State of Decay 2

State of Decay 2

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frankisvicky 28 OCT 2022 a las 2:45 a. m.
i just want know which base is the best base
:steamdance:
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Mostrando 1-15 de 22 comentarios
SIDEKICK 28 OCT 2022 a las 6:29 a. m. 
depends :steamhappy:

many players in Providence Ridge prefer the Lumber Yard or the Fire station
those two are large bases but i find those overcrowded. too many objects in the vicinity.

i prefer the Rusty Rossie.
its clean the immediate background is not too crowded with objects
you can have most of your needed facilities on this base
its in the upper center of the map
a large storage for fuel not that it matters much

it really feels like a HOME instead of a fenced football field ( what i feel about lumberyard )
it would have felt completely safe if not for the fact that zombies can climb over several fences. other than that they have two doors to knock over.
Serious 28 OCT 2022 a las 6:38 a. m. 
I won't say there is a best base.
Large is only best when you acutally use all the parts and have a large community.

For me the most important thing is the layout of the base. Does it fit your playstyle e.g. which weapons you use to defend your spot.
Protectron 28 OCT 2022 a las 11:05 a. m. 
I agree that there is no "best base" per se, it depends on how you play. So let's look at some factors.

DEFENSE
- The watchtowers, built in or no, are not very helpful at helping your community defend itself. They tie 2-4 NPC survivors to stand up there, and largely they are unable to actually prevent zombies getting in on their side. The ones you build yourself also allows Juggernauts to get up there and if they do, the guards are in deep trouble!
- Contrary to what many believe, the best way to defend against Sieges or Horde attacks is to have as many guns on the ground as possible, in open space so that all of them can shoot at what all the others can shoot at. Focus-fire is key to take down Juggernauts before you have powerful enough guns among your NPCs. The NPCs are also much, much better when they're not alone - they team up pretty well.
- So, in other words, the trick is to invite all the zombies into your base where you have a "killzone" waiting for them.
- The more open the space, the more bullets hit their mark instead of something else, so set up facilities wisely; some have higher walls than others.
- This also make bases like the Lumbermill among the best at defense, not the worst. All the zombies aim for the centre of the hall, so your crew just stands there and make red paint out of them.

FACILITY SLOTS
- When you first start out you don't have Amenities, the Builder Boon. Getting power and water is important, so you either have to invest in expensive Outposts, or you can build a Generator and a Still. Both of those are small outdoor facilities, so the Lumbermill, for instance, forces you to invest in the Outposts. This makes the Fire Station a far better choice as a 3500 influence base in Providence Ridge when you don't have Amenities, because it has got both water and power built-in.
- Since it's possible to demote leaders and therefore have all leader facilities at once, the bases with more large facility slots tend to be better.
- But small facility slots are also good, so having as few as them as you do in the Lumbermill and Farmland Compound certainly counts as a drawback.
- Built-in beds saves you a large slot, so both the Fire Station and the Container Fort do sort of have 3 large slots anyway. But yes, the only penalty of not having enough beds is lower morale, which can be sorted out in more effective ways (Lounge 3), so if you play like that, those two are examples of bases with less versatility.
- Built-in facilities offer a quicker construction of the base and less Materials cost, so if you don't have that much Materials at hand, the bases with fewer open slots can be a good choice for you (Rusty Rosie's vs Westen Builder Supply for instance). The latter offers more versatility and does in a way become a bigger base when maxed out.

LOCATION
- The more central, the better.
- The convenience of easy access and more car parking slots is also a worthwhile consideration.

These are just some of the considerations of what makes a good base for you. In general, the bigger the better, but there are exceptions:

Drucker County: both the Cabin Park Motel, Wheelhouse Truck Stop and Knight's Family Drive-in have very little to offer for their price.

Trumbull Valley: both the Red Talon Daybreak FOB and Fort Marshall have huge drawbacks and are generally not actual upgrades.

Cascade Hills: both the Bridge Fort and the Corner Office are very small for their price, and the latter is a death trap.

