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Tibeerius posted:How do they get sickened non-friend survivors at those levels? Every survivor I recruited after Breakdown 1 was already Friends with me. I don't know exactly how or why but I saved/found two people who are not friends with me (on breakdown 3 or 4 right now), so I can cap them if they get sick I guess. It's also sort of a pain since you can't give them a gun or switch to them.
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# ? Jan 6, 2014 16:39 |
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# ? May 30, 2024 06:36 |
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As far as I know: When you have a mission that will turn an enclave friendly gently caress them up as much as you can. Molotov their asses constantly, try to run them over etc. This will make them hurt and not trust you. After you recruit them quit the game, forward the date 1 day on your computer and come back and you should get a mission to mercy kill one of them.
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# ? Jan 6, 2014 16:53 |
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Tibeerius posted:How do they get sickened non-friend survivors at those levels? Every survivor I recruited after Breakdown 1 was already Friends with me.
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# ? Jan 6, 2014 17:43 |
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I see. So basically, tank your Trust with survivors until they're no longer Friends, then wait for them one of them to get sick.
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# ? Jan 6, 2014 18:16 |
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I left 50+ rnds of grenade launcher ammo on some guy that I left behind. Also I forgot that Moving On resets whatever ammo you have in the stash. Whoops.
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# ? Jan 6, 2014 18:22 |
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I know people have brought this up before but is there a way I can mod or easily increase my locker space? I'm on a new breakdown level and I want to put stuff in to get influence but it won't accept most items (presumably because it is full). Last round I manually took out and destroyed all the 6 value cricket bats and I really don't want to have to do that with the amount of poo poo I've got gathered, I'd rather wipe out everything with a new game on whatever breakdown level I'm on, or even better, just be able to put more and more poo poo into the locker!! edit: And two pages previous there are some great tips. Awesome. fuck the ROW fucked around with this message at 21:24 on Jan 6, 2014 |
# ? Jan 6, 2014 21:21 |
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So I'm pretty new to this game, how do I get the cars to repair when they are parked in spots and you have a workshop that can repair them? I leave my broke-rear end cars out there but they never show up. I've seen that they can take either in game days or real days, and I haven't been able to determine if either is true.
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# ? Jan 8, 2014 04:49 |
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What level workshop do you have? What base are you at? Do you have a mechanic? They should be repairing each sunrise in game, and should be repaired if the game has been off long enough to trigger time compression.
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# ? Jan 8, 2014 09:27 |
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Only a machine shop repairs cars fully.
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# ? Jan 8, 2014 09:30 |
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So what's the best homebase location for Breakdown? I tried the Church but kept getting overrun. Maybe Alamo?
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# ? Jan 8, 2014 10:01 |
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BobMcFartsens posted:So what's the best homebase location for Breakdown? I tried the Church but kept getting overrun. Maybe Alamo? Snyders is objectively the best, pretty much. Tons of construction slots, tons of parking spaces, easily surrounded by its 8 outposts... the only thing it can't do (i think?) is have a munitions shop. e: vvv yes Savini is pretty great if you don't have enough people to do Snyders. Again, easy to surround with 6 outposts, and lots of space. CaptainJuan fucked around with this message at 13:17 on Jan 8, 2014 |
# ? Jan 8, 2014 13:07 |
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CaptainJuan posted:Snyders is objectively the best, pretty much. Tons of construction slots, tons of parking spaces, easily surrounded by its 8 outposts... the only thing it can't do (i think?) is have a munitions shop. To add on to this, I would usually do the Savini house before Snyders, since it's pretty easily defensible due to the terrain. I tried doing the Alamo for the hell of it once and was like "nope" once I saw where it was located, zombies can hit you from all directions.
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# ? Jan 8, 2014 13:12 |
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BobMcFartsens posted:So what's the best homebase location for Breakdown? I tried the Church but kept getting overrun. Maybe Alamo? Alamo is the best when you're proficient at the game and want a challenge. It's easy to defend using outposts to stop hordes but it only has three slots for buildings, so not great. It is my favourite though, as long as I have a medbay and workshop I'm good, and I find the Alamo to be awesome because you can reach heaps of interesting places on foot, and driving home through the back alleys of Marshall just feels right.
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# ? Jan 8, 2014 13:20 |
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Just finished the vanilla game. The ending was... really unsatisfactory, but the fight with the military dudes to recover the explosives was really cool. Probably bludgeoned 50+ regulars, two spazzy fast ones, and a big 'un with my army bros in a giant melee. This is definitely one of those games that feels half finished. Like, the whole indie-darling-pay-$20-bucks-for-pre-alpha thing is annoying, but a "wall to wall with industry veterans" game backed by Microsoft in this state? Dang son. Hopefully Breakdown is cool, but some folks upthread mentioned a lot of grinding. Is it worth checking out? I guess I'm more interested in radical fights and a challenge than walking half-way across the map because there's no cars or whatever.
