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Hoodlumdan

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  1. All the zombies are spawned from the outset, what actually happens is that invisible trigger zones cause them to wake up (like a scripted ambush). I agree that this mechanic invalidates stealth builds, which sucks. Perhaps they could tweak it so that the zombies wake up and move towards you, but aren't immediately aware of your presence if you're hidden? For now, you can avoid this by taking unexpected pathways; for example doing the POI backwards.
  2. Pretty sure land claims do not stop zombie spawns, but bedrolls do. In the server config menu multiplayer tab, hover over "Bedroll Deadzone".
  3. Logic gates would of course require multiple inputs. Anyway, a simple add/sum logic gate that outputs the total watts put in would allow for the functionality MCRoadkill is looking for.
  4. It always struck me as a bit odd that objects can only take one input, it's very limiting.
  5. Some weapon mods are a waste of the limited slots available; they are either overshadowed or impractical. Trigger Group: Semi Mod - Why lock a gun to single-fire and then give it a fire rate boost unless you want carpal tunnel? It would make more sense if it instead increased accuracy or something. Trigger Group: Burst Mod - The only real reason to use this is to synergize with the last rank of the Gunslinger perk, there are better options. Trigger Group: Full Auto Mod - The problem with this one is that you need to have it for 3 of The Automatic Weapon Handbook perks, no other mods are ever forced on you. Shotgun Choke Mod / Sawed-Off Shotgun Barrel Mod - Between random chance and the tiny range of shells, the changes to spread aren't noticeable, at least when using showhits in the console. Shotgun Duckbill Mod - Actually noticeable when using showhits, but still too small of a change to be really worth it I'd say. These modifiers either need an increase or the shell range does. The current effective range of a shell is only 4, while the reach of a spear is 3.2. Metal Chain Mod - 10% chance to knock down is pointless when clubs already have 60-100% knockdown chance on power attacks. ~1-2 power attacks is a lot less stamina/time than ~10 normal attacks. Metal Spikes Mod - So incredibly good it makes Barbed Wire mod never worth choosing over it. Especially because it has no stack limit and can put armor into the negative, yes really. Serrated Blade Mod - Knives always bleed already, Spears can have a 25% chance to bleed with a perk book. Burning Shaft Mod only does 5 less damage in half the time, as well as having 3x the proc chance. Arguably OK on Steel Knuckles but 10% is low. Weighted Head Mod - Not even noticeable if you are holding your ground, 15% proc chance too low to rely on for escaping. Cripple Em Mod has a 20% proc chance as well as being for ranged weapons where it's more useful. Retracting Stock Mod - Inferior to Laser Sight Mod and Fore Grip Mod in every way; once you have those two equipped there's not much point in adding this on top.
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