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Heavy melee characters should have Powerhouse and Discipline so they can carry heavier equipment without getting encumbered, which increase the Stamina cost of fighting and running. Fits with Warlord thematically I think.
Stealth characters go well with Stamina because you can sneak-run indefinitely when maxed out.
Acrobatics isn't that good, and neither is Scouting. But that combo goes well with Close Combat because you can do a flying kick and always knock down a zombie and then do a very quick execute with Close Combat.
Basically, heavy melee and blunt weapons are heavier and therefore go well with Discipline, so you can carry a good gun and a large backpack without getting encumbered. Close Combat and Swordplay are lighter weapons and therefore are more suitable for non-Discipline characters.
The problem with your proposition is that thematically, traders and builders aren't really going well with any of the weapons and fighting/shooting skills. A "ninja" (stamina/stealth) is a warlord. A club-wielding gun-toting ...Scout? is also a warlord.
What I would do is that I would give the sheriff a sheriff's hat and outfit. Maybe Gunslinger. But all the rest make no sense for the character anyways. You have to roleplay to get this to work.
Example : Warlord uses Backpacking/Resourcefulness/Close Combat/Gunslinging. Those skills are not found on Traders, Sheriffs or Builders, they will have different skills.
Is it possible to make those builds? Cuz heard from a friend that It might not be cuz some skills are bad.
Kylie (Marathon/Stealth/Swordplay) Echo-2 Mamba + Grease Gun
Liv (Backpacking/Discipline/Swordplay) Bastard of Belleau Wood + B50FG
Eats (Backpacking/Discipline/Swordplay) Katana Machete + AA12
Splendid (Powerhouse/Discipline/Endurance/Gunslinging) Groundbreaker Shovel + Raider's Uzi
Selina (Backpacking/Resourcefulness/Striking/Gunslinging) Bilge Rat Shovel + G18 Custom Auto
Lucy (Powerhouse/Discipline/Endurance) Guandao + Non-Compliant SKS
Quentin (Powerhouse/Discipline/Endurance/Gunslinging) Industrial Wrench + R12 Import
Jay (Marathon/Stealth/Close Combat/Gunslinging) RTX Cyclone
Hanahan (Powerhouse/Discipline/Endurance) Enigmatic Axe + Barrow-Style BAR
Diesel (Backpacking/Discipline/Endurance/Gunslinging) RTX Crusher + M1918 BAR
Gloria (Marathon/Stealth/Striking) Apocalypse Bat + RTX Rampart
Viva (Marathon/Discipline/Close Combat/Gunslinging) Raider's AR15
EDIT
The good builds are:
1 Powerhouse/Discipline/Endurance (heavy melee)
2 Backpacking/Discipline/Striking
3 Marathon/Stealth/Swordplay
4 Backpacking/Resourcefulness/Close Combat
1 goes well with Warlord
2 goes well with Sheriff
3 goes well with Builder (or at least not worse than any of the other 3)
4 goes well with Trader
As for shooting specializations, I guess the Sheriff should be a Gunslinger. The Warlord's is obviously Assault. The economy-minded Trader gets Weapon Handling. Thus, Sharpshooting falls to the Builder.
Skills don't really care whats on other characters. Certain combos work better and some skills are pretty much pointless, but you can set up characters however you want. Note that the survivor's traits influence what skills they will roll for the specializations, but there are books you can buy to retrain the skills to whatever you want.
Eventually You will get a good group of survivors and will want most of them to be your favorite fighting combo...which for me personally is Powerhouse/Discipline/swordplay with Endurance on the heavy weapon survivors. I have one marathon/Stealth/Close Combat guy and one Backpacking/Resourcefulness/Striking guy for situations that I want to use them...but most often they just sit in the base. Nothing wrong with them or other builds...just not my preferred play style. Some people swear by Backpacking for the extra stamina, but I prefer to have my actions use less stamina with powerhouse. I prefer to have close combat on my marathon stealth survivor to ensure they can always sprint even if they have picked up some loot since it means they don't have to lug a weapon around. I like discipline on my sword users because the better bladed weapons have low durability and discipline helps counter that...plus it is good with anything.
I prefer assault fire arm skill for all my survivors for the increased ammo stack sizes.
As for skills to avoid...Acrobatics and Scouting are very niche in their use and won't really make a world of difference. Knowing where zombies are around you on the mini-map sounds cool, but eventually you will just stealth by or kill them all without much worry (or drive by). Acrobatics messes up your dodge more than it helps in my experience...and fall damage is pretty rare. Weapon handling sounds good for a low resource run until you realize you can't repair a fire arm to 50% until it breaks. Though even these skill will have their uses. it really is the non-combat skills that can be truly useless...like construction can literally be replaced by parking a van outside your base to store sea bags in.
The weapons and skills are taken from heartland (For Example: Reba is Warlord and uses Butchery (Swordplay) so warlord will use swordplay, Builder - thought about demolishing/constructing so a "sledge hammer" would fit the leader type. Vic is a sheriff + has medicine specialization and thought about running with pathology + crossbow for more samples and close combat for knife. Trader being the last put him with blunt weapons. So mostly on filling the gaps.
If I would try I would go with this:
Warlords: Bladed Weapons
Acrobatics / ... / Swordplay / ...
Sheriffs: Close Combat weapons
Backpacking (or something else) / Resourcefulness (for crossbow) / Close Combat / Gunslinging (he will use as secondary a revolver and primary a crossbow)
Trader: Blunted weapons
... / ... / Striking / ...
Builder: Heavy weapons
Powerhouse / Discipline / Endurance / ...
If you guys have better ideas than me, you can change the skills.
To be more clear:
Sheriff
Backpacking / Resourcefulness / Close Combat / Gunslinging
Those 4 specializations, the traders/warlord/builders will not have, they will have what's left.
Sherifs have the shooting range for gun accuracy. I'd say that excludes gunslinger as that doesn't need accuracy anyway. Sharpshooters and/or assault for SWAT gameplay.
Builders have the sniper tower. May sound odd but I suggest crossbows. Crossbows get bolt craft bonus from craftsmanship skills, recovery with resourcefulness and they work fairly well on the tower. It's that whole Mad Max 2 roleplay.
Traders can hire mercenaries. They can be whatever.