Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm hoping as this game expands we will interact a little more with the characters on Guard. Like equip them!
So how about an answer devs? Do characters at home equip armor in a raid? And this would be fair...do characters have to be on Guard to equip armor?
I shouldn't have to necro a 2015 or 2016 thread for a clear answer to this.
As far as handholding, I play a survival game where it is in the game mechanic that predators are attracted to your scent. There's no "ranges" published anywhere, but given a wide open view, you can see predators that are pinpricks on your screen change directions toward you when you pick up several kilos of raw, stinky meat.
But this Guard/helmet/vest question...no way to know.
So answer please.
You didn't have to necro this and you can figure it out on your own. Grab a notebook and write down how injured you characters get and how often they get injured during raids in a few games where you have armor in your bases inventory and then do the same for a few more games but sell all of your extra armor. Compare the injury rates and severity to the two sets of data and you will have your answer. It isn't rocket science.
Not everything has to be about absolute precision. People can play the game, have fun, and beat the scenarios without ever knowing exactly what the roll modifier is on the armor or whether it even works at all.
"Necroing" this because I can, and because there is nothing wrong with "necroing", and to send a message. Threads are relevant no matter how old. The fact I found this thread while doing an internet search is proof positive of this.
When you don't want to be notified, you can unsubscribe. So, you can get over it and not whine so much. Otherwise, you are just being controlling by telling other people to do something a certain way when not everyone uses the internet the way you do. So, if you want to take some responsibility and unsubscribe, great; or you can just keep complaining about the way other people use the internet and continue to do so for all eternity, because not everyone will ever agree that "necroing" is wrong.
By the way: your answers are terrible and suggest that everyone ought to have enough time to spend multiple play-throughs in order to get basic information about a game mechanic which should be readily available and the answers provided by any dev team worth their salt. YOU are the one who blew it way out of proportion with your faux so-called "answer".
Back to the unanswered question: does anyone have a real, non-pedantic answer?
..nothing definitive, although the wiki does back this up by suggesting that helmets act as a buff during raids..
The wiki does not say the same thing about vests though.. which is odd, you would think vests would also act as a buff during a raid.
As long as you prioritize boarding up the shelter (plus alarm) and acquiring guns & ammo you're gonna be fine during raids anyway..
..so any extra melee weapons (tools) & protective gear (helmets/vests) you have laying around is just a bonus.
I'd still use excess helmets & vests as sell-ables (they can act as shelter buff items until you need to trade them for essential resources).
As for the topic - I think this is the same as with heating: logic is not applied, heating depends only on the amount of burned fuel - nothing else. Thus I think excessive vests do not give any protection and can be safely sold.