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RamrodMC
Mar 2, 2011

midget astronaut

Speedball posted:

Which of these has the most space for putting stuff in it?

Snyder Trucking Warehouse. Trumbull County Fairgrounds is the same size, but it is unlocked in the course of the story.

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Nostalgia4ColdWar
May 7, 2007

Good people deserve good things.

Till someone lets the winter in and the dying begins, because Old Dark Places attract Old Dark Things.
Man, I had a run of bad luck. Got pinned against a fence by two of the fat hillbilly ones while being escorted by Maya. So I lost my two best right out the gate before I could go see the judge but all in all I love this thing and can't wait for it to go to PC.

Agnostalgia
Dec 22, 2009

RamrodMC posted:

Snyder Trucking Warehouse. Trumbull County Fairgrounds is the same size, but it is unlocked in the course of the story.

The Fairground also has worse built-ins with a dining room and kitchen instead of bedroom and workshop.

Kymera
Sep 6, 2006

The right man in the wrong place can make all the difference in the world
If you choose the Snyder warehouse and surround the base with outposts on every side, is it necessary to upgrade the watchtower? Aside from the shooting bonus for the camp, is the watchtower needed for defense? So far it seems like no zombies can even get close to the warehouse.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Kymera posted:

If you choose the Snyder warehouse and surround the base with outposts on every side, is it necessary to upgrade the watchtower? Aside from the shooting bonus for the camp, is the watchtower needed for defense? So far it seems like no zombies can even get close to the warehouse.

Not really. It's not like your watchtower does anything unless you keep getting a bunch of new survivors.

homeless snail
Mar 14, 2007

You can make some easy ammo resources training outsiders at the fully upgraded watchtower, but ammo is kind of the least important resource and you find it everywhere. So no, I guess not really.

Mellophant
Jul 28, 2003

I've gone from Church > Alamo > Fairgrounds. I'm glad the patch is coming out, but really infestations/guardtower shifts not working aren't that big of deal as long as you've got enough outposts around. You just need to babysit your survivors in between looting houses.

It's a pretty big pain waiting for an hour per outpost to set however, I hope they lessen the amount of things that happen while a game goes un-played.

50 Foot Ant posted:

Man, I had a run of bad luck. Got pinned against a fence by two of the fat hillbilly ones while being escorted by Maya. So I lost my two best right out the gate before I could go see the judge but all in all I love this thing and can't wait for it to go to PC.

They move incredibly slow so they're not that big of a deal, but I'm sure there's a fake PTSD story in there somewhere.

Mister Bates
Aug 4, 2010

Kymera posted:

If you choose the Snyder warehouse and surround the base with outposts on every side, is it necessary to upgrade the watchtower? Aside from the shooting bonus for the camp, is the watchtower needed for defense? So far it seems like no zombies can even get close to the warehouse.

Due to bugs the watchtower is completely useless for defense right now, although the upgraded one is a good way to make a small but steady income of ammo. It's also not really necessary even if it did work, because with strategic placement of outposts you can pretty much keep the blocks surrounding the warehouse almost totally devoid of zombies.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

The Tower is also good for activating the shooting practice option. At the cost of one ammo resource everyone gets bonus shooting experience. Very nice if you're taking a bunch of greenhorns at guns and trying to train them up for specializations without burning the actual ammo in your supply.

Kymera
Sep 6, 2006

The right man in the wrong place can make all the difference in the world
Does the workshop actually repair weapons or does it need to be patched? If it does repair, does it repair items in your stash or items in your backpack?

coyo7e
Aug 23, 2007

by zen death robot

Kymera posted:

Does the workshop actually repair weapons or does it need to be patched? If it does repair, does it repair items in your stash or items in your backpack?
Yes, it repairs them overnight. They must be in your stash, anything in your inventory can be assumed to be there and still in the same condition when you come back, although I guess there's a chance the AI would control them and have them manage their own inventory while you were gone.

Had fun in the xbox party last night, sorry I didn't hang around, had to work on the logistics of a pizza party, with my housemate.

edit: on the topic of talking about SoD, has anybody heard the game discussed on any podcasts? I was kind of sad this morning when I turned on Giantbombcast, to realize it's E3 week and they won't be talking about the rad game that came out last week. :(

coyo7e fucked around with this message at 17:37 on Jun 12, 2013

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

Kymera posted:

Does the workshop actually repair weapons or does it need to be patched? If it does repair, does it repair items in your stash or items in your backpack?
It currently repairs items in your stash, but only once per IRL day. Yes this is extremely dumb like all the rest of the real-time stuff, but it's apparently getting changed to once per in-game day with the patch (same with car repairs).

