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Kazgrel

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Kazgrel last won the day on January 16

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About Kazgrel

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  1. I'm baffled over how much crying the whole primitive loot thing has caused in general because I'm easily well into T1 loot by day 7-10 (usually much sooner, 4-5 to be specific). No points in LL, playing on Insane difficulty, loot % at default. Maybe because I'm usually on with 1-2 other folks, tho. In my only solo run of A19 (and period, since I prefer to play MP), I was in T1 loot consistently after day 7. I did put points into Int and bought a bunch of decent stuff, tho (g4 auto shotgun on day 12, lul). So it'll be interesting to see how trader loot balancing + the proposed biome + poi modifiers make looting in later builds (be it A19 patches or A20 and beyond)
  2. Use Nitrogen to create a map, since it actually utilizes all the T5 buildings. In all my times using standard RWG I've seen the Higashi Tower once and never saw CAB Tower or Dishong Tower.
  3. Loosely related, I noticed that the military and steel armor my group and I had accumulated appear to have been nerfed as of today's 19.1 patch. I had several pieces of military that were 11 armor (one of them was 12) and now they all are all at 10. All of the are g6 save for the stealth boots I'm using (g5) and those are now 9 armor instead of 10. Couple of g6 steel pieces we had stored away are now 13 armor instead of 15. Didn't see any mention of it in patch notes tho ☹️
  4. FWIW, we swapped out our SMG turrets for shotgun turrets (aimed inward at base door/walls) and those take care of the screamers with 3-4 hits tops. Only good we've seen the SMG turrets do is at our horde base, where they are set up for buzzard killing duty, which they handle fine...yet shooting a stationary target on the ground completely baffles them.
  5. Wondering if anyone else has observed this, or maybe this was an intentional change I missed: SMG turrets, often a cornerstone of our crafting base builds to ward off screamers and occasional wandering hordes while we tended to crafting duties, aren't able to hit the broad side of a barn as of A19. I've adjusted them to the point where they almost point directly down (to minimize them trying to hit targets from far away) and I've yet to see them manage to kill a screamer before she got to our base. One caveat/difference between our A19 playthroughs and previous alphas, though: We've gone from Warrior to Insane difficulty. Yeah, zombies are gonna take more hits to kill, but these turrets are literally missing targets that are standing still.
  6. They are obnoxious but haven't taken the crown from Morrowind's cliff racers...yet
  7. Can't say I'm a huge fan of removing T2 weapons from perks with b163. I would've rather seen them moved to rank 5/5 of their respective weapon perks to give additional value for going all the way to master a particular weapon (and as a wee bit of RNG protection). In my current playthrough I ended up essentially skipping pump shotgun since I had the schematic for the auto shotgun. It's no game breaking change by any stretch and I'll adapt to it, though.
  8. Hate to see the nerf because glue has become comically easy to obtain now with the bazillion animals out and about. Our "hunter" player (perked into animal tracking and 3/5 on the meat harvesting perk in Fortitude) single handedly got about 2 stacks of bones from all the animal kills in a span of 2 hours of play. Not to mention the mountain of raw meat also obtained...lol
  9. I've a dedicated server and had to reboot it twice to stop that from happening. Working fine now.
  10. Those POIs are nuts; I've had 3 different playthroughs where I've found one and walked out with enough BDU sets for my entire group of 4-5 and then some...not to mention almost all the dye we could ever need.
  11. Like: - Visual updates: Lighting, new zed models (minus how they sometimes appear to be wrapped in saran wrap...going for fresh blood/gore maybe?) Minus that quibble, the visual upgrades to the game have been absolutely fantastic and I hope to see this trend continue up to gold - Ragdoll physics, from the way the zeds hit the ground to how they do cartwheels when hit with a club/sledge power attack - Dynamic music (for the most part) - Melee is a bit more fluid than in A18 (and being I primarily play Strength builds, I put in plenty of melee on every alpha for the purpose of saving ammo) - Auto Shotgun is an absolute monster; I place it in a pantheon with the Halo 1 shotgun and the auto shotgun from the original Turok N64 game (which, while firing faster, didn't shred through 3-4 targets at a time) Yet to run into demolishers yet, though, and I have yet to get the SM book for crafting slugs, so maybe things get dicey later... - Trader to trader quests are a nice QoL change - HUD indicators also a nice QoL (wouldn't be upset if option to disable them is present but I plan to leave them as-is) - Dig site indicator for