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61  General Discussion / Game Discussion / Re: What are you playing? Episode 2: Sequel Reloaded! on: July 09, 2015, 03:32:52 am
My intentions were good, it's not my fault Lisa can't hold her drinks.
62  General Discussion / Game Discussion / Re: What are you playing? Episode 2: Sequel Reloaded! on: June 29, 2015, 04:42:17 pm
Beat Alien Isolation this weekend.  It was nice to complete it, and the two DLC packs set on the Nostromo were fun (but short.)  The overall game itself?  It was worth playing once but I'll probably never touch it again.  The end third of the game got bogged down with increasingly difficult to justify plot twists that just annoyed me.  And the alien movement was never quite like in the movies, it spent most of its time walking on its hind legs like a person, out in the open in hallways and rooms.  I expected more jump from the ceiling ambushes I guess.   That being said the game had amazing production values and the art team did an excellent job making everything look futuristic according to the 1970s like the original film.  And someone in the dev team liked hiding origami unicorns around the station which I thought was cool.  (A reference to Blade Runner, also directed by Ridley Scott.). Verdict, play it if you nab it on special.

Dove into Arkham Knight after beating Isolation, or GTA: Gotham as I've been calling it.  I'm still getting used to the inclusion of the Batmobile.  Seems good so far though.
63  General Discussion / Game Discussion / Re: What are you playing? Episode 2: Sequel Reloaded! on: June 27, 2015, 07:24:44 am
FUCKIN'-A, I KNOW. It's killing me. I think episode 4 is out in July, though, so the wait won't be that much longer. I really hope DONTNOD makes more games like this. Honestly, I've been enjoying Life is Strange far more than any of TellTale's recent offerings.

I'm played my first save as a pretty decent person, I think I want to get a save going where I am a complete and utter douche before the next chapter releases.

Also I'm really enjoying Alien Isolation.  I have a couple relatively minor gripes with it but the atmosphere and suspenseful tension are well done so far.
64  General Discussion / Game Discussion / Re: What are you playing? Episode 2: Sequel Reloaded! on: June 23, 2015, 04:15:19 am
I have Darksiders 2 but I never got very far into it.  I need to finish the first one and I lost momentum on that when they introduced the portal gun.  It just felt so out of place with the rest of the game.

I spent most of my free time yesterday playing Alien: Isolation.  So far it's fantastic.  Also I played a bit of the Grim Fandango remaster.  I seriously forgot some of the puzzle solutions, it's been way to long since I played it.

65  General Discussion / General Discussion / Re: PP: Not having a Pet Peeves thread. on: June 21, 2015, 12:32:36 pm
PP:  Family drama.  Don't ask me what I want to do for Fathers Day if it's going to cause crying fits and arguments.  Just leave me the fuck alone with my XBox and a case of beer next time.
66  General Discussion / Game Discussion / Re: What are you playing? Episode 2: Sequel Reloaded! on: June 21, 2015, 09:44:14 am
This was by far the least I have bought during the summer sale with a grand total of four games. 

Double Dragon: Neon is awesome.  The level of detail that went into making it feel like an 80's experience is amazing, especially the soundtrack.  A very solid side scroller beat em up.

I spent pretty much all day yesterday playing the first three chapters of "Life is Strange" which ended at a horrible cliffhanger.  I can't wait until the next chapter comes out to find out what happens next.
67  General Discussion / Game Discussion / Re: Outlaw's State of Decay guide on: June 17, 2015, 10:33:51 am
I learned a couple interesting facts messing about on the later levels of Breakdown.

1.  Lost heroes have a chance to reappear at any later level.  I lost Amelia Crasman (one of the best heroes I've come across so far) literally ten minutes after unlocking her and was so pissed off words can't even describe it.  A few levels later I found her in an enclave (along with Joel who I had also lost) and was able to recruit her again.  I knew you could find survivors you had left off the RV later on, the fact that dead ones can also respawn is pretty cool.

