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I still don't personally like them. Even with an INT build I don't use them, but I do have respect for them.
Stun batons like most other melee weapons are trader fodder, lvl 6 being especially juicy in the area of 2k dukes with barter maxed and a cigar.
I appreciate the creativity but as of now I see no reason to voluntarily get closer to a zed than I have to. With 1000 rounds in your pocket and several thousand more back at home, range is king until they give me a reason to do otherwise. The noise and zed draw that the firearms create is more than welcome, the hindrance noise is supposed to be ends up being more than a treat.
Again - to those who do it just because or to try it, I get it and appreciate that. It just doesnt tickle my jimmies personally.
Give it the EntityDamage & BlockDamage of the T1CandyClub - this makes it better than the T0PipeBaton but not as good as the T3SteelClub (at least in raw damage)
It just makes no sense to me that the T2StunBaton would have lower damage than the T0PipeBaton
Give it the lower StaminaLoss of the T0PipeBaton, because why would it take more stamina to swing a stun stick than a metal baton?
Set the ShockedDuration to always be 1 second, no perk increase
But also set it to trigger on every swing so there is no charge up
Edit the 2ndary effect of the perk to instead be... idk the sledgehammer effect?
Stun baton is often judged by it's damage output, but raw dps isn't the reason to use it. Meanwhile the pipe baton has no charge effect but slightly higher dps, its only real function is an early game INT weapon (which INT never used to have.) The stun baton with its associated perks and boosts is already considered OP by many (and sure, useless by others who want dps.) Your edited version sounds like an attempt to make it a more viable club at the cost of being a less viable CC weapon, which is kinda opposite of what its supposed to be - so I would suggest trying it with a build focused around it before changing things around.
But then again, its your game so play however you want, if that means more of a standard club with a bit of zap, go for it.
In my mind Stun Baton should neither be an OP CC tool, nor an underpowered damage dealer, so I fixed it :)
https://www.nexusmods.com/7daystodie/mods/2407
See, the thing I think the pipe baton has over the club is, it has more reach, you don't have to get as close to the zombies as you do with a club to deal a solid hit. That's why I tend to find myself maining batons personally, especially in the early game
(note: I haven't looked at the code or anything to back this up, this is just how it feels to me personally when I play using a baton vs using a club)
Stun baton is the best in the game at crowd control in my tests. Yes, better than the sledge. I tried some tests on insane difficulty, where I spawn 5 irradiated bikers in a 20x20 concrete arena, then jump in with just a melee weapon to see how much damage I take before I kill all 5 of them. (Kiting and healing bleeds with med bandages is allowed) I mainly started out trying to compare steel sledge and steel knuckles. But then decided to run a set of 20 trials with the stun baton too.
With both sledgehammer, and knuckles I died or came very close to dying many times. With stun baton I took them down easily every single time, sometimes not taking any damage at all because keeping them all flopping helplessly around on the ground is pretty much effortless while they die. No kiting, no strategy, no buffs to keep stamina up, just standing there clicking LMB.
Buffing by far the best melee weapon in the game wouldn't be "fixing" anything, imo. If I changed anything about the stun baton it would be the bright flashing blue-white light filling the entire right side of my screen while wielding it. One of the main things I don't like about it. But buffing its combat effectiveness is sort of wildly uneeded, imo.
No, every stat does not need a melee weapon - or any weapon for that matter. The stat system is a mess as is the perk system.
I spent a massive amount of time using a 9mm pistol with no points in the related stat. Also used a pipe baton (tonfa) for a long time with only a couple points in the associated stat. Also used a rifle with no points in the associated stat. Did just fine. All the stats do is make the associated weapons too good, overpowered, and turn the game into easy mode because you crit or dismember or stun everything in one hit. So yeah, I agree that the weapons are "amazing" if you invest in the stat because they become overpowered. I'd prefer if the stat weapon bonuses were removed, or at least if the bonuses the stats give to weapons were not so overpowered. It's too much.
What I was getting at is that you have to hit several criteria for NMI to happen and they would not do that given the way they're designed and used in the game. They might do something else that causes some kind of effect that's going to briefly incapacitate the enemy and cause an effect that's similar to NMI.
I use the pipe baton as my main melee. Seems to work just fine and I'm on day 107 or so. Easy to find a pipe to fix it, too. I don't have any of the melee perks that boost it either. It would be even more effective if I did.
Then you clearly haven't played very far or on very high difficulties, because on insane at anything past the earliest points of the game, every melee weapon is bad if you aren't invested in it, and every weapon is good if you have invested in it. And I've actually played every single stat into the late-game to verify this first-hand.
Ranged weapons are not as big a factor. Those work decently well regardless, mainly because they don't cost stamina, so you don't have to worry about the efficiency ratio of damage output to stamina cost when you might also have to be sprinting around to avoid zombies in close quarters. Guns don't have these issues, so lacking investment is far less pronounced a drawback.
Looking back at the code, it does look like at least the AoE component for the repulsor and shocked buff cannot be applied to Humans if they were not the primary target, is that weird? Maybe its cause they couldn't prevent friendly fire otherwise?
That is weird, especially since the shock buff can definitely be applied to humans, just gotta hit a working vending machine to learn that one