Adam the Waster
Well-known member
The Duke's cat is just a normal cat
with armor and a bomb on it. its the last boss of the game!
The Duke's cat is just a normal cat
How about a spoiler alert, dude. ;-)with armor and a bomb on it. its the last boss of the game!
no he has a pet mountain lion, with a Armored vest and spikes. his name is muffinHow about a spoiler alert, dude. ;-)
2-3 blasts are not much if you consider that you get 10-20 demolishers per horde in higher gamestages.No troll;Steel reinforced concrete can take 2-3 blasts from his bomb and still be standing.
And most likely trigger the explosion.Turrets wreck that zombie still.
If you can make AP ammo. You need a book to make AP ammo. The trader also sells AP Ammo but only in small quantities.AP rounds from your firearm FURTHER devastate this creature.
The problem here is that you cannot make a base any size. On the one hand, more blocks also mean a greater loss of FPS and on the other hand a large base can cause problems with the pathing of the zombies.Its more about having multiple layers of fire points rather than building an impermeable wall now.
So, with the caveat that my base has never been destroyed by a Demolisher, I'd like to say that the above description doesn't seem quite so bad? I'm not arguing that balancing isn't required (again, never had a base ruined by a Demo), but the general idea thatFor example, I have a base that works mainly with dart traps and electrical fences. Per horde this base consumes more than 90000 iron. This is not a big problem for me as I have a large production and like to be in the mine. However, if you don't like mining you would not use such a base.
It is kind of amazing... everything you said was a nonargument and could have been shortened to "get gud".Since the OP has specifically forbidden any defence of the issue I'll be brief - have not yet encountered anyone having a problem with demolishers which is not down to their own play style and ability.It's not that I have a problem with it, but that he needs to be tweaked, which the devs are on right now.
You can turn down difficultynon-argument, slow down timeonly changes amount of hordenights, speed up timeonly changes amount of hordenights, increase or decrease block HPdoesnt change demolishers and destroys balancing for all other Z's, increase lootdestroys balancing, increase airdropstdestroys balancing, speed up respawnstdestroys balancing of stuff and - if it comes to it - modshould not be an excuse if something in the game is not right. If you like them, thats fine, but not an argument to dismiss the criticism, roll back or use creative mode. There is no reason why you should be struggling to have the necessary ammo.
It is amazing - everything I said is no 'get gud' - an argument I never resort to - rather 'explore the options available to you' - something I have not yet found anyone willing to do who is still making threads and posts like this - will change your experience... have you tried it?snip
have zero issues killing them near base with ak47 or m60"Don't shoot his C4"Blade traps trigger it, so you cant build those anymore.
Turrets trigger it, so thats not going to work.
Weaponspread of the shotgun always triggers it.
Recoil means that you often hit it by accident with automatic weapons.
You are using your automatic weapons wrong. recoil means that you miss a few times when aiming for the head
I personally have no issues with this. an m60 with ap bullets takes one down quite nicely
So there is only Pistol and rifle left. Pistol doesnt do enough damage and rifle is hard to aim when he is in full sprint, since he often does weird movements. Also you need to kill him before he reaches the wall bc he deals massive blockdamage.
If you have to use Creative Mode to be prepared for a horde night, you're either lazy or the balancing is way off. As an average player you should not have to resort to any options when the balancing is spot on.You can turn down difficulty, slow down time, speed up time, increase or decrease block HP, increase loot, increase airdrops, speed up respawns of stuff and - if it comes to it - mod, roll back or use creative mode.
Yes, that ONE specific thing out of multiple options which I mentioned as a 'if it comes to it' last resort is not ideal, but everything else is there to be explored to a players satisfaction; and if the player has failed to explore those options then it cannot be realistically framed as anything other than a player fail.snip
They blind-dialed the difficulty up to 11, and got rekt.How this looks like when one or more players don't know what to expect you can see here
I don't see it as a problem that they got rekt because they were playing on a high difficulty but that they didn't know what they were dealing with. These are typical players who just play the game without paying much attention to any written information.They blind-dialed the difficulty up to 11, and got rekt.
Is there a problem here?
https://7daystodie.gamepedia.com/DemolisherI don't see it as a problem that they got rekt because they were playing on a high difficulty but that they didn't know what they were dealing with. These are typical players who just play the game without paying much attention to any written information.
When the demolisher exploded, they didn't know what happened. Also, the players tried to shoot the demolisher with a shotgun, which is completely pointless.
The demolisher is so different from other zombies that it is not possible for an uninformed player to adapt to it or be prepared for it.
An uninformed player does not know that the demolisher deals 5000 explosion damage. He does not know that he deals 5000 damage per hit. He does not know that he has 1000 HP and that his armor reduces the damage by 40%. He does not know that spikes are completely useless against the demolisher and that he simply tramples them down. And most of all he doesn't know that most traps trigger the explosion of the demolisher.
Imagine how an inexperienced player tries to adapt to the Demolisher and fails time and time again. The demolisher must seem like an unstoppable juggernaut to such players. I imagine that this as very frustrating and not very beneficial for the fun of the game.
Isn't this a contradiction in terms? If we are trying to balance these enemies, the last thing we want is players tampering with mods, XML files or creative mode as a means to handle them. Otherwise how can you balance?? This is why many of us reject the idea of touching the XML or using mods while the game is still alpha....WE are the main testers for TFP and balance is very much part of that testing effort.You can turn down difficulty, slow down time, speed up time, increase or decrease block HP, increase loot, increase airdrops, speed up respawns of stuff and - if it comes to it - mod, roll back or use creative mode. There is no reason why you should be struggling to have the necessary ammo. traps and walls to put up a defense which will hold.....<snip>....In the meantime the Demolishers need balance, and will be balanced as time progresses
No one has said they are fundamentally broken. The main complaints are:but nobody has yet put forward any compelling evidence that they are fundamentally broken
Very very good point. I would add that in multiplayer, it is VERY easy to hit GS 153 for the day 14 horde, even on default difficulty. Most multi-player teams will be nowhere near ready for full engagement of Demolishers by that timeframe.In the multiplayer game a so-called group gamestage is calculated. This can lead to the fact that in the one horde night the group gamestage is below 150 and the next horde night then over 200. You skip the phase in which the player first gets to know the demolisher. Not really a nice surprise if you have multiple demolisher in your horde.
Workround to avoid Deathclaws: do not head northAs for the ill informed - yeah, some noobs who played Fallout NV headed north and got killed by Deathclaws. Is that stupid? Should Deathclaws be nerfed / removed?
I would say the fair number is 2499. That way Iron Bars can take 1 explosion and be left on 1 HP (thus repairable for alert and quick-witted players), and Re-enforced Concrete can take 3 explosions.Wholeheartedly agree with the sentiment that Demolishers are severely overpowered in that they render reinforced concrete and Iron Garage Doors (v1, 2.5k hp) utterly useless.
It wouldn't be as bad if, say, the explosion damage were reduced to 4000