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Zourin

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Zourin last won the day on November 23 2018

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About Zourin

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  1. Generally, hitting level 20 by around day 14ish seems to be about the general pace-mark if you're aggressive with zombies and spawned hordes. That means I've already sunk 14 hours into a single game, and by then you should be far and away well into the starting strides of anything resembling a 'build'. Day 14 doesn't pull punches and the blows don't come any softer after that point and it's far too late to be half-assed at anything. From a solo perspective, surviving the first week is a quick nut-punch to be sure you have the basics down, but not dying in the second wave comes down to supply and having spent on genuine must-have skills: Advanced engineering 1 & 2 (forge & workbench), Healing Factor 1 (core self-healing), Pack Mule 1, Master Chef 1 (because charred meat can be fatal), Miner 69'er 1 (Q1 tools are ass!). That's a MINIMUM amount of early-game functionality, not counting the need for a chem station, sustainable farming, advanced defenses, and medical supplies that are needed later down the road. A solo Melee is MAD (multiple attribute dependency), particularly spears. You're talking heavy investment in Fortitude (HFactor, Tolerance), with a weapon choice very likely diverging into Strength (blunts & stamina management) and Agility (light armor, slashing). You certainly end up strapped for points for 'fun' takes like Lucky Looter, Hunting perks (Tracker/Hunter), Daring Adventurer. My last run with heavy armor and a spear in a 2-player coop ended horribly. Heavy armor really doesn't progress (everything is ~10 armor val), doesn't significantly differ from light armor, and is crippling when you need to lug it in your inventory to a POI mission or travel on foot while wearing it. I gave up on the spear as anything but a backup melee weapon (where literally anything could have served that purpose) in favor of any gun I had, as the spears' poor damage, swing speed, and tendency to simply 'go missing' on accident proved it to be a gross liability, and that's saying something when the most historically advantageous weapon ranks worse than a jar of beer and two fists and the fireaxe which magically lost its weapon status in A18. By level 20, I couldn't tank for ♥♥♥♥, I couldn't melee for ♥♥♥♥, couldn't so much as build a forge, I was constantly dying of starvation and thirst, and was 'that guy' that was 200m behind everyone else because of the armor penalties and hunger-inspired stamina drain.
  2. What I want to know is how viable is it to spec melee as a single player. Points are so scarce that I'm having trouble NOT turning into an engineer-harvester with a major dump in Intelligence just for the core technology to keep up with the horde nights. Melee spec is very MAD (Multiple Attribute Dependancy) when in single player. You need strength for stamina management, you need Fortitude out the wazoo if you stand a chance of staying alive in clutch situations, and a massive dump in Intelligence is needed. YOu can't make armor out of steel with the armor skills if you can't make steel, or workbenches. If you want a motorbike, be ready to sink more points. This starts to immediately limit you to blunt weapons, machine guns, and shotguns (i'm not going to take 'brawler' seriously for a melee spec). You can almost immediately rule out spears and slashing weapons, as now that's a fourth attribute. If you want to water it all down, Perception isn't a bad way to go with scavenger and lucky looter.
  3. There aren't enough points to be a melee solo. Everything's so spread out now and points are rediculously scarce. I used to be able to at least have a half-decent build by L20, but now I'm lucky if I can scrape enough materials together, advance through tech, AND still qualify as a 'melee spec'. You actually NEED to blow a point just to grill meat. Seriously, that's stupid. That's like needing an instruction manual for grilled cheese. Single player peeps can only be one thing: engineer-harvesters. Good luck getting points to spare for anything else.
  4. It's not a good thing when you open a fridge, loot an apocalypse-old chunk of meat, and IMMEDIATELY ALL ZOMBIES IN THE POI ARE COMING FOR YOU. That's why smell got removed. You could actually cheese the ♥♥♥♥ out of POI's by walking in with stew on your belt to wake the whole building up and bring them outside. Human scent isn't good enough to do that. Zombies probably stink to hell and back and shouldn't be able to smell a damn thing over their own BO.
  5. It's probably a lot cheaper to just have a dart trap & tripwire covering the door. They're remarkably effective if you're just going to shoot down a fixed lane. I use them to cover garage doors. Dart traps and electric fencing are lethal.
  6. I just got a barn POI that has a garage door pre-installed, and the interior space is ideal to garage a motorcycle. The problem: It's locked, so.. worthless.
  7. Hopefully they come soon. I can't exactly say smashing safes is particularly riveting gameplay.
  8. If you are in a running gunfight, don't be in a running gunfight. Once you 'go loud' because ♥♥♥♥ hit the fan, it's 1000% better to swap to a melee weapon and back the ♥♥♥♥ out to someplace where you can control turf. Without Run and Gun and Archery, crossbows are a death wish. You need a melee weapon to POI raid, and usually a back-up shotgun for ferals and irradiated. It goes without saying: ARMOR: YOU NEED IT. You don't outrun a feral, not with the ♥♥♥♥ty stamina system in play.
