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Found 51 results

  1. I remember the last zomboid and an unbalanced knife. A lot of water has leaked, but there are still frankly unbalanced weapons. I think from the name you understand what I will write about. Why are axes unbalanced? - many variations (fireman, pickaxe, one-handed, made for trees, crafted ax; - high dps (in this balance it is high); - the possibility of manufacturing; - professions: lumberjack, fireman. (These professions are also unbalanced). I suggest: - Strengthen other weapons; (more professions, perks) frankly weak: crushing, spears. - Increase the cost of professions: fireman, lumberjack. (as a temporary measure).
  2. item BaseballBat { MaxRange = 1.4, at the same time item HandAxe { MaxRange = 1.4, and there are many more such examples. Almost all weapons feel longer than their model and hurt when hit literally empty. Because of this, fighting with zombies becomes either difficult (it is not clear where the optimal strike distance is) or easy, because allows you to keep zombies at a distance, although your usual weapons do not deserve it. I already asked to make different control keys for the upper and lower blow, for different interactions with windows, etc. The worst thing that can be with a game is when it does not act as you expect. (You want to hit a standing zombie, and you hit the ground, bend over and bite you.) It is very easy to die in the game because the character does not obey you, or does not obey the laws set by the developers. I'm not talking about the balance of the weight of objects - to hell with it, but please select a person who will deal with the balance, he does not need to be a programmer, because this is done so easily. Truly yours, fan.
  3. Ever since I first used the spear I've noticed a discrepancy with the animations. Two of the animations are a straight stab and the remaining one is a sort of sweeping slice attack. I always thought it was odd how I could stab two zombies standing about a meter apart with the same spear thrust. Hitting two zombies at once with the sweeping attack makes sense, but not with the stab, unless it's the critical thrust and the zombies are standing in a line. I'm not sure what the best way would be to execute this, as weapon swinging has only ever belonged to the left mouse button, but it's still worth looking into. Picking off stragglers? Get in there with a decisive strike. Trying to keep a group of them back? Go for a sweeping strike that divides the kinetic force of the swing between two targets and doesn't leave you open to getting bitten.
  4. ok, so weapons in the newest iwbums build seem to have like NO real durability, even when the condition is full, things like the hand scythe and hand axe are breaking after maybe 6 or 10 hits on a zombie. also, suddenly knife fighting is completely impossible, instead of doing a nice one shot to the ear, like before, now you flail around pointlessly with the knife for 5 hits first? maybe i'm just not doing it right, but that in combination with the potential for losing your knife in the zombie in the middle of a fight seem to make them completely pointless, and also they break after a couple hits as well. at this rate, you'd need a CRAZY amount of weapons all the time...... also, i get how baseball caps can fall off in a scuffle, but the motorcycle helmet at least really ought to stay on, otherwise there'd be a lot of dead bikers if their helmets popped off on sharp turns....
  5. 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.)
  6. It very less, I think it should be 5 or 10
  7. Now gun lovers can be stealthy too! I made a Mod that just adds a Silencer / Suppressor as a weapon part that can be attached to Pistols, and Rifles. It reduces the sound the gun makes by 90% and lowers max range slightly and slows down the fire rate by adding recoil time. The silencer can be found in gunstore and police station locations. Also in any crate or locker but at a much rarer rate. you can craft a home made silencer from a pipe or flashlight with saw, screwdriver and a few aiming skill points. This home made silencer does not work as well as the real one. And lowers fire rate and max range more than the real silencer as well. Download Link - Version 1.1 Steam Workshop Though it worked fine in testing I just put it together recently and pretty quickly so let me know if you find something wrong with it and i'll get it fixed ASAP. Enjoy!
