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Still never used them though and only made one to say I did. They do way too little for what they cost to make. Which is a shame as they both look cool, as does the concept of them.
It's essentially a breaching charge- IT's designed to funnel the explosive payload into a small area for maximum breaching power. On a safe or door, that's enough to blow through the locking mechanism. On a meter thick concrete wall, that's enough to put a couple inch deep hole into the spot where it blows through- You'd do very little appreciable damage to it.
If it actually did block damage to all blocks, Placing it on a chest or safe or door would explode literally every block around it in 90% of situations (I can think of like, 5-10 cases where a door/safe/chest is encased or supported by something tough enough to survive 3000 hp explosive damage), totally destroying all loot in the blast radius as well as the chest/safe itself in the process via collapse (Because the explosion would have blown out the floor under it, or the wall behind it in the case of wall safes.).
Like, I get the desire here- But, You should be asking for a new explosive that does what you want; Not trying to change the existing one that does what it does for a reason.
c4 is nice and jolly for a few things but if you dont care about blowing up locks then lockpicking shouldnt be a issue / cheaper if you find a lot of it.
and theres also the idiots way of hammering the lock into oblivion.
but yes they could add some more options to the crafting menu.
would be funny to make a trowebale explosive spear (wink wink) to kill a strong zombie or cause some AOE effect on a herd of zombs.
My point is, if your argument for something in this game is based on realism, then the whole game needs to change, drastically.
While they themselves are normally very hard to brake through, the blocks around them are often a lot easier to dig through, even though there's at least two of them.
And by the time you could rocking timed charges, you will also normally be rocking a more than decent pickaxe.
The same if often true of a lot of doorways in this game. While the door itself can be one very sturdy construction, the walls around it are often not so much by comparison.
Sometimes there's even a zombie on the other side that will hear you trying to brake in and start to "help out" by digging from their side
As to them taking up the same amount of slots. Time charges can only fit 10 to a stack while lock picks can fit 50, so in the space of one slot you can fit a lot more opportunities to open up things.
On a note of cost, timed charges need one acid to make and I don't want to use one of what is one of the rarer resources in the world to risk opening a gun safe only to find it's full of blunderbuss ammo, a level 5 hunting rifle and pistol parts.
Again, I can see why the charges exist but the lockpicks are far cheaper to make and more likely to be found out in the world. So if some of them get used and I don't really get anything equal to the worth of a bottle of acid I haven't really lost anything.
This came out a lot longer than it sounded in my head.