PC Bloodmoon becoming way to easy

I used to think the Demonolisher was a very serious opponent, but not anymore. Its explosions used to destroy a concrete block, but now it doesn't explode that hard. It used to have the most health of all the others, but now the orange zombies have more health. I also used to think the policeman was very dangerous; it would only spit when it saw you, and 5-6 of its spits would break a concrete block. Now they spit much less often; sometimes it reaches you without spitting, and their damage has decreased.
In my opinion, Chuck is the most dangerous now. Throws often and strongly. And the orange Chuck is just terrifying.

I'd like to see a demolisher variant, possibly infernal, that does not have a detonation trigger on its shoulder. Rather, it explodes on death or upon hitting something. And up that explosion damage a bunch.
 
I had always assumed that it would be this way when it was discovered that they had to dumb down the game so consoles could run it. Wasn't it found that TFP artificially reduced the zombie count regardless of what you said you wanted in the settings?
 
I found that Demonolisher's are a one headshot kill. I thought it was the AP bullets so I tried a standard 7.62 with the sniper rifle and they go down in one headshot. The ones that can take a headshot from the sniper rifle seems to be green Wights and sometimes green Cops.

When I make the video of my BloodMoon #26 you may see (if I do not get my butt kicked with the new settings) that the electric fences allow easy headshots, too easy really, but I always build all of my bases to make it impossible to take down, so I spent the last 180 days grinding for resources and building another overkill base. I find the main addiction with 7 Days to Die - for me - is being creative with my bases with tools they give you to build with. I do grind for everything though. I could build the base in 20 days if I used the creative mode, but It would not be the same when I look at my base and see how cool I made it and know I earned every stack of steel and bucket of concrete. OK that does sound kind of lame I guess.
 
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Well I started BloodMoon #26 with:

Bloodmoon count: 32 Enemies (only 32 to see if my PC can handle it)
AI bloodmoon block damage: 200%

Had FRAPs recording and in 3 real minutes I had 3-4 demolishers on screen at once and was not ready. I forgot to do a bunch of things I usually do to prepare for bloodmoon and I had to reload a save. Really, I was so exited I forgot a bunch of things.

It looks like I will end up spending 1000's of 7.62 this bloodmoon.
 
I wasn't aware the demo's block damage was changed, does anyone have the facts?
Only anecdote I'm afraid, but I remember when I first started playing (A19 I think) a Demolisher exploding would destroy reinforced concrete but not steel. These days they'll badly damage but won't destroy concrete.

Not sure if that's a demolisher change or a block HP change. I had thought concrete was just given the same HP as the old reinforced concrete when reinforced concrete got removed.
 
That combo sounds rather punishing for the base game as it is. Your bases are meant to survive, that's basically unstoppable massive holes, both in base and the landscape - ain't nobody having a good time filling up craters constantly.

I'm aware. And if a few showed up in a T6 mission they would have a significant chance to render the mission incompletable and might even manage to destroy the loot room. The idea is nowhere even close to reasonable, which is probably why I find it so attractive.

As it is, demolishers showing up on blood moons in my game means there will be craters. I just leave the craters for next time, no need to fill them up.
 
I am at day 177 and am level 219 and I am experiencing a strange thing with bloodmoons for a while now. It seems that bloodmoons are sending me 70-80% all basic zombies without very many high tier zombies at all the more I play.

I admit my base is very well built, but I swear I did not see one wight or one demolisher the last bloodmoon (day 175) and only had 3 dire wolves and a lot of cops. I get way more high tier zombies when I run into a couple of screamers. This has been going on now since about bloodmoon 18 or so and only getting worse every next bloodmoon I play. Not part of the problem, but when I get a high tier zombie like the dire wolf, I swear it is within the first few minutes in and I end up with almost all yellow drop bags because by the time I get to collecting bags after bloodmoon the red or blue bags are long gone, kind of irritating really.

Does anyone have an idea why this is going on?
Climb down from your horde base and do horde night on foot while running, or you can just use a random POI.... Let me know how that goes. You can also always tweak the settings so there are more zombies on horde night.
 
Climb down from your horde base and do horde night on foot while running, or you can just use a random POI.... Let me know how that goes. You can also always tweak the settings so there are more zombies on horde night.
I posted the results in a video and I was amazed by the difference. I had 7 Demolishers and about 50 Wights plus 3 Dire Wolves and so many Vultures all I could do is keep running around the entire bloodmoon. My temp horde base would not have survived at all.

