The Final Showdown - An Update On Generation Zero

I don’t know how it was that days…
We’re so as many machines on one spot as it can happen now?
Maybe they exchanged class against mass.

I don’t want to imagine how, what you described, should be realistically be able to survive with some of the hordes of up to 20 or even 30 hunters.

In my eyes it’s currently ok to fight them.
But I also see the issues that they often are too slow in their reactions. (Loading, aiming, shooting, running, and return) This counts especially for FNIX Hunters with exp 12g, but also apoc hunters.
Just the military hunters in my eyes are perfect as they are… maybe slightly too accurate.

They are deadly in my eyes. It’s usually the first target that I destroy because it’s very annoying … If they currently would work properly.

Most likely not. It’s not planned right now

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We’re tracking it, but it’s not a blocking issue so I can’t guarantee it’ll make it in

More performance fixes are being made.

There are changes to the way ammo drops work which should fix this

Difficult to reproduce means difficult to track. I don’t know if this is being worked on and other issues will most likely take priority over it.

Fixed in the update

Do you have a link to a video or bug report about this? First time I’m hearing about it

I agree, but this would require a sweeping overhaul to machine AI which we sadly don’t have time for.

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But since we’re such a nice community, you’ll make time for it, right? :grin:

(No worries. I understand. I had hoped for an AI overhaul 3-4 years ago. I wouldn’t expect it to happen now in the last ditch.)

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There are multiple reports about that.
Just to mention a few…

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aaah that one! I remember now, thanks

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Less damage with a weapon is how you can tell it has been nerfed. No longer one shot destroy a proto/military hunters. And that goes for seekers and runners too. Then move up to the harvester. Take more than a single mag (level 5) to destroy a proto harvester, when it would be 6 or less hits. Takes 2 to 3 rounds to blow up cars or fuel storage tanks. That was not when it was nerfed but seems it wasn’t long after that.

In co-op, you could see another player’s rounds going through tanks and harvesters, don’t see that anymore, that could be where you could think it is other factors. Takes 4 to 6 rounds to show any damage done to the reaper’s shield emitters, where there was damage on every round that landed.

It didn’t happen over night like the shock ammo, that doesn’t even spark when used most the time, but after thounsands of hours using the PVG, it is noticable when you have been fighting fnix and apoc machines and then go back down into the southern areas to fight the military and proto class machines.

And the PVG can only be used to draw attention to yourself to bring the machines closer so you can use the LMG and SMG weapons you carry.

The .50 cal ammo could be one of those factors. When they no longer allowed the ammo to go through the machines, that affected all machines, if damage was changed to surface only. That is the best explanation theory I can come up with. But that still causes less damage per round, side effect of not penetrating the surface. I think it is the same for the rockets and direct hits.

I play between my marksman and van guard characters enough to tell which one I am playing after a few battles with machines and which weapons I used. They both are equipped with the same weapons.

But when I was climbing up the weapon ladder and went from a level 5 PVG to level 6 PVG, it was a big jump. But stats on the two weapons are not that far apart once craft the right mods.

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I guess that’s the reason. Either that or they changed some values for the materials in order to make unstopable shells worthy.

But if a PVG90s bullet doesn’t go through Materials any more, it can’t hit and damage multiple materials/components any more.

It would be nice if the Devs would investigate it. I like how the grenades work again; I can only hope this issue can be looked at too. The PVG is one tool that needs to be THE sniper rifle if the player wants that role.

Don’t get me wrong, I don’t enjoy standing on a ridge picking off runners and hunters to get solo access to a bigger machine, gets boring. I like using all the weapons I carry so I can battle longer. The trade off is longer at the plundra. But swapping out weapons that use the ammo you are looting, takes you deep into battlefields.

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I appreciate the devs working hard to fix as many bugs as they can before this last update, but doesn’t it feel a little rushed, or like it was decided last minute? I mean we’re getting this update with literal game breaking bugs still in effect, and people post new ones every day, like the shock ammo just not working, and carni just said the apoc tank mortar probably isn’t even going to be fixed; and all though the lag and crash issues are a lot better, they are still a huge issue, my pc used to run this game so smooth on high graphics, now I’m always playing in slow motion, on low graphics. There is a ton of effort going into this last update, and I know there’s no way that this last update is easy to work on, but I sincerely hope they end up doing that hot fix after the update comes out.

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Oh yes! The mortar bug is still happening for me too.

I also wonder about the FMTEL assignments, & the other Internet assignments

the cyberpunk FMTEL clothing requires Internet connection to use it

GZ was much more punishing and the machine gets nerfed after that, but I don’t miss the fight before that. The hunter one shot your character every time they saw him, and they could see, recognize, and assess the player as a threat instantly. And they shoot through bunkers walls. All ammo and explosives needed to be scavenged and there was no EMP, so ambush tactics were limited and almost useless. It was a different game.

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Think the hunters still one shot you with the shoulder mounted PVG90.

It’s only we that have unlocked abilities in the characters skill tree and upgraded our clothing at the crafting station that prevents us from going to instant death. The current character I play only have
an item of clothing upgraded with the bullet resistance perk and no extra healt skills than stamina, she’s a stealthy sprinter.
But I constant get one shot sniped by hunters far away when I stay to long in the open fields, going from 100% healt down to 9%. Without that part of 10% bullet resistance I wear it would be death every time.

Had to check her stats, 1/3 extra armour and 1/3 extra health. Rest is focused on stamina, stamina recovery and movment speed. So without those 1 thirds and the 10% bullet protection… :skull:

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Not sure about that.
And never have been…

My character has about 40% bullet resistance, if I’m not wrong, but I could swear that it’s been the same for me all the time. 9% remaining health after a direct hit on 100%.

I always thought, that it’s not the bullet that deals the damage, but another effect, and therefore I always end up with the same amount of health.

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Anyone thought about what the final fight might be like? It would be cool if FNIX appears as a huge machine in our last fight. Maybe a merge between a Reaper and Vulture. Or something else cool.

You wouldn’t be dead, but so severely wounded that you have been forced to retreat to a safehouse or to use an adrenaline shot. :coffee:

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O7 to the game and the wonderful community it has garnered over the years. I had much fun speculating and having conversations with you all about lore and implications. Its been quite the journey and saddens me greatly though I think I could tell it was coming. My friend group will continue to play this game for many years to come and best of luck to the dves in their furture

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