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hiemfire

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Everything posted by hiemfire

  1. So that is the baseline for wasteland now. Ouch. It is supposedly supposed to be the last biome you do anything in, not that the traders in Navezgane got that memo...
  2. Is you're horde base a remodeled remnant? A tiered POI? Built in the middle of a field of rubble where the only the wasteland's difficulty modifier applies (remnants are the same)? Are you set up in the parking lot of a tier 5? As @Syphon583 and @Riamus are pointing out that affects what you will encounter on horde night. Heck, it'll affect what spawns in period depending on where you're standing when enemies spawn in.
  3. With TFP's naming conventions "Candyland" takes on a whole new meaning. 😁😆
  4. I hope they've invested in an asbestos undergarments company and have begun stockpiling. A very special subset of people are likely waiting with baited breath and HNO3 canisters primed for the reveal of the first three.
  5. Stealth needs to be fixed so it isn't so incredibly bipolar. When it works it is brokenly powerful, when it gets "shut off" (even in cases where the triggered game actions aren't targeting the player but are merely swarming the trigger point) the player is left with the perceived equivalent of being tossed into a pool of piranha with slit wrists and lead shoes. Modding being a thing that is supported doesn't change that stealth is broken. Edit: And I despise "Stealth" games. They are all hyper linear interconnected activity areas, like little bubbles on a string.
  6. No, they are not all spawned in from the outset, they have not been "spawned in from the outset" for several alphas now as a means to save processor load. In allot-most sleeper volumes they are spawned in in an inactive state when you approach the sleeper volume or cross into it. There are also trigger points and objects that are "flagged" to spawn zombies in when crossed or activated.
  7. <looks at tailgate> Well that explains allot...
  8. And change them as long as they notify users of the licensed product, which TFP did.
  9. Perfectly reasonable. No worries on that I get the feeling they never had to deal with nightime screamer chains in the wasteland.
  10. Rng locked and at a ratio of 20-1 (fiber to cloth), but eh.
  11. Why do we find junk turrets, which you think we "basically invent", in loot without having the skills needed to actually craft them?
  12. @theFlu & @Riamus We're 3 different usage cases coming to the same or similar conclusion, the switching turret ammo (other than shot) from using just iron to relying on lead for all three types without the buff to ammo availability that ammo for other weapons received has knocked the junk turret's usefulness as a weapon from on par/slightly stronger than other weapons to being questionable.
  13. At the cost of time mining/salvaging/crafting as you go and using a basic material needed for other things. Brass/paper, coal, nitrate and lead at the time were really only tapped into by ammunition (explosives is ammunition), farm plots (nitrate at least, though those are a craft once and you're done) and 2 or so drink recipes. Iron was used by nearly everything you'd craft in one shape or form. All 3 turret ammunition types require lead now instead of just the "Shot" type of ammunition. Not that I've seen any one using the "Shot" type ammunition for turrets, range is/was 2 and didn't hit anything but the surrounding environment when I tested it. Turret ammunition also either doesn't show up in, or is extremely rare to find, in loot or for purchase. The other ammunition types are allot more common to find. Mining is it. Find a node, hope it kicks enough out to cover you for a bit, barring that hope you find enough components, like car batteries, that break down into lead to keep them topped up.
  14. Iirc as long as no one is in it one can drift down from build limit to bedrock without taking damage.
  15. Can these be broken down into lead shot, which can be scrapped to lead, or do they return only gunpowder when scrapped like the other firearm ammunition? Ate into what was being salvaged for steel production by a fair bit when burning through larger tier 4s and tier 5s. Wasn't uncommon for me to have to craft more during a clear to keep the things topped up after they ate through a stack or two of ammo. check the health of the blocks, if any, passed where the zombies walk through and get shot at by the turrets. any misses or full pass throughs, when using ap, will do damage to those blocks. they also have a real bad tendency to shoot multiple times while swinging to aim at a detected enemy.
  16. This part may also be related depending on what their or the server's block damage setting are:
  17. I rewatched it. How it moved is just the normal for when someone is goosing the throttle (mashing sprint) and turning from a dead stop with any of the lighter vehicles in game. The Gyro amplifies it because it isn't in contact with the ground for long during a rushed takeoff. The crash was due to impatience. The vehicle being absolutely destroyed, from over 4/5ths health, with everything in it is complete and utter bull@%$# though.
  18. Wow the replies to that post... It's reddit so I should have been expecting most of them to be arrogant @%$#s when I went to take a look, but damn...
  19. The Gyro's health was at 88% before it clipped the light pole.
  20. From standing drop to the ground, do a push up, then hop up to full standing. Usually done with rapid jogging in place between cycles.
  21. Didn't Madmole say awhile back that player's should never feel safe in game? Bug or not, unless that philosophy has changed, I don't see them fixing it. Anticipating the movement of anything that can do lightspeed burpies at random is a laughable concept.
  22. If what they did with the buried supply missions is any indication, be ready for allot of random, nasty, spawns every hundred blocks or so of travel if TFP does implement this type of mission.
  23. Last I experienced the plane for airdrops is also tied to the ambient sounds slider.
  24. Iirc difficulty level (adventurer, nomad, warrior, etc.) only affects the damage the player deals and receives. It does nothing to affect what gets spawned in.
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