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# ? Jan 8, 2014 13:23 |
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If you still want to play more of the scavenging and fighting and felt the game was way too easy, yeah buy it. I really enjoyed the vanilla game when I first started playing and everything was dangerous, but it was quickly a breeze as I got more skilled. I like Breakdown because levels get really hard after 5-6, you end up running into brutal situations that came about organically and either survive by the skin of your teeth or die horribly. The grinding was about unlocking optional characters to join your crew/be your character in future runs. Ray Santos, who can summon cars at the cost of influence and so is the most useful person in Breakdown where cars start getting scarce, is a prick to unlock. Kill 400 zombies with car doors, in the one level on Breakdown. e: characters are completely optional, there are loads of them to unlock but you don't need 'em. Ray is the only one I'd consider useful enough to grind for.
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# ? Jan 8, 2014 13:30 |
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Tommofork posted:If you still want to play more of the scavenging and fighting and felt the game was way too easy, yeah buy it. I really enjoyed the vanilla game when I first started playing and everything was dangerous, but it was quickly a breeze as I got more skilled. The two military characters are also useful as gently caress, but you don't have to grind for them. One is incredibly easy to get and the other just requires playing for so many hours. Either one allows you to call down artillery strikes as long as they're in your community. They're great for panic situations, especially on higher Breakdown levels. Aside from at least one of the two, and Santos, none of the heroes are really essential.
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# ? Jan 8, 2014 22:18 |
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Mister Bates posted:The two military characters are also useful as gently caress, but you don't have to grind for them. One is incredibly easy to get and the other just requires playing for so many hours. Either one allows you to call down artillery strikes as long as they're in your community. They're great for panic situations, especially on higher Breakdown levels. Aside from at least one of the two, and Santos, none of the heroes are really essential. Also the military lady has two of the best weapons in the game when she spawns, the 5-durability edged weapon and a tricked out SMG.
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# ? Jan 8, 2014 22:25 |
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Mister Bates posted:The two military characters are also useful as gently caress, but you don't have to grind for them. One is incredibly easy to get and the other just requires playing for so many hours. Either one allows you to call down artillery strikes as long as they're in your community. They're great for panic situations, especially on higher Breakdown levels. Aside from at least one of the two, and Santos, none of the heroes are really essential.
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# ? Jan 8, 2014 22:31 |
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I admittedly haven't played past Breakdown 6 yet, but as far as heroes go I quite like Pastor William for his Words of Inspiration special ability. It is on a separate cooldown timer from Lily's similar ability, and the timers work out roughly so that one or the other will always be available, making stamina reductions from tiredness a complete non-factor. You can pretty much pick your favorite character and run them nonstop, day-in and day-out! Edit: coyo7e posted:Aren't there more than two? I can think of the fitness guru woman, the LMG guy, and Sgt Tan..? K.C. Winters ("LMG guy", I assume) does not. Tibeerius fucked around with this message at 22:38 on Jan 8, 2014 |
# ? Jan 8, 2014 22:33 |
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A tricked out SMG that is basically the only gun worth using in .40s&w, too. I'm currently in The Alamo as it was the closest base to where I spawned, and holy poo poo do I not get why people like it. If they made it so you could have all the bases active at once, and decide who goes where, this shithole would be where I send the jerks that are always causing fights and running away and poo poo. Maybe the Ranger Station is worse, but probably only because of that bridge being out.
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# ? Jan 8, 2014 22:35 |
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Tibeerius posted:According to the wiki, there are only two heroes with the "Artillery Assault" skill: Erik Tan and Cpt. Montressor. Also, the first time I got Pastor Williams joining, he dropped the "I had a flight but took a drive to bring my mom her medicine" and it was the first time I'd heard it, which made it kind of fun to imagine the series of circumstances that ended up with him in a random little church in a podunk town in the middle of nowhere. coyo7e fucked around with this message at 00:13 on Jan 9, 2014 |
# ? Jan 9, 2014 00:09 |
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Atmus posted:A tricked out SMG that is basically the only gun worth using in .40s&w, too. It's 'the best' because it's by far the hardest to defend as well as the one most likely to be threatened by zombies, so you'll see a lot more action than at any other base. And you can't count on the watchtower, either, because it has no line of fire on the entire back side of the building.
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# ? Jan 9, 2014 00:32 |
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I'm up to breakdown ten, I hope it actually starts to get a little bit harder. level 9 featured a massive glut of materials and literally maybe 25 medicine, which made things really interesting as I went on a desperate hunt through all of Marshall to get the last couple to disinfect and get the gently caress out. I guess the new challenge will be to make breakdown 10 sustainable for as long as possible. Regarding base choices, I feel that the only possible choice is snyder's. You get a free, fully upgraded machine shop, that if you have previously researched the bombs, are makeable at it. And only at it. It's both a chem and machine shop, and it's insanely defensible. Plus, it gives you space for a library, dojo and shooting platform, which allow you to level up your scrubs significantly easier by halving the experience requirement on wits fighting and shooting. The fame you grind out is no small thing. once your stockpile is full up, influence gets harder and harder to get.