 
Also I would guess that most players use ranged combat on horde night and construct their base so zombies can't get to them. This makes the HP of zombies less important than their block damage. Only block damage can ultimately break up the setup of a correctly built base and give the zombies a chance to reach you. So I would rate the demo still as the most dangerous zombie out there.
It is precisely because many players use ranged weapons that Demolition is not the most dangerous. Yes, he can attack block, but he cannot attack from range. The same Chuck can stun with a stone throw, and with the same stone he can easily destroy electric fences and traps with blades. Zombies spitting bees, although they do not cause serious damage, are extremely unpleasant for a player with a grenade launcher. Don't forget about the police, they are also not the most pleasant opponents.
 
It is precisely because many players use ranged weapons that Demolition is not the most dangerous. Yes, he can attack block, but he cannot attack from range. The same Chuck can stun with a stone throw, and with the same stone he can easily destroy electric fences and traps with blades. Zombies spitting bees, although they do not cause serious damage, are extremely unpleasant for a player with a grenade launcher. Don't forget about the police, they are also not the most pleasant opponents.

Ok, I didn't notice whether Chuck often destroys traps (usually he should target the player not traps), at least in my horde base he didn't. But stun costs a few seconds, and the small damage from the stone, spits and bees are easily healed. This is just a nuisance unless you are dependant on doing continuous damage to the horde at any time.

I haven't had many demos yet at my horde base (still in middle game) so I can't judge how much the demo has changed and I didn't check the XML. But in earlier games a demo had enough time to be close range to my/our base, especially in bases with a kill corridor.

Especially in my co-op games where there was also some hitching due to network delays and friends who tried to kill him with shotguns in the heat of the battle demos occasionally explodes, sometimes in a group and there was a lot of damage, often to traps as well. And sometimes that provided a new unexpected way into areas where they could directly reach us. In co-op those were the only times we ever experienced wipes or near-wipes.
In single player I was killed more often by falling off some platform, but on occasion when I (or a turret) triggered a demo I sometimes had to leave a part of my base and go to a fallback position or even got into explosion range sometimes leading to being killed.
 
Only anecdote I'm afraid, but I remember when I first started playing (A19 I think) a Demolisher exploding would destroy reinforced concrete but not steel. These days they'll badly damage but won't destroy concrete.

Not sure if that's a demolisher change or a block HP change. I had thought concrete was just given the same HP as the old reinforced concrete when reinforced concrete got removed.
Concrete has 20% explotion resistance nowconcrete.jpg
 
(usually he should target the player not traps)
It's aiming at the player, but the player isn't standing still, and the blade trap can be caught in the middle of the trajectory. Once he destroyed my turret on the roof of the base. The turret was shielded from the police spit by blocks on either side, but that didn't work with a rock flying in a ballistic trajectory.

There's also one annoying thing about bees. If you're playing with a grenade launcher and don't notice how they fly up, you can seriously injure yourself with your own explosion.

As for the Demonolisher, about 10 of them ran into the last horde, three of them managed to start ticking, and only one exploded, and in a non-critical place. They can be shot down in time.
 
It's aiming at the player, but the player isn't standing still, and the blade trap can be caught in the middle of the trajectory. Once he destroyed my turret on the roof of the base. The turret was shielded from the police spit by blocks on either side, but that didn't work with a rock flying in a ballistic trajectory.

There's also one annoying thing about bees. If you're playing with a grenade launcher and don't notice how they fly up, you can seriously injure yourself with your own explosion.

Situational, but I accept that the bee zombie can be a major thread to your health.

As for the Demonolisher, about 10 of them ran into the last horde, three of them managed to start ticking, and only one exploded, and in a non-critical place. They can be shot down in time.

Lets be clear, the zombies on horde night usually have not much chances against players who know what they are doing and haven't made some mistake when building or repairing. I may die in 1 of 10 horde nights and it is almost always through my own fault, usually falling off some ledge or simply forgetting to heal small damage that stacked up.

So you didn't die because of demos in your last horde night. You probably also didn't die from bees or rocks. This is the statistically probable result and tells us nothing about which zombie is the potentially most dangerous.
 
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