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Everything posted by Ranzera

  1. I didn't say spam crafting was good or anyone with criticisms against it was an idiot. I SAID IT WAS ALREADY GONE IN THE LAST VERSION OF LBD
  2. I kinda like how they stuff all the quirky weapons into INT and then decided since they were so chockful of utility, they needed low base damage... and ruined an entire stat's combat effectiveness. Chances are if someone is making an INT only run work with only INT weapons, cheese is involved.
  3. @madmole It seems like this would be a great Video Options toggle..
  4. The irony here is that's almost exactly what A16 had. The best version of LBD before they ripped it out. They didn't have some of the unique perks in yet, but that progression system was already compatible. Trolls on this forum (yes, I'm calling them trolls) like to put forth disingenuous arguments like "but but but spam crafting." Spam Crafting was gone in A16. Trolls on this forum like to put forth disingenuous arguments like "but but but medical exp and armor exp was so dumb!" Like TFP couldn't tweak the numbers or designate certain sources of damage as exempt from giving exp (something they are currently doing in reverse for bleeds and fire DOTs). Trolls on this forum like to put forth disingenuous arguments like "but but but gun damage was so stupid." Gun damage being anemic had literally nothing to @%$*#!ing do with learning by doing. The rebalance was a separate effort that coincidentally happened at the same time. There's more but I tire of this. Learning by Doing was a superior system and its removal has led to an inferior product.
  5. They are trying to balance hunting for both SP and MP with a one size fits all system. They have to know it's a fool's errand but they just keep trying.
  6. My edit addresses that. The high tiers of Sexy Trex refund 30 stamina per kill. I regularly endlessly power attack hordes with only coffee.
  7. You're underrating Sledge DPS a lot here. It regularly instant kills multiple targets per swing later on by procing dismemberment on the head on multiple targets at once. It's actually the highest DPS melee weapon in the game (at least SS tier) by a landslide. I'll give you the swing speed and stamina though. One thing to consider though, is the higher tiers of Sexy Trex combined with the extreme deadliness of the sledge erase your stamina issues. I regularly chug a coffee and nearly exclusively power attack hordes with a sledge with almost no stamina issues.
  8. Stone blocks are craftable. Cement Mixer bruh.
  9. Nearly doubling the animation speed for Stone Shovel will look kinda janky. I think +33% is about the most you can push without it getting into Crack addict territory. This doesn't account for mods. I think Grave Digger + 3 others would be juuuuuuust enough to put Stone Shovel into 2 hit land again. Are these numbers for Quality 6 for each tier? This also doesn't factor in random variance in Iron/Steel.
  10. The only thing this turret has contributed to the game is more cheese.
  11. Not sure if TFP are seeing the shovel issues.. I'm happy to be rewarded for Stone -> Steel progression though, if they are fine with it.
  12. I exclusively power hit harvest with that tool class. It's pretty funny because the animation is a bludgeoning attack for all 3 tools, generates a ton of noise but you salvage in fewer hits... and this *is* a time management game.
  13. Given how easy it is to get a Q6 Stone Shovel to 2 shot dirt, it'll always get clay at least as fast as the Iron Shovel. The Iron Shovel has the opportunity to perform much worse, given the stamina demands. Not to mention the extra food requirement. I'm not sure if it's possible to get a Q6 Iron Shovel up to 1 hitting dirt, but if it does, then the Steel Shovel isn't the best shovel. That would be its own problem.
  14. It doesn't matter how much more it has until you can easily get to the point where you 1 hit dirt/resource blocks (in which case you have the same problem, except with the steel shovel). You can 2 hit dirt and resource blocks for some amount of stamina with a stone shovel You can 2 hit dirt and resource blocks for more stamina with an iron shovel Thusly, the Iron Shovel is inferior to the Stone Shovel. This is a problem unique to the shovel line, because they are used on low HP blocks.
  15. 2 points is meaningless. A quality 6 Stone Shovel can 2 hit dirt/resource blocks. An Iron Shovel is completely moot in this situation. Sounds like you're only seeing the pack in the pack mule.
  16. Your load, regardless of source affects you less because you're used to hauling stuff around. Would you say that a loot system on rails has more replayability than a totally random loot system? IMO, when I know what to expect every time, my interest wanes quickly.
  17. ?? My computer has 32gb of RAM running in quad channel mode and I built this thing 4 years ago. That's not a crazy amount of RAM to have, especially now.
  18. I'd like Pack Mule a lot more if it just reduced your mobility penalties in a generic fashion (Like I said in my perk rebalance post). Let pockets reduce your encumbrance slots and Pack Mule boost your mobility when it's under 100%. Both become useful.
  19. If anything, the Q6 stone shovel needs a look. It's better than the entire iron shovel tier.
  20. The maxcount didn't change as far as I can tell. I gave you the full change of the lines. Here's what a full block looks like in the current A19 b163 <biome name="pine_forest"> <spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="10" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" /> </biome> And here's the same block in A18.4 <biome name="pine_forest"> <spawn maxcount="1" respawndelay="3" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="1" respawndelay="4" time="Night" entitygroup="ZombiesNight" /> <spawn maxcount="1" respawndelay="14" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="21" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0" /> </biome>
  21. I don't believe it changed between 18.4 and A19 b157. I've got those handy. Left is A18.4, Right is A19 b163. And yeah, desert appears in the opposite order in the spawning.xml file in A19 for some reason. Pine Forest EnemyAnimalForest respawndelay="14" -> respawndelay="7" FriendlyAnimalForest respawndelay="21" -> respawndelay="10" Desert FriendlyAnimalsDesert respawndelay="21" -> respawndelay="10" EnemyAnimalsDesert respawndelay="10" -> respawndelay="7" Wasteland No Change Burnt Forest EnemyAnimalsBurntForest respawndelay="14" -> respawndelay="7" FriendlyAnimalsBurntForest respawndelay="21" -> respawndelay="10" Snow EnemyAnimalsSnow respawndelay="14" -> respawndelay="7" FriendlyAnimalsSnow respawndelay="21" -> respawndelay="10"
  22. This is why I suggested they scaled animals base on whether it's an SP or MP world. They literally cannot hit a balance without accounting for world population. It's actually impossible.
  23. You can throw everything I said out the window. That's how it worked in A18. They changed it again in A19. They did fix it in Alpha 16 but I'm living in some bizarro world where everyone collectively has amnesia and have all forgotten that it happened. I'll say this, if they change the stats from dismember chance, they'll remove the most broken perk interaction in the game.
  24. The Gun Parts system isn't my hill to die on, but I'd be remiss if I didn't point out that Gun Parts added a more compelling late game than anything the game has had since.
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