Jump to content

bloodmoth13

Members
  • Posts

    200
  • Joined

  • Last visited

Everything posted by bloodmoth13

  1. In my experience the pipe baton is FAR better than all other melee weapons. Tried using others and the baton just worked much better, and i find good batons EVERYWHERE. Looted a stun baton and compared it and the pipe baton blew it out of the water. It honestly doesnt feel like a t0 version of the pipe baton. If they redesigned the pipe baton tree to focus more on inflicting status effects they could rework the simply handheld fire torch into the primitive tier int melee weapon. Lower damage than the other weapons like club or spear but will inflict burning on foes fairly reliably. The pipe baton not having any of the features of the stun baton makes them seem disconnected, it functions just like a club. Im starting to think the pipe baton was a mistake, if they made the int melee tree instead focus on building a melee weapon 'gadget' that can mod any other melee weapon with bonus effects that are improved in the int tree it could work with the other weapons instead of competing. For example instead of building a stun baton you craft a stun mod that you can slot into clubs (now its a stun baton!) spears, hammers or whatever. the mod charges a shock every 5 seconds, this is is lowered per point of investment and chains to more nearby enemies. idk, i want to like the stun baton but i just never have. It has always felt out of place to me.
  2. If you have the ammo then absolutely. SMG out damages and has larger clips. More expensive ammo and maybe slower reload but the garbage tier pipe machine gun is better than pretty much the entire next tier of weapons above it! (hunting rifle, pistol, double barrel shotgun, wooden bow) it got a love tap last patch, madmole did say in my thread that it would be nerfed, but i expect pretty drastic changes to it considering you could basically be at t2 by investing early into pipe machine guns. I avoid using it because i know its imbalanced and dont want to rely on it, but damn when i do pull one out it wrecks @%$# like im on easy mode.
  3. Is there anything official on snow and desert being part of progression? forest is obviously easier but id have figured both of those would be equal difficulty. Agree on wasteland, it needs a visual update the messy grey over and over is just depressing.
  4. Shows how far ahead it is. Its honestly better than the T1 pistol in every aspect currently. in my opinion using more expensive ammo is irrelevant as ammo is so plentiful that i have to go out of my way to waste ammo in order for it to matter (no melee and no headshots -_-) It helps for early horde nights as the other weapons are too unreliable to deal with a steady stream of foes, but it really is just that good. I think the big issues compared to the pipe pistol is that the machine gun MUST deal more damage using the better bullets, and it MUST have a larger clip in order to qualify as a machine gun and lastly it MUST have a higher rate of fire. so either they change the ammo to 9mm and nerf its damage significantly or nerf it in multiple other ways. A significantly longer reload time is a no brainer. It should be at 5 seconds for balance purposes, it needs to reload the least so that is definitely a spot that would help hurt it. There is only so much you can nerf the clip size, rate of fire and damage before it fills its role as 'the machine gun', they should probably push that to its limit though, its a pipe weapon, its supposed to suck! it is meant to be a consolation prize for not looting anything decent. I think the best way to nerf the crap out of it without compromising all the things that it should be doing well would be screwing its accuracy to the ground with nasty kick backs. Only problem there though is that it would probably just turn into a 'rifle' with a large clip and be used as a single shot with burst capabilities and nerfs it in the situation it should be used as opposed to the situation it shouldnt (marksmanship) as it is though it needs significant nerfs considering the sheer jankyness of the pistol, shotgun and rifle.
  5. No. I think being open at certain times makes playing around it more interesting. I do think though that it would be cool if you could 'rent a room' at the trader for the night at increasing cost, no access to the trader but you can hide in their base for a fee. Make it part of the first quest in the game where you get board free for one night, but you cant stay there on the seventh day.
  6. Eh thats a stretch, is wood and iron really so expensive that people would sacrifice aesthetic and practicality for a few resources? i dont think so. also i would happily take a resource loss if i dont have to craft separate blocks for every block type, such as 'plane block' for plates or half blocks. You trade functional advantages for HP, its up to you if you want bars through your wall to shoot on the other side or a bit more hp.
  7. From my game more repairs is irellevant, im swimming in pipes and im not even harvesting them. Reduced magazine is a start but the weapon already has the fastest reload for T0 weapons, that needs to be brought in line too. I still think that its too accurate (provided that hasnt changed) for a shoddily made pipe weapon. Not a bad start though, adding more upkeep isnt a bad thing.
