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The commenting is slightly confusing here. Does this mean that any shots from different z levels won't train? Or is it only when a zombie is both very near and on a differnt z level? |
The comment in the code is more descriptive: So you can still gain skill by shooting from different Z-levels, as long as they are not literally just in front of you. |
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Where's the cheese? Shooting costs ammo, and zombies evolve, eventually turning into something that can reach a player standing on a roof. Your fix won't fix the cheese, it'll just make it little harder to execute. brainless and crawling zombies are excellent targets for training, and you don't need to hide on the roof from them. For regular zombies, you can find or build a chainlink fence and herd the zombie in. Zombies usually have poor vision at night, which can be used to set up night shooting ranges. Those with good night vision should be finished off, and those with poor vision should be left for reviving. |
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This highly specific bandaid won't fix the majority of situations where you can cheese enemies with a gun. |
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Thanks, I'm more than happy to whack as many moles as I can. I would be happy to whack them all at once if you've got a reasonable idea though. |
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Thanks, that did get me thinking. I've used |
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Hi @DeinonychusDiscord, welcome to CleverRaven! We see that this is your first time commenting here. Check out how development works and be sure to follow the code of conduct! We hope to see you around! |
Is using a creature as a training dummy more effective than making an aim spot and using that as a training dummy? (I have no idea of the answer, I haven't used guns in DDA in a while) Edit: Looks like an actual moving target is about twice as effective. |
Yes, that is correct. |
Summary
None
Purpose of change
People refuse to just play the fucking game
Describe the solution
Remove more dumb infinite training cheese
Standing on a tree/rooftop/ledge and shooting a zombie does not work as an infinite training dummy.
Describe alternatives you've considered
I would really like to use the "times_combatted" stat here but for various reasons related to how the shooting function is structured, we only know what is hit inside of a much earlier for-loop.
Testing
Additional context