It’s the brain rot kids on discord guessing and claiming it’s the way they say it is and then the others either claim something else or ride on earlier false assumption about reality 😂😂😂
Now that we only need tracking and hunting mechanic analyzed, that mechanic is so absurd that there isn't even any misinformation, no one can even make up anything from it lol
Absolutely agreed - have a thumbs up. It's come to a point where I literally just wait for a Retanaru video. Not only they provide accurate information, but will typically update said information in their later videos if needed. That's rare to see these days.
To be fair, PZ's isometric camera gives a lot of problems with certain angles in a combat system. I think there is only a solution to this if they don't want to rework the entire gunplay , and is to fix the reticle right into the imaginary line seen at 5:19 everytime you enter in "aiming state". This would make the gunplay feel so much better, and since the gun is now fixed and correctly alligned with the reticle, you can shoot from any angle you like without playing in weird angles.
@@spoodle Ooh, angry caps from the man himself. I'll take that as glowing endorsement of my light-hearted tease. Didn't you say "for now" too? Is this quantum? I know, I know.. Deep breath. Mountain pose to downward dog. Through the nose, out the mouth.
@@CozyTheWeebwe will see. Apply healthy skepticism They added other wtuff that inter feres with player free dom like adding cant place zones aroubd stuff that didnt have it before.
I noticed that you’ll now have to physically line your weapon and your sight toward the target, because the bullet now is considered a projectile rather than a simple hit or miss calculation like it used to. I think that’s the reason why people are so pissed off at the new aiming mechanic, -well not so new since it was a mod a year prior- , because they use it the same way they’re used to and missed the shot a third of the time. It takes some getting used to, but once you get the gist of it, you’ll be unstoppable especially if you take Veteran as your occupation. I plowed through the entirety of Rosewood within my third day with lvl2 aiming, with just shotgun and a pistol.
At first glance it's logical for one to think that is the reason, but because the reticle shows whether or not you have a valid target and that valid targeting hits the head, that seemingly wouldn't be a factor unless players were intentionally shooting when they see that they don't have a target. It just doesn't fit at all for an explanation
Personally really like the new Aiming system. I always hated the old system as it felt completely random. It does have issues though but I know the devs will fix it.
It's still RNG lol, he even explains it in this video. Instead of the zombies have a colored outline the aim reticule changes color, really don't see how that's any different. Also the fact you are not able to target zombies on another floor makes it objectively worse.
I actually rather disagree. I much prefer in RPGs for my character to do the aiming, rather than I have to. I also dislike the fishing mini game for the same reasons.
There’s a lot of mods for 41, when I use them I find its harder to get the right bullets cause of spawns though. Probably not high on the list unfortunately
@@xerzay2342 I like simple gun mods with 10 guns or so, Britta's weapon pack is... Overbearing, and also minigun is way too out there for me to use without losing all the immersion.
I think that the best one is vanilla expansion (eventually with metro expansion and nihlist silencers). I also tried brita and b41, but i don't like them
I don't remember a time where the info was so bad in the community. SOOOOO its fucking awesome to have people like RET to lead the way to TRUTH! Thanks for your hard work and testing my friend. Keep up the great work.
Yes widely claimed meta is currently very wrong, but also to be fair, its been like this for the first few weeks after every major change in game with hidden mechanics. Think of the community reactions as a binary search, they will go much to far in each reactionary swing, alternating between calling things OP and Nerfed till not worth using, not because they are stupid, but because that mechanism actually lets you settle onto a working approximation of game mechanics a lot faster than small iterative steps would. Especially because on the whole game devs are never limited to making changes to small or logical iterations, so a very large possibility space needs testing to know you've found the ideal solution, not just a local minimum.
RETANARU is the goat 🐐. I’m sure me and many others have been waiting specifically for your video on the subject. You go into the nitty gritty details that no one else goes into. Keep up the great work
playing on the release day i found molotovs were uncraftable (fuel bombs ARE NOT molotovs, different item and recipe!) and that i couldn't hit things directly in front of me even with 2 lvls of aiming.
I still think if you kill so many zombies you should be immune to panic from them ngl, like lets say 2,000 zombie kills. That would make you not care about them
Agreed, but perhaps make it more like a "rank" if you will. The more you kill, the better your desensitization/bravery "rank" improves. (If you didn't take the perk/job occupations at the start)
@@DJJordG some basic level of fear will still remain, but for a seasoned veteran it will not impede his actions. I heard soldiers say the first is bad, the second is worse, and after that you forget what was so hard about it. You won't find any soldier who got more than 2k, yet in PZ we often do. I feel it should become more like being in a flow, just like when I fight at a Ren Fair: just having a great time and all thoughts vanish as my weapon dances around me
Im excited, this system will improve PvP, I like this system over the aim outline and I think hitscan is a better choice than a projectile system but yeah they really didnt work on this system enough. Hopefully they fix it before MP is released. Great vid.
This won't help open PvP at all. The game needs to fix cut-away issues and line of sight issues before remotely being able to have a chance at decent PvP. The new system helps with friendly fire though, since it's presumably much less likely for a player to accidentally hit another player when aiming at a zombie now; unless of course the player was right near the target.
Genuine question, HOW is this better for PvP? It’s nearly the same system with buggy targeting and an unhelpful crosshair that doesn’t actually communicate important information to you, it just feels bad.
@@RedshirtAfficionado Well theres a cover system and a path for bullets (eg bullets blocked if something in the way) so you can actually have shootouts from in and out of cover rather than getting stunlocked and insta killed with an outline the moment you enter someones screen. They reduced the effective range of rifles to around 20 tiles so no more getting sniped from across the map. Cars are bulletproof, making some cover pvp but hopefully that doesnt make cars too OP, but in outline system cars werent worth using. In addition they've improved short range accuracy quite alot around aim 5. Scopes and attachments have been nerfed while the MSR and shotguns have been buffed. Guns with scopes now default to ironsights in cqb no more missing with a scoped gun at 10 tiles. MSR's are effective beyond 20 tiles, shotguns are now extremely effective around 10-15 tiles meaning designated shotgunners and sniper roles for squads is possible now. Yes its very buggy and problem riddled but the improvements are massive. I happened to have alot of enjoyment with the aim outline system so this not being too far from it is great, but the outline system was always a placeholder. Once fixed this system will be great and way better than both outline system and the improved projectile system, both of which had irredeemable issues.
I love you dude. On a separate note I feel like for me B42 is too unfinished to really bother with just yet, ima just play something else until they fix it
Finally I can enjoy without out grinding that God forsaken place "Gun's Unlimited". That place only brings death and misery to any who goes near that place.
