PC Unbalanced weapons (ALL)

Hmmm... not sure this is right when you consider a stone arrow has a dmg of 25?View attachment 25417
The value there is wrong, it does 7xhowmany pellets, I've 2 shoted most normal non-fat zombies with the shotgun, so don't trust what you see there fully. See here is the shotgun ammo.

<passive_effect name="EntityDamage" operation="base_set" value="7"/>

<passive_effect name="BlockDamage" operation="base_set" value="5.4"/>

<passive_effect name="RoundRayCount" operation="base_set" value="8"/>

Raycount=how many "pellets". so it does 7x8 damage assuming all pellets hit. 56 base dmg, 150% headshot base multiplier, makes it 84 dmg if all pellets hit the head. Slugs however have a damage of 100, and only 1 ray, so they do almost double the damage of the buckshot across the board. I just wish they had a more realistic recipie.

 
This all looks just one step away from "requires level 12 to equip". :/

And I love progression in games. I am total in favor for perks and levels, unlike other players. But finding a rare weapon at lower levels, should make it powerful. You cant even repair it yet. Not be bad until you are higher level and can install mods.

And the wood vs iron club doing same damage bc of mods? I disagree too. Having different mods is a good idea. But come on, one is a wood club and the other is an iron club, at least add in some difference before mods.

 
Why is there a "gear change" sound on the 4x4, but no increase in speed, do modifiers do that, if so how?, i couldnt find or work out how to add modifiers to it, its a bit confusing

 
The value there is wrong, it does 7xhowmany pellets, I've 2 shoted most normal non-fat zombies with the shotgun, so don't trust what you see there fully. See here is the shotgun ammo.
<passive_effect name="EntityDamage" operation="base_set" value="7"/>

<passive_effect name="BlockDamage" operation="base_set" value="5.4"/>

<passive_effect name="RoundRayCount" operation="base_set" value="8"/>

Raycount=how many "pellets". so it does 7x8 damage assuming all pellets hit. 56 base dmg, 150% headshot base multiplier, makes it 84 dmg if all pellets hit the head. Slugs however have a damage of 100, and only 1 ray, so they do almost double the damage of the buckshot across the board. I just wish they had a more realistic recipie.
Ok so of it is like that it is better that they are it to the stats. I want to know the damage of a weapon so i want to read "damage: 7x8". Another thing is: ok, i like that you have a perk that increase the skills with that weapon but an increase of damage have no sense. Maybe with the ability you can reload faster, be better in manage the recoil, best precision, ecc..

The damage should be the same in any case, improvable only with mods.

 
Because you can only install spiked mods into an iron club and THEN it does a lot more damage.
Still doesn´t explain why wooden club and iron reinforced have the same damage. It would be logic if there is no iron reinforced club anymore before you upgrade your wooden club.

But both having the same damage is meh.

 
Still doesn´t explain why wooden club and iron reinforced have the same damage. It would be logic if there is no iron reinforced club anymore before you upgrade your wooden club.
But both having the same damage is meh.
Peeked in the xml too and found this:

For the wooden it says

"<passive_effect name="DegradationMax" operation="base_set" value="70,200" tier="1,6"/>".

For the iron-reinforced it says

"<passive_effect name="DegradationMax" operation="base_set" value="200,500" tier="1,6"/>".

I interpret that as the iron reinforced club degrading way slower than a wooden club, so the upgrade while not for damage can still be considered an upgrade, because less repair actions are needed.

(Those who actually know this stuff, correct me if I'm wrong, please.)

 
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