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Lure them to the base so survivors can kill them.
Dangerous to do that with 3 Ferals unless you have 6 survivors with good guns.
Freaks and hordes in the field:
If near objective or want to max survivor standing,
kill them with the car, otherwise ignore and drive past them.
Lone Juggernaut: Lure away from objective.
If Juggernaut is part of the horde: Kill every member of the horde with car
and then drive away from Jug 100 meters or so and he will despawn.
Don't know what to tell you.
I try to avoid awakening Plague Hearts but once they're awake I make them priority.
If nothing else hit and run with heavy melee weapon is always option.
If I get tough version of Black Heart before I am ready I change town.
It sounds you want something not available (currently) in the game.
Maybe check if there are mods for that.
But circling back to the topic - reducing freak density around base - you figure there's no other mechanic that curtails or caps their buildup?
I am not aware of it.
Maybe some other posters can bring more insight into this.
The upper end of the spawning is different per action slider level.
The tally always increases even if the character is maxed out personal standing. and loses characters doesnt decrease that value.
On lethal it youll see its maxed out when you have packs of 3 BP ferals running around and youll even get stragglers.
I think the most BP ferals I have had on a screen at once is 5?
A) if you take your time instead of clearing all PH's quick, then it's always gonna be harder, even if you're good at keeping them dormant, simply because you've survived longer and gained more standing. Meaning that it's not merely about keeping them dormant; busting all PH's sooner is easier than waiting till later.
B) Avoiding gaining community standing perhaps helps slow the buildup. So completing missions or leveling survivors progressively ratchets up the permanent difficulty. Meaning that finding ways to progress your community's foundation without gaining standing early is preferable, while standings-raising activities are better postponed.
This is pretty interesting because prior to reading this, I had gotten a sense that the difficulty in this game is very non-linear. Difficulty-factors compound and synergize, creating feedback loops, and cascading failure. But factoring 'community standings' spawning in, it's even more extreme than I thought.
When do your early game right, everything is permanently easier. When you mess something up early, everything is permanently harder, and you're more likely to make further mistakes, with less wiggle room. Although this would be true of midgame as well, if I'm understanding this right, then a super clean and efficient early game is the single most impactful aspect for overall, long-term difficulty.
Pretty interesting.
For example, I've completed the mechanics enclave mission a few times, but most recently I've been failing the one where you defend waves and fight two juggernauts. Likewise, enemy enclaves have been able to 100-to-zero me with one bullet lately.