It’s more like armor needs a giant nerf.
Armor is stupidly effective now, a leather armor will only let zeds damage you if they hit an uncovered place. More - leather clothing will do the same.[/quote]
I understand that a zombe brute should rape you even with a leather jacket and a t-shirt. But it is generally undervalued the capacity of simple armor, like padded armor, to absorb a great amount of energy. I’ll give you this example.
Look how effective it can be against some hits.
Moreover if I had to fight against a brute, I’d be scared of using a metal armor because a concussion would be as effective as without any armor. I’d rather have a little of armor, like padded, and be able to move around very fast to just evade. So it is not just a problem of armor being too strong, it is also a problem of which type of armor does what.[/quote]
as far a the video goes, I cant imagine wearing leather armor with all that padding between layers. you wouldn’t even be able to move. wearing armor like that would be like 4 encumbrance.
I picture a hulk/brute as being like Matt/nemesis from the Resident evil movie. I imagine being hit by that would be like being hit by a swinging trap trap. you would get blasted off your feet, you would have the air knocked out of you, you would have at LEAST 1 broken bone, possibly perforated organs depending on the impact area, etc. maybe large/powerful creatures could have a multiplier added to your dodge skill against that enemy type?
Feel like there should be some sort of golem type zombie. Like 50 speed or so but RIDICULOUS health and armor. Maybe you can kill it if you throw enough at it while staying at least 2 (maybe 3) spaces away. Doesn’t really drop anything particularly useful off the top of my head. Just a mob that you take one look at and go AROUND. just so even late game characters change direction a little without instakilling any early game character that accidentally comes within 15 spaces just because they can’t run fast enough.
Not really doable in the current system, unless it got ranged attacks or something like that.
With speed 50, you could just lead it into a car, hit it 4 times for every time it moves, then kite it back onto the car.
And that’s assuming it would have stun immunity, knockback immunity and move-drain immunity. Without those, it would be much easier (no monster in game has any of those at the moment).
Its main attack is strong and splashes the surrounding 9 squares (centered around the attacked square) the golem will start smashing as soon as what it is attacking is within splash range not melee range.
the splashed squares receive small damage, small knock back (from attacked square not golem) and small stun/move drain
and golem itself has so much heath/armor as to not be worth the time of fighting, unless for some special late game item? maybe its rock like hide?
What about some kind of sticky grenade? made from parts harvested from a boomer or those green blobs whose name escapes me. their purpose would essentially be to ‘web’ enemies and immobilize them or at least drop their speed.
Jabberwock is the closest thing to a Golem-style hostile ATM. Can look into adding the immunities, that’s been suggested before.
thank you. was wondering the same. I always thought that hulks and brutes SHOULD at the least, almost kill you if you are un-armored. There should be enemies that you go’ oh HELL NO!!’ and grab the explosives.[/quote]
That’s the design rationale behind the upgraded tank drones. Results were mixed, to say the least.
Would it be possible (and CPU-friendly) to give enemies martial arts, that trigger when there are more than one adjacent to player like takedown and automatically hitting bite that can’t be blocked or dodged?
A bit like classic zombie-tactics where the zeds overpower the survivor, drag him down and eat?
That might reduce the need to alter other mechanicsms like armor or melee.
[quote=“troll from behind, post:1811, topic:5570”]Would it be possible (and CPU-friendly) to give enemies martial arts, that trigger when there are more than one adjacent to player like takedown and automatically hitting bite that can’t be blocked or dodged?
A bit like classic zombie-tactics where the zeds overpower the survivor, drag him down and eat?
That might reduce the need to alter other mechanicsms like armor or melee.[/quote]
Sure, and it’s been discussed. Unblockable/dodgeable would rapidly generate complaints, though. Working out a system that lets action players act and survival-players eke out their survival is always a thorny balance.
[quote=“KA101, post:1808, topic:5570”]Jabberwock is the closest thing to a Golem-style hostile ATM. Can look into adding the immunities, that’s been suggested before.
thank you. was wondering the same. I always thought that hulks and brutes SHOULD at the least, almost kill you if you are un-armored. There should be enemies that you go’ oh HELL NO!!’ and grab the explosives.[/quote]
That’s the design rationale behind the upgraded tank drones. Results were mixed, to say the least.[/quote]
Thats why i voiced my opinion about adding new enemies as a way of balancing. we should tweak the current melee system instead of trying to create challenge by new enemies.
oh speaking of layered clothing menu, put something that SHOWS what clothes are clashing and causing encumbrance. Would just make the the whole process so much more streamlined for player.
Make so that when you use the ‘e’ button to get stuff from the ground, you are able to select which item to carry using the NUMPAD and not only the arrows (or is it just me, and I didn’t configure the game properly?)