Joe Scrub
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Thank you.
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It's a cop out cheap way of making them more 'difficult' because the server performance is so bad and the AI for them is so dumb. At the very worst it should take one heavy swing and 2 light to kill them, it's a two-handed axe... They can still more or less be ignored if you just get up high or go behind a door, you can then melee or shoot them taking all the time you need because they can't reach you due to their basic AI, the artificial resistance to melee damage is just nonsensical.
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@Kyiara @ImpulZ Why is this update going to stable despite all the balancing issues still outstanding? I don't see the point in having experimental if you rush it to stable and ignore the testing people take the time to do and then put in detailed tickets for. Very, very frustrating. Infected are stupid hard to kill in melee, ignored - https://feedback.bistudio.com/T157619 Unbalanced melee, acknowledged but then left as it is to go to stable - https://feedback.bistudio.com/T157673 Broken fist damage & shock, unacknowledged - https://feedback.bistudio.com/T157837 All three of the issues above are just as significant as the unbalanced armour values, but because no content creators are moaning about it to the DayZ Twitter account do they go ignored. Just one example: A SPLITTING AXE now does the SAME DAMAGE as a heavy PUNCH (but for some reason does 25 shock) and takes 4 swings to an infected's HEAD to kill it... Why?
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No mention of a tweak on the melee damage yet, I really hope they're not going to push to stable with the values at what they are now, they've confirmed they're changing anyway so I hope they do it now and save us a patch of useless 2 handed melee and continued OP 1 handed. Also, a stab vest in 1.12 has the same ballistic damage protection in 1.12 as the plate carrier now in 1.11 and outperforms the press vest... what? Footwear has had ridiculous wear for some time now, I think since around 1.05 or 1.06 but I'm not sure.
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Some strange changes to the armour values in 1.12 as well: The stab vest is now 33% stronger than the press vest and offers the same ballistic protection. https://feedback.bistudio.com/T157706 The ballistic protection of the tactical vest has been entirely removed from the config file: https://feedback.bistudio.com/T157705 Intentional @ImpulZ?
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On the topic of zombies and melee: A new modifier has been added to the infected which now mean they only receive 50% of melee damage taken to their HEAD... Why? And the rebalance of melee weapons seems way off - https://feedback.bistudio.com/T157673 Some examples: -The buffs to fist damage and shock now makes punching too powerful, you can kill a player with 4 heavy punches to the head and the increased shock damage makes punching people uncon very easy. -The lit torch now deals very high shock damage for what is essentially a stick and it hits through blocks even with light attacks, previously this weapon dealt NO shock damage. -The damage on the previously 'high tier' 2-handed melee weapons has been very heavily nerfed - a splitting axe light attack now does the same damage as a heavy punch and less damage than bat. -A LIGHT hit from a sledgehammer deals the same shock damage as HEAVY hit from a shovel, why is the shovel so much weaker, seems it should be on par with the sledgehammer. -A shovel heavy hit is only twice as effective for shock damage as just punching with bare fists (20 vs 40), and the light attack is barely any better at all (15 vs 20). Same story for normal damage (10/15 vs 15/25) -In addition to having their damage heavily nerfed, the two handed axes now deal very high shock, on par with or exceeding the shovel, which makes no sense given they are traditionally high damage low shock. The result of this is that there's no distinction in useage between the two handed axes and blunt tools, there used to be a tradeoff between damage and shock for sharp vs blunt but now they're all the same with slightly different damages. It's also worth noting that all the weapons with a DAMAGE rating of 30 or higher are capable of two-hitting players DEAD to their head with a heavy hit, making many of the common melee tools too powerful. Brass knuckles, hammer, tire iron, pipe wrench, lead pipe, crowbar & bat are all low-tier melee weapons which deal at least 30 damage with a heavy attack and can two-hit players dead with headshots. These are common tools and deal too much damage since 1.11, the balance was generally much better in 1.10, other than the 1-hit KO of the sledgehammer and shovel. Was there any reasoning behind these changes? As with the huge buffs given to melee damage in 1.11 there is no mention of them in the changelogs and some of the numbers seem to have been plucked out of thin air with no thought to balancing.