Korlac
Nov 16, 2006

A quintessential being known throughout the Realm as the 'Dungeon Master'. :rolldice:
Ugh, sounds like the patch is dropping next week. I was hoping it would hit earlier.

Slayer1597
Nov 6, 2008

TREMENDOUS CHILD
ASK ME ABOUT MY ANIMES

Korlac posted:

Ugh, sounds like the patch is dropping next week. I was hoping it would hit earlier.

This just gives me an excuse to start over in a week :D

But seriously I restarted last night to match up with another goon buddy of mine. and I decided to play really fast aggressive zombie survival. so far I have only lost one person.

Thanks to coyo7e for teaching us about the jumping attacks and drop kicks , also if you hold RB and hit B your dude will do a combat roll.(I figured that out later)

The Berzerker
Feb 24, 2006

treat me like a dog


coyo7e posted:

edit: on the topic of talking about SoD, has anybody heard the game discussed on any podcasts? I was kind of sad this morning when I turned on Giantbombcast, to realize it's E3 week and they won't be talking about the rad game that came out last week. :(

It was briefly discussed on this week's episode of The Indoor Kids, but basically they just said "wow the demo was good and the game is fun so far, I have played it for an hour" and that was it.

Kymera
Sep 6, 2006

The right man in the wrong place can make all the difference in the world
At Snyder warehouse I have built sleeping area, medical area, cooking area, and training area. Should I use the last slot on garden, library or dining area? I'm leaning more between garden and library but it seems like food isn't really an issue right now. I'm also not really sure how important the library or dining area is.

Slayer1597
Nov 6, 2008

TREMENDOUS CHILD
ASK ME ABOUT MY ANIMES

Kymera posted:

At Snyder warehouse I have built sleeping area, medical area, cooking area, and training area. Should I use the last slot on garden, library or dining area? I'm leaning more between garden and library but it seems like food isn't really an issue right now. I'm also not really sure how important the library or dining area is.

I always get "Recommended" the garden in the last slot so its usually what I go for. But apparently there are no places bigger (slot wise) than snyder warehouse (the fairgrounds is also the same size yes?)

coyo7e
Aug 23, 2007

by zen death robot
The Fresh Meat Guide to Survival in Trumbull Valley
or
"How I Learned to Stop Worrying and Love the Horde"
------------------------------------------------------
Okay. You just got back from a camping trip with your buddy Ed. You met this hotty, Maya, up at the lake after Ed's fumbling attempts at picking up the bait shop girl failed, but Maya's got a bit of a chip on her shoulder, and anyway it's pretty tough to get some quality privacy time together, when you've gotta time-share bunks in a church with ten people.
Think "Space Camp" :science: :spergin: , not "Band Camp." :gooncamp:


So what're ya gonna do now? That stick ain't gonna last forever, and every time you go outside and start running somewhere, you're suddenly all tired out and then piled on by zombies and then poo poo gets out of hand. God forbid you go into a house and start trying to look for weapons and food, every single goddamned time, it's like you just rang the dinner bell! :arghfist::saddowns:

Well boys and girls, have no fear! We're here to set you straight on the road out of Trumbull Valley, and we're gonna do a whole lot of rear end-kickin' along the way!


First Things First, we'll quickly go through some of the game's interface. I am concentrating on NPC skills and combat, rather than base building - someone else can talk about that if they'd like.

Controls (yes, you need to read this. Most people seem to have played for many hours without knowing about all of these)
X - Attack.
Y - Interact With, or (in combat) Kick/Push-Away.
B - Duck away. This is your basic dodge move.
A - Jump. This is also a jumping ATTACK by itself, when in combat.
LB - Similar to Saints Row 3's 'awesome' button (it allows you to shoulder-charge through locked doors, for instance). This is your sprint button, and it also modifies your other buttons when held down in combat, to give you...

SPECIAL MOVES
LB + X - Heavy attack.
LB + Y - Special attack - usually a knockback or knockdown of some type, depends on skills and specializations.
LB + B - Rolling dodge. This turns you into Ryu Hayabusa. It also sends zombies reeling slightly, and can be used to knock them off of survivors, etc.
LB + A - Jumping kick attack. Think Mike Haggar's kick from 'Fists of Fury'. This move is a lifesaver, and will knock down most opponents over 90% of the time - this is what I rely on to deal with Ferals when I have no car, or am playing a low-level character. Learn it. Love it. Live it.

