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Second Wave - Item Discussion


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#21
Scrub McLordington LXIX

Scrub McLordington LXIX
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It's to early for me to say, as i usually get my stuff via trade rather then looting.

 

But from so far it looks good.

 

XMR-15 has better stats then the AK-105 except for Range And Capacity, so it seems balanced.

 

Have yet to see any of the other guns though. (AS-15, G36-A3 and the other 2 of which i don't know the names yet)


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#22
Con

Con
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I've added a "Grenade Sampler" for everyone over level 20, check your packages next time you log in.



#23
ShamishA1

ShamishA1
  • 19 posts
hello con.

personally i think regular grenades r better coz their DMG against human and building are pretty balanced.. and the new 1s there are 2 type 1 for building and other for human.. so any player will like to carry a grenades which is better for both at the same time and even their fuel cost don't make em worthy to be crafted..
u can see a M67 regular do 350 and 525 to human
and building respectively while boomer do 300 and 660 and shredder do 400 and 400. my point is created ones r like to be modified version of em without losing its regular power but here if u r crafting shredder u r are also losing the damage against buildings.. i think they shouldn't lose their other damage.
also fuel cost should be reduced a bit.

as for smokes they r not bad but again fuel cost is the issue..
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#24
CasualRace

CasualRace
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Offhand, I would say the only new grenade that interests me is the short timer smoke.  Regular smokes kill far too much time for the Island when all you need is a few seconds to move into position.  But I concur with Shamish.  The new maps look like they need four to five smokes so possibly ten smokes for an Island run.  That means 100 fuel to do the Island.  I think perhaps I shall decline the offer.


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#25
JCBecks

JCBecks
  • 271 posts

I've added a "Grenade Sampler" for everyone over level 20, check your packages next time you log in.

 

Excellent! Thanks Con.


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#26
ShamishA1

ShamishA1
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ehh anyone have a new ranged uni shotgun .. m wondering can it get enough range to be used. on island coz m a bit tired of using AR and LMGs .. i would request con to increase the range of the new shotgun to make it usable for island..

as for armors they r nice only if they get capped proj amd exp resist.. .. btw con can u please check the fighter armor... coz dat armor also need proj , exp resist and ranged combat old melee vest r still the best and preferred than these new armors.... we dny need melee combat and melee resistance for fighter coz its mostly scavenger who use melee and fight zeds ... fighter is best with gun or if u could add enough scavenger speed on it that fighter could. scavenge like a scavenger would be nice too...
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#27
warbrand2

warbrand2
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got a hold of the shotgun and equipped an HPPA with an aggressor kit to it..... uh I can say this much do to how shotguns work, you guys inadvertently just gave me a rapid fire grenade launcher. *evil laugh*

 

Thankfully the HPP mod is a limited item now days so people duplicating that will be rare, also it is much better on an ash's left or superior sawn off, but yeah do to the aggressor kit and HPP's I have a highly valid argument for grenade launchers in function.

 

Reason I am posting this here it took the shotgun from this update for me to try the combo.

 

 

off topic: image example of what happened on a ash's left will show on the shotgun later if anyone wants proof.

 

49n1Bip.png



#28
MAKcU

MAKcU
  • 31 posts

so huge new maps, hard to see those laptops, a lot of containers with junk and more mines. is that all about?

not mention that poor haul quality cuz thats nothing new.

well at least something happens


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#29
Ronan

Ronan
  • 210 posts

Engineer armors for today (the lack of will to live of my medic, downgraded me to the rare haul).

Spoiler

Everything taken equally, the rare is not better (worse because for an engineer, I prefer injury resistance than an equivalent hp bonus). I guess, the trap desarming bonus is more leader-oriented, because we already have over 94% for an engineer. My opinion in a word is : not great (as long as these armors do not drop with 60+ projectile or melee and of course explosion resistance we will probably keep our old ones) but offers some possibilities for people who use the leader to desarm traps.


Edited by Ronan, 03 December 2015 - 06:37 PM.

