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Metabolism is a complex matter if you look at it in detail. SCUM in particular exceeds the limits and simulates a functioning organism here.
What does metabolism mean for us in the end? Let's find out by studying it for a day. Grab your workout clothes and sports shoes. A simple holster with a self-defense pistol, a spare magazine and a knife. Now it's time to flashback to school. we start jogging. We take the road and jog for about 1 kilometer. Stay on the street and keep your inventory window open and see what's going on in the inventory. The main focus is on our shoes. Here you can see that the shoes wear out. This is called wear and tear. Wear and tear is omnipresent on our beloved earth. There is no object that cannot wear out. (No, not even diamonds! But it takes a lot longer.) Our shoes suffered a bit after the kilometer. This is due to a couple of factors. Load and subsoil. We walked on a street that was designed for cars, not for people. Now let's run back! Hopp hopp don't get tired. This time we are walking on the green, not on the street. Once you've done that, you'll see a difference. The green is a different underground and it behaves accordingly here too. Practice a little every day on different terrain to get a little feel for it.
Now that we have jogged 2 kilometers we deal with the BCU We start another kilometer run and open our BCU monitor for metabolism (that's the number 3 if you have pressed tab) First of all, we are slain. we focus on 2 big important values. They are not highlighted for nothing because that is the most important of all. The first is top left, our core attributes. Strength, constitution, dexterity and intelligence. Except for intelligence, we can upgrade all others. With the start of jogging we see that strength +0 shows. This is due to our equipment, we don't wear enough to upgrade it. Constitution, on the other hand, increases just like dexterity.
On the right side you will find your nutritional values above. Here you can see proteins, carbohydrates, fat, fiber, sugar, saturated fats and alcohol.
When running we see that there is a strain here. While protein and fat stand still, carbohydrates, sugar and alcohol are consumed. If these are empty, protein and fat are used up. So if you want to lose weight, do without carbohydrates, sugar, saturated fats and alcohol.
Basics
What should we eat and drink, what should we not? In principle, this is easy. Avoid packaged foods if possible. This is because these are designed for completely different living conditions than those in which we are. In addition, it is accepted that you poison yourself a little with every meal. By the way, if you eat too much salt you are already poisoned.
So what to avoid?
Saturated fats, too much salt, too much sugar, too much alcohol, generally finished products.
So what to eat?
Fruits, fresh meat, nuts, fish, insects, vegetables and mushrooms.
Drinking something ?
Freshwater!
What not to drink
Everything else. Because most of what you drink has more deficits than positive.
I drank 1 sip of water from a 0.5 PET bottle.
Unfortunately that is not enough. Because you only drank 1 / 5th of half a liter. That's around 100ml only. But you can take 1L per hour. That doesn't mean that you have to drink 1L every hour now.
In the case of the 0.5 PET, however, this means that we have to take 2-3 sips here so that we notice an improvement. So go ahead and have a drink. If you notice improvement, put the bottle away, if you do not notice any improvement, take another sip. This takes time because the body does not have food and water ready immediately. He has to process that first.
clothing
Another important aspect is clothing
Clothes are not always what they should be! Clothing is designed for a wide variety of conditions. Military clothing is used for longevity under harsh conditions, but weighs a lot and will exhaust you quickly.
Street clothing is suitable for everyday use. So if you are exploring or are not doing much, this clothing is your friend, because it not only protects against the climate but also against too much consumption.
Do you do sports? Put on sportswear.
Footwear. Here, too, they are built for specific situations. Combat boots are e.g. designed for long marches. They last a very long time and should be. Nothing is worse than a soldier with holes in his boot. Walking shoes too. They say sturdy shoes. Solid footwear is your survival friend. Loose shoes, on the other hand, are reckless.
clothing and temperature
Different garments offer you different degrees of protection from cold weather. The more you wear, the warmer you will end up. But whether this is worthwhile for all regions is rather questionable because in southern regions you will have to struggle with it. Adapt your equipment to the environmental conditions. A well-prepared journey bears more fruit in many respects than a headlong adventure from which you may even suffer damage in the end.