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Melee weapons have been very heavily nerfed in 1.12 1.11 saw a large increase in damage to many melee tools, making most of them OP compared to 1.10 where they were fairly well balanced. 1.12 has nerfed melee weapon damage down to lower than it was even during 1.10 and now many hits are required to take down a player or infected with any melee weapon, raiding is also much slower with melee. We will provide comparisons soon on the numbers across 1.10, 1.11 and 1.12 in a ticket and in this thread, along with more example videos of how drastic this change is and how underpowered melee weapons now are in the hope that BI revise these changes, ideally just returning the melee damage values (not shock) back to what they were in 1.10 as they were pretty decent. Punching has been buffed pretty heavily as well in 1.12 and is now overpowered and should be put back to it's previous setting - video examples to follow.
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Some tickets that might want to be reviewed whilst this update is still in experimental: 1.12 Exp issues: Infected are MUCH tougher in melee combat, this may need tweaking - https://feedback.bistudio.com/T157619 No sound effect for stealth kills on infected - https://feedback.bistudio.com/T157618 1.11 / older issues: Free looking whilst hitting with melee changes the point of impact - https://feedback.bistudio.com/T157624 Heavy attack stun chains do not work on infected - https://feedback.bistudio.com/T157621 Heavy attacks stun infected back too far - https://feedback.bistudio.com/T157622 Infected are difficult to hit due to their animations/hitbox & them cancelling player attacks - https://feedback.bistudio.com/T157623
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Melee weapons are really weak now:
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Joe Scrub started following Experimental Update 1.12 (Changelog)
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@Kyiara @ImpulZ What do you mean by this? As far as we can tell melee damage on almost every tool has been LOWERED drastically from 1.11 and is lower even than previously in 1.10, melee tools from knives all the way up to axes and sledgehammers have been SIGNIFICANTLY reduced which is going to have a big impact on both melee combat and base raiding. Ticket with more specifics to follow, but is this intentional? It seems as though making the infected tougher in combat has been achieved by making the MELEE WEAPONS WEAKER instead of the INFECTED TOUGHER, is this intentional? The big nerf to melee damage along with the removal of the stunlock to zombies and the ability for their hits on the player to cancel the player's current attack animation has made it significantly more difficult to kill infected during melee combat, as said tickets with videos and numbers to follow for more details but raising it here to begin with to find out what was intentional.
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Experimental Update 1.11 (Changelog)
Joe Scrub replied to Tom_48_97's topic in PC Experimental Updates
They fix some of the stuff on there, worth ticketing in case it's one of those. -
Experimental Update 1.11 (Changelog)
Joe Scrub replied to Tom_48_97's topic in PC Experimental Updates
Perhaps you could open a ticket on the feedback tracker about it if you haven't done so already. -
Experimental Update 1.11 (Changelog)
Joe Scrub replied to Tom_48_97's topic in PC Experimental Updates
@Tom_48_97@ImpulZ Seems like epinephrine is not working in the experimental build - https://feedback.bistudio.com/T156507 Is anyone else able to confirm this? -
Experimental Update 1.11 (Changelog)
Joe Scrub replied to Tom_48_97's topic in PC Experimental Updates
@Tom_48_97 @ImpulZ Any chance of these issues getting looked at before this patch goes to stable? They are easily reproducable and explained as well as possible in the tickets. https://feedback.bistudio.com/T153729 - Garden Plots Will Not Allow New Seeds To Be Planted After Old Plants Die https://feedback.bistudio.com/T156388 - Gardening Plots Still Let Items Glitch Under Them https://feedback.bistudio.com/T156389 - Plant Material Does Not Fertalise Plots Completely / Correctly I also think the wear rate on tools for burying stashes needs reducing still: https://feedback.bistudio.com/T155280 The insulation values for certain clothing items are also off, especially WATERPROOF and WATER RESISTANT gear - their insulation is so bad that they are just pointless to wear as even in the dry you are too cold, so it makes no difference if they are better in the wet. It would make more sense for waterproof / resistant gear to be medium/high whether dry or wet but reserve BEST for gear that is susceptible to getting wet, so there is an actual decision involved, rather than just defaulting to BEST as a waterproof garment is LOW anyway meaning you are cold even when there is no rain. https://feedback.bistudio.com/T155658 https://feedback.bistudio.com/T155659 Thankyou. -
@ImpulZ As another poster said earlier in this thread, shovels are now taking heavy damage from digging and undigging hidden stashes, after only 9 dig OR undig actions a brand new shovel is taken to badly damaged, is this intentional? Until this update digging stashes had no impact at all on the condition of a shovel but now it destroys it very quickly and there is nothing in the patch notes about it, so I am assuming this is not an intentional change. https://feedback.bistudio.com/T155280