State of Decay 2

State of Decay 2

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Solo Daybreak tips
We've all been there, where randoms ruin the game and make it 10x harder than it should be, so we go to soloing the waves in order to unlock all of the stuff. So here we'll make a thread on how to make farming easier/less tedious.

-I highly recommend getting a CLEO Shotgun and a CLEO Longblade, equipment isn't as
important now that juggernauts take proper damage with calibers.

-Store the CLEO S. on the start and use the shotgun you get for free, as well as your melee for the first 3 waves, ditch it after that and only focus on CLEO ammo and weapon afterwards.

-Collect no more than 1 stack of bandages and 1 stack of stamina buffs(snacks early on, pills later in the game), you won't need more than that, if you do, you're not doing something right.

-Keep explosive equipment for multiple juggernaut spawns, use fire grenades on bloaters/bloater gas to quickly dispatch of high amounts of enemies or stun/damage a juggernaut.

-Wave 5 is hardest to do so make sure you have about 120 ammo left for it, as well as some explosives to make it easier. Wave 4 drops almost no ammo, 1-2 stacks at most, so keep that in mind when using your gun in wave 4.

-If you finish wave 5 you can then finish the game as well, use minefields you get to set a
perimeter around the technician, then if you get through wave 6 without any mines going off,use the new batch on the other side of the road, to quickly dispatch of first few spawns/thin them out.

-Rocket pods should be used exclusively on dual juggernaut spawns, it's going to be more
effective if you fight last few waves out in the park area, so you can grab both juggernauts with the pod and then focus on the rest of the zeds as they march towards the wall.

-Rocket pods can also effectively be used to block off an area with a broken wall until you repair, do note that placing it too close to the broken wall will result in you getting staggered and unable to fix said wall. Mines can be used for that as well, but they're less likely to stop the zeds as they don't have large AOE nor are they completely blocking the path.

-If there's a clutter on the wall, position yourself so you are looking at the wall from the side, so you see whole side of the wall, after which a shot or 2 from the CLEO shotgun will clear all enemies from it, those that don't die will get knocked on the floor meaning they won't be a threat for a while.

-Shooting regular zeds in the leg is a good tactic as once they leg break they become useless and will soon die anyway, so missing multiple head shots rather than breaking their legs is the worse way to go.

-If you're going to restart until you get X, I suggest restarting until you get a character with sewing skill, as he/she can carry 5 consumables in a stack, instead of 3, meaning you will have more time left over after looting as you won't have to constantly run back and forth. Restarting to get both AI to use a certain weapon is not worth it as you shouldn't rely on them in the first place, they are there as backup rather than help. But neither is required in order to win.

-Repair your walls even if they aren't on red, sometimes even yellow ones, it's best to keep 1 side with the middle completely fixed, and then focus defending the other side where you left the walls yellow, for example. Having them broken will just result in using more repair kits as you will have to put time into repairing 1 wall as the enemies destroy 2 on the other side.

-Always prioritize juggernauts, then burn them down fast, there is no need to melee either of them now that they take proper damage, just shoot them in the head or use explosives to deal with them.

Can't think of anything else from the top of my head right now, but I will make sure to add stuff if it I remember something else, you're free to add anything I missed and you think is valuable piece of information, or just say what you think of the tactics I'm using/suggest something easier if you know of it. Hope some of it helped you and happy hunting!
Dernière modification de Boboscus; 6 mai 2020 à 2h28
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Fixed the text, spaces don't translate well to a post, but they work fine when writing it.
I could be wrong but I really feel like CLEO Shotgun starts kicking after wave 5, before that one-shotting armored is super hard, but after they all die from 1 hit.
I think you really live and breathe this mode.

so much effort writing this up.

Kudos!
Nokrahs a écrit :
I think you really live and breathe this mode.

so much effort writing this up.

Kudos!

Well you have to do it quite a lot of times if you want to get everything and do all of the achievements, I'm at about 3/4th of the way now, thanks tho!
Started using Scar on first 2 waves, then switching to shotgun you get in the locker, then on wave 4 CLEO shotgun until the end, just to mix things up a bit, it's easier this way as you have plenty of 7.62 ammo for spamming on first 2 waves, you also don't need snacks then and can ditch them until you get the pills.
Playing as a male character makes your vision more obstructed when ADS-ing. So a female character will allow for higher FOV and easier threat spotting/dodging. Also do make sure you reload before emptying the chamber for that increased reload speed.
Dernière modification de Boboscus; 8 mai 2020 à 7h02
Boboscus a écrit :
Started using Scar on first 2 waves, then switching to shotgun you get in the locker, then on wave 4 CLEO shotgun until the end, just to mix things up a bit, it's easier this way as you have plenty of 7.62 ammo for spamming on first 2 waves, you also don't need snacks then and can ditch them until you get the pills.

I save one snack for end of round 2, 3 and 4, so I can pop it when low stam between the pods. From there it is all pills. Mostly, I keep the pills for axing juggernauts, but there are sometimes I use it to run back and forth the barricade. And of course, for return trip collecting pods.
Prometheus a écrit :
Boboscus a écrit :
Started using Scar on first 2 waves, then switching to shotgun you get in the locker, then on wave 4 CLEO shotgun until the end, just to mix things up a bit, it's easier this way as you have plenty of 7.62 ammo for spamming on first 2 waves, you also don't need snacks then and can ditch them until you get the pills.

I save one snack for end of round 2, 3 and 4, so I can pop it when low stam between the pods. From there it is all pills. Mostly, I keep the pills for axing juggernauts, but there are sometimes I use it to run back and forth the barricade. And of course, for return trip collecting pods.

