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FranticDan

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Posts posted by FranticDan

  1. 5 minutes ago, Kosmic Kerman said:

    I don’t know what the correct solution is from a balance perspective (increased base damage or increased armor reduction) but I would agree that slugs should not do less damage to a heavily armed target. Who know why this happened but I’m assuming it has something to do with the changes to mod slots and damage added from mods in the most recent release. 

    It's due to the buff that Pumpy and Auto got in b323. Shells got buffed x10 (1 for each pellet) while slugs only got a 1x buff.

    Example: Pumpy got a +5 damage buff, so shells do 50 more damage while slugs only do 5 more damage. Auto got a +10 damage buff. Basically, the bigger the buff, the more damage gap between the two ammo types. Auto with slugs does about 44% LESS damage than shells.

    The opposite is also true. The Pipe shotgun with slugs is devastating doing 25% MORE damage than shells

  2. 1 hour ago, mprojekt said:

     

    There is the "Get Hammered" magazine but sledgies don't get any love from the perk books.

    That's my point exactly. OP said that knives are the ONLY weapon that doesn't have their own book series. hence the " *cough* Sledgehammers *cough* " since sledgehammers don't have one at all :D

  3. 5 minutes ago, BFT2020 said:

    As Jugginator stated, you are only comparing one part of the ammo:

     

    • At close range, shot is going to be devastating but damage falls off after a range of 4 and ineffective beyond 10
    • Slugs don't lose any damage until after a range of 9 and are effective up to a range of 18

    There is nothing wrong with shot getting more damage output at very close range because slugs you can engage the target further away than shot can.  If you only fire at targets close to you (4 or less), then use shot.

     

    It would be interesting to see how the damage falls off after 4 and compare it to the slugs.  We do know that from 11-18 (range), shot has zero damage while you are still damaging your target with the slugs.

     

    In addition, how much spread are you getting the further away from the target you are?  In your analysis, you are assuming you are getting hits with all 10 pellets each time you fire.  Closer to the target, it is going to be larger so the spread won't matter as much.  But the further away you are from the target, it gets smaller while the pellets spread increases.  For each pellet that fails to strike the target, you lose 10% damage.  Compared to the slug, you always get 100% damage for each hit.

     

    At further ranges, you are more likely to get more damage with slugs if you are going for a headshot.  The pellets of shot will spread, giving you a situation where some hit the head, some hit the rest of the target, and some will miss completely.

     

    I see your point, though as I stated above (didn't see your post before my previous message) Shells and slugs used to do almost the same damage before the recent update. Now the damage gap between the two ammo types gets bigger with each higher tier shotgun.

     

  4. 20 minutes ago, Jugginator said:

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

    I'll happily stick to shells that deal 80 damage to a soldier (body shot) on insane with a fully modded Q6 Auto with no perks, than slugs that only deal 69 dmg to the same target with the same weapon.

    Before b323, shells and slugs did almost the same damage with all 4 shotguns. But now the damage gap between shells and slugs fall off with the Pumpy and falls even further with the Auto *shrug*

  5. 3 minutes ago, theFlu said:

    I don't really doubt you, you're usually more on point than most.. but since I've assumed otherwise, I have to ask:

     

    Is that "actual" penetration, each pellet hitting several targets, or just first X pellets killing the first target and the rest skipping thru the dead zed(s)?

     

    I've gotten plenty multiple-headsplosions with shotties, I even aim for them - but I've always thought it's just the "rest" of the pellets finding the next target.

    It's all 10. Aiming center of mass, you'll hit multiple zombies behind the front zombie

            <passive_effect name="RoundRayCount" operation="base_set" value="10" tags="perkBoomstick"/>
            <passive_effect name="EntityPenetrationCount" operation="base_set" value="2" tags="perkBoomstick"/>

  6. 23 minutes ago, Gr.o.m. said:

    Are you REALLY complaining about something, that might be a nerv to shotguns.

