Preview patch changelog (v1010)

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Killerz34

FNG / Fresh Meat
Aug 4, 2015
24
0
0
vunrable spots?

vunrable spots?

Hello all! i need help!
what are the vunrable spots on:

1:scrake
2:fleshpound
3:hans

and why do there hand to hand weapons glow now? :p need some explanation please!
chris
 

nejcooo

FNG / Fresh Meat
May 23, 2012
3,042
0
0
25
hello all! I need help!
What are the vunrable spots on:

1:scrake
2:fleshpound
3:hans

and why do there hand to hand weapons glow now? :p need some explanation please!
Chris

1 aa12 IN FACE
2 aa12 IN FACE
3 aa12 IN FACE

Their weapons glow so you can see them in dark
 

Charibasa

FNG / Fresh Meat
Apr 18, 2015
241
2
0
Hello all! i need help!
what are the vunrable spots on:

1:scrake
2:fleshpound
3:hans

and why do there hand to hand weapons glow now? :p need some explanation please!
chris

The glowing parts mean that the attack is unparriable. You can still mitigate the damage if you do a parry but they won't be put into the stumble animation.
 

jd641

Active member
Aug 29, 2010
683
65
28
USA
That's a really awesome list of adjustments and fixes! Thank you for that.

The trader is still being prioritized over every sound and she still isn't being affected by zed time though.
 

Furious Imbecile

FNG / Fresh Meat
Oct 18, 2014
758
6
0
Finland
Hello all! i need help!
what are the vunrable spots on:

1:scrake
2:fleshpound
3:hans

and why do there hand to hand weapons glow now? :p need some explanation please!
chris

1. face.
2. face.
3. face and chest.

when the weapons glow, it means an unparryable attack is incoming.
 

Obrob

FNG / Fresh Meat
Aug 5, 2014
235
7
0
Italy
Please, un-nerf the commando weapons too!:D
And give Anton Strasser his own voice, pleeeease.
 
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Mätibaggings

FNG / Fresh Meat
May 7, 2015
162
0
0
Finland
Nice update. So far it seems filters seems to ignore the No full servers(keeps displaying full servers)

Also I got my very first crash ever with this game while trying to join a friends game through an invitation.

1/5 for trying

/very freaking frustrated for not actually being to play
 

FoolishNinja

FNG / Fresh Meat
Apr 19, 2015
1,149
18
0
i dont think mando needs an ammo buff, hes quite good by having T3 and T4 weapon with 7-10mags...
What we need is sound fixes/improvements and balancing the perk skills!
 
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GenRommel

FNG / Fresh Meat
Aug 26, 2015
7
0
0
Read first line of change log, immediately made my day.

I registered here to post about how much I disliked the changes to support, and now I'll make my second post to thank you for fixing it!

Also glad to see the trenchgun gut buffed, felt like an airsoft gun before, time to see if it's good now.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
And starting ammo per level to max ammo per level? ;)

Sure, if you have a max ammo passive handy that'd be great!

Nah, I personally think shrapnel should be toned down if anything. It's straight-up explosive, quite damaging. Would be more equal to napalm if it released like a 360-degree caulk blast, damaging everything with fire/starting fire. Currently the explosions are really fun but it's confusing to have enemies explode like a grenade was stuffed in 'em!

Reason for wanting the fuse change is 70% longer burn means very little. By the time you have lit up enemies, other people are firing on them as well, things attack and die quickly. Damage instead of duration would serve the same purpose but make afterburn more appealing and also make it more useful, even if an enemy dies shortly afterward (which is most of the time).
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,518
130
63
Are there any patch notes missing? Some people are claiming the RPG is stronger.
  • Made Scrake more vulnerable to direct hits from RPG rockets, especially when aiming for the head
The RPG-7 can now kill SCs with three or less headshots. It doesn't even need to detonate, it's just the rocket impact.
Against FPs, it seems the same as before; effective explosion, weak impacts. Don't bother with headshots, don't bother with dudshots, just blow him up.

Not new, but noteworthy: rpg7 rocket impact headshots also have knockdown ability against sirens, husks, and uninjured scrakes.
 
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Yoshijk

FNG / Fresh Meat
Damn, was hoping I corrected that in time for no one to notice I misread it at first ;w;

I somewhat take that back. Zeds are definitely freaking out more after being hit with trenchgun, however, it may just be me, but it seems like there's less penetration than before.

I have a clot lined up in front of a crawler. Before, they'd both be wiped out from one shot, but now clot dies and crawler is untouched.