PC Zeds immune to explosives

Reminds me of all the "this is my smiling face" memes... xD

Just checked the files, 98% of zombies have 100% damage from explosions, Radiated Wights have 85% and all Fat Cops have 200%. I don't know how that refers to the damage done to them with explosives. I sense a modlet brewing in my head for revamping explosion damage multipliers for all zombies according to their types (we have: LegsExplosionDamageMultiplier, ArmsExplosionDamageMultiplier, HeadExplosionDamageMultiplier and ChestExplosionDamageMultiplier).

For explosion weapons, we have an example of RocketHE as below:

Code:
		<property name="Explosion.ParticleIndex" value="4"/> <!-- which Prefab/particle is used -->
	<property name="Explosion.RadiusBlocks" value="5"/> <!-- damage radius for blocks -->
	<property name="Explosion.BlockDamage" value="500"/> <!-- damage for blocks in the center of the explosion -->
	<property name="Explosion.RadiusEntities" value="5"/> <!-- damage radius for entities -->
	<property name="Explosion.EntityDamage" value="350"/> <!-- damage for entities in the center of the explosion. Zombies take 2x this damage. -->
Compare this to a pipe bomb...

Code:
	<property name="Explosion.BlockDamage" value="10"/>
<property name="Explosion.EntityDamage" value="160"/>
<property name="Explosion.ParticleIndex" value="1"/>
<property name="Explosion.RadiusBlocks" value="3"/>
<property name="Explosion.RadiusEntities" value="5"/>
... and dynamite thrown...

Code:
	<property name="Explosion.BlockDamage" value="900"/>
<property name="Explosion.EntityDamage" value="480"/>
<property name="Explosion.ParticleIndex" value="1"/>
<property name="Explosion.RadiusBlocks" value="3"/>
<property name="Explosion.RadiusEntities" value="6"/>
RadiusEntities is the radius for hittings zombies and EntityDamage is for their damage. Pipe bombs will kill the weakest Zs but all ferals (except a screamer feral) and rads will withstand one bomb and many even a number of explosions. Perhaps the "center of explosion" double damage doesn't work as intended now, which is why we don't kill Zs so easily?

 
That's one way to deal with pipe-bombs being OP pre-A17. Not a remotely satisfactory way, however. When I think of zombie survival games the viability of explosives seems like a basic component.

I'd be curious as to the devs' reasoning behind the current implementation (i.e. is it an unintentional bug, quick-fix for something OP, etc.)

 
I really don't think this is intentional. Pipe bombs and dynamite do have limited damage and they are best used for regulars or ferals as they have lower HP than rads. Therefore using bombs is a valid tactic, the con being it requires a lot of materials to craft a substantial amount and then they run out. I'd say it is simply another way of fighting (melee, various guns, traps), just like using molotovs, although they are currently somewhat bugged as i've seen people complain about lighting themselves on fire.

 
I really don't think this is intentional. Pipe bombs and dynamite do have limited damage and they are best used for regulars or ferals as they have lower HP than rads. Therefore using bombs is a valid tactic, the con being it requires a lot of materials to craft a substantial amount and then they run out. I'd say it is simply another way of fighting (melee, various guns, traps), just like using molotovs, although they are currently somewhat bugged as i've seen people complain about lighting themselves on fire.
There’s also the issue where they sometimes won’t be thrown. But their cost is far cheaper then explosives.

 
There's also the bug when they don't hit zombies even block away, but hit those two away. The randomness of it all makes it not so useful.

 
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