Post by limeness on Feb 6, 2012 20:06:22 GMT
These are from experience, tips that help aspiring zombie head hunters and "That guy" killers to survive on the move in the city, doing your part to fight the horde, the focus is mainly on survival, things that you should do to ensure you wont get crippled after around 5-6 Days.
First off, your experience may vary with settings, but bare in mind this is based on runs that are at least 300+% Difficulty for the humans (200 Undead, 20%+ Starting undead, 10% daily invasion, no guard chance, all that good stuff).
Skill observations:
-First off, grab agile, and consider getting it any chance you can as well, the defence boost is great alongside your armour that you'll eventually get.
-Hauler may seem like more of a situational skill, but it's actually much more useful than first impressions would dictate, consider this; an average scavenge around the district for supplies usually uses 3 items, your scent killer, your weapon, and your armour, and if you want to feel safer probably ammunition too, this wouldn't leave you much space for hauling back goods to a hideout for the night, it increases your efficiency on each run.
-Light Eater is arguably multiples better than awake, in fact, I ignore awake for the most part as a luxury skill, it's the difference between using two stacks of canned food and one at times, so it can double your time in the city, and over time this gets better.
-Carpentry is nice to have available, but ultimately not necessary, instead, look for a building with a window entrance, these don't get permanently broken like doors do, move as many cars and place traps all around the door entrance, and move any shelves infront of it, in the worst case scenario you will have to leave your home.
-If using bows, get at least one point in the bow skill, it's worth it.
-Light Sleeper may seem important, though in my experience sleeping next to your barricade will usually awaken you when someone comes knocking.
-More Stamina can save your life when you need to run, if you plan on hunting down a large horde of zombies you might want to consider this, although it's also important for when you are fighting in a large room (usually a shop) as you can run around them.
-More HP is useful for fighting hard hitters and ranged weapons, CHAR personnel are helpless against hunting rifles, "Those guys"... not so much.
-First Aid gains more use in C&I, but it's useful all the time, when you heal you don't want to heal a small amount, you want to be healed RIGHT NOW, it also boosts medicine efficiency.
-Leadership, now as the thread title implies I play solo (for reasons) so I wont say much about this.
-Charismatic see above.
-Unsuspicious, now, I don't know about you, but I can usually run away from hungry civilians in the street, on the off-chance someone decides to break up your barricades, you may want to kill him (or since 8.0, use traps to avoid murder), cops really aren't a problem for me, some people may still find this useful.
-Strong, good for throwing, not so much for combat otherwise as the best place to be when killing a zombie is a mile away.
-Martial Arts, consider this; zombies most likely have this skill, do you really want to test your might against twenty of them up close?
-Firearms, good stuff, makes already powerful weapons more powerful, more ammo efficiency, though you should probably make the choice to use EITHER bows or guns, there is obviously more choice with bows, since grenades are affected by strong, neither loses out on those, consider this; a zombie prince spots you, bows wouldn't be much use here because regardless of the sounds you've been spotted by a zombie prince, firearms do more damage than the crossbows, which you really need considering his mighty 200+ HP, not only this but a staple item for any big game hunter is scent killer which works just as well with a pair of quick legs, the trade off is that crossbows have a GLORIOUS clip size and rarely have I needed to reload it wasting a turn in combat (the usefulness of this becomes apparent against disciples).
Starting observations:
-Press I and get your bearings, your choice locations are shopping districts followed by *gasp* business districts, why business districts? Shopping districts get looted furiously right off the bat, business districts however contain many places with most likely; food, bandages, ammo, grenades, trackers and armour all in a single location, which is rarely looted as the owners have shotguns.
On the off-chance you catch CHAR sleeping, it's basically a handbasket of looty goodness.
-If it's using a shotgun, use a rifle.
-Don't stand still, keep one square away from everything.
-Use pills, they're even worth stockpiling.
-You don't need flashlights right now, if ever.
-If you aren't using the wood, don't pick it up.
-Fill the streets around your hideouts with traps, and place empty cans around the place to wake you up.
-Tunnel vision the grocery store, secure it (barricade all entrances), THEN go loot the weapon stores.
-Basements are actually not too bad for storing your items, on the off-chance that people can see tiles in your store and decide to try getting that spare hunting rifle/shotgun.
