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Those Pipe Bombs are a bit Weird

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,828
804
0
it says that it takes at least 4 weaker specimens (anything below bloat) to set one off. but iv seen them go off with just the 1 zed by it.

However. I think the pipe bombs include dead zed's in its 4 count thingy

is this intended?

cos its quite an annoyance when your trying to fend off a bomb from weaker foe's to try and save it for the fleshpound thats walking towards you, only to have it be wasted on a single clot or crawler etc.
 

DocDave

FNG / Fresh Meat
Sep 12, 2009
329
7
0
I suppose maybe once it's aquired a target, it adds it to the count of threats, and doesn't immediately reset the count when the zed dies.
 

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,828
804
0
I suppose maybe once it's aquired a target, it adds it to the count of threats, and doesn't immediately reset the count when the zed dies.
would make sense. I dont think it should though

Unless its a balancing issue somehow.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,469
727
0
Yeah, I think non-gibbed corpses still count as a target for pipes.
 

Mr. Shoe

FNG / Fresh Meat
Aug 5, 2006
174
3
0
I don't seem to be finding this problem you guys are having. My pipebombs sometimes delay more than others, and I don't think corpses are counted. We should get a confirmation on this.

Is it just a bug, or are pipebombs actually supposed to be able to stick to walls?

If you fire a pipebomb and aim up really fast they stick into the wall. It seems like a bug but I like it so much I want it to stay.
 

DocDave

FNG / Fresh Meat
Sep 12, 2009
329
7
0
would make sense. I dont think it should though

Unless its a balancing issue somehow.
Or a coding issue, like the pipebomb only rechecks targets every X seconds, which sometimes leads to dead ones still being counted, or who knows...