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Though some of the buildings are lacking funishings and have a weirdly large number of sunroofs.
For real it was way better ! xD
and you pretty much aim at the head to be sure the vertical target line is going through the zombie - but can still aim at anywhere along the line from the target to the player - the same as before
bit previously it was easy to use the circle on the ground to set your direction - and so you could leave the circle near your character's feet (or the zombie's feet) to aim
now you can still do that if you have really good spacial coordination - but for most of us we now need to aim at the target - and the reticle seems to be the top of the old line - so aiming at the head puts the old circle at their feet
it still needs tweaks - close range and ground shots have issues - plus there has apparently been a lot more modifiers added that reduce accuracy
plus the jamming - which is somewhat random (i have had multiple clips with none and then multiple jams for one clip)
but i like the feel of the new system - both mechanically and for the tension
just needs some tweaks
plus we now have true full auto for the M16
and the new sounds and graphical effects are excellent
We don't care and I report your comment for insults. :3
As for the aiming, when I first tried it, I felt like I couldn't hit anything; that was until I learned how to use it. You need to aim the reticle over the zed until the circle turns red and until the white lines close in, and then you shoot. The aiming, like the melee, is also realistic in my opinion; not many people, unless they're trained, could aim a gun well.
I do have to say that I think instead of tying the muscle fatigue system to the weapons level, it should be instead tied to one's strength or fitness level. Just like how the aiming and reloading are tied to those levels.
As for the moodles, I honestly prefer the new look. Perhaps they wouldn't be so jarring to those against them if they were at least pixelated, but still, for those who aren't a fan, there are already mods out there to fix the issue.
As for any other issues that people are bringing up, like the possible AI art and the added sounds, yeah, they could have touched up the art in the problem areas, but I prefer the new art personally, and I like that they added sounds. So, to me, B42 is an upgrade; sure, it may need some tweaking, but I feel like the dev team is on the right track. People just need to be patient and learn to actually give constructive feedback and not just complain for the sake of complaining.
maybe you could try going into detail about what you mean?
I have played many builds since 2014 and so far this one is my favorite one out of all of them as far as content, depth, and immersion go. I love the muscle strain, i am sure it will get tinkered with but its been fun mapping out the area i want to clear , getting the supplies i need to clear that area and so far i havent had any real issues clearing. I am strictly a melee player and just been resting and using painkillers for muscle strain. And I have no real issues with finding painkillers. I guess I could see it becoming an issue on higher populations but I would just utilize the sandbox settings and either disable it or lower it, i tried it on .05 and it might help some players.
I do like the feel of the new guns , i know theyre wip jamming was kind of an issue but again i dont use them if at all so i cant really compare them to build 41.
As far as the egg thing, it reminds me of things my parents said to me back in the 90s , no idea if its a reference to that or whatevers but i like it. Humpty dumpy lol