The Problem with DAMAGE in State of Decay 2

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  • Опубликовано: 6 июл 2024
  • Now that's alotta damage!
    In a game with zombies... damage is probably going to be a thing, but State of Decay 2 has a rather different approach to how they handle damage to the zombies compared to... many other games I've played.
    Solving the "problem with damage" in State of Decay 2 could really make weapons a lot more meaningful, open up the potential of different ammunition types and make future weapons added a lot more interesting.
    Find out just what this problem is in this discussion video!
    Like this video if it was helpful or entertaining and subscribe to my channel for more State of Decay 2 content!
    Twitter: / gitgudfox
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Комментарии • 266

  • @GitGudFox
    @GitGudFox  4 года назад +59

    NOW THAT"S ALOTTA DAMAGE!

    • @jagerin3002
      @jagerin3002 4 года назад +2

      could be, could be.

    • @prosoccer3453
      @prosoccer3453 4 года назад +4

      flex tape won’t fix that.

    • @ttyrif820
      @ttyrif820 4 года назад +2

      EXPOSED TO A KILLING BLOW

    • @rbarnes4076
      @rbarnes4076 3 года назад

      I so agree with this. I came to this conclusion after playing about 50 hours or so.. I now use lighter calibers most of the game personally.. and like you said, give the heavies to my crew.
      There is no trade off between calibers.. it just reduces to efficiency. And .22 wins every time. Like so many others have said in this thread, the only enemy that breaks this rule is the jug. Said more directly, if I'm spending more ammo resource to create a given type of bullet, that should accrue some benefit. But it doesn't.
      Now.. I'm NOT complaining. I love this game a ton. It is just that its weapon damage system is horked. I love this game in spite of that. And continue with my obsession...

  • @asmircar1
    @asmircar1 4 года назад +22

    4:40 when u gave them meds, your stamina bar increased...that enclave has stamina boost, that is priceless for me.

  • @nugettynoob7838
    @nugettynoob7838 4 года назад +27

    Me: *shoots zombie*
    Zombie: *fLeX tApE wiLL FiX tHaT*

  • @Aro2001
    @Aro2001 4 года назад +17

    The part about lethality vs. dismemberment reminded me of what a friend said in reference to rpgs. 'The best crowd control status is death.'

    • @Insanity-vv9nn
      @Insanity-vv9nn 4 года назад

      😂😂😂 As a RPG player I agreed

    • @GitGudFox
      @GitGudFox  4 года назад +5

      If enemies are really powerful, then crowd control is useful. Darkest Dungeon is pretty good at creating this situation where causing enemies to skip turns from stunning them is really useful, but in SoD2, the enemies aren't powerful enough to need crowd control... especially crowd control as weak as dismemberment is.

    • @ashtoncairns2837
      @ashtoncairns2837 3 года назад

      Sounds like a Warframe player

    • @Docktavion
      @Docktavion 3 года назад

      Used to play an paper RPG called dominion tank police.
      My team mates were given a directive to quell a protest in a non lethal manner.
      So after a brief discussion they went out with their mech suits
      First thing they did, turned on PA system gave a terse warning to disperse
      After that failed they then opened up with their mini guns. knee capping the crowd before saturating the area with tear gas.
      End result
      No deaths, multiple ring leaders taken in and a dramatic reduction in further street level disputes.

  • @turblome
    @turblome 4 года назад +12

    yes yes yes, this. been playing since sod1 and this is what the game needs

  • @Piquliar
    @Piquliar 4 года назад +10

    Expectation: ETERNAL GAURD INFINATE RAGE, YEAAAAH!!!!!! BRRRRATATATATAT Reality: EGIR, tap, tap, tap, tap.....

  • @GoldenBot-kt7nb
    @GoldenBot-kt7nb 4 года назад +10

    Totally agree, damage in this game doesn’t matter since every weapon 1 shot headshots. You can go out with the weakest weapon in the game and do just as well as you would with the best weapon. Every gun is basically a reskin since there’s no difference in kill time.

    • @dracoswhitewolf
      @dracoswhitewolf 4 года назад +1

      Depending on what your shooting

    • @Tonyscarface04
      @Tonyscarface04 4 года назад

      Fizzle sizzle fajita, I personally see it as, higher clip size, higher accuracy, easier to find its ammo, or is a shotgun with tons of spread. Thats a good gun.

    • @BridgeBoii
      @BridgeBoii 3 года назад

      Unless it’s a plague heart

    • @anhnguyenhoang210
      @anhnguyenhoang210 3 года назад

      Want to see a difference in kill time? Fight a feral or juggernaut. Or both, like in a horde siege

    • @BridgeBoii
      @BridgeBoii 3 года назад

      @@anhnguyenhoang210 not that hard do it all the time

  • @beboppocky77
    @beboppocky77 4 года назад +6

    I never connected the dots, because .50 cal is just too scarce and a light crossbow does the same thing. Again, a well structured argument and proposed solutions. Good job Sir Fox!

  • @Torchizleet
    @Torchizleet 4 года назад +6

    agreed i still use 5.56 and 7.62 as i like the look of the guns more as it gives a more military vibe but if i was playing optimally i would 100% use .22 and 9mm as there is not much point to choice other then looks.

  • @okrajoe
    @okrajoe 4 года назад +9

    Good points about SOD damage -- but its like that during the late-game in a lot of video games, its almost irrelevant what you yield.

    • @GitGudFox
      @GitGudFox  4 года назад +6

      I think it would still improve late game experience. Getting to use the Eternal Guard's Infinite Rage and sweep through hordes of zombies, full auto, and actually be able to kill them indiscriminately would make it a lot more fun to use end game weapons.

    • @okrajoe
      @okrajoe 4 года назад +3

      @@GitGudFox Yeah, they missed out on a lot of potential in the game.

    • @BiggusD77
      @BiggusD77 4 года назад +1

      Higher calibre does make a difference, though. The hitbox becomes bigger and there is penetration. The distance you can make a killshot increases. Ferals stagger as well. And of course when killing Plague Hearts, hostile enclaves and Juggernauts there is a clear difference between 7.62 and the others.
      But I agree about it being pointless attacking Juggernauts out in the wild. That is something UL needs to address. However, I don't really see how other than making a new physics engine that replaces spawns with a different system. Permanent or semi-permanent zombies. THEN it would make sense to go get that Juggernaut, despite the cost - because that one is the one that is there and new ones won't just appear. It would also make sense to shoot unsuppressed, because you would draw in just the ones who reacted to the sound and that would be it.
      That's my hope for SoD3.

  • @jordith01
    @jordith01 4 года назад +12

    I feel like there just needs to be a bit more balance in general to the kinds of damage that CAN be applied to zombies. Like, there should be more dramatic results for cutting off a zombie's arms or having a weapon with really high knockdown and impact. As it stands, cutting off a zombie's arms just means it can't grapple anymore, but the biting attack it will use afterwards is no slower than a regular zombie swipe. Dismembering a zombie should change its AI behavior. Like, in Nightmare Mode, almost all zombies after your first day will be the charger types, the ones who run in from anyplace off-camera and attack with the most annoying moves and will require sprinting to get away from. Cut off a limb, and now that zombie will only walk, so there is an appreciable difference between an intact zombie and a sliced up zombie. I believe 'impact' refers to how many zombies can be hit with each swing (Though I can't really tell since the game won't really tell you) because otherwise, what's the difference between having a weapon that has high impact and one that has high knockdown? I'm pretty sure lethality refers to the frequency of instant-kills a weapon gets, so impact isn't just a blunt weapon's answer to lethality. As it stands, the only 3 stats that really matter ARE lethality, knockdown and ease of use. Impact, speed and quietness are all but useless because those stats are barely noticeable, and every stat for a weapon SHOULD matter.
    Melee weapons need a major gameplay overhaul.
    Speaking of disabled zombies, please UL, PLEASE make zombies who are crawling not have such an annoyingly high priority attack. How does a slap from a zombie that's crawling on its stomach hurt at ALL? Reduce the damage from crawling zombie slaps or at least don't make survivors flinch from it. It's silly.

  • @vovin8132
    @vovin8132 4 года назад +3

    You and I discussed this regarding a prior video, cool to see it come back. I think that the whole zombie mythos plays a big part here, and it was probably intentional on the part of the developers. In particular, in the book version of WWZ, simple .22cal rifles become the weapon of choice for the reclamation forces after the climax of the zombie apocalypse. It happens for literally the same reason as it does in SoD2: it is simply more efficient that any other weapon. And I think they also developed some kind of pole arm that was good for melee at a distance, but it has been awhile since I read the book. It is really just the economics of the zombie apocalypse, which is something that SoD is actually good at representing.

