porttrips.blogg.se

Infectonator survivors torrent
Infectonator survivors torrent








infectonator survivors torrent

I do agree with downgrading to some cheap ammo weapons, if Im passing thru an area thats merely listed as 'harmless' etc.

infectonator survivors torrent

but like you said, 9mms wont cut it against 3 fattys behind 5 soldier Z's in a tight spot. Spending more ammo than you're getting later in the game shouldnt be as it is, but its just a balancing issue with the enemy drops and I'm sure Toge is working on fine tuning it, becuse early on with just basic guns, the cost/reward ratio is good. I dont need 700 supplies or 30 frying pans or 200 duct tape, so i regularly make trips back to get rid of it. I started to notice this too, but found the ways to conserve as said above.Īlso, I found i need to loop over to the merchant every other day. The reason one should fail in a video-game is because it's their fault, not because the game wants you to stop playing. I really hope they fix in this issue because it really sucks when you die because the ammo slowly runs out due to the imbalance of health from zombies or lack of finding ammo. I really love the game and absolutely support the developers, which is why I'm taking the tiem writing and thinking about this. Again this could be balanced by requiring rare materisl found in-game or taking quite some time researching it.

infectonator survivors torrent

Melee character's abilities are susceptive to time counters, while quantity vs quality of zombies means more chances of getting swamped and wasted if you're not careful with your zoning, placement.įinally, this aspect is really just my opinion but perhaps we could use research and materials to "level up" our weapons of choice? It would be nice to be able to increase attack speed of melee weapons or increase other aspects such as range, ammo in one mag etc. Also it's apparent that the solutions aren't game-breaking or overpowered. Number 6 isn't really about ammo but I'd really want a reason to effectively use melee people other than to conserve ammo and give players more reasons to use melee. Give melee characters abilities such as: cleave effect (attack all zombies in affected swing area), push back zombies (timer dependent), attack-dodge (whereupon melee character attacks and dodges at the same time (can be deemed usueless when character is pushed against a corner or immoveable square), temporary superhuman strength (either at the cost of health like starcraft's marines stimpacks or through a timer). Add random events where upon selecting the right choice can lead to picking up lots of ammo or the wrong choice being that you lose ammo, guns or materials i.e. Leave a probability that zombies may or may not drop ammo (to compensate for Number 3's larger zombie quantity)ĥ. This makes fat zombies/bosses more threatening as their role as bullet sponges become evidently unique.Ĥ. So instead of having your average zombie have 3 times it's normal hit points you'd simply have 5-7 times the amount of zombies on screen. Scale difficult of zombies by quantity rather than quality (if processing power allows it). This allows players a fighting chance should they have the materials, characters available to make them but no real amount of ammo to successfully explore an area or if they're still allowing their characters to heal up over time.ģ. Add a research objective for making more ammo (every hour that passes by so and so amount of ammo is created. Other areas can be specific item-based such as offices, houses, graveyards having a higher chance of finding survivors, malls, shops or convenience stores having more supply or materials etc.Ģ. Add map points in the game that lead to ammo rich areas like a gun-store or police station thus giving players an incentive to choose where to explore (should they start running low on ammo). I don't wanna just endlessly gripe on a beautiful and addictively potentiial game so I'll add some solutions to maximise ammo intake/outtake:ġ. Said tactics works up until the zombies change their attention to the shooters or the melee character gets cornered. I'm pretty sure you've noticed the lack of any real significance having a melee character has on the game apart from zoning/baiting. I downgraded my weapons after my day 30 playthrough (so my characters mainly used deagles, vanilla shotgun and submachine guns) but simply because of the way difficulty is scaled in the game (being that zombies had higher hit points as the days progressed) I ended up getting swamped due to the lack of damage I was dealing. Thanks for your reply mate, not manually reloading is a great idea for conserving ammo but what you said brings me to another issue.










Infectonator survivors torrent