while higher-level players more capable of handling themselves amongst infected go to fetch gascans distanced away from the pouring location. My suggestions for improving this include perhaps a timer-based finale, having an interval where new sets of gascans are spawned on the map instead of when all of them are poured into the car, and a further increase in car health. These could be applied to the Port finale too, but there's no car hp to consider too so it is not as much of a priority in this case. Clan Benefits: Not sure if it has been pointed out already, so apologies if it has, but there are empty text boxes when you try to view more information on some of them. !players command: I would like to suggest adding this command to the !cp menu as an additional selection. No real reason behind this, just thought it could be something like the !upgrades command. For example, you can see your reputation from the !cp command without having to use !rep, since the control panel is a "universal menu" of sorts. I'm not trying to be lazy (yes I know I could bind it but it's not something crucial for in the midst of game-play) so please don't bash me, it's an idea related to convenience and I'm not seriously pushing for it. A !buffs command would also be useful to have. Common Infected: It seems that when a tank appears, common infected tend to spawn very close to you. To elaborate, a mini-horde can appear right behind you when you are being chased by a tank even if you've checked behind yourself for obstacles a second earlier (the tank is not biled btw). I've noticed this while having third-person mode enabled, they spawn right in front of you sometimes as well. When you're dealing with a mob which is surrounding you, a new "batch" appears behind them , it is hard to see because of the mob in front of you, but it certainly happens, and I'd like to know why? Easy/Normal difficulty tanks: A topic related to server balance, there are some custom tanks on these difficulties that make it difficult for new players to deal with. An example would be the Speedy Tank. I was playing on the Dead Air finale with 3 other players not so long ago, 2 of which were relatively low-leveled. Notorious for trapping players in corners, the speedy tank dealt with the low-leveled players swiftly and began focusing on the high-leveled players. Although the situation is not frequent and this tank doesn't spam abilities like the Void Tank, which spams its stun and blind abilities, the Speedy Tank's nature can leave you watching your incapacitated team mates die while you're bouncing in the corner from the tank's throws. Usually, the server has enough sufficiently high-leveled players to deal with this. But the case I'm bringing up is that when there aren't many players, such as in the situation I experienced ,or when the server is mostly full of low leveled players, these types of tanks can be overwhelming to deal with. I believe imo that restricting some of the custom tank types in these difficulties or moderating their hp would make the game-play more appropriate to the generally new players. As the more experienced player, you would like them to become more involved in the action and have fun. But there are limitations when you need to deal with protecting/reviving them from CI & SI, and a tank with certain abilities at the same time. Don't want them to think the server is being unreasonable when a tank gives them no opportunity to get up and reload or heal. Just my 2 cents. http://images.akamai.steamuserconte...253/3F93E228FF61253EFBB74B37154F891A32E236E0/ We were lucky it wasn't anything more than a pestilent http://images.akamai.steamuserconte...578/AFEBB82194379C821956EBDE9C425E8F29B307E5/ Congo newbie http://images.akamai.steamuserconte...476/D097AB037D8980C9877E8CA3D63DA349550AD57B/ I call him: Sanic Feedback? Thoughts? Opinions?