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meganoth

meganoth

2 hours ago, Scyris said:

Once your dealing with alot of ferals kiting is basically 7dtd in a nutshell. The guns do far to little damage for being guns and this even gets worse. Try killing a radiated biker in 1.0, its going to take multiple mag dumps to kill it, even if you hit the head with most of those shots, its stupid and unfun. A radiated biker has 1800 base HP btw with a +-15% variance. Even a shotgun with full perks is going to take a absurd amount of shells to kill 1 of those, and often, you can have several running at you at once. The game basically has turned into a hit and run game in v1.0, standing your ground will get you killed fast.

 

I like that many of the zombies are not push-overs anymore.

 

First of all, in any game with both ranged and melee weapons either ammo is very scarce (which is not the case here) or melee MUST have bigger damage as a compensation for the higher danger of melee combat. That usually means that ranged has unusually low damage if compared to reality. But thats the crux, this is a game, not a simulation.

 

Secondly this is supposed to be a horror-themed game, there should be enemies where you are NOT perfectly safe in the knowledge that you can always simply mow them down with your gun when you get surprised. In the first trwo weeks feral enemies should be highly dangerous, and until now they never were, unless you played on insane.

 

That isn't to say that some class that previously relied on simply standing your ground and shoot everything to smithereens might not need some adjustment now. Balancing is a never-ending task.

 

 

meganoth

meganoth

2 hours ago, Scyris said:

Once your dealing with alot of ferals kiting is basically 7dtd in a nutshell. The guns do far to little damage for being guns and this even gets worse. Try killing a radiated biker in 1.0, its going to take multiple mag dumps to kill it, even if you hit the head with most of those shots, its stupid and unfun. A radiated biker has 1800 base HP btw with a +-15% variance. Even a shotgun with full perks is going to take a absurd amount of shells to kill 1 of those, and often, you can have several running at you at once. The game basically has turned into a hit and run game in v1.0, standing your ground will get you killed fast.

 

I like that many of the zombies are not push-overs anymore.

 

First of all, in any game with both ranged and melee weapons either ammo is very scarce (which is not the case here) or melee MUST have bigger damage as a compensation for the higher danger of melee combat. That usually means that ranged has unusually low damage if compared to reality. But thats the crux, this is a game, not a simulation.

 

Secondly this is supposed to be a horror-themed game, there should be enemies where you are NOT perfectly safe in the knowledge that you can always simply mow them down with your gun when you get surprised. In the first trwo weeks feral enemies should be highly dangerous, and until now they never were, unless you played on insane.

 

That isn't to say that some class that previously relied on simply standing your ground and shoot everything to smithereens might need some adjustment. Balancing is a never-ending task.

 

 

meganoth

meganoth

2 hours ago, Scyris said:

Once your dealing with alot of ferals kiting is basically 7dtd in a nutshell. The guns do far to little damage for being guns and this even gets worse. Try killing a radiated biker in 1.0, its going to take multiple mag dumps to kill it, even if you hit the head with most of those shots, its stupid and unfun. A radiated biker has 1800 base HP btw with a +-15% variance. Even a shotgun with full perks is going to take a absurd amount of shells to kill 1 of those, and often, you can have several running at you at once. The game basically has turned into a hit and run game in v1.0, standing your ground will get you killed fast.

 

Sorry to say that, but I like that many of the zombies are not push-overs anymore.

 

First of all, in any game with both ranged and melee weapons either ammo is very scarce (which is not the case here) or melee MUST have bigger damage as a compensation for the higher danger of melee combat. That usually means that ranged has unusually low damage if compared to reality. But thats the crux, this is a game, not a simulation.

 

Secondly this is supposed to be a horror-themed game, there should be enemies where you are NOT perfectly safe in the knowledge that you can always simply mow them down with your gun when you get surprised. In the first trwo weeks feral enemies should be highly dangerous, and until now they never were, unless you played on insane.

 

 

 

meganoth

meganoth

2 hours ago, Scyris said:

Once your dealing with alot of ferals kiting is basically 7dtd in a nutshell. The guns do far to little damage for being guns and this even gets worse. Try killing a radiated biker in 1.0, its going to take multiple mag dumps to kill it, even if you hit the head with most of those shots, its stupid and unfun. A radiated biker has 1800 base HP btw with a +-15% variance. Even a shotgun with full perks is going to take a absurd amount of shells to kill 1 of those, and often, you can have several running at you at once. The game basically has turned into a hit and run game in v1.0, standing your ground will get you killed fast.

 

Sorry to say that, but I like that many of the zombies are not push-overs.

 

First of all, in any game with both ranged and melee weapons either ammo is very scarce (which is not the case here) or melee MUST have bigger damage as a compensation for the higher danger of melee combat.

 

Secondly this is supposed to be a horror-themed game, there should be enemies where you are NOT perfectly safe in the knowledge that you can always simply mow them down with your gun when you get surprised. In the first trwo weeks feral enemies should be highly dangerous, and until now they never were, unless you played on insane.

 

 

 

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