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Also you can just log out of the game for a few mins and marcus will be back to full stam.
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# ? Mar 7, 2014 19:01 |
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# ? May 30, 2024 04:31 |
FrickenMoron posted:Also you can just log out of the game for a few mins and marcus will be back to full stam. poo poo, really? I guess I'll just take breaks like that until I have enough switchers to work with then.
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# ? Mar 7, 2014 19:19 |
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Ignatius M. Meen posted:poo poo, really? I guess I'll just take breaks like that until I have enough switchers to work with then. Careful though. Every time you log in, you go through the day's worth of materials. When you get into a place big enough that's a large chunk of construction mats and ammo (which I never seem to have enough of)
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# ? Mar 7, 2014 20:34 |
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If you make it a point to always have a new rucksack with you anytime you head home you'll never ever have an issue with stockpiles. Especially not in story mode. I feel a lot of the advice given here can be ignored if you're only playing story mode. The game poses very little challenge after you get used to the mechanics. Drive everywhere, always run, rush all your loot checks, abuse drop kick, use environment explosives, etc. Basically just go out there blind, ignore this thread, and have some fun. The only thing that really matters is to always have snacks. Once you get into Breakdown levels 3 or more then you should start following all of the advice given because at that point it becomes a game of scarcity against increasingly large numbers of zombies and specials. The story mode doesn't even begin to approach scarcity. The small mods are fun, I recommend toying around with them to find a combination you like.
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# ? Mar 7, 2014 20:48 |
I'm a big fan of this mod: It's kind of asinine that, in vanilla, a house with three rucksacks of stuff would demand three separate trips. It's a lot more reasonable to be able to throw that stuff in the back of your truck, even if things occasionally bug out.
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# ? Mar 7, 2014 21:13 |
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LuciferMorningstar posted:I'm a big fan of this mod: I assume from mods like this that you can't get fellow survivors to share this burden? I've only just started playing this.
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# ? Mar 7, 2014 21:36 |
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meatsaw posted:I assume from mods like this that you can't get fellow survivors to share this burden? I've only just started playing this. You can radio for scavengers. I don't think you get as much from it, it takes a little bit, and it can get annoying because you might need to protect them as they travel to your location if they get close enough to you. They'll attract every zombie in the vicinity, and if they die they die.
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# ? Mar 7, 2014 21:37 |
meatsaw posted:I assume from mods like this that you can't get fellow survivors to share this burden? I've only just started playing this. Basically what Pander said. The radioing of scavengers costs influence, which isn't typically an issue, but I suppose it could be. Then they have to run out there. And spend time gathering. And then run back. And it's still really stupidly inefficient. You're better off just getting the mod and driving carefully with the truck when you have a bunch of bags in the back. It's less about making the game easier and more about making it less mind-numbing. I don't know about you, but I don't want to drive the same route three times just to clear one building. E: Does anyone know if buildings that have not been fully searched still regenerate loot after a few days? LuciferMorningstar fucked around with this message at 23:44 on Mar 7, 2014 |
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# ? Mar 7, 2014 22:21 |
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Pretty sure there's no loot regeneration at all. You don't have to escort your scavengers or do their mission. You can radio them in and move on with your life. You miss out on some influence, you don't get any less resources... technically. There is a bug that lets you loot the last rucksack of a building twice. Call in scavengers, then grab it yourself. As long as you don't exit the game before the scavenger completes their mission it should be fine.
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# ? Mar 7, 2014 23:54 |
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A heads up on that pickup truck mod. You have to leap at the front of the truck while it's on a level surface to get into the bed and sometimes the rucksacks still don't engage their physics modelling properly and hover in the air. The climbing on the truck seems to tweak the way the player model interacts with ledges which makes porches and stairs feel a bit strange. That said, it's still a bajillion times better than not having it.
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# ? Mar 8, 2014 00:03 |
Tommofork posted:Pretty sure there's no loot regeneration at all. It was a bug at one point. If you were to search all but one lootable object and leave, loot would apparently respawn in a few days' time.
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# ? Mar 8, 2014 00:05 |
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LuciferMorningstar posted:Basically what Pander said. The radioing of scavengers costs influence, which isn't typically an issue, but I suppose it could be. Then they have to run out there. And spend time gathering. And then run back. And it's still really stupidly inefficient. You're better off just getting the mod and driving carefully with the truck when you have a bunch of bags in the back. It's less about making the game easier and more about making it less mind-numbing. I don't know about you, but I don't want to drive the same route three times just to clear one building. I haven't seen this, no.
