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in SoD1 it was no question, thnx to the complete diffferent horde base attack mechanic it was good to have the outposts around your base to build a deathtrap minefield against attacks.
in SoD2 this isnt needed and i tend to spread my outposts about the whole map, makeing looting much easyer. you dont need to drive home as soon your backpack and cartrunk is full when your outpost is only one sidestreet away. you just go there and unload the loot to just scavenge on in the block.
point is you can refill, unload and switch chars in outposts. when a outpost has level 3 you can now even unload rucksacks there. the only thing you need to drive home for is when you need a rucksack for a quest.
Otherwise just go for the resource you are lacking the most
network sat mod for the hq room gives plus 2 and plus one from a RT Hacker
Radio tower to activate distruptor and train computer, it will enable you to operate inside plague territory early and kill stacked PH without chain awaken more.
Food outpost is a need at the begining, later if you have access to farm or hero bonus food reduction it is no more that important, as it scales with diff level it is a quite good choice even in late game.
Med outpost is to cover early medicine need and to train a doctor. Later not so important as you will receive less damage and has access to vendors more.
Some map will need at least one fuel outpost if you are not quick cleaning the map but would like to explore and loot everything.
Everything is optional depend on what development pat you choose, the special outposts on all maps can be very good for some community even game breaking like the research lab.
Needless to say, then, most of my Outposts are Food Outposts. Since I don't tend to stay long on each map, I don't upgrade them.
I place them close to each town that are spread around the map, but these tend to be occupied by Plague Hearts. This is both because it is convenient to have an Outpost near places I'm going to loot, and because the car crashing and burning or running out of gas, while a rare occurence, would be less of a hassle because your locker is always nearby.
Beyond nullifying upkeep, some Outposts provide useful bonuses:
1. A Cell Tower lets you block the signals that the Plague Hearts are sending out when they die, which wakes up other Plague Hearts within its sphere of influence. This is a huge deal for the gameplay. It also greatly increases the amount of Screamer screams and zombie deaths necessary to wake up a Heart.
2. The Landmark Outposts may be worthwhile to claim. The one in Cascade Hills nullifies Materials upkeep, which can grow to -6 or more in huge bases. The one in Meagher Valley provides Power at no cost, and it costs half the influence of a Power Station. The one in Drucker County provides large bonuses to Plague infection resistance. The one in Providence Ridge provides +4 beds and a morale bonus, while the one in Trumbull Valley is an Advanced Biochem Station.
3. Power and Water Outposts. These cost 2000 and 1000, respectively, in Lethal difficulty. There is also a -2 and -1 Fuel cost on top. But they provide Power and Water to your base without using a facility slot.
4. Artillery Outposts. These lets you call in Artillery Strikes.
also some settlement specials like the firestation one.
Your storage capacity & demands are viewed by clicking on the displayed base resource window. This window determines your strategy to supply base needs & prevent loss.
An available vacant outpost slot is a significant advantage in an escape emergency due to its mobile supply locker & safety zone benefits where you can also change survivor.
Landmark & leveled up outposts are the best in my opinion but no two games are the same.
The best outpost for any survivalist is strategy defined.