  9. The crossbow is terrible. 1. Its reload is SLOW. REALLY SLOW! It's absolutely worthless if you need a follow up shot or twenty. 2. You practically can't move while you reload. This is a fatal problem, similar to the hunting rifle. 3. It's LOUD. Your stealth can boost into the 40s or 50's with just one shot, which is like banging a pickaxe on a safe. 4. You have to completely remake your entire ammo arsenal just for this weapon. You probably have hundreds of arrows by now, but maybe a few dozen steel bolts from loot. The bow offers faster fire rates and better foot speed when either are critical, such as horde nights. The crossbow IS stronger, but only on paper. You can easily get OHK's on most normal zombies with the compound bow and iron/steel arrows, but the crossbow doesn't offer you anything the bow doesn't.. it won't one-hit a feral or cop. Even if you take it to make sure you kill in one shot, it's loud enough to wake up every zombie in the room.
  10. They are EXPENSIVE with the trader. A bottle of oil runs 300 Dukes a peice. I don't even think steel is that pricey. You'd need to have found a working chem station, get lucky on a shale mine, and have at least a bicycle for the commute.. that's a big ask solo when you need a LOT of time for other high priority jobs. I didn't get a bicycle until my third week, hopped down to the desert, dug a hole and came up with nothing.. so horde night is a wash. I spent all my dukes renting a vending machine so I could sell all the guns he wouldn't buy.
  11. Its standard operating procedure when dealing with a physically and numerically superior hostile to exploit flaws and lapses in intelligence. Players can't outdamage a horde. In fact, they can't outdamage a horde to the point where they can't outtank them, thanks to the tantrum bonus and 250-block-damage workers and cops. There really isn't even anything in the players arsenal that compares with zombie supermans punching holes through steel and jumping short buildings. So we seek to be smarter, and that involves exploitation. We exploit intelligence constantly when we bait, hunt, and hide from animals that outshine us in both physical strength and sensory perception. Pest control is an exploitation of intelligence. Construction and architecture is an exploitation of physics. So yeah. No matter how the rules change, if there's a way to win, it's going to be some kind of exploitation, intended or not.
  12. Molotovs + spike-loaded pitfall trap at a wall gap = massacre. Interesting.
  13. I'm starting to understand the AI's pathing preference: 1 - Is a direct path available without jumping up or down on anything. Take it. 2 - Is the target below me. Destroy floor / jump down. 3 - Is the target pathable if I ignore doors? Destroy and path through door. 4 - Can I step over something? Jump it. 5 - Can I pyramid to a pathable route? Jump on zombie. 6 - Is there no path, RAGE. Interesting quirk: Zombies will pyramid at the exterior wall or rage if there's a 1 block 'jump' behind the door they can't avoid. The best bait for zombies is an open path. That's why I started testing spike pitfall traps with loose floorboards covering them. They fall in and are either killed or controlled for a much longer period of time than most other scenarios, with only a few stragglers at worst.
  14. I think I've found a way to whittle down the numbers a bit. it's not an end-all solution, but it looks like a good first-line defense. Literally the dumbest way ever: Pit traps. filled with spikes. Have a gap in your outer perimeter, with, for the sake of my tests, a 10 long, 2 wide, 2-3 block deep pit. line it with flagstone or whatever you like or leave it dirt. Fill it with spike traps. I've been running tests with 25 arlenes and this has been the most effective, by far, of whittling down the numbers. Only a few jump over the pit, so you'll need to kill them. Some pyramid up. Sure, fine. But most stay in the pit where it's like shooting fish in a barrel. Bonus points if you put mines down at the bottom. Most defense setups I've tried have left at least a dozen and more arlenes alive. This one left only 5, which is manageable from a defensive standpoint. This is also small enough to repeat at several points around a base, and the test was run with a doubled-door right next to the pit so no funky jump-overs are needed. A 10x3x3 pit with 60 spikes and covered with loose floorboards was enough to kill all 25 arlenes as they tried to jump up onto unbroken trap plates. I'll consider that a win. The 2:1 ratio for simple zombies is a bit concerning when you consider how beefy some of the other zombies are, and a cop explosion will, of course, clean the pit. By then, however, they still need to get out of the pit. Line with barbed wire and a fence so you don't accidentally fall in, and you're set.
  15. I'm still running tests in creative, the only things I've discovered is: Spikes are not enough passive damage to soften anything but an ultra-early game horde. You need blade traps, dart traps, Electric fencing, and turrets. You also need design setups for them to operate properly and not just hang them out there. Doors are structural weak points if you only use one door. You can face two doors against each other, and the AI seems to regard that path as 'too hard'. Airlock style entry/exit paths can exist at ground level with upwards of 4 doors without constantly being pathed through by wanderers and ferals.
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