Tips, Tricks, and Newb Questions!

I know you’re all thinking about it so why don’t we nerf military bots?

A 120 mm heat shell shouldn t be as acurate on people… and it shouldn t explode that much as it doesn t realy work that way irl.
Apart from that nerfing them seems hardly the right way to aproach the problem.

Tweaking theire behavious seems to be needfull though… concerning what they shoot and whatnot… but thats a general robot problem.

I don’t mind them being hard. The game needs some harder enemies. I just question why they need to squat in the middle of town, blowing your ass up while you look for canned food and batteries on day one. They need to be rare and located in places (bunkers, labs) that a player can reasonably avoid, and which justify powerful enemies by virtue of their valuable loot.

Putting them in places like that also minimizes the “Why aren’t they shooting zombies?!” effect, since zombies in those places are probably mostly former staff members that you would expect the robots to avoid shooting.

Also, we need to be able to go through those portals that currently lead nowhere and fight Cthulhu or whatever. There’s your real endgame. That’s where a demigod in power armor should go when stomping zombies is passe.

Tankbot and Chicken Walker balances! :smiley:

Newb question: any positive reason to trigger a resonance cascade?

[quote=“Valpo, post:5263, topic:42”]A 120 mm heat shell shouldn t be as acurate on people… and it shouldn t explode that much as it doesn t realy work that way irl.
Apart from that nerfing them seems hardly the right way to aproach the problem.

Tweaking theire behavious seems to be needfull though… concerning what they shoot and whatnot… but thats a general robot problem.[/quote]

OK, lemme fire a HEAT at an armored surface about 5 meters or so away from you. You can wear an EOD suit if you like, no problem, but no fair putting anything between you and the impact point.

(DDA tiles are kinda-sorta a meter square, but that’s not strictly enforced–nor will it be–because our scale just isn’t granular enough to do a proper job of it.)

Get some kind of hazard suit and a crowbar and become Gordon Freeman?

[quote=“KA101, post:5266, topic:42”][quote=“Valpo, post:5263, topic:42”]A 120 mm heat shell shouldn t be as acurate on people… and it shouldn t explode that much as it doesn t realy work that way irl.
Apart from that nerfing them seems hardly the right way to aproach the problem.

Tweaking theire behavious seems to be needfull though… concerning what they shoot and whatnot… but thats a general robot problem.[/quote]

OK, lemme fire a HEAT at an armored surface about 5 meters or so away from you. You can wear an EOD suit if you like, no problem, but no fair putting anything between you and the impact point.

(DDA tiles are kinda-sorta a meter square, but that’s not strictly enforced–nor will it be–because our scale just isn’t granular enough to do a proper job of it.)[/quote]

HEAT is High Explosive Anti-Tank, so it penetrates through any armor it encounters THEN explodes, meaning yeah an HEAT round hitting a car near you will hurt with all the shrapnel and stuff from that, but the explosion itself shouldn’t be too awfully big. Unless the car explodes or something but that would probably be unlikely.

HE on the other hand is simply High Explosive, so it’d explode on impact with pretty much everything and it would be a big explosion, meaning it’d be very very deadly to you and STILL deadly to unarmored vehicles but less of a threat to moderate/heavily armored vehicles.

[quote=“KA101, post:5266, topic:42”][quote=“Valpo, post:5263, topic:42”]A 120 mm heat shell shouldn t be as acurate on people… and it shouldn t explode that much as it doesn t realy work that way irl.
Apart from that nerfing them seems hardly the right way to aproach the problem.

Tweaking theire behavious seems to be needfull though… concerning what they shoot and whatnot… but thats a general robot problem.[/quote]

OK, lemme fire a HEAT at an armored surface about 5 meters or so away from you. You can wear an EOD suit if you like, no problem, but no fair putting anything between you and the impact point.

(DDA tiles are kinda-sorta a meter square, but that’s not strictly enforced–nor will it be–because our scale just isn’t granular enough to do a proper job of it.)[/quote]
Well i guess we would get problems with destroying vehicles using the 120 mm cannon if it doesn t have an explosive effect right. I can t think of a good solution for this for now .

Wait what i need 6 seconds to traverse a 1meterish distance??? Well movement is deffinatly… odd :3 Never thought much about that … just now that you mention it I think one could cross a street in the time it takes us to walk one tile hmm faszinating.

