Crack Pipe Machine

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Gene Cryder

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Aug 4, 2024, 5:45:32 PM8/4/24
to gasysphyco
Inappearance, the Pipe Machine is a pair of machines with pipes connecting them together. A switch can be seen on the left and a pressure gauge on the right. Players can exchange 1 Pipe Machine for 1 Fear during the Giant Toad's Tasks. If the player has no purpose for the Pipe Machine, it can be sold for 8,800,000 gold.

IMO the fun pimps got it perfect with the pistol, it has all the jank of the revolver with the power of a 9mm. the shotgun has the jank of the double barrel with half the fire rate. the rifle has the accuracy of a better rifle but only 1 bullet. The machine gun though has none of the drawbacks of other machine guns, like the m60 which reloads like molasses and just feels hefty all around. The pipe should have had the jank of the m60 with the firepower of the AK or less.


I think that would probably require a remodel and i dont think that would be worth TFP time to do that when the model itself is fine, so i just propose giving the machine gun a lot more kickback (less accuracy), slightly smaller clip and slower reload. The machine gun with 20 bullets shouldnt be faster to reload than a single rifle/shotgun round.


I know that its drawback is that it is 'inefficient' but with how ample rounds are thats hardly a problem, if you miss with a rifle or shotgun you are locked out of firing for a good few seconds unless you switch to another weapon, i think reloading in combat with the pipe machine gun is entirely doable, cant be said for the pistol which is so much weaker (lower damage, less bullets AND slower reload)


The pipe machine gun definitely needs balancing. Early game, the only real balance for it is that 7.62 ammo is relatively scarce, but it does so much damage that if you don't just spray and pray you can make it last. Maybe a "jam" mechanic where there is a small chance every shot that the durability immediately drops to zero? Since it only costs a pipe to repair, the cost is trivial, but it would make the weapon feel really unreliable (as a high ROF gun cobbled together from junk should be).


I think the firing rate needs to be roughly 25% slower, and roughly a 33% longer reload time to be more on par with the other pipe guns.



Also the stats shouldn't be random, the pipe machinegun is the only primitive item in the entire game with random stats.


Yes, it is. frankly the whole concept of guns able to be made day one is OP. But it helps them reach their looter/shooter end goal so............ it is what it is. I have not and will not ever make or use a pipe gun.


NO GATES my mole!!!

PLEASE Have we not learned anything?

Nerf them dead. But don't hide the starting weapon behind perks please





(except if you meant in the sense of ressources, then I'm kidna fine with it, but I think it would be good if they were on the same level as other pipe weapons in cost and in power)


Maybe nerf it without reducing the damage? Have it so, once you pull the trigger, it keeps firing until it empties it's magazine (simulating a gun with a faulty sear which would make sense on a crudely made weapon). That way it would have a situational utility for horde nights or getting dropped into a pit room full of zombies but not something you'd use in every situation because of the ammo it burns through. Of course, if you could find a semi-auto or full auto conversion mod, you could make it work properly.


I love them as-is. Not all of your players are l33t survivalists and need the spray-and-pray to stay alive. Instead of nerfing them, why not just make it an option? Many of you on this board forget that there are others playing this game that aren't perfect at it. I like to play perma-death so the pipe machine-gun is a welcome addition, and as others have stated, ammo is so scarce it hasn't been OP on our playthrough so far. Its been just right!


I would also add some form of rare component to the crafting recipe for the multi shot pipe weapons. Like springs . mags feed bullets into the chamber of a weapon through the tension of springs right?


Good to hear. Would you consider adding a significant kickback to them to make them a lot less accurate? it would be a very resource cheap way of nerfing them without making them lose their identity and would double down on them being ammo inefficient, which would help the rifle a bit more with its own niche. I think the clip capacity, rate of fire, damage and reload time could also use tweaking but i really like the idea of having this high rate of fire jerky junk gun that takes a lot of effort to tame for the first tier of machine gun.


All weapons have their weaknesses, shotguns have their reload time and low ammo capacity for the first few tiers but high damage and aoe, rifles have slow reload time single shot, but great range and damage, pistol has low damage but has a decent clip size and cheap ammo, and the machine gun should be inaccurate and inefficient but great DPS. I think at the moment it probably just has too much in general.


I haven't started A20 yet (waiting for stable), so can only guess how much this will help. Having to reload constantly and repair might do it though, just from what I've seen on YouTube anyway. I think it still might just take a pipe to repair (didn't see anything in the notes about repairs), so it would still be easy to repair, but make it more difficult to just constantly mow down enemies at lower level. Although I suppose if the crafting ingredients stay the same you could just keep 3 or more in your tool bar.


I think a more serious nerf is needed. It reloads so fast that the magazine capacity isn't really an issue. The lowered magazine is enough to take care of any group of mobs I found in the world, and I just reload after every couple zombies anyway. I had a quality 6 pipe machine gun that was better than quality 4 AK-47s I'd found so I was still using it until I found a quality 5 M60.


I'm thinking lower damage and accuracy, because hey, it's a pipe and not a rifled steel barrel. Right now there's little reason to use the hunting rifle (I sure don't) because the machine gun does about as much damage, is about as accurate, and isn't single-shot. Actually improving the reload speed on the hunting rifle, pistol, and shotgun would be nice to make them actually useful.


Except this was true for the AK vs the Tactical Rifle as well and a bunch of other weapons to boot. For example, a purple bone knife can be preferable to a low quality hunting knife. The reality is that the strength of the pipe machine gun is only relevant until you find your first AK. At that point it really doesn't matter. And I've always looted one, received one as a trader reward, or purchased one in the first week. So it's likely only relevant for the first week or so. Truth be told once you get a pistol or AK, the difficulty curve drops because dogs and wolves aren't as big of a danger anymore.


The complaint is that the pipe machine gun is OP because you can craft it day one and outshines the other pipe guns. Not that a purple pipe MG is better than a lower quality AK. However, I never found much 7.62 ammo my first week so I'm not sure how relevant that really is. I only had enough 7.62 for emergencies until well into week 2. So it didn't even matter than I received an AK from the trader since I needed to reserve it for dog hordes, etc.


If you aren't using the other guns, that's just player preference. Personally, I don't like any of the pipe weapons but enjoy the T1 and above pistols, shotguns, and machine guns. The long rifles all do substantially more damage than the machine guns but I don't like the play style and so don't perk into the perception tree for faster reload and increased damage. That doesn't mean other people don't.

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