They need to bring it somewhat back in line with how B41 handled aiming. 1: Targeting downed zeds shouldn't make the character contort their torso into a singularity while being unable to aim at the downed zed 2: Bring back old target highlighting, especially for multi-hit on spread shotguns(which also needs a slight buff, not as strong as before but better than current OR scaling with aimskill) and penetration on other guns. 3: Guns shouldn't jam until they are lower condition and the chance should be rare until the gun is very low quality where it becomes a more regular issue. This is how they are IRL.
love your videos. do you plan on making an indepth video going over all the general "nerfs" to standard strategy? i.e smoker being nerfed, high thirst value for cost, which profession is the most valuable now considering muscle strain, etc.
I think I'll be doing a overall ramble video where I touch on things, but the meta especially with crafting recipes missing will quickly change so I'll try to avoid going too far into anything specific.
i feel that highlighting where on the ground your cursor is like with melee weapons would be a significant improvement. i had no idea it was similar to melee aiming and wondered why clearing out road hordes suddenly got harder
Those issues with shooting in isometric are bad enough that without knowing why they were happening, I could easily see someone being frustrated enough to just abandoning guns altogether. Not much use in a weapon where you can't figure out why but randomly it decides to stop working sometimes in tough situations.
i'm curious how many people will actually end up using other features of b42, like the crafting stuff. it kinda frustrates me that the devs put so much work into crafting and things like that but didn't seem to care much for combat, zombies, like the things that every single player will interact with. don't get me wrong -- the update is great, and i've been enjoying it more the more i play, but the first impressions are pretty bad and the focus feels like it's in the wrong places. in the long run i feel people will only use animals and crafting if they find a pre-made pen or a spawned loom or whatever, if that makes sense. just my opinion though
I love the new crafting, its why I was so excited for build 42. Esp because this is just a rough alpha version without most of the crafting yet due to an illness effecting the dev who was in charge of it.
The new crafting is kind of not great tbh. Too many things are gated too hard, skills are bloated as hell (why separate carving and woodworking when they’re the same thing???), and tons of supporting recipes just seen to be missing, meaning you can’t actually craft some things
Yeah, all the crafting stuff that took ages for devs to implement will not interest players, that just like looting. All the blacksmith/carving/animal husbandry stuff just doesn't fit in my playstyle of just squatting in a factory and looting and i'm sure i'm not the only one
Awesome to have guns be actually viable. Ive always prefered the idea of using them, but having my veteran character aim worse than irl kids do was a painful experience
@RedshirtAfficionado base game accuracy of handguns is horrendously bad even at high levels, this seems go make them far more effective. Which is good because shotguns are generally too heavy to have unless youre going out with the plan of clearing something
I mean, everybody I know playing on higher than normal population settings in B41 uses guns already, especially the shotgun. In multiplayer its used combined with cars for fast smash and grab style looting, in single player you walk to slowly ball up a massive horde, which guns thin a lot quicker than stabbing. As for realism, I don't think your rationally comparing to physically walking where you need to watch your feet because of dropped items, curbs, bodies ect, trying to watch your peripheral vision, and crack off a shot with a gun you randomly found, with no idea how its sighted (or even maintained), and no range time or ammo to set it up. Often also outdoors in adverse weather or lighting, and while already exhausted, freezing or roasting. Its not ideal conditions you've once seen well supervised kids do ok at, its not even a 2 gun match where you and your buddies run around with eyes only ever on the weapon or down range, and having already walked the stages in order. US police IRL hit the target at all less than a third of the time, despite 61% of those being less than 20ft, and only 22% above 36ft. A semi trailer can be >60ft long, an average traffic lane 12ft wide... so you could miss 2/3rds of your shots over a normal 2 lane road and still be fractionally better than the IRL data. The games in the right ballpark here, people just don't want to hear they aren't the protagonist of an action movie.
@@SheepInACart A police officer missing several shots at a target 1 meter away doesn't really make sense. Meanwhile he's able to kill 20 zombies in a row with a lead pipe. It has nothing to do with being a protagonist of an action movie. Guns were just unrealistically bad in B41.
@@RedshirtAfficionado the point blank accuracy is a mile above B41. It's so much stronger that I expect nerfs. My personal challenge this past year was "If I find a gun with ammo, I may not melee anymore until out of ammo". I loot a shotgun with 4 shells from a police officer? Means my next 4 attacks will be shotgun blasts. Include 5% sprinters (6% now in B42 because that's their "Low" option") and that made for a hell of a ride. And in B42, this challenge has gotten significantly easier. I get a lot more one shot kills at short range than in B41
Well this certainly explains a lot. Guns have felt terrible since the update and I was flabbergasted as to why I couldn't even hit with a shotgun at close range.
i hope they add some sort of vertical line like that of the isometric cursor (or make that an option) to see precisely how and where you are aiming in the game world
With the indirect nerfs to melee, and both the changed and direct buffs to guns, it might be far more normal to use guns for this build, which I don't hate. I just wish they'd add a silencer for at least 1 gun.
@SuperPandaren I know but that really only keeps 2 guns good for solo. Shotguns and the .38. It would be nice if you could get a suppressor for a .308 or even the .45. It's weird how they put in the effort to improve gunplay, but there's so few guns and even less useful ones. Also, I do understand a lot of the guns are more viable in PvP due to sniping and such.
silencers dont really make the gun quiet, but i think subsonic (i think that's their name) rounds would be cool to have, like less damage but less noise
@nikitaf93real That'd be cool too. I just want something so that I can use guns for different reasons. They'll be more useful for hordes now that muscle strain is a thing, but they're still too loud to be worth for the most part.
In the shotguns case they appear to be missing because the zombie model is moving into and out of the targeting path. So its kinda realistic. The offset on the aiming reticle is not fun and entirely predictable due to the isometric perspective. It'll get fixed with math at some point.
So nice to have clarification on this system instead of going based off vibes, thanks for this! I still massively prefer this system as it is to the last one, and hopefully when they iron out these issues, we'll finally have vanilla gunplay that's really fun to use. i just need more ammo now why can i find barely enough ammo to clear out areas with the increased zombie numbers help me
This has transformed my game, I've gone from cowering in my forest shack to killing hundreds of Zs in a single day after stumbling on some big ammo loot basement areas. Thank you so much.
Doing my patent pending spawn 10 zombies near you test desensitized hits 22 panic, brave hits 45 panic and no trait maxes out. Now considering brave is supposed to be 70% reduction and desensitized 85% reduction this appears to be functioning exactly as intended. A 50% reduction compared to brave.