  8. ZomboidXBow Hey fellow zomboiders, This mod aims at bringing the crossbow experience to Project Zomboid. It offers a variety of craftable crossbow models and ammunition types with different properties. All of these recipes force you to continuously scavenge for resources to keep you ammunition supplies up and maintain your crossbows. As your character progresses he will get access to better recipes and crossbows will become more efficient. In the beginning you will miss often, be constantly out of ammo and probably want to go back to your Axe. But if you survive long enough to get your hands on a Repeater Crossbow with Aluminum Bolts ... Quick Features Supports Single Player and Multiplayer Mechanics Retrieve your bolts from zombie corpses. They might however break on impact Craft, carry and reload from a Bolt Quiver which adds an addtional bag slot Crossbows can break at any time. Your Carpentry and Electrician skill levels determine how likely it is to happen All crossbows support all ammo types Easily switch between ammo types by using the context menu Crossbows Crossbows behave like all existing weapons: Aiming and Reloading will increase your skill level which in turn affects your chance to hit and your reload speed. Wooden Crossbow A simple crossbow Heavy Crossbow Requires Carpentry 3 Strong crossbow that can hit up to two targets Repeater Crossbow Requires Carpentry 5 Powerful crossbow that can fire up to 10 bolts in rapid succession and hit up to two targets per shoot Bolts All bolts can be fired with any crossbow. Just have a crossbow equipped as primary, right click your desired bolt in your inventory load or set as default. Wooden Bolt Simple Bolt with high chance to break Aluminum Bolt Piercing - Allows you to hit one additional target with your crossbow. Fire Bolt Target has a 90% chance to be lit on fire. Most fun but most dangerous bolt with unpredictable outcome especially on IWBUMS branch. Don't use indoors! Requirements 3DModels 32.16 Download latest version Installation Instructions All Items, Recipes and Documentation Known issues: All crossbows use the same 3DModel and Icon Crossbow 3DModel not 100% aligned Planned Test in MP Learn recipes through Books instead of hard skill requirements LOTS of balancing and tuning Better icons/models Attachments More ammunition types Misc stuff around crossbows Feedback If you like this mod (or even if you don't) I'm happy to get your feedback, bug reports and improvement suggestions. I want this to be a balanced mod and I can only get there with the help of you guys Credit to Jab for his import/export script for 3D Models which works flawlessy and his ModelLoader Fuji for his pioneer work on how to get custom 3D Model into the game and basically giving me the chance to write the mod I wanted to write ever since I bought this game WolfClaw for his excellent 3DModel tutorial ORMtnMan and his Real Guns mod gun modding reference Livio Persemprio for testing and feedback which is so important for balancing Thanks guys! I hope you enjoy this mod, many survivors perished and half of Westpoint burned down during its creation
  9. Umbrella Mod (v0.11) This mod adds umbrellas to the world of Zomboid. Umbrellas keep you somewhat dry when it's raining. You might get a little damp, but no fear of catching cold anymore!! Use: As you find umbrellas they are closed and can be used as a very flimsy stabbing weapon. When you open an umbrella you can use it as cover from the rain by equipping it either in your primary or secondary slot. You can also close the umbrella to use it as a weapon again. This mod will only work from version 2.9.9.17 upwards. It has been tested on 2.9.9.17 (0014). Download from pz-mods.net Have fun!! Known bugs: You can open and close broken closed umbrellas for infinite use. Don't cheat!I'm sure there was something else that I'm forgetting... hmh..well. I guess it was nothing.Let me know if you find some!atm I'm using the OnPlayerUpdate event to launch the functions, so if you see a noticeable fps drop please contact me for a work-around. Changelog: Please feel free to contact me on anything conserning the mod or about pretty much anything else in life. Here comes the deadly small print! Muhahahahaa!! If I'm lost for at least 4 months this is up for grabs! In that case, remember to put credit where due. The zombie umbrella (poster) image is not to be distributed or used without specific permission from the author, even if the 4 months has passed. Special thanks: Kinyoshi: For getting me back on track with his code from the raincoat mod! RegularX, Kjulo: For making their mods so I could learn some lua! Aricane: For PZ-mods hosting and mods that I've used for learning lua! RoboMat: Extra-special thanks for guiding me through some of the high learning curve I've been up against and for great mods!!
