PS: Did you know that the INT player can use the M60? When the M60 is supposed to be the T3 weapon of the Fortitude player.![]()
That depends on how many faatals you have in your CPU...Blake_ said:then we might just need a CPU with two cores per faatal to handle the situation.
Indeed. Leyend has it that Ryzen ShawnRipper 5950X might handle everything below the sky. It might not have enough IPS to do everything without thermal throttling though.That depends on how many faatals you have in your CPU...
I wish they'd elaborate more on this, as they haven't really explained how they are going to make the drone appeal to Int builds and not just be a staple in every build. If you can just throw the drone down like a junk turret, there's zero chance that every single build isn't going to carry one just for the storage capacity alone.
Clear PoI --> Throw down drone and load it with your crap --> Carry 2x more stuff than usual and head back to the base
The original plan mentioned was that junk drone would take a turret spot . . . which would be awful for int builds, so I'm hoping they have been theory crafting some kind of way for the drone to be improved by your intellect perks so at the very least it's better than someone with 0 int using one. If it competes for a turret spot it's going to be . . . ouch
I wasnt talking about the drone, im talking about eather repurpose the Land claim block to do this or make a station, you can still use a nail gun obviously because this feature is for later game.Seems like a lot of programming/UI/AI/animation work. Plus, non-intellect builds want to repair their bases, too. They’ve already said they don’t want the drone to be so handy that everyone uses one.
If a less tedious way to repair is desired, my solution would be to port the paintbrush’s ability to touch multiple blocks per click to the repair tools.
Yes you can, and you are also not nearly as effective with it, which was my point. Having some build diversity is nice when playing in a group of friends so you can actually cover different niches. Every single player will carry a drone for the storage, so it would be nice if the player who actually spec'd into the tree had a drone that's actually better than the unspec'd ones
You say you don't care what other trees do, but you probably would if you were playing coop and your friend was completely spec'd into strength while you were focused completely on the m60, and then you realized that because of a bug they could use the M60 and do the exact same damage you could. It would just make you want to respec and get your points back
It seems to me that the drone can already fall neatly into the established system. If you perk into Robotics Inventor, your drone(s) would gain the advantages of:
- being able to be crafted in the first place
- better craft quality
- better damage
- better fire rate
- better clip size
- better active range
- better active robots at once
And as you level up Intellect itself, your headshot damage and dismember chance with drones increases. This is all stuff that would happen just from extending the existing design. If you have all that, while someone not perked into Intellect doesn't, is that not appealing to Intellect builds? Is that somehow putting Intellect builds at a disadvantage, when it's all the same kinds of stats that other attributes/perks affect?
On the carrying capacity... well it may offer something cool to everyone on that front. But on the other hand I'll happily use, say, explosives without perking into Perception, because explosives do some uniquely cool things that no other weapon class does.
I wasnt talking about the drone, im talking about eather repurpose the Land claim block to do this or make a station, you can still use a nail gun obviously because this feature is for later game.
Ya i probably is alot of programming but thats what happens when you make a game, heck if were waiting 2 years anyway i can wait another 2 months for a feature that would improve the building part of gameplay, and its a optional feature that im sure every person who says they wont use it, would at some point.
And if ya really hate it, you can always use a nailgun to fix the 200 blocks even the ones out of sight
Blake_ said:That depends. What is more costly, 1 entity with pathing and AI or incremental hp calculations/ full heal for many blocks at once (workbench task) ? My experience tells me the drone is more costly than many blocks, but if the base is huge then we might just need a CPU with two cores per faatal to handle the situation.
Yeh, choose the paint all sides brush.Random late night thought: Would is be possible to add a feature to the paintbrush that allows us to paint all six sides of a cube at once, sort of like the splash feature but for a single block?
Yeh, choose the paint all sides brush.
Damage is good as is in my opinion, however , i believe all objects in the game should have keyword labels (if they don't already) to determine % damage reduction with fists (weak), mid and high tier damaging weapon/entity. Concrete should have significant damage reduction against weaker things, currently it is completely overwhelmed by anything more than 5 zombies attacking it. I'm all for strength in numbers, but not when zombies are strong on their own.With the breakdown system being removed and therefore steel (presumably) getting a huge nerf to its overall health, players will be increasingly drawn to using hatch hallways, or steel hatches as walls themselves. Again I bring up the suggestion that zombies should have a 6x damage multiplier to all doors and hatches.
With the breakdown system being removed and therefore steel (presumably) getting a huge nerf to its overall health, players will be increasingly drawn to using hatch hallways, or steel hatches as walls themselves. Again I bring up the suggestion that zombies should have a 6x damage multiplier to all doors and hatches.
Madmole himself said that for example concrete will likely be as strong as the old r concrete was. This surely includes all the hitpoints that would be lost because the breakdown system was removed. My goodness, you really must think the devs are idiots who can't even keep the balance in such a trivial case.
Example:
Previously cobblestone (say 500 HP) downgraded to wood (150 HP) downgraded to nothing
Now cobblestone (650 HP) downgrades to nothing.
Nerf? None.
Result would be that in later horde nights basic zombies could be practically ignored as they would do almost no damage to your structures. This simple strategy would be very effective then: Kill only higher level zombies and let the basic zombies alive.Damage is good as is in my opinion, however , i believe all objects in the game should have keyword labels (if they don't already) to determine % damage reduction with fists (weak), mid and high tier damaging weapon/entity. Concrete should have significant damage reduction against weaker things, currently it is completely overwhelmed by anything more than 5 zombies attacking it. I'm all for strength in numbers, but not when zombies are strong on their own.
Wood/Cloth 0% damage reduction (current)
Iron -25% damage
Cobble -40% damage
Concrete -60% damage
Steel -80% damage
Bonus health is good against a single opponent, but damage reduction would be good for normal zombie hordes and long term stability.
And then you have bruisers and the demolishers that would ignore the damage reduction, making the extra block health do its part.
Currently the only thing (at least from what I could tell) that differentiates a concrete block from a wooden block, is the extra hit points.