poxtops Jul 3 @ 3:08pm
Anyone else have favouritism towards soldiers/cops when on Breakdown?
When I pick my 6 to continue on with me, I always pick the soldiers and cops - I dunno what it is, but its just very reassuring early on to know that you've got trained marksmen defending your base. :p

I have noticed if a zombie gets near there are A LOT of shots, but thats probably just because they already come equipped with weapons (some nice weapons too)

So yeah,

Who do you usually pick and why?
Showing 1-13 of 13 comments
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NATOMarksman Jul 3 @ 3:49pm 
I try to find Cops and Soldiers, but otherwise I'm fine with bringing at least four women on board. because for whatever reason they're rare in my game.

I think of Cops and Soldiers as a detriment later on if you leave them unattended with a select-fire weapon, because then they waste all your ammo.

I immediately dump their nice weapons in the Locker and hand them a good silenced bolt-action (or semi-auto Rifle, if their skill is high enough) to use for home defense duty instead. I usually reserve the good assault rifles/SMGs for when I can personally use them, on semi-auto, or if we have so much ammo that it really doesn't matter.
Grilleds Jul 3 @ 3:51pm 
I prefer characters who offer radio options, for obvious reasons.
poxtops Jul 3 @ 4:09pm 
Originally posted by Azazel:
I prefer characters who offer radio options, for obvious reasons.

I dont think ive ever used the radio options apart from outpost/settle home, scavage only if theres one item left in the building.
Rajion Jul 3 @ 4:20pm 
Originally posted by Azazel:
I prefer characters who offer radio options, for obvious reasons.
i havent gotten far in my breakdown, so i currently only have one hero (erik tan), and im planning on taking useful characters that either:
give radio bonuses (im looking for to get the swat one, still havent gotten beyond level one tho so it will take a while)
have useful home services (workshop or infirmary)
i personally like or are hot (dem ladies)

wiht that said though, the third branch will probably dissappear by level 3 or 4, unless they are branch 2 and 3 or 1 and 3.

other than that i have only intentionally killed one guy, who had like 5 out of 6 traits all being negative, bum knee, bad back, hoarder, ate a lot, slow learning, and, and who knows what else, oh and he looked like he was ready to turn into an infected anytime
:x
Foghorn Dickhorn Jul 3 @ 4:51pm 
Originally posted by NATOMarksman:
I think of Cops and Soldiers as a detriment later on if you leave them unattended with a select-fire weapon, because then they waste all your ammo.

Preeeeeeeetty sure this doesn't happen. NPC's don't consume ammo/weapons or skill up when you're not using them.
Rajion Jul 3 @ 5:07pm 
Originally posted by Foghorn Dickhorn:
Originally posted by NATOMarksman:
I think of Cops and Soldiers as a detriment later on if you leave them unattended with a select-fire weapon, because then they waste all your ammo.

Preeeeeeeetty sure this doesn't happen. NPC's don't consume ammo/weapons or skill up when you're not using them.
yes pretty sure along with you
all characters that have a gun, have if possible, 30 spare bullets, ive switched to a guy who was on guard duty and shoot out a few zeds that where after me, still had the 30 spare bullets
NATOMarksman Jul 3 @ 6:04pm 
Originally posted by Foghorn Dickhorn:
Originally posted by NATOMarksman:
I think of Cops and Soldiers as a detriment later on if you leave them unattended with a select-fire weapon, because then they waste all your ammo.

Preeeeeeeetty sure this doesn't happen. NPC's don't consume ammo/weapons or skill up when you're not using them.

News to me, I've lost 75 rounds of 5.56 from overzealous watchtower shifts, but then again my game also has survivors that actually have a high chance of dying when you leave their quests alone for too long, so maybe my game isn't the best game to provide this kind of advice on.
Grilleds Jul 3 @ 6:17pm 
Originally posted by NATOMarksman:
Originally posted by Foghorn Dickhorn:

Preeeeeeeetty sure this doesn't happen. NPC's don't consume ammo/weapons or skill up when you're not using them.

News to me, I've lost 75 rounds of 5.56 from overzealous watchtower shifts, but then again my game also has survivors that actually have a high chance of dying when you leave their quests alone for too long, so maybe my game isn't the best game to provide this kind of advice on.
I think that NPC's in the watchtower do not use ammo (its provided daily by your ammo resource, not your actual ammo supply). However I'm not sure about other NPC's.
Harmonica Treks Jul 3 @ 6:38pm 
No NPCs use ammo ever.
Even if you have a follower with you and they use their gun (it's rare, but I've seen it happen), they won't use up a single unit of ammo.

This is evidenced by providing them with a firearm with no additional rounds, and watching them reload after spending their magazine.
minusthedrifter Jul 3 @ 7:00pm 
Soldiers will always be taken in my games. Not only do they have great skills but I like playing them the most so they are also the ones who max out first as well. As for cops it depends on the cop. There is only one who is a "must" if I get him and that's the nimble, natural born leader. If I have him he usually becomes one of my favorites next to the soliders, in fact he usually maxes before them because he has bonuses to almost everything and he's nimble so he's fun to play.

Beyond that though it comes down to character model and useful skills. If someone has a useful skill they can usually come along, however if they're gimped as all getup or ugly as sin their position is debatable. If someone is hot, or I really like their character model they can usually count on coming along as well.

I've no problem with roof riding either so the limit oon how many I can take doesn't bother me. I still prefer to keep my groups small though regardless of roof riding.
poxtops Jul 3 @ 7:05pm 
Originally posted by minusthedrifter:
I've no problem with roof riding either so the limit oon how many I can take doesn't bother me. I still prefer to keep my groups small though regardless of roof riding.


Whoaaa..

We can roof ride? I always thought that to be a joke from lilly, since I swear I couldn't get anyone to go on the RV once it was full.

You can actually bring more once its full? As in roof ride?
Rajion Jul 3 @ 7:34pm 
there is a trick to that, so its technically a glitch, in order to "roof ride"; if i recall righ, you can only do so with characters that are away from home, so you'd have to attempt to send them to be "away from home" to then do that.

just be warned there is a limit, either 21 or 41, after which, the game gets all wonky, or so ive read
minusthedrifter Jul 3 @ 9:36pm 
Originally posted by poxtops:
Originally posted by minusthedrifter:
I've no problem with roof riding either so the limit oon how many I can take doesn't bother me. I still prefer to keep my groups small though regardless of roof riding.


Whoaaa..

We can roof ride? I always thought that to be a joke from lilly, since I swear I couldn't get anyone to go on the RV once it was full.

You can actually bring more once its full? As in roof ride?

Aye!

It's either a feature or a glitch as the dev's have known about it forever but have made no moves to fix it or even said outright it wasn't intended. Seeing as Lilly makes that joke though it's probably a sort of easter egg feature.

Once you've loaded your RV full of your favorites you need to have your roof riders "away from home" at which point you get the option in their character sheet for them to "Check In." Have them check in and head out to their location, there, rather than telling them to go home you have the additional option of telling them to go to the RV, regardless if it's full or not.

You can do that as many times as you want but once you start reaching up levels of about 30+ roof riders you're more and more likely to run into problems. Generally the soft population cap is around 40-60 anyways so having that many people in the first place is risky to begin with.
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Date Posted: Jul 3 @ 3:08pm
Posts: 13