PC Intelligence Woes.

iamnuff

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Of current, the intelligence stat-tree is an odd ducky. 

Every attribute has two weapon skills, minimum. A ranged one and a melee one. 

So no matter what stat you pick, you can have weapons of your own without having to branch into something else. Right? 

Strength has shotguns and clubs/hammers. Perception has rifles and spears (and explosives) Fortitude has machineguns and fists. 

Intelligence has stun-batons and robots. 

Unfortunately, there's only one type of stun-baton in the game, and it requires parts, which makes it function more like a gun in terms of crafting. 

To build a pistol, you require pistol parts. At the start of the game this prevents you from just specing into pistols, building your own pistol and then going to do your thing. You require a melee weapon. You can make a knife from bone, or a melee weapon from any other catagory from stone. Then you get the blueprint to make iron, then you finally unlock steel, and at THIS point, you have to use all of those machete-parts that you've been stockpiling for the whole game so far. 

Same with spears (stone/iron/steel. Only steel requires parts) Same with clubs, sledgehammers, brawling weapons, ect. 

Electrocutioner doesn't have this. You start the game, you get some skill-points, you put those points into Stun Batons. 

...

...

... 

Get yourself a club instead, and try to fight your way to the midgame until stun-batons start to drop in loot-boxes because even with the blueprint, you don't actually have the ability to build your chosen weapon yet. Not even a crappy stone version.

We need a stone and iron tier of stun-baton. 

This is hard, obviously, because stone-age tools don't really mesh well with electronics, but we can rig something up. 

A flashlight converted into a taser? Then the baton (which shouldn't require parts, as an iron-grade melee weapon) and then finally a steel-version. Like a sword with a battery hooked up to it, to shock dudes as you cut, or a big dumb telsa-cannon, if you don't care about mixing up your ranged and melee skill-trees. 

Likewise, the robots tree is a little funky too, because it's clearly supposed to be your ranged-weapon tree, but... uh. It's not

The little gun-turret seems great. I love the idea.

If only I could find or make one. 

But instead i have this automatic sledgehammer, which... Is a really cool idea, but it's obviously a melee weapon, and a bad one, at that. 

It doesn't let me shoot things. It actually has worse range than any other skill-tree. 

I mean, it has problems of it's own. I love knocking dudes flying and it genuinely feels really powerful to use. (in that the sound-effects and animation look and feel powerful) 

Unfortunately the reality is something different. I had three points in robotics and a quality 5 robotic sledge, and it did 15 damage. With mods. 

That's weaker than a club. That's weaker than my stone-spear.

Placing it is... Honestly, I placed it once to block a doorway, but it doesn't have the range to actually impede a meaningful amount of zombies, and since it can't actually kill anything on it's own, it's more or less only useful for shoving dudes down the stairs. 

To kill things while holding it, you have to 'bully' them. Knock them down and then slam them on the ground 5 or six times until all of their limbs come off and they die from it. 

Also, a sledgehammer robot doesn't really feel stone-tier. It's clearly a work of advanced crafting and electronics. 

I'd suggest moving the robot-sledge to the same 'tier' as the robot gun and raising it's damage to match, then replacing it as your starting-tier ranged weapon with... a Ballista or something. 

In your hands it would function like a large but primitive crossbow. Made primarily of wood, slow reloading but firing large but simple bolts that are easy to craft (like how turret ammo only costs iron) that pierce through enemies. 

When placed as a turret, it wouldn't fire on it's own, but instead have the same function that a shotgun turret has, where you can interact with it to aim and fire it manually. 

Basically, you set it up into 'siege mode' and then have to actually sit in it and fire. This would up the accuracy significantly (give you actually sights to work with, unlike in it's 'travel mode') and speed up your reloads, but render you immobile until you get out and pick it back up as a tradeoff. 

Travel mode is for looting and scavenging. Siege mode is for base defence.

... alternatively, if you feel that isn't thematic. A Pitching machine modified to fire rocks, and with a sensor to track enemies. 

Functions just like the robot turret, but fires stones instead of robot ammo, and does worse damage. 

