TF2 Zombie Escape Guide
  • What is Zombie Escape?
  • ⭐Highlights
    • Bhopping
    • !zload
    • Gamemode Changes 5/20/2025
    • Recent Maps 6/3/2025
      • Legacy Maps
    • Map List (+Map Records!)
  • 📖General Overview
    • Mod Mechanics
    • New Player's Guide
    • How to Play as Humans
      • Human Class Overviews
      • Human Mechanics
    • How to Play as Zombies
      • Zombie Mutations Overview
      • Zombie Mechanics
      • Niche Mechanic Uses
    • Leading
    • Defending and Falling Back
    • Boosting 101
    • Terminology and Slang
    • Useful Commands
    • Where to Play
  • ⚔️Human/Zombie Guides (Stats Here!)
    • Meet The Humans (+Weapons!)
      • ⚾Scout
        • Scout Primaries
        • Scout Secondaries
        • Scout Melees
      • 🚀Soldier
        • Soldier Primaries
        • Soldier Secondaries
        • Soldier Melees
      • 🔥Pyro
        • Pyro Primaries
        • Pyro Secondaries
        • Pyro Melees
      • 💣Demoman
        • Demoman Primaries
        • Demoman Secondaries
        • Demoman Melees
      • 👊Heavy
        • Heavy Primaries
        • Heavy Secondaries
        • Heavy Melees
      • 🔧Engineer
        • Engineer Primaries
        • Engineer Secondaries
        • Engineer Melees
      • 🏥Medic
        • Medic Primaries
        • Medic Secondaries
        • Medic Melees
      • 🇳🇿Sniper
        • Sniper Primaries
        • Sniper Secondaries
        • Sniper Melees
      • 🗡️Spy
        • Spy Primaries
        • Spy Secondaries
        • Spy Melees
        • Spy Sappers
    • Meet The Zombies
      • Zombie Scout
      • Zombie Soldier
      • Zombie Pyro
      • Zombie Demoman
      • Zombie Heavy
      • Zombie Engineer
      • Zombie Medic
      • Zombie Sniper
      • Zombie Spy
    • Human Meta (+Loadouts!)
      • [OPTIMAL DPS] + Team Comps
      • Class Loadouts (Scout/Soldier/Pyro)
      • Class Loadouts (Demoman/Heavy/Engineer)
      • Class Loadouts (Medic/Sniper/Spy)
  • 🌀Elements of Zombie Escape
    • Parkour
    • Surf
    • Lasers
      • Ping Issue
    • Items
      • Common Items
    • NPCs and Bosses
      • Bosses
  • ⚙️Miscellaneous Info
    • Miscellaneous Info...
    • Stat Explanation
    • TF2 Systems
    • Useful Console Commands and Keybinds
    • Better Flashlight
    • Map Guides
    • Editor Notes
    • ⭐Afterword⭐
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On this page
  • Slowdown
  • No Random Bullet Spread
  • No Random Critical Hits
  • Rapid Fire
  • Psuedo-Infinite Ammo
  • Melee Knockback
  • Engineer Buildings
  • No Explosive or Double Jumping
  • Banned Weapons
  • Stun
  • Airblast Resistance
  • Surviving One Hit
  • Infection
  • Class Limits
  • Last Man Standing
  1. General Overview
  2. How to Play as Humans

Human Mechanics

A brief description of all the special abilities exclusive to the Human team.

PreviousHuman Class OverviewsNextHow to Play as Zombies

Last updated 6 months ago

Slowdown

  • Zombies will be slowed down from all direct damage from humans for approximately [1] second.

  • Bleed and Afterburn does not trigger this.

No Random Bullet Spread

  • Like in competitive TF2, there is no random bullet spread. This can help with consistency in destroying objects, NPCs, or bosses.

No Random Critical Hits

  • For even more consistency, random critical hits have been disabled.

Rapid Fire

  • The first thing people might notice when playing is that weapons shoot much, much faster. This is for balancing purposes to allow humans to, at the very least, fend for themselves.

