Laz Man
Fun Pimps Staff
Sweet melee fighting. Looked like a lot of fun. Especially when that soldier and darlene came barreling at ya...

Last edited by a moderator:
Sweet melee fighting. Looked like a lot of fun. Especially when that soldier and darlene came barreling at ya...
lub laughes at even irradiated ferals because they'll never get off the ground while you keep doing 200% bonus damage swings to them. AND clubs do 100% bonus damage every 3rd hit.
rest snipped for space
Painting an encounter out as 4 rad wights and 5 feral soldiers is a bit disingenuous though. You won't see that kind of crazy outside of treasure rooms normally.
Sweet melee fighting. Looked like a lot of fun. Especially when that soldier and darlene came barreling at ya...![]()
You're underrating Sledge DPS a lot here. It regularly instant kills multiple targets per swing later on by procing dismemberment on the head on multiple targets at once. It's actually the highest DPS melee weapon in the game (at least SS tier) by a landslide. I'll give you the swing speed and stamina though. One thing to consider though, is the higher tiers of Sexy Trex combined with the extreme deadliness of the sledge erase your stamina issues.I use Fire Axe even without Sex Rex, but yeah I wouldn't use it if I didn't have Miner 69 because it definitely wouldn't do as much damage without that.
It has AoE to some degree, it often staggers ones near my target but I don't know the % chance. It basically always knocks down single target though, I don't know if it even has a chance not to. Even in the video on the feral military zombie it staggered him on 2/4 hits and he never got an attack off besides the initial one he hit me with, which was mostly just me dealing with OBS stuttering my game while recording
I'm not saying Sledge doesn't have more stagger, just that the Axe has "enough" on it's own. Watch my video if you don't believe me, it staggers or knocks down literally every single zombie it didn't one shot.
That's why I say the Axe is good in all stats, but it's only S tier in block damage. Stamina, Range, Damage, Attacks Per Second, Block Damage, it's basically A tier in all of them. Sledge has S tier damage and F tier speed and stamina, Spear has S tier range and C tier damage etc. The others all have trade offs, but the Axe and Club line are basically "I'm really good at everything but am not the absolute *best* at anything".
I think Axe beats club because Miner 69 is like 400 thousand times more useful than Pummel Pete, especially when the end result is just two very similar weapons. The Axe is a bit slower and takes more stamina than the club I think, but the block damage is much higher so that's why I say they are side grades to each other.
Like if you made a tier list of the weapons, it would look something like (Note, range seems basically broken in A19, you can hit zombies at SUPER long range with basically anything)
Weapon
Damage
DPS
Speed
Range
Stamina
Stun
Spear
C
B
A+
S
B+
D
Club
A
A
A
C+
B+
A
Sledge
S
D
F
B+ / A
F
S
Fire Axe
A
B+
A
A
B+
B+
Knuckles
B
A
S
F
S
A+ / S
Machete
D
C
A+
B
A
C
Stun Baton
F
F
B+
B
A
F? / ???
Junk Sledge
F
B
S
S
SSS
SSS
Disclaimer - (ratings not exact because I don't have the game open with full builds for each weapon type in front of me etc)
You basically end up with the different stuff having different pros and cons, but two stand out as basically being "pretty good" at everything with no major downsides (at least while melee range is buggy). The Club and The Fire Axe are great all around. They have "Enough" in basically every way that you don't *have* to make concessions.
As for fighting a group with any melee weapon . . .yeah no. I mean you can, depending on what the group is, but if you round the corner into 4 irradiated wights and 5 feral military guys with your knuckles out, they will take them off your hands (with your fingers still in them) and give your sphincter a knuckle rub with them for you. I wouldn't even use a sledge in a situation like that, that's pure 100% "Oh ****!!!" Shotgun time while you hammer that S key for dear life
I mostly consider melee for 1-5~ish zombies depending on how many are running. In groups that size, the Axe, Club, and Sledge all perform quite well. Machete, Stun Baton, and Spear leave much to be desired, and Knuckles require the magazine line + a lot of perks so it's hit or miss and they are late game.
