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Soulex posted:I'm holding off beatin the game. I think I'm close. I need to go to the bridge and see SGT Tam. If you already headed to the Fairgrounds with him to pick up explosives for the bridge, then the mission after that is the last one. I beat the game a couple of hours ago and only started using guns towards the end when the game literally wasn't letting me deposit any more guns into my stash (either hit the limit, or it's a bug). I loaded up on the 14-shell shotgun and a grenade launcher and waltzed through the last couple of missions.
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# ? Jun 18, 2013 22:04 |
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# ? May 31, 2024 07:10 |
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Lotish posted:This would suggest that when you meet a guy who wants to split a site, loot it yourself first and then help him collect goodies so you get half his stuff later and then go back for your other rucksacks.
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# ? Jun 18, 2013 22:27 |
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Yeah I've done the double looting scavenging things for a while, it really helps with ammo and building at the start of the game. I'm kind of surprised anyone uses powerhouses for anything besides constant suplexes. You're invincible while you do it, so hordes just line up to get smashed to death one by one. The stamina cost is negligible.
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# ? Jun 18, 2013 22:53 |
skoolmunkee posted:Yeah I've done the double looting scavenging things for a while, it really helps with ammo and building at the start of the game. You still take damage if you're hit, you just don't get interrupted. EDIT: Also reflexes > powerhouse. Soonmot fucked around with this message at 23:15 on Jun 18, 2013 |
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# ? Jun 18, 2013 23:13 |
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skoolmunkee posted:Yeah I've done the double looting scavenging things for a while, it really helps with ammo and building at the start of the game. I'd rather stand motionless and kill them two at a time, or just not use the LB + B stuff for Powerhouse characters, they're there to haul heavy poo poo, anyway.
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# ? Jun 18, 2013 23:28 |
coyo7e posted:You still have to finish off everyt single one you suplex, which involves turning 180 while surrounded, and being beaten on the entire time, since there are no invincibility frames for most moves. Y button as soon as you lift them for autokill.
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# ? Jun 18, 2013 23:29 |
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Soonmot posted:Y button as soon as you lift them for autokill.
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# ? Jun 18, 2013 23:30 |
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I'm having food issues at Snyders. Which should I replace with a garden?: Dojo (have Dojo master) library, or kitchen. I just got a thing at the library that lets other clans use it for 2 ammo. I'm thinking maybe the Dojo though.
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# ? Jun 18, 2013 23:30 |
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Kymera posted:I'm having food issues at Snyders. Which should I replace with a garden?: Dojo (have Dojo master) library, or kitchen. I just got a thing at the library that lets other clans use it for 2 ammo. I'm thinking maybe the Dojo though.
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# ? Jun 18, 2013 23:31 |
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coyo7e posted:Probably Dojo, since Fighting is easy to level up quickly, anyway. That is what I was thinking too but I wasn't sure how much of an impact losing +10 Stamina will be
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# ? Jun 18, 2013 23:42 |
coyo7e posted:Doesn't always work in a crowd unless you're pushing toward the target when I try it, and you're still being hit either way. Just knock ALL their legs off, and walk away. Really? It's total reflex for me, hit the B and then rapid tap the Y. I actually have more issues accidentally rolling away from the horde instead of grabbing a new zed than finishing them off with the slam.
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# ? Jun 18, 2013 23:46 |
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Kymera posted:That is what I was thinking too but I wasn't sure how much of an impact losing +10 Stamina will be I'm not certain, but I think 10 stamina is equivalent to two levels of cardio.
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# ? Jun 19, 2013 00:47 |
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Captain McStabbin posted:I'm not certain, but I think 10 stamina is equivalent to two levels of cardio. Yeah, the dojo/training area effectively gives everyone in your group two extra levels of Cardio. It's not a huge deal, though, especially if you've got enough beds for everyone, which gives the same bonus as having a dojo. They stack, of course, so having both a dojo and enough beds will effectively give everyone a whopping four additional levels of Cardio on top of their actual skill, but it's still quite easy to survive without it. e: They really need to fix the 'radio for supplies' dialogue - at the moment, Lily tells you she's found some ammo/materials/whatever as soon as the time expires, whether she actually has or not - and the game tells you that it's marked on the map, whether it actually is or not. Mister Bates fucked around with this message at 01:34 on Jun 19, 2013 |
# ? Jun 19, 2013 01:28 |
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Is there any secret to the head smash move? If I move at all I do the roll, ok thats fair the instructions say to stand still. But even then when I stand still two zombies will walk up to me, I'll press LB and B and my guy will do the standing uh.. "jig", and do nothing but exhaust stamina and one of the zombies will begin chewing on him. VVV Yeah the double kill. Alright I guess I'll just wait out for a patch, none of my guys are using the watch tower and I seem to have the "no mission bug" Leal fucked around with this message at 06:47 on Jun 19, 2013 |
# ? Jun 19, 2013 06:41 |
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The finisher? That's LB + Y. If you mean the double kill... it's notoriously fickly. Patch will be fixing it's timing problem.
