Rebellion

drock1997

Last Activity
Sat, Feb 15, 2020 10:43 AM
Posts Made
This user has made 78 posts.

Recent Posts

Posted 4 days ago

 incendiary doesnt do enough damage to kill zombies on hard, which makes it useless.

Fully upgraded mosin nagant 1 shots snipers to the body on medium, but 2 shots on hard. making snipers literally have double health if you are using the mosin. 

The weapons balancing on hard mode is so out of whack...

Either adjust the weapon balance on hard, or just have the zombies do even more damage to the player but have the same hit points as on medium. That to me would fix all the weapon balancing issues and but keep the game challenging.

I play 2 player coop on hard against 4 player enemy count and its still not that hard. Enemies taking more damage doesnt make the game that much harder, it just makes certain weapons useless cause the balance has totally changed and certain things like what i mentioned above are not taken into account.

Posted 1 week ago

 I had 70 kills vs heavies for my M1 Garand mastery last night. I load up this morning and it reset to 0.

Posted 1 week ago

 i dont need to google search, i shoot guns and no one on planet earth calls semi auto guns repeaters.

Posted 1 week ago

 i think you are playing on easy or normal, on hard even with the fully upgraded damage its not guaranteed to kill one to the body. 

Also you are confusing semi auto with repeater. A repeater is a level action rifle such as the 1895 rifle. The geweher and garand are semi auto rifles.

Posted 1 week ago

The Mosin is so slow and the clip is so small and takes so long to reload that its pointless. If it penetrated more than the other snipers or reloaded much faster then it would make sense. But the other snipers can do so many more kills per minute its not even fair. Zombies take 1 headshot with all snipers, Mosin sometimes is 1 to the body but that doesnt matter because you can shoot guys in the body faster with the Garand anyway. Mosin needs a buff, i like bolt action, reward my accuracy over speed! The semi auto rifles crush the Mosin. No contest...

Posted 2 weeks ago

 hate the diamond as well, should just have a hardcore mode with no assist

Posted 3 weeks ago

I saw some gameplay recently and animations are looking pretty stiff. I would take note of the recent call of duty and how they overhauled their shooting animations because they are they best ive ever seen. Player movements are bit twitchy and fast, feel like they would look better slowed or smoothed out.

The UI is also very obtrusive. It clutters the whole screen, I would like to see options to scale it down or remove it.

Game is looking fun and cant wait to play it!

Posted 3 weeks ago

 100% agree, not enough shooters do this, and when they do it is much better to let me control the game how i want.

Posted 1 year ago

There needs to be an option to change axial deadzone, its not sensitive enough for me. It makes aiming feel really stiff. If I could adjust it like in Battlefield, that would make aiming feel much smoother. Its great that we have keyboard support, but 90% of players are going to be on joypad, so having more options to make the  joystick feel better would be awesome.

Posted 1 year ago

 Great to see new content and improvements! However, Ive been trying to bring up a major issue and havent gotten any response...I have posted about how amulets are not correctly balanced in horde mode, but its more than just that...

So as horde mode progresses, enemies HP gets higher which is fine. Buuutt because of this, many things become unbalanced... So all of these issues I bring up are in relation to higher rounds, 3,4,5, and on.


1. AMULETS, I have posted about this before but it is the same problem. Many amulets are just not strong enough to justify being used. Which makes certain characters such as Archie almost useless... Deadly tether still kills zombies, so u can kill 10-20 enemies. But Archies all consuming swarm does not kill zombies with full HP, so usually get 3 kills maybe, sometimes 0... How is this fair? He should have the best amulet powers since he doesnt have any combat abilities. All of his powers are very weak inlcuding desert mirage and divine poultry punishment. Poultry shouldnt have enemies return to their normal form, they should just stay chickens till they are killed... 


2. GEMS, the ricochet and fire gem are far to weak in comparison to the other gems. The ice breaker gem can give you one shot kills zombies and even on mummies, very strong critical hits. The fire gem does damage over time, but because the enemies have so much more HP, the damage done by the fire is almost nothing because it does not scale with the enemies. Same with the ricochet gem, its damage is barely even noticeable. So the ice breaker becomes way way OP in comparison.


3. GRENADES & EXPLOSIVES, not all explosives can actually kill basic enemies in round 5, this is a problem. Molotov sets guys on fire but the damage over time is very weak so it doesnt even kill basic enemies while the TNT can kill 15 or more enemies. Even worse the distraction grenade has  a longer cool down than the TNT but barely can kill anything... very disappointing. So the only explosive actually worth using is TNT because the other explosives just dont do enough damage. No point in using grenades if they dont actually kill enemies... Kinda defeats the purpose. More powerful explosive should have a longer cool down which i get... but all grenades should be able to kill basic enemies that are inside the blast radius.


