Project Zomboid

Project Zomboid

MUSCLE STRAIN
how do you deal with this new mechanic?
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Showing 1-15 of 31 comments
Retreat and rest (it doesn't take that long tbh) or Painkillers if im impatient.
Don't fight non-stop for too long. Try using both your legs and arms so it doesn't increase too quickly (best way is to push and stomp, but it's only easy to do against a few zombies at a time).

Small fences and windows also help a lot time as you can pretty much one-shot zombies when they fall down (both with foot or weapon), saving a lot on muscle strain.
Weapon weight affects muscle strain, so using a club hammer that weighs 2.0 will give more muscle strain than a wrench that weighs 1.0. Weapon skill lvls reduce the muscle strain for that particular weapon type.
pop a painkiller and start blasting
only kill the fast zombies. or take some breaks until you get your skill/strength up.
Painkillers and switch between two handed and one handed weapons, i dont really notice it all that much unless climbing fences or using large weapons
Start slow, after gain exp in weapon become Kentucky murder machine with good str/fit ofc
Originally posted by yayie:
Retreat and rest (it doesn't take that long tbh) or Painkillers if im impatient.

Genuine question because I haven't played build 42- Do you think it will be noticeable in a server when you can no longer fast forward through your breaks? Or is it pretty fast overall?
Originally posted by Good Night Owl:
Originally posted by yayie:
Retreat and rest (it doesn't take that long tbh) or Painkillers if im impatient.

Genuine question because I haven't played build 42- Do you think it will be noticeable in a server when you can no longer fast forward through your breaks? Or is it pretty fast overall?

I literally only experience it in a high level (when I actually need to retreat from combat) on the first couple of battles, for the first two days. After killing about 100 zombies with the same weapon type, the strain becomes practically non-existent.

Worth noting: I exclusively play with combat builds, all my characters are either Stout or Strong, and specialized in some weapon type (Carpenter when I go short blunt, Brawler and Baseball Player traits for long blunt builds), which reduces the impact of muscle strain on them. Non-combat builds might suffer much more.

Looking into the future of multiplayer, I imagine the muscle strain system will force people to make more specialized builds of fighters and non-fighters, to force people to interact more with each other, like, a cook or a nurse wont be able to survive on it's own, and it will require the help of a fighter player in battles.
Originally posted by Mark IV:
Originally posted by Good Night Owl:

Genuine question because I haven't played build 42- Do you think it will be noticeable in a server when you can no longer fast forward through your breaks? Or is it pretty fast overall?

Looking into the future of multiplayer, I imagine the muscle strain system will force people to make more specialized builds of fighters and non-fighters, to force people to interact more with each other, like, a cook or a nurse wont be able to survive on it's own, and it will require the help of a fighter player in battles.

More likely will be the case that it will be turned off.
(Simply because of the time constraints. It costs for people too much time to deal with. Even at the early stages of the game. And it will re-emerge as an issue every time a new player joins.)
I just reduce it in the settings at game start to make it feel more reasonable
Originally posted by Good Night Owl:
Genuine question because I haven't played build 42- Do you think it will be noticeable in a server when you can no longer fast forward through your breaks? Or is it pretty fast overall?
Given it is enabled, it will be noticeable considering it wears off slower than the exhaustion, but takes longer to build up. It will be a stop signal for non-combat oriented character to break off the engagement altogether.

Like been said, it will also make the painkillers a much more conventional consumable for combat, as they will mitigate the symptoms without removing the source. It will limit the crafter-type characters in what they can obtain on their own prior to training weapon skills.
Originally posted by Zaidah:
Don't fight non-stop for too long. Try using both your legs and arms so it doesn't increase too quickly (best way is to push and stomp, but it's only easy to do against a few zombies at a time).

Small fences and windows also help a lot time as you can pretty much one-shot zombies when they fall down (both with foot or weapon), saving a lot on muscle strain.

I'd avoid trying to stomp fence zombies.
In my experience 90% of time my charcter either tries to "push" despite being on top or near the highlighted zombie or i get swiped off my feet by the zombie.

With melee weapons weirdly tho that's not an issue then fencing is safe and easy free kills.
Originally posted by Alucard †:
Originally posted by Zaidah:
Don't fight non-stop for too long. Try using both your legs and arms so it doesn't increase too quickly (best way is to push and stomp, but it's only easy to do against a few zombies at a time).

Small fences and windows also help a lot time as you can pretty much one-shot zombies when they fall down (both with foot or weapon), saving a lot on muscle strain.

I'd avoid trying to stomp fence zombies.
In my experience 90% of time my charcter either tries to "push" despite being on top or near the highlighted zombie or i get swiped off my feet by the zombie.

With melee weapons weirdly tho that's not an issue then fencing is safe and easy free kills.

The force ground attack (ALT) works with melee as well though.
So you can force a stomp instead of a shove.

I genuinely avoid any kind of fence using tactics. And not because they are cheezy but because i find them riskier on the ground than standing.
Originally posted by Nordil(Hun):
Originally posted by Alucard †:

I'd avoid trying to stomp fence zombies.
In my experience 90% of time my charcter either tries to "push" despite being on top or near the highlighted zombie or i get swiped off my feet by the zombie.

With melee weapons weirdly tho that's not an issue then fencing is safe and easy free kills.

The force ground attack (ALT) works with melee as well though.
So you can force a stomp instead of a shove.

I genuinely avoid any kind of fence using tactics. And not because they are cheezy but because i find them riskier on the ground than standing.

ALT ?
I have Sprint toggle on ALT what command was that before?

EDIT: Nevermind i see it. Manual Ground attack.

EDIT 2: Actually not sure why but on Unstable this "Manual Ground attack" key does absolutely nothing for me. Tried in combat stance and outside of it. On highlighted downed zombies. - New save, no mods
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Date Posted: Oct 9, 2025 @ 2:11am
Posts: 31