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You can recruit a Red Talon survivor at 9 to make 10. You can get a full enclave during some missions to make 12.
The Blood Donors are another case as they can end up with 4 survivors. If you have 9+ already you can't recruit them all at the end of the quest chain. However they will turn friendly with a chance of a generic enclave quest to turn allied.
Once they turn allied or you're willing to spend 750 influence you can recruit them all one by one, they won't disband.
8 survivors is the sweet spot though as you can still use the legacy pool easily and play the survivor lottery.
The authors' post suggests you seek knowledge and this is your key to success.
Regardless of how you assemble a crew you'll always launch with a deficiency.
As a trader will want agriculture and a base that can support distillery for influence farming... conversly, a warlord might care more about munition over pharmacology and such.
Early on, rare skills are great to start up but later you might want more conventional survivors specialized in their fields, the rare skills can only get you so far in mid to late game.
Consequently, your best bet is to avoid knowledge redundacies at one given time, it's perfectly okay to send certain survivors to the legacy pool early to avoid those conflicts as you secure your hold over the map.
In conclusion, you can't have all ever, it's always pros and cons... look at your planned leader and find those synergies.
And always remember, against the zeds, a win is a win, success is all that matters in the end.
I agree. I put no value into my health stat.
Well, debating what is "needed" I think is something different than "tips for a powerful community." Tips for a powerful community is more about 5th skill and Hero trait than the health and stamina of a survivor. I would claim.
https://steamcommunity.com/sharedfiles/filedetails/?id=3306457163
Either way most of the people commenting clearly have tons of experience and this is more for those who are struggling.
That's Spanish? Marathon/Discipline/Endurance is not super good, as I really prefer either Backpacking or Powerhouse with Endurance. Without Heavy Melee weapons, Endurance is underwhelming compared to Bladed and Striking. But with RTX Crusher, Danforth Slugger or Persian Meel, you can at least get knockdowns in 1 strike most of the time. The problem is rather that the execution animation is slow half of the time.
As for the obvious good traits giving health bonuses and whatnot, that seems slike a good trio to start with.
Half of the reason why I even start with the trio I mentioned in my first post is because I do not accept any deaths of those three, and no deaths at all when I'm at 12 survivors. The other half is that I don't want to wait around for the Rare Skills Trader to sell me the 3 perk skills books I need.
So it is a good idea to start with rare characters. It makes them essential, someone you don't want to lose because it would mean you can't really replace them. And you can't just start over in 2 minutes; you may expect half an hour of rng'ing.
and it is one of my starting choises whenever i do a fresh community. because his 5th trait helps in building up a new base.
not to tell other what to do but...
Reduced threat is the most useless thing in the game. the longer your session goes on, the more it attracts zombies to your base. Threat level only affects the "rate" at which they spawn really... play long enough and the result around your base will be the EXACT SAME regardless.