  10. So i made a mod that adds a torch to the game. https://steamcommunity.com/sharedfiles/filedetails/?id=1542069453 Its is basically a torch that emits light around you in a circle and it depletes overtime, now I want to be able to trow it to start a fire. Problem is I can't because it is a "drainable" item, when I change it to a "weapon" it is trowable but it doesnt get depleted anymore? how can I make it trowable and still get drained when its being used. In the picture you can see how i tried to resolve it and how its currently set up. by giving it 2 item types it turns into blooo
  11. Go to http://steamcommunity.com/sharedfiles/filedetails/?id=519953681 for download last version Hello this is my first mod so tell me if you run into any issues or misspellings thank you ! This mod adds some guns and bags to the game. Current version 2.0 Mod Recipe : Note important : Currently implemented in the mod : To be added to the mod : Update note Fr : Video : Download : If you want to try the items the "Insert" key spawns most of the items to your inventory ("End" for AK-47) Tell me if you run into any issues or misspellings thank you. Thank to ORMtnMan for helping Ask before take or reproduce my mod ! Antize
  12. miked79

    Frostmourne weapon

    Incase anyones interested that doesnt have steam! http://pz-mods.net/weapons-items/Frostmourne/ Frostmourne.rar
  13. Hello. I'm a little surprised this isn't floating around on here somewhere.... I've seen bits about adding context menus, but not something for weapon renaming specifically. I figured, since we can rename bags and evolved recipe dishes, it's pretty much already in there and just needs a bit adding for weapons. And here it is This will enable renaming weapons in inventory context menu, just like bags. Go forth and give that hammer you've been swinging around in the Exclusion Zone for 2 months a special name I expect renamed items should continue to work fine for recipes, as the display name is what's being changed, not the underlying ID. Bit of a disclaimer: - I've not personally tested in multiplayer, either hosted or joined, but it's been commented that it works, however. - I've not personally tested with renaming weapons from mods, but that's also been commented to work. I expected it would, it operates against hand weapon items after all. Credit / References: - Indie Stone, of course. Basically, I've adapted relevant bits of the base ISInventoryPaneContextMenu.lua. - I referred a bit to RoboMat's Creating Inventory Context Menus tutorial and MisterInSayne's Giving custom options to items when you right click them thread. Download the mod file .7z archive from here; or Copy paste the below, or attachment, into a mod media/lua/client folder; or It's on Steam Workshop as well. ---------------------------------------------------------------------------------------------------------- ISInventoryRenameWeapon = {}; require "ISInventoryPaneContextMenu" ISInventoryRenameWeapon.createMenu = function(player, context, items) local canBeRenamedWeapon = nil; for i, v in ipairs(items) do local item = v; if not instanceof(v, "InventoryItem") then item = v.items[1]; end if instanceof(item, "HandWeapon") then isHandWeapon = item; canBeRenamedWeapon = item; end end if canBeRenamedWeapon then context:addOption(getText("Rename weapon"), canBeRenamedWeapon, ISInventoryRenameWeapon.onRenameWeapon, player); end end ISInventoryRenameWeapon.onRenameWeapon = function(weapon, player) local modal = ISTextBox:new(0, 0, 280, 180, getText("Change item name"), weapon:getName(), nil, ISInventoryRenameWeapon.onRenameWeaponClick, player, getSpecificPlayer(player), weapon); modal:initialise(); modal:addToUIManager(); end function ISInventoryRenameWeapon:onRenameWeaponClick(button, player, item) if button.internal == "OK" then if button.parent.entry:getText() and button.parent.entry:getText() ~= "" then item:setName(button.parent.entry:getText()); local pdata = getPlayerData(player:getPlayerNum()); pdata.playerInventory:refreshBackpacks(); pdata.lootInventory:refreshBackpacks(); end end end Events.OnPreFillInventoryObjectContextMenu.Add(ISInventoryRenameWeapon.createMenu); ISInventoryRenameWeapon.lua
  14. -- ------------------------------------------------------------------------ -- -- Vorpal Weapons version 1.2.1: March 28, 2016 -- -- this is a mod for Zomboid which gives the player the chance to obtain -- unique and powerful weapons. after a certain number of kills your -- weapon will improve a property and it's name will change. properties -- that may improve include: weight, damage, knockdown, range, durability -- swing speed, etc. it's still being tested, and though it is overpowered -- by nature, i don't want to be too insanely overpowered. as i test it -- more and get feedback from people the values will be adjusted. you're -- free of course to fix things how you like, too. currently weapons will -- upgrade after 10-29 kills and then again after 30-70 kills. -- -- * Vorpal Weapons was adapted from tommysticks' Heroic Weapons mod -- * first time i've written anything of substance in Lua, maybe it works -- * thanks tommysticks, you had an awesome idea (but your code sucks) -- * seriously tho, i've had a blast with your mod, so thanks -- ------------------------------------------------------------------------ -- -- Changelog 1.2.1 (March 28, 2016) -- fix: