Tips, Tricks, and Newb Questions!

short answer? you turn it on.

long one?

well, jumper cables (a)pplied to a running car and then your target.

nomore easy charging. skill 2 mechanics lets you take out good ones (above yellow, or | health) and pop them into a target car. i recommend youkeep a good spare around, because they have shit charge and simply leaving the dome light on for 8 hours willdrain it.

[quote=“DG123, post:15532, topic:42”][quote=“Rot, post:15529, topic:42”]I’m wondering why there aren’t any M24’s in the game. Sure a Remington 700 is basically a M24 but with a different caliber and no detachable magazine.

Anyway I’m kinda irritated that I spent a whole bunch of time trying to find a .308 conversion kit and then when finally acquiring the damn thing and trying to apply it to the Remington 700, the thing won’t accept the conversion.[/quote]

There’s always the M2010 ESR. The description implies it’s a newer rifle designed to replace the M24. It has a 5 round box magazine. .300 Magnum rounds.[/quote]

Still, I can argue that it’s easier to find a Remington 700. Especially so when my newest character is playing with 0.35 item spawn rate

How do you… even use swappable storage batteries?

Like, on solar cars, there doesn’t seem to be a way to remove the batteries without actually examining the vehicle and rem’o’ving them.

Just my two cents, but the M2010 ESR is pretty rare in my experience. Never seen or used it outside of being a bionic sniper. If your dead set on something chambered in .308 (which is sensible given how common it is) the SCAR-H is a solid choice with alot more versatilty then a bolt action. Fema camps, air drops, and lab armories are pretty reliable sources.

[quote=“kilozombie, post:15544, topic:42”]How do you… even use swappable storage batteries?

Like, on solar cars, there doesn’t seem to be a way to remove the batteries without actually examining the vehicle and rem’o’ving them.[/quote]

Pretty sure you don’t need any tools and it takes a fraction of the time to remove a swappable storage battery from it’s case vs. having to weld/cut it out everytime.

15 minutes to remove a swappable storage battery.

As for charging one, solar cells or an engine running with alternator and fuel.

Just build a frame out of whatever parts and put it outside, find an electric car and strip the solar cells and storage case + battery, take it home and install it on the frame.

Add more frames to the “vehicle” to add more solar cells to charge the battery faster.

Is there a way to make water from snow?

[quote=“Shopkeeper, post:15545, topic:42”]Just my two cents, but the M2010 ESR is pretty rare in my experience. Never seen or used it outside of being a bionic sniper. If your dead set on something chambered in .308 (which is sensible given how common it is) the SCAR-H is a solid choice with alot more versatilty then a bolt action. Fema camps, air drops, and lab armories are pretty reliable sources.

[quote=“kilozombie, post:15544, topic:42”]How do you… even use swappable storage batteries?

Like, on solar cars, there doesn’t seem to be a way to remove the batteries without actually examining the vehicle and rem’o’ving them.[/quote]

Pretty sure you don’t need any tools and it takes a fraction of the time to remove a swappable storage battery from it’s case vs. having to weld/cut it out everytime.[/quote]

Agreed, since I’m playing on permanent winter with the ‘Ambush’ start with the hardened scavenger profession I start with both a SCAR-H and a katana.

How do you pull apart ammo for the gunpowder and stuff inside them? I have a kinetic bullet puller but I can’t seem to activate it or use it in any crafting recipes to pull apart bullets.

Well that’s odd. I’ve not played recent versions but in my outdated game you just press “a” to activate item, press the key for the kinetic bullet puller item, and it should ask you to select the ammo to take apart.

The crafting menu is not involved.

Also, I have a question…

How exactly do weapon sights work? For example, I have a Rivtech scout rifle, which has sight dispersion 0 and aim speed 10 as DEFAULT, pretty much meaning it has a built in rifle scope.

Would there be a benefit to putting a red dot sight on the sights slot of the rifle? Or something else? I’m really not sure how the game handles this kind of thing. Presumably an actual “rifle scope” stuck on this gun would do nothing?

I’m also not too clear on what sight dispersion and actual dispersion do.

I’m not really sure what mods to put on the Rivtech scout rifle because it starts off with zero dispersion and really the only issue is the ammo…

Your Rivtech gun probably has a sniper scope built into it. Check the gun and see if you can mod on a sight, if you can’t then that means there’s already a sight on it that you can’t change. The advantage of a sniper scope is that it’s very very accurate but very slow to aim.

Well, it looks like it has one built in, but you can still put another scope on it. I could, if I wanted to, put a scope on the sights slot, a laser on the rail slot, and something under the barrel.

[quote=“Coolthulhu, post:15536, topic:42”][quote=“BeerBeer, post:15535, topic:42”]Tell me about the ratios at which the various body parts receive damage?
I assume the torso is the most likely to get hit?
What about legs, arms, hands, feet, etc.?
What are the exact percentages?[/quote]

The percentages depend on accuracy vs your dodge and size difference.
Base chances are

        { bp_eyes, 0.33f },
        { bp_head, 2.33f },
        { bp_torso, 33.33f },
        { bp_arm_l, 20.f },
        { bp_arm_r, 20.f },
        { bp_leg_l, 12.f },
        { bp_leg_r, 12.f }

Chances are relative.

