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The other side of the wall is identical. On horde day, I could just sit in the base and never fire a weapon - and i'd never get overrun - the bottom of the base interior is also full of spikes. However, I fight them off to avoid the costly maintenance.
This. So much this. I like to blame it on the fact that I came up on games like Doom. You know, games where its just you vs legion and nothing fancy. I usually have to resort to hiding on a roof somewhere on the first horde night, but by night 14 I usually have a shotgun with a ton of shells and just gauntlet it.
No base, no exploits, nothing but me, some ammo, and some coffee.
Have you ever left a comment that wasn't some snarky BS? The OP is asking a legitimate question, if you don't have any useful suggestions why don't you GTFO?
The only thing that's pathetic here is you.
http://steamcommunity.com/sharedfiles/filedetails/?id=350508920
I've also modded in a trap/mine that sets zombies on fire, then breaks. It's expensive to make and not unrealistic, so I don't feel bad about that either.
but I agree that zombie block damage is too high. The problem is that your can have 10 layers of steel, but it doesn't matter if the zombies don't die. Which means that many upgraded spikes >>>> many blocks of concrete. But for some reason the devs gave us more block upgrading options and not more zombie killing options (e.g. traps, turrets, machines etc)
Could you define what a non-exploit system would look like?
Your list of "exploits" has a number of things many of us would consider normal and good practice. (i.e. having entrance far from base)
I don't understand how this is better then a 2-story building with a solid wall under it. What's the advantage of stilts vs walls? I would think walls would be better since there is more structure down there to sacrifice if necessary.
Immersion is sacraficed for the sake of gameplay. If not then you build a concrete wall and you win the game as no zombie will get thru it and you've just removed the entire aspect of survival against zombies.
You can have both. Main advantage of using stilts is you extend a standard spider block into a platform. Fill the underneath of that platform with spikes, and as you move along the platform so do the feral zombies across the spikes. Shoot the strays - and the wall damage is minimal. It lasts longer than just wall maintenance. Less time and material in the long run spent on repairs. Wood is cheaper than concrete.
I'm not judging people for using defensive tactics that exploit game mechanics. I've just noticed that whenever I looked up information to see how others were defending their base it was pretty much entirely based around exploits.
I was honestly curious to know what non-exploit ways people might be using. From a development standpoint it wouldn't really be good if the all, or almost all, of the players were exploiting to play it because that would really wreck havoc on developer feedback regarding game balance.
I could also see it sparking a lot of arguments on how "difficult" the game is.
As for a bit more on what I'm talking about in regards to legitimate and exploit....
When I'm saying a legitimate, non-exploit, I'm talking about a base defense that doesn't toy with the games mechanics. Specifically, the enemy should have a way of actually being a threat. They should have a way to find you and a way to reach or harm you.
As for having an entrance far from the base, I'd consider it an exploit if its done in a way that the enemies entirely can't find the entrance or have no way of detecting you because of it.
Those premade factories that have a cellar with a hatch connecting outside the gates I'd consider legitimate since its not pathfinding breaking. If that passage went down crazy deep and then went six streets over before coming up to the surface... I'd consider it an exploit because the zombies wouldn't be able to detect or do anything about that entrance with their current AI / pathfinding.
http://steamcommunity.com/sharedfiles/filedetails/?id=599654128
The door is just around the corner. I don't have the steel book. You see the wood log spikes. But I have another set of the cheaper spikes around my base that are tow or three rows deep, as well:
http://steamcommunity.com/sharedfiles/filedetails/?id=599654035
I fight from the seocnd floor balcony. Once my base has been breached I go back inside and I have a fighting station at the bottom of the stairs (first floor). I fight from there until I have fallback to the second floor again. I fight from there. Eventually they may force me out to fight from the ground. But a quick drink of coffee will keep my stamina up for the rest of the fight and by the time that happens, the chances of dog or a running zombie are close to nil.
Plus the way I bail out forces the zombies to go back down the stairs, though the hole, along the spikes to catch me... By the time any could get close, they're crawling cripples, except the dogs that I shotgun.
But they didn't even breach this last one. I held them off fine until after 4 when I farmed the ferals and cops with my sniper rifle.
Go 3 high on the outside, 2 high on the inside. (In other words, build the wall around the perimeter at the "-1 from Top" elevation, then build a second layer inside.)
Down the outside of the plateau line barbed wire and landmines. Secondary/tertiary walls when you have the resources.
On top in the middle build your keep. Strong center foundation, supported wings with platforms for protected shots. Don't forget your spider-zombie lip.
Along the walls build a couple guard towers with wall access. Some points of access to the main keep from the towers or walls. (In case you fall off, you need a way back up top - or two or three).
Put weapons/ammo/medical/food caches in key locations.
http://steamcommunity.com/sharedfiles/filedetails/?id=601244213
http://steamcommunity.com/sharedfiles/filedetails/?id=602661801
OK, I see... I was looking at it from a structural view. Makes sense now.
Punching thru concrete and solid steel is just lame.