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# ? Mar 8, 2014 00:07 |
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FadedReality posted:A heads up on that pickup truck mod. You have to leap at the front of the truck while it's on a level surface to get into the bed and sometimes the rucksacks still don't engage their physics modelling properly and hover in the air. The climbing on the truck seems to tweak the way the player model interacts with ledges which makes porches and stairs feel a bit strange. That said, it's still a bajillion times better than not having it. I've noticed that the rucksacks tend to forget to have physics if I get too far away from the truck, usually while parking it somewhere central and looting several nearby buildings. But I'll take having to get out and re-load my truck every now and then instead of having to haul every rucksack by hand back to base. Bussamove fucked around with this message at 00:11 on Mar 8, 2014 |
# ? Mar 8, 2014 00:09 |
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It leads to a lot less jumping out of the truck and piling all your rucksacks in the back again if you drive backwards while loaded up. And if you drive an old pick up instead of a new one, you don't have to jump onto the front, run over the roof and then drop stuff in the back, the back is low enough that you can jump straight in.
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# ? Mar 8, 2014 00:23 |
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Level surfaces are the minimum. Find an incline, even the slightest one, and park facing downhill. Then you can hop right into the bed of the truck and you can do it from all angles except uphill. My best tips for that mod are to back your truck right up to the porch of the house you're looting. Then you can just straight up walk into the bed. Even better, park a hatchback near your home entrance, back your truck up to it and use it as a step ladder loading dock, again, you can just walk right up the hatchback into the bed like it's stairs. If you don't really have anything nearby you want to use, just parking on the street right next to the sidewalk will give you enough elevation to jump in from the back. Having options of getting back into your safe island is much nicer than circling around to get a running start at the hood of your truck. Especially when you're surrounded by zombies and all you want to do is load up the 12 bags you accidentally tossed into the road! Don't even think about tempting speed with a truck carrying more than 5 rucksacks, the game handles vehicle acceleration really weirdly. Accelerating and letting go of the gas to maintain speed ends up with wild speed fluctuations and that's what ends up tossing your loot. Instead, get up to a speed you're comfortable with and then tap forward at a regular rhythm to maintain that speed all the way home. What the mod does is it allows the player to 'step up' to anything that is about waist high. When you jump at a truck, that's about where it ends up on you so the game lets you 'step up' in midair. Kind of like jumping at stairs. Note: You thought story was easy? This truck mod absolutely smashes apart the scarcity game that breakdown brings. It's pretty OP because the designers intended for you to haul poo poo back and forth a million times.
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# ? Mar 8, 2014 02:18 |
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FadedReality posted:A heads up on that pickup truck mod. Honestly I was a little surprised and a bit disappointed that they didn't build that mechanic in the core game. The ability to use cars as temporary containers, I mean. Is it a balance thing? It's really not (and I hate to say this word in the context of a zombie apocalypse survival game) realistic to say "Well, I have this car right in front of me, but I won't put that big rear end bag in the trunk, nope, I'd really rather walk. Not even empty my backpack, I'd rather walk back and forth several time."
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# ? Mar 8, 2014 14:16 |
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Furism posted:Honestly I was a little surprised and a bit disappointed that they didn't build that mechanic in the core game. The ability to use cars as temporary containers, I mean. Is it a balance thing? It's really not (and I hate to say this word in the context of a zombie apocalypse survival game) realistic to say "Well, I have this car right in front of me, but I won't put that big rear end bag in the trunk, nope, I'd really rather walk. Not even empty my backpack, I'd rather walk back and forth several time." This started to annoy me before I finally installed the truck mod. It's nothing but added pointless driving to have to pick up a single rucksack, cart it back to base, and go back for the other materials you might be super low on, especially if you just moved bases and need to build up the facilities in your new one. You can send out runners, sure, but they take even more time and don't always get all of the stuff you left behind. Vehicles already have the tradeoff of attracting zombies because they're so loud, an added benefit other than being faster than walking seems like a sensible thing to have in the vanilla game and not in a mod that can be really fiddly (but still a godsend).
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# ? Mar 8, 2014 23:25 |
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I haven't been able to get that truck mod to work. Is there a trick to getting onto the truck that I'm not getting?
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# ? Mar 9, 2014 00:58 |
BobMcFartsens posted:I haven't been able to get that truck mod to work. Is there a trick to getting onto the truck that I'm not getting? If it's the more modern one, then it can be difficult. I typically just go up along a fence and vault into the truck bed or I park a car alongside the truck and climb in. If it's the older one, you should be able to sprint-jump at the back and land in the bed.
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# ? Mar 9, 2014 01:20 |
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BobMcFartsens posted:I haven't been able to get that truck mod to work. Is there a trick to getting onto the truck that I'm not getting? Uh I kind of just posted a fuckload of words about exactly that?