Junk Sledge is . . .really weird in handheld mode, it will throw them all over the place but not kill them, but in placement mode it's a fantastic ally if you have enough points and magazines in it. It attacks so fast it can actually dish out okay damage despite it's ridiculously bad damage per hit, but it ragdolls them away so it doesn't actually get that many hits on them before they get yeeted out of the battlefield. In placement mode with it guarding a door or something, it's SSS tier, in handheld I want to say it's F tier but it's really not, I'd take it over a Machete or Spear or Stun Baton for sure because it will stagger the zombie while you run away
You're underrating Sledge DPS a lot here. It regularly instant kills multiple targets per swing later on by procing dismemberment on the head on multiple targets at once. It's actually the highest DPS melee weapon in the game (at least SS tier) by a landslide. I'll give you the swing speed and stamina though.
My edit addresses that.Huh, didn't know it could do that! Just tested it since I still had my test arena open and it can definitely flatten a group of Darlene, but I actually had a way easier time with the Axe and Club vs 10 Darlene. The Sledge can hit multiple and knock them down, but even with sex rex I would run out of stamina mid fight, where as the Axe and Club can just one shot them while back peddling and get stamina back.
Definitely a point in the sledges favor though, if it's stamina drain was so ridiculous would help it a LOT in these tests. I guess if you went in after a hearty meal and black strap coffee you could probably do some serious work with it, but if you have that much prep time . . .just use a shotgun or junk sledges lol
I don't know what that would be. Loading happens in the background and should be a few seconds of reduced FPS.@faatalI've noticed the game plays brilliantly for me (personally) but when entering a new area the game stutters a fair chunk for a few minutes then is perfect again. My train of though is because I'm entering a new area the map has to generate/populate/render. If my train of thought is correct is there anyway to fully generate/populate/render before starting the game to make things smoother?
I only experience this when entering the game. My character spawns and within 2 seconds the game freezes for about 3 seconds and then I can play endless without any issues at all.@faatalI've noticed the game plays brilliantly for me (personally) but when entering a new area the game stutters a fair chunk for a few minutes then is perfect again. My train of though is because I'm entering a new area the map has to generate/populate/render. If my train of thought is correct is there anyway to fully generate/populate/render before starting the game to make things smoother?
Your tests are actually perfectly in line with what I said. Club is one of the best melee weapons in the game and your limit for comfortably taking on enemies ended at the 2 feral/rad cap like I mentionedYeaaaaaahhhh you should just go test this. I've been testing this every possible way I can, and it's just not happening.
Test Results below to save some space for the poor other people in this thread who don't want to read about how melee is not viable at high game stage on higher difficulties
Club: Performed as expected. Club is a GD beast. The chest hit knockdown comment was in relation to the sledge power attack, not the club. Either you misinterpreted or I was not clear, one of the two. The sledge power attack has a 100% knockdown on primary target and 60% in AOE. Club's knockdown power is different, if you power attack a zed you've knocked down that is in the getting up animation it'll slam it back down to the ground. So once you've grounded something with the club you can keep it grounded.Club is very good in 1 vs 1, but there is absolutely no "Being able to chest hit a zed and knock him down guaranteed no matter what the zed is" like you mentioned. Club's stagger a bit, but their knock down is absolutely not 100% on a standing enemy, it took 1-4+ hits to trigger even 1 vs 1
I don't believe normal damage knockdowns are RNG. IIRC, and in my experience, zeds have some sort of stagger hp bar you deplete that recovers when you're not hitting it or after being knocked down. The damage you do to that bar is determined by weapon and another reliable factor like damage. If you hit the same zombie with the same attack in the same place the same number of times you will get incredibly reliable staggers and knockdowns. Axe is a heavy 2h weapon and so it does a good amount of what I'll just call "stagger damage", especially on power attacks. Unless I miss my guess I'd wager that the "pain resistance" that they modified for dogs/dire wolves/mountain lions in the patch notes is referring to this system and that would represent how resistant the entities are to being staggered or knocked down.Axe did as well / better than the Sledge in 1 vs 1, and was very similar in 1 vs 2. Relied on rng knockdowns like everything else, if it got them it would do fine, if it didn't, I would get the crap beat out of me
Club, axe, knuckles play pretty standard with their own minor twists. Sledge, Machete/Knife, and Spear all play quite differently from everything else. Int is CthulhuI need to test spear and machete more, I just usually only use the spear early game since it sucks to lose all your mods when it flies off into the void and falls through the map, and machete is just "why would I use this?" territory where it takes more time to stack bleed than to just bonk them over the head a couple of times with a strength weapon
Always friend, alwaysObvsly though, it's fun to use other builds, I just want my boy the trust Fire Axe to get it's deserved love! More people should try my above test, only takes a couple of minutes to set up and run through each weapon and build.