issue resolved where second upgrade sometimes wasn't applied -- note: currently bugged weapons will remain bugged, sorry -- ------------------------------------------------------------------------ -- -- Changelog 1.2 (March 26, 2016) -- -- feature: multiplayer support! yay! -- fix: all weapons have been rebalanced, things should be mostly sane now -- feature: mod blacklist. Vorpal Weapons will disable conflicting mods -- feature: future nerfs/buffs will apply to any vorpal weapons created -- since this version (1.2) -- fix: weapons created by test versions of mod will be autofixed -- feature: probably a bug somewhere -- ------------------------------------------------------------------------ -- -- Changelog 1.1.3 (March 19, 2016): -- -- fix: removed some test code which could interfere with repairs -- ------------------------------------------------------------------------ -- -- Changelog 1.1.2 (March 19, 2016): -- -- fix: weapon stats are restored properly now -- fix: swing speed nerfed, durability nerfed, range nerfed, -- damage slightly buffed, still tuning -- feature: your character will now say something when weapon transforms -- fix: weapon weight was being lowered for every upgrade -- fix: now receive proper events with parameters -- ------------------------------------------------------------------------ -- -- Changelog 1.0.1 (March 17, 2016): -- -- feature: added support for secondary weapons -- ------------------------------------------------------------------------ -- -- Changelog 1.0.0 (March 17, 2016): -- -- things changed/added from Heroic Weapons: -- no more repair or equip/unequip bugs or other durability bugs -- merged it into one file and changed how everything works -- many names are changed -- most of the calculations are changed -- weapons autorepair at prefix/suffix kills for now. -- if anything is too ridiculously overpowered, please let me know... -- ------------------------------------------------------------------------ -- -- TODO: -- tweak the values as needed -- change naming scheme to something more like ultima online -- i.e. exceedingly accurate, etc. so i can ditch some of the silly names -- maybe more exotic weapon upgrades -- -- by electroglyph/xenoglyph -- ------------------------------------------------------------------------ -- Props to tommysticks. Without his mod this wouldn't be here. I really love his idea and it inspired me to (hopefully) improve upon it. Thanks PZ community! The Workshop version will be the current & maintained version. It's provided here on the forums as a courtesy. Any and all criticism is welcome. Tested and working on 34.13 I<3BUMS http://steamcommunity.com/sharedfiles/filedetails/?id=647041145 VorpalWeapons.7z
  15. Toy Gun Simulator VOL 3 download : GooglePlay Toy Gun Simulator VOL 3 is one of the best weapon games for teens and we are sure that teens will have a great time with our toy weapon simulator for Android. Since we know how much little boys love toy weapons we have decided to make this gun simulator. And we are sure that it will become one of the most popular games for boys. But, girls, also, will be fascinated with the beauty of toy guns and this free app for Android will become one of the most popular games for girls. You will see that teens will simply adore their new virtual toys. So, don't wait anymore, download now this gun simulator free and give to teens fantastic toy guns. It's totally free! You want to surprise teens, but you run out of ideas? We have the solution for your problem. Now you can give to teens perfect toys and you even don't need to go to the toy store. Install this gun app and that's it. Only the best things we have prepared for all little teens in the world. With this gun app for Android they will have a fantastic collection of toy weapons. But, this collection is not the only thing that teens will have with this simulator game. Also, we have prepared for them realistic toy gun sounds and authentic toy weapon mechanics. Another great thing that gun weapon simulator brings to your Android phone is unlimited ammo. Now teens can shoot from their virtual weapons as long as they wish. They won't be able to stop shooting until the try all the weapons that we have prepared. That much great our game for teens is. Now you will have much more space in your house because real toys will be exchanged with virtual toy guns. Great, isn't it? And one of the best gun games for teens can start when teens choose an appropriate toy weapon for them. Great time and so much fun you and your children will have with one of the best gun games for teens. Download this free app for Android and you will see that we are telling the truth to you. teens deserve to have only the best thing and the best virtual toy guns they will have with this gun app. You will be satisfied when teens are satisfied and with Toy Gun Simulator VOL 3 they will be totally delighted. Have a great time with teens, shoot with them from virtual weapons on your Android phone and enjoy in every second with them with Toy Gun Simulator VOL 3 - the best toy weapon simulator in the world. Toy Gun Simulator VOL 3 Features: - big selection of toy guns - high resolution graphics - realistic toy guns sounds - authentic toy weapons mechanics - unlimited ammunition - ideal for teens fun Toy Gun Simulator VOL 3 was created by Toy Guns For Kids.
