PC V2.0 Storms Brewing Dev Diary

I really think we need a new tier for the batons, either on the weak end and buff the current stun baton, or add a new tier after the stun baton.
The stun baton is currently the strongest melee weapon. I cleared tier 5 with it without any problems. In addition, it becomes very strong when you upgrade medicine.

 
The stun baton is currently the strongest melee weapon. I cleared tier 5 with it without any problems. In addition, it becomes very strong when you upgrade medicine.
Oh I am aware of how strong it is/can be.  The problem it runs into is on higher difficulties.   The shear amount of health the zombies get, and (iirc) damage resistance they get, you are basically relying on the decap chance to kill the stronger enemies.   You can see that on default difficulty at times when you are just smacking a pile of zombies that just just take forever to die lol.  

But yes, it is currently an incredibly powerful melee weapon.  I prefer the sledge hammer BUT I've become really good at timing my swings with it.  I get tons of knockdown and can control swarms almost as good as with a fully tricked out baton.

 
What's the point of diversity? In the end, everyone will still run around with the best weapon for their class. A large number of intermediate weapons will create nothing but inconvenience.

The only thing worth considering is adding throwing spears, similar to the bow branch (there are bows and crossbows). I would like to have 2 types of spears, and throwing ones should be in a stack (like grenades, for example).
I don't see a point in adding more weapon variety just for the sake of it either. I have played with crazy gun mods that just turn into ammo management hell. For most people that want more guns, they typically are looking for more realism and that results in a dozen ammo types.

I do miss the thrown spears. I thought they got rid of that attack because of issues with losing the spear through the world. I had it happen quite a bit when they had spear throwing. Spear has been my primary melee weapon since it was introduced.

 
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Oh I am aware of how strong it is/can be.  The problem it runs into is on higher difficulties.   The shear amount of health the zombies get, and (iirc) damage resistance they get, you are basically relying on the decap chance to kill the stronger enemies.   You can see that on default difficulty at times when you are just smacking a pile of zombies that just just take forever to die lol.  

But yes, it is currently an incredibly powerful melee weapon.  I prefer the sledge hammer BUT I've become really good at timing my swings with it.  I get tons of knockdown and can control swarms almost as good as with a fully tricked out baton.
On high difficulty, the most difficult thing to play with is the knuckle duster, the stun gun is much easier. But high difficulty is high difficulty for a reason, it should not be an easy walk.

I don't see a point in adding more weapon variety just for the sake of it either. I have played with crazy gun mods that just turn into ammo management hell. For most people that want more guns, they typically are looking for more realism and that results in a dozen ammo types.
Those who are looking for realism can play PUBG Battleground. There is a huge variety of weapons there. But you don't need to drag it here.

I do miss the thrown spears. I thought they got rid of that attack because of issues with losing the spear through the world. I had it happen quite a bit when they had spear throwing. Spear has been my primary melee weapon since it was introduced.
I tried a spear in A16, lost it a couple of times when throwing and didn't try to play with it anymore. And usually I pump either strength, since there is resource extraction, or endurance, since there is gardening. Accordingly, I usually play either with clubs or with brass knuckles.

Perhaps with the new perk system I will change my strategy.

 
What's the point of diversity? In the end, everyone will still run around with the best weapon for their class. A large number of intermediate weapons will create nothing but inconvenience.

The only thing worth considering is adding throwing spears, similar to the bow branch (there are bows and crossbows). I would like to have 2 types of spears, and throwing ones should be in a stack (like grenades, for example).
The point is to have variety, let the player decide what type of gun they want to use. Not just use the sub machine gun or the m60 because they are the "strongest" and once you have that gun it's the only one that's used the remainder of the game. 

Now I'm not talking crazy amounts like some of the mods have. Like another user said, that just becomes unnecessary ammo management. 

Just a few different types of guns and melee items. Katanas, a 1911, .50 sniper rifle, a mace, pitchfork, etc. 

