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DaKillaOfHell

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  1. First of all, what I talk about is just insane difficulty. I am not bothering with anything lower than that. Second of all, I am mostly talking about SP, in MP; rules may vary a bit because of people using complementary builds so not every player necessarily needs to upgrade for forge, cars and trader. Third of all, I am talking about pure efficiency. It is by no means an idea of how-to-normally-go-through-POIs, killing tons of until getting final loot thing. (Sorry for my bad English, but it isn't my first language). What I normally do is seeing a POI, I know many POIs, and then use building blocks and such to get to end loot, loot it - done. Same for quests. (We talk about that later) And on insane difficulty, zombies have huge damage, huge life pools, as well as being far better at sensing you than at any other difficulty. This only leaves a few valid strategies, early game is mostly using in melee wooden club - bone knife for bleeding, bow - pistol (if possible) for ranged. You can just run around, knife-tag mobs, run back, let them bleed out, repeat. If you need mob control, a club is quite good in the beginning but doesn't hold much to armored zombies. Your first overall goal is to get a valid weapon. The ones I talked about above are just for emergency use only. The best way to get a valid weapon would be either end-looting or trader. I didn't talk about all of this just to talk about basic stuffs, but I want to talk about this, because it is necessary to understand why I come to the conclusion that everything else than INT is either just secondarily nice or not even worth mentioning. To show what I mean, an important point is the A21 changes: This means and is proven, that any points not being spent in a tree will result in fairly reduced probability of finding such books you need to skill up. Lets talk about the trees: First, what can each tree produce: PER: Rifle, Explosion, Spears. Also collecting items. Secondary: Spy, Penetration, sniffing, lucky looting, treasure hunter STR: Hammers, Clubs, Shotguns, Heavy Armor, Cooking, Tools FOR: Brawl, Machine Guns, Crops (?) Secondary: Survival skills, healing factor, iron stomach, stamina training AGI: Bows/Crossbows, Knifes, Pistols, Light armor Secondary: Stealth, hit/Run, Parcour. INT: Batons, Robots, Forge, Cars etc. Lets talk about the worst of them here: Fortitude. Brawling is underwhelming compared to other weapons because of limited range. Since heavy armor is in STR, which is a must-have on higher difficulties, your armor will be lower too. The only secondary being worth mentioning would be in survival skills, meaning pain tolerance. The rest, you simply don't need when having INT. We get to that point later. Agi: might sound contradictional, but we have no crowd control, bleeding is available from the start without points so also no pre-requisite, Light armor is not really useful on insane, so therefore there is no point in investing here. Secondaries are mostly being useless. Stealth is being useful when playing normally and looting houses (yes), but with powerlooting/powerquesting and especially 7-days-horde, it is just completely useless. Perception: Spear is a nice weapon with very good range plus slowing, which makes it a valid choice against mobs. The problem, however, comes with the rifles. This is a bit more a difficult one, because some talents are worth mentioning. Lucky looting is still very good, but it needs huge invest, therefore lot of levels in order to become useful. Rifles are good weapons when talking about sniper rifles. Lower than that, it is kinda troublesome since tier 1 and tier 2 only have one bullet capacity each, which makes them a very bad choice on insane. So in order to be good with that, you can't even use rifles up to higher mid-game. Collecting items are nice, but barely needed when having other choices such as tools or so. Those three are - and I will say that - probably have good use on lower difficulties and in MP as well. But since we talk about this difficulty, there are basically only two starter choices. Strength or Intelligence. Both are not being mutually exclusive, since sooner or later, you will want to pick the other one as well. However, in terms of getting fast progress, the clear winner is Intelligence. The reason is: Every single trait is useful! Stun Baton for example is - especially combined with something like repulsor mod - easily on par with sledgehammer in terms of cc. Plus it also has the ability to do dot, the only other weapon being able to do so is the knife. Robots are mandatory for any base, and also quite useful for setting up traps in the end of POIs for cleaning up fast. I always take two of them with me when I can such as hammer when being close to the edge of high buildings in order to kill zombies very efficiently. Trading as well as quests are still the de-facto-meta for fast progress since they give you a stable income of resources, weapons, as well as dukes and ammo. So also a no-brainer. Quests are still extremely good for progress. Leadership is a MUST in MP. Doctor is buffing your selfheal very hard, giving you medicine as well as far higher healing efficiency and a fantastic bonus on higher level with 10% insta-kill chance for batons. Engineer and mechanic - I think I don't have to talk about that. Both are simply mandatory for progress via forge, workbench, chemistry station, as well as vehicles. and lockpicking - still extremely important, especially when quick looting as I do. Strength: Also very useful, but it doesn't give us much base building abilities, especially towards defense. Still, it isn't a bad pick if you dont want to go for a base on Insane. If you do, however, you will need intelligence first. In a 2-player-insane, normally one picks STR first while the other picks INT first. That is at least meta for now.
  2. I have got a few questions: How is the irrigation system supposed to work? Well lets assume I have an irrigation pump. Below this, should there be water or dirt? Or does the irrigation pump work when water is nearby? Does it need electricity? And if you have crops, does dirt work? Or do you need those farm plots? Do you need then to place a pipe between those plots/dirt? If so, what range does a pipe have? Sorry if it sounds stupid, but I tried it out for 8 days and it doesnt seem to work. Or do crops need a longer duration to grow? Just an example how I built it:
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