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Showing results for tags 'WeaponsFirearms'.
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This feedback is based on my 100 hours gameplay, no mods, single player and "HoboHaven PVPVE vanilla server (50.20.248.138:27060)" with no weapon mods. Benchmarked with a character with 6 aiming stat. Handguns Magnum Damage 1.2-1.9 => 1.6-2.3 Maximum range 11 => 12 Knockback 0.3 => 0.4 Knockdown 2 => 4 D-E Pistol Damage 1.0-1.9 => 1.2-2.2 Noise radius 100 => 90 Maximum range 10 => 11 Knockback 0.3 => 0.4 Knockdown 2 => 3 M9 Pistol Damage 0.6-1.0 => 0.5-0.85 M36 Revolver Damage 0.7-1.2 => 0.6-1.0 M625 Revolver Noise radius 70 => 60 .44 Ammo box Amount of ammo 12 => 20 User experience .44 handguns are one of the most disappointing things in the game in my opinion. The ammo is insanely scarce, the guns are loud and attract a lot of zombies, the skill requirement is high. In most cases, when you find ammo in the game, it will come in the form of ammo boxes. And .44 ammo boxes provide 12 ammo VS 30 ammo for all other pistol types. So when you grab a .44 pistol with the rarest ammo in the game, high skill requirement and loud yet cool sound - you expect that it will be POWERFUL. And the disappointing thing is that it is not. In fact it is slightly more powerful than other pistols... but not even significantly. M9 pistol has 2.5x the ammo capacity of Magnum, 3x more ammo from boxes, 3x higher "accuracy". A commonsense suggests that with these stats M9 must spend 3 bullets to put down something that Magnum can oneshot. This is just to have EQUAL total damage output on M9 and Magnum... not to mention that Magnum has higher skill requirement so you might expect it to have HIGHER damage output in total. In reality M9 does 0.8dmg on average VS 1.55 Magnum. And the most important thing here is that DAMAGE DOES NOT DIRECTLY DETERMINE THE CHANCES TO KILL THE TARGET i.e. a weapon with 3x higher damage will not necessarily kill targets 3x more often because of hit RNG. You can still oneshot a zed with M9 in 50% cases at 6-level aim so there is no point in picking other weapons with higher damage as this "higher damage" is sometimes an overkill and sometimes still not enough to ALWAYS kill a target with one shot. So, it looks like I spend an average of 1.7 bullets per kill with M9 and an average of 1.3 bullet per kill with Magnum while aggroing more zeds and total availability of .44 bullets is 3x less. At the other hand, starter pistols M9 and M36 seem to perform too well when compared with their "advanced" counterparts. I found that M9 is the best weapon in the game outperforming even shotguns / auto rifles in some cases thanks to its high firing rate and very high magazine capacity. And M36 is just a silent killer - not that powerful but reliable enough. I have developed a google spreadsheet where I wrote the stats of all handguns taken from https://pzwiki.net/ (hope it is relevant). I did some "score calculations" by multiplying the average_damage * ammo capacity(magazine size) * ammo_per_box and divided it by noise_radius as these are the most essential stats for a handgun. The results correlated with my in-game experience to a significant degree so I'd like to share it here: https://docs.google.com/spreadsheets/d/1N4AwBXB9YV59WhYFXo9oxM3Y-MEsCLl6lJCKxfWkFj0/edit?usp=sharing Rifles MSR700 This rifle is the most disappointing thing in the entire game. One of the worst damage outputs in the game. It almost never kills stuff. It's hard to aim and unusable at close range while it occupies the "back" slot of a large weapon. Feels more like an air-pumped rifle rather than a gun. I did some research on Remington 700 that fires .223 rounds and its energy is ~1700 Joules. This is at least 2x higher than 600-800 Joules of .45 ACP. The point of having a rifle is that you should carefully aim... and if you do - it should deliver a powerful punch. Damage 0.6-1.3 =>1.2 => 2.0 Aiming time 30 => 90 Default max range without scope 10 => 15 Noise radius 70 => 90 (why the hell a .44 pistol is more loud than a long-range rifle? from balancing point of view) MSR788 Well, this one is better. But still barely usable if you are dealing with high number of zombies or if you have running zombies on your server and how fast you can kill them determines whether you will survive or not. And it's still too quiet for a RIFLE that fires .308 cartridges. It would be reasonable for such a rifle to have the highest damage per shot outputs in the game. Even if it will almost always one-shot its target - it will be still quite hard to use efficiently. With 2.0-2.8 damage double-barrel shotgun does not always one-shot its target. Damage 1.2-2.0 =>1.7-2.7 Aiming time 40 => 100 Default max range without scope 10 => 15 Noise radius 70 => 100 Scopes The point of a scope is that you can see EXACTLY what you are looking at and you don't see anything around. So, it would be reasonable to make "scope" narrow down the vision cone of the rifle owner dramatically while he is "aiming" (he can still look normally while not aiming through the scope of a rifle). The scope should also increase the aiming time as it takes time to aim carefully if you want to deliver a perfect shot. At the other hand, the well-aimed shot with a scope must be almost a guaranteed kill. Damage multiplier 1.5x with a scope Aiming time multiplier 1.5 for 2x scope / 2.0 for 4x scope / 2.5 for 8x scope The higher the magnitude of a scope - the narrower the vision cone while aiming through it It would be nice to allow players to shoot further than 35 tiles. 50 still looks reasonable. 35 tiles is not that far for zombies to travel especially runners can cover this distance faster than you will kill 3 of them.
