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The Lone Badger posted:7) Vehicle. Crashing a car into the wall at decent speed can often create a handy opening. My go-to for opening up gun stores.
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# ? Aug 11, 2015 15:16 |
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# ? Mar 28, 2024 23:35 |
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The Lone Badger posted:You'll often need a hacksaw to remove the bars and get to the console. Can a vehicle bash through a vault's metal walls? And drat can a hacksaw really get through grates? I've been getting to the console by sledgehammering through bank walls instead.
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# ? Aug 11, 2015 15:35 |
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In the continuing adventures of 'holy gently caress why are there so many special zombies', I just killed six hulks all camping in the same house. E: Now having to defend the pile of corpses from an endless stream of Zombie Necromancers, I just killed number four and there's at least one more that I can see. Shady Amish Terror fucked around with this message at 16:18 on Aug 11, 2015 |
# ? Aug 11, 2015 16:13 |
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Shady Amish Terror posted:In the continuing adventures of 'holy gently caress why are there so many special zombies', I just killed six hulks all camping in the same house. I really don't like how the game prioritizes zombie necromancers last when it picks targets to (f)ire at.
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# ? Aug 11, 2015 16:22 |
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look at these puny sub 20 strength character players that can't get into non-metal buildings with simple tools.
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# ? Aug 11, 2015 20:14 |
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Shady Amish Terror posted:In the continuing adventures of 'holy gently caress why are there so many special zombies', I just killed six hulks all camping in the same house. There are so many specials in the current dev builds because the default setting for zombies evolution is set to one day, that means they have a 50% chance to evolve every single day. That will run away from you very quickly indeed and it's kinda insane, i toned it down to 4 in my current game and it's a lot more reasonable.
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# ? Aug 12, 2015 05:10 |
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Kafouille posted:There are so many specials in the current dev builds because the default setting for zombies evolution is set to one day, that means they have a 50% chance to evolve every single day. That will run away from you very quickly indeed and it's kinda insane, i toned it down to 4 in my current game and it's a lot more reasonable. Jesus Christ why
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# ? Aug 12, 2015 05:33 |
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Kafouille posted:There are so many specials in the current dev builds because the default setting for zombies evolution is set to one day, that means they have a 50% chance to evolve every single day. That will run away from you very quickly indeed and it's kinda insane, i toned it down to 4 in my current game and it's a lot more reasonable. gently caress, I indirectly noticed this, I didn't do anything except run from zombies and evade them (hurray night vision) for the first season or two, and now its an ~event~ when I see a zombie that doesn't have a modifier of some kind.
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# ? Aug 12, 2015 05:41 |
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Kafouille posted:There are so many specials in the current dev builds because the default setting for zombies evolution is set to one day, that means they have a 50% chance to evolve every single day. That will run away from you very quickly indeed and it's kinda insane, i toned it down to 4 in my current game and it's a lot more reasonable. I had noticed that setting and had no idea how it worked, the wording is kind of obtuse. Yeah, that really does explain a lot. My character is at the ridiculous 'murder all things with a broadsword while listening to MP3's non-stop' stage of development, and is no longer as bothered by it, but I am a little surprised I made it to that point while wading through so many specials. As an aside, Hulks are no longer TOO much of a threat to this character, but there is a tag-team of zombies that is still completely absurd and potentially lethal; Grabber Zombies (and Grappler Zombies), and the entire acidic zombie line. Something is really fucky with the grab/knockdown mechanics and if you happen to be in a pool of acid when these things happen your pain can skyrocket in a single turn even if you're armored enough to mostly shrug off the attacks. Once it went all the way to triple digits, crippling me; I think I may have just save-scummed there, which I have no regrets about after losing two characters just to the lighting system going haywire.