Can confirm, my friends would love that feature. Right now their meme is picking up every single potted plant, there's like dozens in our base on every little flat surface, in every playthrough. I can't take it anymore lolI honestly think you guys are missing a trick not allowing us to salvage objects from POIs intact. There's so many nice new objects, signs, posters that you could use in your base, but you can't take, make or even from the looks of things buy them. Honestly, I'd love to be able to bring home objects for my base (like we used to be able to with the old fridge for instance), it'd be another reason to go out and hit certain POIs.
I know you can get them from the creative cheat menu but I hate having to use that thing. I have to use it for a lot of missing blocks and to make painting less of a clickfest. Hope this part of the game gets some love at some point.
Check your AV settings, maybe have it exclude the game save file directory.@faatalI've noticed the game plays brilliantly for me (personally) but when entering a new area the game stutters a fair chunk for a few minutes then is perfect again. My train of though is because I'm entering a new area the map has to generate/populate/render. If my train of thought is correct is there anyway to fully generate/populate/render before starting the game to make things smoother?
You better not tell them that you can craft potted plants.Can confirm, my friends would love that feature. Right now their meme is picking up every single potted plant, there's like dozens in our base on every little flat surface, in every playthrough. I can't take it anymore lol
Better not, or they might chairish it! Ohhhh!Haha that's amazing. I won't show them that picture tho, sorry.![]()
That's essentially what the design is. =PSpecific weapon commentary:
Animal spawns should be touched upon in the next patch; ie a massive nerf is coming.Hey devs, a little feedback for the most recent alpha. Food seems to be too abundant now with so many animals everywhere, making the survival aspect too easy (also breaking immersion how in a zombie apocalypse there are so many animals running around freely)... I don't think it should be too difficult to sustain yourself, but at least make it a little challenging. If animals would be toned down just a little then it would be great, but my suggestion is to also remove food and drinks from the vending machine completely, leaving only the candy. The problem is it's very easy to do a quest in the beginning, then you have money for plenty of water/food if you need it and it's also too cheap in the vending machine and the vending machine restocks too often... just remove it and let traders have occasional food which would at least be more expensive (because not buying food from traders so that you get it from vending machines cheaper should not be the way things work, it just doesn't make sense... And now with many chickens/deer running around it's even easier to sustain yourself. There is no point to farming, and I am sad about that. I like the idea of farming being an important aspect of survival and it's really not required now. You should be able to go along just fine with hunting and collecting water from lakes, but you shouldn't have an overabundance of food from the very beginning. Farming should be another element that gives you the 'edge' in your quest for survival, meaning that the possibility of having an abundance of food should be conditioned by farming, and without it food should be just a little more scarce. There is no food spoiling mechanic which I believe is the reason that getting an overabundance of food is actually possible. If food didn't last permanently, you would at least be worse off in the beginning when let's say you didn't have electricity and a freezer, and it would also make farming actually necessary since crops tend to last longer than animal foods and they would also give you a consistent overtime harvest. But with no spoiling mechanic it would just be better to remove food and water from the vending machine, because overabundance is just inevitable at this point, and giving us another option to get water and food when in a pinch just makes it worse... at least make it an option to disable food/water from vending machine, like a hardcore option. The more options the better, and this way you are sure to not ruin anybody's idea of fun. I play with 50% damage and block damage, 50% loot, 50% exp... because that feels balanced to me. All I need is a balanced approach to water and food now, to feel I am actually surviving and doing well on my own... no airdrops, no vending machine, just hunting, farming, foraging, and fishing if you ever add it.
Probably no dev will read this wall of text. Please use paragraphs to order your thoughts.[one big block of text]