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Unbalanced weapons (ALL)


Jacoviz

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I think that weapons are too unbalanced.

First: wood club and iron club have the same amount of damage. This make no sense since a club with iron on it would make it more painful.

Second: Fireguns are too weak. The shotgun is just too much weak and it can't even throw away enemies, they stand still and receive a small amount of damage.

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First unlock skill points in guns then compare unbalanced weapons. Your suppose to be weak in the early game. There is no easy way in the early game.

 

Yes but a firearm should be really more powerful than a melee one. Right now it feels like the melee is like the ranged. No sense.

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First unlock skill points in guns then compare unbalanced weapons. Your suppose to be weak in the early game. There is no easy way in the early game.

 

I would think the right way to compare weapons is without perks or skills. Perks and skills should make weapons better, not be required to make them feel as expected.

 

Currently the rocket launcher takes several shots to destroy wood panels. One-inch wood stronger than high explosive rocket? That's just odd.

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I would think the right way to compare weapons is without perks or skills. Perks and skills should make weapons better, not be required to make them feel as expected.

 

Currently the rocket launcher takes several shots to destroy wood panels. One-inch wood stronger than high explosive rocket? That's just odd.

 

Agree. A gun is a gun and if you hit it makes the same amount off damage.

To balance weapons I think guns should be rarer. If you are lucky enough to find one you can do some serious damage.

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Agree. A gun is a gun and if you hit it makes the same amount off damage.

To balance weapons I think guns should be rarer. If you are lucky enough to find one you can do some serious damage.

 

The other balance element should be noise. I haven't found enough guns to have an opinion on rarity, but the way zombie senses are hypertuned to even the tinitest of noises right now means that you don't notice much difference when you make a real racket.

 

I think zombies should be generally less sensitive, but when you use guns, they come out of the woodwork. Make the guns feel like powerful weapons so there is still incentive to use them, but also create incentive to use quiet weapons.

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Wait what? Why do wood and iron clubs have the same damage??? What the hell's the point in upgrading weapons if they all do the same damage?

 

It's all about those mods and level-gated-because-we-can't-be-treated-like-adults perk system. You're not allowed to 1-shot zombies anymore.

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Hopefully this is just a balancing issue that will get ironed out.

 

Come on now. You've been here longer than I have to know better. This is the 'new thing', so it's going to stay through the whole alpha version 'because they'll get used to it'. Weapons do so little damage it's virtually impossible to do anything 'broken' with them, so there's no priority to do a damn thing.

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Because you can only install spiked mods into an iron club and THEN it does a lot more damage.

 

Really? Because that is not what the description of the mod says at all. Also, you guys have the description for the duckbill mod and the choke mod for the shotgun backwards. Well, let's hope the description is backwards and not the actual mod effects anyway.

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Wait what? Why do wood and iron clubs have the same damage??? What the hell's the point in upgrading weapons if they all do the same damage?

 

Yeah I just checked the XML.

 

Sure enough, wood and iron club are the same.

 

Entity damage = 15

 

Well.... it did.... now iron is 16.

Yay modding!

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Yeah, the firearms seem really nerfed. Even the most gun-illiterate person should blow a zombie's head clean off with the sawed-off + buckshot +headshot at 1ft. Very underwhelming after the initial "FINALLY, I found a shotgun and some ammo, I'm OK!".

 

The shotgun says 7 damage, but its really 7 times how many pellets. I agree though the guns are very underpowered. the marksman rifle (aka old sniper rifle) has a dmg of.. 50. my fireaxe does more than that on a power attack. I also wish weapon damage would factor in your perks and show you on the weapon what you'll do with it. Maybe even show a headshot damage stat. Overal though the guns need a balance pass, as does the food. The pistol IMO should do at least as much damage as the wooden bow with steel arrows.

 

The whole progression as a whole just doesn't feel rewarding with most of the perks. The gun/archery perks, should add some entity damage as well as its other stats, I look at those perks and have 0 plans to take them because they just seem like a waste of points. more entity damage though would make me more tempted. The master chef perk is broken, perk lv 2 stuff often give less food than something you can make with perk level 1 (Bacon and eggs has more max stamina than most of the lv 2 perk stuff and its a lv 1 perk food).

 

Speaking of food, did they fix mushrooms? in a16 they only grow if the player is nearby and they take forever, is this fixed in a17? Or do we still have to literally sit there and watch the grass grow like in A16.

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Second: Fireguns are too weak. The shotgun is just too much weak and it can't even throw away enemies, they stand still and receive a small amount of damage.

 

If you want to keep your shotgun before "player" Level 12, you can add points into Perception along with Shotgun Messiah + Boom! Headshot, but you probably won't be able to repair until Intellect + Advanced Engineering so it could degrade super-fast.

 

And the harvesting animation is painfully slow. Maybe unlocking some perks might help but levelgating seems to have kicked up quite a storm.

 

You want to look at Strength's Sexual Tyrannosaurs and Flurry of Blows. But you'll have a stamina problem probably, so you'll also need Mother Lode and then switch over to Agility with Rule 1: Cardio.

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Hmmm... not sure this is right when you consider a stone arrow has a dmg of 25?

[ATTACH=CONFIG]25417[/ATTACH]

 

The value there is wrong, it does 7xhowmany pellets, I've 2 shoted most normal non-fat zombies with the shotgun, so don't trust what you see there fully. See here is the shotgun ammo.

 

<passive_effect name="EntityDamage" operation="base_set" value="7"/>

<passive_effect name="BlockDamage" operation="base_set" value="5.4"/>

<passive_effect name="RoundRayCount" operation="base_set" value="8"/>

 

Raycount=how many "pellets". so it does 7x8 damage assuming all pellets hit. 56 base dmg, 150% headshot base multiplier, makes it 84 dmg if all pellets hit the head. Slugs however have a damage of 100, and only 1 ray, so they do almost double the damage of the buckshot across the board. I just wish they had a more realistic recipie.

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This all looks just one step away from "requires level 12 to equip". :/

 

And I love progression in games. I am total in favor for perks and levels, unlike other players. But finding a rare weapon at lower levels, should make it powerful. You cant even repair it yet. Not be bad until you are higher level and can install mods.

 

And the wood vs iron club doing same damage bc of mods? I disagree too. Having different mods is a good idea. But come on, one is a wood club and the other is an iron club, at least add in some difference before mods.

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The value there is wrong, it does 7xhowmany pellets, I've 2 shoted most normal non-fat zombies with the shotgun, so don't trust what you see there fully. See here is the shotgun ammo.

 

<passive_effect name="EntityDamage" operation="base_set" value="7"/>

<passive_effect name="BlockDamage" operation="base_set" value="5.4"/>

<passive_effect name="RoundRayCount" operation="base_set" value="8"/>

 

Raycount=how many "pellets". so it does 7x8 damage assuming all pellets hit. 56 base dmg, 150% headshot base multiplier, makes it 84 dmg if all pellets hit the head. Slugs however have a damage of 100, and only 1 ray, so they do almost double the damage of the buckshot across the board. I just wish they had a more realistic recipie.

Ok so of it is like that it is better that they are it to the stats. I want to know the damage of a weapon so i want to read "damage: 7x8". Another thing is: ok, i like that you have a perk that increase the skills with that weapon but an increase of damage have no sense. Maybe with the ability you can reload faster, be better in manage the recoil, best precision, ecc..

The damage should be the same in any case, improvable only with mods.

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