weird, we must be playing different games as I did not have any issues clearing out POIs and defending against hordes when I spec’d into Int as my main build.
That's why I said that POIs are a non issue. It's pretty easy to plan ahead and make choke points. Hordes though, are extremely lacking on bases that require movility AND only use INT builds (
I REALLY mean no bullets other than the turret ones, no explosives, no traps, no firearms whatsoever, I said INT and pure INT offensive melee/ranged alone, 2 turrets and the baton)). This rant is mainly about the combat effectiveness of the baton, which is arguably useful ONLY with the repulsor mod, and it should be way better than it is . DPS can be forgiven if there were OP mods for this weapon. The problem is one of DPS nevertheless due to the fact that dps of the baton is 20-36 and turrets do around 20 each, for a grand total of "YOU ARE GOING TO DIE " even with those 130 rounds per minute of the Turret. You can't fend off an horde without explosives,Â
traps, firearms or any other melee weapon and using only the baton and 2 turrets? Man be serious, You might be able to escape, but you won't kill much in a common base. Not nearly as much as with any other pure build (again, no traps). INT lacks killing on that front, it's just delay fluff and does not have actual combat strenght so it relies heavily on electrical traps, so while the main combat capabilities are just passive support even while the player tries to be active with that crappy baton, the traps are valuable.Â
IF we make a funnel base and concentrate a late-game horde, we might be able to fend off the horde.
In this case INT's strenght is actually in crafting traps faster and managing resources more efficiently, as we talked about before, but still, baton is pretty useless.
Curious that the fireman mod makes the stone axe go over the stun baton, since it decreases the amount of damage to entities. The stone axe at quality 6 does 945 damage per minute, and the quality 6 stun baton does 1134 damage per minute (random stats not counted). There's no perks or magazines increasing the damage of either, though there's a magazine increasing the speed of the stone axe by 5% (maybe -- it's about fireaxes, not sure the stone axe is included), which amounts to 47 damage per minute which is not enough to surpass the stun baton. Other than that, any mods ought to benefit the stun baton more than the stone axe.Â
By "fire" mod I meant "Burning Shaft" mod. It was pretty clear with my explanation though. Baton cannot have the burning shaft mod, so that is also a serious (yet realistic) handicap vs the Stone Axe.Â
On paper seems to do higher damage, but it's actually false if we use the burning shaft mod. The actual result is several Zds burning and the baton lagging WAAAY behind the Stone Axe, resulting in the Stone Axe being better with little argument (even talking into account the repulsor mod).
At the end of my test those 25 radiated workers had from 300 to 400 (out of 800+ hp if I remember correctly). Yet the baton was only doing those 1200 damage with little to no dismemberment and just some flying electrocutions which did nothing more than delaying the kills.
Just try the test yourself. Also, remember to do it FULLY MODED LVL 6 on all the weapons.
The baton is the best roll I could find. They do not differ more than 1 or 2 points within it's level though. Balance reasons.
But I'm surprised you had any trouble fending off a horde with the stun baton, because I could do so easily. The stun baton will stun every nearby zombie, and throw them away, so it's trivial to make a base where any pressure from zombies is relieved by dropping them to the ground so they have to go around to you again, and having a robotic sledge hitting them on their way back to you. Not to mention electrical traps, since they are part of the Int build and you get up to 50% XP from their kills.
As for your next test, first make sure you are using the repulsor mod on the stun baton and taking nerd tats, plus using fort bites and recog (physician) and electrical traps on the Int horde night, and not doing so on the machine gun test.
Though using electrical traps is kind of OP. I made an AFK base with them and during horde night I just fly around with the free camera to watch the carnage. Then again, Double Robotic Turrets is also very OP, as is the stun baton with repulsor mod and nerd tats.
And for POI clearance? Yeah, the stun baton is not the best weapon, just like the club is not the best melee weapon to use on horde night.
You can fend off an horde, but the kill count is pretty low, because the baton does 20 damage and both turrets also do so (18-21 damage fully modded). So with no traps nor explosives nor any firearm nor any other help but height, you will not kill at all and therefore a pure INT build is lacking on dps combat without traps , which doesn't happen at all with any other builds.
Then you compare the stun baton with other weapons. 400% less than clubs? The base damage of the baseball bat (the club at the same tier as the stun baton) is 17.4, and the stun baton's 10.8. That's not even 50% less (or 100% more). And that does not even account for speed. Your math is just wrong.
As for your next test, first make sure you are using the repulsor mod on the stun baton and taking nerd tats, plus using fort bites and recog (physician) and electrical traps on the Int horde night, and not doing so on the machine gun test.
Though using electrical traps is kind of OP. I made an AFK base with them and during horde night I just fly around with the free camera to watch the carnage. Then again, Double Robotic Turrets is also very OP, as is the stun baton with repulsor mod and nerd tats.
And for POI clearance? Yeah, the stun baton is not the best weapon, just like the club is not the best melee weapon to use on horde night.
I was talking about the top tier club, which is not the baseball bat my man. It's the Steel Club. And Yeah. It's actually around 250% more than the baton, which is brutal and unbalanced. A sledge is around 400% more (always with full mods and best roll I could find of course).
I see you didn't see the screenshots. I showed pictures of the baton inmy test with the best of the best mods and ALL BOOKs and ALL perks man. If you didn't see the pictures then I will give you additional info: As you can see, steel club lvl 6 is around 2.5 times better than the baton base damage (250%) and the Sledge is more than 4 times better (400%+ more). You get the gist of it.
Also. YOU CAN win the horde with a club and a wall. Actually done it several times with nothing but the base and the club. No traps. Melee base with a corridor to escape little by little with hatches.Â
You cannot do that with baton+turret+sledge and no traps (combined damaged is 60-80 dps)Â Â But yeah, you are absolutely right that INT has an edge with materials and electrical traps, yet the baton is still crap and absolutely useless in many a situation , which is the main point of my sexy rant.