Item("Melee_MacheteCGen", CategoryType_Melee)ĬutTypesGroup(CutTypesGroup_SharpBod圜utsOnCharge) SoundDamagedHit("damaged_sharp_weapon_XX.wav") Īnd a Machete from that same inventory_gen file since it has slightly different properties: Item("ZZZZ3_Melee_LongswordfolBGen", CategoryType_Melee)ĭestroySound("damaged_sharp_weapon_XX.wav") Nathan's reply is close to what I would like to know, but only compares two weapons of the same sort. The Cyber Hands 2177 is definitely one of the most interesting weapons in Dying Light 2, not least because its grey (common) quality, fairly low damage, seems locked to level 4, and breaks. My question, however, was more about the normal weapons in the game. The beginning definitely shocked me with its very high difficulty - the zombies were way too tough, weapons were way too weak and overall survival was indeed. I knew about the EXPCalibur, but not about the other ones as I don't have them yet. My previous reply was to Nathan, by the way. Last Wish fires exploding rounds with last bullet, you can keep on using this effect by pressing attack and not letting the Last Wish reload with more bullet than 1. Kuai Dagger gives same parkour effect you get during Parkour Fever challenges, if you're holding it in your hands. You can see all special effects of Content Drop #1 weapons here - įenris shines when the cut limb effect is on. They do only slightly more damage than one handed weapons at max level (unmodded around 1600 vs. There's also Twilight Phantom, if I remember correctly it shines against volatiles or something like that, I can't recall, been very long since I played with it. I LOVE two handed weapons (those giant maces, axes and picks), but they seem so underpowered compared to the one handed weapons. For example EXPcalibur's charged attack has extreme power, it can cause zombies to fly dozens of meters away. Автор сообщения: BladeMasterNothing special.īut some easter egg weapons have special effects, or Content Drop #1 weapons. Item("Melee_MacheteD2_AI", CategoryType_Melee) HolderOffset( *) ĭestroySound("break_metal_weapon_00.wav") PhysicsScript("single_dropped_inventory.phx") Any and all melee weapons that I find/buy/create seem ridiculously weak. Item("Melee_KhopeshAGen_AI", CategoryType_Melee) Am I missing something I am playing on hard difficulty, around ten hours into my first playthrough and something has been bothering me.
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