Kurik
New Member
Posts: 8
|
Post by Kurik on Nov 29, 2010 20:06:58 GMT
Do people find leadership useful? What are your "leader" strategies? I find them incredibly cumbersome for the most part, though now that I've been reincarnating as people who are already leading, I find I am trying to develop strategies for such events. The most important advantage of having companions is probably that they can carry stuff for you. If you're raiding a gunshop or whatnot, having companions with you means you'll get back to base with a heck of a lot more loot in stow at the end of the day. Secondly, having up to four times more firepower traveling with you is useful in combat... They probably won't use ammunition as effeciently as you, but it's nice to be able to stand your ground rather than having to start running around every time you meet a group of zombies. They'll probably do better armed with guns rather than melee weapons, though the AI may have been improved a bit there since I last did a follower-heavy game. I almost always have my followers set to 'don't take items' & 'don't trade', and I set them to 'don't sleep' every time I leave base with them in tow. I go to the place I want to loot, fill up their inventories with stuff and then return to base and have them unload (giving them back the equipment I want them to have manually). I allow them to sleep when we're back at base at nightfall, and are done for the day (or after establishing a secure area to sleep in if we're unable to make it to base). Managing companions can be a bit of a pain in the ass due to the interface, I agree.
|
|
Aaron
Member
The >______> man.
Posts: 144
|
Post by Aaron on Nov 29, 2010 20:57:34 GMT
If there is one bad part of having more than 2 followers is that it's a pain to move between districts.
My leader strategy is just to have one follower, and to take them with me wherever I go. If I'm a male, I prefer females for role-playing purposes. (And vice-versa)
|
|
|
Post by mrcucumber on Nov 30, 2010 18:31:57 GMT
I always start with random, and then play using that skill so I get good with all of them, but when I pick I get firearms, hauler, leadership or martial arts first xD
|
|
|
Post by Nakovalen on Dec 6, 2010 14:35:47 GMT
At start I choose any "survival" skill: agile, awake, light sleeper or light eater. Later I prioritize firearms, hauler and high stamina. And only after Ive got already a few skills I get leadership and carpentry(sometimes I specialize only on one). And low priority are bows and martial arts.
For followers: -don't take items -don't throw grenades -don't trade -don't sleep(sleep only when we are scavenging)
|
|
|
Post by maimedfox on Dec 18, 2010 13:20:02 GMT
I usually like to start with Light Eater and get it up to 3 or so ASAP. I'm also a big fan of Martial Arts. With it you don't have to worry about carrying a cumbersome weapon around that can break on you, plus it can get really powerful at high levels. High Stamina is pretty much a must too, since I do a lot of melee fighting.
|
|
|
Post by dsc on Dec 19, 2010 7:53:53 GMT
I start with agile and then go for one point of carpentry soon as I can personally, but that's because I start off by searching for a sewer maintenance building to park cars in front of. Barricades, fortifications, and cars together will keep you sleeping happy till day 10 or so in vanilla.
Hopefully by then, you've gained enough of a stockpile of little blue pills and food, so that you won't have to sleep anymore. And hopefully, you got yourself up to agile 5 by then and a few points scattered between hauler, strong, light eater, and awake.
I say hopefully, because in my experience, you won't survive sleeping the night past day 15. Too many zombie masters shoving your cars around. Even if you do cover your stench, it doesn't keep them from arbitrarily finding you by complete chance. Once you break this threshold, max out hauler, strong, then survival skills, stamina, and medic.
Once you reach this point, I don't think there's any end to it. You can find pills more than you burn through them, especially with medic.
|
|
|
Post by otakucore on Dec 22, 2010 11:13:08 GMT
To level 4 ASAP: light eater
Next, to level 5: agile
If light eater and agile not available: hauler, firearms, tough
If hauler, firearms, and tough not available: light sleeper, martial arts
I don't level awake at all, because a) it's fairly easy to maintain shelter long enough to sleep; b) there are plenty of blue pills; and c) sleeping is the fastest way to pass time, so I like being able to get tired quickly by waiting.
I don't level hardy at all, because I only sleep to pass time; and, in the early game, it's easy to find a bed.
If I have no other choice, I'll level leadership once so I can take lead over hungry civilians. If I'm forced to murder one, I'll level unsuspicious. (I might start leveling leadership so I can try building an army and mega fort.)
