It's because not the casing but the projectile is made of steel. As you can see in it's icon, where the projectile is pale blueWhy is Steel ammo slower and degrades the weapon? in real life we buy steel ammo and polymer ammo and its fine. I believe I can also get a higher power load in a Steel casing vs. brass. my rifles do not seem affected in any way.
at the very least it should have greater muzzle velocity/energy then the brass.
(yes I live in Texas and yes I shoot a lot every week)
Apologies for the pedantry but it's Star Trek.It's because not the casing but the projectile is made of steel. As you can see in it's icon, where the projectile is pale blue
Oh yes. Just recently one was released during Experimental I believe.Do they ever release patches on the weekends?
Excellent! Bring on the challenge.I already made two changes this week that will vary zombie behavior in the ramp loop case.
That's a great question. I would hope the model would be a balance of both active and passive with it getting easier in the late game but at the expense of resources (gas, turrent ammo, etc.)Pretty cool base! And good to hear ther will be variants of the zombies behavior.
But I must ask. Is the goal for you to make the zombies "unstoppable" by defence.
Meaning that the only way to stop the zombies for the player to "physical"?
I in no way mean that this version of the zombies are good.
Just wondering since there are a lot of players voicing their opinions on wanting to play more passive.
Letting the defence defend them instead of players defending the defence.
Why is Steel ammo slower and degrades the weapon? in real life we buy steel ammo and polymer ammo and its fine. I believe I can also get a higher power load in a Steel casing vs. brass. my rifles do not seem affected in any way.
at the very least it should have greater muzzle velocity/energy then the brass.
(yes I live in Texas and yes I shoot a lot every week)
For what it's worth; I'm a bit bored, hehIt's because not the casing but the projectile is made of steel. As you can see in it's icon, where the projectile is pale blue
I think not. the Casing is steel but the Bullet tip is still made with LEAD.It's because not the casing but the projectile is made of steel. As you can see in it's icon, where the projectile is pale blue
That is a design decision, so not sure how that would land. Is end game goal that my mega base of best materials should passively stop all zombies while I take a nap? You can already do that with enough concrete and traps, but where is the line for how difficult that should be to create? In A16 it always felt too easy to get to that point. In A17 it is harder. More settings may be the solution to allow people to tweak that line how they want.Pretty cool base! And good to hear ther will be variants of the zombies behavior.
But I must ask. Is the goal for you to make the zombies "unstoppable" by defence.
Meaning that the only way to stop the zombies for the player to "physical"?
I in no way mean that this version of the zombies are good.
Just wondering since there are a lot of players voicing their opinions on wanting to play more passive.
Letting the defence defend them instead of players defending the defence.
That is a design decision, so not sure how that would land. Is end game goal that my mega base of best materials should passively stop all zombies while I take a nap? You can already do that with enough concrete and traps, but where is the line for how difficult that should be to create? In A16 it always felt too easy to get to that point. In A17 it is harder. More settings may be the solution to allow people to tweak that line how they want.
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<property name="CustomIcon" value="stainlessSteelBlock"/> <property name="CustomIconTint" value="255,255,0"/>
<property name="Extends" value="TitaniumMaster"/>
<property name="SortOrder2" value="0050"/> <!-- SortShape -->
<property name="DowngradeBlock" value="[color="#FFFF00"]TitaniumBlock[/color]"/>
</block>
Never ever change Royal. I love you just as you are.
Code:<block name="[color="#FFFF00"]TitaniumBlock[/color]"> <property name="CustomIcon" value="stainlessSteelBlock"/> <property name="CustomIconTint" value="255,255,0"/> <property name="Extends" value="TitaniumMaster"/> <property name="SortOrder2" value="0050"/> <!-- SortShape --> <property name="DowngradeBlock" value="[color="#FFFF00"]TitaniumBlock[/color]"/> </block>
Maybe, maybe not:Apologies for the pedantry but it's Star Trek.
You know you have the Enterprise designation slightly wrong?
From the same wiki page...Maybe, maybe not:https://en.wikipedia.org/wiki/USS_Enterprise_(NCC-1701-A)
Look at the picture![]()
EDIT- It's missing a '-' NCC-1701-A is the right name. But it's OT
The best one was on Xmas eve a couple of years ago, at around 8:00 or 9:00pm, when they released an update for A14 or A15 (can't remember which one).Oh yes. Just recently one was released during Experimental I believe.
Could it be tied with the difficulty setting perhaps? In a much higher degree then it isThat is a design decision, so not sure how that would land. Is end game goal that my mega base of best materials should passively stop all zombies while I take a nap? You can already do that with enough concrete and traps, but where is the line for how difficult that should be to create? In A16 it always felt too easy to get to that point. In A17 it is harder. More settings may be the solution to allow people to tweak that line how they want.
Thats true it is an design decision. And I think a pretty important one to figure out.That is a design decision, so not sure how that would land. Is end game goal that my mega base of best materials should passively stop all zombies while I take a nap? You can already do that with enough concrete and traps, but where is the line for how difficult that should be to create? In A16 it always felt too easy to get to that point. In A17 it is harder. More settings may be the solution to allow people to tweak that line how they want.