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 51 
 on: June 12, 2015, 12:59:08 pm 
Started by TheLastOutlaw - Last post by TeeZee
Yeah, definitely make sure it goes on sale first. When I got it, it was about $30 on Steam. I mean, it's a good game, but $30 for something you've pretty much already played is pretty steep. Though of course with mods it becomes a whole new game, so that's up to you, haha.

 52 
 on: June 11, 2015, 07:20:21 pm 
Started by TheLastOutlaw - Last post by TheLastOutlaw
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.

 53 
 on: June 11, 2015, 06:06:18 pm 
Started by TheLastOutlaw - Last post by TeeZee
Have you looked into the Year One survival edition on Steam/XBOne? It's pretty nifty. It got some (admittedly somewhat deserved) flak for being a prettied up version of the original game, but it's got some good features. My favorite is the addition of the knife. Instead of your unarmed melee attack being that dopey kick, you grab the nearest zed and just start stabbing them like something out of a slasher flick. Not efficient, but it's pretty satisfying when all you have to deal with are single enemies.

 54 
 on: June 11, 2015, 11:52:52 am 
Started by TheLastOutlaw - Last post by TheLastOutlaw
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…

 55 
 on: June 11, 2015, 11:35:24 am 
Started by Yutrzenika - Last post by TheLastOutlaw
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. 

 56 
 on: June 10, 2015, 02:50:37 pm 
Started by Log! - Last post by PwntheNoob17
i like your style. Happy late birthday Señor Stan!!

 57 
 on: June 09, 2015, 09:15:47 am 
Started by TheLastOutlaw - Last post by TheLastOutlaw
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!

 58 
 on: June 09, 2015, 07:55:58 am 
Started by TheLastOutlaw - Last post by TheLastOutlaw
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.  

 59 
 on: June 09, 2015, 06:46:41 am 
Started by Boomstick - Last post by TheLastOutlaw
I can't help think of Tom Petty.

And I'm FREE!!!
Free-fallin'

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

 60 
 on: June 06, 2015, 09:19:40 pm 
Started by Log! - Last post by HK-47
You know what dusts off an old thread? A regular show high five gif. Happy birthday Stan!



And it's the thread for posting happy birthday messages, so it's totally legit here.

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