  8. Thats what happens when you have a team that specializes. In single player 6 points is a heavy investment. in multiplayer you multiply your points by the number of team mates.
  9. Good to hear. Would you consider adding a significant kickback to them to make them a lot less accurate? it would be a very resource cheap way of nerfing them without making them lose their identity and would double down on them being ammo inefficient, which would help the rifle a bit more with its own niche. I think the clip capacity, rate of fire, damage and reload time could also use tweaking but i really like the idea of having this high rate of fire jerky junk gun that takes a lot of effort to tame for the first tier of machine gun. All weapons have their weaknesses, shotguns have their reload time and low ammo capacity for the first few tiers but high damage and aoe, rifles have slow reload time single shot, but great range and damage, pistol has low damage but has a decent clip size and cheap ammo, and the machine gun should be inaccurate and inefficient but great DPS. I think at the moment it probably just has too much in general.
  10. Just booted up a new game of 7dtd for a20 and the first thing i wanted to test was the pipe weapons. First i'll state my impressions of the other pipe weapons. Pipe pistol is a slow reloading revolver that takes 9mm, it fires quickly but if your going pistol you might want a few extra on your belt in case you get swamped. Shotgun isnt far off from the old blunderbuss, its a little cleaner, uses shotgun shells and is still a single shot slow reload shotty. typically i would run 3 on my toolbelt just like i did with the blunderbuss. Pipe rifle feels a lot like the old hunting rifle. I always felt the old hunting rifle was almost on the same tier as the blunderbuss with the slow reload and single shot. Now the machine gun... The pipe machine gun feels far too good to be on this tier! It has a massive clip, high damage, fast rate of fire, fairly accurate and most importantly: it reloads quickly. Whenever i pull one out when i get panicked i am left wondering why the hell i bother playing around the jank of the other weapons, and that imo is a bad thing. At this stage of the game the guns you use should definitely feel janky, but the machine gun feels too smooth, its like running around with an AK47. IMO the fun pimps got it perfect with the pistol, it has all the jank of the revolver with the power of a 9mm. the shotgun has the jank of the double barrel with half the fire rate. the rifle has the accuracy of a better rifle but only 1 bullet. The machine gun though has none of the drawbacks of other machine guns, like the m60 which reloads like molasses and just feels hefty all around. The pipe should have had the jank of the m60 with the firepower of the AK or less. I think that would probably require a remodel and i dont think that would be worth TFP time to do that when the model itself is fine, so i just propose giving the machine gun a lot more kickback (less accuracy), slightly smaller clip and slower reload. The machine gun with 20 bullets shouldnt be faster to reload than a single rifle/shotgun round. I know that its drawback is that it is 'inefficient' but with how ample rounds are thats hardly a problem, if you miss with a rifle or shotgun you are locked out of firing for a good few seconds unless you switch to another weapon, i think reloading in combat with the pipe machine gun is entirely doable, cant be said for the pistol which is so much weaker (lower damage, less bullets AND slower reload) TLDR pipe machine gun OP pls nerf. If i'm wrong on this feel free to point it out. Otherwise im enjoying the new patch.
  11. Dont quote me on this because i may be entirely wrong but i believe the hunting rifle is being replaced with a lever action rifle? Which i assume will have a few more shots while the current hunting rifle single shot gameplay will move to the pipe weapon since frankly its awful and couldnt realistically get any worse... I may be completely wrong though
  12. Id like to see that, i like that idea too. If there were a way to deploy dozens of generic zombies that dont cost too much processing power that would be a big win. Trouble is making them cheap to run i imagine. TFP could possibly get away with stripping a lot of the intelligence and just leaving them out as dumb zombies that are easy to take advantage of and exploit. I'd love to have thicker zombie hordes with easy to kill zeds mixed in with the regular ones.
  13. He wouldnt suit cities but cities dont even take up the majority of the space in the game. Inversely no current zombie looks good anywhere in the wilderness, it would be good to have some wild zombies that spawn when you are a long way away from the city
  14. carls corn, hunting shops... yeah maybe a bit limited, but lumberjack is kind of in the same boat there. It could be nice having some wilderness zombies that make sense in the wilderness, for instance its very jarring seeing a stripper, a nurse and a junkie when your in the middle of a forest, seeing some 'hunters' who died hunting coming after you would feel much more appropriate. Currently going into the snow biome is jarring seeing a million lumberjacks running around, a fur trapper breaking up the monotomy with some other generic zeds would be great. Put him in furs, bear trap on the leg, some light mauling here and there and its perfect. I agree with @SiNiCaL about reusing the burnt zombie assets for a frostbite zombie too. that would look amazing.
