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FranticDan

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Posts posted by FranticDan

  1. 14 hours ago, Jugginator said:

    What's the error in the log file?

    Due to actually playing a vanilla survival world in A21.1 after editing (before I discovered deleted files) I don't have a log for the edit session?
    I also noticed about 12 hours after posting this, that files were deleted again (folders remained this time) and it happened while I was in the game making edits to the prefab. I know this, because I zipped my mods folder BEFORE exiting to main menu, and didn't realise files were deleted until I tried making edits again 12 hours after I posted this.
    Only 4 files for the prefab itself were intact (thankfully!).
    Which again, I played vanilla survival between prefab edit sessions before noticing.

    I'll be keeping an eye on this going forward, however, I am staying away from A21.1 with prefab editor in the mean time, since that is when this started happening.

    I will post a log file next time it happens


    I will say this, while editing, it feels like my mouse is active on the desktop, occasionally my game controls will stop responding and I have to Alt+Tab to get controls back, sometimes my display settings will popup over the game (and other types of windows I can't remember), my PC makes error noises. Even my icons on desktop somehow became large size.
    None of this happens outside of prefab editor.

  2. 3 hours ago, meganoth said:

    Sure, you may collect more cloth now because you actually need it, but I doubt you will normally get more than 250 cloth in a single scavening run before you head home to your base

     

    With the exception of clothing stores, you'll leave for a bunch of stacks if you scrap all the clothes since they give 37 each

  3. On Sunday, I was using A21.1 to edit my prefab, in 2 player. We worked about 7 hours. My prefab uses custom blocks, items and entities etc, so I have various files in the Mods folder in the main directory.
    Then Tuesday, I loaded up the game and got a bunch of errors. I panicked and was very confused. I noticed that the prefab that got loaded was a version of my prefab from a few years ago (A19 version), but more shockingly, almost all of my mod folders/files were deleted. The only files that were spared was 4 of my prefab files, and the worlds folder was intact.

    I have absolutely no idea what could have caused files to be deleted. I restored the files that were deleted, which I had saved in a ZIP before the Sunday work, including the 4 prefab files that were last edited last year, the 4 surviving prefab files had Sunday's date on them, so no progress was lost thankfully.

    A21.1 no longer detects my prefab at all, so I've had to revert back in A21.0

    After about 6 hours work on Tuesday, I went to make a backup due to the trauma, and noticed right away that the same 4 prefab files were deleted again, but everything else was intact.


    In the attached photos, I've highlighted the deleted folders/files

    image.png.6c6a386776c567686eb330d249c334f1.png


    image.png.c49b165157080ae2d5fcc5786eefc992.png

  4. I guess I'll be the one to point out, they forgot to increase the stack size to either 1000 or 1200. Leaving the stack size at 250 is the equivalent to it stacking to either 50 or 25 before the change.
    Something's cost 5x as before and others are 10x

    They also forgot to change the material value for bandages to 10 (it's still 1 (4 bandages scrap to 3 cloth), although I'd prefer 0 anyway, so there's no accidently scrapping FA bandages/kits)

    I'm not complaining, just pointing out my observations

  5. 20 minutes ago, BFT2020 said:

     

     

    How is the damage output on average when facing zombies that are moving and not stationary?  Are you still outmatching the slugs or with a moving zombie, are you missing more with pellets so your overall damage output is decreasing while the slugs are being more consistent?

     

    I also noticed your mod selection.  Your picked mods specifically to improve the spread of shots so you will get a tighter cluster all the time.  This favors the min-max approach where you are picking the upgrades on your weapon to maximize the damage output from a specific ammo type.

     

    Would you see the same damage output comparison if you went a different route in regards to mod selection, like:

    • Pump - tube extender, choke, rad remover, cripple em
    • Auto - same setup but Drum magazine in place of tube extender

    I haven't bothered using slugs since the change, because why would I want to drastically lower my damage?

    Before the change, slugs did about 5% less dmg across the board, and I was happy to change from shells for the slightly less dmg,
    while now, slugs are only good when using Pipe and Double. (Especially the Pipe!!)
    Shells are best for Pumpy and Auto.