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#30
Ngati Porou

Ngati Porou
  • 79 posts

Crafting the new grenade cost a bit of fuel but thats life nothing much can be done about it.


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#31
Kael_Hate

Kael_Hate
  • 20 posts

Still not feeling the nades. Have the sampler equipped but haven't seen a use for them yet. Might be biased but I don't like wasting temporary things. I would use a more ammo efficient weapon before cracking any of my Ammo cache. Similar feeling here, that nade is worth 15 fuel, I'll save it and just shoot you some more.

 

NEW PICKUPS!

SurvivalistsApex.png

- Probably wont use it ever. I don't use an engineer on a raid because he brings no ability to help its success. A fighter might as well jump on the mine than run back to the medic. The fighter can then still have the superior melee power required to complete the conflict.

- I would have liked to see traits like one or more of: extra Improvised damage, extra damage vs buildings, extra short range damage (Like Terror/Hammerfist), extra carry count (+8), +Heal ability, +Scavenge speed

- The Trap disarming bonus is superfluous but one or more of those listed above let the gear actually do something more than the Standard Raid vest. 

- This topic really has my game design tick going crazy to want to redo all these for proper purpose.

- Conclusion... Its just Std Raid Armour, but only my leader can use it.

 

BadassFreedom.png

- Has Great stopping Power and with the Improved Reload speed may see use on the island.

- Lacks the DPS of Savage Sawn off and doesn't get much of an increased boost due to Ranged Combat/Reload buffs (This is more to do with the mechanical cap of 99% to hit)

- The Hit chance buff is pointless

- without the Effective Range buff this would be unplayable, shorter range weapons needs a much much higher DPS to make up for the fact that they have only a shorter time to engage the zed before it is smashing your survivor. 

- Does not appear to splash 

- Conclusion... Nothing but Maths and the maths here is worse that the RPK

 

 

My Engineer Modelling this new gear for those who asked ingame

EngineerModel.png 

 

 

 

I really wish there was a mechanical reason for one weapon type over another.

Like increased crit multiplier for snipe effects, and splash for shotguns, and 3shot quicker aim for assault rifles, and  quicker engagement for SMGs and melee/pistol combos and offhand ability for pistols/knives etc

Tools have meaning when they have particular purpose. If everything is a hammer you just use the most effective one and the rest are pointless decoration.


Edited by Kael_Hate, 04 December 2015 - 03:05 PM.

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#32
Con

Con
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I really wish there was a mechanical reason for one weapon type over another.

Like increased crit multiplier for snipe effects, and splash for shotguns, and 3shot quicker aim for assault rifles, and  quicker engagement for SMGs and melee/pistol combos and offhand ability for pistols/knives etc

Tools have meaning when they have particular purpose. If everything is a hammer you just use the most effective one and the rest are pointless decoration.

 

Yep. Totally get that. The problem is that changing any functionality within a game that has 4 years of built up economy and investment by players, not going to happen. 

 

To add any of the things you're talking about, we'd have to nerf about 90% of the popular weapons in the game. 



#33
Kael_Hate

Kael_Hate
  • 20 posts

Yep. Totally get that. The problem is that changing any functionality within a game that has 4 years of built up economy and investment by players, not going to happen. 

 

To add any of the things you're talking about, we'd have to nerf about 90% of the popular weapons in the game. 

 

The game is still in BETA :P

I've been invested for most of that time, I'd not object to further evolution.

Being a gamer and working 10+ years as a tester pushes me to think everything can evolve. 


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#34
Ivan

Ivan
  • 555 posts

The game is still in BETA :P

I've been invested for most of that time, I'd not object to further evolution.

Being a gamer and working 10+ years as a tester pushes me to think everything can evolve. 

 

Not arguing against what you were saying. We all know LRs should not have the same aim time as ARs.

