[quote=“MrJohnson, post:6160, topic:42”]Long time Lurker here, only just made an account, I have played this game since before it was dda, when whales was working on it.
Anyway, I was wondering is they any way to change how many rounds you fire when you are using the burst option on firearms? Is it to do with the skill that, the particular weapon uses? [/quote]
I think some weapons have multiple burst modes like Burst 3 or Burst 15, but other then that I don’t believe so, no.
Do you already have the Lupine mutation? By that I mean it should be a white coloured mutation called ‘Lupine’ in your mutations list. If not, take more lupine serum and you should get a message about being free or something, and you’ll get the Lupine prefix.[/quote]
I don’t have it.
I forgot to mention that my version is about checks creation date. One month old, I should get around to updating.
No radiation or rat kings around? Artifacts?[/quote]
No, no, and no.
I did have Teleglow earlier but I’m pretty sure it wore off.
[quote=“MrJohnson, post:6160, topic:42”]Long time Lurker here, only just made an account, I have played this game since before it was dda, when whales was working on it.
Anyway, I was wondering is they any way to change how many rounds you fire when you are using the burst option on firearms? Is it to do with the skill that, the particular weapon uses? [/quote]
Hi, Mr. Johnson*. Unfortunately burst amount is tied to the gun ATM as we don’t have a good mechanic for variable full-auto (so the M249 just has a bigger “burst”, etc).
Do you already have the Lupine mutation? By that I mean it should be a white coloured mutation called ‘Lupine’ in your mutations list. If not, take more lupine serum and you should get a message about being free or something, and you’ll get the Lupine prefix.[/quote]
I don’t have it.
I forgot to mention that my version is about checks creation date. One month old, I should get around to updating.[/quote]
Well, get the Lupine threshold and the messages will stop. The fact that it’s one month old shouldn’t change anything; get chugging lupine serum and try not to chug any other mutation tree serums; that’ll just make it a little harder to get your Lupine threshold in some circumstances.
It still needs tweaking - every single turret I've encountered has been destroyed by zombies before becoming a threat, including those in military bases, plus the number of dead animals I'm finding could feed my survivor for weeks - but it adds a sense of interactivity the game lacked earlier.
Wheee, I wouldn’t be complaining about either of those. How old does my experimental need to be for those? Mine’s from 6th Jan.
The way people talk around here I always thought Shocker Brutes were much tougher than they actually are. There’s been one wandering around my house for the last couple of days. He finally caught sight of me on Day 5 and I had no choice but to fight. I just took him down one-on-one with a damaged quarterstaff, cloth armor, and low melee skills while sleep-deprived. Only took 1.5 bars of damage on each body part from the fight, even though I have Flimsy. The only times I took damage were from a couple shots of electricity and getting thrown across the street for 4 damage. Didn’t take any stimulants before the fight or anything.
Did I just get lucky or are is everybody else vastly overstating their deadliness?
You didn’t exactly get lucky; a quarterstaff is literally one of the most perfect weapons against a shocker brute. It’s quick strike and non-conductive material makes it a very effective weapon; also your base stats are a very important matter - what was your STR/DEX during the fight?
And yeah, nobody is vastly overstating their deadliness. Fuck up whilst fighting a shocker brute, and you’re out.
Yeah, probably tough (or at least quite tedious) to go through every object in the game and code it to make a difference between “this has metal in it but not so much that it’ll conduct it into you” and “this has metal in it and yes you’ll get electrocuted if you hit a shocker”.
And besides, wood can conduct electricity if the current is strong enough… then again if the current was strong enough to be conducted by wood, shockers would probably one-hit kill everything ever.
Yeah, probably tough (or at least quite tedious) to go through every object in the game and code it to make a difference between “this has metal in it but not so much that it’ll conduct it into you” and “this has metal in it and yes you’ll get electrocuted if you hit a shocker”.
And besides, wood can conduct electricity if the current is strong enough… then again if the current was strong enough to be conducted by wood, shockers would probably one-hit kill everything ever.[/quote]
It wouldn’t be hard - most items that include wood/plastic have a wooden/plastic handle - it’s just that it would make zapback defense meaningless.
Having to put down that overpowered katana/combat knife/bionic claw and grab a plank makes shockers something more than just much weaker spitters. And makes bio-operators actually dangerous to fresh survivors.
I’d say you definitely want the most recent experimental. As Coolthulu said, the issue with turrets has been fixed. My survivor is currently sitting in a house, watching a horde bearing down on two turrets. I even have fresh popcorn to munch on while I watch. So far the turrets are leaving a mess, but the zombies just keep on coming.
It appears that giant wasps aren’t fighting back against zombies, however. Is this a function of their sting attack or another oversight? Other than that, thanks Coolthulu, I have been waiting for proper monster infighting since before DDA.