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There are some niche hints as well, obviously. Like random Tessa as your starting character and enjoy two days of Jack tagging along, so OP that he's able to win fights all by himself.
Not only Jack can be abused that way, but doctors you get from escort quests - every camp has those. For a day you get a doctor that you stuck in the back row and get free heals, using less meds that you would otherwise.
Unfortunately, all damage NPC deal, including allied soldiers with rifles is a joke, so they are only good as meatshields. Not sure if that's the intended way, or simply shows my argument that rifles in general need a buff, but it's not realistic this way either.
I think it's both. NPCs just suck at damage in general, regardless of weapon. Having said that, the random spray attack that rifles have becomes a spray of 1's in the hands of an NPC.
Frankly, the whole progression (stats, gear, faction-bonuses wise) feels guided by the philosophy of "let's declare to the player he's got a bit stronger, while keeping him about as weak as he was before".
This guide should be pinned. Haha.
You seem to be against rifles in your guide. I've gotten pretty far myself with a maxed out rifle character with high perception. I can see your point about lots of small random attacks being weak against high armor, but if there's only one enemy left and you've blown his armor off, a lot of the rifle abilities are really strong later in the game (imo).
You also don't seem to talk at all about adrenaline, and a lot of abilities (not just rifles) use it, which gives you an incentive to use abilities rather than just basic attacks all the time.
Rifles. Well, you just said it yourself. It is a very niche weapon. Its attacks are inefficient, only ~50% of weapon damage per bulet, making it a questionable weapon already. I mean why bother, if pistols have 100% damage and shotguns at least have AOE with decent damage and armor stripping?
Sure, you will be able to deal significant damage IF you lowered a certain enemy's armor and IF that enemy had low armor to begin with.
But that sounds very gimmicky, inconsistent and unreliable. Right now levelling only gives more skills, not more damage or anything. There's always at least a couple ~30 armor enemies in any composition, making those 5 shots to random enemy very.. random.
Bottom line is - what do we need in a game where a mistake means death and said death is permanent? Consistency and reliability? Or gimmicks and niche usability?
That's not even talking about economic side of things - how fast the ammo is consumed, exactly because of low damage dealt by the way. It's the same to any zombie survival game featuring resource management, sniper rifles (here - pistols) will always be better because of higher damage per bullet and as a result, less bullet consumption, more resources available to spend elsewhere.
Adrenaline. It's never really explained in game and there are threads around here asking what it does. I'm not sure how that mechanic worth and if it does make the difference.
I explained my argument to the dev on why skills currently are something you shouldn't bother with.
Pistols last skill you get after heavy investment is adrenaline rush. It is 3 AP, 3 attacks of 100% damage each, 110% damage if enemy is stunned or vulnerable.
So, the ultimate epic skill Adrenaline Rush you get for levelling the tree throughout is literally the same thing as the very basic attack you get after 1 point invested. And measly 10% additional damage only comes in niche scenarios where you set the debuff with other character beforehand.
Not to forget, that debuff is not guaranteed to apply, and while trying to apply it you might as well leave the enemy with such low hp that using Adrenaline Rush is an overkill by far.
I've seen skills that rifles offer. Return fire might sound impressive, but doesn't actually work. It works only for enemies early game, when you don't have any defence to write home about. If you try to actively use it yourself, you'll quickly face two realities of the skill:
1) Only makes sense against human enemies, which you don't fight often
2) Still doesn't make sence as those usually have ~30 armor, preventing you from doing any significant damage
So my point here is not blades and rifles are trash. They are just inconsistent and unreliable as a go-to. And skills, as they are now, just don't provide enough incentive to use them over general attacks which cost 1 point to learn and allow you to spend points on other things - like alertness, so you can pick locks better, or biology, so at least you get more utility from your medkits.
You could somewhat argue that rank 4 rifle with armor piercing rounds would be less weaker. True, but it wouldn't be stronger to a similar pistol either, and imagine that resource investment to make it work.
Early on, every fight is potentially deadly to me. How in the world do you avoid them? They're ambushes. I would try to go to an area near camp with LOW zombies/danger, and every time, I'd get ambushed. I didn't have time to get anything done. Never could stock up food and water.
By not walking into areas which are deadly, obviously! Stay away from the areas around West City and if you do need to go there early on (Tessa quest) pick the shortest route, or make good use of Jack as he is very powerful. Frankly, if you struggle, try starting over until Tessa is in your starting party - Jack will accompany you for two days then, and that's a lot of advantage.
Some of the areas are easier than others. For example, spots around Forest Grave are sort of "newbie zone" - you mostly encounter wolves there and you can quickly dispatch those with simple melee attacks. They have like 14 damage something as opposed to normal 20-30 of every other enemy.
And as for humans, there is virtually always a choice whether you'd like to fight them, or not. Don't attack them. Don't threaten them. Don't jump on them. Instead bribe, stealth, or avoid alltogether.
Your first goal is staying alive until you max out engineering/hunting - then you can summon tiger who helps soaking damage (and you can summon dog along tiger as well), and summon turret really helps with damage. This will dramatically increase your durability.
Later on, you'll get better gear with a ton of defense and enemies will barely damage you, so at that point is gets irrelevant what you do really.
Pretty much the problem is Armor values, Rifle rounds would have better armor penetration but less impact damage than Pistol Rounds.
Shotgun is even more broken if you think about it, it does decent damage against armored enemies and good damage per shot.
Sadly Armour piercing rounds for Rifles are super late game anyway and still weak if enemy has a high resitance value or equal Protection and Resistance. Game does not support a full Rifle build yet due to Random Level ups and Skills not giving bonus stats (Unlike Dead Age 1 where you can dump skills in other Ranged trees to get more Perception)
Thanks, I'm considering it. I'd like to master the game first, which I'm pretty close to. Trying out some very cheesy strat that is actually game breaking. Shall post it later ;)