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The fuel stuff is definitely annoying, but the distances aren't that big to begin with, so took me like 3 painkillers to get the weak point for the heart, which luckily were explosive.
And when i was about to kill it properly (after killing all other hearts first to get a general idea of what i need to do, on top training the skills of my characters), i went in there with 12 painkillers 3 dynamites, 12 pipe bombs and enough ammunition to kill 20 hordes without any problems (because other players made it sound like it would be a hard and long fight). But in the end, it died surprisingly fast for what others had claimed to be nigh impossible. It definitely took more hits than a normal heart, but nothing which someone, who's well prepared, couldn't deal with. I probably could've also killed it without knowing the weak point.
My first one was ranged weakness and I dumped every mag of 7.62 I had left into the heart, using my melee to try and take out the plague zombies, but still nearly lost three survivors of the 5 I had at the time of the tutorial run.
Haven't bothered with the one in my current Trumbull run, so idk the weakness, but I might just give up if it's melee.
How do you even disable the curveballs? I know you have about a 5-day grace period before they start, but I didn't see anywhere where you could say "never ever"
Time to start over I guess, these Curveballs suck.
The one before that was The Lone Raider. How is that fair when starting out?
The devs intent was once that first set of two curveballs happens. then the off/on option appears in the menu permenently.
Having an invisible option in a menu, any menu, is never a good UI language. It especially bad for a menu item thats intended to then be visible forever.
Make it grey and unselectable, sure, but never invisible.
Step 2 - Stand where blue zone and your outpost range intersect. Watch as those spawns run into mines and get deleted. Now you have some breathing room.
Step 3 - Chug energy drink and a scentblock if you have them and beeline for the heart.
Step 4 - Drop an artillery/drone strike near the house wall where the heart is located. Not too close to the wall or the smoke won't deploy. The strike would hit the heart.
Step 5 - Go near heart and drop smoke grenade. Don't drop them on the heart but a little bit distant so that if melee is it's weakness, you can dodge away and still be in smoke cover when the heart releases its toxins.
Step 6 - Stand in smoke and go full ham on the heart according to it's weakness.
Step 7 - Smoke lasts 30-ish seconds. Redeploy smoke before it clears.
Step 8 - Chug your energy drink/scentblock once more and beeline back to outpost to resupply or change characters in case you got unlucky and your char is close to a full-blown infection.
Repeat steps 2-8 until plague heart is dead.
If you run out of smokes, use boombox or firecrackes to distract mobs while you whale on the heart. This is more dangerous as Ferals would still come for you but no choice.
I'm facing the same issue now, Completed 5-6 curveballs on my last playthru, option to disable curveball didn't appear. Now on a new map with the same community, completed 7 curveballs, and the option to disable still has not show up.
Could I make this into a guide on here? Crediting you of course. This feels like something that would help people
I took out the plague heart (normal difficulty, weakness revealed as ranged weapons) by using a character with marathon, stealth, and gunslinging , also took a 9mm MP5SD (bounty broker offering this now as part of Critical Response Pack) and a prepper's AK47 (this was carried by AI companion used as a mule).
Using my main character with the above 3 skills and light encumbrance, I basically infinite crouched sprinted everywhere, when the zed's came too close, I just aim snap using the MP5SD and headshot all the superspeed zed's and even ferals.
Reached the plague heart, swapped to prepper AK47 with advanced muzzlebreak and proceeded to just unload into the heart. Probably took 120 rounds (I think, might be mistaken, was panicked) to take it down, then a feral comes in and almost takes me down before my companion AI headshotted it.
Thought I was a goner but luck was on my side. Lemonidas of Sourta has some good ideas for future encounters.
Sure, dude. It's all good
Bit trickier without scent block depending on its weakness. Explosive or fire (fire weakness is still weak to explosives, at least it only required 3 bloater gas) is still trivial, just requires more resources. Ranged is pretty easy too, though you might have to make two trips (unless you get lucky and get a spot where you can shoot from somewhere via ladder). I think melee would be the hardest with no scent block & especially if you get the health draining black heart zone since you'd be racing against time but also forced to deal with all the spawns (I'd probably have to do multiple trips over several days if you asked me to melee a health-draining black plague heart on nightmare with no scent block. No idea how someone does that one lethal haha).
I haven't had the fuel draining black heart yet though, all 3 of mine were health draining + high speed + sensory buffed zombies that constantly screamed so they would never leave an area unless you killed all of them.
Thus with how over tuned scent block is, I don't really consider this curveball to be all that over tuned... with one caveat. I personally think this curveball shouldn't appear before day 10 of a fresh community (and probably before day 20 it'd be nice if you couldn't get it a second time within a few days of killing the first one). it's just too resource intensive that while maybe you could clear one on day 10 of a fresh start... it'd probably take so many resources and so much time that you'd be set back immensely.