Illness
Illness. This is one of the worst aspects that can happen when trying to survive. There are a variety of effects that you can encounter here. Diseases often express themselves primarily through deficits and often also differ in cause and effect.
Let's take one of the most common diseases: hypothermia. We didn't have enough clothes on or an ice-cold wind formed our skin into a mini-mountain. The character will suffer from this over the long term and will begin to lose body temperature. That's not bad in the first instance! There will always be times when it's too cold. However, a fire will help you the fastest.
But how do we recognize an illness? The easiest way to do this is to press SHIFT-Q in-game. Because this opens the healing monitor in which you can get an overview of your character. All status effects, deficits and injuries are clearly listed here and you will also be given helpful tips on how to counteract them. Simply hover over the status with the mouse and learn more about your suffering.
Changelog: Updated to 0.8v Version of game. Added Additional Informations.
Armament is just as important as the right clothing. If you pay attention to what kind of situation you are in and arm yourself accordingly, you have a clear advantage.
But what is right when and what is not. How many weapons, how much ammunition should I carry?
It really depends on your job. But as in real life 1 main and a secondary weapon. No soldier runs around with 4-5 weapons at the ready. Whoever counts on bayonets here has the most effective melee defense. Because here you very rarely need more than one hit to disable your targets. By the way, close combat defense makes more sense than close combat offensive! It's like with castle walls. If your opponent sees that you are going into hand-to-hand combat, you are immediately at a disadvantage. Because he's prepared.
Ammunition. Every shot counts here, literally. Large magazines weigh a lot, but also have a lot of cartridges on hand.
The rule here is, the heavier the ammunition and the caliber, the less you should take with you. It doesn't help you if you have 12 AK magazines. With that you already carry the weight of 2 other rifles in the form of magazines.
As a rule, 1 magazine on the rifle, 2 on reserve. Depending on your physical strength, you can then adjust that.
Exploring
Are you exploring? Then why carry around an M82 !? It doesn't bring you anything to handle with wrong weapons. With that you only make your life a lot harder. If you are only exploring, light weapons and carbines are sufficient.
Are you on PvP, you arm yourselves accordingly differently. Don't take too much with you! Only the bare essentials. Not only that your opponent underestimates you because he might think that you are poor anyway, you give him little in the event of a defeat. In return, you win, you have a lot of space to return home with a lot of loot.
You will notice that those who prepare properly not only live longer but also have a lot of advantages.
collecting items
Another help is what to take and what not! In no case is it worth plugging in everything that is not riveted and nailed down. Just look for what you really need. Only take with you what you really need. Everything else is ballast. It stops you and makes you a target for others. Whoever collects too much will always be a preferred target for better organized teams or players.
If you find something of value like large toolboxes, build a wooden chest and bury it. Not only do you have different contact points in the event of death, you also always have your inventory free and do not risk losing everything. In the long run this is always frustrating and does not help you. In addition, even if one of the boxes is found, you still have enough others.
Building bases is also questionable. Is It Really Necessary to Have a Great Base for a Single Person? It is not, because not only do you have to maintain the thing, you also have to make sure that it is safe. Accordingly, you bring a lot of effort for little result because a base is explorable! If the position is known, it probably doesn't take long to get started. If you are alone against a group of 5-10 you will most likely lose your belongings.
Those who reduce themselves to the minimum here will not only have a lot of time to explore but also to cause damage to others. Because others may have more to lose than you yourself and accordingly you always have an advantage.
Weapons
Revolvers have the lowest weight and more ammunition in the same space. Limited range but high penetration. Disadvantage, you need time to reload.
(1 slot = 20 rounds. With 3 slots it makes 60 rounds + 6 in the revolver.) You don't need magazines here, just cartridges.
