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Another thing for the start of the game, that might sound a bit cheesy, is to have construction blocks ready so you can elevate yourself from 2 block and kill zombies from here. They might manage to get up if there are 2 or more of them on the same side, but if you manage to lure them in a different side (depending of which edge you're the closer from), you can even avoid that issue.
POI's can be delicate as some room are way harder that other (even for same tier's POIs), and aren't necessarily balanced with "always run" in mind. You gotta learn which one are easier to handle and which one are not (if the later, then you should create you own safer way by destroying some blocks).
Bow can be good early to get a sneak attack bonus damage, or shooting from a safer place. You'll need to shoot a lot of arrow though, so it's quite slow, but necessary for the first few quest untils you get some lvl in your melee skill and a better weapon (guns as well in case things go wrong).
Alpha 20 and 21 are more difficult from earlier versions owing to improved zombie AI and new types of zombies that can blow a hole in a base wall (further in the progression). Alpha 21 is significantly more tedious owing to the changes to water and not being able to make glass jars or to reuse water containers. Requiring farming for skills books in Alpha 21 has also made it more tedious and a bit less control over what you choose to do.
Parkour from the agility tree is also helluva useful for outrunning zombies, leaping over fences, up onto rooftops of smaller structures and anywhere that can give you a breather to heal, catch your breath or gun down larger groups of zeds.
By far the most important ingredient in your success is cheese. Anything that you can cheese, you must cheese. Prepare a cobblestone ladder to climb later; any lesser ladder will not be there when you need it. Prepare a high-up building block pathway, then pick up the pathway behind you. Prepare fighting positions where you cannot be followed. Beware of postal workers with weak stomachs and of adamantium-beaked birds, however. Never drop down into an empty room.
Your base should eventually be a steel tower built on bedrock, with at least 11x11 in floor space, 12 blocks from the side of the pit to any structure, and a strong steel roof. You can fill the pit with traps to discourage missionaries. Try not to hang out there much, better to have a dummy base for the big weekly pow-wows.
I hope this helps. You really are living on the bleeding edge.
Yes I think this helps. I was going for an intellect build but I think Agility is a better investment.
You can make your base out of bars, rather than solid blocks. They are exactly the same in every way, zeds treat them the same, and yet you can shoot through them.
Finally, turrets pretty much solve any problem, so long as you keep them fed with AP ammo. It only takes 8 turrets to secure a base, so long as you give the zeds tightropes to walk toward the turrets on. Use the thinnest block and with the block selected hold down your reload button until you see the advanced rotation option. Edgewise, these thin blocks make fine turret kill zones. Assuming there is a pit around your base, be sure to maintain a way out for zeds knocked off the tightropes by the turrets, or the zeds will content themselves with undercutting your base.
Sounds like a lot of time wasted standing on nerd blocks shooting 20-30 stone arrows with a lvl1 twig bow to kill one zombie at a time.
You aren't the op
I don't know anything about you, Kara, other than you reject the premise of the thread--tactics/weapons/builds for high difficulty levels. I offer you room to maneuver, options. You might be better served by some other activity.
Okay I looked you up and read your posts. You're generally okay. But you're taking up space in a good thread, just saying. Govern yourself as you wish, but your history is not at all the troll or curmudgeon. Maybe take a sec to reflect on who you really are--I'm thinking a good human, a fairly sensitive individual. Could be wrong.
THen you want to hard focus your skillpoints into whatever weapon skill you want, Pain Tolerance is great for reducing the risk of stuns, picking up a couple of points in your armor skill of choice is pretty helpful as well.
I personally quite like Healing Factor because it means that often times you won't even need to use healing items outside of combat, so long as you can stay out of combat for enough time for the health regen to matter. It also reduces the heal time of critical injuries which is just a really nice QoL thing to have. When paired with Physician you can turn most critical injuries into a joke.
That wood framr pole still works, but just remember to upgrade the third block up so that they don't break it. Most of the time they won't even target the bottom of the pole.
Main thing in melee combat is keeping an eye on your stamina and watching your distance. There are always going to be odd occasions where you get extendo-armed or something breaks in their animation.
Try not to swing if it'll put you out of stamina, wait a few seconds between every swing and keep moving back. If you're playing on nightmare speed, clubs and sledgehammers are by far the best options because they'll knock zeds over, fists are a pretty close second as they also have decent knockdown power.