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# ? Aug 12, 2015 06:23 |
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It's really bothering me that guns seem really underpowered. I remember in the much older versions (I think I started playing right around 0.6 or 0.7) that a pistol backup was an essential weapon. In 0.c why do I do ~50 damage on a hit with a wooden katana but a .44 magnum only does ~40? And the dispersion is so bad on the .44 magnum that I basically have to be shooting at point blank anyway. Pistols seem to have just-more-than melee range with limited ammo and less damage than a good melee weapon. I have almost 0 "confidence" accuracy at 6 tiles with a SW 629. Trying to carry a gun to take out the serious ranged threats of spitters and shockers is just futile because guns have such poor accuracy at range that they get into spitting/lightning range before you can shoot them to death anyway. Melee is just so much better- my current character has 20 in melee and only 10 in marksmanship despite the fact I always carry guns. Melee now feels as overpowered as archery used to be. I'm thinking about making a mod to seriously buff firearms- going through and reducing dispersion, increasing range for all weapon and ammunition types. If I finish it I'll throw up a download link. Bilal fucked around with this message at 08:37 on Aug 12, 2015 |
# ? Aug 12, 2015 08:20 |
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That is one of the quirks of the game's design. For what it's worth, archery is STILL overpowered, especially compared to guns. Not all guns are bad in Cataclysm, either; long rifles are often serviceable for picking things off at a distance, and shotguns and grenade launchers can absolutely wreck faces. Handguns, however, are and for a long time have been really, really weak; typically the only things worth using that use the handguns skill are pocket shotguns.
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# ? Aug 12, 2015 08:37 |
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Handguns got adjusted some in recent experimentals. 9mm ammo was buffed, .45 was nerfed, and .454 and .500 hit like drat trucks now. But honestly I never use the handguns skill for handcannons. It's either for lightweight bootleg SMGs (L39B series, RM232) or the short shotgun. Which is the bestest pistol. The L39B and L39B-45 are good ways to make use of super common ammo and carry a portable solution for downing manhacks etc. The main appeal of firearms is being able to pile on the torso encumbrance for carrying capacity. The secret appeal of firearms is the high high action speed at high skill levels. Pistols bottom out at 10 time units per shot at skill 7+, which means you can empty an L39B's 21 round clip in less than the time it takes to throw two punches. SMGs bottom out at 20 speed, rifles at 30, shotguns at 70, and archery at 20 + reload time since you gotta load the thing every dang shot.
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# ? Aug 12, 2015 09:20 |
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Okay so those who play around with experimentals a lot: Are worlds transferrable between builds, or do you just roll new ones each time?
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# ? Aug 13, 2015 03:21 |
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99% of the time yes. 1% of the time something goes horribly wrong.
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# ? Aug 13, 2015 03:38 |
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Artificer posted:Jesus Christ why That doesn't sound intentional, more like something someone left in for testing purposes to me. Worth reporting in their issues tracker.
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# ? Aug 13, 2015 05:19 |
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Okay, so this went a lot quicker than I thought it would. I think around 2 hours. This mod drastically increases the effectiveness of all conventional firearms (doesn't include homemade, pneumatic, energy, explosives, etc). In most cases weapon dispersion is reduced by 90% if not more. It's awesome and totally broken. It's not balanced at all (some weapons have negative recoil, for example.) You can download the mod here and a full log of all changes is on this pastebin. 4 shots from a .44 takes out a Hulk- handguns skill was 4 Bilal fucked around with this message at 06:23 on Aug 13, 2015 |
# ? Aug 13, 2015 06:14 |
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i'll have you know it takes a mod to make a bigass bullet almost do as much damage as a katana being wielded in some hokey style i found in a book somewhere because kevin granade values realism and engagement over this casual CoDblops bullshit you're pushing here, mister
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# ? Aug 13, 2015 06:35 |
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Now I want a mod to make bullets super rare, so using a gun feels like a truly last-ditch option.
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# ? Aug 13, 2015 06:58 |
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Just start a whole bunch of burning building survivors in gun shops.
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# ? Aug 13, 2015 07:00 |
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Luceid posted:i'll have you know it takes a mod to make a bigass bullet almost do as much damage as a katana being wielded in some hokey style i found in a book somewhere because kevin granade values realism and engagement over this casual CoDblops bullshit you're pushing here, mister I think one of the devs posted in the CDDA forum that they wanted to give martial arts crazy magical powers at high levels, but they were waiting to put it in until they can require training with a wandering Mr. Miyagi NPC or something instead of automatically learning more by leveling your unarmed skill.
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# ? Aug 13, 2015 07:11 |
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RPATDO_LAMD posted:I think one of the devs posted in the CDDA forum that they wanted to give martial arts crazy magical powers at high levels, but they were waiting to put it in until they can require training with a wandering Mr. Miyagi NPC or something instead of automatically learning more by leveling your unarmed skill. Given how awful the AI is in this game sometimes, imagine finally finding the Wandering Master only to watch him get perforated by turrets before you can talk to him.
