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davdes

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Posts posted by davdes

  1. 21 hours ago, Vaeliorin said:

    They've intentionally nerfed the use of axes as weapons.  There was a period where they were just as (if not more) effective as the normal melee weapons, and apparently people were foregoing using a normal melee weapon for the axe, since it saved them an inventory slot, and The Fun Pimps didn't like that.

    I see. But in that perk you would have to invest skill points into it for this to render it viable. This is not like It could (and formerly was) be used by everyone and be effective when fighting with it. You would dedicate yourself into the art of axe fighting as main melee weapons, this would be your speciality since you invested a lot of skill points from leveling up your character into it, just like another would invest himself into clubs, sledgehammers, knives or spears. Without investing points into it, the use of axes against zombies would be less effective as it is currently in the game.

  2. My new perk weapons suggestion:

     

    This perk would be oriented towards the use of already existing axes/chainsaw inside the game as melee weapon speciality (Lumberjack style!), and would go well alongside 'The Fireman's Almanac' (ex: Vol 3: increase attack speed with axes 5%) The speciality effect of the melee side of this perk with axes would be that it's pretty effective in decapitating/amputating zombies' limbs. This new perk's tier list of melee weapons would be as such:

     

    1. Stone axe

    2. Iron Fireaxe

    3. Steel Axe

    4. Chainsaw (still using gas can as ammunition)

     

    Concerning this new perk ranged weapons, they would be oriented towards the use of incendiary weapons (pyromaniac style!), exploiting more for instance the burning effect of setting a zombie on fire (debuff of fire damage overtime) already existing in the game. The debuff of fire damage overtime would do more damage as you are investing more points into this weapon speciality. This new perk's tier list of ranged weapons would be as such:

     

    1. Slingshot (uses common stones as ammunition, as weak as the stone arrows it would be!)

    2. Lighter with Spray Can (could use coal or nitrate powder as ammunition, it would be like a flame thrower weapon, sending a row of percing fire setting every zombies on fire within the straight trajectory. Medium range.)

    3. Napalm Launcher (could use gas can / gun powder as ammunition, it would be ressemble just like the rocket launcher weapon principle, except that instead of throwing explosing rockets doing direct high damage, it would throw a ball of fire doing an area of effect on impact, knocking down zombies, setting them on fire, and doing a lesser amount of direct damage on impact, all of this inside the area of effect. Long range. Would be very effective against big hordes and during blood moons!)

     

    They could also remove the Explosive weapons (Perk) from Perception skill page (which doesn't make sense being there anyway when you think about it) and put it in that new perk instead, that would go well alongside with the philosophy of the pyromaniac using incendiary weapons and explosives.

     

  3. My suggestion for a new type of mission offered by traders is:

     

    Invasion: ''Small waves of zombies will spawn inside the mission's area overtime throughout the mission walkthrough and will stop as soon as all the mission's objective(s) is/are completed. (For example: a small wave of zombies spawning every 5 minutes that have passed since the start of the mission.)''

     

    This kind of mission would of course give a bit the feeling of a blood moon, but in a different context, adding pressure and challenge to the player(s) completing that particular type of mission. This type of mission, just like the 'Infestation' one, would also be equivalent to an additional mission tier in difficulty.

  4. I have noticed that somewhat on Infestation missions from tier 4 to 6, that the last switch to be activated just before the end of mission that triggers a hard spawn of zombies is often bugged. There is often no possible interaction to have with that specific end switch, which results in an inability to finish the mission, because the zombies spawn doesn't appear even if you break the locked door. It requires the trigger from the switch to occur. Please fix this.

     

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