@@Retanaru Damn, Its quite disappointing that when Police / Vet were both balanced in comparison to each other now they bonked veteran's selling point making officer just superior option ;s Thats the kind of rebalance that hurts something that was working, guess now we can ignore veteran since he is no longer unique (and also sucks in point costs)
@@chrisdrover12what hes referring to isnt an option? The only way to fix what he wants to do playstyle-wise is get a mod. While i dont agree completely with him i do find it a bit ridiculous how there so many balance changes that made existing things worse and essentially no buffs but it'll hopefully be rebalanced since this is super preliminary beta testing I think someone put it best when they joked how the devs love adding realism when it hurts the player but hate it when it helps the player
Hey man i did pure gun shooting and testing for few days and outside that what you said here is some info from me. The reason why shotgun is still the best to level is because now it behaves like normal real life shotgun and it have pellets.Each pellet now damages different type of zombie body so if you shoot a zombie in chest it will damage not only chest but can hit shoulders,neck,groin,neck and arm so it will damage multiple body parts (well ofc if you blast it point blank it will all hit one spot) and give xp for them. Pan camera like you said does not mess up anything at all.I tested shooting long range targets with Eagle Eye (i will explain it later why i'm mentioning it) with rifle and x8 scope and i was able to get headshots on large distance,it's hard on that distance due to bloom but it's doable. With b42 we got some traits changes and now the one that never did anything for shooting now are giving bonuses: Dextrous:Reduces chance to jamming gun,-20% delay when aiming guns. Outdoorsy:-33% weather penalty when aiming guns. Eagle Eyed:+20% max range modifier on weapon sights. Perks that gives penalties to shooting: All Thumbs:Higher chance of jamming gun,+20% longer delay when aiming guns. Short Sighted:All guns sights are now at minimum value unless person wears glasses. Someone also dig out on reddit (so it's unconfirmed info so treat it with grain of salt) that trait Marksman gives some aiming bonuses and reduces weather effects penalties.For people that don't know wtf Marksman is it's old perk Police Officer used to have but it's removed yet still it's showed that he gets this perk in game files.So maybe it's change for future occupation rework?
First time I find you in my feed and amazing video! New sub here I suggest that you pass this video to the devs if possible to give feedback and point to them the things/issues you find with the new aiming system
I suck at this game, really or rather... I suck at finding things to do even in build 42. I wonder, will you consider to do a video on 'things you can do in Zomboid'? Because once I get a car, some food... zombies become rather trivial, even in large hordes. I feel like once you hunker down and try to survive, there's not much to do other than waiting...
Try role-playing. If surviving is too easy, try to think what would you or your character do in that situation in real life. Would you just hunk down in a base and survive (and eventually die of boredom)? Would you go out to explore? Find a place both beautiful and expandable to create a perfect base? Screw with some zombies while blasting heavy metal through your speakers?
Try playing no-mad, it's actually a lot more viable now that loot pools have been nerfed quite a bit. With the decreased loot spawns hunkering down, especially early isn't near as good as it was before. You can loot an entire city now example rosewood, and you're not getting even close to the amount of food as you would in build 41. Not only that, all of the hotspots for food, and good loot have a much higher condensity of zeds. on top of the combat nerfs.. your not getting your hands on a years worth of fresh food within 3 days of a run anymore lol, most food will be rotted by the time you even make those areas safe to loot.
Figure out an end goal. I did a session that the goal was to get to the island via boat and establish myself. Sadly, that was made around the time said boat mod was bugged and none spawned.
In B41, I used Annotated maps as quests. Any marked location, I should clear. I also collected artwork, and statues. One time, my goal was to clear all buildings in Rosewood. I finished Rosewood except the prison.
Yeah. Although this shows how they shouldn't have released this new aiming mechanic in such an unfinished state (at least in my opinion). For that matter they worked on so much side/unnecessary stuff as a part of B42 as well which made it far too much work to get completed in any sort of reasonable amount of time.
Man I really liked the old aiming system, it solved that immersion issue w other games w guns where your aim is much better than it realistically should be because point and click is a million times easier than acc having to aim and fire a gun. I'm also not too sure how this system is different, it looks more like a reskin that gives you less information than an overhaul
I know a mod does this but they should add an option within the game to make it where you physically have to move the cursor on the enemy to kill the zombie. Might reduce a lot of the headaches with the backend math ?
This issue of aiming is so easy to fix, just make it proper skill based, is my reticle placed on the zombies head? yes, ok thats where the bullet spawns. The bullet flying to the reticle spawn point can just be a cute visual.
can you do a dive into the sandbox option that has something to do with diminishing skill points for taking multiple negative traits? its turned off by default but it sounds interesting
It'd be cool if you could use empty soda and food cans for target practice by placing them down, for a very tiny XP gain. As in, having to shoot hundreds of rounds to become a better shooter (like in real life). The XP gain could decrease exponentially with higher aiming levels and would obviously burn through valuable ammo AND runs the risk of attracting zombies to your location, so it wouldn't be overpowered. It would make using guns as a fresh character more useful. It would also add purpose to all the trash you accumulste eating food and such.
I just don't know how to practically make use of guns. In the old build I would start in rosewood then drive to the military surplus store, then from there go to the westpoint gun store and army checkpoint and base up in louisveille with a full arsenal. That seems much harder to do nowadays.
They really gotta add the melee recticle but for shooting so you can tell where you are aiming at(but not whether you will hit or not), having a 2D recticle in a isometric game is really difficult to use and just seems unnessary when your character is the one who should be aiming the gun and would have a clearer vision of its accuracy
the problem extends beyond aiming tbh, a lot of project zomboids mechanics are really gimmicky and is just not really explained enough. for example i have a friend who played zomboid since 41 and never touched crafting or even base making at all, he just cares about getting guns and ammo and killing zombies like it's L4D, but can you really blame him atp lmao
For reference I looted a few good places, loaded up like 20 boxes of shotgun shells, 20 of 9mm, a shotgun, spare handgun and an aluminum bat, and decided to "clear a small horde" blocking what I believed was good loot, after shooting through all boxes of ammo, and killing like over a few hundred zombies, focusing on aiming at 2-4 a time I still ran out of ammo before I even managed to enter, and joke is I was in a very low pop area. You'd have moments where you'd have shotgun in their face point-blank and miss with aiming 3+, and no anxiety. Ended up dying as I started to to loot military guys for ammo, using my 9mm and missed like 5 point-blank headshots only for zombie to lunge through a bullet and almost bite me, and then do another lunge through my pistol whack, instakilling me. Not to mention the three zombies who I shot, turned to crawlers and somehow missed while standing on them shooting, and stomping only to get grabbed, and scratched in the legs a couple times. It's definitely rough fun but extremely unsatisfying to lose a decent run to nonsense.
