Title. Explosions have always “gone through” several layers of buildings, making repairs to the inner pieces a real pain in the a*s. With the new purge changes and explosive golems its getting quite annoying seeing all those little hammers that I can’t get to.
That sounds like having fun.
Idea rejected.
In fact, hammer will now repair only 1HP per hit, to make preparing your base more survival and immersive.
Not until they make it so you can’t repair while being sieged.
Non-offline raiding is already stymied by a defender with a inventory full of mats.
Wdym, scrap the hammer altogether. We building this bit**h brick by brick now. Immersive asf.
Great point. I actually thought that should be part of the package deal initially, but got called to dive into hell and lost my train of thought… … funny that…
I agree. I often have to tear up layers of stuff to repair stuff.
It’s part of the game. Any siege for that matter is going to do damage to the defenders. It’s part of playing defense.
If the golems are doing damage to your base, maybe you should prioritize killing them first?
Maybe you should use more Archers with Star Metal Arrows.
I’ve seen several videos of experienced players setting up several small buildings in front of their base (from different sides) to distract golems. While the golems are working to destroy these buildings, you can shoot them from afar.
If the hammer icon showed depth of the damage instead of just black and white, I would think there is more fun to repairing. Good idea.
Simple solution: Build Smaller
Rename one of your golems to Codsworth and park him out front of your ruined base whilst you slowly repair it.
Does this actually work? Archer thralls have traditionally been mediocre at best, useless at worst. Does the 8x damage multiplier against golems make them useful enough to justify the cost of shooting star metal into the environment?
I use both the bait box method (using a building to attract and distract golems) and Star Metal arrows with all my upper level purges. I have never had my main base seriously damaged, but even if a jarhead golem is destroyed a good ways from the base, some damage will bleed over into it somehow. I always have repairs to make, and some can be annoying as described above.
That makes me wonder. What is the radius of dmage from the detonation of an explosive jar?
Even in admin mode reparing is a pain i was testing purges on test live gave up after having to hit every piece wtih the hammer to repair it, and then having to repiar the repair hammer lol. Also explosions was buged, after the explosive golem wave (that was to much in my opinion) the entire base was damaged, even pieces that was far away from explosions. Look like the damage have chainned through all pieces linked to the afcted ones. I have to say repairing killed all the fun after the purge. And meteor and explovise golem made purge less worth to do, high risk/cost, pitty rewards, less meterias that we spent and no shapped wood, making the purge activity not auto sustaintable.
Oh indeed! Maybe there should be a difference between hammers. One that only fixes what is tangent to the target. (…like not 40m, 50m, or 60m because ‘too far’ away) is one example.
Personally, this one would suggest leaving the repair hammer as it is, other than folding it’s function into the build hammer.
Instead, have a modest placeable (no larger than an artisan bench) that allows one to put materials in and then repair the entire structure of the land claim.
This would not be able to be used during the purge or during raid window.
For DBD mode, taking damage would trigger a cool down so that one would only be able to use the repair all feature after a half hour without damage had passed.
I forgot about the Star Metal bonus. Does that work with DLC weapons too? I’m sure it would with a transmog, but screw that much work.
Singleplayer my dude, but as pointed out in other posts, the radius appears to be massive on the explosions. When building on uneven terrain, sometime we’ve gotta stack a few foundations to get a level surface, and the foundations further down cant be accessed to repair them. Its a QoL issue.
Honestly. I’ve built a gatehouse with a killbox, and stuff outside the outer walls of the killbox has been damaged.
There was a period that our structures were self healing in a period of time . I cannot recall exactly when. I remember at this period i stopped repairing my builds. I started repairing again with age of war.
My first structure for chapter 4 was triangle foundation walls with fence foundation “dressing” from both sides. Yes golems couldn’t pass indeed, but repairing them was exactly like @tobbiusness said.
The new foundation sinking problem have lead me not to use foundations at all, i use fence foundations even for walls. Of course it’s very difficult to build a proper purge base this way and you loose as well the high point advantage. But i cannot deal to "loose’ all the time purges in the middle because npcs are blocked in foundations. Gas helps yes, even when they are sticked inside the foundations, gas is killing them eventually. Yet 1 out of 3 purges will stop for this reason.
It can become really frustrating!
@Teng, i know that you already know, but killing one jar head you hurt others too among your building pieces of course, but that’s the best solution i have so far.
Yet we need to understand generally that purges should be clever. Purges should be panishing. Or else they’ll be boring as they use to be .
I am pretty certain that in the new age crafters will come out of cages and this will totally restore what’s missing from the old purges.
Another good thing these purges brought is the need of pve players to cooperate.
3 players together can defeat the whole purge army without any help, without any complicated building. That’s really good if you ask me.
I have a better idea!
Remove the repair hammer and revert building to the old system so someone has to hand pick up every single piece with that delayed radial menu in older to replace a wall.
And don’t forget the prompt “can’t pick up item due to damage”
LOL
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