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Jiffydude

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Everything posted by Jiffydude

  1. Update: This bug ONLY applies to catwalks build on the east or south side of a wall. This bug doesn't happen when you build a catwalk first and then finish with the wall below it. Building any fences on top of these catwalks seems to always trigger this bug.
  2. Version 41.78 Singleplayer, multiplayer unconfirmed No mods Occurs on new save How to duplicate: Build any player made wall, then build a walkway on top of that wall. With the zombie population map (ZPM) zoomed in to see pathing obstacles, you'll notice that building a player made floor on top of the player made walls, it will cause them to randomnly lose their obstacle status on the ZPM (Essentially building catwalks on perimeter walls). Double building floors above player made walls will always duplicate this issue (building a floor on an already existing floor above a player made wall). Verified that this will allow the director to spawn zombies into that area (or allow the pathing check through the gap), as if it's not walled off. Currently unverified on dedicated/hosted servers, ZPM doesn't seem to show the same level of detail, no obstacles, can't force respwans (may be user error). Found temporary workarounds for solo players: 1. Building a floor underneath the walkway resets it. 2. Placing items that act as barriers underneath it resets it. 3. Moving the player chunk away from walkway, then returning, putting it back in the player chunk resets it. While away, though, zombies can still be spawned inside, or migrate inside. 4. If solo, reloading game resets it. Small issue, but thought it was worth reporting
  3. Thank you for the clarification. Regarding damage, I still have to play with it more, but initial testing seems to show that base damage (no crit) is amplified at further ranges. Not to the extent that crit was, but enough to negate the crit penalty at range in most instances. Question regarding weapon attachments, your statement on headshots and crit. Now... I'm no dev... and I don't want to come off as telling anyone what's best... but genuine question... if precision headshots are key, shouldn't attachments that improve the ability to be precise at range ALSO improve crit drop off rates? Example, the MSR788 at max aim lvl reaches a floor of 10% crit at roughly 21 tiles. Installation of an 8x scope almost doubles range, but the MSR still reaches the crit floor at roughly 21 tiles. As an ex military member, I can say that it is indeed easier to make precision shots at longer ranges with enhanced optics.
  4. 41.73 • Singleplayer • No Mod • New Save • General Use of Firearms • 41.73 Not completely sure if it's a bug or a feature. Going off of 41.73 patch notes on Firearms crit chance fix and how they worked in 41.72 Tested in debug using combat logging in command console while using firearms. Firearms edited to 0 damage to test crit chance (so I don't have to constantly spawn a new zed). Non-edited weapons used for damage testing. Done in sandbox with minimal adjusting of base settings (no erosion, no population peak day). Crit chance applied according to range from target. Increased crit chance at close range, falls off to a floor of 10% approaching max range of weapons. Essentially the inverse of how they worked in 41.72. Like I said, not sure if intentional, but the way the patch was noted, I'm unsure if the intention was to make crit for firearms constant, or if how they work now is as intended. Additionaly: Attachments affecting range do not affect crit chance floor distance. M14 max AIM reaches 10% crit floor at ~21 tiles, even with an 8x scope. Damage applied SEEMS to work similarly, with doing an average amount less at close range, and doing more at long range. Long range damage seems to have diminishing returns though. Adding a 8x scope will not drastically increase damage output.
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