buried treasure quests/maps is a nice change (provided the treasure isn't buried smack under a road) - Loot progression: Going from primitive stuff (which isn't total utter garbage anymore) to basic weapons then the wild stuff feels really good. Pretty sure I fired a blunderbuss more in my first in-game day in A19 then all of my time in A17 and A18 put together - Sneak damage changes: Much needed to make stealth-based builds worth doing Dislike: - RWG didn't want to play nice for me; generated 2 8k maps, both of which essentially had the same biome layout, with one of them literally having nothing in the wasteland biome; this irked my group since we wanted to do a playthrough being based in that biome, but being several km away from literally anything was simply obnoxious. We opted to go with an all-wasteland map thanks to Nitrogen. I'd recommend picking Damocles' brain for help on that, because that tool is a godsend. - Dynamic music: The combat theme basically serves as a warning that you have 3+ zeds inbound. That's my biggest gripe with it (instead of the "omg it plays all the time" complaint). Gives the player a second to analyze the situation that (if the music didn't kick in) might end with surprise zombies up the player's butt - Stamina: At first I thought this was simply due to being in heavy armor with minimal perk investment, but even with no armor on at all, stam usage is unreal this go around. Mining is even worse now, although once an auger comes into play, that point becomes moot. Sex Rex is pretty much a requirement for anyone in heavy armor (which makes the fact it got moved to strength such a relief). Combat is becoming more bearable in my most progressed playthrough since I have 4/4 heavy armor + 4/4 sex rex + 3-4 customized fittings installed + ergo grip. Blackstrap Coffee is pretty much every miner's best friend now, far moreso than it was in A18 - Junk...erm Robotic Sledge: Best use my crew has found of that thing is that it has a chance of launching a friendly player through the air when smacked with it (we have pvp disabled, tho). Buddy of mine managed to launch me over a car lot building doing this...rather hilarious although I suspect it's a bug (think Skyrim giant clubbing you, only not quite as wild) - TAR and Sniper Rifle: Sucks that they aren't working properly with scopes and other mods, but seeing that it was in the preview streams, it's a known thing and (I'm pretty certain) will be addressed - Traders: With the ideas being tossed around about how working quests for traders will eventually get the attention of Noah/Duke, it seems players will be strong armed into doing quests for them. Not necessarily an A19 specific complaint, though. However, finding a Desert Vulture on sale at the first trader I got to on day 1 was a bit wild, to say the least. Couldn't afford it (almost 6k), but still; hope to see trader loot progression tied to/akin to that which players get via looting Jury still out: - Perk rebalance: Overall, it seems good. Heavy Armor being moved to Strength makes sense and actually opens up some hybrid build possibilities, although one could argue it basically has strength replacing Fort as the top dog perk tree. Were it not for being my group's farmer/gardener, I probably wouldn't have any points in Fort now aside from the single point in Healing Factor (which is literally first thing I put a point in every playthrough). Living off the Land rank 3 only granting 3 crops per gather is weak; should have Super Corn recipe also, IMO (I'm sustaining a group of 4-5 players just with rank 2). Giving the 30 stam per kill on rank 3 of Flurry (combined with heavy armor moved to Strength) makes a light armor fist build a possibility (and a nice variety of weapon choices with Fort + Agi). Bicycle parts requiring workbench, which requires int of 4, which also makes minibike possible to build...bit janky there. Bulk gas/gun powder crafting being moved further into trees hurts (Grease Monkey 4 for gas, Demo Expert 3 or 4 for gunpowder), but honestly seems more reasonable
  12. Made a new 8k map, which took my rig 20 mins. We played up to day 9 then realized our plan to set up base in the wasteland would be nothing short of awful because the seed generated no roads there nor any cities. Ended up going back to Nitrogen, which has already been updated thankfully. Nitrogen churns out 8k maps in 2 mins, btw.
  13. Therein lies one pet peeve of mine with demolishers; you're almost better off either using a POI as a horde base or simply using an open field to run around and shoot everything.
  14. Are the durations affected by the Iron Gut perk?
  15. That's fine and all, but comparing those to something like the book series that fist weapons/unarmed is getting in A19 and it's a bit underwhelming. I'm going to go with fist weapons/brawling in my first A19 build as my melee option simply due to how beefy that new book series is for them. I'll probably be on guns for horde nights anyway, so why not have a bit of fun when out looting by drinking beer and punching zombies 🙂
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