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Leviwulf

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Everything posted by Leviwulf

  1. Any chance we'll ever see robotic turret ammo added to loot tables / shops? As someone who loves playing int builds I often find myself resorting to only using sledge turrets due to not being able to get any decent amount of ammo for the turrets. The changed recipe helped things out a ton by making them more affordable then they had been, but it's still a bit of a slog to spend a day scrapping vehicles down for about 10 minutes worth of ammo. Would be nice to be able to come across them as often as I do 9mm, which eats through ammo at a similar rate but is much more common.
  2. Hey absolutely love the mod and your work, just wanted to drop in with two quick questions! First, are you planning on taking a look at skill training rates at any point? I'm my groups primary lockpicker and I feel like it's absolutely impossible to level it up. We're on day 18 and I'm still level zero because I die more often than I gain levels. By comparison I have 13 levels in weight lifting, 5 in athletics, 11 in missions, and 16 in pipe weapons, which I didn't even use until around day 13. There area few skills that I feel end up really suffering from a lack of xp gain (Those that come to mind immediately would be healing, trading, lockpicking, and looting) Second, is lockpicking meant to be as absolutely unforgiving as it is? I have three ranks in the lockpick skill, and the locks that are in nearly EVERY building at this point are literally less than pixel perfect on a 1920 by 1080 screen. I'll be too far to the left, move my mouse as little as I can with dpi minimized to the right and be too far to the right. At the very least the "Sweet spot increase by 12 degrees" doesn't seem to be working on multiplayer servers. Although I haven't been able to find any bobby pins so maybe the perks only work with those and not lockpicks? Quick note btw, I'm on version 2.5.09 so some things may have already been addressed : The pipe weapons book is still called Tech Weapons, may want to look into updating that when you've got the time!
  3. Hey just wanted to follow up now with a bit more playtime under my belt on the robotic turret ammo. Experience-wise, I think the big problem is there's no source of robotic turret ammo other than crafting. I can buy or find smg ammo etc fairly easily late game, and junk turrets not only have more expensive to craft ammo per bar (previously mentioned 1 bar to 2 ammo vs 2 bars to 10), but deal less damage per bullet than basically any other weapon, on top of not headshotting nearly as often due to the fact they're auto aimed if you place them. Overall they're already the worst "guns" in the base game, made usable only by the fact you can place three of them, and this mod just nerfs them to the point of near unsuability. You'll go through an entire in game nights worth of bullet crafting in around 20 zeds and you end up relying solely on sledge turrets to fight anything, which also don't work very well.
  4. Any intentions to fix the electrocutioner perk in A20? It's been broken since A19 in that when you level it up the stun duration just.. doesn't increase.
  5. Robotic Turret Ammo seems ridiculously expensive compared to every other ammo. Even for .44, for 2 ingots (brass and lead) and gunpowder, you get 10 bullets. Compared to robotic turret ammo, which is used a lot faster, deals a lot less damage, one ingot will only make 2 bullets. Of course I'm just starting out so maybe I'm missing something.
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