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Found 15 results

  1. As in the title, I want to know if I'm alone in this opinion, but I've had far too many runs finished on day one due to a single missed swing. What happens is you swing a melee weapon, and there is a 1.5-2 second period where your speed is reduced to near 0, which makes missing a single swing a little bit TOO punishing, especially when there is more than one zombie. I personally love the challenge this game offers, but in Survivor mode I find it near impossible to enter houses because even if I lure the bulk of the zombies away, invariably I'll still need to kill 5-6, and that latency period w
  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 diffe
  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
  4. Hi everyone, just realized 90% of my deaths come from this damn key, wanted to push back a zombie, and my character hit an other zombie on the floor (using space key for melee). I think it could be a good idea to have the possibility to chose the keys for melee and stomping.
  5. I made some posts in the Hydrocraft mod thread showing the java behind melee combat and some quick thoughts on it. See here and here I am going to use this thread to summarize my findings, so others can use them as a reference. Firstly: Skill modifiers and weapon categories. What do they affect? By how much? If the weapon has the category "Unarmed", no perk related. The only calculation for unarmed is that it is capped at 0.7 damage per hit. NOTE MODDERS: This means if you categorize a weapon in your scripts as unarmed, putting max damage higher than
  6. Same with bags that can be equipped on your back. Scenario: You're looting some place and come across a better bag. You have a backpack and a baseball bat. You put the better bag in your existing bag, go back to your base, and there you equip your baseball bat primary, and equip your better bag secondary. Straight away, to equip your baseball bat primary, you must unequip it then equip primary. You do this to fight off zombies that may show up (I always keep a weapon equipped). So now you equip your better bag secondary, and start transferring across your loot from your old bag (on your
  7. TL:DR for those that don't feel like reading: Unarmed combat feels way too strong compared to majority of weapons, excluding those that are capable of hitting multiple zed's like a bat or axe, and insta kill weapons like knives, and in OP's honest opinion, could use a solid nerf. As of right now, unarmed combat allows you to shove up three (might be more, correct me if i am wrong) zombies, doesn't tire you (again, correct me if i am wrong, but just minutes before writing this post i've gone through killing 150~ zed's in WP school with just my hands and the exhaustion moodle didn't show up),
  8. I think melee weapons should have more durability. (I know there is a post about this) Because, if you think in IRL how many times your knife or axe brokes after being used 10-30 times... I mean are there really so bad axes or baseball bats or knives which do get broken after being used for a while... Yeah, I know how weak those kitchen knifes are what you buy and so on... But if you think about hunting knife, should the name already tell that the knife is made to withstand cutting flesh and bones ? And axes.. I have one in my garage which has been used for 6 years now, and every year I us
  9. I think that existing weapons in the game should have texture variations to add some sort of personal depth to the survival experience. Police weapons could be found in police stations, and sports weapons could be found at the firing range. There would be a story behind the item and it would become more unique and personal to you.For melee weapons there would be different golf clubs, knives baseball bats etc. All having the same effect. Maybe if possible the weapons could have slightly different sound effects. All of the stats would be the same but they would only look different. I know the
  10. Here are three new items with their respective mechanics that would flawlessly fit this game: 1. Ladders Ever seen one of these? These foldable metal ladders (which are rather commonplace in garages, construction sites and tool shops) would make quite a great addition to the game. First, they could be used to access the second-floor window of a house you were trying to get into. The downside would be that the zeds could knock it down as you are climbing and send you to your death (or a lot of fractures if you happen to survive). Also, they could be useful for building roofs to our base
  11. With the introduction of a button specific for melee without weapon attack, I get use to do the 1-2 combo, where I hit with my weapon and then push the Z's away with the melee command, and some times save some durability of my weapons by stomping with my foot the fallen Z's. But I find unappealing the fact that it doesn't bring any XP gains Since it seems that anything that can be lvl up give XP makes sense that stomping a zombie to 2° death doesn't increase the XP, but taking the risk of going hand-to-hand with such dangerous creatures deserves some kind of award... So, in order to ke
  12. Hi everyone, Had the idea while having some fun with build 31 feature where you can stomp zombies on the ground. While it is tremendously fun, i feel it's a bit risky to do, as a zombie on the ground could still scratch your legs while doing it, maybe even bite them (unless treated as temporarily stuned as well as being proned). I don't know if it is already in there, if so, i'm playing with fire... If it's not in there, then I think it should at least for the scratching part. Then it got me thinking that it could be lessen by a ''guard'' melee skill. While we are at it, a ''accuracy
  13. A minimalist version of the TommyGuns Mod. This mod contains the following: AR-15Remington 700MacheteSurvival AxeSuppressor for the ARSuppressor for the vanilla pistolRucksack Enjoy!
  14. In project zomboid a rather large amount of emphasis is put on crafting. Craft a molotov cocktail to thin out a horde before going in with a bat, craft bandages, craft food. This has probably been suggested before in part and is in the game in part. But I think that more craft-able weapons would be really cool. for example: Stick + kitchen knife + duct tape = Improvised spear Sock + pool ball = Flail (maybe even two of each for twice the smashing (flails are sometimes misnamed maces)) metal pipe (sticks would be too flimsy) + "insert vaguely large round metal object here" = mace These
  15. Are there any mods that create more melee weapons into the game? If not, then would anyone care to make one? :cool: It would be interesting to have a spear, katana, hatchet, etc. into the game.
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