  • This is effective against singular zombie, but not so much against a horde of them. While weird but useful, in the long run, it's not going to be the one key factor that saves you in the end.

  • Also, it helps normalize DPS against bosses so that everybody can contribute.

Psuedo-Infinite Ammo

  • Humans have infinite ammo that gradually recharges.

  • As a result, some weapons can expend ammo at a rate that outpaces the amount gained over time. This will be most noticeable with Heavy's miniguns and Pyro's flame-throwers

  • Tying into this, it will be handy to keep an eye out for ammo boxes dropped by killed zombies or to have a dispenser nearby to continue a defense for longer than normal.

Melee Knockback

  • While in most cases you shouldn't be meleeing zombies (as they have longer reach and will often one shot you,) there is a small buff to Human Melees to make them not otherwise worthless.

  • Humans universally have a small knockback effect on their melees - this can send zombies flying away in niche cases where classes can't push a zombie off a specific platform or area with conventional methods.

Engineer Buildings

  • Engineers can only place dispensers and mini-sentries.

  • Dispensers can be upgraded to level 3

  • Mini-sentries start out with little ammo and must be hit occasionally to replenish them. Your mini-sentries will gradually lose their knockback the further away you are from them.

  • Additionally, you cannot stand on your buildings. To prevent exploitable jumps, they will disappear if you attempt to do this.

No Explosive or Double Jumping

  • In order to balance most maps for play in TF2, explosive jumping and double jumping have been disabled to prevent exploits by getting into unreachable spots or skipping major portions of maps.

Banned Weapons

  • A few weapons are banned due to inherent unbalance in the gamemode or if they haven't been adjusted properly for play.

Stun

As a result, more Snipers and more Demos can end up being detrimental to each other.

  • Zombies can be stunned by Sniper headshots or sticky bombs. This makes them unable to move but makes them immune to knockback from bullets.

  • Stuns last for approximately [1 second], but they will become immune to stuns for approximately [3] seconds afterwards.

  • ...As a result, more Snipers and more Demos can end up being detrimental to each other in a sense; as a demoman trying to stun zombies with immunity might not get the stun they need for cover.

Airblast Resistance

  • While airblasting can be a useful gimmick, each time a zombie is knocked back by it, they gain resistance to the push force.

  • Spam it enough and they won't even be pushed back by airblast at all! This resistance will reset after approximately [10] seconds or upon zombie death.

Surviving One Hit

  • So long as you are above [208] health, you will more than likely survive a hit from a zombie.

  • Extra factors play into this, such as the weapons the zombies are using and any debuffs placed on you, but this is a generalization for most scenarios. Some examples here:

  • You need to be above [300] health to survive a backstab from a Zombie Spy.

  • You need to be above [270] health to survive a melee from a Zombie Warrior's Spirit Heavy or Zombie Backscratcher Pyro

Infection

  • When a human does not immediately die and gets infected directly by a zombie hit, they and the infecting zombie become stunned for approximately [1] second.

  • Additionally, all nearby humans gain a momentary speed boost to get a chance of escaping any chain infections.

  • If a human happens to get infected while inside of your player model (literally must be standing on you, at other times you can get stuck in their hitbox or vice versa); the infected player might be teleported out. Very niche case.

Class Limits

  • So you don't absolutely steamroll with Heavies and to encourage a wider class variety, some classes have a cap on the amount playable.

  • Heavy and Engineer are currently now the only two capped classes; with a class limit of [8] slots available on each.

  • All other classes have no class limit.

  • Class limits do not apply to the Zombie Team.

Last Man Standing

  • Not to be mistaken with the map of the same name. With all your teammates gone, it'll be you against the world.

  • You'll be given large melee damage resistance. Use that to your advantage to make a final stand or go for the Hail Mary and win solo.

Check the section to see if any weapons you're interested in using are prohibited under their specific class pages.

📖
Meet The Humans