I hope 2.0 shows the Int weapons a little love, just a few changes could seriously fix all the "issues" it has

Khalagar

Active member
I love the int tree, but it's got several weird design choices that make it a bit janky. The stun baton is one of the best weapons in the game, but the rest are pretty bleh by late game

  • The weapons don't exist at each stage of loot tier like the other weapons. Instead of having stone -> pipe -> iron -> steel for melee and ranged like the other weapons, it still only has really sporadic coverage that makes early game agonizing. I usually don't even have a pipe baton until like day 2 or 3 half the time, let alone getting any kind of actual int weapon before the first horde
  • The drone isn't a real capstone weapon, and doesn't scale with int at all. Every class can use a drone exactly as well as a 10 int + max robotics player can
  • Robotic turrets fall off pretty hard and eat absurdly more resources than any other weapon type in the game besides explosives. I can easily go through 2K+ AP robotic turret ammo in a single t5 or t6 POI. Junk sledges are honestly more useful than the turrets because of how terribly they scale
  • You don't get robotic turret ammo in chests. I can clear an entire t6 POI with like 250 shotgun shells max, and then the chests at the end will give me like 600 shotgun shells. Meanwhile when I burn through almost 3K AP turret ammo? Sucks to suck but you don't get crap back so you have to go mine more
  • Robotic shotgun shells are still awful. They are sort of okay if you are holding it, but placing it and letting it shoot zeds is hilariously bad. It will eat 30+ shells trying to kill a single zombie, and they aren't really that much easier to craft than just making real shotgun shells and using a real shotgun instead which can kill a zombie in 1-3 shots even without heavy perk investment
  • Drones still frequently disappear and aren't there when I log in. I've lost my drone multiple times and it is just gone for days and days until it randomly shows back up

I feel like basically all the issues it has can be pretty easily addressed though.
  • Add a blowpipe that shoots turret ammo for a primitive tier ranged weapon, and add a bigger and badder end game robotic turret. Maybe something that can fire much stronger ammo, or fire some kind of cheaply crafted explosives?
  • Add a much scarier late game robotic sledge or something to give it a steel tier version
  • Maybe drones scale with int. Either increase it's cargo capacity, or let you have two or something so you at least get some kind of value out of having it be your main perk line compared to someone with 0 int who just throws out a drone they bought at the trader
  • Add robotic turret ammo to the loot pool and trader rewards if you are invested into the robotics perks, also make it cheaper to craft because you burn through absurd amounts of it to the point that even with max mining it takes me 10+ minutes of mining to fuel like 2 t6 POI where as I literally have never needed to craft a single bullet for my other guns
  • Make robotic shotgun shells not awful lol. They've been hilariously weak since they were added, just tweak numbers, or make it so the turret can use them while handheld but swaps to normal robotic ammo when placed so it doesn't burn 100 shells shooting at a zombie that's out of range
  • Make drone leash back to the player every hour or two
 
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It would be simple and make sense as a pipe weapon? I'm fine with w/e but int needs a t0 and t1 ranged weapon, it's a major issue if you are trying to play an int build because you legit don't have any weapon for the first 14+ days. A blowpipe using turret ammo or iron darts would give those ammo types more use early game as well, since the other ammo all have their uses

There's just a weird progression gap for int builds where you are spending all your points leveling it, but don't get anything at all early game and don't get anything late game. It's great for mid game then you just stop getting stuff
 
Whenever I do an Int build, I just use a bow for distance. It is very useful early-on and doesn't require much in the way of points to be effective. I might put one point into bow, and another into sneak damage just for the bonuses, but that is it.
 
It would be simple and make sense as a pipe weapon? I'm fine with w/e but int needs a t0 and t1 ranged weapon, it's a major issue if you are trying to play an int build because you legit don't have any weapon for the first 14+ days. A blowpipe using turret ammo or iron darts would give those ammo types more use early game as well, since the other ammo all have their uses

There's just a weird progression gap for int builds where you are spending all your points leveling it, but don't get anything at all early game and don't get anything late game. It's great for mid game then you just stop getting stuff
There we go!!!

But in my humble opinion the ranged weapon should be

  1. sling shot
  2. Air gun
  3. Advance air gun
  4. Air cannon
 
Yeah a sling would be fine too. I honestly just want *something* for early game that actually scales with my main stat. it's pretty janky and confusing to new players to not have a usable weapon for 2+ weeks in game
 
Personally, most people don't run with "Pure" builds.
Every new person I've introduced to the game definitely does, at least at first. But more importantly, that's not an excuse on Int not having early game weapons.

New players I introduce to the game *always* ask what build people are doing so they don't over lap, and then if someone picks Int they spend the entire first week or two not even having a weapon that scales with their stat so they do half the damage everyone else does. That's just poor design and could be remedied

I don't really get why people's argument to it being badly designed progression wise is "just don't use it" instead of "Just fix it"
 
I just don't know why you aren't scrapping your non-int weapon ammo back in the work bench for more lead(ah crap it might not scrap to lead lol) then you don't have to mine nearly as often.
 
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