  16. Icewind

    Chainsaw

    Sorry, it’s already at the [y] list. Please delete the topic.
  17. All right, this is mainly for the devs, but of course anyone feel free to answer. I'm pretty sure this question was asked before, so you can call me dumb and just simply send me a link to that topic. Do you guys plan to add visible secondary weapons? You already showed us the backpacks, and they are awesome! It would be nice to see our weapons beside them. For example, if you have an axe as a primary, and a shotgun as a secondary, the axe is in your hands, and your shotgun is attached to your back. Or anything like that. A knife is in your hand and a pistol is on your belt in a holster. etc. Similar to DayZ (or most survival games). I think it looks great and perfectly makes sense. Hunters, soldiers, pretty much everyone who uses rifles, are carrying their guns that way (not to mention pistols in holsters). So, what do you guys think?
  18. The mod is based on "Craftable Axes" by Tooks and "Broad Hatchet for Fire Axe" by Aardman55. Borrowed fashion features 3 Types of Axe Heads Craftable Axe Handles A Makeshift Axe (degrades slightly faster than the Fireaxe) A Worn Makeshift Axe (Degrades faster than the fireaxe and deals slightly less damage} A Blunt Makeshift Axe (Considered a blunt weapon, no longer using the Blade skill. Deals less damage and degrades faster than a Fireaxe) Distinction Add sprites for Axe Handle and Axe Heads. You can cut down trees. To create the handle is needed now also knife apart saws. In order to cut the right hand. The speed depends on the type of blade. Hunting knife does not break down and fit always. Craft Axe Head from Worn Axe Head, using leather belt and stone. It takes a long time. Craft Worn Axe Head from Blunt Axe Head, using stone. It takes a long time. Russian translation. French translation by Klare. Polish translation by Geras. [ Download ] [ GitHub ] [ Workshop ] P.S. New game not necessarily. P.P.S. In the picture the pros and cons are of equal importance, it's just a typo! Later, I make a new image.
  19. I think we should eventually be able to craft wooden staffs not only being used as a weapon but it could also be used as a crutch something to lean on like a walking stick. Let's say you're out on a run and you twist you're ankle you can be limping away on you're staff and If a zombie gets near you, you can stop in place and prepare to take it out. The staff could also be used to fight off Npcs with melee weapons as well. You could be coming back from looting some houses and get jumped by two Npcs and one has a wrench, and another has a knife you can potentially either knock them unconscious and take there stuff or kill them in the process. So in my opinion it would be a pretty good weapon slash crutch to have and if the abilities I just described are added one day I wouldn't knock those Npcs who jumped my out I'd kill them so they do come back looking for me when they wake up/if the wake up. So what's everyone else's opinion?
  20. I always hate leaving loot behind, and seems the things left are always the flatware. Craft the flatware reinforced bats by nailing three pieces of flatware onto the tip of the bat with six nails and the hammer (only the vanilla hammer, maybe I should add my mod hammers.) The new reinforced bats stats are between the regular bat and the nailed bat. Pictures coming soon of recipes.. DOWNLOAD: Main Download (PZ-Mods) || Mirror Download (My Dropbox Link)
  21. http://www.aggressivegaming.org/newdawn/wiki/ We now have a page where you can look up all the information on any Item, weapon, craft, recipe on Project Zomboid including anything added from the Hydrocraft Mod! From the list of items or crafts click on any item or recipe name to see all the info on it. The Item page will show all the info, attributes and values of the item. And below that it will show any Recopies that require the item as an ingredient. And any Recopies / Crafts that can create said Item. The Recipe page will show all the info, required ingredients, skills and tools for any recipe. And even what book must be read to learn that recipe if needed. Hydro and The whole Dev Team at Aggressive Gaming's Newdawn helped to build this for you guys! So enjoy! http://www.aggressivegaming.org/newdawn/wiki/
  22. for example: Lasor has WeightModifier = 0.2, HitChanceModifier = 5, ChokeTubeFull has WeightModifier = 0.1, AngleModifier = 0.1, DamageModifier = 0.5, I want to make a weapon part to lower the SoundRange attribute on a weapon. Is there a Modifier that can change the SoundRadius attribute on a weapon? And if not, is there a list of all the attributes that can be modified on a weapon with weapon parts the ones I know of are: AimingTimeModifier AngleModifier DamageModifier HitChanceModifier MaxRangeModifier MinRangeModifier RecoilDelayModifier ReloadTimeModifier ToHitModifier WeightModifier