  • @aiden9576
    @aiden9576 4 года назад +16

    The Echo Revolver is the strongest thing in the game. Just carry a lot of .22 ammo so you don’t run out, and you have an unbreakable silent weapon

    • @James_Philip915
      @James_Philip915 3 года назад +2

      its pretty trash tbh. The best 22 is the survivalist 10/22

    • @sir.roe-say
      @sir.roe-say 3 года назад

      @great dane you forget the blood ferals

    • @awesomeashton
      @awesomeashton 2 года назад +2

      I wouldnt say "strongest" but its sure unique that you could use a silenced revolver but things are better like MP5K Spec Ops

  • @Chris-iw3dl
    @Chris-iw3dl 4 года назад +4

    I use a special m4a1 good scope and advanced silencer basically only time I ever switch weapons is when i bring a 50 caliber rifle to take out juggernauts

  • @Omegaxxxfly
    @Omegaxxxfly 4 года назад +5

    Man, this dudes (underlab),
    destroyed the car driven of almost every vehicle.
    P.D: The 50. Cal kill the zombies without headshot's.

  • @titaiao
    @titaiao 4 года назад +2

    ammunition, weapons or damage were never a problem for me. I have like 6 thousand ammunition of each type, all done honestly

  • @GeorgeChacon2112
    @GeorgeChacon2112 3 года назад

    I love this video! Completely agree and will change play style which is always a plus

  • @overconfidentmegthatgetstu9120
    @overconfidentmegthatgetstu9120 4 года назад +1

    I have a character with around 250 hp and he gets one shot by enemy npc's. I decided to mod my game and got one of my characters to around 900 hp. Still gets one shot by an npc with a shotgun from across the street.

  • @VAULT-TEC_INC.
    @VAULT-TEC_INC. 4 года назад +1

    There’s a lightweight, 9mm with a scope and a 20 round magazine that is my community go-to gun (with an Advanced Suppressor l)

  • @KimberlyArcherandJustinPhan
    @KimberlyArcherandJustinPhan 2 года назад

    Now that a newer game, I noticed that higher power caliber guns now got high dismembermance chance, so a magnum will just get away arm or leg very quickly that doesn't kill a horde but surely slow them down, also the higher caliber will continue to shoot through multiple zombies. Though that would remain on test.

  • @likeablekiwi6265
    @likeablekiwi6265 8 месяцев назад +1

    Does the length of the melee weapon make a difference?

    • @GitGudFox
      @GitGudFox  8 месяцев назад

      That's a good question. I never tested it, but I would say if it does make a difference, it never stopped me from excelling in melee even in Lethal Zone, so it may not be a major factor.

  • @MrBendyarms
    @MrBendyarms 4 года назад

    Whats your update opinion on the heavies? You didn't like them in the first opinion video but have you changed your mind? Personally I love the double bit but I'm also a forester soooo I'm a bit bias there.

    • @GitGudFox
      @GitGudFox  4 года назад +1

      I think I've concluded that I don't like heavy weapons.

    • @MrBendyarms
      @MrBendyarms 4 года назад

      @@GitGudFox fair, in terms of actual gameplay it feels like striking is generally the best with cc, bladed and heavies all having smaller niches.

    • @GitGudFox
      @GitGudFox  4 года назад +1

      I didn't realize that I didn't like it until I started using it in Standard Zone and began to realize how frustrated I was with the moment to moment gameplay.

  • @kevinpatrick6967
    @kevinpatrick6967 4 года назад +7

    I wish UL can make us give "COMMANDS" to followers like follow/hold position in the main game and daybreak... or maybe you or survivors can shoot while in the car... like gta LOL
    ps: srsly UL need to make SOD2 more interesing/fun... i'm like 1 click away from unistalling SOD2 cuz of boredom... and dont know what to do... already got all legacy and 100+ day nz mode...

  • @quixadhal
    @quixadhal 4 года назад +2

    The only reason I use 7.62 rounds at all is that the sniper rifles with the longest range use them. If there were a sniper rifle with long range that used a .22, I'd use that as it'd be just as effective AND more quiet. :)

  • @chavezmitchin3066
    @chavezmitchin3066 4 года назад +3

    Be cool if there was first person and there’s different sights on guns

  • @SW33T_Dr34M
    @SW33T_Dr34M 4 года назад

    Great pointz!!!

    • @SW33T_Dr34M
      @SW33T_Dr34M 4 года назад

      I only equip Timbers and Eternals for my community and myself lol

  • @overthis
    @overthis 4 года назад +1

    This is why the 6.5 lb preppers .22 is the best. The one from the quest not from nightmare hearts.

  • @lakigenijeyt5879
    @lakigenijeyt5879 4 года назад

    Early yay love ur content you help me soo much

  • @M3XICANXCART3L
    @M3XICANXCART3L 4 года назад +2

    I haven’t played this game in months since Juggernaut edition drop. I unlocked everything within a week and got bored very quickly.

    • @GitGudFox
      @GitGudFox  4 года назад

      Is there a game you'd be interseted in my playing?

  • @owenscull2531
    @owenscull2531 4 года назад

    Total agree with you if you have a shotgun and shoot in the chest that should be a instant kill in point blank range. Following from that range and damage should be a thing, closer you are more damage you do. Was play it yesterday in standard mode and was helping an enclave out suddenly had 50 to 100 zombies descend on 2 of my players as well as 1 enclave person had bladed weapon on both characters and crossbow, as I only uses melee weapons. All three die couldn't get to my truck to get out of there. With that many zombies attacking and you uses ie sword zombies or not you should do instant kill if you slice the chest in half. Or either have them after that fully to the floor with heads still working as a floor trap ( like the walking dead). Only just started playing the game and just start watching your videos, have you got any advice on dealing with large numbers of zombies?

    • @GitGudFox
      @GitGudFox  4 года назад

      This might sound like a troll answer at first, but it's true. I do it all the time in my newer playthroughs.
      Running, running is really strong in SoD2. You can outrun everything except ferals, and ferals can be outmaneuvered because you parkour better than them.
      There's no reason to fight zombies unless you benefit from it.
      A lot of players are really dead set on accomplishing something and aren't very flexible with their objectives. If they reach a building to loot it, and 30 zombies show up, they put their foot down and fight to the death over... 1 of the dozens and dozens of buildings in the area. If the zombies want the building so bad, you just let them have it, go do some other thing you want to do and then come back later on when the zombies naturally have dispersed from the area on their own without you having to do anything.
      This is especially true when your fighting and shooting skills are maxed out. What do you get from fighting the zombies? Repair bills for weapons? Health loss? Time invested in a possibly pointless battle? Killing regular zombies earns you very, very little influence.
      Some zombies can be worth fighting if you are efficient at killing them like ferals. Ferals, on nightmare zone, are worth 50 influence, and a pack of 3 ferals are worth 170 influence, 50x3 + 20 for destroying a horde, so that's worth it if you can efficiently remove them. If you can't, then you just don't fight them.
      Now what if you really do want to kill a bunch of zombies?
      If there's like 20 or more zombies, you can burn them with fire or ram them with a car. On Standard Zone, the car is like the ultimate weapon. On Nighitmare Zone, it's still good, but you have to drive in reverse and back into zombies to prevent car's engine from getting banged up too bad. If you want to burn zombies, molotovs are fine, but the pyrolauncher is the best.

    • @owenscull2531
      @owenscull2531 4 года назад

      @@GitGudFox ok thanks for that really good game. Got to fight the urge to go all Rambo on them. I have been level all characters wits, cardio. by running around to increase cardio and stealth kill to increase wits. My main reason to fight zombies is to increase my fighting skill. When I played Sod1 quite a number years ago my thought back then and from video from back then is level up stamina it allows you to fight long and escape quick. To be fair when I play various games keep get in my head got keep leveling my character so I can fight longer servive longer.