2.  If you need to bump up your community size fast and have 100 influence to spare you can have Lily search for other survivors which after a few minutes will put you into contact with a group you can immediately recruit without having to grind through a series of trust missions for their enclave.  This is especially useful if you want to move directly from the RV into a larger home site (like Snyders Trucking or MacReadys farm) right at the start of a new level.

The last Breakdown achievement I'm chasing is going to drive me insane.  The Rescuer achievement requires that you unlock every possible hero and the last one I need is "the Killer" which you need to do a mercy shot to unlock.  I've been lingering on level six forever trying to get this to unlock and I just cannot get it.  I haven't built a medical facility, I've long been out of medical supplies and I even dragged Doc out into the wilderness and let him get mauled so I have no medical personnel.  I have almost my whole community sick, with many hovering at "Gravely Ill" but this mission NEVER pops.  I've even been recruiting new enclaves, purposefully getting them mauled to near death and exposing them to bloater gas on their way back home.  I know I've said this before but I'll say it again, I hate luck based achievements.
68  General Discussion / Game Discussion / Re: What are you playing? Episode 2: Sequel Reloaded! on: June 17, 2015, 10:12:23 am
I bought Fight Night Champion because it was on sale for like three bucks as an XBox digital download.  I liked Fight Night Round 3 (which was the last one I played) but I think I regret getting this one.  There must be something I'm fundamentally not getting because my career boxer accrued an abysmal record of 6 losses by KO and 1 win by KO before I retired him and his ever more degrading performance due to stacking crippling injuries.  Every match slowly tips towards the opponents favor because they regenerate 10 or more stamina between rounds while I regenerate 3 to 5.  Doesn't sound like a big deal until it reaches later rounds where they are still around 85~90% stamina while I'm typically down under 50%.  Soon I can barely stagger around the ring and am so drained that the inevitable knockdown is impossible to recover from.  Even Google fails to help because there is vastly different information floating around about strategys and tactics that is made worse by the fact the game apparently received numerous patches that drastically altered the gameplay.  I just want a fun boxing sim with a good career mode.  The career mode for this looks adequate, it's the fun that is distinctly lacking.
69  General Discussion / Game Discussion / Re: What are you playing? Episode 2: Sequel Reloaded! on: June 15, 2015, 05:18:55 pm
Apparently I got invited to a closed Alpha for a new FPS team shooter called Burstfire.  The Alpha is only open for a few days (from the 16th to the 21st of this month) so I will have very little time to actually play it.  But the email says to feel free to give the code to friends so here it is for whoever is interested.


EDIT: Forgot a link to the installer.  Link

And now that I pasted the link I see why I got invited to the Alpha.  It's by the devs who made WarZ. 
70  General Discussion / Game Discussion / Re: Outlaw's State of Decay guide on: June 11, 2015, 07:20:21 pm
I have a PS4, not sure if I'll be getting an XBone.  The graphics for YOSE look good, glad to hear they did add some new features.  I know they added some new heroes to Breakdown from reading the wiki.  If they release YOSE on Steam I might pick it up.
71  General Discussion / Game Discussion / Re: Outlaw's State of Decay guide on: June 11, 2015, 11:52:52 am
Some general tips on base building and community management to help you get through breakdown.

1.  Keep your active community small, this cuts down on your daily resource consumption, I personally wouldn't go over 12. 

2.  Prioritize your base facilities based on your playstyle.  My personal preference on the later levels is the Savini residence because you move right into it from the RV assuming you carried over 30 building materials.  It has a bunkroom, watchtower, food prep area and library built in and has room for three more.  I go with the fully upgraded medical area, machine shop (to keep cars fully repaired, the three parking spaces allow you a good rotation between vehicles) and a full dojo because the stamina boosts are EXTREMELY helpful for the almost constant combat you'll be in.  This build is really best suited to a short stay in the level though since you won't be generating your own food.  If you plan on staying long term hold out for Snyders or the Fairgrounds where you have the room to also build a garden.  Or you can ditch the dojo and go with a greenhouse and stick at Savini's, it's personal preference for me to have the extra stamina.

