Roland
Community Moderator
Are these really that OP? The steep slope meta worked because zombies could not climb up nor could they attack those blocks so they were an impeneterable defense. The fix for that was to simply allow zombies to interact with those blocks the same as they do all blocks. In other words-- fix a bug in the interaction between zombies and those specific blocks in that specific rotation. Zombies do attack the open hatch doors correct? The player has to maintain and repair them along with battling zombies. I'm not sure what bug would need to be fixed in this case.MechanicalLens said:Will a counter to the "hatch base" be finalized in Alpha 20? Much like pole walls of old, this newer concept has taken the 7D2D community by storm; basically everyone is using them to create melee only horde bases. (This is not to mention that triple upgraded vault hatches have almost double the max HP of steel blocks. Fun fact for you there.) TFP's vision for how the player should deal with the horde is pretty clear, and one that I agree with. The player should be expending bullets and the occasional explosive or molotov on horde night, not swinging a sledgehammer or a club all night. I hope a countermeasure can be put in place so that these melee only horde bases can be successfully thwarted.
If all you're asking for is a bonus attack multiplier when zombies are attacking a door or hatch, that might be a good solution IF they determine that there is a balance issue here. If vault hatches could be crafted and triple upgraded during the early or mid game I would agree that there would be an imbalance but you can't. The hatches that you can craft are susceptible to the zombies you get.
Finally, I'm not certain that TFP's vision is for you to use bullets on horde night so much as it is that the player is directly confronted by the threatening horde. A base design that allows for mostly melee and thrown explosives doesn't necessarily violate that vision.
Of course, I've only dabbled with using hatches and in my design I felt like I needed to do all three: melee, ranged, explosive as well as spend time repairing hatches. It was a pretty fun and crazy battle and I did not feel 100% safety inside the bunker. There were quite a few pounding on the walls around me instead of lining up in front of the open hatches.
Personally, this is a design that is probably in the gray area and not everyone is going to agree on whether it is an exploit or just a good strategy. IMO, it does not break with TFP's vision of horde night by any means.
Any idea on how it will adapt to obstacles, such as being trapped in a separate room from the player? Teleportation or wall clipping for example?
Teleportation I believe. I haven't played with them yet but I think that is the plan. It is the simplest way and already a well established solution in other games with companions.