This feels like something that should be fairly easy for an amateur robotics to cook up, in the middle of the apocalypse. It's not actually a gun, it's a more-or less intact machine that you just put a motion-sensor and a swivel on. 

It's also way more boring than my bad-ass siege ballista idea, but probably more setting compliant. And it would explain why it scraps into Robot Parts, unlike the Balista which would be made mostly out of wood. 

So, in summary.

Suggested weapons for Melee. 

Primitive: Stungun. Made from a converted flashlight. High stun chance, low-damage, short-range. 

Iron: Stun Baton (same as now. medicore damage with moderate chance to stun)

Steel: The Electrocutioner (electrified sword, good base damage, high chance to stun) 

Ranged: 

Tier 1: Ballista Turret/Pitching Machine. 

Tier 2: Automatic turret + Robot Sledge

Tier 3: Flying drone?

TLDR: We need an entry-level weapon in electrocutioner, otherwise the entire skill-tree isn't useable until the midgame, and our entry-level weapon in Robots needs to actually be a gun of some type, in order to bring intelligence in line with other stats. 

 
If you were willing to rework the skills completely, either removing the electric theme from melee and the robot theme from ranged, or just having each skill contain both ranged and melee weapons, you could have a gun-style taser for an entry-level ranged/electrocutioner weapon. (Fire nails or darts, low-damage but guaranteed shock-proc if you hit) and a lightning cannon for the final tier.

Likewise, the melee tree could have the stun-baton, but it could also have a pneumatic sledgehammer or a pile-bunker. Something that you don't simply swing and hit enemies with, but that allows you to use your technical knowledge to hit harder than your puny nerd body should be capable of.

An entry-level robot could be a wind-up blade-trap. It only rotates 10 times before stopping and needing to be interacted with by a player, but it attacks a full circle around it simultaneously like a proper blade trap, so it's not as useless as the placed sledge-robot. 

It only does leg-shots, so it's not great at killing, but it'll cripple a whole room and make the cleanup easier. 

 
Yep. I do think that int tree could use a tier 1 option for its chosen weapons. However, I would go with the first tier more in the direction of "Steampunk" than towards electronics/robotics - to keep in line with the theme where tier 1 is supposed to be a "primitive" option made of the simplest materials. 

Another point is that I'd consider splitting the robotics tree in two branches, a ranged branch and a melee branch. For example:

A ranged branch. (1) steampunk-stone-thrower (2) scrap turret (3) smg turret (4) "sniper" turret

A melee branch. (1) steampunk-stone-sledgehammer (2) sledgehammer turret (3) shotgun turret (4) flamethrower turret

Where the first tier can be made of "primitive" materials, i.e., stone, wood, plants, clay and maaaybe some scrap iron for the sake of plausibility, which is sort of easy enough to get as soon as you have stone axe to break something yielding some metal. Maybe make the first tiers use anything with "burning" ability as a fuel to keep it operational to go with the steampunk theme. While the highest tier versions can require electricity like they do currently. 

A "steampunk" stun baton should fit the same theme, wood, stone, plants and maaaybe some scrap iron, at most. Flashlight would be a bit too specific and not really and day 1 proposition if rng does not smile upon thee. It does not need to be electricity themed, just make it hiss a little and blow some steam if it stuns or something. 

Other than the lowest tier weapons missing the int tree is, actually, quite strong. Especially the increased trader rewards side is, basically, the "new lucky looter" perk. At least until devs get around putting traders into the same framework they did with the loot. The crafting bonuses, etc, are a bit of an "meh", because by the time you are in a position to make steel you will not really care about 20%/35% cost reduction anymore - it will not mean the difference between being able to pull off whaterver project you have undertaken requiring steel or forged iron mass production and not being able to pull that off.  Maybe if the final crafting-perks tiers would unlock some kind of ability not available through schematics, like, for example, ability to craft parts or something. But the first tiers of crafting trees are quite strong. The early bicycle/forge/workbench/chemstation can be quite a gamechanger. 

Jeep is useless btw. One is better off making two motocycles than a jeep if two people need to move somewhere. 

