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VunderFiz

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  1. sorry haven't been looking at this, i'm not referring to combat really, basically if two zombies get on either side of you and one managed to get to you first, you get stunlocked and it gives the other zombie enough time to get to you as well, which than causes another stunlock, which then the zombie that was first on you can get you again. all the while the stunlock prevents you from moving. it's a very annoying thing that kills a LOT of people
  2. Ok so I'm just going to straight say it as it is. the stunlock system is garbage, 2 zombies come onto you, you might as well just exit the save because your not getting out of that without bites. I've had it happen repeatedly and I'm one of the "zomboid pro's" BUT I've come up with a simple solution. Link stun locks to fitness and strength: for example trips and fence lunges are handled by Fitness while zombie attacks (where you push them off of you) are handled by strength, higher the strength farther and quicker you push a zombie off of you, and higher fitness means you get
  3. pretty sure the game is going to only be on steam
  4. the Normal glasses are missing the temples and you can see watches (specifically watches) clip through all longsleeve objects (jackets, sweaters ETC.)
  5. from what i can test it mostly happens when using SD/SA keys together
  6. this has been a issue for a long time, but i just never reported it cause i didn't see it as that big of a deal until today, if your walking diagonally (WD, SD, WA, SA) you can't open doors. you have to click on them with the mouse in order to get them to open, i figured it wasn't a big issue as i always click on doors to open them. but after watching Ravenim get killed by the issue i realized it's a lot more of a issue. it's funny because sometimes it works and sometimes it doesn't, a few minutes before ravenims demise he opened a door diagonally the same way and it opened, but when
  7. the removing mag bug was fixed with .39, and most likely the racking animations along with it
  8. Update: it also seems from further testing it seems all firearms that have some form of bolt/pump animation completely skips the pump/bolt animation. that's a little more of an issue because you don't have a delay when firing the firearm (besides the normal little delay from the firing animation) which can make guns like the JS-2000 basically fully automatic firearms... which can really break the game
  9. is this a known bug that is being fixed? or will i have to suck it up and move on dealing with this silly little bug for the rest of .38?
  10. i'm sticking with my "Gameplay over Realism" idea. the fact that almost every PZ player atm just ignores all MSR rifles over every other gun proves my point
  11. the recent update which included the reloading menu broke the remove magazine from firearm, no instead of the remove firearm animation your character plays the insert magazine and then halfway through the animation it just stops. it's really silly looking I tested without mods and made a new save
  12. I know it's based off the model 700. but the common model 700 has a 5 round internal magazine (my family owns at least 12 different variations of the gun... all of which have a 5 round internally fed magazine) just because it says it can support a 3 round external mag doesn't mean it's thee most common... right here it says it can have a 3 to 6 round INTERNAL magazine or a detachable 10 round magazine. you guys have a 3 round detachable magazine (also known as external) but as i've said... 3 round external mags are not practical at all because of how often you need to reload and waste tim
  13. i know this comment makes little to no sense... that's what happens when you take three comments and turn them into one
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