  • @wardstyle9184
    @wardstyle9184 4 года назад

    Great video

  • @esaiqwerty
    @esaiqwerty 4 года назад +27

    SOD2 needs to step up, not because its bad, but because new arrivals to the Zombie Sandbox survival are attempting to ride its coattails to compete with this young and bright studio.
    Competition destroys other games. But this game is dear to me as its scope and intentions are well received. Fox is adding very necessary dialogue into this issue.
    I write for a survival series and know that post apocalypse on repeat is destined to fail without evolution. Zombies ARE a character, irreplaceably so. Their development are also critical. Your characters damage is equally as pathetic as the zombies ability to innovate or improve.
    However, like I've come to see Fox do live, you can kick wholesale ass with little to no drawbacks if you got nerve. Nothing kills me that I don't outright allow getting simply bored.
    In Resident evil 4 they boasted "Key hit placement" that allowed you to tailer what execution or melee you performed when you hit an action button. Very tactical and gives purpose to flinch.
    Also...SOD1 boasted music that scaled to be more intense as the battle went on, music by the great Jesper Kyd, the composer of Assassins creed 2. This added urgency watered down in SOD2.
    The system in charge of scaling music's volume in SOD1 to battle intensity could literally be applied to successful consecutive melee hits without taking damage yourself should add to a momentum in combat increasing lethality per swing and reduce fatigue cost of actions subsequently. Like adrenaline IRL.
    Same for guns and flinch with successful shots, FINALLY giving me a reason to aim for legs and arms to gain lethality keeping dead at bay.
    Also, scaling zombies to frenzy at blood and INJURY! Give me a reason to be afraid of ignoring character fatigue!
    Introduce another zombie type. Listen, they don't bother to explain what or how the other zeds exist. Doesn't even have to be new assets! Here's one for free, on me, from my own series-because I love ya!
    Zombie with hoods, give them a special eye glow and randomize if this type appears or regular zombie:
    The Spotter, an intelligent infected that utilizes recon, notably shambles away from combat. Using its hive mind capability may sick local infected on your home or character for attracting attention (noise ambience) AND direct line of sight. If a spotter spots you in the field instantly all nearby infected lock on you and attack. The test...
    Then. The Spotter may put a track on you. Summoning a feral to attempt to injure you. Once injured by this bewitched feral, zombies will be increasingly aware of you. As well as giving you an annoying audio cue. A cough... This cough will tell during attempting stealth...limiting you.
    Finally, if you must go to an outpost or your home base to remove this injury, your siege risk at home should suddenly deplete OR an outpost should ping an odd observation from your peers or yourself. That it seems quiet. Then the special application of infection kicks in and your character hallucinates a hooded zombie IN your home base or outpost that disappears without interaction.
    This encounter ending in a 3X's as long siege that targets the injury sufferer. You, or if not you, the character that was injured is Targeted and coughs uncontrollably during so pausing combat or escape attempts. Or until you find the hidden spotter. Randomly appearing-hood up in your base 3 times.
    Yes, this took like an hour to type on my phone...and Undead labs, enough practice! Give us a boss to fight and bring Marcus-ED and Lily as heroes for occasional team up events!!!

    • @temhunter6341
      @temhunter6341 4 года назад +3

      I agree we need new zombie types, I don't care about the reason they exist I just care that's there would be more interesting and challenging combat

    • @Vipre-
      @Vipre- 4 года назад +1

      @@temhunter6341 Isn't that exactly what the Blood Plague freaks were supposed to be? Adding even more reskins will not do what you want if the way in which you combat them stays the same. The way the Jug and the Blood Feral work are how all the zombies should. Make the heads something more than just balloons to be popped. At a minimum give them HP pools and have smaller rounds do less damage to the pool than larger ones. Add more human enemies and helmets that actually function as helmets.

    • @GitGudFox
      @GitGudFox  4 года назад +5

      Both would be nice. I would like new zombie types (that aren't just blood plague variants since you don't fight them any differently) as well as an overhaul in the damage system.
      Some people have said that the headshot requirement is essential to the zombie mythology. I disagree. There are other great zombie games, like Left 4 Dead and Dead Island, that do not require headshots and work fine. Left 4 Dead would be a terrible game if the huge hordes of zombies REQUIRED headshots to kill.
      Headshots should remain the most effective way to kill a zombie, but zombies don't suddenly become something else just because they can be killed by a non-headshot. Fire, for example, has always been something zombies are vulnerable to, and yet that shouldn't destroy their head.

    • @vladimirreyes8487
      @vladimirreyes8487 4 года назад +4

      Dude the zombies already have homing,. They come directly for you ,battles mostly end with you runing away because they just keep spawnig ,here i did use leg shots for crowd control ,. And fatigue can get you killed if not careful , happen to me on the first game so here i always have coffee and energy drinks with me.

    • @esaiqwerty
      @esaiqwerty 4 года назад +2

      Basic realism without going RE2 or remake that outright cancels headshots, peeling back flesh and revealing skull and teeth is scary and intimidating to see them not even flinch but more scary would be if they reacted and flinched...or whinging, narratively, that would make a character pause if the zombies reacted even remotely human.
      The amount of zombies adding challenge is a tried model, but psychologically they have barely started. If a zombie called my characters name before dying...what a scene that would be. One word of dialogue to rewrite what we thought we were killing.
      Reduce the number of zombies and make some survivors turned recently curable...all of a sudden you have a reason to use the NEVER used hold up mechanic to assess a recently infected. And a reason to look twice down sights what you are shooting at.

  • @davidt5200
    @davidt5200 4 года назад +1

    Headshots are key. That's why I run around with the 22 it's quiet ammo cheap no need to have an ak47 or an AR. Unless that's what you like.

  • @OHshepard
    @OHshepard 4 года назад

    Your Imitation of a Zombie is really good. 2:55

  • @absolutemadlad6340
    @absolutemadlad6340 4 года назад

    Good video.

  • @openemailoneone6302
    @openemailoneone6302 3 года назад

    The only reason why I change weapons with the exception of anti -mat and shotgun is the availability of types of ammo

  • @BrianMenard
    @BrianMenard 4 года назад +1

    Good video only thing is dismemberment does kill zombies if you pay attention to when u kill a zombie with a blades weapon when u cut there head clean off that’s a dismemberment kill compared to when it just explodes that’s a lethality kill

    • @GitGudFox
      @GitGudFox  4 года назад

      I don't think dismemberment stat has any affect on decapitations though. It's still a lethality influenced event. I think that's just a technicality of the language.

    • @BrianMenard
      @BrianMenard 4 года назад +1

      Git Gud Fox yeah when I seen ur video It sparked my interest about the bladed weapons so I ask undead jawa about it and he said all weapons in the game have lethality and that’s what causes the instant kill head pop depending on how high it is varies the amount of swings needed for the kill but dismemberment is what gets u the head cut off animation which is the reason you can’t get that animation with a blunt weapon that has no dismemberment but with the changes the body shots I love that idea it would really give higher caliber weapons a true purpose outside of the here and there jug kills but even then like u said u just drag them to some AI and save ur ammo 😂😂😂

    • @GitGudFox
      @GitGudFox  4 года назад +1

      And I think that is just there to be thematic. I don't think it has any actual affect on gameplay. I think it's just there to help you believe that blunt weapons cave in skulls while bladed weapons cut off heads. A weapon with really high dismemberment and low lethality will still chop a zombie's head off, but it's going to take like 5 swings as opposed to a weapon with low dismemberment but high lethality which will do the job in 1-2 swings unless you're unlucky with the damage rolls.

    • @BrianMenard
      @BrianMenard 4 года назад +1

      Git Gud Fox 😁👍🏼👍🏼👍🏼 you may very well be correct about that I’ll do some testing I love these types of videos Fox keep them coming

  • @dracoswhitewolf
    @dracoswhitewolf 4 года назад +1

    I love saw and eternal guard for gunslinger. Or going juggy hunting

  • @seanl.7088
    @seanl.7088 4 года назад

    could not agree more since the bullet count into jugs and reg zombies does not change much from 22-7.62. only see a real diff with 50 cal

  • @WESKERRE5
    @WESKERRE5 4 года назад +4

    I'm thinking about distance effectiveness , a 22 round it's effective in short range shot, but in large range it need 2 or 3 bullets to the head to kill a single Z, and that's the advantage of the rifle caliber, more damage and more range of effectiveness

  • @justice5212
    @justice5212 4 года назад

    Totally agree with you Fox.
    Gun DMG need an overhaul.
    Large caliber and weapon Range should effects the headshot kill.

  • @JoseSanchez-og1hj
    @JoseSanchez-og1hj 4 года назад

    Maybe add how many shots like shotgun shells is instant and .22 ,5 head shots

  • @KryoTronic
    @KryoTronic 17 дней назад

    Instead of fixing this, they did what I did in my extremely out of date mod and increased stack sizes for ammo for the assault skill, which is cool but doesn't fix or even touch the issue of damage. I have been looking and looking for a way to make the damage better on the guns but I don't think it's possible which is why all the mods switch the guns to 50 cal or Cleo ammo because I believe those are the only ones with coded damage on regular zeds

  • @zeo7029
    @zeo7029 4 года назад

    shots to the body increases weapon lethality. strange but, every shot to the body increases the chance the nxt melee hit will kill or stun (ferals).