 
Honestly the main problem i see is that due to the current loot gating you reach the tier of intelligence items too late ingame.

What i would suggest is makeshift tazer weapons, like get some acid, some lead and put it in a bottle and attach 2 wires out of it onto a metal weapon and BOOM you have an intelligence based melee weapon. It looks primitive, the costs are relatively cheap and you can electrocute stuff with it.

For ranged weapons you could probably make a razor blade launcher or some other funky looking thing. Get some iron, mechanical parts, springs and make it launch various blade projectiles OR make a flamethrower.

 
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How about a melee ranged, spring loaded, rock shooting "gun" that has low damage and a moderate knock back?

EDIT: And a not-too-slow reload speed.

 
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group baton have chance to drop from GS 10 (you call that midgame rofl ?) not to mention  you are not getting anything significant from attribute before gs  10 (who takes melee weapon perks in first few levels anyway) when you can one point into strong perks  like pack mule , healing, tool perk,barter ......

not to mention int tree is OP together with strenght

primitive version of  "tech based tree"  just doesnt make any sense considering that  stun baton is already rather primitive ..

spring based rock shooter?  we talk  there about tier of weapons like literaly picked up branch (wood club) or  broken sharp bone  thats why we call it stone age ...  those things literaly existed at that time .. but did    average prehistoric monkey guy wear taser or "ductape + spring based rock shootin gun" with "not too bad reload" as backup ? dont think so
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Funny, I don't consider pack mule or healing or barter as strong perks at all.  In fact, I never perk into them unless it's in the later game when I have points to waste (even then Pack Mule is a complete waste to me since armour and pocket mods do that job just fine without spending any points that are better used elsewhere).  

People have different playstyles.  Strong (must have) perks IMO are, Living off the Land (1 point), Master Chef (1 point), and Sex Rex since it helps enormously with both melee and mining.  Early game I'm all about Attributes...Strength to 6 ASAP (in anticipation of the Cigar to make 7) for the Club and Shotgun/Blunderbuss buffs.  After that I start working on Agility for Pistols (9mm early and Desert Vulture for later) and Parkour which has saved my life many times over...you don't need to heal if you don't get swatted.

Edit...I guess that was mostly off the topic, but as far as INT goes, there are more weapons to come, I'm sure INT will see some additions when they're ready.

 
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Funny, I don't consider pack mule or healing or barter as strong perks at all.  In fact, I never perk into them unless it's in the later game when I have points to waste (even then Pack Mule is a complete waste to me since armour and pocket mods do that job just fine without spending any points that are better used elsewhere).  

People have different playstyles.  Strong (must have) perks IMO are, Living off the Land (1 point), Master Chef (1 point), and Sex Rex since it helps enormously with both melee and mining.  Early game I'm all about Attributes...Strength to 6 ASAP (in anticipation of the Cigar to make 7) for the Club and Shotgun/Blunderbuss buffs.  After that I start working on Agility for Pistols (9mm early and Desert Vulture for later) and Parkour which has saved my life many times over...you don't need to heal if you don't get swatted.

Edit...I guess that was mostly off the topic, but as far as INT goes, there are more weapons to come, I'm sure INT will see some additions when they're ready.
healing shortens "critical hit debuffs"  sure useless if you carry  5+ items to treat everything  and never break leg

pack mule ...  you should get this on  3/5  soon or later  encumberment slows you down significantly  and 3/5  is what you need to unlock all inventory slots  with  2 slot mods in clothing and   tripple pocket in leg armor /gloves using pocket mod in other armor pieces is  not too smart as you have only  4 slots and best setup is  +2 armor/movement penalty reduction/stealth leaving us with  1free in each

helmet :  helmet light = awesome mod

chest : bandolier = reload  no brainer

boots : .... impact bracing = adding  2-3  blocks to fall distance before yout ake damage or break something is never bad

gloves/leg armor have nothing too valuable  for  4th slot thats why is  3/5 enought personally i use  2/5  because i like that "debuff"  showing how when you nearing full inv

btw shotgun is trash  str is valuable for block damage / harvest bonus   ... still weapon perks are insignificant at veru early stage of game  who care if your wooden club deals  1 more damage  so no way to use  electrocutioner before gamestage 10  is completely insignificant( you can buy  t1 items from trader if youa r elucky from day  1)

what they could do is adding broken stun baton for primitive tier :D acting as non functional stun baton with no charge :D

 
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All that ^


Thanks, but again...different playstyles. 