My latest runs consisted of me throwing away the melee weapon and only backstabbing armored on waves 2-5, then shotgunning the rest so I don't need snacks until pills are dropping, last 2 waves no need for anything as they all die from shots.
Officially done with all of the unlocks, I'm retiring. lol
Feel free to use this and add to the board for others in need, I'm out!
Here are my notes on how to solo Daybreak, originally made over mattskx's guide on youtube. I have some modifications, but the priniciples are the same. The video has some fun rage commentary, even though it isn't great recording quality. This is not a perfect description of what I do, but it should provide enough to adapt to whatever works for you.

Starting inventory, Clio shotgun (not assault), mines, axe.

Remember inventory management is important. Keep stuff seperated and only have what you need for that round in your inventory.

You might want to not repair walls at the end of a round, and instead opt to do it at the end of the "gather from pods phase". Use 1 snack on pod runs to counter low stam and get back in time. You will only really need 6 total snacks on the entire run. For harvesting pods till round 4, the rest to ax jugs.

Remember to check that the AI does NOT have shotguns. If they do, restart!

Wave 1
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Start
Repair wall, drop from inventory mines in the middle, drop bandages to left of tech, drop clio stuff to the outside left, drop snacks at sidewalk middle by lamp post, drop shotgun + ammo in the middle, drop health kits by wall middle - 2 meters from the section where you jump over.

Use rifle if you want for round 1-2. Drop it when initial ammo is gone, do not replenish from pods.

1.00 - Feral, can be taken from middle


Wave 2
-------
Start
Repair bad walls - should be nothing! Can use snacks - only need 1 for picking up pods. Switch to shotgun mid round, so pick up that and ammo.

Focus on armored zeds. Executions is what you want. Rifle/Shotgun the rest.

Keep an eye on those corners!

1.20 - Feral, can be taken from middle

End
Repair walls, maybe one, prefer nothing (better probably to run and repair on the return).


Wave 3
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Start
Drop all except shotgun and x3 snacks (perhaps better with none, since there are snacks in the pod. Leave the bullets in the pods, leave all but 3 snacks, do not empty pods. Take bandages, clio, shotgun shells and repair kits and 6x firebombs. Drop the extra clio on the ground at reserve.

Drop bandages at tech, drop repair kits, drop clio to the left. Get all the shotgun shells (switching to wolverine at round 2 preferably) , get one health kit.

1.00 - Normal Jug
Kite the jug, and try to clear out walls while doing so. Use snacks to kill him in melee.

End
Fix walls (probably 4) drop repair kits. Drop repair kits, drop shotgun and shells, get Clio shotgun, run out no later than 1 minute left.

Wave 4
--------
Start
Get repair kits, clio ammo and 6x bombs + 3x firebombs. Do not take snacks or shotgun shells. Drop repair kits back at wall. 128 clio ammo after pods, drop the remote bombs.

Exploit bloater gas explodes with firebombs.

2.50 - normal Jug
1.50 - feral can be taken from middle
1.45 - repairs x1, out on street before jug arrives!
1.00 - Plague Jug

End
x2-4 Firebombs used, one snack left.

Wave 5
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Start
Mine the middle courtyard by tech, repair walls, drop repair kits, drop remaining firebombs. Use last snack in inventory on pod run. Get repair and health kits from pods, get stims, and bombs. Drop snacks if there, use stims instead. Get Clio ammo from reserve.

Use firebombs and bombs and keep picking up ammo. Use pretty much everything to keep the walls up! It's perfectly okay to use 9-10 bombs/firebombs!

2.50 - Plague Jug. If you can kite him to a crowd, that and him can be taken out with 3-4 bombs, leaving you 2-3 bombs for crowd control.
1.00 - Plague Jug.

2.00 - Wall repairs, (use health kit and last stim in needed).

End
Wall repairs, finish the last crowd with the last firebomb if possible to save time! Time is of the essence in the remainder of the session!

Wave 6
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Start
Empty inventory, run to pods (no later than 1.30). Get 4x mines, clio ammo, repair kits, 3x firebombs, 3x bombs, 3x stims.

40 seconds back, mine street x2, repair rest of walls. Pick up old firebombs (from wave 3) + clio ammo (160 total).

3.00 - extra mines on the street
2.45 - 1 Feral and 1 Plague Jug (use health kit if needed)
1.25 - repair walls if they break, come out immediately.
1.00 - 1 Feral and 1 Plague Jug

End
Drop clio ammo, use 1 stim to run to pods immediately.

Wave 7
--------
Take smg, repair kits, clio ammo, mines, 3x bombs, 2x mines, rocket pod. Need at least 1 minute to run back and do stuff.

Mine the streets. Repair walls, pick up last health kit and last clio ammo (160). Get bandages for tech.

Rocket pod is for emergency! Heal the tech when you can! Important that he never faces a wall breach or a feral with damage!

Immediately - one feral and one plague Jug. Use the SMG till empty and drop. That +1 bomb should kills the specials and a bit more.
4.10 - Plague jug - shotgun and axe him.
3.30 - Plague jug - bomb and axe him.
3.00 - Plague jug - bombed, axe and shotgun whatever it takes!
2.00 - 2x feral and 1 Plague jug. Careful of the AI screwing you with the ferals now!
1.15 - 2x Feral and 2x Plague Jugs - if your walls are up when they spawn, you pretty much are assured a win.

End

Victory!
Dernière modification de Prometheus; 9 mai 2020 à 22h49
Bumping if anyone's struggling with the mode nowadays.
Gonna open up matchmaking with some friends, more then welcome to join up
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Posté le 5 mai 2020 à 17h02
Messages : 12