  • @pogtuber5146
    @pogtuber5146 4 года назад

    Doesn't higher gun power give more of a chance to stagger a zombie, as well as higher piercing to stagger/stop multiple zombies if shooting into a crowd, thereby slightly increasing the chance that a bullet will pierce and hit a zombie head?

    • @GitGudFox
      @GitGudFox  4 года назад

      There's a separate impact stat for the guns I believe.

  • @KoltKares
    @KoltKares 4 года назад

    I think an easy solution like you said is body damage for killing zombies is damaging their spine. They wouldn't be 100% dead just completely immobile and can only yell. This makes headshots still more valuable but adds value to higher damage guns.

  • @shadowmoses0022
    @shadowmoses0022 2 года назад

    2 weeks new to the game, and i did realize that I'm not seeing the points of some weapon (gun) stats when they all perform the same. The power stats is negligible as long as i ace my head shots. But by doing body shots on a zed, it's gun power stat is pointless because the game mechanic doesn't introduce you enough to do that. On juggernauts however, that's a minor population and situation in the zed world.

    • @GitGudFox
      @GitGudFox  2 года назад +1

      The only times that the gun's power matter is against things that don't die in 1 hit to headshots so... juggernauts as you mentioned, plague hearts, and hostile humans on higher difficulties because they can survive headshots.

    • @shadowmoses0022
      @shadowmoses0022 2 года назад

      @@GitGudFox Very true, fox. Something like this has been bugging me about this game, like something is very lacking... even as a new player. And listening to this topic answers it. And more topic discussion on SoD2 problems about depth and self defeating mechanics ahout the game that has been tackeled on your channel.
      What keeps the fun going is the role play such as i see the element on your older SoD2 content. And the enjoyment of seeing the economic value improve in the game.
      Let me just say, I'm enjoying your SoD2 content very much.

    • @GitGudFox
      @GitGudFox  2 года назад +1

      The problem you run into are the zombie lore... fanatics I'm going to call them.
      You got these guys who are VERY adamant that zombies must be killed with headshots, and they start to get VERY nitty gritty about things saying if your "zombies" can be killed without headshots then they're not zombies anymore. They're like "infected people" or some generic description.
      You can get into some fantastically stupid arguments with these people.

  • @Insanity-vv9nn
    @Insanity-vv9nn 4 года назад +1

    I actually see 2 ways of "killing" the zombies. Just shoot the legs when you face a horde and you basically kill them(makes them useless) or Head shot when its a few zombies. It makes sense to only kill them by shooting in the Head. I think the "damage" status is more for juggernauts really, If they bring more special enemies, then damage status would be more important

  • @tedtheodorelogan8618
    @tedtheodorelogan8618 4 года назад

    The bugs are endless finally managed to get my legacy quest to finish but now on a new community I can't recruit anyone except from enclaves no survivor missions will trigger none do.

  • @jonathanjaquez2791
    @jonathanjaquez2791 4 года назад

    What is tha car when the zombies are on surrounding it and he lights it on fire

  • @Dukenukem323
    @Dukenukem323 4 года назад

    They honestly gotta hire you for real for real LOL

    • @GitGudFox
      @GitGudFox  4 года назад +4

      The only person I want to work for is myself.

  • @Biscuitchris7again
    @Biscuitchris7again 4 года назад +2

    I've never carried a gun, never. Unless I'm going to clear out hostile NPCs, I carry a crossbow. To fix this they would have to add in mobile human NPCs that would randomly chase/attack you.

    • @kevinpatrick6967
      @kevinpatrick6967 4 года назад

      a mobile human NPCs that would randomly chase/attack you... in nightmare zone... could be annoying af but then again... it could be fun LOL

    • @pieceofplastic2052
      @pieceofplastic2052 4 года назад +1

      I absolutely LOVE the idea of random invaders. but i hate the idea of getting randomly sniped and potentially one shot by random invaders is NZ...
      Hmm...

    • @codegoodwin22
      @codegoodwin22 4 года назад

      @@pieceofplastic2052 i dont want to my fav character one shotted
      But they do need to make sod not repetitive

  • @mattbrattrud1933
    @mattbrattrud1933 4 года назад

    On nightmare zone, it's important to load your community with high caliber weapons for when your base gets raided with multiple blood plague juggernauts a long with hoards.

    • @GitGudFox
      @GitGudFox  4 года назад

      I don't know about "important." As long as they have semi-automatic guns, they're going to do pretty good. They'll be less effective against juggernauts, but you can blow them up with bouncing borises much more effectively than shoot them.

    • @mattbrattrud1933
      @mattbrattrud1933 4 года назад

      @@GitGudFox I love the idea of death by body shots to increase the relevance of higher caliber guns. As of now, I love the .22! Thnx for the videos!

    • @Insanity-vv9nn
      @Insanity-vv9nn 4 года назад

      I use Guns only in base attacks, when I Go after supplies, I use crossbows, its cheaper than making bullets, and have a chance of less cost since you can recover the bolts

  • @craiga9301
    @craiga9301 4 года назад +2

    Me, an intellectual.. I always use the melee weapons with the highest dismemberment 🙃👎🏼

  • @vintageprince3928
    @vintageprince3928 4 года назад

    All I usually use is a .50 cal gun and a pistol with a suppressor

  • @gabenplznerf1093
    @gabenplznerf1093 Год назад

    They should adopt sniper elite’s dmg system where spine shots or other organs vital to motor function would kill. Also maybe more armor penetration on high cal Weapons. Idk.

    • @GitGudFox
      @GitGudFox  Год назад

      7 Days to Die, another zombie game does it fine without excessive details. Headshots do more, but bodyshots will harm.

  • @sUsh1B
    @sUsh1B 4 года назад

    I am totaly on your side. I actually see it as a big crack in the gamedesign of sod2. Had thesame issue with sod1. But in the end its still a pretty awesome game with its kinda unique genre-mix. Hope undeadlabs is appreciating this criticism for sod3. Would make the game even better than it is now.

  • @herogin710
    @herogin710 4 года назад +1

    In sod 1 heavy weapon is op. That 360 swing is too op. Even with 5 hordes of zeds. Any part of zombies dismembered is instant dead.

  • @VAULT-TEC_INC.
    @VAULT-TEC_INC. 4 года назад +1

    In nightmare mode, I just got that Eternal Guardian gun with the 150 drum mag of 7.62. Emptied it into a Juggernaut for a bounty, mostly head shots, and it took 135 rounds. He must’ve gone down on a knee 15 times. Completely bullshit.

    • @sostrongineedmoreofyourmon974
      @sostrongineedmoreofyourmon974 4 года назад

      So you avoided shooting it in the head? 15 times?

    • @vladimirreyes8487
      @vladimirreyes8487 4 года назад

      Sometimes dont go down , i unload a mag of the fireworks cannon (i don remember its name ) ranked as 1 of the most OP weapons by fox , did nothing , unload 2 drums of my auto shotgun a total of 64 shells ... still nothing and i did shot him in the head.

    • @James_Philip915
      @James_Philip915 4 года назад

      jugs go donw in about 40 rounds. But they dont take damage when performing the stun animation

  • @BenignAndaHalf
    @BenignAndaHalf 4 года назад +1

    Personally, damage isn’t much of a concern for me. I look at durability and ease of use for mele, while I go for capacity and reload speed for guns. I use blunt with normal characters and bladed with Red Talon, while I prefer to specialize fighting with close combat for the quick head stabs and shooting with gunslinging for reload speed. I have a designated “slayer” decked out with a Timberwolf, an Eternal Guard’s Infinite Rage modded with an advanced break, a stack of fire crackers, a stack of fuel bombs, and a stack of 50cal ammo to deal with juggernauts and plague hearts. I’m pretty well set in my ways, so my concerns with the game are more to do with maps, character options, and base options.

  • @Piquliar
    @Piquliar 4 года назад

    I agree, different guns and damage only matter for juggernauts for now unless you want to dismember zombies and why would you even bother? I mean a 50cal or two to the body doesn't even kill a feral while a 22cal to the head or a light bolt is an instant kill.

  • @astromonkey1757
    @astromonkey1757 4 года назад

    They either go The division-like damage or realism dmg. There's not much room to choose from. Localized rpg dmg or instagib on headshots.