3.  Build all your outposts.  Each one boosts the chances of a community member who goes missing to end up safe by 15%.  Even at Savini's where you are capped at only 6 outposts that means a 90% chance they'll make it back which isn't shabby.

4.  Which leads into... if you get busy feel free to blow off missions for strangers but always make the time for your community members mission request.  Failing to help them when asked can lead to them getting lost for long periods of time, possibly forever.  Yes, that includes the gear they are carrying.  You don't want that.  I was so focused on trying to unlock Mickey Wilkerson I blew off a ton of missions and ended up having Doc and Joel the Biker get lost.  Doc got recovered shortly afterward, I’m hoping Joel will turn up again, he’s my mechanic…
72  General Discussion / Game Discussion / Re: What are you playing? Episode 2: Sequel Reloaded! on: June 11, 2015, 11:35:24 am
Playing a lot of State of Decay the last week or so, mainly focussing on getting all the heroes unlocked.  I got the last one unlocked for level four and will be pushing forward to level five this afternoon after I scrounge some more building materials.  By far the most difficult one I've done is "the sniper" where you need to get 25 head shot streaks.  This one was cursed for me.  Even using characters with the slo motion shooting perk it's difficult to get five head shots in a row without a miss, body/limb shot or an armored zombie F#|<ing up the program, doing it 25 times is ridiculous.  To prep for it I loaded the trunk of a pickup with ammo, snacks and health and that truck promptly tipped over in a glitch where I hit nothing and BOOM, massive stockpile of gear lost.  Then about an hour later I had the exact same disasterous glitch in a different area.  Total ammo expended on this stupid unlock (including the two lost vehicles) was probably close to 500 rounds.  I'm so glad I won't have to try to do it again.  The hero unlocks for level five look very straightforward and the last one is unlocked just for arrivig at level six so I'm not anticipating any great hardship getting these.  Thought at some point I need to try to purposefully sabotage a playthrough to get "the killer.'  This one pisses me off, I have to purposely play to lose to get it which goes against my inner being. 
73  General Discussion / Game Discussion / Re: Outlaw's State of Decay guide on: June 09, 2015, 09:15:47 am
Some more zed fighting tips.

I used to hate Ferals the most, now Big 'Uns have moved up to my most hated status.  A Big 'Un can rip a completely healthy character in half if no one is there to knock him upside the head to make him drop you.  I lost one of my favorite heroes to a Big 'Un exactly like this during a besieged event where one plucked me out of the house because I was standing too close to the front door while fighting zombies.  The three nimrods I was trying to protect happily watched me get ripped in half just a few feet away but apparently walking from the comfort of their house to their front porch was too much to ask.  The point I'm getting at is be extremely cautious of the big guys.  One error can be fatal, especially if you are fighting one by yourself.  There is an option to take a buddy with you everywhere you go (at the cost of 100 influence) but I'm always hesitant to do this because they tend to do things like run at hordes you just chucked a firebomb or grenade at and then be upset because they are on fire or whatever.  Pussies.

Ferals are still a handful but you at least have a chance to recover from serious wounds once or twice while fighting them.  The biggest risk while fighting either a feral or Big Un is having other zombies around to distract your focus and give the freaks an opening to maul you.  Always try to have a vehicle close at hand to use for a hasty retreat if you need it.

Know your terrain.  One aspect of SoD that irks me is that zombie density/difficulty is completely opposite of logical sense but I think it has to do with the AI pathing.  When you are in one of the cities, zombies primarily travel along the roadways and they aren't likely to leave buildings unless you approach very close, drive a vehicle nearby or shoot a gun off in close proximity.  Even zombies relatively nearby won't always run around buildings to get to you even if they know you are there.  This allows you to slowly but systematically clear a block or a row of office buildings while dealing with bite size groups that can be dispatched semi-easily.  When you are out in the country things are actually much worse.  Without rows of buildings to camp in or roads to influence travel direction zombies will flock in from ridiculously far away at the slightest provocation.  You will rarely have a simple encounter with just a few zombies out in the country, instead more and more will trickle in as they are attracted to the commotion, travelling in fast straight lines directly towards you.  The majority of my worst maulings and encounters that quickly go south have been out in the country fields or lonely farmhouse areas of the map.  My first Breakdown attempt I had my home base at MacReady's farm and was constantly under attack from zombies wandering in from the countryside as well as victim to orchards directly adjacent to the farm that were always infested (I don't know if it changed or not since I rage quite that doomed attempt but I couldn't build outposts in the orchards to prevent the infestations because you need to be in a building to create an outpost.) 