I carry medicated bandages and painkillers...and seldom take any serious damage, and when I do get fatigued or break a limb, it can wait until I get home.  So, a waste.

I am efficient with what I carry and what I pick up and utilize my vehicle storage and occasionally steroids.  Encumbrance is not an issue for me.  So, a waste.

You can equip a bandolier into leg armour.

Shotgun is trash?  That's OK if you think so.  Since I already perk into Strength, I do take advantage of the double dip with the Blunderbuss until I get my preferred weapons.

I very seldom perk into anything in the INT tree at all.  I can find everything I need in loot or purchase from trader in that tree

So...once more before I go, different playstyles.  I'm not trying to convince you of anything except maybe players (just like people in the real world) have different priorities.   You seem convinced your playstyle is best, and undoubtedly that's true...for YOU...so don't stop believin'

 
Thanks, but again...different playstyles. 

I carry medicated bandages and painkillers...and seldom take any serious damage, and when I do get fatigued or break a limb, it can wait until I get home.  So, a waste.


I am efficient with what I carry and what I pick up and utilize my vehicle storage and occasionally steroids.  Encumbrance is not an issue for me.  So, a waste.
well play with  -15  inventory if you want .. for me  the more slots i have the more i can loot  before returning to  trader

You can equip a bandolier into leg armour.
hmm thats still a thing ? ... they dont stack anyway  the only thing you can put in 2 left over slots is insulation i guess

Shotgun is trash?  That's OK if you think so.  Since I already perk into Strength, I do take advantage of the double dip with the Blunderbuss until I get my preferred weapons.
a17+  shotgun is nowhere close to old OP one  ... but its more killed by the fact it easily  1 shot wooden floors in poi   creating holes   you have to parkoyr / drop zombies at lower floor that come back soon or later from behind

I very seldom perk into anything in the INT tree at all.  I can find everything I need in loot or purchase from trader in that tree
yes a18  made recipes far too  common ... but if youw ant build  /craft something serious   its a must there is no way to get solar bank  except  5/5 better barter ( 10 int) = also value of items you sell there is also perk for  50%  xp from trap kills ... .. and another that make crafting fromforge cheaper ... signfificantly improving efficiency of your work

So...once more before I go, different playstyles.  I'm not trying to convince you of anything except maybe players (just like people in the real world) have different priorities.   You seem convinced your playstyle is best, and undoubtedly that's true...for YOU...so don't stop believin'


or maybe you could accept opinion that picking electrocutioner  before GS 10(  probably like first  5 levels)  or even lvl  2-3 with  candy is suboptimal as theres many perks that are better early ( you actually agreed with this  just started arguing  on top of that  )

 
Is it arguing to discuss different approaches?  So be it.

With my approach, solar banks are not worth all the points I'd have to put into INT and Better Barter, nevermind the cost in Dukes for bank itself plus the cells, when you can fuel a generator for weeks on the gas you scavenge from a handful of cars.   Factor in a battery bank or two that's charged by a generator and solar banks are of no use to me whatsoever.

Oh...and I can loot the exact same amount as you can.  I may move slower until I get to my bike and from the bike to the trader, but that's not a big deal to me.  Once I get my armour and pocket mods the moving slower penalty is removed.

I don't use shotties indoors...but since I'm looting all these shells, I use them (and 9mm) up as much as possible during the week, saving my 44 and 7.62 for horde nights.

I do accept your opinion about electrocutioner being suboptimal...as I mention, the entire INT tree could go away and I wouldn't even notice!  I do lose out on the traps and crafting bonuses, but all things considered (I mostly only use electric fences anyway) those are acceptable losses.

