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Two problems with that:
1) It glosses over the existence of the bug so not really a solution.
2) the problem is damage that occurs to the holster, say in a fight, while the gun is out.
That was my case. I have puppets at 4x normal count and they do 4x normal damage. I had 3 pistols and multiple zombies, fire first pistol, get hit, switch to second pistol, empty clip, switch to 3rd pistol empty clip, switch to shotgun and finish off zombies.
The first hit damaged my holster such that the gun couldn't go back in, nor could the other 2. The right thing to do here is either put it into some other portion of the inventory or drop it on the ground. Instead it simply deleted each pistol in turn as it left the hands and failed to go in the holster.
Tbh, I would like to see more consideration from the player on managing inventory. For example, like tarkov, if an item is in your backpack, it cant be hot keyed. same as magazines or ammo for reload.
Similar to the holster, I'd like to see only outer layers of clothing be able to support a hotkey or fast reload, a tactical vest with dedicated magazine slots sized to fit say 6-8 mags a pistol and two grenades perfectly, and allow the fastest reload animation. We should have the armored vest and a lighter tactical rig with no armor, (or that can be worn over a stabproof or crafted armor vest maybe?)
Other clothing should allow hotkey transitions or reload but be slower. and backpack, not at all, should require manual inventory use only.
I guess only way to do that would be to dedicate slots for vest the same way one and two are for back only. I assume holster was made this way.
Sry to get off track here. I mean 3 pistols seems excessive but not unrealistic if placed in reachable inventory locations. perhaps we will see more on the holsters. tactical leg strap ones, double sided or police belt variants that have slots for pistol magazines in the future?
The other issue is I've effectively turned off air drops so early on multiple crappy pistols is as good as it gets.
The one thing I really really like about SCUM is its nod toward realism so I agree it makes little sense for pulling a pistol out of the bottom of the hikers back[ack to be faster than reloading.
So I'd be perfectly happy if they patched the game such that what I was doing isn't a very good option, but all cases where the game throws up its hands w.r.t. inventory should be squashed or at the very least drop it on the ground. Deletion is annoying.
If they did modify the hot key structure with slower times for things in the back pack I'd really like it if they'd remember where the item came from and it *always* went back there. I try to put pistols in other places, like say tactical jacket but the game just moves it to an empty backpack slot then next time I swap it in/out which frequently causes other problems.
I was wearing a holster that I found while playing SP ( I didn't craft it ) while in a bunker.
Found an M9, magazine and handful of rounds. I used a weapon cleaning kit on the pistol to get it to 100%. While fighting off a puppet, I got hit. Got in a safe room to patch wounds and my character attempted to holster the pistol, before the patch wound animation. I saw the damage in the holster appear instead of the M9. The pistol, I just wasted a weapon cleaning kit on, simply disappeared. I assumed it would be in my backpack, but no. So I checked the environment, but as I said, it was just gone, never to be seen again !