![]() Add a research objective for making more ammo (every hour that passes by so and so amount of ammo is created. Other areas can be specific item-based such as offices, houses, graveyards having a higher chance of finding survivors, malls, shops or convenience stores having more supply or materials etc.Ģ. Add map points in the game that lead to ammo rich areas like a gun-store or police station thus giving players an incentive to choose where to explore (should they start running low on ammo). I don't wanna just endlessly gripe on a beautiful and addictively potentiial game so I'll add some solutions to maximise ammo intake/outtake:ġ. ![]() Said tactics works up until the zombies change their attention to the shooters or the melee character gets cornered. I'm pretty sure you've noticed the lack of any real significance having a melee character has on the game apart from zoning/baiting. I downgraded my weapons after my day 30 playthrough (so my characters mainly used deagles, vanilla shotgun and submachine guns) but simply because of the way difficulty is scaled in the game (being that zombies had higher hit points as the days progressed) I ended up getting swamped due to the lack of damage I was dealing. The scientist will probably die.Thanks for your reply mate, not manually reloading is a great idea for conserving ammo but what you said brings me to another issue. I died 3 times on the first chosen mission until I used turrets. You don't need all your guys here anyway. I tend to turn off Auto Reload once I get to the Hunt level and only reload 2 guys. Swap to a melee guy on the 'Hunt Zed' part since you can always run away and won't get trapped like the Ambush and Defence levels. I'm making a spreadsheet of all the bullet/ammo costs :) Since they nerfed the Melee + Scope awesomeness, they're basically useless.ĭeagles have reasonable cost (1.667) per bullet but their DPA is better than anything else, so they are efficient. Too much man management to position them. If you can get a Lightsabre you can try a melee guy. Until you get the AA12 which is awesome and uses only 3.0 ammo per shot and has ridiculous DPS They also have a great DPA (damage per ammo). You will HAVE to leave eventually.ĭon't use shotguns.ever basically. The town you are in gets more and more infested each day. Don't use fuel at all until you have more than 5 fuel, because at this stage of the game, you don't get fuel for completing objectives like it says you should. When you have built your turret(s) and positioned your people for these harder waves, start the wave, and then don't rush on the 6th or 7th waves, as these waves likely have the boss for that level.ĥ. However, use your judgement in areas that are dangerous and harder, or with bosses. You rush by pressing the circle before it counts down. Always rush the level for the additional ammo. Keep an eye on the edge of the screen for the runners and hazmat zombies.Ĥ. Your melee fighter should always be the closest the the zombies, and at the tip of your other people's gun range so that he can dodge in for cover when things get hot.ģ. Stay mobile, and the worker can stun, making big zombies and bosses a breeze. ![]() Learn to love melee, and always have the worker on your team. You shouldn't use your guns until you are up against a hazmat suit zombie or around day 3, when the axe becomes a 2-hit-kill weapon.Ģ. Use the worker and his axe to take out zombies, so long as it's a 1 hit kill, for as long as you can.
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