 
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Is it arguing to discuss different approaches?  So be it.

With my approach, solar banks are not worth all the points I'd have to put into INT and Better Barter, nevermind the cost in Dukes for bank itself plus the cells, when you can fuel a generator for weeks on the gas you scavenge from a handful of cars.   Factor in a battery bank or two that's charged by a generator and solar banks are of no use to me whatsoever.
well its endgame  qol  swag mechanic gas isnt rare  but refueling several generators sucks

Oh...and I can loot the exact same amount as you can.  I may move slower until I get to my bike and from the bike to the trader, but that's not a big deal to me.  Once I get my armour and pocket mods the moving slower penalty is removed.
well whole point  is  ...you cant remove  it withou sacrificing other valuable mods as 3/5  pieces have  4  powerfull mods  meaning you need   3/5  pack mule OR sacrificing some armor/stealth/mobility/ "helmet light, fall resist,reload)

quite wall of text  but in end its not useless if alternative is losing another usefull stat or speed

I don't use shotties indoors...but since I'm looting all these shells, I use them (and 9mm) up as much as possible during the week, saving my 44 and 7.62 for horde nights.
yeah well   i usually kill zombies  outside from range ... so that  removes them completely for me  but really shotgun indoor " bonus feature" just sucks:D

I do accept your opinion about electrocutioner being suboptimal...as I mention, the entire INT tree could go away and I wouldn't even notice!  I do lose out on the traps and crafting bonuses, but all things considered (I mostly only use electric fences anyway) those are acceptable losses.
pretty unique approach considering most people  rush int:D and consider it  strongest tree

 
pretty unique approach considering most people  rush int:D and consider it  strongest tree
I've read that, I even tried it for a game in experimental but it wasn't for me.  The recursor mod or whatever it's called for the stun baton is kinda cool I do admit, but I can send zombies flying with my club almost as far...and far more regularly than the stunner.    

Now if the schematics etc were more rare, as they used to be, INT would probably become more viable to me, but since I loot a lot, finding those have never been a problem.  Sometimes they can take a bit longer than I'd like but I can get by without them until I find them.  Skill points in my offensive capabilities are more important to me.  By the time I really need a lot of steel or electric fences etc, I've usually acquired them by other means.  

Agree about the block damage on the shotties...I hate it.  I usually gravitate towards shotguns in other games and it really sucks they aren't as user friendly in 7D but it is what it is.  Gotta play with the hand that's dealt me.  

I forgot...on the movement penalty thing.  Can't say I've ever had a big dilemma regarding which armour mods to equip, but I have  started to allow a couple or three slots of encumbrance in favor of one armour slot.  The movement penalty with 2 or 3encumrance points is pretty much negligible and having the icon pop up on the HUD is a handy way to tell me I'm about full and it's time to manage my inventory.

 
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Ideally, instead of a hard and rigid "these stats allow for these weapons", attributes affect weapons differently, such that you'd naturally lean towards a specific weapon with specific attributes, or specific attributes for specific weapons
For example, let's say the stats do these:

Perception: increased crit chance, increased melee weapon range by percentage.
Rifles have high damage, wildly inaccurate when hip firing, relatively low base damage but high crit multiplier, you move slowly when carrying one. Spears have extra weapon range multiplier

Strength: reduced ranged weapon recoil, reduced melee stamina use
Shotguns have high damage, quite accurate, but wild recoil that effectively negates quick consecutive firing. Clubs / sledges have extra high melee base damage with extra high stamina use

Fortitude: increases move speed while carrying a weapon, increased melee base damage
Machine guns have extra slow reload animation, you move slowly when carrying one. High clip size, high attack speed, reduced recoil during ADS, but low base damage. Brawling has low base damage but extra multiplier to it

Agility: increased hip fire accuracy, increased weapon reload speed, increased melee attack speed
Pistols and SMGs have moderate damage, moderate attack speed, relatively low clip size, extra reload speed bonus. Archery has extra accuracy bonus to hip fire. Knives can cause bleeding that stacks with itself

Intellect: reduced equipment degradation, increased crafting quality every 2 points
Batons and turrets have high base damage, high attack speed, but very low durability and no innate multiplier.