-Don't worry about over-eating groceries, if it means you save canned food.
-With first aid, bandages become more efficient in stacks of 5 than medkits, at the expense of not curing infection and taking more turns.
-Did I mention DO DRUGS?
-It is more than possible to give your district a clean sweep of zombies as soon as you obtain your weapon, and it's advisable to clean it up regularly as this will keep the streets thinned out and prevent horrible mutations accumulating, if you start seeing Disciples, you're in deep...
-If a hungry civilian sees you, don't murder him if you can, just sprint away and lose him, or lead him into the undead so you don't get the blame.
-DIY Stores are now actually worth looting, traps are pretty good and you'll see some nice results when a street is laid out with barbed wire, spikes, and bear traps.
-Try to sleep through the night and do your business in the mornings, it's safer.
-Take advantage of rain, your scents dissipate faster.
-Always have a scent killer handy.
Building observations (hidey-holes):
-Choose big builds with one entrance preferably, or consider CHAR buildings.
-Basements have various uses, push a fridge on the stairs and you don't even need to barricade your house when you're looting, people seem to ignore it, and it's also quite sturdy.
-Finding a strong container like a fridge or a wardrobe in the basement is a godsend, you may never find a more sturdy door, way better than simple barricades.
-Push cars around your entrance, this stops weak zombies even trying to get in, don't overdo it though, just one line is enough, any more could potentially kill you when escaping.
-Kill zombie masters whenever possible, this disorganizes the horde and makes like easier all around, this may also save your base later when they would have otherwise came knocking.
-Use walls, and learn to use the splash from grenades to safely kill human enemies, this is the safest possible way to kill "Those guys"/cops/soldiers/anything with a gun and a disturbing grin on it's face, examples of possible bases to make use of grenades are the CHAR offices.
-Ideally, safety is not the most important part of a base, bases serve as resting spots for solo players, not indefinite residences that must be fought over and protected, the base needs to be a few things; near a shopping district or business district, or even in those districts, because this means you don't run across towns to get to that handy medicine store, or restock your ammo, and your hauls can be done within the daytime and not at night when strong zombies might roam around the town, your base should be a central station where you can refill hunger, sleep, ammunition and grab tablets, so that you can resume the hunt on the horde, all castles will eventually be besieged and plundered.
Oh and one last thing, slap that skeleton.
First off, your experience may vary with settings, but bare in mind this is based on runs that are at least 300+% Difficulty for the humans (200 Undead, 20%+ Starting undead, 10% daily invasion, no guard chance, all that good stuff).
Skill observations:
-First off, grab agile, and consider getting it any chance you can as well, the defence boost is great alongside your armour that you'll eventually get.
-Hauler may seem like more of a situational skill, but it's actually much more useful than first impressions would dictate, consider this; an average scavenge around the district for supplies usually uses 3 items, your scent killer, your weapon, and your armour, and if you want to feel safer probably ammunition too, this wouldn't leave you much space for hauling back goods to a hideout for the night, it increases your efficiency on each run.
-Light Eater is arguably multiples better than awake, in fact, I ignore awake for the most part as a luxury skill, it's the difference between using two stacks of canned food and one at times, so it can double your time in the city, and over time this gets better.
-Carpentry is nice to have available, but ultimately not necessary, instead, look for a building with a window entrance, these don't get permanently broken like doors do, move as many cars and place traps all around the door entrance, and move any shelves infront of it, in the worst case scenario you will have to leave your home.
-If using bows, get at least one point in the bow skill, it's worth it.
-Light Sleeper may seem important, though in my experience sleeping next to your barricade will usually awaken you when someone comes knocking.
-More Stamina can save your life when you need to run, if you plan on hunting down a large horde of zombies you might want to consider this, although it's also important for when you are fighting in a large room (usually a shop) as you can run around them.
-More HP is useful for fighting hard hitters and ranged weapons, CHAR personnel are helpless against hunting rifles, "Those guys"... not so much.
-First Aid gains more use in C&I, but it's useful all the time, when you heal you don't want to heal a small amount, you want to be healed RIGHT NOW, it also boosts medicine efficiency.
-Leadership, now as the thread title implies I play solo (for reasons) so I wont say much about this.
-Charismatic see above.
