why do you continue to add content to this game while you still have severe problems with existing gameplay (Examples available upon request)? This is very discouraging. Please slow down and fix what you have. I need the ability to start raids without getting stuck "equipping survivors". 15 minute lockouts lose wars here.
Lag and connectivity errors still plague gameplay, though my personal grievance is that pathing seems worse than before the update. I've seen survivors going out of their way to press face-first into zed, when before they had about a 50% chance to go around a single pair of zed.
It'd be nice to be able to get the armour before doing the raid on the island. The new fire traps are extremely harsh to those survivors without armour. A scab really needs that gear or is dead making entry level for new players to the island extremely high. I would have liked to see some Blue/Purple variants of the armours that were actually playable drop in uptown. The only armours that trade or anyone bothers to put on are uni's with 70/70/50 so that those that have top tier gear get ahead while those lagging lag further. All the Armours will need an entry level resistance increase and the ability to pick up a wider range of special traits with Uni and rare variants. Lvl 50-55 armours that replace Bandos, and Glasses etc would be nice even if random.
Grenades seem too expensive for results. Guns still do the better damage.
So far, I think all the armours are terrible, from the level 40 vests to the 50+ island crap.
All the island armors (old and new) are simply not usable on the island itself because they lack explosive and projectile resistance.
Island items not being as good as much lower-level city items. No surprise there.
Against HERC, as there is never a need to use explosives against Zeds or Buildings. The Drivehammer gets the job done the fastest against buildings. To throw a grenade into a conflict area you need to be seen and shot. A grenade is always less effective than a good assault weapon IMO. The new grenades don't fix this issue. Thus too expensive to bother with.
Smoke is pointless IMO, it allows you to move across to cover but you have to wait for it to dissipate to engage. With so much ground to cover and a timer counting down, you cannot wait for smoke to clear. It might have worked with melee units, but HERC cover HERC so your melee guy will get cut down by that guy in the tower.
I haven't been impressed with the new grenades, but I don't use them very much to start with. I was hoping for some more efficient weapons and pathfixing, but neither seem to be on the horizon.
I think recon armor should have a trap spotting boost
Doesn't seem like a bad idea. Fits a lot better than improvised/melee boost, which is about the worst thing you can try to do to a Recon.
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.
Another vote of 'not worth the investment'.
so huge new maps, hard to see those laptops, a lot of containers with junk and more mines.
not mention that poor haul quality cuz thats nothing new.
I want to second the "poor haul quality". I think I'd rather drop the "guaranteed unique" in exchange for the possibility of actually getting something worthwhile occasionally.
That nade is worth 15 fuel, I'll save it and just shoot you some more.
- 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
- 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.
- The Hit chance buff is pointless
- Does not appear to splash
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.
I agree that it would be nice if there was a distinctive reason for more things. Armours are useless unless they're capped, as DPS is worth more than almost anything. That the new maps require us to get shot up by HERC is only insulting.
Scavenger Vest - Nice vest for what it does. The Explosion Reduction knocks my Scavenger to about a quarter health when running over a Herc Mine without too much of a speed reduction. Allows me to run my Scavenger around the board solo looting on the Island. Though, I'll probably never use it because I prefer using a reload item in that slot in combo with the shotgun.
Perfect for a Pistol. Low ammo cost with good damage for running manuals or autos. I don't think it'll see Island use, but I like it for the level <50 runs.
I haven't found the pistol (and hate the pathing and other bugs like the game failing to render HERC, so I have invisible enemies in addition to needing truckloads of uni crap to do well), but I'm not impressed with anything else I'm seeing.
I agree it should have slightly better explosion protection by default than other Island armors, defusing explosive is what engineers do anyway.
Scavenger Armor - kinda hard to use, honestly. At this level they already scavenge fast enough without any bonus, and the most useful bonus for them would be movement speed because in order to loot the containers they need to run around A LOT MORE than any other classes. In case of Island raid there are also mines to worry about, but that's why you bring scout and engineer.
Never used Combat Armor since my fighters are all machine gunners, but I noticed something interesting - the "Lightweight" variant of Combat Armor actually REDUCE your ballistic resistance by 10%. You know, an armor that reduce your resistance makes as much sense as a weapon that heals your enemy.
New guns - since I'm not the PvP type, and they all work fine on the zombies expect sometimes the minimal range hurts a little when they got too close. So no comment.
I don't like the minimal range on the guns, but that's a maintain since before. Still don't like the island so far, but maybe after leveling everybody up to 55 it'll feel less like a turkey shoot where my survivors are the turkeys. I didn't start playing this game because I needed more PvP, and the island is over-canted in that direction.
And since it needs to be said again: when can we get the pathing problems fixed?