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We can't just loot weapons off enemies as crafting weapons is supposed to be rewarding. Most likely at some later point enemies will be reworked including giving them more level appropriate weapons. So this will happen after we have enough weapon variety that each group can stay on theme.
There is an advantage the Makeshift Handgun has over the Crossbow. It has more bullets, and reloads quicker. The same advantage the regular Handgun has over the Musket. Is it a good enough advantage? That is debatable, but there are areas where the weapon is superior to the current alternatives. Get better pals, and/or better base locations will result in more plentiful resources.
If you are complaining about a 100 point difference then you don't know how this system works. The weapon stats are multiplied by our attack (not on a 1 to 1 basis), and divided by the enemies defense. Thus a 100 point difference isn't a 100 damage difference. Additionally again you are overlooking reloads, and magazines. The Rifle reloads in about half the time as the Musket.
If you'd try certain weapons you'd usually figure out why they're considered upgrades, even if they don't look like it from the simple stats you see.
Like the makeshift handgun IS great. Although I'd say the problem with it isn't that it's strong, it's that it's so nonsensically durable. You'd think this is a weapon that you have to repair every time you go back to base, but no, that thing seems to last longer than so many other weapons...
like shotguns. What the heck, these shotguns fall apart in NO time.
As a side note, you might find it worth making the earlier ammo, but buying the later ammo. (And yeah, if you crunch the numbers, you definitely get more bangs for your buck crafting crude ammo than rifle ammo, etc.)
Anyway, you aren't wrong that they aren't balanced perfectly, and that there are a lot of weird decisions out there.
...Ya among the things they can rework how the tech tree progresses is definitely up there. As I have previously stated on this forum I doubt they listen here, and I am really want things said to be suggestions not demands. However as a fun thought sense there are already incentive to collect pals what about captured pals dropping tech points based on element, and rarity. So if someone wants a better furnace they need fire pals. It could be more complex with a single research needing multiple elemental tech points. To help with distribution there could be a point converter at half, or third value.
Let me use nuggets and nuggets are turned into ingots or something.
it's not like metal is that hard to come by tbh, even at the earliest stages when you just got a metal pickaxe and a lvl1 fire pal, just teleport to the abandoned church, mine the ore there and you already got 120-160 ingots soon enough.
if you built your base near some ore spot on top that's even more easy to pick ore right away every cycle.
since it's the same as with all other "survival" games, just farm stuff and do something else while it respawns/get's processed.
Ore wast never the point of the post. No one is saying ore is difficult to come by, pretty sure nothing about Ore was even mentioned.
but yea, fixed that now^^
I feel like we should face the Free Pal Alliance before the Rayne Syndicate... It's annoying that the FPA drop arrows when you no longer need them and the Syndicate fill your inventory with ammo you won't use for a while.
Part of the reason some guns do less damage is because they have a higher reload rate, Ammo cap, or fire rate. Unless you spend a ton of time breeding perfect base pals it's often not worth it using better weapons till you get to that point as you level so fast that your base's production can't keep up. I feel like if all of us played online on the live servers with a base automated and working 24/7 this would not be an issue.
Ha, and that's kind of what I'm getting at. The Pal Alliance is basically dropping stuff I've finished using ages ago, while like you said at the beginning, they clutter your inventory/storage with stuff you can't make until level 15 ish.
And as you said, I'd just use the Musket while my Pals deal damage. There is no point in using a Handgun, over a Musket, when my Pals deal MORE damage than the Handguns, cost no resources but food to manage, and considering I can summon/recall them as much, and anytime I like. I'd rather overall just assist my Pal's in doing big burst damage for a low resource cost to make the ammunition, then waste them on anything else.
plus the handgun is great on another field, not killing everything right away without having to constantly switch accessories for when you actually want to kill targets (RS/FPA etc) and stuff you don't wanna kill like pals you still gotta catch 12 or pals etc
Well yes, and no. If you have the bullets to maintain DPS then overall it does out damage pals. However per hit damage, or if you have to conserve are other stories. The thing is Pals do more seemingly with less as they have higher attack stats to multiply their skill damage. I mentioned better Pals for more resources before, but there are also merchants to flat out buy ammo from. Fisherman's Point at -480, -745 (Volcano's south coast) is a better spot to buy things then the Small Settlement of 75, -480. So farm weak bosses will pal skills, Sell their luxury drops, buy ammo, and farm pals you need to use the ammo on is another strategy.
I highly doubt a handgun is putting out that much damage. And all I have to do is feed it berries.