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BenjenIsBack

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Everything posted by BenjenIsBack

  1. Ok i tested it and with military and the right perks and mods you can actually get bonuses, still could not test "noise levels" since while crouching in both cases still says 35 so I do not see any analytical way to test it. Found also something weird about temperature but that is another topic.
  2. In a game I was doing in creative to test armors, I went to the snow biome (more mobs to kill, so easy for testing). I have noticed that when "feels like temperature" is 32 F I get the "freezing debuff", while the wiki says I should be getting the cold debuff with no penalties. Did something change and the wiki is not updated? Which are the "true" temperature margins"? With 58 F I get the cold warning. Note: there is wind but it is not snowing so no wetness if this information helps. Also I cannot find the "real" temperature in the map as stated on the wiki. Is there a way to find it? How does wind and snow/rain affect it? (In the wiki it says rain is already computed in the modified temperature but I would not be surprised if even that is wrong) Thanks in advance
  3. Hi again, This time I write with a question about how the penalties that armor gives are calculated. Each piece of military vest gives: -4% mobility -5.6% stamina regen reduction +10% noise So for 5 pieces, it should be -20% mobility -28% stamina regen and +50% noise. Is this correct? Then lets suppose I put as mods Customized Fittings and Advanced Muffled Connectors, which would give for each armor piece: 3% mobility 5.62% stamina regen -8% noise So with all 5 pieces equipped with these two mods I should have: -5% mobility, no stamina regen penalty, +10% noise. Now the questions become tricky: lets look at light armor and from the shadow perk trees. Are those reduction applied before or after the mods? or in some other ways? So the question really is, with both of them at max level, do I get: Scenario after mods: -1% mobility, no stamina regen penalty, 5% more noise (not sure about math about noise) Scenario before mods: +10% mobility (positive? or capped at 0?) +14.1% stamina regen (again positive? or capped at 0?) -15% noise Also how much is the base stamina regen? how is the percentage from 1 rule cardio calculated? (yes I am doing the math about agi build) I know the question might be all together very hard to answer, so if you even know only a partial answer (how one stat works) feel free to point only that out. Thanks in advance to those that are willing to satisfy my curiosity.
  4. https://ibb.co/TvnBWRd So as u can see, is somewhat possible. I was kinda lucky because: 1) trader had working work bench so no need to create my own yet 2)dropped a wrench 3)dropped a wire tool it is still work in progress though, as you can see the structure is mostly wood blocks and wood frames cause no time to get more resources to upgrade. I did not have enough dart traps (only about 280) which ended pretty quickly but I had the impression they missed too often. After the dart finished I used a pistol I bought from the trader but had not enough ammo so later I switched to bow and arrows. I might try dart traps from the ceiling or from in front of the zombies, which one would be better? also I was thinking a blade trap from the ceiling and moving the electric fence 1 block down so 1 block tall zombies (dogs and spiders) also get hit. Any further suggestions? And again, thank you for your help!
  5. No it is not about challenge, it is about how to fight the horde. With an int build, what weapon are u going to use for the first blood moon? Are u just gonna go on the roof of a building and pray it does not collapse before 4 am? How do u deal with it? Unless of course drops help with guns or similar but that aint guaranteed. I am trying to avoid to spread the points in all the trees so that’s the hard part.
  6. Good day to all you readers, this is my first post and I need the opinion of more expert people in the game regarding an idea for a base for a day 7 horde (with modifications for later). Going with int to unlock lvl 3 advanced engineering to get: a base in Cobblestone not on ground level but with pillars below and normal ladders to get to it, so that zombie will use the ladder and get into a corridor where at the end of it there is the actual door with some iron bars to shoot. Also in the corridor I would like to put 2 dart traps and an electric fence (so fence shocks zombies and dart trap kills them). To do so I would need lots of stone and clay for the structure itself (cobblestone) and then: 2 electric fences, 1 generator, 1 engine, 2 dart traps, 2 motion sensor, 1000 iron darts, 1 forge, a workbench, 1 claw hammer (for the workbench) and 2 wrenches (1 for the workbench). Then I would need to collect lots of stone, clay, some mech and electrical parts (about 50-60 each) less than 20 leather, 15 duct tape (i can also create it), 3000 iron, 3 short iron pipes, 9 forged steel and 165 forged iron or alternatively more iron and clay (2000ish iron and 1000ish more clay). Points wise I would spend all in int and advanced engineering until lvl 10 and 5 respectively, then go for strenght and its perks with shotgun perks, sex tyrex and miner 69 but that would be late game. If by day 4 or 5 I get a claw hammer drop good, else 1 point early in miner69, also same for wrench (point in salvage). So the only luck based element is finding some forged steel for the wire tool and some mech parts to make the first wrench if none drops. Do you pros think such a base with those required materials to get in time can be done by day 7? If not what would you change? I welcome any suggestion! Thank you in advance
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