Variety is king, especially when it comes to enemies and weapons.

 
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What's the point of diversity? In the end, everyone will still run around with the best weapon for their class. A large number of intermediate weapons will create nothing but inconvenience.

The only thing worth considering is adding throwing spears, similar to the bow branch (there are bows and crossbows). I would like to have 2 types of spears, and throwing ones should be in a stack (like grenades, for example).
I'm wanting flame thrower and grenade launcher to be the T1 and T2 of the T3 rocket launcher

 
@faatal Any updates you can give on the following?

  • Vehicle armor - minibike (I know someone, I think it was you, said the bicycle armor wasn't coming, but I don't remember anything about the minibike vehicle armor)
  • Vehicle storage mods
  • Marauder armor
  • Desert Survivor armor
  • Hoarder armor


AFAIK:

1) As you acknowledged, bicycle armor is not coming because the devs thought it looked ugly, or something or rather. I assume the minibike armor, if it was ever discussed, has been shelved for the same reason? Purely speculation here.

2) I don't remember if vehicle storage mods were given a reason for them being scrapped, other than last we heard, they're not coming full stop.

3) The three armours you mentioned above will likely be Twitch drops and/or available as (paid?) DLC.

Cosmetic only? (For point 3)

 
Oh I am aware of how strong it is/can be.  The problem it runs into is on higher difficulties.   The shear amount of health the zombies get, and (iirc) damage resistance they get, you are basically relying on the decap chance to kill the stronger enemies.   You can see that on default difficulty at times when you are just smacking a pile of zombies that just just take forever to die lol.  

But yes, it is currently an incredibly powerful melee weapon.  I prefer the sledge hammer BUT I've become really good at timing my swings with it.  I get tons of knockdown and can control swarms almost as good as with a fully tricked out baton.
Difficulty above nomad reduces the RAW damage player's deal, which doesn't include bleed, stun baton shock or explosives. You can kill anything fast on any difficulty if you use the nerd candy, the shock does 6 dmg/sec on all difficulties. Zombie health has some randomness to it but is always the same range no matter the difficulty.

 
Just a few different types of guns and melee items. Katanas, a 1911, .50 sniper rifle, a mace, pitchfork, etc. 

Variety is king, especially when it comes to enemies and weapons.
Melee weapons are DEFINITELY lacking. A mace is most basic weapon you would make once you can forge metal. They need to lower how far down the tech tree a metal club is. Now a metal club with crazy saw blades sure keep that end game club, but they do need to bring the iron club back to early progression in my opinion. A proper sword would be great. I definitely think they need more of those. My only issue with sniper rifles are the lack of range you can see enemies. If they bumped up view distance to 250m then I'd be a lot more inclined to use one, but now it's just silly that we can't even use more than 10% of a guns real world range. They are incredibly nerfed.

 
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I'm wanting flame thrower and grenade launcher to be the T1 and T2 of the T3 rocket launcher


LOL  I can see this.
T1 is a slingshot or water winger with a grenade.
T2 is a homemade flame thrower. fuel will be made by combining gas with plastics.

T3 is the rocket launcher.

Difficulty above nomad reduces the RAW damage player's deal, which doesn't include bleed, stun baton shock or explosives. You can kill anything fast on any difficulty if you use the nerd candy, the shock does 6 dmg/sec on all difficulties. Zombie health has some randomness to it but is always the same range no matter the difficulty.


IMHO, the Difficulty settings are largely a misnomer.  The only effect it has on "difficulty" is to change how much damage you deal to zombies, and how much damage they do to you.  Playing on Insane isn't more challenging aside from making killing stuff slightly more costly.