    IMHO the most imbalanced and best weapon in 7dtd. If you use any kind of shotgun, you get the best damageoutput per ammo combined with the best kind of crowdcontrol (slowing effect) AND in case of the autoshotgun you can get compared with the rate of fire the biggest ammocapacity.

     

    Try to use any kind of pistol or the SMG. If the pimps nerv shotguns down to the level of agility wepons, than it is time to complain about brutal nervs.

    I'm saying, with the Pump and Auto shotguns, slugs are completely redundant. If anything, Auto got a MASSIVE buff in b323.
    Either shells need a nerf, or slugs need a buff. Or a bit of both.

    Shells should NOT be doing MORE damage to a soldier than slugs

  7. 2 minutes ago, Scyris said:

     

    I just checked the xml's and since when did shotgun shells penetrate thru 2 targets like slugs do? or have I just not played vanilla in so long I didn't know that?. Yeah I could see why slugs are weaker, the only advantage they have is Armor pen vs the 2 zombies types its useful against and better range.

     

    Maybe I need to play vanilla more... I mostly play modded.

    I think around A19, maybe even 18. It's been a couple of years at the very least since shells can hit up to 3 zombies

  8. 21 minutes ago, Scyris said:

    Your forgtting slugs also penetrate thru up to 2 additional targets, as well as have farther range (effective range is 9, max range of 18, while buckshot is 4 effective, 10 max), and also are armor piercing, they also lack the armor BUFF they give enemies that buckshot does (which is why buckshot is pretty useless vs soliders and demos).

     

    If your using slugs on a single zombie that isin't at least a soldier or demo, or isin't a group of 2 or more, your actually being very inefficent with that ammo. Because it'd be better to use buckshot. Slugs armor penetration thing does nothing if the zombie has no armor to penetrate, which means its pointless vs most of the zombies in the game other than the 2 I mentioned unless your using it to attack a group of them or at least 2 at once. Utility and bikers have armor but I think its 20, so AP ammo lowers that to 10, 10% more damage.

     

    You could also see the balance like this: Buckshot=for single unarmored zombies (to put it simple, any zombie other than soldiers and demolishers), Slugs= for soldiers and demolishers, OR packs of any zombie as it can hit 3 in a line.

     

    Slugs basically trade raw damage for Armor Penetration and Entity Penetration and a bit over double the range.

    1) Regular shells have the same penetration as slugs
    2) Shells don't increase target armour anymore (removed in A20 I think)
    3) Only the soldier and demo has significant armour, 50 and 60. Shells do more damage to a soldier (165) while slugs deal only 138 with a Q6 fully modded auto shotgun

  9. Only the Pipe and Double Barrel shotguns feel balanced now when using slugs. Pump shotgun and Auto get damage nerf with slugs.

    Q6 Pipe shotgun, no mods
    - Shells - 10.1 x 10 (100 damage)
    - Slugs - 125 damage

    With 3 mods
    - Shells - 12.5 x 10 (120 damage)
    - Slugs - 155 damage

    Q6 Double barrel, no mods
    - Shells - 13.8 x 10 damage (130 damage)
    - Slugs - 128 damage

    With 4 mods
    - Shells - 18.3 x 10 (180 damage)
    - Slugs - 170 damage


    Ok, slugs lose power from now on (comparatively)

    Q6 Pump Shotgun - no mods
    - Shells - 18.8 x 10 (180 damage)
    - Slugs -  133 damage

    With 4 mods
    - Shells - 24.8 x 10 (240 damage)
    - Slugs - 176 damage

    Q6 Auto Shotgun, no mods
    - Shells - 25 x 10 (250 damage)
    - Slugs - 139 damage

    With 4 mods
    - Shells - 33 x 10 (330 damage)
    - Slugs - 184 damage

  10. This is what I made for A20, displays names in green text but can be removed or changed

    <?xml version="1.0"?>

    <configs>

    <set xpath="/windows/window[@name='windowTargetBar']/@visibility">always</set>

    <set xpath="/windows/window[@name='windowTargetBar']/rect[1]/@height">0</set>

    <set xpath="/windows/window[@name='windowTargetBar']/rect[1]/sprite[@depth='1']/@width">0</set>