Silence is golden.  Zombies in this game are extremely sound orientated.  As such, silencing your firearm is very important.  Silencers come in three grades.  Super cheap tin can models good for ten shots, better homemade ones that will do thirty rounds and very rare machined silencers that will last for fifty.  I not only recommend having at least one firearm with you for when things get sticky, but also have a silencer for it.  One of the most difficult hero challenges I've done so far is killing fifty zombies with revolvers.  The revolvers only hold five shots a piece, are slow to reload and can't be silenced.  Not fun.

Variety is the spice of life.  To get the various challenges completed you want to have a diverse group of skillsets availabe.  Shooters, edged weapon experts, blunt weapon experts, heavy weapon experts, etc.  The same goes for traits for optimizing your base.  Have a researcher, a medical guru, a construction expert, you get the idea.  Choose your specializations wisely.  I talked up rage early on but after messing with it I decided I like combat endurance better (50% reduction in melee stamina use.)  Having at least one ninja around is also handy.  The point here is don't build all your characters to be clones because if you run into a situation they aren't suited for you won't have a plan B. 

A few general Breakdown tips.  Fix the RV as fast as possible even if you plan to stick around a while, otherwise you might not have the materials available when you do finally decide you want to leave. 

You can only take seven survivors with you to the next level, choose wisely.  Speaking of choosing wisely, all of your gear in the storage locker comes with, but make sure if someone you plan to leave behind had a good item, you have them store it before you leave or it's lost. 

Item, material and influence management are keys to success, especially when you first arrive at the next level.  When you start out influence management is especially vital to survival.  You'll be burning through influence to set up outposts, and even more importantly, restocking with choice gear out of the storage locker.  There is a hard limit to how much you can stow in the locker so before you swap levels destroy the useless crap in the locker like small backpacks and 2x4's.  This frees up room so you can store useless crap in the locker again to build up influence fast at the start of the next level.  You can also carry over up to 30 of each resource type from the previous level, if at all possible try to carry over the full 30 building materials so you can move into a home site ASAP if needed.  The RV's placement in the valley when you start a new level is random.  Sometimes you can put an outpost right next to it to help shield your people from wandering hordes with the outpost traps, sometimes you can't.  And on the later levels even that may not be effective for long because the zombie attacks become relentless.  Also be mindful of resource storage caps, don't bring back resources you don't have room to store, they just end up wasted and I cannot stress how finite they become later on.

Get your researching done in the first level or two.  You will need to do a lot of building, tearing down and building more to get all eight of the research types done (and you want them, they give you access to create your own gadgets which becomes much preferable to relying on the every stingier game world as you progress) but availability of building materials drops off drastically after the first couple levels.  Also, research knowledge carries over each level so once you learn how to make chemical incendiaries, you will always know how to make them. 

 Good luck!
74  General Discussion / Game Discussion / Re: Outlaw's State of Decay guide on: June 09, 2015, 07:55:58 am
So yea, it's been a year and a half since I last posted in this thread but after rage quitting my first attempt at Breakdown I recently started playing again so I'm coming back to add some insight into this game mode and some of the new patch features (I own Lifeline but haven't played it yet so that will not be covered yet.)

