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Laporkan kesalahan penerjemahan
So a weapon that can be thrown and teleport back would be a standard weapon, not a throwing weapon.
For 'throwing' weapons would be things like throwing knives that doubles as bombs or traps.
More utility than a primary weapon...
A simple one can be throwing 'oil' casks, which stains the surface in oil and renders ground friction near zero, meaning enemies running across it cannot accelerate forward and will slide.
But igniting the oil slick surface will create a AoE DoT where it burns targets in there.
Throwing oil casks at a target will stain them in oil and maybe blind/stagger them.
Igniting the enemy covered in oil will cause a mini explosion and ignite them on fire for a lengthy period of time.
It doesn't have to be oil... It could be incendiary, corrosive, electrical, etc.
Anything that can be put into a glass tube and thrown basically... Even instant glue.
If you are gonna have a boomerang of some sort, it would be a 1 handed primary sharp weapon that can be thrown and retrieved.
But something like disposable weapons would be similar to grenades... Or otherwise deployable by throwing them.
had an idea.
I think this is why the skill kinda sucks right now, to be honest. I'm not trying to be negative towards your thoughts but the main problem I'm finding with throwing right now is that there's no dedicated re-usable weapon for it.
Sure, this stuff sounds cool but at the end of the day if you could just poke something to death instead of going out, spending a bunch of materials to craft one-time use items over and over again what would you pick? It's just not convenient or efficient and that's where it's struggling right now.
that unfair! :(
Imagine how powerful it is to throw 3 mugnades at once in a spread direction?
Things like boomerangs wouldn't be the same as nets or other throwable weapons, because they disappear when thrown.
If you throw a spear it counts as a throwing action btw. So a 1h boomerang you can use to slash but also throw works.
Also a dedicated weapon for throwing loses less durability than a melee weapon that is thrown, so spears loses a lot of durability, but boomerangs don't.
How you can do this is make boomerangs 'noclip' through multiple enemies and flies back towards you like a homing function... This means the weapon is more like a 'boomerang' launcher that you equip and use like a grinder, but it flies back to your hand or device.
Maybe make the Boomerang do 12-16 damage, but can hit multiple times as it passes through enemies, each time it hits something when thrown you lose 1 durability for the entire duration it was thrown. Then better variants with elemental effects adds on top of that damage, so you can have a lightning boomerang thrown into a crowd of zombie to stun entire crowds.
Throwing skill can determine the maximum range the boomerangs can fly and how long they stay in flight before zooming back to you, so a lv12 skill with a boomerang will fly pretty far, and bounces off of surfaces while homing into targets.
Maybe even with high tech boomerang using alien components like gravity dampeners, you can make a telekinetic boomerang, where you shoot it and using your mind you 'control' it using the reticle, so it flies where you aim it. It'd be like a remote control chainsaw, mowing down targets.
That's mostly on Deep Field Games to figure out within the realm of their programming.
I think most suggestions are pretty simple enough to work and add onto the game. They already have the foundation for it as you can throw crossbow bolts instead of shooting them.
Self recovery so as the players we don't have to chase down the weapon every single time it's thrown and matches the sci-fi theme and programming is mostly setting an object return timer.
Not sure if we have any piercing weapons in game yet?
We're just suggesting weapons and how it could work. Whether it's possible or not and how to balance is honestly up to the devs.
Throwables are in a really bad spot right now as they're essentially just the grenade skill. Even with the ability to throw sharp weapons, they're still very underwhelming and require quite a stock of non-stackable weapons if you dont want to run up to what you just threw something at and awkwardly try to pick it up and not take damage. So, I'm going to throw out a few concepts, apologies if anyone else has come up with any of these ideas, my memory isn't great.
First and foremost; anything that can be thrown in this game needs a separate damage number for throwing damage. It's kind of weird how many metal pipes I have to throw at a pest for it to die, which makes the ability to throw anything that isn't a dedicated weapon already pretty pointless.
In terms of actual weapons that aren't just grenades, here's a few concepts that can cover various use-cases involving the materials that are already in the facility.
- Barbed throwing net. one throwing net, one metal scrap (or nails, if we want to be mean). Only makes one, to keep throwing nets competitive. Cannot be shot out of the net gun, still only works on things the normal throwing net does. Applies bleeding and a small amount of damage.
- An atlatl (or spear-thrower). Not terribly certain on the recipe for this, but I'm leaning towards rebar and/or metal pipes at least. Load it up with a spear, considerably increase the damage as a result. No reloading xp, gain throwing xp instead of aiming xp. Balanced around having to lug around unstackable spear weapons to begin with, while making throwing spears actually fun to do.
- Quill darts. One quill, some paper scrap for the fletching. I'm pretty sure quills are meant to be ammo for a dart gun in the future, but it would be nice to have something extra to use them on. High bleed chance, decent damage, non-reclaimable.
- Chainball. One chain, one rubber band ball. Only makes one, but if you can find it, you can pick it back up. Just solid damage and a reason to keep picking up rubber band balls, really.
- Hot potato. One potato, one oil, one metal scrap (to make it spark). Some early-game flame damage, doesn't burst into flame everywhere like the molotov, actually gives you a reason to farm potatoes before unlocking the oven.
- Pest Repellent. One "Bag of Feces", one test tube. It's uh... well, it's really just a jar of ♥♥♥♥, but it's meant to scare off pests and peccaries. Exors are too smart to care.
Same idea could be repurposed for a lure, if desired.
Also, one grenade idea, for fun.
- Radiation Grenade. One leyak essence, one test tube, one hydrochloric acid. Provides an item sink for leyak essence. High damage on human enemies, no damage on anything else. Intended to allow the mugnade to be nerfed while still allowing a good counter to soldiers.
On the one hand throwing spears is really useless, on the other hand grenades obliberate and trivialize all content. Yet they still don#t level throwing fast enough to be on par with other skills.
We need cheap, stackable throw and forget weapons that can replace a gun and don't do huge AOE dmg like the grenades.
Couldn't that be solved with a high damage output?
Love this one and want to build on it. May be 2 balls and make it a bolo and have it be like a upgraded version of throwing a net. Then have a elemental bolo launcher like the net launcher.