Can someone tell me if there’s an easy way to alter the game to prevent the tankbots and such from spawning? I’d rather have them in the game in actual sensible locations, but if they’re going to insist on having them spawn in town on day one alongside their zombie allies then I’m just not having it.

Edit the monstergroups jason.

[quote=“KA101, post:5266, topic:42”][quote=“Valpo, post:5263, topic:42”]A 120 mm heat shell shouldn t be as acurate on people… and it shouldn t explode that much as it doesn t realy work that way irl.
Apart from that nerfing them seems hardly the right way to aproach the problem.

Tweaking theire behavious seems to be needfull though… concerning what they shoot and whatnot… but thats a general robot problem.[/quote]

OK, lemme fire a HEAT at an armored surface about 5 meters or so away from you. You can wear an EOD suit if you like, no problem, but no fair putting anything between you and the impact point.

(DDA tiles are kinda-sorta a meter square, but that’s not strictly enforced–nor will it be–because our scale just isn’t granular enough to do a proper job of it.)[/quote]

Wait, it takes 6 seconds to travel a meter? Does that mean when you’re getting chased by zombie hordes you’re sort of lazily walking away?

[quote=“Closet Pankin, post:5272, topic:42”][quote=“KA101, post:5266, topic:42”][quote=“Valpo, post:5263, topic:42”]A 120 mm heat shell shouldn t be as acurate on people… and it shouldn t explode that much as it doesn t realy work that way irl.
Apart from that nerfing them seems hardly the right way to aproach the problem.

Tweaking theire behavious seems to be needfull though… concerning what they shoot and whatnot… but thats a general robot problem.[/quote]

OK, lemme fire a HEAT at an armored surface about 5 meters or so away from you. You can wear an EOD suit if you like, no problem, but no fair putting anything between you and the impact point.

(DDA tiles are kinda-sorta a meter square, but that’s not strictly enforced–nor will it be–because our scale just isn’t granular enough to do a proper job of it.)[/quote]

Wait, it takes 6 seconds to travel a meter? Does that mean when you’re getting chased by zombie hordes you’re sort of lazily walking away?[/quote]No, it simply means that there’s really no way to accurately calculate space/time in a 2D roguelike.

Good point. I don’t see any better way to go about it anyway.

[quote=“Pieroh, post:5268, topic:42”]HEAT is High Explosive Anti-Tank, so it penetrates through any armor it encounters THEN explodes, meaning yeah an HEAT round hitting a car near you will hurt with all the shrapnel and stuff from that, but the explosion itself shouldn’t be too awfully big. Unless the car explodes or something but that would probably be unlikely.

HE on the other hand is simply High Explosive, so it’d explode on impact with pretty much everything and it would be a big explosion, meaning it’d be very very deadly to you and STILL deadly to unarmored vehicles but less of a threat to moderate/heavily armored vehicles.[/quote]

Sorry mate, you’re kinda wrong. HE has a blast fuse with a delay of anywhere from 0.5m to 2m. It hits, then after about 1 metre the fuse finishes burning and it actually explodes. APHE is a lot more sensitive, and usually goes off 0.1m after impact.

HEAT uses a very different principle, applying a shaped charge around a copper liner to form a jet of molten copper which penetrates, melts, and fragments armour it goes through. The sheer speed of the jet means that it pulls most the fragments it creates with it, which is what gives it most of its destructive potential. (Or it carves a hole through the crew compartment and creates a massive pressure vacuum on its way out)
It’s the anti-tank equivalent of using shaped charges to destroy something, careful direction of the explosion means more destruction in a smaller area, but at the cost of much lower area killing potential.

Speaking of which, HEAT is on its way out as a tank shell, KA, why don’t we just rename it to APHE? APHE shells work in much the same way that the ‘HEAT’ shells in Cata do.

Turrets definitely don’t seem to react to NPCs, which is silly. What’s sillier is when an NPC tries shanking a god damn turret without any reaction whatsoever.

I get that it’s a coding issue, but holy heck.

if i have dead zombie in my back back it will revive?

Yes,you have to butcher te corpse or bash it with a melee weapon.it’s better butcher it

If you can it is always pretty good to have a sledgehammer in your pack incase you need to smash out the back of a building to escape a hoard of zombies.

I’d recommend instead bringing explosives of some sort, at least molotovs. On more than one occasion while being chased by a horde, I’ve run through a house and while halfway through, I threw it at the wall/bookcase. Then you GTFO through the bathroom window or something and the horde burns alive.

Also bring molotovs in case you find a wasp nest. Ech.

Yes.