Other control trivia:
- Dodging allows you to clip through survivors' character models. This is a HUGE help when going through indoor environments with a couple of NPCs.
- There seems to be a difference between tapping and holding buttons, at least with the special maneuvers you can choose as your skills go up. I have no idea how to do the strong kick for instance, I think that it's a long hold on the Y button however, I've simply never used it, and when I tried to experiment, I never really seemed to knock anything down as effectively as it seemed it should.
- Guns which possess a magazine can generally have one live round chambered, on top of the maximum clip size. Just reload, then reload again. Revolvers and some other guns such as break-action shotguns, for instance, cannot chamber a shell in this manner, for obvious reasons.


Okay, Now What? - Character progression and menus.
- You can specialize in a weapon at Fighting/Shooting rank 4. Do this ASAP for every character, but think about it before doing so - is that woman with Reflex a character that can pack a 10 lb sledgehammer? Is that guy who will eventually replace his dodge attacks with wrestling moves, suitable to be moving fast and light with a machete? Is that ex-soldier with shooting bonuses, really going to be wading in, or should you think about speccing into assault rifles? Maybe the answer is yes, but consider factors such as a weapon type's average durability (blades are flimsy, heavy weapons can last for several in-game days of exploring and steady combat, blunt have great knockback and speed but aren't good at hitting multiple opponents, etc) average weight, and what other skills you possess which would synergize with your plan for that character.

- Everybody has a number of stars in their skills, going up to 7. Everyone has a certain number of skill slots (6 or 7, can't recall offhand) which seem to always end up filling with something. I am unsure if doing stuff like spamming dodge rolls can force a character to pick up a certain trait such as Reflex, although I've had Ed spontaneously gain the Reflex skill after a day or so of exploration, and women survivors have picked up Powerhouse the same way, so they don't seem gender-based as I first assumed (possibly gender-biased, though). If a character hasn't picked up a full compliment of skills yet, you might rethink specializing in a weapon type until you know what they'll turn into - weapon skills go up very quickly.

- As a rule of thumb, you can mostly safely assume that hitting level 4 in a skill, will generally allow you to choose one of two special abilities. Reflex characters get dodgey-knockback-y type stuff, Powerhouse characters get Suplex moves and stuff, which tends to replace their dodge in many cases. Weapons each have skills as well, such as instant kill moves, sweep attacks, or ground-pound moves, etc.

- To specialize in a skill, hold UP on the D-Pad, then tap the right shoulder once, to get to the "star" tab. Then scroll downward until you see a couple of icons. Tap A to read their description and how to use them, tap X to select the skill and THEN HOLD X AGAIN to choose the skill. This is annoying but it's intended to keep people from accidentally selecting a skill, I guess. You'll get used to it.

- All skills have a verbose description and show what you can potentially gain at each level, if you select them and hit A it will show a column of icons with abilities and bonuses listed. I'm not entirely sure that every skill can go up to 7, Counseling for instance, only shows 4 ranks, and I've never seen a character gain any more Counseling skill while playing, even by doing Anger Management quests, etc.


... More to come on exploration and inventory tactics, etc.

coyo7e fucked around with this message at 19:10 on Jun 12, 2013

Iseeyouseemeseeyou
Jan 3, 2011

Slayer1597 posted:

I always get "Recommended" the garden in the last slot so its usually what I go for. But apparently there are no places bigger (slot wise) than snyder warehouse (the fairgrounds is also the same size yes?)

Kymera posted:

At Snyder warehouse I have built sleeping area, medical area, cooking area, and training area. Should I use the last slot on garden, library or dining area? I'm leaning more between garden and library but it seems like food isn't really an issue right now. I'm also not really sure how important the library or dining area is.

The garden is rather useless with how abundant food supplies are.

Kymera
Sep 6, 2006

The right man in the wrong place can make all the difference in the world
I built a library but it doesn't seem that useful. It just lets you get more upgrades for your level 2 workplaces. I might destroy the library and build another workshop since the one in the warehouse can't be upgraded. I would then make it a munitions workshop. I can't really find any info online about munitions workshop though. Does anyone know what it does?

coyo7e
Aug 23, 2007

by zen death robot

Kymera posted:

I built a library but it doesn't seem that useful. It just lets you get more upgrades for your level 2 workplaces. I might destroy the library and build another workshop since the one in the warehouse can't be upgraded. I would then make it a munitions workshop. I can't really find any info online about munitions workshop though. Does anyone know what it does?
I assume they make ammo and/or explosives.