So let's say you spec into Strength, but you don't use shotguns for whatever reason. You can use it in conjunction with machine guns for the extra reduced recoil, but shotguns will naturally attract you because even with reduced recoil machine guns make you move slowly while shotguns let you move much faster. Still, no real harm in doing so!

If you spec into Agility, you can play to your strength and spray bullets everywhere hoping some will connect, or use it to shore up your machine gun's low reload speed, or rifle's very low clip size

If you spec into Intellect, you'll have none of those benefits, but to compensate you'd be able to craft higher quality items that allows some degree of mistakes here and there

What about non Intellects? How do they craft higher quality weapons? Well ideally you'd be able to upgrade your weapons using extra parts and whatnot, Intellect doesn't need to do that thus saving resources

 
Honestly, you wanna know what I'd like to think is a REALLY good primitive weapon for INT?

A motherf@#$ing Sling.

But before you hate on me, hear me out.   The sling is a time proven weapon.  Hand-Eye coordination is of extreme usefulness here.  I actually practice slinging IRL, and it takes a while to master, but so does archery.  Also, stones can be your ammo, and they can be found in ever stitch of the map.   Plant fibers, leather, and blammo.. you get one.   It doesn't need to do much damage, but a head shot is just as lethal.  Press out metal ball bearings and you have something that will kill just as easily as any black powder weapon.   You can even sling golf ball sized explosives if the devs wanted to go that route as well.  The problem is, that there's already a large amount of perks that take up INT already.  It would be a tough call to implement another one in.  The upside is, everything you need is already spawning in game, and a recipe and ballistics pattern is all it needs.

For fun an interesting facts about the sling, google Balearic Slingers.  These guys were so good at it, they were brought into not only the Carthaginian army, but eventually the Roman army as well.   There is an ancient and rich history surrounding the sling, and its worth a solid mention in the book of primitive warfare.

I also.. would love to see a richochet effect with sling stones, if I could be selfish and code that in.    Perhaps it doesn't even need its own perkline.  Perhaps it's just a thing that anyone can make, and it's just a static thing you can hit stuff with, like the torch.  Perhaps there's books for it.

 
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group baton have chance to drop from GS 10 (you call that midgame rofl ?) not to mention  you are not getting anything significant from attribute before gs  10 (who takes melee weapon perks in first few levels anyway) when you can one point into strong perks  like pack mule , healing, tool perk,barter ......

not to mention int tree is OP together with strenght

primitive version of  "tech based tree"  just doesnt make any sense considering that  stun baton is already rather primitive ..

spring based rock shooter?  we talk  there about tier of weapons like literaly picked up branch (wood club) or  broken sharp bone  thats why we call it stone age ...  those things literaly existed at that time .. but did    average prehistoric monkey guy wear taser or "ductape + spring based rock shootin gun" with "not too bad reload" as backup ? dont think so
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In this case we can go with the blowdarts. Those things are hella primitive and you can make one out of any pipe you find, making poison is also something pretty early if it needs to make much sense just make it harvestable from cactuses and snakes and you got your deal.

 
Perception: increased crit chance, increased melee weapon range by percentage.

Strength: reduced ranged weapon recoil, reduced melee stamina use

Fortitude: increases move speed while carrying a weapon, increased melee base damage

Agility: increased hip fire accuracy, increased weapon reload speed, increased melee attack speed

Intellect: reduced equipment degradation, increased crafting quality every 2 points
 
actually not that bad idea .. but specific weapon perks  should stay as they are ... they  offer quite unique features for each group  and removing them would  make bad stats worse (agi/fort)  also quality works well now ... btw tier 6 craft ? nice try ;)

Honestly, you wanna know what I'd like to think is a REALLY good primitive weapon for INT?
sling would definitely fit more into primitive tier than bs ideas like primitive taser  .. its little problematic tho as  perk increase electrocution duration and TFP like  consistency

In this case we can go with the blowdarts. Those things are hella primitive and you can make one out of any pipe you find, making poison is also something pretty early if it needs to make much sense just make it harvestable from cactuses and snakes and you got your deal.
doubt sling/blowdart  is going to happen ... as primitive weapon it would be very close to  primitive bow

 
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How about... A Hammer.

