theFlu
Well-known member
Are you saying meganoth doesn't agree?That statement is not true.

Are you saying meganoth doesn't agree?That statement is not true.
Are you saying meganoth doesn't agree?.. You yourself are implying it is the best, you just chose to avoid it this time? It shouldn't be brought into line with the other pipes because players Can choose not to use one?
My current playthrough I didn't have a lot of 7.62 mil ammo so making a pipe machine gun would have been a poor choice since I had a lot of 9 mm and shotgun shells.
Your way of modifying the game is interesting, for sure; but this one, I dunno. Make them break fast enough and I wouldn't bother using them, make them a tad more durable from that and it's just a duct tape sink to recraft the PMG over and over again(think pipe shotgun as powerful as the double barrel but breaks within a few shots of use and then you can't repair them).
You know I didn't even think of the idea of a crank gun like a Gatling gun I was thinking maybe three round burst then you have to crank the gun but your ideas much betterThe crank idea is great - none of the other pipe guns can automatically cycle and it's conceivable that the super jury-rigged design doesn't match up well with a reliable self-loading action - think about the fact that the other three (breech-loading rifle and shotgun, double action revolver) became popular and were perfected around the last half of the 19th century, but a reliable fully-automatic self-loader wasn't truly viable until the BAR (1918) at best - maybe fortitude should be starting with a focus on the fists and get rid of pipe MG entirely in favor of a BAR-Tactical Assault Rifle-M60 level 1-2-3 progression. That way, you get a big late-game payoff in firepower but have to cope with worse weapon handling and lower ammo count early. (anyone else think the Tactical AR feels like a very minor improvement over the AK?)
Shotguns fit strength well enough that i wouldn't want to see it move.I start with STR because I generally don't use ranged weapons (except for pulling with a bow while stealthed) until I can create a solid kill structure for horde nights.
Miner 49er is also important to me.
Once I get it to STR level 5 and bring the Clubs perk up to level 3, I diversify greatly. I always underestimate how valuable INT's Physician is.
I would not be averse to giving up Shotguns from STR to balance it better (trade it for Machine Guns?), though I'm not sure it has enough of an INT "feel" to move it there.
-Arch Necromancer Morloc![]()
Pfft. We only have 4 clones of the same loadout this far, of course we need a fifth identical one!I really don't think intellect needs a ranged weapon.
Well said,well said,I have mutual feeling,too.This is my opinion and how i view it, INT class should be played like you actually have some INT.
Lay down spike traps, use hatches, use barb wire to slow down enemies so you can get good headshots with your crap weapons for maximum damage, use molotovs, use pipe bombs. You aren't limited in ways to kill the zombies unless you are limiting how you do it because oh using hatches is cheesy or some other silly rule.
The thread started out as me wanting INT to get a ranged option themed to the playstyle that it can use right from the start.This thread started out as a discussion about the strengths and weaknesses of attributes, but ultimately I understood it to be a claim that "the strength relationships based on debuff or DPS combinations should be more equalized to a certain extent."
Sadly, there's not much point in commenting on game balance or changes/additions here.
The discussion will likely go something like this: sales figures are up, so vanilla definitely made the right changes, there's a problem with the way you play, if you don't like it, get a mod.
I found using techniques I developed as an agility survivor helps when I play INT survivors. I kite the zombies as much as possible, but don't have the advantage of DOT from bleeding out.
My current INT playthrough is on Day 13. My current kit includes a Q5 pipe baton (no mods) with a primitive bow (no mods), a Q1 toilet pistol (extended mag) and Q4 pipe rifle (scope). I think I am at Q4 sledge turret, so close to unlocking stun baton. Working in the burnt biome for Trader Jen on T2 quests now. I haven't put any perks into ranged weapons yet (even the first level).
I did recently a T2 quest for Jen (Infestation quest at the Cozy 8 Motel - I think that is the POI name) and had to deal with some ferals. I didn't stand up to them, just started to kite the zombies. Took down one feral with the pistol and damaged another one before I ran out of 9 mm, then finished it off with the pipe baton since I knew it would have been low HP. The only surprised I had was a feral Big Mama that showed up, so I ended up kiting her by going between floors and taking shots at her with my pipe rifle.
I also don't drop down into rooms through holes in the ceiling / roof if I can't be sure I have an escape route. In those circumstances, I make my own entrance.
This is why I like playing INT so much. You have this disadvantage that you have to overcome, but not in the same way of someone that specializes in ranged combat.
The thread started out as me wanting INT to get a ranged option themed to the playstyle that it can use right from the start.
Again and again and again I have stated that endgame INT is very strong.
And just as often, I have stated that putting a dedicated firearm into INT will not change a damn thing about it at endgame. By endgame, You have the spare points to dump into another spec and use their weapon.
The response from everyone is always to go straight to declaring how amazing the turrets are with 2 of them and a Stun Baton.
Yes, I know. I've said as much. Over and over, i have said this.
And all of those things are wonderful. When you get them.
INTs gameplay progression is a flat line into a vertical wall. This is what i would like to see fixed. Part of that is giving the spec a unique ranged weapon. You know, Like the other 4 Attributes have.
You either have a crappy Pipe Baton, or you have the only melee weapon you will ever use for the rest of the game.
While Strength, Perception, Agility and Fortitude have a nice curve of progression where their spec theme starts at level 1, INT has no theme until you get your Stun Baton and Turrets.
Does a Strength build approach combat the same way an Agility build does?
But they both have a dedicated ranged weapon in their trees! That makes them clones right?! Perfectly identical in all ways!
Giving INT its own unique firearm helps to build its gameplay theme from the start instead of a week in when you finally start getting turrets and a stun baton.
Given that Meganoth actually engaged in discussion rather than just declaring "ALL IS PERFECT AS IS", the thread evolved a bit into suggestions regarding general improvements to INT as a whole to help set it apart from the other specs in flavorful ways without just amping power.
Goal of the thread was to get INT into a better, more thematic place in the early game without breaking the later stages. Though i see now how few people actually care because they're happy to just bandaid over glaring issues instead of resolving them for a better spec.
There is a lot that Fun Pimps could do with the 'Intelligent inventor' theme that INT has with its focus on Robotics and tech in general, They just havent.
As for Pipe MGs, They are objectively the best of the Pipe guns. That doesn't make the other Pipe guns 'useless', just means the underperforming ones need to be brought up to the Pipe MGs level so we can have proper variety.
Just because you can sidestep an issue, doesn't mean it shouldn't be fixed.
Once your dealing with alot of ferals kiting is basically 7dtd in a nutshell. The guns do far to little damage for being guns and this even gets worse. Try killing a radiated biker in 1.0, its going to take multiple mag dumps to kill it, even if you hit the head with most of those shots, its stupid and unfun. A radiated biker has 1800 base HP btw with a +-15% variance. Even a shotgun with full perks is going to take a absurd amount of shells to kill 1 of those, and often, you can have several running at you at once. The game basically has turned into a hit and run game in v1.0, standing your ground will get you killed fast.
Curious what are your thoughts on that? Just trying to think: how can we can something early other than a pipe baton ^^
Agreed the pipe guns are broken most people get the mg
I think maybe after 3 shots or something you need to crank it. Would make it more crappy.
Pipe pistol isn't too bad but the worst is the rifle by far
That and maybe increase costs like add mechanical parts with the crafting
I've heard of pea shooters, but this sounds delicious.Pie rifle is actually just fine for its high single-shot damage.
I've heard of pea shooters, but this sounds delicious.
Especially today. Just finished dinner and I can't get off the couch. If someone could just shoot me with a pie rifle it'd be perfect.