    <set xpath="/windows/window[@name='windowTargetBar']/rect[1]/filledsprite[@depth='2']/@width">0</set>

    <set xpath="/windows/window[@name='windowTargetBar']/rect[1]/label[@depth='3']/@font_size">36</set>

    <set xpath="/windows/window[@name='windowTargetBar']/rect[1]/label[@depth='3']/@color">[green]</set>

    <set xpath="/windows/window[@name='windowTargetBar']/rect[1]/label[@depth='3']/@justify">center</set>

    <set xpath="/windows/window[@name='windowTargetBar']/rect[1]/label[@depth='3']/@text">{name}</set>

    </configs>

  11. 2 hours ago, canadianbluebeer said:

    Q6 Steel pick, iron/stone mods, ergo grip, and the don't wear out one, and stone goes in 1 hit.  Ores in 2.

     

    With maxed miner 69'er, Q6 steel pick with unmodded dmg of 147~+, bunker buster, mining book for extra dmg is able to 1 shot stone-based ores, shale, coal and nitrate

  12. They used to cost 30, before they made fuel granule to help lower the consumption from power tools and vehicles. Stack size was 1000. Then they increased recipe costs and stack size by 10x which still remains in A21. Molotovs are definitely more valuable now with fuel rarely before obtaining a chemistry station, lowering to 50 would be too low IMO, maybe 200

  13. Before permadeath is made an actual option, first we need to have "save/load settings" when making a new game AND for twitch integration settings. A21 has gone backwards instead and the game no longer remembers your settings when starting a new game. Extremely frustrating when you die a dozen times in a single play session with permadeath Integration.

  14. Here's my thoughts on item progression. For the longest time, I have never bothered crafting a Q2 or Q4 item, as they never give an extra mod slot.
    I would be more enticed to do so if Q1 - Q4 all have 2 mod slots, Q5 has 3 slots and Q6 has 4 slots.

    Also, TFP have made the gap between T0 - T1 - T2 - T3 even worse now that each quality level gives a 15% boost compared to the 10% in the past. Example: a Q3 iron is weaker or on par with a Q5 primitive, making a Q1 and Q2 iron item a complete waste of resources to craft and use.

    My suggestion, lower quality level bonus to 7.5% for a max of 30% at Q5, and Q6 adds 10% for total of 40%, but boost the mod bonus from 10% to 15%.
    With this, a Q6 fully modded item will get a 100% boost.
    A craftable Q5 primitive will max at 75% boost, whereas a Q1 iron will be able to get a 30% boost with the 2 mod slots, lowering the gap between item tiers.

  15. 3 minutes ago, Laz Man said:

     

    I believe some will show in the console as warnings.  You can also mass replace all of the missing blocks to air versus manually one at a time.

    For me personally, it'll be more of a hinderance to turn them into air, I'll forget where all of my custom blocks are supposed to be, and there's hundreds of them!
    Doing "CustomBlock" to "CustomBlock" doesn't work unfortunately

  16. As the title says, I'd like to be able to sell old cash to vending machines for a 1 to 1 ratio.

    I enjoy doing no trader playthroughs, and being able to buy from vending machines can be quite difficult without dukes.
    You'd think vending machines would only accept old cash as currency though, right?
    But having the ability to only be able to sell old cash to vending machines would help with getting more dukes. The ATM's all around the world are essentially useless, there's already plenty of paper in the world for crafting shells.

  17. May be an image of text that says '+ 100/100 w NW 100/100'

    - Moves health and stamina bars above the toolbelt.
    - Doubles the thickness of the food and water bars.
    - Moves compass above toolbelt and between health and stamina bars.
    - Time, day and Entering POI pop-up name moved up slightly since the compass isn't taking up that space anymore.

    Please Note: Playing on a screen resolution other than 1080 or UI size lower than 100% may cause the health and stamina bars to misalign.


    Download - https://github.com/Frantic-Dan/FranticDansCleanerHUD1080

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