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark
Coyote, that's a first-rate combat tutorial but you need to replace RB with LB. LB is your sprint/"awesome" button.

TheAgent
Feb 16, 2002

The call is coming from inside Dr. House
Grimey Drawer

coyo7e posted:

The Fresh Meat Guide to Survival in Trumbull Valley

RB - Similar to Saints Row 3's 'awesome' button. This is your sprint button, and it also modifies your other buttons when held down in combat, to give you...
Isn't that LB instead of RB? RB is for using items, isn't it?

Also if you spec into rifles (maybe all firearms) with a character they can slow time. Do this by aiming using LT and then tapping LB. Max Payne mode ahoy!

Comrade Flynn
Jun 1, 2003

What the hell I had no idea you could specialize in skills.

coyo7e
Aug 23, 2007

by zen death robot
^^^ Yeah, in the xbox parties last night, I talked to at least three different people (who'd all gone much farther progression-wise than I had) who had no idea that you could specialize weapons, go in and look at summaries of skills, shoulder-charge through doors, or do the jumping double-kick attack (which again, is a loving miracle when you learn to use it!)

Not every skill specs at 4 stars, I know at least one gave you something at 5, instead.

I've yet to specialize in firearms, I just don't bother using them enough yet, although I've gotten rather good at clearing a horde while escorting a survivor, by backing behind the survivor as they rush in, picking off a clip's worth of headshots and wading in to the survivors.;)

TheAgent posted:

Isn't that LB instead of RB? RB is for using items, isn't it?

Also if you spec into rifles (maybe all firearms) with a character they can slow time. Do this by aiming using LT and then tapping LB. Max Payne mode ahoy!
D'oh! :ughh: Dyslexia strikes again. Or something. ;)

coyo7e fucked around with this message at 18:58 on Jun 12, 2013

TheAgent
Feb 16, 2002

The call is coming from inside Dr. House
Grimey Drawer

Comrade Flynn posted:

What the hell I had no idea you could specialize in skills.
Go into your character screen by hitting up on the dpad. Use RB/LB to scroll through the available screens - I believe the character screen is the first one to the right when you open the menu. Scroll down using the left stick until you get to the character customization (its past your stats like reflexes, wits, etc) -- you have to be at least a 4 star in something to specialize or unlock special moves. Press X and then press and hold to confirm the selection.

Enjoying slowing down time, sweep kicking and double bashing in zombie skulls!

You can spec into a firearm type OR a melee type, but not both. So make sure someone like Maya goes full on guns (rifles in her case) and someone like Marcus or Sam goes into melee. Once you are speced into heavy weapons, pistols, rifles or whatever, that skill then gets raised separately as well.

Maya with her starting rifle is a headshot beast with a full rifle spec -- headshotting an entire zombie horde in seconds isn't unheard of.

TheAgent fucked around with this message at 19:00 on Jun 12, 2013

coyo7e
Aug 23, 2007

by zen death robot

TheAgent posted:

You can spec into a firearm type OR a melee type, but not both. So make sure someone like Maya goes full on guns (rifles in her case) and someone like Marcus or Sam goes into melee. Once you are speced into heavy weapons, pistols, rifles or whatever, that skill then gets raised separately as well.
One thing I neglected to mention about weapon speccing, is that it's really not the wisest idea to take a new survivor out with nothing but the one type of weapon you eventually intend to spec them into.

I recommend one heavy weapon and one blunt/sharp weapon, you generally have enough warning of how much resistance you'll find in a building by sound, so you can switch to the more appropriate one as needed, until you spec. Also, a low-level melee spec like Blades can be pretty sketchy to run around solo, leveling up. Keeping a backup weapon of a different type on--hand is prudent until your insta-kill chance starts rising, because it can be tough as poo poo to deal with 6 or 7 zombies with 1 point in blades, and a machete.

NuclearWinterUK
Jan 13, 2007

Yes, I am very well
Is there any way to find missing survivors if they don't show up on the map? I needed to rescue Maya from the storage building behind the Snyder base, so I did that and she ran back towards the base. Then a minute later I noticed she was missing and I can't find her anywhere. How someone even goes missing a few yards away from base I don't know.

I had to stop playing and turn the game off... She's going to die while I'm not playing, isn't she? :ohdear:

TheAgent
Feb 16, 2002

The call is coming from inside Dr. House
Grimey Drawer

Elenkis posted:

Is there any way to find missing survivors if they don't show up on the map? I needed to rescue Maya from the storage building behind the Snyder base, so I did that and she ran back towards the base. Then a minute later I noticed she was missing and I can't find her anywhere. How someone even goes missing a few yards away from base I don't know.