    Regarding mods, I typically get at least 2 or 3 points in Run and Gun (I mostly only hipfire), so changing the mods around like you listed would probably widen the spread slightly as seen in my screenshots, so shots at 7 metres would be harder to get all pellets. However, I use shotguns in close quarters so my shots are easier to hit the head. I use other guns for range.
    With my playstyle, I easily line up zombies so I can take out groups quickly, even quicker with shells since they do about 70% more dmg than slugs now (Auto)
    So if 4/10 pellets missed, the dmg would be about the same.

    There's also only 2 entities that slugs have a big effect on, soldier and demo, as they have 50 and 60 armour. The biker and utility only have 20, so it's very obvious that shells are the superior ammo type now in the late/end game

  6. 2 hours ago, Jugginator said:

    damage isn't everything.

    You're right, however, damage is the only thing that was changed (to my knowledge) between the two versions. Sure, slugs do more damage than shells (at great distances), but only from about 7 metres onwards do they equalise and THEN slugs do more dmg.


    Shells doing 100 dmg at about 7 metres (Insane difficulty)
    image.thumb.png.6238961d2d6d3a17fd85f665aaa7e0cf.png

     

    Slugs doing 92 dmg at about 7.5 metres (Insane difficulty)
    image.thumb.png.dcbd42692a8729bdb272f2b6410c7844.png

  7. Is it an oversight that, with the changes to cloth, the stack size is still 250?
    Now that most things take 5x or 10x as much cloth, it would make sense if it was increased to 1200

    Also, bandages still only scrap to 1 cloth, should be 7 (or better yet not scrapable since it'll prevent scrapping FA kits too)

  8. 2 hours ago, meganoth said:

    I assume it is about this line (for auto shotgun):

    <passive_effect name="EntityDamage" operation="base_add" value="10" tags="perkBoomstick"/> <!-- damage offset -->

     

    And this line didn't exist in A20 for shotguns while something similar does exist for higher levels of other guns. The initial creator obviously knew of the problem of adding damage to the base damage for the shotgun. Seems like either he forgot why he initially didn't add this line now, or someone new tried to balance it and didn't know.

     

    If they want to cleanly use base_add for the shotgun they probably have to specify the base_damage for shots as the total damage (i.e. 100 for shots) and then divide damage by RoundRayCount (in the C# code where gun shots are handled)

     

    IMHO surely not intentional, needs a bug report. Or maybe @Jugginator is still following this thread.

     

     

     

     

    I'd hope it is an oversight, because as you can see above in my extreme example, slugs are a joke with base_add =50 when compared to shells
    The dmg that shells do is nicely balanced and gets a nice buff with each shotgun tier, whereas the slugs get a tiny dmg increase and the gap between the two ammo types gets bigger and bigger

     

     

    1 hour ago, Gr.o.m. said:

    I don't think you can argue, that only the raw damge matters. Lets assume for a moment the pimps would have changed pelletshells in the following way, without changing the damage: Spread is changed to 180 degree, damge fall off 50% PER meter, to 0 damage for ranges for more than 5 meter. I think we can both agree that that would be a brutal nerv to pellet damage.

     

    Slugs are still verry good. They do more damage at range and at armored targets. And don't forget, that you don't want to shoot at demolishers with shells.  😉

    Thing is, the range never changed, at all, only the base dmg. And the dmg is literally the entire point of my post, to point out an possible oversight when they rebalanced all of the weapons and tools.

    I used to get excited when unlocking slugs, cause then I could wreck things. Now, they are a waste of time when I can do MORE dmg to ARMOURED targets with shells

  9. 16 minutes ago, Gr.o.m. said:

    Can you tell mee, at which range did you shoot the soldier boy?

    Point blank probably. Where each and every pellet hits and there is no damage drop off because of range.

