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Silverbird

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  1. Edit: whoops, wrong stat, they do actually have different sound radius values... no idea what 'soundvolume' does then... Excellent mod, tricky to get started with, and I still run into errors all the time but nothing really game-breaking as far as i can tell. One thing that really irks me though is the lack of effort put into sound-draw...something that could give all calibers a purpose within certain skill/danger ranges. It seems you just went and set all the pistols to 75 or 85, all the revolvers smgs and SNIPER/ASSAULT RIFLES to 75...and shotguns to 200..... This doesn't seem very balanced at all, and starting out using a .22 caliber weapon if it draws less zombies seems sensible until you can handle the aggro without drawing the entire map towards you. I'm no gun expert, as much as i appreciate them, yet I'm sure a .22 round doesn't make as much noise as a 7.62 or a .45, right? (I just went to look it up, and apparantly shotguns actually make LESS noise than many pistol calibers out there...so if you're going for unrealism for the sake of balance, it'd be nice if weaksauce guns like .22 and such didn't make as much noise as everything else out there, so that they could be used for training/around bases more often). Other than that, I'm having fun getting myself killed over and over in hardcore...seriously, guns are a death sentence in this game =P
  2. My FAVORITE? hrm... Weak. You train your strength up faster than you'd expect during the first few levels and thats 10 whole points to screw around with
  3. Lucky - Overpowered. Find so many axes on zeds that you'll never ever run out of axes to use after getting your first one (maybe intentional? since loot doesn't respawn, the number of weapons in the world is limited). Cats eye - idk why people are bashing this perk, I find it to be a really good perk if you plan on doing night-looting...At night, inside buildings, you can't see zombies at all and don't notice them until they're eating you already, with the perk though (if i remember correctly) it totally negates zombies sneaking up on you from dark corners... What else is worth mentioning... Illiterate - needs a couple more points imo, since they added recipe books... slow healer - needs to lose a couple points, same with fast healer. slow-healing wounds gives you the benefit of being able to train medical skills faster, so is this really much of a deperk? high thirst - overpowered, lower to 4 or 3 points, or increase the amount of liquid needed by 50-100% (I seriously never not-take this trait) weak stomach - could be a two point skill, or even a one point skill, i never ever eat rotten food so it's just free points (I'd never eat rotten food even if this trait didn't exist!) slow reader - It's fine...It could be tweaked to make reading magazines/newspapers/plain books even longer than currently, but otherwise i don't have any guff with it, its only 2 points extra (that i again never pass up). brawler - better than people think. better than stout, period. strength/fitness perks (in general) - fitness perks seem to offer much more combat advantage imho. knockback is virtually worthless (and occasionally undesirable) while fitness negates the HORRIBLE damage penalty that the first exhaustion moodle gives. I cannot notice any difference in damage with strength (although it's been said, i believe it to be false that strength affects damage in any noticable way). If you want some background or discussion meat, I'm running a feeble (yes, i started with 0 strength) fit and brawler build, and with 2 blade accuracy I absolutely wreck zeds with an axe (for quite some time, since 7 fitness keeps you going awhile before that first moodle ruins your damage/swing speed). Day 22, 559 kills, 2 strength (1/3 of the way to 3 strength). More axes than i know what to do with, because lucky is overpowered as hell, and axe durability is even better than baseball bats at around 450 swings per full condition bar.
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