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# ? Jun 19, 2013 06:46 |
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I am having an issue where when I bring a Survivor back to my base, he walks through the gate, and won't walk into the objective circle (I have to push him!). Anyone else getting this?
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# ? Jun 19, 2013 08:43 |
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Slayer1597 posted:I am having an issue where when I bring a Survivor back to my base, he walks through the gate, and won't walk into the objective circle (I have to push him!). Set him on fire or run a car right by him, that resets their movement and they'll start moving again. The trust lost isn't a big issue because you end up getting massive amounts of it anyways.
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# ? Jun 19, 2013 12:37 |
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coyo7e posted:The way loot is tailored to the type of location its in, the type of container it's in, and the randomization of the rooms inside of that location, is serious the best thing ever. I love being able to eyeball a bedroom and have a pretty good idea that every dresser will have a pistol in it, or that it's a kid's bedroom so it'll be full of knockoff Nipponese steel and snack bags. I like that houses often have a bit of a "theme" to them, too. I found a lovely-rear end house that looked like a hoarder had lived in it, and every room was full of junk and creepy dolls. Another house was extremely clean, well-organized, nicely appointed, and absolutely loving crammed to the rafters with drugs and incredibly illegal guns. I just about shat myself when I opened a dresser and found literally an entire backpack's worth of automatic weaponry.
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# ? Jun 19, 2013 13:08 |
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I loved finding that farmhouse near Spencer's mill that had a gun in every room.
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# ? Jun 19, 2013 16:41 |
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What causes survivors to go missing? All the sudden Marcus and two other survivors are missing and there are no missions to rescue them. These characters went missing in the span of about 1 hour of playtime. Morale is maximum so I don't think they ran away.
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# ? Jun 19, 2013 17:28 |
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sdr782 posted:What causes survivors to go missing? All the sudden Marcus and two other survivors are missing and there are no missions to rescue them. These characters went missing in the span of about 1 hour of playtime. Morale is maximum so I don't think they ran away. Too many infestations bug causes my survivors to go missing.
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# ? Jun 19, 2013 17:34 |
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sdr782 posted:What causes survivors to go missing? All the sudden Marcus and two other survivors are missing and there are no missions to rescue them. These characters went missing in the span of about 1 hour of playtime. Morale is maximum so I don't think they ran away.
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# ? Jun 19, 2013 18:16 |
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Arg, the only thing I seem to be running out of is ammo. I have to have Lilly constantly searching for ammo dumps for me. Everything else is fine, got tons of food, medicine, and building supplies. Has the most optimized Outpost configuration for Snyder's been figured out yet? I feel like I'm still getting a lot of infestations on the rim of my Outposts and that I could be better configured.
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# ? Jun 19, 2013 18:20 |
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So I had my first survivor death I decided to stop being Maya all the time and tried out Marcus, I went to pick up some Ammo and rescue a survivor group that was under attack or some poo poo I dunno, in the rich little cul-de-sac part of Marshal and run into a Big Un'. now, I've tangled with these motherfuckers like 3 or 4 times before, and despite people complaining about them on here, I never found them that big a deal. Same with ferals, actually. I reverse my pickup into him 3 or 4 times and only succeed in loving my tyres. So I get out and decide to fight him. Unfortunately Marcus sucks with guns because I barely use them because I don't find them too useful. I put about six .22 rounds in this bastard's face while he's trying to punch a buddy of mine and he is still coming, and while Marcus is spending like 15 minutes reloading the thing wanders over and grabs me. "It's fine," I think, after he takes me down to like 1/4 health, and then he proceeds to tear Marcus in half I knew I should have stuck with Maya, her katana and rifle would've made quick work of that rear end in a top hat I'm sure! I think bladed specialisation is my personal favourite so far. I need to carry two weapons, due to the durability, but honestly, specialising means my instant-kill % is so high, Maya once took down three hoards single handed, killing most zeds with a single blow, even without using my instant-decapitation move. I'm glad the patch apparently didn't work, I thought I was just hosed since I only started having infestation issues after it downloaded.