-Unsuspicious, now, I don't know about you, but I can usually run away from hungry civilians in the street, on the off-chance someone decides to break up your barricades, you may want to kill him (or since 8.0, use traps to avoid murder), cops really aren't a problem for me, some people may still find this useful.
-Strong, good for throwing, not so much for combat otherwise as the best place to be when killing a zombie is a mile away.
-Martial Arts, consider this; zombies most likely have this skill, do you really want to test your might against twenty of them up close?
-Firearms, good stuff, makes already powerful weapons more powerful, more ammo efficiency, though you should probably make the choice to use EITHER bows or guns, there is obviously more choice with bows, since grenades are affected by strong, neither loses out on those, consider this; a zombie prince spots you, bows wouldn't be much use here because regardless of the sounds you've been spotted by a zombie prince, firearms do more damage than the crossbows, which you really need considering his mighty 200+ HP, not only this but a staple item for any big game hunter is scent killer which works just as well with a pair of quick legs, the trade off is that crossbows have a GLORIOUS clip size and rarely have I needed to reload it wasting a turn in combat (the usefulness of this becomes apparent against disciples).
Starting observations:
-Press I and get your bearings, your choice locations are shopping districts followed by *gasp* business districts, why business districts? Shopping districts get looted furiously right off the bat, business districts however contain many places with most likely; food, bandages, ammo, grenades, trackers and armour all in a single location, which is rarely looted as the owners have shotguns.
On the off-chance you catch CHAR sleeping, it's basically a handbasket of looty goodness.
-If it's using a shotgun, use a rifle.
-Don't stand still, keep one square away from everything.
-Use pills, they're even worth stockpiling.
-You don't need flashlights right now, if ever.
-If you aren't using the wood, don't pick it up.
-Fill the streets around your hideouts with traps, and place empty cans around the place to wake you up.
-Tunnel vision the grocery store, secure it (barricade all entrances), THEN go loot the weapon stores.
-Basements are actually not too bad for storing your items, on the off-chance that people can see tiles in your store and decide to try getting that spare hunting rifle/shotgun.
-Don't worry about over-eating groceries, if it means you save canned food.
-With first aid, bandages become more efficient in stacks of 5 than medkits, at the expense of not curing infection and taking more turns.
-Did I mention DO DRUGS?
-It is more than possible to give your district a clean sweep of zombies as soon as you obtain your weapon, and it's advisable to clean it up regularly as this will keep the streets thinned out and prevent horrible mutations accumulating, if you start seeing Disciples, you're in deep...
-If a hungry civilian sees you, don't murder him if you can, just sprint away and lose him, or lead him into the undead so you don't get the blame.
-DIY Stores are now actually worth looting, traps are pretty good and you'll see some nice results when a street is laid out with barbed wire, spikes, and bear traps.
-Try to sleep through the night and do your business in the mornings, it's safer.
-Take advantage of rain, your scents dissipate faster.
-Always have a scent killer handy.
Building observations (hidey-holes):
-Choose big builds with one entrance preferably, or consider CHAR buildings.
-Basements have various uses, push a fridge on the stairs and you don't even need to barricade your house when you're looting, people seem to ignore it, and it's also quite sturdy.
-Finding a strong container like a fridge or a wardrobe in the basement is a godsend, you may never find a more sturdy door, way better than simple barricades.
-Push cars around your entrance, this stops weak zombies even trying to get in, don't overdo it though, just one line is enough, any more could potentially kill you when escaping.
-Kill zombie masters whenever possible, this disorganizes the horde and makes like easier all around, this may also save your base later when they would have otherwise came knocking.
-Use walls, and learn to use the splash from grenades to safely kill human enemies, this is the safest possible way to kill "Those guys"/cops/soldiers/anything with a gun and a disturbing grin on it's face, examples of possible bases to make use of grenades are the CHAR offices.
-Ideally, safety is not the most important part of a base, bases serve as resting spots for solo players, not indefinite residences that must be fought over and protected, the base needs to be a few things; near a shopping district or business district, or even in those districts, because this means you don't run across towns to get to that handy medicine store, or restock your ammo, and your hauls can be done within the daytime and not at night when strong zombies might roam around the town, your base should be a central station where you can refill hunger, sleep, ammunition and grab tablets, so that you can resume the hunt on the horde, all castles will eventually be besieged and plundered.
Oh and one last thing, slap that skeleton.