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# ? Mar 9, 2014 01:22 |
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I got a mission where I'm supposed to look for a new home. Can this wait or is it urgent like the game make it seem? If so, what's a good second location?
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# ? Mar 11, 2014 14:46 |
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Furism posted:I got a mission where I'm supposed to look for a new home. Can this wait or is it urgent like the game make it seem? If so, what's a good second location?
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# ? Mar 11, 2014 15:02 |
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In practical terms, it's almost never as urgent as they make it sound. As for location, the warehouse or the fairground are the largest sites with room for the most facilities, both fairly easy to protect with outposts, etc. Personally I prefer the Savini or Kirkman houses or the farm in the middle of the map.
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# ? Mar 11, 2014 15:04 |
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My favorite home base for rushing breakdown levels is The Alamo. Quickly set up 4 outposts at the cardinal directions, and you suddenly have like 10 square city blocks in a safe zone that you can hoover resources from. If you call in a scavenger whenever possible, then actually take the resource yourself when you see "scavenger inbound," you can get twice the resource. You can build up hundreds of each type within an hour or two and progress to the next breakdown level in no time.
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# ? Mar 11, 2014 16:14 |
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God hears all prayers even if the answer is no. Undead Labs hears your requests and, this time, the answer is yes.
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# ? Mar 11, 2014 19:18 |
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El Seven posted:God hears all prayers even if the answer is no. Undead Labs hears your requests and, this time, the answer is yes. Woohoo! LuciferMorningstar posted:I don't know about you, but I don't want to drive the same route three times just to clear one building. Amen!
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# ? Mar 11, 2014 19:32 |
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El Seven posted:God hears all prayers even if the answer is no. Undead Labs hears your requests and, this time, the answer is yes. Halle-loving-lujah. Less than a week after I bought the game. Perfect.
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# ? Mar 11, 2014 20:11 |
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Awesome. It might make me consider actually using the out of the way locations as home bases.
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# ? Mar 11, 2014 20:26 |
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This is a good addition.
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# ? Mar 11, 2014 20:50 |
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And right as i'm getting that mod to work! This is such good news.
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# ? Mar 11, 2014 21:12 |
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El Seven posted:God hears all prayers even if the answer is no. Undead Labs hears your requests and, this time, the answer is yes. Sweet. I hope they use this system to spawn default stuff for flavor in cars, too. Golf clubs in expensive sedans, hunting rifle in old pickups, snacks in the pizza delivery car, etc.
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# ? Mar 11, 2014 21:30 |
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Jetsetlemming posted:Sweet. I hope they use this system to spawn default stuff for flavor in cars, too. Golf clubs in expensive sedans, hunting rifle in old pickups, snacks in the pizza delivery car, etc. kidnapped children in the back of the wood-paneled station wagons...
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# ? Mar 11, 2014 22:33 |
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Ah this is fantastic news. Even after all the time I spent working out how to make the most of that truck mod this seems far more elegant. Much more powerful, too! If you had a truck full of rucksacks and took a second truck to load up before emptying that first one, all your rucksacks would vanish when you got back.
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# ? Mar 12, 2014 00:18 |
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More Lifeline info here, detailing the new characters in the DLC.
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# ? Mar 19, 2014 14:43 |
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Thank god they put someone besides Lily on the goddamned radio for it.
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# ? Mar 19, 2014 15:02 |
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Sweet! We'll crack open a cold one for ya!
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# ? Mar 19, 2014 21:51 |
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Is there any way to improve anti aliasing with a Radeon card? I messed around the the Catalyst control centre and it either looked terrible or made the landscape transparent.
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# ? Mar 22, 2014 21:28 |
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Skandranon posted:Rifle specialization still isn't even functional on PC. What do you mean? The bullet time works fine.
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# ? Mar 23, 2014 03:04 |
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sebmojo posted:What do you mean? The bullet time works fine. That's not rifle specialization, that's the general level 7 skill you can get. Rifle spec is supposed to cause you to automatically get headshots more often, but it's a mechanic that's only implemented on console. On PC, it does nothing at all.
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# ? Mar 24, 2014 00:40 |
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# ? May 30, 2024 04:31 |
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Skandranon posted:That's not rifle specialization, that's the general level 7 skill you can get. Rifle spec is supposed to cause you to automatically get headshots more often, but it's a mechanic that's only implemented on console. On PC, it does nothing at all. Ah, okay. I finished the vanilla game last night - average to blah ending, but what a splendid game it is overall. Now for Breakdown.
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# ? Mar 24, 2014 04:04 |