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The problem 1. I've played 8 hours in Sandbox mode with modified options as it is shown on the screenshot (Melee weapons - Common / Ranged Weapons - Abundant / Ammo - Abundant) but I have noticed that Firearms and Ammo are NOT spawning more often than on default "Rare" settings. Melee weapons do spawn more often. 2. It is unclear what "Abundant" means. Is it 2x more often? Or 20x? Or this option affects the map generation rules and defines whether CONTAINERS that *may* contain weapons (wardrobe with two halves / nightstands) spawn in houses? Or this option is not supposed to affect the "chance" of weapon to spawn but only increases the quantity? 3. Firearms still spawn where they originally can be found. No extra "sources" of weapons. Proposed solution 1. It would be nice to introduce separate numeric multiplier options similar to how zombie multipliers work. "Ranged weapon quantity multiplier" / "Ranged weapon chance multiplier" / "Ammo quantity multiplier" / "Ammo chance multiplier". 2. Clarify the descriptions so that a user would know what to expect from this options. 3. Introduce a very small chance for "extraordinary" items (like weapons, nails, seeds, special magazines or skill books) to be found in common places - on civilian zombies and normal book shelves for example. 0.1% chance by default could work - in fact there is a slight chance that a civilian could have a holster with a gun in it or a box of ammo. The multiplier however could increase this chance (say, a 30x multiplier will turn 0.1% into 3% chance) which means that what is supposed to be "abundant" will be "abundant" not only in special looting locations but overall on the whole map. Description Initially I wanted to benchmark all weapons in the game on runner zombies. I increased zombie stats and make them always run. I set spawn rates of weapons/ammo to "abundant" and expected that I will find a lot in the houses all over the map because I knew that there is a decent chance to find a gun case with weapons in a normal house in a double wardrobe. I picked a "lucky" trait on my character to increase the chances of finding weapons even further. However, after playing and looting a couple of houses I realized that not only I can't find "all types of weapon in the game" - but I can't find ANY firearms at all... I was killed numerous times because even a small group of 2-3 runner zombies with increased stats is almost unbeatable in melee. I tried with "lucky" trait and without it. In 8 hours I managed to find 1 rifle, 2 pistols and numerous shotguns however it's not super rare to find pistols and shotguns in just normal houses with two floors and wardrobes even on "rare" setting so I didn't notice the difference... and weapons are by far not "abundant". Because Abundant is supposed to mean that there are a lot, right? Or at least this is what a user expects. This just doesn't feel right. It may be that "lucky" trait overrides the modifiers of the loot spawn that I chose in the sandbox menu. It may be that weapon rarity modifiers do not affect GUN CASES containing weapons, but only affect the spawn chances of weapons themselves... which are not the main source of weapons because in civilian houses GUN CASES are seen more often. It may be that the difference is just not significant enough to be recognized. Like, if the default chances are 1% per wardrobe and "abundant" increases it to 4% per wardrobe it still means you will spend weeks trying to find what you look for.
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This is 1993 Kentucky. Am I really expected to believe all of these people died to slow and stupid zombies without having time to get their home defense firearm? I expect them to not have ammo left most of the time, but seriously, what's with the lack of personal defense weapons in the pockets and under the pillows?