    • @GitGudFox
      @GitGudFox  4 года назад

      I think it can be both. I think headshots can remain a 1-hit kill but the body can also be destroyed with certain calibers

    • @astromonkey1757
      @astromonkey1757 4 года назад

      ​@@GitGudFox I would still go for headshot, it's safer and i don't have to keep in mind which weapon can oneshot and which one cannot, especially considering how many weapons are there.

    • @GitGudFox
      @GitGudFox  4 года назад

      It wouldn't matter how many weapons there are. It'd be based on ammo type. There could be 1,000,000 weapons, but they'd all follow the same rules of their ammo types.

    • @astromonkey1757
      @astromonkey1757 4 года назад

      ​@@GitGudFoxIdk, it doesn't remove anything and adds choice for some people, then again would it be worth it? I would personally go for an rpg system, headshots deal critical damage, fmj extra damage against armored and jhp and the rest extra damage against meaty opponents like the jugg or the screamer, that way you would have a reason to look for the best weapons and actually use them to good effect. On top of that i would make the zed more bullet spongey every map change your comunity goes through.

  • @78endriago
    @78endriago 2 года назад

    to be fair, a concussion from getting hit by a car, or the heat from fire might boil the brain enough to kill a z.

  • @TheOldMan-75
    @TheOldMan-75 Год назад

    Sadly this issue still applies two years later. There are basically 2 ammo types in Sod2: 50cal and the rest.

    • @GitGudFox
      @GitGudFox  Год назад

      💯 yep, nothing has changed.

  • @ThrottleKitty
    @ThrottleKitty 4 года назад +1

    I've been saying this for a while. How zombies spawn too is really unfun, unfair, and boring. I like the way zombies work in dead rising. They have health, and will die with enough shots of anything, anywhere, but a head shot instantly kills them.

    • @GitGudFox
      @GitGudFox  4 года назад +1

      Yeah, headshots should always be deadly to zombies. That's an important part of the zombie mythology that people are going to want to have respected, but there's no reason high power weapons should not be able to shred or obliterate zombies without needing a headshot.

    • @ThrottleKitty
      @ThrottleKitty 4 года назад

      @@GitGudFox Exactly! You can mow down crowds of the zombies in dead rising, and it feels satisfying and fun, despite being an illogical waste of ammo... lol!

  • @openemailoneone6302
    @openemailoneone6302 3 года назад

    Introduce more types of zombies and different weapons have different effects on them which players needs to find out on which is the most effective

  • @MrAnderson5157
    @MrAnderson5157 4 года назад

    When I did the mission to get the .22 rifle is the moment I quickly realized bigger caliber guns are mostly just for the cool factor. Of course ROF ,magazine size,are factors.
    From experience am uzi takes longer to kill than a spec ops does. Perhaps spraying with larger ammo increases the likelihood of a random head shot. But from a strictly head shot perspective caliber is pointless.

    • @GitGudFox
      @GitGudFox  4 года назад +1

      Especially 7.67 rounds which cost 3 ammo instead of 2 and also give one of the lower amounts of bullets per production while also having fairly competitive power with 5.56 weapons.

    • @MrAnderson5157
      @MrAnderson5157 4 года назад

      @@GitGudFox Right you are.

  • @brianeckhardt6663
    @brianeckhardt6663 2 года назад

    Power/Impact affects number of hits to kill: Juggs, Plague Ferals, and Hearts. That's a pretty significant chunk of the game, on harder difficulty levels at least. If they made power/impact matter more than it already does, then it would completely overshadow the other stats. This isn't something that can be perfectly balanced for all playstyles, but it's pretty damned well-balanced the way it is now. And sometimes you DO have to fight juggs and stuff to complete missions... also, it's fun. Don't forget this is a game and running away from serious threats isn't fun.

    • @GitGudFox
      @GitGudFox  2 года назад

      It's awful balance. Do you even know the meta of State of Decay 2?
      It has nothing to do with guns, and melee plays a minor role.
      The way you play State of Decay 2 optimally is to reverse into everything with your car and use the pyrolauncher. All of the normal, non-50 caliber guns are awful and not worth using on higher difficulties.
      Juggernauts can be ran over with vehicles by driving in reverse into them with ZERO damage to the vehicle's engine. Juggernauts can be 1-shot killed with bouncing borises.
      The "balance" in this game is a clown circus.

  • @manofgod448
    @manofgod448 4 года назад

    gonna keep it 100 clicked for the thumbnail

  • @baconfries9175
    @baconfries9175 4 года назад +1

    Zombies infestations are better done away with by molotov fire. Guns are more of a luxury in emergencies specially when playing in Nightmare Zone. I agree with your opinion in that gun damage isn't a factor when just a single shot in the head does the job. Maybe the way to enhance GAMEPLAY would be to have like a claw gun to graple zombies or enemy humans. Rope to tie or traps to wrangle and use the zombies against enemy enclaves.

    • @esaiqwerty
      @esaiqwerty 4 года назад +1

      It seems SOD2 dev's plan on this since they've historically planted horde catching missions where you capture zombies, those missions have yet to have a point beyond making your home base team nervous for some throw away lines.
      But I agree, an ally or tactic that uses zombie "herding" would devastate friend and foe.

    • @baconfries9175
      @baconfries9175 4 года назад

      @@esaiqwerty I agree

  • @carlospallete3030
    @carlospallete3030 10 месяцев назад

    also everything on pc version is E button, pick up arrow = E, kill zombie with execute move = E, I was trying to pick up arrow from zombie I shot and NOT kill it for an enclave mission, we had to dismember the zombies and keep them alive and all I had was crossbow, I managed to pass barely but killed most of the zombies by trying to retrieve my arrows.

  • @brandonmartin244
    @brandonmartin244 2 года назад

    Knockdown, bullet penatration, zombie slowdown, shooting through objects all these things should be gauged by the caliber. They could also do body degradation with Normal zombies which you do talk about. There needs to be more armored types of zombies for that mid range damage to be relevant.

    • @GitGudFox
      @GitGudFox  2 года назад +1

      They'd need to reduce the costs of ammo to compensate though.

    • @brandonmartin244
      @brandonmartin244 2 года назад

      @@GitGudFox Or bring ammo traders who actually bring stock piles of created ammo already. So, this will speed up the time of getting ammo and not always relying on rucksacks and scavenging.

  • @M-King-
    @M-King- 4 года назад +3

    That's only for zombies. What about the plague hearts???

    • @GitGudFox
      @GitGudFox  4 года назад +2

      Plague hearts have HP that already reacts differently to damage stat. It's why 2 C4 will kill a plague heart but 2 pipe bombs won't.

    • @DrummahMike
      @DrummahMike 4 года назад +1

      Or humans

  • @Scp-rp4mq
    @Scp-rp4mq 3 года назад +1

    I have a good idea maybe small caliber weapons you have to shoot a zombie in the back multiple times to break a zombies back but larger caliber weapons like shotguns and rifles would take one shot because its a higher powered bullet and maybe with high powered ammo you can just shoot the zombie through the torso piercing through the zombies spines. I came up with this idea because who cares about killing zombies if you can just paralyze them, zombies that are paralyzed can only growl a bit and rot away

  • @edgararielrodriguezmorales9323
    @edgararielrodriguezmorales9323 4 года назад

    Agreed

  • @sageyomeri9623
    @sageyomeri9623 4 года назад

    One of the biggest beefs I have with the zombie genre is indeed the mythos that you need to really score a headshot in order to kill a zombie.
    It all stems from the belief that a zombie wouldn't feel pain because they're brainless, and no pain = keep on trucking. Well, there's some advantage to it, but the biggest problem is that there's of course parts of the body that can quickly turn fatal if you take hits there, and if you lose the instinctive drive to protect yourself when that happens due to not feeling pain, you'd become less of a threat than a regular human. For example, zombies would still need to breathe so popping enough holes in the lungs and you'll suffocate them. The heart still needs to function so shoot that and they would quickly die (the neural pathway for the heartbeat regulation is not a pain pathway, and is taken care of by the more primitive part of the brain)
    A good example of what would be what would really happen is the zombies in the Left 4 Dead series...the regular ones mind you. Shoot them, they recoil and stagger by varying amounts due to what gun; shoot them enough times in the body and they die.
    Various calibers do different things, made for specific ideas in mind. Your .22, which can indeed penetrate a human skull and kill, is ineffective in terms of stopping power and penetration, but realistically shoot someone enough times with it in the chest and you can kill. If this works on a human, then why not a zombie? Same goes for other calibers since they have their own characteristics which are dummied down by the game's interpretation of how "projectile" damage works. This applies to crossbow bolts as well: a bolt to the lungs would cause a sucking chest would that should in reality cause in game effects a knockdown and death after if we go with how it would be more realistic.
    Of course what I said would also dummy down the game as well, given with what I said about bolts can make a playstyle that could ruin the fun. Still, a big rework on how the game treats bullet damage is in order.
    Which reminds me...anyone else find it silly how the Collecting Brass hero bonus works? I mean...a .22 LR is a rimfire round, so you can't just replace the primer on that thing (hammer hits the rim of the bullet, distorting the bottom of the casing) so collecting the brass of that thing is pretty useless in that case, especially if you go out there all the time with a .22 LR caliber gun...