@@lorenzo6239 you can call it that, but idc theyre just observations. The game isn't harder rn just a lot needs to be done, like aiming down or shooting point-blank and missing xcom style.
Really glad somebody actually went in-depth with this topic. A few zomboid content creators are claiming that guns are now "fixed" and have been "buffed". Good work obtaining information independently instead of just looking at things on a base level and parroting other opinions.
I personally liked the old aiming better. The point blank shooting being the best way to get aiming xp makes no sense, and I believe the damage based xp was better overall.
They should of just went with how the trajectory mod works as it's way simpler and wouldn't even need videos to explain it, because it's just naturally intuitive.
I wish they added more guns and left aiming alone. It worked fine. Everything else im pretty happy about. Except when you ebrake slide in the dash elite your front end bonks the ground hard.
Does it still nerf exp gain on level 5 or so? Cause earlier i pretty much could level up aiming to level 4 or 5(I don`t remember the exact number), in 50 or so shells. All hitting a 3-4 zombies. And after a certain level number i could spend like 150+ for level 6 or smth. Like the exp boost from profession stopped working. Never tested it, just noticed.
What's the deal with "Hopeless" moodle? It has 4 tiers and I don't know what's the debuffs are. I thought it was "Depressed" but I think that's not it. Because my action bar isn't nerfed and reading a comic book doesn't reduce it.
I could only guess that'd you'd be referring to the uncomfortable moodle. It causes unhappiness. Don't know if it has other effects as well, but I'm guessing not.
Oh my God, I'm a dunce. At first I thought, "wait, Xilandro started modding in Project Zomboid?" Though a second after, it hit me that Build 42 was finally here. If you don't know who he is, he's a prolific New Vegas modder who works on the "B42 Project." It wasn't far fetched to me, as the fanbase from FNV and PZ see a massive and in-depth modding scene, along with a die-hard fanbase (and they're both real good). It would make sense if there was overlap. Anyway, thank you, and have a good day.
they could alleviate the elevation issue by having a dedicated raise/lower gun toggle to hard focus zombies higher or lower than you, with lowered guns also prioritising prone zombies at the same elevation
Not being able to target zombies on other floors is a serious problem for me. Every ballistics mod had the same problem and it makes base building and actual tactics useless, atleast for me. IDC about the behind the scene mechanics, the new aim systems prevents you form doing things you could do before, it's a downgrade
Ignore the game audio from my videos. Between god mode and tweaking it so youtube doesn't freak out about peaks it tends to sound wrong. Sometimes I edit the actual gunshots over the silenced god mode shooting, but I didn't this time.
Hopefully the aim/reticle itself is *very much* a work in progress, because boy does it not fit or work as well or look as good as the previous one (along with other issues).
There’s been so much misinformation on this topic, an in depth retenaru video was exactly what we needed, thank you!
It’s the brain rot kids on discord guessing and claiming it’s the way they say it is and then the others either claim something else or ride on earlier false assumption about reality 😂😂😂
Now that we only need tracking and hunting mechanic analyzed, that mechanic is so absurd that there isn't even any misinformation, no one can even make up anything from it lol
Agreed
Absolutely agreed - have a thumbs up. It's come to a point where I literally just wait for a Retanaru video. Not only they provide accurate information, but will typically update said information in their later videos if needed. That's rare to see these days.
Yeah, many people said that there is actual bullet physics being simulated
You are not only helping us but you are also helping the devs. Thank you for your service
proper criticism
You think they will nerf it?
@@vasa_kot Nerf what..?
To be fair, PZ's isometric camera gives a lot of problems with certain angles in a combat system. I think there is only a solution to this if they don't want to rework the entire gunplay , and is to fix the reticle right into the imaginary line seen at 5:19 everytime you enter in "aiming state". This would make the gunplay feel so much better, and since the gun is now fixed and correctly alligned with the reticle, you can shoot from any angle you like without playing in weird angles.
it will probably become problematic again when you need to shoot into multiple stories building
I agree. A "line" reticle I think makes a ton more sense since it's a probability projectile anyways
@yourmaid4982 wait you can shoot above a floor? Maybe a button key to switch between modes
Basically just copy Foxhole's aiming line system
@@yourmaid4982 Wdym? I think it'll work just fine
4:05 “Fast is fine, but accuracy is final. In a gun fight, you need to take your time in a hurry.”
- Wyatt Earp
It's not 1870 anymore.
It's not 1870 anymore.
Thata right. Its basically the same rng with accuracy points. But worse system now :/
@@thegoon3088 I am literally shooting a winchester 1873 model in some mods.
@@thegoon3088 yeah, but its the same thing. bullets still go straight where youre aiming. They're not radar guided.
Air speed affecting bullets?
Considering the distance of the engagements in this game to say it’s UNREALISTIC is an understatement
Not only unrealistic, but really UNFUN, considering that now every moodle makes you regret you decided leveling aiming
wind effecting close range shooting is a wild take. next thing you know well be dealing with the Coriolis effect for a point blank shot.
Or the earths magnetic field.
Yeah, that is silly that wind will affect close-range gunfire. Makes no sense.
Spoodle: I recommend guns
Spoodle: I recommend Retanaru
Retanaru: I don't recommend guns
Got it.
HE SAID FOR NOW
@@spoodle Ooh, angry caps from the man himself. I'll take that as glowing endorsement of my light-hearted tease.
Didn't you say "for now" too? Is this quantum?
I know, I know.. Deep breath. Mountain pose to downward dog. Through the nose, out the mouth.
@@spoodle i just watched that video too
To be fair the unstable just came out a week ago, it’s bound to change for the better with guns.
@@CozyTheWeebwe will see. Apply healthy skepticism
They added other wtuff that inter feres with player free dom like adding cant place zones aroubd stuff that didnt have it before.
I noticed that you’ll now have to physically line your weapon and your sight toward the target, because the bullet now is considered a projectile rather than a simple hit or miss calculation like it used to.
I think that’s the reason why people are so pissed off at the new aiming mechanic, -well not so new since it was a mod a year prior- , because they use it the same way they’re used to and missed the shot a third of the time.
It takes some getting used to, but once you get the gist of it, you’ll be unstoppable especially if you take Veteran as your occupation. I plowed through the entirety of Rosewood within my third day with lvl2 aiming, with just shotgun and a pistol.
It appears to be a hybrid between a projectile and a hit/miss calculation. The shotgun being the closest to pure projectile makes it feel the best.
At first glance it's logical for one to think that is the reason, but because the reticle shows whether or not you have a valid target and that valid targeting hits the head, that seemingly wouldn't be a factor unless players were intentionally shooting when they see that they don't have a target. It just doesn't fit at all for an explanation
The mod did not change how the aiming worked, it just changed how it looked like.