    Please do us the favor and do the same at 5m, 10m and 20m range. Then you might have the answer.

    point blank, and each mod reduces spread so the crosshair was super tight

    Range isn't the issue, its the dmg. Range wasn't changed, only dmg

    I know WHY this has happened, because each projectile got a dmg buff for pumpy and auto, and since shells have 10 projectiles, shells got buffed 10x more than slugs did.
    Which is also why slugs in the pipe is VERY high dmg in comparison to shells, since pipe has a dmg nerf instead of a buff, so the shells got nerfed 10x more than slugs


    Before, slugs were great from early game to late game, now slugs are only good in the early game. When compared to shells.
    I also want to point out the obvious that slugs penetrate 50% armour, which makes the slugs look even worse when shells do MORE dmg to a 50 armour rating target than slugs that cut that armour down to 25

    Pointing out the obvious still, in b217, slugs did over 60% MORE dmg than shells with the Auto, while in A21.1 slugs deal 15% LESS dmg than shells



    Counter argument: Would you use AP 7.62 ammo if they did 30% less raw dmg than regular 7.62?

  10. On 6/30/2023 at 12:54 AM, Jugginator said:

    Don't forget the slugs have more range and further damage falloff range.

    Slugs damage has been nerfed into the ground with the Pumpy and Auto Shotguns

    Since this hasn't been addressed for A21.1, I want to ask the reasoning behind why slugs are WEAKER to soldiers than shells (with the Auto at the very least)?

    The info below is with a level 1 character, no points or books read (fresh spawn)

    image.png.fb644c58a34ade17d05c2df88b5a7e32.png



    It blows my mind, that a Pipe Shotgun in b317 with slugs dealt more dmg (204.5) than what an Auto Shotgun does in A21.1 (184.8)

  11. 2 hours ago, Skaarphy said:

    Rule 1: Cardio: Tempting at the beginning but that's it. If it covered all stamina regen and not just when sprinting it'd be a different story but since it doesn't any points invested seem to be better put elsewhere.

    One of my first 4 go into this, playing on nightmare speed, being able to sprint longer is huge!!
    When you have 45% regen, you can sprint forever.
    3 points into cardio + overhydration achieves this.

    3? Here's 6!

    1: Animal tracker - food is a joke in this game.......
    2: The Huntsman - food is a joke in this game!!!!!!!
    3: Well insulated - temperature penalties are a joke in this game
    4: Charismatic Nature - Useless for SP. Be nice to have a SP version that is balanced.
    5: Treasure Hunter - Not enough treasure maps in the game
    6: Infiltrator - 0.5 seconds is enough time to get distance from mines and across loose boards

  12. 17 hours ago, Scyris said:

    Its been a issue since a19 or a20, before they changed it a zombie had to stop moving before it could take a swing, in a19 or 20+ they can swing while moving and sadly this often allows them to hit you with 0 animation during their stagger or when falling down and other such things. I've had zombies hit me in the middle of their getting knocked down animation due to this. Most of the times I am hit in 7dtd vanilla is due to these cheap 0 animation hits that are basically unavoidable as you can't even see them coming.

    Most of the time, its due to their pain resistance maxing out and they can no longer be interrupted. For example: If you're firing an automatic into their chest at melee range, they **WILL** hit you!

    I've never been hit by a zombie while they are getting knocked down (half their health taken out) in a SP game.

    image.thumb.png.1737d59a9b9ea26df480dd7d72a4b93e.png

  13. On 6/30/2023 at 4:37 AM, BFT2020 said:

     

    It's probably something of an oversight now that I think of it.  Before, double, pump, and auto didn't have a boost so there wasn't a reason to look at the code.  Now that they added the boost, it gets added disproportionately on the ammo.  Since they didn't do it before, there was no need to add a special tag to distinguish the difference.

     

    They probably need to add additional code so slugs get the entire boost per shot (so 5 on pump) while the shot gets 1/10 of that per pellet.

    Yeah I'd say so, surely no way it's intentional!
    Before the change, slugs were about 5% weaker than shells across the board. Whereas now, slugs get worse in comparison to shells as the tier of shotgun goes up from pipe

  14. I'd love if they added save/load setting buttons. You set your settings, press save. Then when you start a new game, all of the settings are reverted to default, but you can press load settings and they'll all change to what you saved them as the last time you pressed save

    Everyone wins, the best of both worlds!

    The same can be said for integration, so frustrating having to set it ALL up again in a new world of permadeath

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