Talk:Suggestions/10th-Nov-2005
From The Urban Dead Wiki
Jump to navigationJump to search
Character-perceived event page
Sanatize
Chainsaws
Aggression Amplifier
Gunsmithing
- Re: 1) - Invincible? Hardly. Everybody runs out of AP, especially gunslingers who even with Shopping and Bargain Hunting spend a large ammount of AP searching for ammo. This skill isn't going to grant them a magical defensive bonus when the safehouse they're sleeping in gets cracked open; if anything it'll make them even MORE of a target. If I were a zed with the choice between chomping on someone with Shopping and Tagging or someone with maxed-out firearms skills and Gunsmithing, Mr. Gunslinger is lunch. Besides, the lethality of zombie hunters is limited to knocking XP down, a major problem for high-level zombies but not too much of a problem for a low-level zed with Lurching Gait and Ankle Grab, non-zombie hunter characters with maxed firearms skills kill zombies just as dead using the same ammount of AP. And honestly, "angry"? It's not like nobody can have these skills, they just have to work up to it, like every other skill in the game. Next you'll be telling me Scouts shouldn't start with FreeRunning because nobody else does.--Skullhunter 20:05, 10 Nov 2005 (GMT)
- Kill, overpowered and stupid, I don't see how the materials to manufacture precision electronic gunsights would be available in a mall during a zombie apocalypse. --LibrarianBrent 06:09, 10 Nov 2005 (GMT)
- Re: 2) - Overpowered: all ready addressed that, the additional accuracy and damage is offset by how much AP it takes to find items and ammo and how much XP a character would have to accumulate before they can use the skill. Stupid: Stupid would be assuming I said "manufacture" anything. A decent gun store would have aftermarket sights AND the tools to install them. Besides, if we're going to nitpick like this, how many malls even have gun stores in them to begin with? Honestly, I don't mind criticism like Zarathustra's because that has something I can build on to improve my suggestion, but if the best you can do is "stupid", I'm gonna call you on it.--Skullhunter 20:05, 10 Nov 2005 (GMT)
Grenade
Page Hash
Extractor Knowledge
Pry Barricades
Convict
Assess Threat
Will to live
Zombie Frenzy
I'm not entirely clear on what was meant by this one... does the zombie use an AP to go into frenzy state, or is it a toggle, or...? How would a zombie get out of frenzy if it was still in it at the end of battle? --Shadowstar 11:25, 10 Nov 2005 (GMT)
Hardcore Characters
XP for Barricade Assault
Headshots remove AP, not XP
Death
Signature Weapon
Inventory Stacking
Rising Strike
Signs of Life
Knife Combat upgrade
If you can do 1.2/turn with an axe and only 1.1/turn with a knife (as this skill suggests,) you should never use a knife. It's that simple.--Milo 14:58, 12 Nov 2005 (GMT)
- Unless you opponent has 2 or 4 hp remaining. Let's give the knife users at least THAT! --McArrowni 18:13, 12 Nov 2005 (GMT)
- Exactly my point, and the reason why I posted it. Knives shouldn't be quite as powerful as axes, but they should have a significant use as a greater-accuracy finishing move. If they were 1.2/turn as with an axe, they'd therefore be just a little bit better. Slicer 23:11, 12 Nov 2005 (GMT)
Call for Backup!
- Re: Walkie-talkies and field radios are standard equipment for both cops and soldiers who are moving on foot and need to keep in touch with HQ (and each other, if other cops/soldiers are entering a building from a different direction). It helps to minimize friendly-fire casualties (also referred to as blue-on-blues or Situation Murphys) and co-ordinate operations in the building. --John Taggart 23:08, 10 Nov 2005 (GMT) --Moved by John Taggart 00:40, 11 Nov 2005 (GMT)
- Thanks for moving it. Sorry for the trouble. As for the matter at hand:
- Re: Walkie-talkies and field radios are standard equipment for both cops and soldiers who are moving on foot and need to keep in touch with HQ (and each other, if other cops/soldiers are entering a building from a different direction). It helps to minimize friendly-fire casualties (also referred to as blue-on-blues or Situation Murphys) and co-ordinate operations in the building. --John Taggart 23:08, 10 Nov 2005 (GMT) --Moved by John Taggart 00:40, 11 Nov 2005 (GMT)
- I think (no actual experience of it, but I would assume it's true) that assault rifles are generaly standard equipment for privates in combat zones. None of those are in there, because it would unbalance the game. I believe this would have the same effect, given that military characters are also the most used class type after zombie types (who are a whole race). Finaly, it feels weird to use items that aren't there. After a few weeks in a zombie apocalypse, and after dying and being revived a few times, that equipment might start malfunctionning, or might have been salvaged by other classes (or it's equivalent). In this case, how do we know what determines a "military unit" anymore? This is my perception, and why I chose to kill it-- McArrowni 00:57, 11 Nov 2005 (GMT)
- I see your point, and I can think of one good reason off the top of my head why a private might not have an assault rifle in Malton:
- Encumbrance. They're big, they usually have a shoulder strap (which can get caught on things), and weigh you down more than, say, a pistol and two ammo clips or a walkie-talkie. As for why there are mainly privates running around in Malton (at least, I assume it's mainly privates, with the exception of those who have enough experience to have garnered battlefield promotions), they're all remnants of larger squads who lost a lot of members in first combat with the hordes, and opted to sacrifice firepower for speed - in short, they dropped their assault rifles and legged it, and by the time they got back, the rifle was either A) gone or B) destroyed. As for what constitutes "military units", I'd go with "other people with military training" - for the sake of both this discussion and in-game terminology. --John Taggart 01:16, 11 Nov 2005 (GMT)