Personally really like the new Aiming system. I always hated the old system as it felt completely random. It does have issues though but I know the devs will fix it.
Still way much better than the pure dice roll system
It's still RNG lol, he even explains it in this video. Instead of the zombies have a colored outline the aim reticule changes color, really don't see how that's any different. Also the fact you are not able to target zombies on another floor makes it objectively worse.
I actually rather disagree. I much prefer in RPGs for my character to do the aiming, rather than I have to. I also dislike the fishing mini game for the same reasons.
Why they haven't done both. Outline lock and manual aim.
@@WarbossFrakayour character still does.. its just worse now x.x
@@quarreneverett4767it’s bad because now fishing depends more on my mouse control skills, and not my character’s fishing skill
Wish they added more guns
There’s a lot of mods for 41, when I use them I find its harder to get the right bullets cause of spawns though. Probably not high on the list unfortunately
@@xerzay2342 I like simple gun mods with 10 guns or so, Britta's weapon pack is... Overbearing, and also minigun is way too out there for me to use without losing all the immersion.
@@xerzay2342britas has nod options. I removed many like grenade launchers because I don't like them. Then you will find more of the other bullets.
VFE mod was alright but they added too many crazy guns and no option for including or excluding their new silenced kitted guns.
I think that the best one is vanilla expansion (eventually with metro expansion and nihlist silencers). I also tried brita and b41, but i don't like them
I don't remember a time where the info was so bad in the community. SOOOOO its fucking awesome to have people like RET to lead the way to TRUTH! Thanks for your hard work and testing my friend. Keep up the great work.
When the devs intentionally make things confusing for players it’s kind of inevitable
Yes widely claimed meta is currently very wrong, but also to be fair, its been like this for the first few weeks after every major change in game with hidden mechanics.
Think of the community reactions as a binary search, they will go much to far in each reactionary swing, alternating between calling things OP and Nerfed till not worth using, not because they are stupid, but because that mechanism actually lets you settle onto a working approximation of game mechanics a lot faster than small iterative steps would. Especially because on the whole game devs are never limited to making changes to small or logical iterations, so a very large possibility space needs testing to know you've found the ideal solution, not just a local minimum.
my favorite zomboid youtuber cause of how informative you are. share your videos to everyone i introduce to this game
RETANARU is the goat 🐐. I’m sure me and many others have been waiting specifically for your video on the subject. You go into the nitty gritty details that no one else goes into. Keep up the great work
Was waiting for this video, thanks.
playing on the release day i found molotovs were uncraftable (fuel bombs ARE NOT molotovs, different item and recipe!) and that i couldn't hit things directly in front of me even with 2 lvls of aiming.
I still think if you kill so many zombies you should be immune to panic from them ngl, like lets say 2,000 zombie kills. That would make you not care about them
Agreed, but perhaps make it more like a "rank" if you will. The more you kill, the better your desensitization/bravery "rank" improves. (If you didn't take the perk/job occupations at the start)
@ yeah I’d like that, because to me it doesn’t make much sense if someone had killed many zombies and they are still scared of them
@@DJJordG some basic level of fear will still remain, but for a seasoned veteran it will not impede his actions.
I heard soldiers say the first is bad, the second is worse, and after that you forget what was so hard about it. You won't find any soldier who got more than 2k, yet in PZ we often do.
I feel it should become more like being in a flow, just like when I fight at a Ren Fair: just having a great time and all thoughts vanish as my weapon dances around me
@sjonnieplayfull5859 yeah I agree. Courage is not the absence of fear, it is not letting fear overcome you.
there's a few mods that implement this already
Im excited, this system will improve PvP, I like this system over the aim outline and I think hitscan is a better choice than a projectile system but yeah they really didnt work on this system enough. Hopefully they fix it before MP is released. Great vid.
This won't help open PvP at all. The game needs to fix cut-away issues and line of sight issues before remotely being able to have a chance at decent PvP.
The new system helps with friendly fire though, since it's presumably much less likely for a player to accidentally hit another player when aiming at a zombie now; unless of course the player was right near the target.
Genuine question, HOW is this better for PvP? It’s nearly the same system with buggy targeting and an unhelpful crosshair that doesn’t actually communicate important information to you, it just feels bad.
@@RedshirtAfficionado Well theres a cover system and a path for bullets (eg bullets blocked if something in the way) so you can actually have shootouts from in and out of cover rather than getting stunlocked and insta killed with an outline the moment you enter someones screen. They reduced the effective range of rifles to around 20 tiles so no more getting sniped from across the map. Cars are bulletproof, making some cover pvp but hopefully that doesnt make cars too OP, but in outline system cars werent worth using. In addition they've improved short range accuracy quite alot around aim 5. Scopes and attachments have been nerfed while the MSR and shotguns have been buffed. Guns with scopes now default to ironsights in cqb no more missing with a scoped gun at 10 tiles. MSR's are effective beyond 20 tiles, shotguns are now extremely effective around 10-15 tiles meaning designated shotgunners and sniper roles for squads is possible now.
Yes its very buggy and problem riddled but the improvements are massive. I happened to have alot of enjoyment with the aim outline system so this not being too far from it is great, but the outline system was always a placeholder. Once fixed this system will be great and way better than both outline system and the improved projectile system, both of which had irredeemable issues.
I love you dude. On a separate note I feel like for me B42 is too unfinished to really bother with just yet, ima just play something else until they fix it
@@TheUndulyNoted this. B41 with 200 mods until they fix it up and update mods (NPCs!(
It is called UNSTABLE build for a reason
I love your videos for clearing up the misinformation!! Really helps me with my Zomboid builds lol
Finally I can enjoy without out grinding that God forsaken place "Gun's Unlimited". That place only brings death and misery to any who goes near that place.
The Devs NEED to see this video and fix these type of things. Can't let problems like this slip into the actual release of 42.
Why do you think it's on the unstable branch?
They need to bring it somewhat back in line with how B41 handled aiming.
1: Targeting downed zeds shouldn't make the character contort their torso into a singularity while being unable to aim at the downed zed
2: Bring back old target highlighting, especially for multi-hit on spread shotguns(which also needs a slight buff, not as strong as before but better than current OR scaling with aimskill) and penetration on other guns.
3: Guns shouldn't jam until they are lower condition and the chance should be rare until the gun is very low quality where it becomes a more regular issue. This is how they are IRL.
Thank you for your work! I've been too busy to do testing with build 42 but have not had the time, so this helps alot.
love your videos. do you plan on making an indepth video going over all the general "nerfs" to standard strategy? i.e smoker being nerfed, high thirst value for cost, which profession is the most valuable now considering muscle strain, etc.