Higher accuracy (soldier zeds, predators) will target eyes and head more and limbs less. The formula is a bit complex, but it’s safe to say that eyes don’t change much here, the head will pretty much never be targeted more often than torso or any single limb, but strong targets are twice as likely to hit the head as the weak ones.
Small critters will not hit head or eyes at all, instead going for legs.
Big critters will attack legs only like 1/3 of the time equal critters would. Other bps are rescaled to account for legs not getting hit. Only head gets a big bonus here.

So priority is torso > arms > legs > head > eyes. If going for strong critters (predators), put head before legs. If you’re worried more about pain than damage, arms before torso.

Ranged combat is totally different and there headshots do matter a lot, since they have a giant multiplier on damage. Torso hits also matter heavily, since good hits prefer torso. Limbs are mostly safe.
Then there is special attack targetting, which uses a third set of rules, in bodypart.cpp. This is the only kind of targeting that can hit hands, feet and mouth.


if (rn == 0) {
return bp_eyes;
}
if (rn <= 1) {
return bp_mouth;
}
if (rn <= 7) {
return bp_head;
}
if (rn <= 16) {
return bp_leg_l;
}
if (rn <= 25) {
return bp_leg_r;
}
if (rn <= 28) {
return bp_foot_l;
}
if (rn <= 31) {
return bp_foot_r;
}
if (rn <= 40) {
return bp_arm_l;
}
if (rn <= 49) {
return bp_arm_r;
}
if (rn <= 52) {
return bp_hand_l;
}
if (rn <= 55) {
return bp_hand_r;
}
return bp_torso;
[/quote]
Wow. Oh, ok. Thanks. Quite a lot going on there, way more than expected.

But this brings further questions:

  1. Do monsters ever accidentally hit other than the targeted body parts? Like, if a monster aims for the player head, is it possible that the eyes receive damage instead, or does the monster have to actually aim the eyes? And if eyes are missed, can the head still get hit unintentionally?

  2. Did I understand correctly that melee hits to the head don’t have a damage multiplier? Or is it just smaller multiplier than in gunshot cases.

Drop the ammo on the ground. Apply butchering command while having the puller in inventory.

I already found out you need to dissassemble the ammo with a puller near you.

What.

Was there a major change to how the puller works recently, or have I just been doing things the hard way?

hard way

[quote=“DG123, post:15550, topic:42”]Also, I have a question…

How exactly do weapon sights work? For example, I have a Rivtech scout rifle, which has sight dispersion 0 and aim speed 10 as DEFAULT, pretty much meaning it has a built in rifle scope.

Would there be a benefit to putting a red dot sight on the sights slot of the rifle? Or something else? I’m really not sure how the game handles this kind of thing. Presumably an actual “rifle scope” stuck on this gun would do nothing?

I’m also not too clear on what sight dispersion and actual dispersion do.

I’m not really sure what mods to put on the Rivtech scout rifle because it starts off with zero dispersion and really the only issue is the ammo…[/quote]
In my understanding Rivtech guns don’t take other attachments. At all. They’re supposedly proprietary and fully modded, brought to us by our benevolent dear leader (one of them) and developer Rivet the Zombie, who wishes to enforce his/her brand fascism upon us in order to rule the playerbase with an iron fist… AHEM. Never mind… I could be wrong though. Check any other non-Rivtech gun. They come with a list of possible attachment locations. The Rivtech gun probably doesn’t have a similar list. (it’s been a while since I’ve played)

Rivtech guns are kinda poop in my experience. I’ll stick with something I can mod and reload the ammo for any day.

[quote=“BeerBeer, post:15558, topic:42”][quote=“DG123, post:15550, topic:42”]Also, I have a question…

How exactly do weapon sights work? For example, I have a Rivtech scout rifle, which has sight dispersion 0 and aim speed 10 as DEFAULT, pretty much meaning it has a built in rifle scope.

Would there be a benefit to putting a red dot sight on the sights slot of the rifle? Or something else? I’m really not sure how the game handles this kind of thing. Presumably an actual “rifle scope” stuck on this gun would do nothing?

I’m also not too clear on what sight dispersion and actual dispersion do.

I’m not really sure what mods to put on the Rivtech scout rifle because it starts off with zero dispersion and really the only issue is the ammo…[/quote]
In my understanding Rivtech guns don’t take other attachments. At all. They’re supposedly proprietary and fully modded, brought to us by our benevolent dear leader (one of them) and developer Rivet the Zombie, who wishes to enforce his/her brand fascism upon us in order to rule the playerbase with an iron fist… AHEM. Never mind… I could be wrong though. Check any other non-Rivtech gun. They come with a list of possible attachment locations. The Rivtech gun probably doesn’t have a similar list. (it’s been a while since I’ve played)[/quote]

I’m sure I’ve seen some text saying that about SOME kind of weapon in game, but the Rivtech guns I’ve found recently pretty much all take craploads of attachments. And they have the usual list of possible attachment slots.

Kind of odd now that you mention it. I can’t recall what gun didn’t take the mods… I seem to remember the description actually mentioning that it had certain things built in. That isn’t the case with the scout rifle, pump action shotgun and 8x40mm automatic pistol.

Anyone know the EXACT time it takes to equip stuff if you don’t have a holster/sheath/scabbard/belt loop/etc? That always bothered me more than filthy clothing ever did.