Meagher Valley: the Country Church is so small it is hardly an upgrade from Clarington House.
Stardustfire 28 OCT 2022 a las 12:39 p. m. 
disagree on the watchtowers, they are a big help when you know how to block doors and unfenced walls with cars. they also decimate what is in close proximity, what again helps to not get eaten when you just leave your car at a parking slot.
Sc0rpiTr0n 28 OCT 2022 a las 12:39 p. m. 
Farmland Compound on Trumbull Valley is great base.

I also like Barricaded Strip Mall and Knight's Family Drive-In on Drucker County.
orangepoindexter 28 OCT 2022 a las 4:07 p. m. 
My personal favorites are Barricaded Strip Mall, Mike's Concrete and the Marshall Fire Station.
SIDEKICK 28 OCT 2022 a las 4:12 p. m. 
Publicado originalmente por Protectron:
DEFENSE
- The watchtowers, built in or no, are not very helpful at helping your community defend itself. They tie 2-4 NPC survivors to stand up there, and largely they are unable to actually prevent zombies getting in on their side. The ones you build yourself also allows Juggernauts to get up there and if they do, the guards are in deep trouble!

there was a video someone made on youtube saying watchtowers are useless and can kill your community.

Publicado originalmente por Protectron:
- Contrary to what many believe, the best way to defend against Sieges or Horde attacks is to have as many guns on the ground as possible, in open space so that all of them can shoot at what all the others can shoot at. Focus-fire is key to take down Juggernauts before you have powerful enough guns among your NPCs. The NPCs are also much, much better when they're not alone - they team up pretty well.

this is what that youtuber said about useless towers and best to equip survivors with 50cal guns. but im not really sure if this works for me. i mean, when survivors are overwhelmed they stop firing and go into melee. whilst in a tower they have some time to shoot before the Zs get to them.

Publicado originalmente por Protectron:
FACILITY SLOTS
- Since it's possible to demote leaders and therefore have all leader facilities at once, the bases with more large facility slots tend to be better.

does ARMORY replace Workshop ? they say it doesn't have arrow crafting. but aside from that i was thinking of replacing my workshop with ARMORY.
overall i feel the Field Hospita, Armory, Sniper Tower are the best leader projects.
Mooman 28 OCT 2022 a las 6:42 p. m. 
I usually like to go into a map and define each homesite based on leader type, and only build those facilities there.

For example with Providence:
Rusty Rosie's for Sherrif.
Prescott Fire Station for Warlord.
Lumber Mill for Trader.
Western Builder Supply for Builder.

It's not necessary but I find fun in trying to make that work for each map.
Cutlass Jack 28 OCT 2022 a las 7:14 p. m. 
Rusty Rosie's is my favorite. Just a great spot for my automechanic leader.

i'm currently doing my first run in Trumbull. So haven't gotten a feel for those locations yet. Sadly I kind of like the starter base there. Wish I could do a little more with it. I really need to move soon though.
❃ Galiäna Krüger ❃ 28 OCT 2022 a las 10:48 p. m. 
Providence: Lumber Yard

Meager: Rural Police Station (personal preference)

Cascade Hills: The construction yard base top right of map

Drucker County: Complete ♥♥♥♥ map don't ever play it after play it once and you will know how crap that map is

Trumbull: split between Red Talon FOB and Fort Marshall (and some say Farmland) but I only tried Fort Marshall so far after moved from trailer park junction 2
Protectron 29 OCT 2022 a las 1:30 a. m. 
Publicado originalmente por DEADPO0P:
Publicado originalmente por Protectron:
DEFENSE
- The watchtowers, built in or no, are not very helpful at helping your community defend itself. They tie 2-4 NPC survivors to stand up there, and largely they are unable to actually prevent zombies getting in on their side. The ones you build yourself also allows Juggernauts to get up there and if they do, the guards are in deep trouble!

there was a video someone made on youtube saying watchtowers are useless and can kill your community.