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# ? Aug 13, 2015 07:14 |
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Mr Miyagi wouldnt stop touching my ammo pile.
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# ? Aug 13, 2015 07:29 |
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Mr. Miyagi needed to take all your guns and ammo to train you to capture a bullet mid-flight with chopsticks.
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# ? Aug 13, 2015 07:36 |
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Bilal posted:Okay, so this went a lot quicker than I thought it would. I think around 2 hours. Not like it makes much difference, but a gun with a negative recoil modifier works fine since (usually) that only works slightly to reduce the massive recoil added by ammo. A lot of vanilla guns have negative recoil, especially when you customize them with stock and gyrostabilizer, etc.
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# ? Aug 13, 2015 16:02 |
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Wow the Broken Cyborg start option sure is a thing. You get a power, joint torsion, alloy plating everywhere, razor fingers, and a whole fuckload of malfunctioning bionics that make trying to do things like sleep and read and anything extremely difficult.
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# ? Aug 14, 2015 03:57 |
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Well, what did you expect when you picked the 'broken cyborg' option?
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# ? Aug 14, 2015 05:02 |
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Pretty much this. It's great. I need to go find a giant stack of first aid kits and some medical/electronic books tho.
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# ? Aug 14, 2015 05:13 |
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SynthOrange posted:Pretty much this. It's great. I need to go find a giant stack of first aid kits and some medical/electronic books tho. Is there a way to remove bionics now?
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# ? Aug 14, 2015 15:07 |
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T-man posted:Is there a way to remove bionics now? You can try to remove damaged/malfunctioning stuff, though it needs a first aid kit and high first aid skill, and you'll still probably take a bunch of damage and pain doing it. I'm not sure if you can remove functional bionics.
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# ? Aug 14, 2015 15:10 |
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Add vehicle direction indicator in tiles mode E: Not in yet, but probably will be tonight, they're just discussing details like which cursor to use, etc.
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# ? Aug 14, 2015 17:18 |
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Rolled a Lab character. Found an ANFO barrel in a supply room to escape Lab 0 before starvation kicks in. The rest of the map looks fun: edit: ANFO killed a moose and now I'm permanently deaf. win-win. silentsnack fucked around with this message at 23:43 on Aug 14, 2015 |
# ? Aug 14, 2015 23:36 |
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Found an LMOE shelter in the middle of a swamp. All the bug jerky I can eat!
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# ? Aug 15, 2015 01:52 |
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Fungus and vehicles dont mix. RIP Deathmobile.
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# ? Aug 18, 2015 08:20 |
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They fixed that in a recent experimental.
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# ? Aug 18, 2015 08:43 |
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Road rollers are pretty great. A 9mph tap sends any other car flying a dozen spaces. But don't go driving 60mph through the woods with non-roller back wheels; I skidded out so hard that I had to chop down some trees to escape and a falling tree will gently caress up a car real real bad.
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# ? Aug 18, 2015 23:26 |
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Not going to go driving 60mph with roller back wheels either. This is 4 electric engines, 2 enhanced and 2 large. After the multi engine penalties, it's probably equivalent to a higher displacement V12.
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# ? Aug 19, 2015 04:56 |
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Are ear plugs broken on trunk? I haven't found any, and http://cdda-trunk.estilofusion.com/ is giving errors on http://cdda-trunk.estilofusion.com/ear_spool and http://cdda-trunk.estilofusion.com/ear_plugs. E: I do have noise cancelling headgear, but my head encumbrance is already maxed, so I can't put them on without taking off my helmet. goatsestretchgoals fucked around with this message at 16:30 on Aug 19, 2015 |
# ? Aug 19, 2015 16:27 |
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So I have a few funguses that I let grow and now I have a few too many: This is one bunch of about 15 i have driven by. I killed the Fungal Bloom spire nearby, should these slowly die off now or do i need to kill each one individually?
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# ? Aug 21, 2015 01:08 |
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Kill it with fire.
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# ? Aug 21, 2015 01:22 |
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# ? Mar 28, 2024 23:35 |
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SynthOrange posted:Kill it with fire. I really wish you could somehow make a solar powered flamethrower in these cases. But a alcohol and solar powered fusion rifle is already possible so it sort of works.
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# ? Aug 21, 2015 01:28 |