    • @GitGudFox
      @GitGudFox  4 года назад

      Headshot purists will make the argument "Well, that's because the 'zombies' in Left 4 Dead aren't zombies at all. They're 'infected' which is different than zombies. That's why they can be killed by non-headshots. They're not zombies. They're just humans with an infectious disease like rabies that also manifests as a virulent skin condition and causes cannibalism."
      They weave this absurd logic pretzel to twist and contort things to make sense, for them specifically.
      To me, it's like arguing with a flat Earther except it's a zombie flat Earther. I don't take it seriously and just move the conversation forwards ignoring them for the most part because it's just a distraction from the considerably more important conversation of how to improve the game.

    • @sageyomeri9623
      @sageyomeri9623 4 года назад

      Yeah. Still, the suggestion you put in place makes sound sense, especially if we consider this: NOTWITHSTANDING the fact that the world you survive is somewhere in the south-west USA where the firearm laws are loose and there's way more gun aficionados, ammo for higher caliber weapons would be really hard to come by. You'd come across more those .22 lrs, the civilian variants for various guns (like the civilian mp5) or the rarer AR-15 which we see in the game, which means those calibers would be easier to obtain. That is, if you come across any in your scavenging. Also, I refuse to believe that none of the zombies we've been popping weren't a wannabe survivor in their past life that got overly cocky and bit it with their gear still on them.
      So, to balance what you suggested, I propose a drop in firearms and ammo scavenged from containers and instead have a percentage of the zombies you face you can loot after dispatching them. This also gives the player an incentive to go out of their way and actively pop a zed as they see it. Should be a guaranteed chance with a jug, with slightly higher chances from a feral. Of course, what loot you can get from zombies is random, but it's always something to consider.

  • @swordre5805
    @swordre5805 4 года назад

    So.. You wish there is a health bar and dmg numbering?

    • @GitGudFox
      @GitGudFox  4 года назад +1

      No, it doesn't have to be visible much in the same way that Left 4 Dead enemies don't have visible health bars. You just get a feel for how much damage they can take.
      I actually don't want more UI clutter in the form of floating stats.

    • @GitGudFox
      @GitGudFox  4 года назад +3

      Another example is Dead Space. The health of the necromorph isn't visible, but they definitely have HP, and you get a feel for how much damage they can take from each weapon.

    • @swordre5805
      @swordre5805 4 года назад

      @@GitGudFox i never played both game, but i always thought the firearm system is fairly similar to counter strike . Head shot is the most important.

  • @dzobie
    @dzobie 3 года назад

    I feel like the higher the caliber of weapons the greater the propensity for dismemberment should be. Also hollow points should guarantee knockdown if the to the torso and dismemberment on a limb or something like that. I like the idea of only head-shots killing the zombies, but there does need to be some variance in ammo and weapon effects. The whole 30-something shots to take down a jugg regardless of gun thing should definitely change. I'd especially like to see an armor piercing round that would allow for a one or two head-shot kill on juggs--- like a .50 cal API round. Something super expensive to craft or rare to find but worth it.

    • @GitGudFox
      @GitGudFox  3 года назад

      Well, they do do that. Higher caliber weapons have more knockdown and dismembers. The thing is that this isn't very valuable since your goal isn't to knock the zombies down or dismember them. Your goal is to just kill them.
      It's why 1 character with gunslinging and a crappy 0.22 pistol will shred zombies more effectively than someone holding the trigger down on the 150 round mag Eternal Guard's Infinite Rage rare AK47.
      Precision with reliable headshots is what you're trying to accomplish.

    • @dzobie
      @dzobie 3 года назад

      @@GitGudFox Oh ok, I follow you now. They were probably just sticking to popular zombie lore or maybe appealing to those who enjoy the fantasy of dealing with zombies.

    • @GitGudFox
      @GitGudFox  3 года назад

      That is a logical reason for the mechanic, but remember, the goal of this video isn't to identify why something is. The goal is to identify what is wrong and what needs to change to improve.
      Knowing why something is wrong is helpful. Knowing what to do to fix it is better.
      In this case, I Undead Labs needs to rethink how damage works.

    • @dzobie
      @dzobie 3 года назад

      @@GitGudFox I understand the point of your video and I did enjoy the perspective. It's just that I don't see it as wrong so to speak---it's just a different kind of game. It seems like Undead Labs' point of focus is intentional in order to distinguish SOD2 from other games. I think of it as more of a Hollywood zombie experience in that respect.
      I agree though, I would love to see changes to damage but I like that the zombies require a head shot to kill just because I'm a fan of the genre.
      I am bothered by how they chose to handle juggernauts however. I think head shots should require fewer hits depending on the caliber size. Body shots should also stand a chance to dismember juggernauts as well provided the caliber or number of hits is high enough to a specific body part.
      Now that I think about it, they could apply such a mechanic to the other types of zombies as well based on caliber sizes. Maybe one shot to the head will kill a feral with a heavier caliber but several more with lower calibers, depending. Then they could let standard zombies go down on one hit with any caliber to the head. I just feel like the emphasis should always be on the head with zombies if that makes sense.

    • @GitGudFox
      @GitGudFox  3 года назад

      It's really all about the regular zombies.
      As long as regular zombies require headshots to be killed, then 90% of the weapons will be pointless.
      The efficient way of playing SoD is to use the gun with the best accuracy, largest magazine that also shoots the smallest bullet, and that's because regular zombies consume the vast amount of your resources to kill. Freaks you can either ignore, kill through cheesing them, or just run away.
      It's the main reason why I just can't stand combat in SoD and why my videos so frequently have me avoiding combat. It's just so boring and repetitive because... you have to do the same thing the entire time: shoot zombies in the head.
      It's drastically more enjoyable to wield a variety of weapons from high powered weapons that DON'T require headshots to kill zombies down to small caliber weapons that DO require headshots to kill zombies.
      That 1 change would make so many more weapons just... erupt with life and entertainment value.
      It's just one of those things were... yeah, maybe SoD is different because of required headshots, but that's also why it's worse. It's different, and that differences is making it worse. Differences are only good if they serve a good purpose.

  • @sedlinasera3891
    @sedlinasera3891 4 года назад

    Dismember is even worse because Zombies without arms do their 'i'm gonna grab you and bite you' without the animation (and without the hold) - point is. A zombie without arms bites faster and deals more damage than a zombie with arms

  • @tnkenney
    @tnkenney 4 года назад +6

    I got a rant for you, I’ve spent two years playing this game pretty regularly. I’ve been a victim of bad luck, my own stupidity, a the big bag of bugs that this game offers on a regular basis. But NOTHINGS has upset me like this game today. I’ve pretty much 100% completed this game so a lot of what I do now is join multiplayer games just to have fun and help players who want it. Today I decided to join a heartland game because as many of us know it can be difficult. I joined with my favorite red talon character (my own fault) and within 10 second of joining, the car we’re in hits 3 pop in bloaters(that weren’t on the map). My survivor catches blood plague and the game lags and doesn’t let me out of the car, and freezes. It plays all the audio of the character dying and after 15 seconds of black screen it finally kicks me to the Xbox dashboard. THE GANE KILLED MY SURVIVOR and I had zero say in the matter. I tried deleting my saved data to try and trouble shoot the game, Nope I lost that character that I’ve invested 14 months in and I’m f^^^ing pissed off that undead labs has yet to patch SO MANY of these bugs that have been in the game since day 1. Love your videos Fox

    • @MajorMasonGaming
      @MajorMasonGaming 4 года назад

      Should have switch off the game there

    • @Tokos14
      @Tokos14 4 года назад

      you can download the community editor and revive your character,

    • @benmitchell6452
      @benmitchell6452 4 года назад

      @@Tokos14 community editor? How do you get one?