All Amulets and Explosives need to be able to kill basic zombie/skeletons that have full health that are in the radius of the attack. JUST AS THEY DO IN CAMPAIGN ON HARD.


A rebalancing is BADLY NEEDED for horde mode. I want to be able to use Archie with molotov grenades, use fire gem with a machine gun, and set everyone on fire and actually cause some damage. But as enemies have so much more health this strategy becomes no longer viable... Shotgun with ice breaker gem and TNT is 1000x more useful.

I really hope you guys take these issues into consideration... Horde mode is fun but very unbalanced compared to the campaign.

Posted 1 year ago

oh well, i tried

Posted 1 year ago

I have posted about how amulets are not correctly balanced in horde mode, but its more than just that...

So as horde mode progresses, enemies HP gets higher which is fine. Buuutt because of this, many things become unbalanced... So all of these issues I bring up are in relation to higher rounds, 3,4,5, and on.


1. GEMS, the ricochet and fire gem are far to weak in comparison to the ice breaker. The ice breaker gem can give you one shot kills zombies and even on mummies, very strong critical hits. The fire gem does damage over time, but because the enemies have so much more HP, the damage done by the fire is almost nothing because it does not scale with the enemies. Same with the ricochet gem, its damage is barely even noticeable. So the ice breaker becomes way way OP in comparison. Either make ice breaker weaker or the other two stronger.


2. GRENADES & EXPLOSIVES, not all explosives can actually kill basic enemies in round 5, this is a problem. Molotov sets guys on fire but the damage over time is very weak so it doesnt even kill basic enemies while the TNT can kill 15 or more enemies. Even worse the distraction grenade has  a longer cool down than the TNT but barely can kill anything... very disappointing. So the only explosive actually worth using is TNT because the other explosives just dont do enough damage. No point in using grenades if they dont actually kill enemies... Kinda defeats the purpose. More powerful explosive should have a longer cool down which i get... but all grenades should be able to kill basic enemies that are inside the blast radius.


3. AMULETS, I have posted about this before but it is the same problem. Many amulets are just not strong enough to justify being used. Which makes certain characters such as Archie almost useless... Deadly tether still kills zombies, so u can kill 10-20 enemies. But Archies all consuming swarm does not kill zombies with full HP, so usually get 3 kills maybe... How is this fair? He should have the best amulet powers since he doesnt have any combat abilities. All of his powers are very weak, especially desert mirage and divine poultry punishment. Poultry shouldnt have enemies return to their normal form, they should just stay chickens till they are killed... 


All Amulets and Explosives need to be able to kill basic zombie/skeletons that have full health that are in the radius of the attack. JUST AS THEY DO IN CAMPAIGN ON HARD.


I dont feel that I need to tell the devs exactly what should be done, but obviously a rebalancing is BADLY NEEDED for horde mode. I want to be able to use Archie with molotov grenades, use fire gem with a machine gun, and set everyone on fire and actually cause some damage. But as enemies have so much more health this strategy becomes no longer viable... Shotgun with ice breaker gem and TNT is 1000x more useful.

Devs? Thoughts...? I really hope I AM HEARDDDD

Posted 1 year ago

 Just make enemies as tough as they are in wave 5 of horde. Extreme mode DONE.

Posted 1 year ago

 I second extreme mode

Posted 1 year ago

I would like to see the addition of new amulets that have defensive uses. At the moment amulets all kinda do the same thing but in slightly different ways. In coop horde style games there are usually classes or roles, but since most amulets are very similar in use, then we really dont get roles. To add more strategy to the game, there should be an addition of more defensive amulets.


1. An amulet that creates a barrier or bubble that only allies can enter, but enemies cannot. It has a timer but also a health bar. This way when surrounded teammates can enter and shoot enemies safely. When the barrier breaks it pushes out a force and knocks enemies back.

2. An amulet that heals or revives. When used it can heal all teammates to max health and or revive dead allies.

3. Time control amulet. When used time slows down for all teammates and enemies move in slow motion for a certain amount of time.

Those are a couple ideas, defensive amulets would make for much more strategic gameplay. I think it would add a lot to make characters more diverse in general and give them more of a role.


I would like to see one last thing as well...

Some dual purpose amulets...When Frank uses his 6 shooter amulet and only one enemy present, all the other 5 shots go to waste. I think it would be nice to have the ability to control either to disperse the shots by pressing the amulet button, or concentrate on one enemy by holding it, so if you hold circle or the b button to use the power, it will focus all 6 shots on one target.

Amulets that focus on one target would be nice, like if Frank had a super shot, where he gets one shot but it can kill any big enemy with one hit....


Just for shits and gigs Id like to see a Vortex trap amulet. I think it would be cool to have an amulet that creates a vortex and sucks in weaker enemies and stuns larger enemies for a certain amount of time. Just thought it would be cool for archie to be like doctor strange and create a vortex.