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I'm trying myself to experiment with them with my playthrough, but as we all know, resources don't make themselves, so trying to make, perhaps buying a piece/set of armor is taking time, and took me a good while to make a full T-5 Preacher set.
There isn't anything wrong with what a player chooses, but I just want to see what players gravitate towards the most.
Biker (2) → Scavenger (4 → 6) → Raider (6) → Preacher (6) → Nerd (6)
Then i switched from complete sets to single parts.
E.g. head from nerd, shoes from raider and gloves from preacher.
In general i would say there is no op set or even op part.
Even the preacher gloves which i regularely read the best part are far from beeing necessary (playing insanse diff with faster zombies and longer night), (esp. as the written description of +60% damage is not true at all.
from the single pieces only the preacher gloves are really too good. and maybe the nerd chest but the nerd chest loses all purpose once you have the magazines so thats a fair tradeoff.
for utility the miner gloves and helmet are busted for farming metal and materials in generel.
HEAD:
Nerd Goggles - GIVES XP BOOST. Early game the XP bonus is hardly noticeable but once you get that T6 one made the 20% from any source of XP is SUPER noticeable. Combine that with the new Treasure Hunter's Mod and you XP bonus now goes up to 30%.
CHEST:
Preacher Outfit - 15% Damage reduction from all undead. AKA Every creature and zombie that is tagged "zombie" in the XML. This means with a banded armor plate mod it is actually better numbers wise than any other armor in game and it is light category with a base DR of 15 then base armor with is 1% DR per point it can reach over 30% total damage reduction by itself. Not to mention because it is light class it doesn't effect stamina drain, move speed or stealth.
HANDS:
Preacher Gloves - Bonus damage to undead. Same as the preacher outfit, all creatures take bonus damage from every attack or shot you hit them with. At T6 that bonus is 60% meaning you can pretty much 1 shot anything not glowing and 2 shot anything that is. 100% TFP will nerf these into the dirt because they are anti-fun.
FEET:
Athletic Shoes - Move speed increase.
HEAD:
Rogue Hood - 20% Loot Bonus.
CHEST:
Preacher Outfit - 15% Reduced Damage From Undead
HANDS:
Preacher Gloves - 60% Increased Damage to Undead
FEET:
Athletic Shoes - 20% Move speed increase.
Preacher Hat - 20% Better Buy/Sell prices. Put a cigar mod in it that bonus becomes 30%
.44 Magnum - Magnum Enforcer book perk
CONSUMABLES:
Grandpa's Awesome Sauce
Sugarbutts
Pumpkin Cheese Cake
TOTAL BUY/SELL CHANGES:
85% makes magazines cost 44 dukes per, skill books 178 dukes per, and everything sells for almost double it's original value. 1xp per duke made from selling adds up fast.
CHOPPING TREES:
Lumberjack Hat - + 50% Wood Harvest
Rest of the set is worthless, just wear the hat.
MINING:
Mining Helmet - +30% Ore Harvest
Mining Gloves - +50% Ore Damage
Rest of the set can be worn to save repair kits. The set bonus is noticeable before you can make diamond tip mods.
FARMING:
Farmer Outfit - 100% Crop harvest bonus... Legit double harvest. After extensive play testing this I can confirm it stacks with living off the land so you gather 6 per plant instead of 3
Farmer boots - Adds a 20% increased chance to recover a seed while harvesting. Also fun because of some reason that 20% chance to gain a seed seems to work on wild plants as well.
Rest of the set is meh unless you are looting for seeds then the Farmer Hat makes it rain plant seeds.
NERD OUTFIT:
50% chance to gain a extra point from any magazine you read. Aspire to craft the highest tier of this chest you can. Save your magazines that you don;t need to read right this second to advance armor quality, make a work bench or cooking and read them only
when wearing the highest tier nerd outfit you have. I legit had a motor cycle and all my benches unlocked by day 5 doing this.
Well, it seems to be a recommendation by the idea that sets grant bonuses. For example, the Assassin set grants heightened stealth bonus, or as I have said, the Preacher set provides a reduction to injuries and infection. With all being said, this helps with select issues or playstyles players want. However, saying not one set or part isn't OP is kind of a stretch.
If we look at the gloves for the Preacher, T-5 gloves provide a 50% damage bonus to undead enemies. This is good due to a majority of the game being populated by the undead, but a 50% boost towards the most common enemy type is a little good. In my current play test, if you invest a bit into critical hits and stealth and have a silencer either on a level 5 Pistol---and are invested into Gunslinger Level 3---or have a Level 1 Lever Action Rifle with a silencer, you can pretty much tap anything out of existence, but it is too an extent.
Looking further, the Assassin set exists, and should be toned down... HARD! If you invest enough stealth and crit perks into your build, Zombies in POI's will never find you. Well, never is a strong word, but it causes them to go dumb, being incapable of finding the player like normal. Yes, the player needs to invest a large amount of time towards getting a T-5 or T-6 set of Assassin armor set along with perks, but The Fun Pimps ave a history of nerfing situations similar to this; negating scenarios and making zombies toys. Such notable example are underground bases, rage mode, fast zombie birds, water bottles, learn-by-reading, and removal/reworking of vendors. If these changes were made to prevent players from making the game easy, what is to say they won't do the same to select armor pieces and sets?
With this being said, wouldn't there be a reason for The Fun Pimps to make players want to wear sets?
Meant to add this, but wouldn't it make more sense that, say, the items of an armor set get a massive boost towards the key boosts they provide? For example, a T-5 piece of Preacher Gloves would only provide a 25% damage bonus to undead when just wearing it alone, but with the full set, all bonuses are doubled plus the addition to the armor set as a whole.
I mean the most important point in armor is combat and currently you are (like in previous versions with steel armor) quite immortal with hard sets like raider. In case this bonus would be even boosted you end up even more immortal.
One option would be to set hard limits, like whatever wear and perks you have you can't block more damage as 85%. You can't run fater as 130%... and other stuff like this.
This is the unstable version so just messing with stuff, crafting etc with no real goals. Small "bases" at each trader as I get access to more biomes. Hopefully have it more or less figured out when Stable comes out and take it more seriously so to speak.
This is exactly the same type of sessions I am setting out for. On day 25, no real true base, no hoard base, basic default settings, just feeling out the progression system alongside with armor sets.
Currently, I hope massive changes are made to the armor. It isn't because they are too good or are complete trash, but rather an incentive needs to be made towards wanting to wear a full set of armor. As a user has pointed out, there is no real reason and there will be no reason---until addressed by The Fun Pimps---to even wear a full set.
I am not in the right to address what needs to be done, but rather as a suggestion: lower the current bonuses that armor provide, but only to then have the effects doubled when the full set is worn. If a piece of armor at Tier 5 provides a hypothetical 20% boost to bartering---includes buying and selling---, consideration should be made to lower the bonus to 10%, but only should the bonus be 20% when the entire full set is this armor type is worn.
I wore the Scav full set and had more than enough Steel Bars and basically every other material before the 3rd week.
Another wore the Farming full set and we had more seeds and actual produce than we've ever had before in any alpha.
The only people who should consider using a kit-bash set of armor should be solo players and even then I'd still consider a full set. Players dont need to min/max try-hard the armor, its not that deep of a system.
It (kit bashing) also invalidates the concept of armor sets that TFP just implemented lol so yeah...
At the moment I kinda feel like you should only get bonuses when wearing a full set vs piecemealing it together but thats probably just me getting used to the new system(s).
And I also dont see myself changing armor sets depending on the task at hand. Seems that would get old quick. Would love to see a "quick change" option but I dont see that happening. Just sayin would be nice and convenient.