The 9mm can't top that, because it manages a maximum of 61 rounds with the same slots. (45 in the magazines on 3 slots + 16 in the pistol 15 in the magazine + 1 in the barrel = 61 max) Reloads quickly except you need to relaod the Mags first, and is not really powerful also the magazines weigh a little more with less shot than a stack of 20 revolver ammunition.
Carabiners always work! You don't need magazines, just a few cartridges. You load slowly, but usually always have a lot of power. In addition, they do not suffer from time-consuming malfunctions such as semi-automatic and fully automatic weapons.
These were the most important survival tips on my side. Anyone who has questions just needs to ask them, as already mentioned, and I or members of the community are happy to help you with advice. The devs also help wherever they can, so you are not hopelessly lost!
In case of curious ones just press the Link below for more guides and tutorials. :D
Pinned Guide List Here
Hopefully, your hands don't hurt now, keep up with good work. :)
In addition to the tips and the little tutorial, I'll also write a little scum story, or rather the one that I have in my head. this first gave me the idea to write the help.
I just have to think of where I can post the story, the character limit has already exceeded xD
We found our first POI. Now we have to take a look first! Don't rush into it right away, if you run first and then think, you are at a disadvantage. Find a position from which you can see the entrance to said POI. Sometimes it can be very far, sometimes just a stone's throw away. Let's look at what exactly we are seeing. Houses ? A big fence with watchtowers? A big city or just a barn in nowhere. Really take a look at it all first. Nothing but an injury is critical enough to force you into.
1: Familiarize yourself with the optics, this will help you to better identify distant locations later.
2: Approach slowly and calmly. Whoever runs may lose his life.
3: Listen to your surroundings! A murmur and growl can be heard when puppets appear in the area. That means danger.
4: Make a search grid. Divide the village or city into quarters and then search the grid sector by sector. So you don't lose track. Roads help you with that.
5: Remember striking buildings! This is because these offer valuable opportunities. Market buildings or police stations. Because these are "attractions", dangerous but lucrative (especially in PvP)
Military / Guarded POIs
We ran into a bunker. High metal fences, watchtowers, a red-lit entrance and machines that wander across the square with puppets in military clothing.
Particular care should be taken here. This is because, unlike villages, these facilities are extremely secure. Especially the outdoor facilities.
What we need now are flares, stones or a loaded flare gun. The night is particularly helpful here, because this way you can see the flares better, also the Mechs. But the day is also important. Take a look at the system from all sides! Prepare a plan and most importantly, remember where the 'Mechs are walking. In contrast to puppets, these do not wander around aimlessly.
Let's first test the lights of the 'Mechs, they have three modes. calm, alarmed and aggressive. You can also hear that. If 'Mechs are calm, they don't say anything, if they are alarmed, they start to speak, if they are aggressive they almost chatter.
So we're throwing a stone now. You can also throw at one of the 'Mechs here. But hide immediately and above all stay at a distance! Mechs have operational range. Puppets don't have these, by the way. You see and hear the 'Mech react. He first aims at the source of the noise. If you have hit him, you have to be especially careful, because he can look around. That's exactly what we don't want, so always be careful to steer the mech, not to hit it.
By the way, you can steer mechs and puppets with stones, flares and also the signal pistol. But you only have to do that if you have little room to act here. Because if you alert the 'Mechs, they are more attentive and no longer so forgiving upon first contact. Distract the enemy. Quietly trie to get from cover to cover and ultimately into the bunker.
Inside there are 2 types of danger. Puppets and Suicide Puppets (I call them flashbangs. If they catch you, you know why.)
There are 2 options here. The first, we get close enough to make him beep. Beeping as we all hopefully know is never a good thing! As soon as he has beeped once, we move away again. It is now exploding all by itself because we have activated a timer.
