Krougal Posted November 29, 2018 Share Posted November 29, 2018 It does indeed feel like where in A16 people complained zombies destroyed walls quickly, in A17 they destroyed them... a lot quicker. With the (10% per each zombie?) damage bonus the zombie horde gets, they seem to just tear through blocks like there's no tomorrow. I did a quick test, lvl 50 (which is still fairly mid level, can barely make the motorcycle), day 7 horde, and there were wights. They do base 250 hp against blocks per hit. Not even counting the extra damage for being in a horde. That's not a lot of hits to destroy even a concrete block, and while rconcrete or steel fares a bit better, that's just 1 wight And since they all seem to home in on the "easiest path" there's more in one spot too. An issue in A16 was heavy hitting zombies, and not enough (quantity) of zombies. But you could bump up the quantity. Now they're so deadly bumping them up just means you get a rubble around you faster, as there's no way you can actively handle 12-16 zombies at a time and prevent them from bashing your "castle" down I like the horde bonus. I like having some heavy hitting zombies. But I'm not sure making base walls weaker is the way to go. Just the horde bonus alone makes it a lot harder to defend against. /V - Yeah, I gave your latest A16 base a try out in A17, (but in r-crete not steel). I think it's current survivability is more due to the 8 shotgun turrets firing pretty much non-stop. Although it did get breached eventually, but then I'm not sure if it was cause of the turrets themselves (I got friendly fire on and they were wasting me even lol) It didn't do "horrible" but certainly not the awesome meatgrinder it was in A16. I didn't get a chance to try it without the turrets, screamer horde spam made the game laggy AF. Looking forward to your A17 designs. Link to comment Share on other sites More sharing options...
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