Dead State

From Before I Play
Revision as of 11:57, 24 May 2015 by Ahobday (talk | contribs) (Created page with "- Your stats are the things that will change very little in game. So pick what kind a role you want your character to play in combat. Melee will want decent Strength and Vigor...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

- Your stats are the things that will change very little in game. So pick what kind a role you want your character to play in combat. Melee will want decent Strength and Vigor at the least to deal and take damage as well as be able to use heaiver armor and weapons effectively. Ranged will want Agility and Precision since guns generally require alot of action points to use and ammo is a luxury at the early to mid game, especially higher caliber ones so you don't wanna be missing. A jack of all trades stat won't be too crippling however.

- Skill wise you can be more flexible as doing things you need to do to survive will give you a trickle of them throughout the game.

- Melee will of course help in combat, a few points here at start or your first early gains won't hurt even if your playing a less active role in the front lines. Range depends on if you want to do guns, but you'll get early allies who can fill that role. Leadership is mostly wrangling in any issues in the shelter from other survivors (and you will get plenty of them.) This generally is used to avoid mood or morale losses from complaints and generally lay down the law when arguments break out. Its use in combat are the "orders" you can give during the milestone choices. Negotiation is useful in lowering the amount you might have to "bride" a whinny survivor and also for any issues, much like leadership. Medical helps with healing and some issues involving medical expertise. If your making yourself a battle medic, you'll want a good number in here but if not you'll find others who can fill the role. Science is all about crafting once you get a lab up. I don't know how useful it is, but it seems you can upgrade weapons and make unique armor later on with it. Its also used to disable alarms that some buildings have. Mechanical is also used in crafting, but mostly handy to lock pick doors. Survival lets you move faster on the world map and gives chances at finding harvest nodes. The group will use the highest ranking among the party to calculate this.

- Early on, once you get the work board and fix the fence. You want to repair the fridge to help preserve fresh food. After that, the wooden fence or watch tower are good choices as early on you'll get allies who will want those built. The recycler is a good early build as well, to break down unneeded armor items and weapons for parts to build more upgrades. Chicken Coop and Garden will help with early food needs. Stick to exploring the area around your shelter as the encounters there tend to be easier.

- Try and be back at the shelter before 8, otherwise the party will get the "fatigued" debuff which hurts their stats. You can make them guzzle a energy drink to get rid of it if you really need them in the field that day.

- Noise is deadly since the Reanimated update. Zombies are now far more sensitive to it and prone to investigating now. The "spawn zombies on map edges" during loud spurts of it is also more far more aggressive, so if you get into a fight that makes alot of noise (gun fire mostly, but breaking down doors as well) either be ready for more zombies (or possibly humans) or have a bug out plan.

- Taking in every new survivor, especially early game is going to put a strain on your food so be ready to raid for it.

- Being nice to people with "Sub-leader" trait will save you headaches, as they'll lend you support during crisis' even if their against the choice you made which greatly softens morale loss.

- Blunt for zombies. Blades or guns for humans. Remember this. However learn to spot what armor type human opponents are wearing, they'll get the same benefits as you do from it. Leather jacks offer slashing protection, ballistic vest from bullets, bike helmets from blunt, etc. Try to have everyone carry a blunt and a blade weapon.

- Two handed weapons like the sledge hammer can attack diagonally, this is great for corner attacks or narrow kill zones with someone blocking a one tile entry way and someone else smacking the target freely.

- Even with no points in leadership, your character will have the "GO!" order. Look for a megaphone icon in the lower left. Using it lets you make a party member of your choice go after you. Helpful to say, have a melee juggernaut finish off a dangerous opponent or letting someone in a bad spot flee. Orders cost no AP to use can don't seem require line of sight or any distance requirements.