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TG.scaR

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About TG.scaR

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    On the Coast
  1. Found it on armaholic.com Not sure how applicable this is, but you will get the gist of it. North looks like a deadzone, no road to the airport. South, close to the river is where it's at.
  2. GEARING UP I've been at it for a few weeks and I'm at the point where I find myself finding it much easier to gear up initially. This is mainly due to knowing where the better spawn locations are at in the game. You are just as likely to die at a low yeild loot point. Hatchets are easy. Despite the risk, when all you have is a single bandage it pays to visit your "friendly" supermarket, hospital and church. This likely gives you an ALICE, at least one gun, meds, food and drink. As soon as I can find matches (hatchet and knife are found much easier) I'm off the coast and head inland. Hatchets really need to be available as a secondary weapon. Crossbows need to have quivers of bolts as ammo. One per slot is crap. Especially with the handgun nerf. There needs to be more bicycles. Z SPAWN RATE Previously my small crew of 2-3 would case an area before moving in and killing the Zs there, then looting safely. Now as soon as they are either killed or kited away, they respawn. This gets you stuck in a never ending loop. Say what you will, this is not "realistic". Once a Z spawns in an area and is killed or moves away, it should not respawn for at least 5-10 minutes. Z AGGRO TYPES Zombies aggro from a tad too far out. Honestly before it was too low but this borders on ridiculous when coupled with the spawn rate. There should be more than one tier of aggro. For example take the current form of aggro which I'll call seek and kill. This is fine for close range. Not as close as it is now though. Sound can be used to draw Zs away, or pull them closer. This needs to be used on a wider range. Weapons need to attract zombies from much further away. Each additional shot should act like a ping confirming their location. Once close enough the Zs will seek and kill. This can be used to create a herd as referenced in The Walking Dead. It can alse deter snipers and bandits. Sure it's easy to pick off a few, but 10, 20, 50, 100 when each shot pings your location? Either way it's less ammo spent on the living. Looking into the distance and seeing a hundred Zs walking in a herd is priceless. Imagine so many that running away or fighting is futile and impossible. Just a wave of death. POST GEARED OBJECTIVES Lets face it. Going bandit is the only safe choice once geared up. The living tend to have more gear than a Z. Either way they would kill you first anyway. Some are against this but are forced into it anyway. So you visit the military camps for better weapons and you check the spawn points for vehicles. There needs to be safe havens where you can set up a base without pitching a tent. Take for example the castles. Radios are not utilised at all. Survivors should be able to find a fixed radio easily and ask for help. Transmission would be received at the closest base. Whether or not that's a safe haven or a bandit camp depends on who has captured the base. But when you're low on blood, food and water and you need help, you take the risk. They may come to save you, or loot you. Factions can materialise, camps attack other camps. If in the middle of that fight a herd wanders through it's even better. Do both sides fight each other or do they fight together for their lives.
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