State of Decay

State of Decay

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chon Oct 23, 2014 @ 5:48am
Best Facility combo.
Let's say I'm in Snyder Trucks.. Whats the best facilities you can add there? Which is the best combination in your opinion? All facilities have a good use but which ones make the game easier in higher difficulties in breakdown?
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Showing 1-15 of 20 comments
I2epresent Oct 23, 2014 @ 4:30pm 
In my Breakdown game, I almost always use Snyder and I build:

1 Library
1 Medical Lab
1 Workout Area
1 Cooking Area
1 Bedroom (in addition to the existing one, for a total of 16 beds)


With the bonuses from having bed + workout + cooked feasts, your survivors can max out at 170 Stamina and 135 Vitality IIRC. (Some survivors have a Vitality bonus and can get boosted to 145 Vitality.) Those are pretty huge bonuses, especially when you get to later levels and the zeds can take massive chunks of your health just by swiping you.

With the Medical Lab, I pump out Homemade Painkillers, and with the built-in Workshop I make supressors, steel pipe bombs and chemical incendiaries. Right now, at Breakdown 14, I have more than 2,000 Homemade Painkillers in my locker, and about 300 of the 20-shot supressors. (That's in addition to full stacks of Morphine, Methadone, two stacks each of Codeine and Tussin, etc.)

Before I got Breakdown, I read all these reviews emphasizing how brutal it gets and how scarce the resources are. Well, 14 levels in and the zombies are a lot more powerful and more numerous (they're all over the place, in huge numbers), but resources are definitely not scarce, especially if you know all the "hidden" spots that almost always have the same type of resource every time the map is reloaded.
I2epresent Oct 23, 2014 @ 4:31pm 
Almost forgot:

Another benefit to the above load-out at Snyder is that you get lots of bonus ammo from letting other survivors use your workout area, your library, and your watchtower for gun training. You can get up to 8 extra ammo every 1 1/2 hours by doing nothing.
clonegunner237 Oct 23, 2014 @ 11:26pm 
Originally posted by Atum Hadu:
Almost forgot:

Another benefit to the above load-out at Snyder is that you get lots of bonus ammo from letting other survivors use your workout area, your library, and your watchtower for gun training. You can get up to 8 extra ammo every 1 1/2 hours by doing nothing.

'cept, of course, if you want to USE any of those for anything else you won't be able to.
happyscrub Oct 24, 2014 @ 6:04am 
Medical and beds are the only needed ones. I'll say the library is the less useful one after you got what you need out of it.

All the rest are personal preference.

happyscrub Oct 24, 2014 @ 6:06am 
Originally posted by Atum Hadu:
IWell, 14 levels in and the zombies are a lot more powerful and more numerous (they're all over the place, in huge numbers), but resources are definitely not scarce, .

Breakdown diffulty level caps. I think lvl 9 or somewhere near, but way before 14.
chon Oct 24, 2014 @ 6:27am 
Originally posted by happyscrub:
Originally posted by Atum Hadu:
IWell, 14 levels in and the zombies are a lot more powerful and more numerous (they're all over the place, in huge numbers), but resources are definitely not scarce, .

Breakdown diffulty level caps. I think lvl 9 or somewhere near, but way before 14.
That makes sense. If they could kill you with one hit and their numbers were infinite it would not have any point..
SwissArmyKnife Oct 24, 2014 @ 6:42am 
Breakdown's level difficulty caps out on level 11 (without mods).

And it only adjusts spawn rates for everything (resources, cars, zombies, survivors). Zombie damage is consistent.
chon Oct 24, 2014 @ 6:43am 
Originally posted by SwissArmyKnife:
Breakdown's level difficulty caps out on level 11 (without mods).

And it only adjusts spawn rates for everything (resources, cars, zombies, survivors). Zombie damage is consistent.
Good to know that.
I2epresent Oct 24, 2014 @ 10:07pm 
It caps at level 11, according to the SoD Wiki. Above that, cars and resources become more difficult to find at each successive level. Sometimes you get spawned on one side of the map where there are no cars, so it really pays to keep Ray Santos alive.