Just scrap the whole 'Electrocutioner' tree and replace it with a Handyman tree that increases damage with tools (like the claw hammer, stone ax, and *gasp* Nailgun). You can make Claw Hammer the Iron version and the Stun Baton the Steel Version. Or you could just scrap the Stun Baton as a weapon and just make it into a weapon/tool mod like the Weighted Head/Spikes/etc.

Yes, that means the primitive version would be the 'Stone Axe' but so what... it's the starting tool. Just make it so it takes the higher level of either Miner 69er or the new Int skill. Nerf Miner 69er a bit by removing Claw Hammer from it, and putting in a new Int skill.
 

 
Ideally, instead of a hard and rigid "these stats allow for these weapons", attributes affect weapons differently, such that you'd naturally lean towards a specific weapon with specific attributes, or specific attributes for specific weapons
For example, let's say the stats do these:

Perception: increased crit chance, increased melee weapon range by percentage.
Rifles have high damage, wildly inaccurate when hip firing, relatively low base damage but high crit multiplier, you move slowly when carrying one. Spears have extra weapon range multiplier

Strength: reduced ranged weapon recoil, reduced melee stamina use
Shotguns have high damage, quite accurate, but wild recoil that effectively negates quick consecutive firing. Clubs / sledges have extra high melee base damage with extra high stamina use

Fortitude: increases move speed while carrying a weapon, increased melee base damage
Machine guns have extra slow reload animation, you move slowly when carrying one. High clip size, high attack speed, reduced recoil during ADS, but low base damage. Brawling has low base damage but extra multiplier to it

Agility: increased hip fire accuracy, increased weapon reload speed, increased melee attack speed
Pistols and SMGs have moderate damage, moderate attack speed, relatively low clip size, extra reload speed bonus. Archery has extra accuracy bonus to hip fire. Knives can cause bleeding that stacks with itself

Intellect: reduced equipment degradation, increased crafting quality every 2 points
Batons and turrets have high base damage, high attack speed, but very low durability and no innate multiplier.
 
This is the best idea.  I've been thinking exactly the same thing albeit without having gone as far as figuring out specific bonuses.  Tying each weapon to a specific attribute limits build variety.  

To keep it balanced  you would have to do something like: each weapon type would still have to be assigned to an attribute (by the player, not by the game by default) and limit each attribute to one melee and one ranged weapon.  This way could retain the attribute level bonuses as they are now as well as the one-time, unlevelable bonuses listed above tied to each attribute

 
actually not that bad idea .. but specific weapon perks  should stay as they are ... they  offer quite unique features for each group  and removing them would  make bad stats worse (agi/fort)  also quality works well now ... btw tier 6 craft ? nice try
The correct course of action is to overhaul the attributes so that each complements all playstyles but particularly good for specific playstyles. Honestly I don't like the idea of fortitude and strength being split. It makes zero sense to be there

I don't see any reason to put Q6 crafting on a Pedestal of The Gods. The ability to craft it should be available, not restricted. The very idea that a survivor does not have a way to craft a Q6 stone axe is laughable. I was surprised it even made it out of meeting

To keep it balanced  you would have to do something like: each weapon type would still have to be assigned to an attribute (by the player, not by the game by default) and limit each attribute to one melee and one ranged weapon.  This way could retain the attribute level bonuses as they are now as well as the one-time, unlevelable bonuses listed above tied to each attribute
I don't like the idea of weapon perks being tied to any attribute at all. Attributes should not increase damage directly to compensate for poor enemy scaling, attributes should improve your character at the direction that suits your playstyle. Nobody should be forced to go shotgun simply because they like mining, nobody should be forced to go sniper rifle if they like to go looting. If someone wants to go Fortitude and Agility build and specialize in sniper rifle then let them because that's called a marksman

 
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