Publicado originalmente por Protectron:
- Contrary to what many believe, the best way to defend against Sieges or Horde attacks is to have as many guns on the ground as possible, in open space so that all of them can shoot at what all the others can shoot at. Focus-fire is key to take down Juggernauts before you have powerful enough guns among your NPCs. The NPCs are also much, much better when they're not alone - they team up pretty well.

this is what that youtuber said about useless towers and best to equip survivors with 50cal guns. but im not really sure if this works for me. i mean, when survivors are overwhelmed they stop firing and go into melee. whilst in a tower they have some time to shoot before the Zs get to them.

Publicado originalmente por Protectron:
FACILITY SLOTS
- Since it's possible to demote leaders and therefore have all leader facilities at once, the bases with more large facility slots tend to be better.

does ARMORY replace Workshop ? they say it doesn't have arrow crafting. but aside from that i was thinking of replacing my workshop with ARMORY.
overall i feel the Field Hospita, Armory, Sniper Tower are the best leader projects.

It is important to arm your NPC survivors with the most powerful guns you have, as the YouTuber said. B50FG is of course the best, but Timberwolf is also good. Having these for all of your survivors is very expensive, though, so I wouldn't say that's "the best option" given the amount of time required to get there.

My preferred option for the AI is guns which do not have other firing options than auto (full-auto-only). When the AI carries those, each pull of the trigger almost always kills at least one zombie. If they can select single fire mode, they almost always do, and there are so many center mass shots they take that they can stand there using 4-5 shots to kill a single zombie. When they get to fire in bursts of 3-5, they become hugely more effective.

Take the RTX Rampart, for instance. It is sold by Red Talon traders and is a full-auto-only conversion of the Vulture (Desert Eagle) that is probably the least powerful full-auto-only gun in the game. It's power is similar to an AK47, but that is per bullet. The Rampart fires 3 bullets at a time, and the rate of fire in combat is the same as the AK47. This makes the Rampart three times as effective as the AK47. A crew of 6 NPC survivors using the RTX Rampart will have no issues defending against any size of Siege and at least two Juggernauts at the same time. A crew of survivors with AK47s will be fine most of the time, but a 3-minute siege accompanied by an extra horde, which sometimes happen, will probably result in one or more survivors dying. And probably a total wipeout if you armed them with single-fire pistols, crossbows, revolvers, bolt/lever action guns and manually fed shotguns.

As for the Armory, it used to not double as a Workshop, but since update 30 (iirc) it now does. It can craft everything a Workshop can craft - possibly except facility mods.
Última edición por Protectron; 29 OCT 2022 a las 1:34 a. m.
SIDEKICK 29 OCT 2022 a las 3:12 a. m. 
Publicado originalmente por Protectron:
As for the Armory, it used to not double as a Workshop, but since update 30 (iirc) it now does. It can craft everything a Workshop can craft - possibly except facility mods.

but the wiki still says it cant craft arrows
Protectron 29 OCT 2022 a las 3:24 a. m. 
Publicado originalmente por DEADPO0P:
Publicado originalmente por Protectron:
As for the Armory, it used to not double as a Workshop, but since update 30 (iirc) it now does. It can craft everything a Workshop can craft - possibly except facility mods.

but the wiki still says it cant craft arrows

Ah yes that is possible. By the time I have been able to build the Armory, I have since moved on to guns, so I haven't checked that. Anyways, the bolt crafting station facility mod should be able to open up for that, no?
SIDEKICK 29 OCT 2022 a las 6:36 a. m. 
Publicado originalmente por Protectron:
Publicado originalmente por DEADPO0P:

but the wiki still says it cant craft arrows

Ah yes that is possible. By the time I have been able to build the Armory, I have since moved on to guns, so I haven't checked that. Anyways, the bolt crafting station facility mod should be able to open up for that, no?

no i believe that only increases the yield when you craft bolts.
OldGamer 29 OCT 2022 a las 1:09 p. m. 
Whitney Field :)
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Publicado el: 28 OCT 2022 a las 2:45 a. m.
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