But by that point, 100% of the regular zeds move fast (vs 16% on Breakdown 1), and there are a ridiculous number of them. Juggernauts are 8% of all zeds, Ferals are 8%, Bloaters are 5%, Screamers are 5%, and Army zeds make up 20% of the zombie population.

http://stateofdecay.wikia.com/wiki/Breakdown

Although from playing through it, I think that 5% figure for Bloaters is way too low. I see them EVERYWHERE these last few levels, to the point where I've had situations with 5 Bloaters at once, in addition to other zeds.

Originally posted by clonegunner237:

'cept, of course, if you want to USE any of those for anything else you won't be able to.

There's no scheduling conflict, so to speak, because all the buffs from facilities take hold quickly after you activate them.

It takes literally two minutes to activate the two beneficial buffs from the Watch Tower, 10 minutes to get the buffs from the Workout Area, and the Library literally has no functions other than to make it possible to make pain meds. (You will have already researched everything in earlier levels. The game doesn't make you research them again, you just have to build a library.)

So basically you activate the buffs from all those facilities, and then you're free to use the facilities to get ammo from outsiders. It's definitely worth it to get up to 170 Stamina and 145 Vitality.
Kismette Oct 25, 2014 @ 7:02pm 
Originally posted by happyscrub:
Medical and beds are the only needed ones. I'll say the library is the less useful one after you got what you need out of it.

All the rest are personal preference.



I started playing again (Breakdown) and this time around, I got rid of the library and replaced it with a dining ...room? I'm at Snyder's and the moment I lost the library, I can't make the homemade painkillers any more from my med lab. I'd like to believe that once researched, the ability to create them should be available.

Just wondering if it's always been like this, otherwise... I'll take it as a mod conflict and I'll just have to rebuild a library because I love the mod where I can make snacks from the kitchen (only mod I have that's directly related to facility changes).
happyscrub Oct 26, 2014 @ 7:38am 
Originally posted by Kismette:
Originally posted by happyscrub:
Medical and beds are the only needed ones. I'll say the library is the less useful one after you got what you need out of it.

All the rest are personal preference.



I started playing again (Breakdown) and this time around, I got rid of the library and replaced it with a dining ...room? I'm at Snyder's and the moment I lost the library, I can't make the homemade painkillers any more from my med lab. I'd like to believe that once researched, the ability to create them should be available.

Just wondering if it's always been like this, otherwise... I'll take it as a mod conflict and I'll just have to rebuild a library because I love the mod where I can make snacks from the kitchen (only mod I have that's directly related to facility changes).

It should be working. Maybe its the mod
I2epresent Oct 26, 2014 @ 2:29pm 
You can't make Painkillers if you don't have a Library, even if you've already researched how to make them.
Kismette Oct 27, 2014 @ 1:40pm 
Originally posted by Atum Hadu:
You can't make Painkillers if you don't have a Library, even if you've already researched how to make them.


Had to make sure so I disabled the mod temporarily and true enough, the ability to make them is still unavailable. There should be some warning/error notes that a library is still needed even after having done researching it to craft them, otherwise, some people might think it's broken. XD
happyscrub Oct 27, 2014 @ 2:14pm 
Im sorry. I know the bombs and stuff work, didn't know the painkillers stop working but I just assumed.

I never really make that stuff anyway. I'm a hoarder.

I like to focus on getting medical outpost to give me a supply and just break open the meds I find after I get enough for homebase
Bigguns 93 Oct 27, 2014 @ 2:37pm 
Originally posted by happyscrub:
Im sorry. I know the bombs and stuff work, didn't know the painkillers stop working but I just assumed.

I never really make that stuff anyway. I'm a hoarder.

I like to focus on getting medical outpost to give me a supply and just break open the meds I find after I get enough for homebase

If you make a med lab and create your own meds, you can focus outposts on other vital supplies you can not create like building supplies, or need special facilities to create like food (need garden), ammo (need weapons workshop). Then you max out your pain killers in the first 2 levels of break down, never worry about them again. So later you can have a garden or other building instead of a library.

Libary also helps most (all?) survivors earn Wits points 2x faster.

Just an alternate strategy. I always felt a medical outpost was a waste. I consume much more food, ammo, and building supplies than meds. But i usually have 40+ survivors.
Last edited by Bigguns 93; Oct 27, 2014 @ 2:39pm
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Date Posted: Oct 23, 2014 @ 5:48am
Posts: 20