    • @BenignAndaHalf
      @BenignAndaHalf 4 года назад +2

      Yep, the glitches can be a little aggravating.
      My worst bullshit experience was helping a buddy in dread zone. We’re dealing with a juggernaut and a horde of “red eyes”, but I always have fuel bombs on me to deal with hordes so I told my buddy to start on the jugg while I quickly kill the horde. Well my buddy isn’t very good at fighting juggernauts so he’s getting his ass whooped, so as I run up to help he gets knocked down and in danger of execution, so I frantically start attacking the juggernaut from behind. I managed to stagger the juggernaut giving my buddy time to get up, and as he gets up and runs past me to heal, the juggernaut tries to grab him but gets me instead. Now, you’d think I’m in for a chockeslam and pound right? NOPE!!!! That damn juggernaut IMMEDIATELY bites me and rips my perfectly healthy character in half.
      My only thought is that I must’ve staggered the juggernaut at the same time he was starting his execution animation, glitching him somehow into doing a standing execution.

    • @Tokos14
      @Tokos14 4 года назад

      @@benmitchell6452 ruclips.net/video/n73OkfsmnEU/видео.html this video might help you get it. You just go to their discord, there you'll find the tutorial on how to download and use it, it's pretty easy.

  • @adbamf13
    @adbamf13 4 года назад +1

    03:48 MEOW

  • @MrAyybee2cold
    @MrAyybee2cold 4 года назад

    Considering .22 cost the same ammo as 5.56,.45, .357 then no reason I wouldn’t use the latter calibers I deleted 2 hostile enclaves with 15 7.62 rounds Arctic warrior(AWP) and a pro suppressor. Bloater cloud grenades and crossbow bolts cost materials chemicals and medicine that I can use to make ammo parts and medicine that’s not efficient to me.

    • @GitGudFox
      @GitGudFox  4 года назад

      Then you aren't considering things correctly.
      0.22 is the most cost effective bullets in the game. Simply installing the ammo presses and looking at the amount of bullets you get vs. ammo resource spent makes this clear. This is your first error. This means using larger caliber types on the basis that they cost the same is also an error.
      Producing medicine is also an error. Spending 3 jugs of ethanol to produce literally 1 medicine is awful when 2 jugs of ethanol and 1 medicine can make 6 strong painkillers which will sell for more than 1 entire rucksack of medicine, so this is also an error.
      This means that not using bloater cloud grenades is an error since medicine and jugs of ethanol should never be used to make medicine unless you're in a dire medicine shortage making it a waste of ammo to use guns when plentiful medicine supplies are available in every game with the simple strong painkillers setup.
      Using ammo also detracts from spending ammo on bouncing borises which can kill juggernauts in 1 grenade which are much more common than hostile AI making the usage of ammo on AI even further inefficient. These weapons are easily obtained in every game with the independence package call-in.
      Using ammo detracts from the pyrolauncher, the best weapon in the game, vastly more efficient than any other gun in the game for killing zombies.
      There's really no tactical reason to personally fire anything but 0.22 caliber rounds, 9mm rounds, or 0.50 caliber rounds unless you are doing it purely for enjoyment. It is always inefficient. It is always an error strictly from the perspective of pure efficiency, so none of what you are saying is correct.

  • @Andrei0112
    @Andrei0112 4 года назад +5

    I think every zombie should have an invisible HP bar, and every weapon should do some damage to that health bar. When health reaches zero, the zombie dies. Higher-caliber bullets will deplete the zombie's HP faster, same for heavy melee weapons.

    • @rogergarcia7651
      @rogergarcia7651 4 года назад

      The problem with that is you've essentially made a similar system to other zombie survival games like left 4 dead , dayz i would say make each weapon have its own unique "ability" shotguns can shred zombies in half, rifles can pass through 1 zombie so u can still make use of the sharpshooter skill as a rifle user etc

  • @Nav0966
    @Nav0966 4 года назад +1

    They really need to fix Modded weapons, it makes the game seriously unfair

  • @rogergarcia7651
    @rogergarcia7651 4 года назад +1

    I had this same gripe since part one very beginning of the game if your lucky u find a few guns in the park but i remember going to the church playing as sam and she starts with i believe the hooker 3-shot 12 gauge shotgun knowing how strong a gun like that can be to normal person i thought i could absolutely obliterate zombies in half only to find out it just rips chunks off them and knocks them down which makes anything that isnt a high cap silenced small caliber weapon basically useless

    • @DGneoseeker1
      @DGneoseeker1 3 года назад

      The 150 bullet AK assault rifle is pretty damn good.
      Shotguns CAN be useful but mostly by knocking down a crowd at once.

    • @rogergarcia7651
      @rogergarcia7651 3 года назад

      @@DGneoseeker1 it is a good gun but my issue is that its unnecessary why would i use something thats louder, costs more to maintain/use,and can break if a 5 shot .22 squirrel gun can kill a feral just as easily fox made the point it doesnt matter the size of caliber you use they all require you to hit the head otherwise its useless the juggernaut is really the only reason why gun damage is even in the game and EVEN THEN if you dont choose to sneak around or run away fighting is typically a horrible option theyre bullet sponges do massive amounts of damage and can yell to attract regular zeds going toe to toe is a death sentence if your bad or new at the game thats why when i first started playing i used an airstrike to deal with it or find somewhere unreachable with a 50 cal theres no incentive to use big guns like tactical shotguns or assault rifles if a freakin derringer can get the job done

    • @DGneoseeker1
      @DGneoseeker1 3 года назад

      @@rogergarcia7651 I'm curious. If you aim at the torso of a zombie then proceed to magazine dump into it, will it EVER simply give up and die without a headshot? I'm assuming at some point its head magically pops?

    • @rogergarcia7651
      @rogergarcia7651 3 года назад

      @@DGneoseeker1 im beginning to think you didnt watch the video or at least finish it because no they dont you can unload a whole mag tube of 12 guage out of a shotgun less then 3 feet away from a zombie and the most that will happen is youll knock it off its feet tearing off flesh with each shot you might even tear off an arm or a leg if a pellet or two hit it but if you dont aim at the head you may as well be giving it paper cuts no amount of bullets to the chest no matter the caliber it can be 5.56 or 50 bmg if you dont hit it in the head it wont die which is the point of the video emphasis as to why my reply to you sounded really absurd but its true and as far as i know the developers havent done anything to deal with this issue

    • @DGneoseeker1
      @DGneoseeker1 3 года назад

      @@rogergarcia7651 Well I meant something more than a whole magazine from a shotgun. I was thinking more like the entire 150 round magazine from my eternal guard assault rifle. Wouldn't you eventually run out of flesh to blast off?

  • @Necrotias
    @Necrotias 4 года назад

    That was done way better in the first game: The swordplay leg sweep killed them because they bled out in seconds. Now you HAVE to be lucky and get a head sweep or be good at aiming if you don't get the gunslinging specializations. That's also why I always disliked the slow blunt weapons in SoD2, Blades have lethality and therefore gets even Hordes killed faster after some dodging.
    And since they threw away Dismemberment and shooting damage also Impact is useless. Why not give Impact the possibility that it messes up the Zombie's brain and have a similar effect like lethality? Or an instant death when they fall to the ground due to a fractured skull.

    • @vovin8132
      @vovin8132 4 года назад

      In the zombie genre, there's a big difference between zombies that bleed and zombies that don't. Maybe having zombies bleed out contradicted the canon.

    • @GitGudFox
      @GitGudFox  4 года назад +1

      Well, there isn't really a "this is the official canon of zombies that everyone has agreed to."

    • @vovin8132
      @vovin8132 4 года назад +1

      @@GitGudFox But there are different kinds of zombies. For instance, the zombies in WWZ (the book) are the walking dead; they do not breathe, and their blood has turned to a brown gel. Basically, their organs no longer function, and they are just walking around until they collapse. Then there are Resident Evil zombies, that do appear to breathe and bleed although they are reanimated, and are susceptible to organ-targeting weapons like nerve gas. And there are the zombies from 28 Days Later, which are very much alive with super-rabies and adrenaline. And there are parasitic zombies like from The Last of Us, where the parasite gradually takes over the host. Or there are real life voodoo zombies, who are people that are deeply hypnotized with toxins and used as simple-minded slaves (or MKULTRA subjects).
      The type of zombie has everything to do with the cause of the zombiefication, and thus is just as important for finding ways to defeat the zombie menace from a strategic perspective. Some zombies will starve to death after awhile, while some could lay dormant and reactivate when people are near. Some, like the classic Romero zombie, are caused by radiation from a meteor, so there is no real cure like a vaccine per se, though they are contagious somehow (never quite understood that one). You wanna be a survivor, you gotta think about all this shit.