 
IMHO, the Difficulty settings are largely a misnomer.  The only effect it has on "difficulty" is to change how much damage you deal to zombies, and how much damage they do to you.  Playing on Insane isn't more challenging aside from making killing stuff slightly more costly.
So, since it is primarily a damage alteration. That means changing to insane
is actually creating bullet sponges, that people post not wanting, but in the
same frame of speech wanting the zombies to be harder. Kind of a oxymoron, in
theory, no. 🤷‍♂️

 
LOL  I can see this.
T1 is a slingshot or water winger with a grenade.
T2 is a homemade flame thrower. fuel will be made by combining gas with plastics.

T3 is the rocket launcher.

IMHO, the Difficulty settings are largely a misnomer.  The only effect it has on "difficulty" is to change how much damage you deal to zombies, and how much damage they do to you.  Playing on Insane isn't more challenging aside from making killing stuff slightly more costly.
the grenade launcher I have in mind would be T2, 6 round cylinder.

the speed is the true difficulty, having nomad/nightmare speed all the time is a lot harder than walking/insane zombies

 
So, since it is primarily a damage alteration. That means changing to insane
is actually creating bullet sponges, that people post not wanting, but in the
same frame of speech wanting the zombies to be harder. Kind of a oxymoron, in
theory, no. 🤷‍♂️
The problem is that difficulty in this sense is tied directly to damage numbers, when there are more ways to increase it... Personally, I'd like if difficulty setting decoupled from strictly damage, and were instead a quick shortcut to preset high/mid/low loot settings, damage settings, zombie speed and anything else that can be thought up.. Possibly settings like a zombie crit chance, or if feasible, giving them up to.. 20% more/less reach or something.

I'm wanting flame thrower and grenade launcher to be the T1 and T2 of the T3 rocket launcher
Honestly, to me, sounds like something that should've already made it to the game .. I'm imaging a T1 flamethrower doing heavy damage to the Z's .. but if they get close enough to hit you, you get set on fire also.

 
What's the point of diversity? In the end, everyone will still run around with the best weapon for their class. A large number of intermediate weapons will create nothing but inconvenience.
Yes, people tend to choose the best weapon in the weapon type that they want to use.  But people also like variety and will use those various weapons on the way to where they can use the best weapon.  I'm using the weapon mod from Izayo and it makes a big difference.  Yes, there is one now caliber of ammo and some extra ammo variations, such as exploding ammo, but you won't really need to use anything you don't want.  Most people aren't going to carry around guns that use every ammo type, so it isn't really an issue.  And the variety makes things interesting as you progress.

The stun baton is currently the strongest melee weapon. I cleared tier 5 with it without any problems. In addition, it becomes very strong when you upgrade medicine.
The best weapon really depends on the player, imo.  I can clear a tier 5 with the spear as well.  And I'm sure people who play clubs or sledgehammers or knives or whatever can do the same because it is what they are used to using.  Yes, the shock value of the stun baton is really good, but not everyone consider it the best weapon.  Just like not everyone considers the M60 to be the best gun.  I know I never use it.

 
So, since it is primarily a damage alteration. That means changing to insane
is actually creating bullet sponges, that people post not wanting, but in the
same frame of speech wanting the zombies to be harder. Kind of a oxymoron, in
theory, no. 🤷‍♂️


Yes. This is why I go to mods for increasing difficulty, and don't bother moving the slider past Warrior.

 
Single Player:

I would share concerns about lots of new firearms creating inventory management issues. I don't tend to specialize when it comes to the firearms in the game so I carry a bow, machine gun, pistol, and shotgun. For melee two clubs and a knife. Lots of different ammo would likely have me consider carrying more, or doing something like changing firearms from day to day or using some for POIs and others for horde night.

If I could reduce (scrap) firearms to weapon parts and ammo down to brass and gunpowder, I might be completely okay with them.

Multiplayer:

I've seen some multiplayer efforts divide up loot based on weapon of choice, so that each person gets what goes with their ammo. You're the 7.62 person and your buddy is 9mm. Add a few more ammo types in there and don't be stingy and you can maybe support that concept across a few more players.

 
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