I think I'll be doing a overall ramble video where I touch on things, but the meta especially with crafting recipes missing will quickly change so I'll try to avoid going too far into anything specific.
i feel that highlighting where on the ground your cursor is like with melee weapons would be a significant improvement. i had no idea it was similar to melee aiming and wondered why clearing out road hordes suddenly got harder
Those issues with shooting in isometric are bad enough that without knowing why they were happening, I could easily see someone being frustrated enough to just abandoning guns altogether. Not much use in a weapon where you can't figure out why but randomly it decides to stop working sometimes in tough situations.
i'm curious how many people will actually end up using other features of b42, like the crafting stuff. it kinda frustrates me that the devs put so much work into crafting and things like that but didn't seem to care much for combat, zombies, like the things that every single player will interact with.
don't get me wrong -- the update is great, and i've been enjoying it more the more i play, but the first impressions are pretty bad and the focus feels like it's in the wrong places. in the long run i feel people will only use animals and crafting if they find a pre-made pen or a spawned loom or whatever, if that makes sense. just my opinion though
I want to ride a horse in game.
I love the new crafting, its why I was so excited for build 42. Esp because this is just a rough alpha version without most of the crafting yet due to an illness effecting the dev who was in charge of it.
The new crafting is kind of not great tbh. Too many things are gated too hard, skills are bloated as hell (why separate carving and woodworking when they’re the same thing???), and tons of supporting recipes just seen to be missing, meaning you can’t actually craft some things
Yeah, all the crafting stuff that took ages for devs to implement will not interest players, that just like looting. All the blacksmith/carving/animal husbandry stuff just doesn't fit in my playstyle of just squatting in a factory and looting and i'm sure i'm not the only one
my reticle isn’t showing when aiming, any tips on how to fix it?
Awesome to have guns be actually viable. Ive always prefered the idea of using them, but having my veteran character aim worse than irl kids do was a painful experience
Genuine question what has actually improved here?
@RedshirtAfficionado base game accuracy of handguns is horrendously bad even at high levels, this seems go make them far more effective. Which is good because shotguns are generally too heavy to have unless youre going out with the plan of clearing something
I mean, everybody I know playing on higher than normal population settings in B41 uses guns already, especially the shotgun. In multiplayer its used combined with cars for fast smash and grab style looting, in single player you walk to slowly ball up a massive horde, which guns thin a lot quicker than stabbing.
As for realism, I don't think your rationally comparing to physically walking where you need to watch your feet because of dropped items, curbs, bodies ect, trying to watch your peripheral vision, and crack off a shot with a gun you randomly found, with no idea how its sighted (or even maintained), and no range time or ammo to set it up. Often also outdoors in adverse weather or lighting, and while already exhausted, freezing or roasting. Its not ideal conditions you've once seen well supervised kids do ok at, its not even a 2 gun match where you and your buddies run around with eyes only ever on the weapon or down range, and having already walked the stages in order. US police IRL hit the target at all less than a third of the time, despite 61% of those being less than 20ft, and only 22% above 36ft. A semi trailer can be >60ft long, an average traffic lane 12ft wide... so you could miss 2/3rds of your shots over a normal 2 lane road and still be fractionally better than the IRL data. The games in the right ballpark here, people just don't want to hear they aren't the protagonist of an action movie.
@@SheepInACart A police officer missing several shots at a target 1 meter away doesn't really make sense. Meanwhile he's able to kill 20 zombies in a row with a lead pipe. It has nothing to do with being a protagonist of an action movie. Guns were just unrealistically bad in B41.
@@RedshirtAfficionado the point blank accuracy is a mile above B41. It's so much stronger that I expect nerfs.
My personal challenge this past year was "If I find a gun with ammo, I may not melee anymore until out of ammo". I loot a shotgun with 4 shells from a police officer? Means my next 4 attacks will be shotgun blasts.
Include 5% sprinters (6% now in B42 because that's their "Low" option") and that made for a hell of a ride.
And in B42, this challenge has gotten significantly easier. I get a lot more one shot kills at short range than in B41
Well this certainly explains a lot. Guns have felt terrible since the update and I was flabbergasted as to why I couldn't even hit with a shotgun at close range.
Great work on helping the product🎯
Great video. Concise and to the point. I’ll look forward to the next one.
i hope they add some sort of vertical line like that of the isometric cursor (or make that an option) to see precisely how and where you are aiming in the game world
New video 😁
Video is not about Stealth 😭
It'll probably be my next major video. Might do a few trait based shorts while testing.
@@Retanaruplease include how the darkness works with stealth. Like does zombie vision work in darkness?
With the indirect nerfs to melee, and both the changed and direct buffs to guns, it might be far more normal to use guns for this build, which I don't hate. I just wish they'd add a silencer for at least 1 gun.
guns with the .38 ammo shoots pretty quiet, can't remember the exact numbers of tiles but it's like normal zoom of your screen.
@SuperPandaren I know but that really only keeps 2 guns good for solo. Shotguns and the .38. It would be nice if you could get a suppressor for a .308 or even the .45. It's weird how they put in the effort to improve gunplay, but there's so few guns and even less useful ones. Also, I do understand a lot of the guns are more viable in PvP due to sniping and such.
silencers dont really make the gun quiet, but i think subsonic (i think that's their name) rounds would be cool to have, like less damage but less noise
oh just looked at subsonic, yeah for subsonic u need suppressor (or a silencer) and a subsonic round to be good
@nikitaf93real That'd be cool too. I just want something so that I can use guns for different reasons. They'll be more useful for hordes now that muscle strain is a thing, but they're still too loud to be worth for the most part.
I wish bullets would actually be simulated not just have you auto miss with a shotgun cause the reticle was white
In the shotguns case they appear to be missing because the zombie model is moving into and out of the targeting path. So its kinda realistic. The offset on the aiming reticle is not fun and entirely predictable due to the isometric perspective. It'll get fixed with math at some point.
Advanced Trajectory does that. Its updated to B42 but it's a new mod listing. Check the comments on Advanced Trajectories mod page for it
So nice to have clarification on this system instead of going based off vibes, thanks for this! I still massively prefer this system as it is to the last one, and hopefully when they iron out these issues, we'll finally have vanilla gunplay that's really fun to use.
i just need more ammo now why can i find barely enough ammo to clear out areas with the increased zombie numbers help me
It's funny that in the gun update, many on the server that I'm on can't find the ammo to use the guns, if we can even find a gun to use.
Ive been waiting for this video tysm
"Trying to shoot down at zombies below you is very hit and miss" 😄 nice one
This has transformed my game, I've gone from cowering in my forest shack to killing hundreds of Zs in a single day after stumbling on some big ammo loot basement areas. Thank you so much.