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I think many already about the need to fix the weapon, but I still did not see the answer of the developer about whether they know about this problem and whether they will fix it. There is no word about this in the news posts, and it seems to me that this does not go beyond the discussion of the players themselves. If you combine all the requirements, you get something like this : 1) accuracy. It doesn’t even immediately hit (With a police officer perk). 2) Ammunition weight. Huge, 100 grams in a game versus 4 in reality. 3) Speed recharge. With the same policeman perk, he barely reloads his weapon, as if he lacks the strength to insert ammo. I just want the developers to highlight either : -"yes, we know about this problem" or -"no, we did not know about this problem" or -"no, we will not fix it" (This is overloading my old post because I created it in the wrong category.)
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**IMPORTANT NEWS: **My brother has maliciously deleted all MOD progress... i am going to have to restart the mod and make it myself. I apologize to the entire community that has followed this MOD for the past few months, thank you all for your support... the MOD will now take even longer to release due to it being a 1 man developer team now. I am so sorry to inform everyone of this.** Please excuse the comments made my brother's account, Billwa, as they are only there to derail from the conversation of the MOD. It is never too early for a massive game overhaul Hello to the community of the popular zombie survival game Project Zomboid. I am trying to become a productive member for the benefit of everyone. I have had experience with other games and their communities including Dayz Standalone (Community's List of Suggested Weapons) and Warcraft 3 Frozen Throne (Eras Zombie Invasion map). This mod is a massive overhaul for Project Zomboid as it includes an extremely large amount of new items. From weapons to food to miscellaneous items, i am trying to include everything that will make sense, as well as promote realism. Everything i include (rather it be viewed as useless junk) will have a use. Either it be crafting, building material, or even as a weapon, everything will have a use eventually. Release Date: Unknown Please either post your suggestions here or PM me at following usernames: (Username on here) AlexeiStukov EMAIL: Noah3017@gmail.com *For firearms i have looked off of many sources including gunshops in Kentucky, the gun laws of Kentucky, what citizens are able to own and have owned in Kentucky, and off of Kentucky Police equipment sites. Do not worry about spawn points either, for i am making sure they are always balanced and will make total sense. **All firearms will have their own individual unique sound, there will be absolutely no generic sounds for firearms.** For those that are worried that this MOD is going make Project Zomboid another shoot em up zombie game, please read the comments that i made below: Billwa (Former developer of this mod): Alexei: Melee: MacheteLockblade KnifePocket KnifeSickleFire AxePushingBaseball Bat​Aluminum Baseball BatSteel Baseball BatNailed Baseball Bat (Crafted)Kitchen KnifeBilly ClubFillet KnifeFubarNightstickTire IronHammerHedge ClippersHedge Clipper Piece (result of disassembling a hedge clipper)Frying PanBowie KnifeKukriSledgehammerKa-bar KnifeScrewdriver (Improvised)Pen (Improvised)Pencil (Improvised)Nailed Plank (Crafted)Plank (Improvised)Polecue (Improvised)Butter Knife (improvised)Pistols: S&W MP-22 (.22 LR)AWC Amphibian S Ruger MKII (.22 LR)Ruger MKII (.22 LR)Walther P22 (.22 LR)Glock G19 (9mm)Beretta M92FS (9mm)HK P2000 Compact (9mm)Ruger LC9 (9mm)Beretta PX4 Storm (9mm)Glock G17 (9mm)Ruger SR9 (9mm)S&W Model 39-2 (9mm)Browning Hi-Power (9mm)Walther PPK (9mm)Beretta 93 Raffica (9mm and Automatic)FP-45 Liberator (.45 ACP)Colt Model 1911 (.45 ACP)Remington 