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# ? Jun 19, 2013 18:28 |
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Prison Warden posted:So I had my first survivor death I decided to stop being Maya all the time and tried out Marcus, I went to pick up some Ammo and rescue a survivor group that was under attack or some poo poo I dunno, in the rich little cul-de-sac part of Marshal and run into a Big Un'. now, I've tangled with these motherfuckers like 3 or 4 times before, and despite people complaining about them on here, I never found them that big a deal. Same with ferals, actually. I reverse my pickup into him 3 or 4 times and only succeed in loving my tyres. So I get out and decide to fight him. Unfortunately Marcus sucks with guns because I barely use them because I don't find them too useful. I put about six .22 rounds in this bastard's face while he's trying to punch a buddy of mine and he is still coming, and while Marcus is spending like 15 minutes reloading the thing wanders over and grabs me. "It's fine," I think, after he takes me down to like 1/4 health, and then he proceeds to tear Marcus in half coyo7e fucked around with this message at 18:34 on Jun 19, 2013 |
# ? Jun 19, 2013 18:31 |
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Slayer1597 posted:I am having an issue where when I bring a Survivor back to my base, he walks through the gate, and won't walk into the objective circle (I have to push him!). Yeah I posted about this earlier, setting them on fire and running into them with a car does nothing for me either.
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# ? Jun 19, 2013 19:23 |
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coyo7e posted:If you're packing anything smaller than a .45, bring some molotovs or grenades for bigguns. Eventually they're gonna grab a survivor in front of you and you just can't do jack poo poo about it without some boom. Or an axe if they're already half-dead. But mostly you want something you can pitch at them or lead them into before finishing them off. You can get a big'un to drop a survivor with just melee attacks, but it takes a lot of wailing and may be dependent on previous damage. I had one situation where Sam was helping another survivor with a juggernaut. I poured a lot of damage into him, but when I stopped to reload my partner got grabbed. Not having time to finish the reload animation I burned about half her stamina bar in melee attacks with an escrima stick and that was enough to make him drop the survivor. Similarly, in my first playthrough of the final mission, where you have some extra help, juggernauts kept grabbing my teammates but the other teammates were always able to batter them out of the juggy's hands before he finished the kill move, so they may be extra susceptible to disruption by melee.
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# ? Jun 19, 2013 19:49 |
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Personally I find the fat zombies really tedious and annoying to kill, regardless of what method I use to do it.
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# ? Jun 19, 2013 20:06 |
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Yeah, big un's need a do-over gameplay-wise. I usually just end up throwing Molotovs everywhere or just de-wheel my car killing it. I don't really find them difficult just tedious. 3+ shotgun blasts to the face to kill one is a little overkill.
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# ? Jun 19, 2013 20:12 |
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To be honest I think they'd be a lot more interesting if they were much less resilient, but a bit more mobile and MUCH more aggressive and fixated on ruining the survivors' day. They should just be tough instead of borderline invulnerable, but they should also charge the player over long distances while bellowing madly, effectively becoming a horrible undead battering ram at the head of a rampaging army of smaller zombies. Give them the ability to smash through closed doors and barricaded windows really fast and you have a great "OH gently caress" special zombie type that isn't a tedious bullet sponge. They should still wreck cars that hit them, of course, because they're humongous fat fuckers. Also they should be able to trample overtop of survivors that stupidly get in front of them while they're charging at someone else.
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# ? Jun 19, 2013 20:18 |
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Really I think they need to tone down the big un's while buffing up the other special zombies. The only other one that is really a threat to me are ferals cause they can dodge my usual zombie killing method (cars), I hardly ever run into rotters. I think I ran into them exactly once and that was inside of a car. The armored zombies are a joke cause I can just drop kick them then finish them off, with screamers I can do the same but I have too much fun popping their big heads with a gun.
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# ? Jun 19, 2013 20:20 |
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I think the other zombies are mostly fine. Rotters are sort of irrelevant and could do with a buff, but Screamers are mainly just wandering alarm systems and they work quite well for that, and are incredibly creepy to boot. Ferals are pretty dangerous in their own right and don't really need to be changed. Armoured zombies are fine - I don't even know why they're classed as a special zombie type with how common and low-threat they are. It could be neat to see a special variant armoured zombie, though: basically an Armoured Feral, slightly slower than a regular one, but hellishly tough and very hard to kill with bullets. Now THAT would be a reason to panic.