Or we shoot in a corner or actually no matter where, just please not on the flashbang unless you are far enough away, but then it is not of much use because everything is then alarmed. But we can take advantage of that. Find a gate or a solid door. Shoot in said corner and lure the Flashbang and other puppets in the next section to the door. If the flashbang explodes, you save not only bullets, but also close combat situations. They are extremely dangerous with 2 or more puppets! As a side note, this works well outside too. Throw a distraction (A greande works best) lure as most as possible to one location and shoot after the flashbang. this way you clear an Area on a instant.
Thanks to the trick, we have the next section free. So watch out for the beeping. If you are outdoors, you will recognize them by the fact that they only wear underwear. At night you can recognize it by the red lights, because this one has several. Normal puppets only have one of them, that's at the back of the head.
In the bunker you will find a door that can be opened with a key card that you can find in lockers all over the island. These are the so-called killboxes. I'll get to that later.
Now you've found good stuff together. The victory seems certain, but you also have to go through the 'Mechs and disappear from the area. The exit is not always the entrance. Make sure you use a good route and good distractions to escape safely from the bunker.
By the way, don't park your car near the 'Mechs, they don't like cars and will preferably destroy them.
Mechs
Another big threat is the machine warriors who protect the military installations around the island. They represent a very serious danger and you should really familiarize yourself with these machines before you venture there.
As in a battle against other players, proactive planning is essential. Do not take too much with you and above all try to be unobtrusive. The mechs are high tech machines that show little mercy except at first contact, where they warn you to surrender and leave the premises immediately. Just use the surrender gesture. (Either by pressing the F4 key (default) or by holding down Tab, going to Taunt in the circle menu and selecting Surrender there.
However, mid-fight or if you've already teased the mechs, they won't accept it.
Mechs can also be disabled. But for this you need a large amount of effort and best of all a team. You can do it alone, but you should prepare yourself very well and know how to counteract the heavy fire of the Mechs.
What you absolutely should:
If you're well prepared, scout out the Mechs, higher positions are essential, but don't barricade yourself because you can only dodge the heavy attacks with mobility and hit & run tactics. So as soon as you've shot, dive down and change your location immediately. Otherwise, the mech's heavy weapons threaten to kill you.
That is the most dangerous thing you can do! In contrast to bungee jumping without a rope, you will survive here if you prepare yourself well enough.
You found a key card. The box is in front of you. But be careful! preparation is a must! Because this chamber fills with poisonous gas. We need a respirator, not the blue thing! also no surgical mask. They are against fine particles, not against gases or vapors. We're talking about a gas mask. If we are lucky, we can find them here in the bunker. Color doesn't really matter.
We also need lock picks, screwdrivers and a wire cutter.
In the killbox we have the following situation. We see a round room, possibly with a few of the large Boxes in it, a large red button and many doors. Don't forget the red button! It can save your life when the going gets tough! With this we end the killbox. You don't have to be successful for this, it works at any time and you can exit the kill box immediately.
First of all we have to disarm the doors! This is critical for several reasons. on the one hand, if you fail, you lose time! In addition, puppets can be thrown into the narrow space. The female voice can also announce that she is getting bored, then she also throws puppets at you.
But you can build a device with which you can train your skill demolition and thus also train the mini game. This is the practice bomb. All you need is the wirecutter and a little patience.
If we have opened the first security, we get into another room. here you can already see the loot under a door. Now you have to put your lockpicking skills to the test.
Here, too, there is a device for practicing it. Use it and familiarize yourself with the mini-game. (You will not loose any Lockpicks so train as you desire!)
Note: These doors are secured! If your attempt fails, you will be harmed. You can avoid this with rubber gloves, but it makes it harder to pick the lock. Look through the different gloves and find what you can handle best.
If we have also managed that, the same applies as before, take what you need, not everything! Only what you really need and leave this place or try your luck with another door. (but keep an eye on the clock.)
Info: Updated to 0.85v , Added Mech category.
thank you very much ^-^ i will do so :D <3
Haha I typed 55,000 letters in 2 days :'D