I favored firearms because they're so good against humans--necessary, even, in the early game. I'm thinking about switching to melee, though. Next time I play as living I'll do the math and see how much damage I can do with melee skill bonuses and the best weapon (whatever that is--I haven't even compared melee weapons).
|
|
|
Post by happycorner on Jan 7, 2011 10:23:26 GMT
Damn, you guys are so leet compared to me. Day 15? (Or day 30 in "Dealing with That Guy" thread.) I thought I was having a badass run whenever I get to day 7! Maybe I should try Leadership or Carpentry for once... but it's just so romantic to be self-reliant and surviving like a cockroach while the rest of the world is getting mowed down.
I always start with Agile. Higher defense is useful for all builds! You might find more than enough food or sleeping places, but you can never have enough defense! From there, it depends on what mood I'm in for that particular game (or what luck I'm having finding stuff).
Gunbunny. At least 1 level of Hauler is also a must, as 7 items is too few for all the ammo/pills/meds/armor/optional backup weapon that I prefer to carry. 8+ is more reasonable. After that, Agile and Firearms (preferring Agile until it's level 3+), but on the many occasions when they are unavailable I'll take Tough/Unsuspicious/Hardy, or Light Eater/Awake if I'm totally desperate for something worthwhile to pick.
With this strategy, I find it useful to carry a big hammer as a backup weapon (if I have room)... you can save ammo by using it to finish off enemies, and since it has a high ATK and you're not using it constantly, you can get by without Strong/High Stamina.
Melee. I didn't think a melee build would work the first time I played, but it can be a lot of fun. Agile/Strong/Tough/High Stamina, in that order... nicely, it's hard to get a level up without at least one of those. Without the need for ammo, Hauler isn't as necessary, but Hardy and (if it ends up being that kinda game) Unsuspicious can be useful.
|
|
jacos
New Member
Posts: 12
|
Post by jacos on Apr 12, 2011 9:35:28 GMT
My most important skills in order of priority; Light Eater Hauler Hardy (only level 1) Awake Carpenter (only level 1) Firearms Light Sleeper
|
|
|
Post by xanmyral on May 12, 2011 20:56:49 GMT
What I always do is start with Agile. I don't really choose any other skill really. Food is easy enough to get in the beginning, and when it starts to get scarce I already have it up to one or two, hopefully three, by then. I take hauler if I see it though, as it even trumps both Light Eater, and Awake. I've been moving away from Awake as of lately however, but probably because you can't sleep without food and those nice little blue pills are pretty simple to find as no one really takes them. So... ~Agile Taken First Day ~Focus on Hauler and Light Eater ~Awake/Martial Arts/Bows/Firearms/Agile ~Everything Else
|
|
|
Post by limeness on Feb 6, 2012 19:07:38 GMT
I play this game solo mainly.
My choice is always this.
Agile>Light Eater>Bows(or firearms if I decide to use rifles)>Hauler>Dump the rest into stamina and HP boosts, anything other than this is situational for me, to make up for lack of carpentry I often move homes (I stay on the move instead of keeping to one base).
It's imperative for my build to actually seek out and kill evolving zombies or masters before the hoard grows too strong, offensive defence, this is especially true of evolutions such as Disciples.
|
|
wolfe
New Member
Posts: 7
|
Post by wolfe on Feb 17, 2012 22:52:41 GMT
I play vintage almost exclusively, and generally go with this order:
Hauler: Till I'm done hoarding, since I hole up through days 7-25 approx. 1 Carpentry: So I can fortify my bunker. Light Eater: Once I'm holed up, to stay there longer. Level 5 ASAP Firearms: Versatile early game firepower, and easier to re-arm on the fly if needed compared to bows. Hauler(if still needed) Agile|Martial Arts|Strong|High Stamina|Tough: Having a melee option is more important in vintage, and martial arts scales the best and doesn't require an inv. slot. (ATT +30 DMG +10 FTW.) 1 in Medic & 1 in Hardy: Late game nomadic play support. Awake|Carpentry Others
I may try taking a single point in Leadership somewhere from now on for some extra support, but not likely more than one. The interface is still a bit too cumbersome for my tastes, seems I spend more time sorting out my help than actually playing atm with 2+ followers.
|
|
|
Post by crymsonchaos on May 15, 2012 1:08:03 GMT
Mine are generally the bar increasers in the early days, and Hauler.
By bar increasers, I mean Light Eater and Awake. Less sleep = more time watching. I get high stamina/ tough LATE, while Agile, Firearms, Strong, and Bows in the middle.
|
|