  23. Hello all! This is a fun mod done in my spare time for those who want a little something different in terms of weapons. These weapons would be more typically found in a museum or a collection, not in every day use. As such I am setting them as pretty hard to find. Once armor gets implemented or I figure out a way to mod it I will possibly add it in (though walking around in plate armor might be a bit overpowered...) Currently implemented in mod: To be added to the mod: If you have any historic weapons you want to see added let me know. Though, don't expect new versions for every single weapon addition. Keep in mind that we are currently stuck with base weapon models for the character to hold until the code changes. Currently there are no custom sounds for the melee weapons as I didn't bother looking for any as the stock sounds work. So they will stay that way unless someone wishes to donate custom sounds for those. The items are distributed in some homes and can rarely be found on dead bodies. Though, if you want to cheat, you can spawn them to your inventory using the "End" key Download Link http://www.mediafire.com/download/vcc4mvp9r0hzcvm/OHWM.zip Let me know if you run into any issues, Originally made for: DannikJerriko
  24. What you need to remember when you fighting a zombie? That even, a slightest infected scratch may kill you. No matter how strong you are or how many you already killed or what a great fortress you have…. A single tiny scratch can infect you. And you finished. So, the main goal when you fight a zombie is to keep him as far from you as possible. That’s why guns are so great! – but the downside of guns is that they loud. You easily kill one zombie but you calling 100 more to your location. And bullets of course… there’s never enough…. So, my suggestion is to create a SPEAR! It is very easy to craft! I mean, all you need is a long enough stick, a simple kitchen knife and some bandages to bind them together. Any plank would work fine and there is so many knifes in game. The advantage of this weapon, as I said, is its hitting range. I guess it will be twice greater distance than a normal baseball bat swing hit. Oh, and there better be a different character animation for that… its not an axe slashing type of strike – it have to be some piercing lunge forward hit… It won't knock zombie to the ground (well, it can, but not that often like a baseball bat) but it will push them back, away from you. (and give them some damage of course) Good for a distance control. The disadvantage of this weapon, is its low durability… The durability of all knifes is pretty low… But the advantage is that you can create many spears, easily from common materials. Advantage: 1) Easy to craft. 2) The longest hit range melee weapon. 3) Pushing zombies away from you. Disadvantage: 1) Low durability. I am reading the forum now and I see that people have already suggested spears, many times… (sorry)
  25. So playing around and surviving for a little bit (2 months to be exact) got me to think a little bit about the area I was surviving in, that being West Point and after looting pretty much the whole city dry and seeing everything there is, I just thought of something that could be added, would fit in with the lore and make a survivor's life a bit easier, though it was a bit too obvious so I thought it must have been suggested before, but after skim-reading around a little bit I havent really tripped over it, but if its around I apologize for repeating it Hunting crossbows Yep, not very original I imagine, but hey I dont know why such weapon isnt really available already, the idea would be pretty simple, mid-range, silent firearm that would allow you to take care of those pesky deaders that are so inconviently in your way to loot and oddly close to a horde that you could just sneak past, if it werent for that one annoying strangler. As far as lore goes, West Point has a gun store specialized in hunting gear and in my personal experience these tend to have not just guns, but also hunting bows and crossbows if you are into that, so the loot spot would probably be only it or the shooting range a bit to the east or one of the few hunting cabins in the woods around if you wanted to make them really hard to get. Ammo-wise it would be pretty simple to craft together a stick and a sharpened rock (it would give use to those things aside some very basic tasks that you can use actual tools for anyway). And for the sake of balance it would be either a single shot weapon or you would have to rack each bolt after shooting with a relatively small capacity, lets say 4-6 bolts max. So efficient enough to take one or two guys out and be on your way, but nothing to be killing thousands with and it being silent it might just be your best friend once you find it. You could even be able to make a hunting bow after all, that would take just a few flexible branches and a bit of twine that could work the same way, but be just the poor man's choice instead.
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