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# ? Jun 19, 2013 20:25 |
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Angry Diplomat posted:I think the other zombies are mostly fine. Rotters are sort of irrelevant and could do with a buff, but Screamers are mainly just wandering alarm systems and they work quite well for that, and are incredibly creepy to boot. Ferals are pretty dangerous in their own right and don't really need to be changed. There are SWAT armoureds and then there are soldier Armoureds that only seem to show up after you blow the bridge to the campgrounds, and they seem to be a fair bit more aggressive. The SWATs only ever just doofily hobble about like they are weighed down by the armor to the point they can't lift their heads high enough to look at you, while the soldiers I've seen tear across a field like a lunatic while keeping the ability to shrug off bullets.
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# ? Jun 19, 2013 20:28 |
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Rotters are fine because they look pretty close to the regular zombies during night, which is when I'm mostly likely to accidentally run them over and ruin my car/stamina. The Big Uns are definitely my least favorite. If I get a mission to hunt one, I avoid it, if I see one in the street, I avoid it, if I'm going on a story mission mid-late game and assume that they will be involved, I bring a grenade launcher. If they were buffed to be more aggressive they'd basically be the L4D Tank of the game. For now they're just a large pylon that I swerve around.
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# ? Jun 19, 2013 20:47 |
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The Berzerker posted:Rotters are fine because they look pretty close to the regular zombies during night, which is when I'm mostly likely to accidentally run them over and ruin my car/stamina. Mostly Big Uns piss me off because it seems like shooting them in the head is simply ineffective, and a lot of their postures make it really hard to get a clear shot. Once they stun from one thing or another it's a different matter entirely, but I just hate how inconsistent my results can be when I hit them with a grenade or molotov or something, and they seem to be totally unaffected as often as not.
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# ? Jun 19, 2013 21:11 |
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Big Uns are pretty easy to avoid but Ferals, good god, you better start either running or chucking molotovs at them in a hurry. Good thing they're probably just as rare as bloaters in total numbers. I never really saw any in my first run through of the game but in my second they're the only thing my survivors die to.
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# ? Jun 19, 2013 21:13 |
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Party Plane Jones posted:Big Uns are pretty easy to avoid but Ferals, good god, you better start either running or chucking molotovs at them in a hurry. Good thing they're probably just as rare as bloaters in total numbers. I never really saw any in my first run through of the game but in my second they're the only thing my survivors die to. Fought a feral, a Big Un, and a rotter the other day on a survivor assistance mission, it wasn't really that bad until my AI survivor rushed the rotter and then the Big Un grabbed him in the green cloud and I couldn't do anything because I was frantically trying to keep the feral from knocking me down inside the cloud as well...
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# ? Jun 19, 2013 21:19 |
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drat this was a fun game. Just before the last mission I loaded up one of my survivors with all my rare weapons and explosives and had some fun. Nothing beats rolling up to an infestation, firing one grenade through the window and getting "INFESTATION CLEARED" I also tried out an s-mine for the first time on one of the bridges in Marshall and discovered you can chain car explosions. Wiping out a horde and a big un in one giant fireball was one of the high points of the game.
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# ? Jun 19, 2013 22:26 |
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It might be because I am very good with timing the hits, but ferals give me no trouble. Closest I've had to feral trouble is one of them jumping onto my car and ripping the door off. Armored zombies are just sort of there. I don't use guns enough to make their armor a real issue, and they only seem to have slightly more health than a regular zed. I've only seen screamers during infestations, where my standard routine is chucking molotovs onto the roof or through the window, so mainly they're a mild annoyance if I go to melee them and there's other zombies around. (side-note: from what I've seen, tossing a molotov onto the roof of a one-story building will cause the flames to drop inside the building, so it's a lot easier to use them like that instead of trying for a window) Rotters seem to be a threat if you are either not paying attention or if you're dragging another survivor around. They will gently caress you up, yeah, but only if you don't see them coming or the dipshit who wanted to hunt them decides to slam it with a 2x4. Juggernaughts, though, are king assholes. Everything I try seems to be the wrong solution. Cars get hosed up, melee gets Marcus ripped in half, molotovs miss, and guns burn through ammo. They aren't fun and every time I see them I run or spend influence to get the hunter to leave that poo poo alone.
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# ? Jun 19, 2013 22:28 |
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# ? May 31, 2024 07:10 |
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Ferals are loving terrifying they always appear out of nowhere and more than twice have made me scream like a little girl when they have ambushed me whilst I was unaware. Big Un's were terrifying but I have figured out lame ways of killing them now so they are no challenge. I love how enthusiastic Undead labs are with Title updates they are apparently looking at some kind of Pure sandbox mode for the game which I think would be cool
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# ? Jun 19, 2013 22:35 |