  • @indiecraze5227
    @indiecraze5227 4 года назад

    Undead Labs could make it so the ammo you produce with rifles is the same as the 9mm so that way at least the rifles with all the cool attachments can be just as fun but that breaks logic 🤷‍♂️

  • @lordvectron6291
    @lordvectron6291 2 года назад

    Gun damage defines what counts as a head shot. It's easier to get a head shot with a .45 pistol than with a .22 pistol. Higher damage makes the hit box larger. Also high power can knock zombies over and hit multiple zombies in a row. Personally, I think how guns work against hostile survivors is more messed up: that's where body shots should really count!

    • @GitGudFox
      @GitGudFox  2 года назад

      Caliber has nothing to do with accuracy. There are extremely accurate 0.22 pistols and 9mm pistols. There is also an extremely inaccurate 0.50 caliber sniper rifle, and there is a highly accurate long range shotgun. Guns have their own accuracy stats.

  • @stemill1569
    @stemill1569 4 года назад

    maybe I'm wrong. But isn't dismemberment on swords that the first two hits dismember the arms and the third is the head?
    While lethality is always the final head kill. With swords the head dismemberment and with blunt weapons it's crushing the zombies skull.
    Damage on weapons...Plague Hearts. A high calibre...high damage fast shooting weapon. Is destroying the plague heart before the zombies can arrive.
    On the other side with a slow shooting very strong BFG (the 50cal) I take way longer than with a 60 shot 7.62.
    Could you please refer to killing things on Nightmare? I can't kill Juggernauts in close combat on Nightmare.
    Guess I'm not good enough. So it might be fair to compare the hardest mode for someone with your skill. Also those who have a hard time on normal get a fair feeling with your talking points.
    As your nomal Juggernaut killing comparision is a bit ignorant alá game is anyways easy peasy. It's not for all of us.
    But overall a nice channel you are doing.

    • @GitGudFox
      @GitGudFox  4 года назад

      Explaining things from both a Nightmare Zone player's perspective and then also a Standard Zone player's perspective would add a ton of minutes to the video and make everything clumsier. It would only distract from the main point of the video, so I don't do it.
      By doing this, some people might not be able to relate to the video, but that's fine. This specific video isn't about educating new players. It's about discussing game mechanics with experienced players. I don't want to re-explain every situation for both the Nightmare Zone player and the Standard Zone player.

  • @jamesramos4026
    @jamesramos4026 4 года назад +2

    This is a good game but kinda just feels like something is missing. Seems like it's lacks personality. I feel the developers are handing us a picture when they should be giving us a painting.

    • @GitGudFox
      @GitGudFox  4 года назад +1

      Hmm, an interesting analogy. I interpret it that they're relying too much on tried and true replication rather than "producing from the creative heart."

  • @josephbailey2840
    @josephbailey2840 4 года назад

    👍

  • @darkfoxx87
    @darkfoxx87 11 месяцев назад

    The game needs random looters or some chances of running into a human adversary

  • @JC-XL
    @JC-XL 4 года назад +2

    That's a great observation.
    I did 2 playthroughs about a year ago, and the game seemed some-how flat, but I didn't try to find the problems, just moved on.
    Now that you say it, this is one of the basic problems in this game. This just removes one of the dimensions of the game.
    I find all these powerful revolvers, try them once or twice and put them into storage. The same with shotguns.

  • @bibhasroy3815
    @bibhasroy3815 4 года назад

    even explosives r useless sometimes !! only goood against swat and mil zoms

  • @jackgrove4621
    @jackgrove4621 Год назад

    The zombies being killed by headshots only needs to change in state of decay 3. headshots only, make assault rifles, smgs, and anything full auto almost useless while making shotguns and precision weapons the defacto go to weapons for every survivor. Body shots need to count towards lethality.
    The light and the dark are suppose to be equal in power. yet the witness just walks through the beam like it is nothing.

    • @GitGudFox
      @GitGudFox  Год назад

      7 Days to Die does just that. It's A LOT of fun to use a huge machinegun like an M60, and just go full automatic at a charging horde of zombies. Very fun in 7 Days to Die. Useless in SoD2.

  • @reyspies6588
    @reyspies6588 4 года назад

    In my opinion 7.62mm and 5.56mm should be able to penetrate armoured zombies.

  • @teddiecrash8216
    @teddiecrash8216 4 года назад +1

    Wish the kidz on reddit would have the same view on the game....

  • @cagecunningham6316
    @cagecunningham6316 4 года назад

    Git Ranty Fox🦊

    • @GitGudFox
      @GitGudFox  4 года назад

      This is not a rant. This is an essay.

    • @cagecunningham6316
      @cagecunningham6316 4 года назад

      Git Gud Fox “I say, Mr. EssAY. Prepare to be written!” ~Spongebob [Also Fox]. I didn’t mean comment to come across as a critique. I genuinely love your deeper dives into topics like this. Ranty may have a negative connotation but I also see the passion and creativity your essays have, like rants do. Keep up the good work!

  • @Vipre-
    @Vipre- 4 года назад

    With some exceptions if you can kill a zombie with body shots it's not a zombie just a human with a skin condition. Different weapons have different roles. To address the issues you bring up UL needs to add more *human* enemies. Hollow points vs Z is overkill, vs humans on the other hand is another story. They could even make the head damage model on zombies more complex. At the minimum give the heads a separate HP pool and have a 22 vs a hollow point vs a 45, vs a 7.62 all do different amounts of damage. You'd certainly feel the difference if it took three or so 22 rounds to the head to kill a Z vs a single 45. A 22 to the head of a living person isn't even a guaranteed kill. They also need to make helmets a real thing not just cosmetic to address the human headshot exploit.

    • @GitGudFox
      @GitGudFox  4 года назад

      I don't know if I agree with that interpretation of the mythology. You'd have to say that Left 4 Dead is not a zombie game because you can kill all of the zombies with bodyshots. You'd have to say Dead Island is not a zombie game because you can kill the zombies with bodyshots.

    • @Vipre-
      @Vipre- 4 года назад

      @@GitGudFox According to its description Left 4 Dead isn't a zombie game. The infected are described as "living humans who have been infected with a rabies-like virus that causes psychosis".

    • @GitGudFox
      @GitGudFox  4 года назад +1

      And the Wikipedia page (which tons of people argue over to conclude on what the information should be) says it takes place during a worldwide zombie outbreak.
      They're zombies. They look like zombies. They sound like zombies. They act like zombies. They match all the criteria for being zombies.
      Requiring a headshot is someone else's mythology requirement for being zombies and isn't some kind of universal consensus, so I 100% disagree with this idea that something that has all the attributes of being a zombie but can be slain by non-headshots is suddenly "not a zombie."
      It's also mean that SoD2 zombies aren't zombies because a 0.50 cal weapon can kill them with bodyshots while simultaneously leaving the head completely intact, and so even if we went by the logic that they require headshots to be zombies, then SoD2 zombies aren't zombies and therefore even a rebalance to damage mechanics to include bodyshot lethality would not be inconsistent with the view of SOME people's understanding of the zombie mythology.

    • @GitGudFox
      @GitGudFox  4 года назад +1

      But most importantly, I have heard the whole argument that they're "infected" not "zombies" if they can be killed without headshots, and I think that's absurd. I don't take the argument seriously at all.
      They're zombies, and if some people don't think they are, then I'm just going to move the conversation forwards and talk about something important to the game because I think not considering them zombies is absurd and not something I'm even going to take seriously.

  • @starfighter1043
    @starfighter1043 3 года назад

    Yes! To me there's too many filler items...filler loot that doesn't mean much and filler items that are minutely different from each other...but at the end of the day headshots is what you want so use any gun you like and prefer...a 9mm bullet is a 9mm bullet coming out of an automatic pistol or a semi auto rifle...in real life the accuracy difference and speed of the bullet makes the difference but we don't have those differences in the game so a 9mm is a 9mm no matter what gun it is lol...too much filler loot! Every single game has this feature and I cannot understand why...why would you add something in the game that is leaps and bounds better than its counterpart and essentially makes the lesser quality item useless, you're always gonna pick the best bladed weapon you're never going to use the kukri when you have a echo mamba lol....I get the kukri is a beginning weapon bit why so many beginning weapons like of you got a rebar blade you're not gonna use the kukri hatchet noodle knife bla blah blah