There's an easy soloution to parallax, move the cursor down to the same height the bullets come from in "3D space"
it's also good to point out that devs should watch this as well so they get some knowledge to patch the game up if needed
Wasnt Desensitized Nerf a bug? It essentially doesnt work currently, especially compared to brave.
Doing my patent pending spawn 10 zombies near you test desensitized hits 22 panic, brave hits 45 panic and no trait maxes out. Now considering brave is supposed to be 70% reduction and desensitized 85% reduction this appears to be functioning exactly as intended. A 50% reduction compared to brave.
@@Retanaru Damn, Its quite disappointing that when Police / Vet were both balanced in comparison to each other now they bonked veteran's selling point making officer just superior option ;s Thats the kind of rebalance that hurts something that was working, guess now we can ignore veteran since he is no longer unique (and also sucks in point costs)
Devs nerfing anything and everything related to combat in build 42. the game is boring now.
@@sei_asagiri it's almost like the game is also a sandbox and you can just tailor the game to your liking.. Isn't that crazy
@@chrisdrover12what hes referring to isnt an option? The only way to fix what he wants to do playstyle-wise is get a mod.
While i dont agree completely with him i do find it a bit ridiculous how there so many balance changes that made existing things worse and essentially no buffs but it'll hopefully be rebalanced since this is super preliminary beta testing
I think someone put it best when they joked how the devs love adding realism when it hurts the player but hate it when it helps the player
As always, you are a lifesaver.
wish they'd just adopt advanced trajectory as this is almost that anyway but alas!
Thank You for the comprehensive explanation!
Hey man i did pure gun shooting and testing for few days and outside that what you said here is some info from me.
The reason why shotgun is still the best to level is because now it behaves like normal real life shotgun and it have pellets.Each pellet now damages different type of zombie body so if you shoot a zombie in chest it will damage not only chest but can hit shoulders,neck,groin,neck and arm so it will damage multiple body parts (well ofc if you blast it point blank it will all hit one spot) and give xp for them.
Pan camera like you said does not mess up anything at all.I tested shooting long range targets with Eagle Eye (i will explain it later why i'm mentioning it) with rifle and x8 scope and i was able to get headshots on large distance,it's hard on that distance due to bloom but it's doable.
With b42 we got some traits changes and now the one that never did anything for shooting now are giving bonuses:
Dextrous:Reduces chance to jamming gun,-20% delay when aiming guns.
Outdoorsy:-33% weather penalty when aiming guns.
Eagle Eyed:+20% max range modifier on weapon sights.
Perks that gives penalties to shooting:
All Thumbs:Higher chance of jamming gun,+20% longer delay when aiming guns.
Short Sighted:All guns sights are now at minimum value unless person wears glasses.
Someone also dig out on reddit (so it's unconfirmed info so treat it with grain of salt) that trait Marksman gives some aiming bonuses and reduces weather effects penalties.For people that don't know wtf Marksman is it's old perk Police Officer used to have but it's removed yet still it's showed that he gets this perk in game files.So maybe it's change for future occupation rework?
First time I find you in my feed and amazing video! New sub here
I suggest that you pass this video to the devs if possible to give feedback and point to them the things/issues you find with the new aiming system
So this is how I found out they made the Vet occupation a waste of time to use. Good work Indie Stone, thanks for taking the only reason to use em out
i do hope things like True crawl for example with the shooting while crouch comes to B42, its a hell of a mod
Great video, thank you.
I suck at this game, really or rather... I suck at finding things to do even in build 42. I wonder, will you consider to do a video on 'things you can do in Zomboid'? Because once I get a car, some food... zombies become rather trivial, even in large hordes.
I feel like once you hunker down and try to survive, there's not much to do other than waiting...
Try role-playing. If surviving is too easy, try to think what would you or your character do in that situation in real life. Would you just hunk down in a base and survive (and eventually die of boredom)? Would you go out to explore? Find a place both beautiful and expandable to create a perfect base? Screw with some zombies while blasting heavy metal through your speakers?
play with sprinters, you will have such a hard time surviving that you won't even ask yourself this question.
Try playing no-mad, it's actually a lot more viable now that loot pools have been nerfed quite a bit. With the decreased loot spawns hunkering down, especially early isn't near as good as it was before. You can loot an entire city now example rosewood, and you're not getting even close to the amount of food as you would in build 41. Not only that, all of the hotspots for food, and good loot have a much higher condensity of zeds.
on top of the combat nerfs.. your not getting your hands on a years worth of fresh food within 3 days of a run anymore lol, most food will be rotted by the time you even make those areas safe to loot.
Figure out an end goal.
I did a session that the goal was to get to the island via boat and establish myself.
Sadly, that was made around the time said boat mod was bugged and none spawned.
In B41, I used Annotated maps as quests. Any marked location, I should clear. I also collected artwork, and statues. One time, my goal was to clear all buildings in Rosewood. I finished Rosewood except the prison.
thanks for such a good info vid about the thing thats caused most of my deaths in PZ :D
The flickering can be fixed with a simple deadband.
Yeah. Although this shows how they shouldn't have released this new aiming mechanic in such an unfinished state (at least in my opinion). For that matter they worked on so much side/unnecessary stuff as a part of B42 as well which made it far too much work to get completed in any sort of reasonable amount of time.
Man I really liked the old aiming system, it solved that immersion issue w other games w guns where your aim is much better than it realistically should be because point and click is a million times easier than acc having to aim and fire a gun. I'm also not too sure how this system is different, it looks more like a reskin that gives you less information than an overhaul
I was looking for a vid like this about 2 days ago. Came like heaves gift
I like the new mechanic. Once you get used to it and have decent stats for aiming etc, it’s more realistic.
Giving aiming exp for doing something akin to whats happening in the thumbnail would also be cool
There is no aiming on controller right now very sadness.
I know a mod does this but they should add an option within the game to make it where you physically have to move the cursor on the enemy to kill the zombie.
Might reduce a lot of the headaches with the backend math ?
This issue of aiming is so easy to fix, just make it proper skill based, is my reticle placed on the zombies head? yes, ok thats where the bullet spawns.
The bullet flying to the reticle spawn point can just be a cute visual.
Good music choice
can you do a dive into the sandbox option that has something to do with diminishing skill points for taking multiple negative traits? its turned off by default but it sounds interesting
It'd be cool if you could use empty soda and food cans for target practice by placing them down, for a very tiny XP gain. As in, having to shoot hundreds of rounds to become a better shooter (like in real life). The XP gain could decrease exponentially with higher aiming levels and would obviously burn through valuable ammo AND runs the risk of attracting zombies to your location, so it wouldn't be overpowered. It would make using guns as a fresh character more useful. It would also add purpose to all the trash you accumulste eating food and such.