So Breakdown is pretty much what players were asking for since SoD first dropped, an open sandbox mode with no story attached.  The game starts you out wandering alone in the wilderness with Lilly filling you in on the backstory that you indeed are F#|<ed.  You're on your own and need to find a new community to join ASAP.  There will be a handful of available communities all located at potential home sites from the original game and whichever one of the these communities you stagger up to will immediately accept you with open arms and Lilly will move in as well to fill her standard radio operator role.  So far so good.  Now you just survive as long as you can.

This is just endless post zombie apocalypse survival endurance mode with two slight twists to spice up the game play. 1.  You have specific challenges you can perform to unlock "hero" characters.  You want to do these because the heroes are a cut above your standard NPCs and having them in your crew will help boost your survival odds significantly.  2.  There is an RV somewhere in the valley that you can find and repair so you can use it to leave when the supplies are exhausted in your current playthrough (or before if you just want to collect the heroes for that level and move on).  You don't really leave the valley, you come back to it but now everything is reset with a higher difficulty (more zombies, less resources.)

Tactics update:  Tactics for the game have not changed significantly though I will add a few insights I've learned from playing a TON of Breakdown recently.  

Dropkicks.  I either didn't realize until recently or it was added in one of the later patches but characters start with a dropkick move that is incredibly effective.  Hold LBumper and hit "A" to perform a dropkick that will knock almost any zombie flat on their back so you can move in for the LBumper "Y" finisher.  This does not work on Big 'Uns and works about half the time on Ferals.  It has a longer recovery time and uses more stamina than the super shove utility skill but it can be relied upon in most combat situations to help push zombies back (the zombie you kick will push back others as it falls) and it saves your weapons from wear and tear.  Sometimes you can even luck out and kill a zombie outright with the dropkick which is awesome.  

Flame weapons.  Early on in Breakdown stock up on making petrol bombs and chemical incendiaries while supplies are plentiful, your stores carry over from level to level.  Always go out in the field with a few fire bombs of any type, these are invaluable for dealing with large hordes.  Eventually you will become a master at running towards the camera and tossing a fire bomb over your shoulder to immolate the horde that is right on your heels and quickly gaining.

Noise makers and explosive weapons.  Explosive weapons like grenades are rare in this game so like the fire bombs, stock up on pipe bombs early on while you have the chance.  A little less forgiving when it comes to aim, it's easiest to maximize your explosive effectiveness by chucking your pipe bomb into a group already occupied with a noisemaker (doll, firecracker, etc.)  The whistling box mine I was disappointed with, the wind up before the explosion is so long that zombies can become bored with it and wander away before it detonates.  My zombie kill score from two whistling box mines?  One dead zed.  

Vehicles.  Vehicles are a very precious commodity in Breakdown, more so on later levels as they start becoming VERY scarce.  A new mechanic added with one of the more recent patches is the ability to store items in the trunks of vehicles, including rucksacks.  Pickup trucks, station wagons and police cruisers are the most valuable for this because they all hold six rucks at a time (the maximum amount.)  This simple change to the game makes loot runs exponentially more productive.  Make sure you have a base with a workshop that can repair vehicles and keep them in rotation to avoid blowing one up.  They become extremely difficult to replace later.

Outposts.  Be smart about where you put your outposts.  Your first priority for outpost building is protecting your home base.  Keep the outpost traps armed to increase the area of protection the outposts offer and you can ensure that most zombies will not make it anywhere near your bases walls.  Focus on controlling the roads that lead to your base so hordes can't easily walk up and also control the buildings directly adjacent to your base to prevent them from becoming infested.  Having a base next to a site that keeps getting infested is awful.  Once you have your outpost defense line established the way you want toss a few more out to aid in loot runs.  I like to have one near the church, and one near the fairground with the rest near my home base which is either in Snyders Trucking or the Savini house.  If I have another one available I'll toss it in one of the buildings near the Jurassic Junction attraction so I have pretty even coverage across the map for storage lockers.  
75  TZH Discussion / TZH Discussion / Re: Today's Comic on: June 09, 2015, 06:46:41 am
I can't help think of Tom Petty.

And I'm FREE!!!

C'mon everybody,  sing along.  You know the words.
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