I had to stop playing and turn the game off... She's going to die while I'm not playing, isn't she? :ohdear:
I've had this happen and it just took awhile for her character to reach home base. Her model is most likely caught on a truck or fence or something and will reset back home when you relaunch the game.

Kris xK
Apr 23, 2010
It's a minor thing, but you also might want to mention some car tips:
1) USE THE loving DOOR. Pressing (X) while driving will make your charecter hold out the door while driving. This is FAR more effective than simply running hoards down, as your car will last a lot longer.
2) (Unconfirmed) backing into hoards will also preserve your car longer than just ramming them.
3) Use the horn. My standard MO for clearing infestations is to get a car, roll up to the house, and then just lean on the horn. It functions in much the same way that firecrackers do, drawing out zombies. Once you get a nice pile, door them. Rinse and repeat until you at least take out any freaks in the area.

Red Mundus
Oct 22, 2010

Kris xK posted:

2) (Unconfirmed) backing into hoards will also preserve your car longer than just ramming them.

I can definitely confirm this. I went on a loop around the entire map clearing out infestations using one car by simply backing up over them. Car was in perfect shape and everything when I got back home. It did end up literally covered in blood by the end though.

coyo7e
Aug 23, 2007

by zen death robot

Kris xK posted:

It's a minor thing, but you also might want to mention some car tips:
1) USE THE loving DOOR. Pressing (X) while driving will make your charecter hold out the door while driving. This is FAR more effective than simply running hoards down, as your car will last a lot longer.
The door is also a better idea than gunning it, if you hop into a car and are being rushed by zombies on the driver-side. This prevents them from latching on and dealing damage to the door, and it knocks them down and/or kills them, in addition to not being affected by the time it takes for the car to start up.

Using the door exclusively, will leave your car completely untouched, although after a while the door itself will fall off, or if you hit a riot zombie, object, etc. Backing over zombies is not a gauranteed way to prevent damage to your vehicle, although it's almost always a better idea than plowing straight through them frontward.

Slayer1597
Nov 6, 2008

TREMENDOUS CHILD
ASK ME ABOUT MY ANIMES
I wish your dudes could learn lock picking so you could silently open locked doors.

jwh
Jun 12, 2002

I do kind of wish vehicle gas was a game mechanic. Or the possibility of a damaged vehicle not starting.

Right now it's hardly worth running anywhere when you can use a car as a little mobile base.

I guess I want the game to be even more gritty and depressing.

homeless snail
Mar 14, 2007

Slayer1597 posted:

I wish your dudes could learn lock picking so you could silently open locked doors.
That's the level 7 wits skill, all doors are unlocked and searching is silent.

Slayer1597
Nov 6, 2008

TREMENDOUS CHILD
ASK ME ABOUT MY ANIMES

homeless snail posted:

That's the level 7 wits skill, all doors are unlocked and searching is silent.

well now I feel stupid! Putting rucksacks into trunks / truck-beds would be amazing.

vez veces
Dec 15, 2006

The engineer blew the whistle,
and the fireman rung the bell.

homeless snail posted:

That's the level 7 wits skill, all doors are unlocked and searching is silent.

I also had no idea. This is great.

Danger Doug
Jul 10, 2007

jwh posted:

I do kind of wish vehicle gas was a game mechanic. Or the possibility of a damaged vehicle not starting.

Right now it's hardly worth running anywhere when you can use a car as a little mobile base.

I guess I want the game to be even more gritty and depressing.

I honestly expected gas to be the new gold standard, and there to be no real chance of starting a car unless you had someone with some skill that is tangible to car theft. Cars are kind of an I win button.

Kymera
Sep 6, 2006

The right man in the wrong place can make all the difference in the world

Danger Doug posted:

I honestly expected gas to be the new gold standard, and there to be no real chance of starting a car unless you had someone with some skill that is tangible to car theft. Cars are kind of an I win button.

Yea I haven't even been close to death once in this game because of how powerful cars are. I always have my car close by when I'm on foot.

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The Berzerker
Feb 24, 2006

treat me like a dog


Kymera posted:

Yea I haven't even been close to death once in this game because of how powerful cars are. I always have my car close by when I'm on foot.

Yeah, same. The only character I've had die beyond story-related deaths was one that I purposely committed suicide with.



Great combat guide, coyo7e!

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