But sometimes when things try to evolve they can die too :P


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#35
ThE_DoC

ThE_DoC
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Con, and the Dev team,

 

                I tried the new smoke grenades the one that allows more coverage,

I think the coverage is awesome but the timer at 10 seconds I think is a bit rough and I think if its possible it would be nice to have maybe 15 seconds? instead of 10? not sure if anyone else can agree with me but I'm sure it would be way more beneficial to the raiders and me being a raider as well..

on that note all else seems ok the new guns have great DPS its what we like! and they look really cool!

The new armors look fantastic! And  for some reason I cannot quote other peoples post ? any idea's?,

 

but in an earlier post someone said that maybe the recon armors can have trap spotting bonus opposed to reload... just a thought? I agree with that post as well, also I noticed that the engineer armor doesn't have a melee resist % ...

was that intended? not sure but I use the engineer as my melee on the island and would prefer melee resist over suppression resistance, or just added melee resist? new armors are found on the island and should be used on the island I think that the melee resistance is a key factor in doing the island.. just my thoughts,

hope we can discuss this further.

 

 

                                                                                 ThE_DoC


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#36
joeIII

joeIII
  • 429 posts

Yep. Totally get that. The problem is that changing any functionality within a game that has 4 years of built up economy and investment by players, not going to happen. 

 

To add any of the things you're talking about, we'd have to nerf about 90% of the popular weapons in the game. 

Don't worry, he also said island weapons wouldn't be nerfed before he nerfed the RPK.  http://forum.conarti...f +coming +soon

 

"We won't change the LRs" is just talk.  Be glad he heard ya, maybe it'll happen.


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#37
Edgar V

Edgar V
  • 121 posts
Ok, I want to say a few thinks to help :)

First of all, the new weapons from the island are awesome, I dont understand why people are complaining about the DPS, I'm already changing my old weps for the new ones (maybe I'm that noob, but these are better than mine), and obviously I find them very well balances.

Secondly, regarding on the new armors, I think they an incredible idea, the only downside is lke they said, its hard to replace old armors if they are still better than new ones. I might suggest to rebalance them, and the old armors as well.

For example, the UC armors should have a % cap lower than the new ones (55% or so) in every category, so they could serve as general armors without any special trait other than lower some damage, while new armors should have the 70% cap in their specialization (I.e. engie armors with 70% explosive res, recon with 70% projectile res, etc). Also lower the cap for even older armors or raising the cap for the new armors could work as well.

I know that would be tricky, as many have already imvested fuel, time and resources getting the "best" from the old weps and gears, and gotta be a lot of work as well, but im sure that something like that would help the balance.

Thats all from my part, thank you Con & crew, this and the research update, imho, have been great updates for the game. :)

Edited by Edgar V, 05 December 2015 - 12:49 AM.

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#38
Kael_Hate

Kael_Hate
  • 20 posts

for some reason I cannot quote other peoples post ? any idea's?,

 

It appears to be a bug with Internet Explorer, works fine in Chrome

 

also I noticed that the engineer armor doesn't have a melee resist % ...

 

My Engineer Armour has Melee Resist (see above), I don't think its a default stat tho.


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#39
Con

Con
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I hear you guys on the Engineer armor, I'll look at replacing it with another base stat that's a bit more useful other than trap disarming. Keep forgetting that the skill is maxed out by the time you encounter these armors. 

 

Big Smoke timer could be a little longer too, agreed. I'll have a play around and see where I end up.

 

I might buff the new grenades up in general to make the cost worthwhile, also to specialise them a bit more. 



#40
Edgar V

Edgar V
  • 121 posts

I hear you guys on the Engineer armor, I'll look at replacing it with another base stat that's a bit more useful other than trap disarming. Keep forgetting that the skill is maxed out by the time you encounter these armors. 
 
Big Smoke timer could be a little longer too, agreed. I'll have a play around and see where I end up.
 
I might buff the new grenades up in general to make the cost worthwhile, also to specialise them a bit more. 


Maybe with HP or raw dmg against zeds or hercs, dunno, but either would be a little more helpful :)
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