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# ? Jan 9, 2014 06:48 |
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I have a question. Since the RV Breakdown mode is a thing now, did they do this for the 360 version of their game or is this a PC only thing? I'm doing my best to catch up with the thread otherwise.
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# ? Jan 9, 2014 07:19 |
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One thing I'd really like to see is upgrades saying permanent at bases even if you move. It's a lot easier to swallow investing if I can keep the buildings I make. I'd also love a slider to assign certain people to certain homes, to create a forward base without the drudgery of across the map driving.
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# ? Jan 9, 2014 08:25 |
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Blackray Jack posted:I have a question. Since the RV Breakdown mode is a thing now, did they do this for the 360 version of their game or is this a PC only thing? I'm doing my best to catch up with the thread otherwise. It's DLC on 360 as well.
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# ? Jan 9, 2014 10:31 |
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Zyla posted:One thing I'd really like to see is upgrades saying permanent at bases even if you move. It's a lot easier to swallow investing if I can keep the buildings I make.
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# ? Jan 9, 2014 17:57 |
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coyo7e posted:The game is already laughably easy though. That would make it so easy it'd be boring after about 3 hours. True. It is still too easy even at breakdown 10. I thought the hordes would be harder, and specials flooding everywhere. Like "do I creep around the main street with five juggernauts or find some place else.
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# ? Jan 10, 2014 16:50 |
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The main thing with freaks not being hard is that you can drive a block away and come back and they will be gone. Even if they aren't, I have like 10 petrol bombs all the time, so gently caress em.
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# ? Jan 10, 2014 16:52 |
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One way to make resources easier to find is to cheese the bug with calling for scavengers. If there is 1 resource left, and you call for scavengers, you can then just pick the item up yourself and take it home. When the scavenger gets there, they will look REALLY HARD and find something you 'missed', and come back with the resource as well. This doesn't work if you quit the game though, when you log back in, the runner will deliver a package of "nothing + 2 happiness".
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# ? Jan 10, 2014 23:05 |
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New patch today: - Fixed several instances of community members standing idle. - Players will no longer see an event called CHEAT CHEAT CHEAT. This was a developer-only fate card that didn't get removed before going live. Sorry, everyone. - Fixed a bug that prevented Chemical Incendiary research at Snyder's. Players may now satisfy the prerequisites with the built-in workshop (and not with other workshops). - Synced stealth kills vs. walls and low walls now properly credit the Ninja challenge. - Inventory stockpiles are now limited to 120 instead of 60. - We no longer zero out meds and snacks on next day and instead just subtract home population - Fix for some story missions not progressing (those not getting the Watchtower mission at the Grange).
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# ? Jan 11, 2014 03:00 |
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Bruteman posted:- Fix for some story missions not progressing Hopefully this means I can finish up my game at last, I helped the army break down the barricade but didn't get the achievement for it and the story hasn't progressed any since then.
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# ? Jan 11, 2014 03:28 |
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Bruteman posted:- We no longer zero out meds and snacks on next day and instead just subtract home population loving finally, that bug's been in the game since release.
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# ? Jan 11, 2014 04:06 |
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MY SNACKS THANK GOD
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# ? Jan 11, 2014 10:47 |
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So I was well near 75% of the way there to unlocking The Dealer and almost had the Cop unlocked, and logged in today to find that I now have 19/400 kills with car doors and 0/50 pistol kills. WTF?
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# ? Jan 12, 2014 04:55 |
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suboptimal posted:So I was well near 75% of the way there to unlocking The Dealer and almost had the Cop unlocked, and logged in today to find that I now have 19/400 kills with car doors and 0/50 pistol kills. WTF? Bruteman posted:- We no longer zero out meds and snacks on next day and instead E: This game is really frustrating because it has the potential to be one of the best games ever, but all the bugs make me not want to start playing it again.
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# ? Jan 13, 2014 19:14 |
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Some interesting news.Jeff Strain posted:Hola fellow survivors,
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# ? Jan 13, 2014 19:48 |
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I just hope their future plans aren't XBLA for a year before they land on PC.
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# ? Jan 13, 2014 19:50 |
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I hope it's a multi-platform SoD MMO that somehow doesn't suck and plays well, since they were talking about it for forever. Sure wouldn't seem very post-apoc with thousands of players running around though, so I'm curious what it'll actually be.
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# ? Jan 13, 2014 19:58 |
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# ? May 30, 2024 06:36 |
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ekuNNN posted:I really don't understand their decision to include this. Does anyone think it is a good addition to the game?
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# ? Jan 13, 2014 20:05 |