PC So why are Hunting Knife/Machete weaker than wood club/iron reinforced?

Well, Scyris you have a point there in the sledge taking less hits to kill, but don't forget that until you have high stamina and very high Sexy-T, you're not hitting and running like you would with a machete. Case in point in a melee build I did, I fell through the floor in a heaaaaavily infested POI on Warrior, and I had to dodge in and out of zombies because I was just overwhelmed (I literally counted 25-30 range in a tight house..). My sledge is what got me killed in that house, because I only had enough stamina for two power swings max and I couldnt do a damn thing for a few seconds. If I had a machete, maybe I would have gotten killed too, but I would have been able to make two quick head slices and have enough stamina to sprint to the other side to saftey to get more room to attack without getting attacked. I would have died either way, I am sure, but I would have had more of a fighting chance with the machete. Plus, hitting and running lets the bleeding debuff tick some HP off with the generated distance. SHould it decapitate at a higher chance? Sure. But damage per swing shouldn't be equal.

 
Well, Scyris you have a point there in the sledge taking less hits to kill, but don't forget that until you have high stamina and very high Sexy-T, you're not hitting and running like you would with a machete.
Where did you get that? The stamina usage per damage is almost the same. Right now I am watching on my these tools (both fully modded), it says 105 damage for 11 stamina for the machete and 220 damage for 25 stamina for the sledgehammer. Meaning 1.05 stamina per 10 damage for machete and 1.14 for hammer. The difference is negligible. When you run and hit you don't give the full damage output, it is all bout timing, so only damage per stamina is important.

And don't forget about the great running nerf in A17 - you can't run backwards effectively now. So the hammer became much better for that - you run and turn back just before the hit - I tried that a lot and running and hitting now is much better with slow weapons.

Stop dropping your info here without actually knowing these things. And for anyone: you can't discuss something you haven't tried in survival as your temporary tactic. I tried melee a lot and killed hundreds of zeds using sledgehammers and machetes in A17.

As for power swings - it is not a valid tactic anymore. You should carefully choose when you use one, because it stops the stamina regeneration entirely for few seconds. This is what got you killed in your described situation.

 
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After the tough start getting used to a17 stamina I found SexT is way more important than Agility+Cardio.

Latest map Insane nightmare run (sledge character) I didn't put points into agility or cardio (150hp), we can still outrun zombies in seconds, power attack only when u know it's a safe kill, stats:

Day21 L44 GS160 K381 D0

100 stamina is perfectly viable so far, the big drainer is jumping in tight poi's. Using ramps fixes that and u can kite a group of zombies around a house all day.

 
After the tough start getting used to a17 stamina I found SexT is way more important than Agility+Cardio.
Latest map Insane nightmare run (sledge character) I didn't put points into agility or cardio (150hp), we can still outrun zombies in seconds, power attack only when u know it's a safe kill, stats:

Day21 L44 GS160 K381 D0

100 stamina is perfectly viable so far, the big drainer is jumping in tight poi's. Using ramps fixes that and u can kite a group of zombies around a house all day.
This is why I said they need to add a side benefit to specing in agility. Str is melee/block dmg, perception is ranged dmg/accuarcy, but the other 3 stats just do 1 single thing. For Agility they could give 2% more move speed per point for 18% like with agility, or even 1% per level till the final point which is 2% move speed for 10% total. Int used to have a exp bonus as a secondary but its commented out currently. As for endurance maybe 1% dmg taken reduction per stat point, with again the 10th point adding 2% for a total of 10%.

I myself virtually never spend points in perception, there is even less reason to in b221 as the base headshot multi is now double damage. Before you'd have needed 2 points in the headshot skill and 2 into perception to get that. That said, comp bow with 1 mod in it and stealth headshot lets me 1 shot female zombies and 2 shot males with iron arrows. This is on nomad for now, I just have higher priorities of skills I need to get, I consider perception a dump tree, which means I'll only really bother with anything in it once I have spare points, might get 1 point in the headshot skill earlier though just because.

Guns make too much noise, and even with a silencer some guns still make so much noise they wake the entire poi in 1 shot (shotgun), arrows are plentiful and recoverable, so I don't mind taking an extra shot to kill things to save skill points. Even if I was to go into perception. most of the skills in there are.. to be frank worthless, only ones I'd really bother with is the headshot one, and run and gun, the rest just aren't worth it. Max luckly looter lets you loot fast, and has a chance to let you get better loot, but its still all rng, you'd have the highest chance of good loot, but you still could get nothing but tier 1 junk 99% of the time. Whole perception skill tree kinda needs a overhaul, as does agility.

 
This is why I said they need to add a side benefit to specing in agility. Str is melee/block dmg, perception is ranged dmg/accuarcy, but the other 3 stats just do 1 single thing. For Agility they could give 2% more move speed per point for 18% like with agility, or even 1% per level till the final point which is 2% move speed for 10% total. Int used to have a exp bonus as a secondary but its commented out currently. As for endurance maybe 1% dmg taken reduction per stat point, with again the 10th point adding 2% for a total of 10%.
I myself virtually never spend points in perception, there is even less reason to in b221 as the base headshot multi is now double damage. Before you'd have needed 2 points in the headshot skill and 2 into perception to get that. That said, comp bow with 1 mod in it and stealth headshot lets me 1 shot female zombies and 2 shot males with iron arrows. This is on nomad for now, I just have higher priorities of skills I need to get, I consider perception a dump tree, which means I'll only really bother with anything in it once I have spare points, might get 1 point in the headshot skill earlier though just because.

Guns make too much noise, and even with a silencer some guns still make so much noise they wake the entire poi in 1 shot (shotgun), arrows are plentiful and recoverable, so I don't mind taking an extra shot to kill things to save skill points. Even if I was to go into perception. most of the skills in there are.. to be frank worthless, only ones I'd really bother with is the headshot one, and run and gun, the rest just aren't worth it. Max luckly looter lets you loot fast, and has a chance to let you get better loot, but its still all rng, you'd have the highest chance of good loot, but you still could get nothing but tier 1 junk 99% of the time. Whole perception skill tree kinda needs a overhaul, as does agility.
Yeah you point out some glaring balancing issues.

What I also see is potential.

A few tweaks and all this could be turned into a positive.

[Crossing my fingers for the next update.]

 
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