I just don't know how to practically make use of guns. In the old build I would start in rosewood then drive to the military surplus store, then from there go to the westpoint gun store and army checkpoint and base up in louisveille with a full arsenal. That seems much harder to do nowadays.
Thank you for the help ❤
All you have to do is hold alt to target zombies on the ground. It gives a massive accuracy boost.
They really gotta add the melee recticle but for shooting so you can tell where you are aiming at(but not whether you will hit or not),
having a 2D recticle in a isometric game is really difficult to use and just seems unnessary when your character is the one who should be aiming the gun and would have a clearer vision of its accuracy
imagine designing a shooting mechanic so unintuitive that the players have to watch yt videos to understand them...
the problem extends beyond aiming tbh, a lot of project zomboids mechanics are really gimmicky and is just not really explained enough. for example i have a friend who played zomboid since 41 and never touched crafting or even base making at all, he just cares about getting guns and ammo and killing zombies like it's L4D, but can you really blame him atp lmao
For reference I looted a few good places, loaded up like 20 boxes of shotgun shells, 20 of 9mm, a shotgun, spare handgun and an aluminum bat, and decided to "clear a small horde" blocking what I believed was good loot, after shooting through all boxes of ammo, and killing like over a few hundred zombies, focusing on aiming at 2-4 a time I still ran out of ammo before I even managed to enter, and joke is I was in a very low pop area. You'd have moments where you'd have shotgun in their face point-blank and miss with aiming 3+, and no anxiety. Ended up dying as I started to to loot military guys for ammo, using my 9mm and missed like 5 point-blank headshots only for zombie to lunge through a bullet and almost bite me, and then do another lunge through my pistol whack, instakilling me. Not to mention the three zombies who I shot, turned to crawlers and somehow missed while standing on them shooting, and stomping only to get grabbed, and scratched in the legs a couple times. It's definitely rough fun but extremely unsatisfying to lose a decent run to nonsense.
skill issue
@@lorenzo6239 spotted the dev seething on his alt account.
@@lorenzo6239 you can call it that, but idc theyre just observations. The game isn't harder rn just a lot needs to be done, like aiming down or shooting point-blank and missing xcom style.
It's good that they are overhauling aiming. When they iron out the kinks I'm sure it will be super fun to play with.
Ayyyyyeeeeee keep up with the content ne boiiii
Really glad somebody actually went in-depth with this topic. A few zomboid content creators are claiming that guns are now "fixed" and have been "buffed". Good work obtaining information independently instead of just looking at things on a base level and parroting other opinions.
I prefered the previous way of aiming, it was way easier to understand, aim zombie direction if zombie green shoot if zombie not green dont shoot
I personally liked the old aiming better. The point blank shooting being the best way to get aiming xp makes no sense, and I believe the damage based xp was better overall.
Have you also tested with scoped weapons? It seems like it's harder to hit zeds with a scoped rifle than B41.
I think if you add a red dot sight it should show you a shorter range version of this tracer line 3:12
4:16
This feels wrong to me, as a Space Station 13 player I was taught that the shotgun doesn't miss :V
Soooo useful ty
What are other changes like, we can no longer clean sheets in a sink?
Too many to list.
i think that's a bug; there's a mod that fixes it because for some reason it's commented out in the code
They should of just went with how the trajectory mod works as it's way simpler and wouldn't even need videos to explain it, because it's just naturally intuitive.
I wish they added more guns and left aiming alone. It worked fine. Everything else im pretty happy about. Except when you ebrake slide in the dash elite your front end bonks the ground hard.
Does it still nerf exp gain on level 5 or so? Cause earlier i pretty much could level up aiming to level 4 or 5(I don`t remember the exact number), in 50 or so shells. All hitting a 3-4 zombies. And after a certain level number i could spend like 150+ for level 6 or smth. Like the exp boost from profession stopped working. Never tested it, just noticed.
What's the deal with "Hopeless" moodle?
It has 4 tiers and I don't know what's the debuffs are.
I thought it was "Depressed" but I think that's not it.
Because my action bar isn't nerfed and reading a comic book doesn't reduce it.
I could only guess that'd you'd be referring to the uncomfortable moodle. It causes unhappiness. Don't know if it has other effects as well, but I'm guessing not.
@MsHojat Nope, not that one.
"Uncomfortable" comes when you're wet, hot or cold. And I think clothes with holes in them affects too.
Really good video
Oh my God, I'm a dunce. At first I thought, "wait, Xilandro started modding in Project Zomboid?" Though a second after, it hit me that Build 42 was finally here.
If you don't know who he is, he's a prolific New Vegas modder who works on the "B42 Project."
It wasn't far fetched to me, as the fanbase from FNV and PZ see a massive and in-depth modding scene, along with a die-hard fanbase (and they're both real good). It would make sense if there was overlap.
Anyway, thank you, and have a good day.
can you go over the lighting system next? while its an improvement, i think certain parts of it make zero sense
What about the sawn off? I figured that'd be the recommended choice over the plain shotgun for leveling purposes.
good to know, i wonder when they'll have this in the controller scheme... actually i just wonder what the controllers version will be.
I'd probably copy the mouse region control scheme from steam's controller api.
Hey Ret!! Darth Here! GREAT VIDEO!!! Thanks for clearing up a lot of the misconceptions about guns in this video! Keep up the great work!!
People who were using the aim reticle mod before b42.
"Hmm a refresher course."
whats ur moodle mod? Great video though, keep it up.
they could alleviate the elevation issue by having a dedicated raise/lower gun toggle to hard focus zombies higher or lower than you, with lowered guns also prioritising prone zombies at the same elevation
I like this WAYYYYYYYYYYY better than before. finally, bullets dont disapere because you didnt put your mouse right on top of the zomboid
Not being able to target zombies on other floors is a serious problem for me. Every ballistics mod had the same problem and it makes base building and actual tactics useless, atleast for me. IDC about the behind the scene mechanics, the new aim systems prevents you form doing things you could do before, it's a downgrade
guns sound so weird, never used them before so I never noticed, why do they sound suppressed?
Ignore the game audio from my videos. Between god mode and tweaking it so youtube doesn't freak out about peaks it tends to sound wrong. Sometimes I edit the actual gunshots over the silenced god mode shooting, but I didn't this time.
Personally, i think devs can use the mod Advanced trajectory as a guideline and improve upon it
Hopefully the aim/reticle itself is *very much* a work in progress, because boy does it not fit or work as well or look as good as the previous one (along with other issues).
Interesting and informative. Yeah, will be nice when they fix all the wonky behavior with guns. It really is an awesome new system they made.
Excellent