1911 R1 (.45 ACP)S&W 1911 Pro (.45 ACP)Hi-Point JHP (.45 ACP)Kimber 1911 (.45 ACP)FNP-45 (.45 ACP)HK-45 (.45 ACP)Colt Model 1911 Pearl Handle(.45 ACP)Bersa Thunder (.380 ACP)Ruger LCP (.380 ACP)Sig Sauer Model P238 (.380 ACP)Glock 31 (.357 Sig)Glock 22 (.40 S&W)Glock 40 (.40 S&W)Sig Sauer P226 (.40 S&W)Hi-Point Model 40 (.40 S&W)Wildey Magnum Hunter (.475 Magnum)Thompson G2 Contender (.30-30)Thompson G2 Contender Silver (.30-30)Mossberg 715P Duck Commander (.223)Draco AK Pistol (7.62x39mm)Nailgun (Uses nails and is considered makeshift)Revolvers: H&R Model 999 (.22 LR)Taurus Tracker (.357 Magnum)Colt Python (.357 Magnum)Taurus Model 608 (.357 Magnum)Ruger Bisley Vaquero (.357 Magnum)Taurus Model 82 (.38 Special)S&W Model 637 (.38 Special)S&W Model 29 (.44 Magnum)Taurus Model 444 Raging Bull (.44 Magnum)Ruger Blackhawk (.30 Carbine)S&W Model 500 (.500 S&W Magnum)Sub Machine Guns: HK MP5A4 (9mm)IMI Uzi (9mm)HK USC Carbine (.45 ACP)Ump-45 (.45 ACP)Shotguns: Mossberg Model 500 JIC Cruiser (12 Gauge, Pump)Serbu Super-Shorty (12 Gauge, Pump)Stevens Model 320 (12 Gauge, Pump)Remington 870 and Sawed off variant (12 Gauge, Pump)Remington 870 MCS and Sawed off variant (12 Gauge, Pump)Ithaca Model 37 and Sawed off variant (12 Gauge, Pump)Mossberg Model 535 Tactical (12 Gauge, Pump)Browning BPS and Sawed off variant (12 Gauge, Pump)Benelli Legacy and Sawed off variant (12 Gauge, Pump)Beretta SV10 and Sawed off variant (12 Gauge, Over and Under)Browning Maxus Hunter and Sawed off variant (12 Gauge, Semi)Winchester Super X3 and Sawed off variant (12 Gauge, Semi)Saiga-12 (12 Gauge, Semi)Mossberg Model 505 Bantam and Sawed off variant (20 Gauge,Pump)H&R Tracker II and Sawed off variant (20 Gauge, Single shot)Stevens Model 512 and Sawed off variant (.410 Gauge, Single shot)Rifles and Crossbows: Chiappa Little Badger (.22 LR, Single shot)Ruger 10/22 and Sawed off variant (.22 LR, Semi)Marlin Model 795 (.22 LR, Semi)Savage Mark II (.22 LR, Bolt)WASR 1063 AKM (7.62x39mm, Semi)Norinco SKS and Sawed off variant (7.62x39mm, Semi)Yugolavian Model 59/66 SKS and Sawed off variant (7.62x39mm, Semi)Kalashnikov AKM (7.62x39mm, Automatic)M4 Carbine (5.56x45mm NATO, Automatic)HK 416 (5.56x45mm NATO, Automatic)Bushmaster Carbon 15 (.223, Semi) Sig Sauer M400 (.223, Semi)Colt AR-15A3 (.223, Semi)Ruger Mini-14 and Sawed off variant (.223, Semi)Springfield M1A (7.62x51mm, Semi)Remington M24 (7.62x51mm, Bolt)Marlin Model 336W (.30-30, Lever)Mosin Nagant and Sawed off Obrez variant (7.62x54mm, Bolt)Weatherby Vanguard (.30-06, Bolt)Winchester Model 70 (.30-06, Bolt)M1 Carbine (.30 Carbine, Semi)Crossbow Pistol (Crossbow Bolts)Wooden Crossbow (Crossbow Bolts)Compound Crossbow (Crossbow Bolts)TAC-15 Crossbow (Crossbow Bolts)LAR Grizzly Big Boar (.50 BMG, Single shot bolt)New Food (these are the ones we only added, we have other mods that already add about 50 new food recipes and items and they will be included in our mod too): Doritos Nacho CheeseRufflesPork RhindsCheez-itsLays Potato ChipsFunyunsPretzel SticksCold Oatmeal (recipe)Hot Oatmeal (recipe)Dry OatsFiber One BarTrail Mix BagMountain DewMountain Dew Code RedMountain Dew WhiteoutMountain Dew VoltageSpritePepsiCoca-ColaCoca-Cola VanillaDr. PepperRoyal Crown ColaA&W Root BeerCherry 7UPCanada Dry Ginger Ale Misc Items: No new items currently Medical Items: No new medical items currently I hope you all support the mod in the upcoming days, everything i can get (rather it be a suggested item or feedback on what i have listed so far is appreciated). Questions are welcome so ask anything that comes to your mind that is relevant to this topic. This MOD could not of been started if it were not for Pravus's Realistic Kentucky Firearms (RKF) mod. We used it as a base and he gave us permission to set a release date of the mod (eventually). Many thanks to him for allowing us. Check out his MOD. - Alexei Mod Studios -
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