  15. I like the cowboy but damn does he look out of place in most areas. I think they should replace him with a fur trapper/frontiersman, a guy in a racoon hat with a bear trap stuck on his leg and a busted up rifle on his back. Would work great for any place where animals live out in the wilderness, hunting shops or even shanty town.
  16. thats in perception right? I dont see a flamethrower suiting perception but i dont think explosives suit it either... probably endurance or strength (because fire fighters are strong)
  17. what about a Flamethrower? Id love a flamethrower... and a tesla coil! could be the final upgrade for stun baton. I think they already said they wont do it and they didnt want to add more gun trees. Would love it though, flamer tree could be Spray can and lighter watergun with lighter proper flame thrower bigger flame thrower tesla line could just be pipe baton, stun baton, tesla coil a man can dream.
  18. What are the rifles going to be in the new patch? Im guessing: pipe > lever action > marksman > sniper is that about what i can expect? If so that would be pretty big for rifle builds and i will try out a rifle set up on the first patch.
  19. I think just give snipers penetration baseline to differentiate them from machine guns. I dont see any reason to remove the current t2 sniper, but giving the current hunting rifle a clip would go a long way. I dont see a winchester replacing the t2 tbh, and they did say they were removing the current hunting rifle, i figure its getting replaced by the lever action while its current functionality is relegated to the pipe rifle.
  20. I dont think they outright said anything but i think its getting the boot and the t1 rifle will be the lever action, which hopefully holds more shots than just 1. The hunting rifle was pretty much on the same tier as pipe weapons like the blunderbuss, i cant imagine how they could make a downgrade from that weapon, i imagine the pipe rifle will function much the same as the hunting rifle currently does.
  21. Sounds like a good start. Obviously its not a major issue but its always good to have important things feel good to do. Are we only having 4 slots in the next alpha? will clothes and armor still be separate or are they combined?
  22. Honestly that kind of stuff is fine so long as it feels right to do. If its opening a menu to drag and drop several pieces it becomes annoying and tedious. If its too easy though there isnt an opportunity cost so it becomes automatic and kind of lame. I remember in previous alphas carrying 2 jackets, a duster and a poncho for hot or cold climates, at the time i liked the idea but hated the gameplay, i felt smart for doing that but it wasnt fun to do. Not sure if its possible to make getting dressed fun, best idea i have is being able to create a collection that i can apply all with one click without having to navigate my bag to assign all of the pieces and then go backwards afterwards. Give it a 'cast time' so you cant do it in the middle of a fight or something. The current interface is probably fine but i generally prefer to just do things inefficiently than to swap out gear between tasks.
  23. This has been something i have wanted for a long time, specializing straight away is a huge boost to the game because the early game dictates a lot of stuff for the mid game (late game you just buy an elixir and respec). Sometimes i want to play a pistol game but all i find are rifles, and shotgun being the only spec with a t0 weapon made them more attractive than the other options. Im assuming the pipe weapons will have crappy reloads which i unironically look forward too so i can play like a pirate with a belt fill of pipe weapons to draw fire them over and over.
  24. Im all for that but we need variation in silhouettes too. Having more variation of the same zombies would be amazing for immersion. I think they need to do what they did with the stripper zombie (retooling her into the 'socialite' zombie) and retool another zombie into a more versatile one that fits in more biomes. One idea i had was a wild-man trapper kind of character with furs and stuff. He'd fit right in with gun ranges, snow biome, shanty town and forest biome and would look great in the middle of a forest where the socialite would be out of place. The cowboy could be a little more versatile as an example and could possibly be a candidate, though i do enjoy seeing the ol cowboy, but he's ridiculously niche Thats awesome. How easy/hard is it to do? it would be great if we could get a few color variations of each zombie to break the monotony
  25. Lumber jack looks great but i agree with captain obvious that the hat should be a different color to the beard otherwise its easily mistaken for poorly modeled hair, particularly from the front where it looks a little like a comb over. Will we get a bit more variety in the snow biome as far as zeds go? id like to see less lumberjacks and more of the various other zombies if only for variety. Dont get me wrong, i like the lumberjack and appreciate the threat he poses but seeing the same zombie over and over breaks immersion.
×
×
  • Create New...