Tips, Tricks, and Newb Questions!

Krav Maga. Everything else is more religion and tradition than reality and function.

It’s got special moves (nothing particularly flashy, just some attacks and blocks) and bonus damage.

But its biggest feature is that it’s the only martial art in the game that’s based off of science and medicine, and not superstition and mystical woo. No silly crap like chi, no magical nonexistent chakras, no fake ‘hitting somebody without touching them’, no claims of ESP, no bullshido, no magical malarkey; it’s real combat techniques that have been battle-tested (on actual battlefields, not dojo sparring matches) as being the most efficient means of hurting/killing your foe while minimizing harm to yourself. It’s less of a martial art and more of a combat system, with no mystical crap tacked on top, and it’s based on science.

It has way too many moves that are not really applicable to zombies. While I can see how grabs and grab breaks and disarms and defence disarms and feints and what-have-you would be much better against human targets with guns or a weapon once they are implemented, while fighting a zombie, kicking it in the face is more than sufficient to take it out, no need to grab or throw or disarm it or whatever.

Here are the move lists for you and specials for you, right from the wiki:

Krav Maga
(2) Rapid attack
(2) Block
(3) Feint
(3) Precision attack
(3) Disarm
(4) Leg block
(4) Counter-attack
(4) Defense disarm
(4) Grab break
(5) Grab
No special

Taekwondo
(2) Block
(3) Leg block
(4) Precision attack
(4) Knock-back attack
(5) Sweep attack
Decreases damage taken in a block by 8% per STR above 6, (max reduction of 70%)

Not only this, but Krav Maga actually has no special to it (no bonus damage), the only bonus to getting it is having a ton of random moves you can do that aren’t really useful.

The bonus for Taekwondo is it decreases damage taken in a block by 8% per strength above 6, which is actually huge, as well as the natural advantage of a leg block, the bonus damage of stacking strength, the knock-back attack which stuns and knocks back one square, and sweep attack for crowd control make it much more viable.

Also this

Is badass

Grab break keeps stuff like grabber zeds from grappling you. Grab attacks stun your zombie foes. I’ll grant that the two disarm attacks aren’t much good against zeds, but everything else on the list is, and disarming a hostile NPC is awesome; who cares if zeds are unarmed?

Please learn2code before making statements like this.

This, from martialarts.json:

"static_buffs" : [ { "id" : "krav_maga_static", "name" : "Krav Maga Hand-to-Hand", "unarmed_allowed" : true, "min_unarmed" : 0, "bash_str" : 0.15, "description" : "Increased unarmed power" },

Plus this, from martialarts.cpp:

int ma_buff::bash_bonus(player& u) { return bash + u.str_cur*bash_str + u.dex_cur*bash_dex + u.int_cur*bash_int + u.per_cur*bash_per; }

Plus this, from melee.cpp:

[code]int player::roll_bash_damage(bool crit)
{
int ret = 0;
int stat = str_cur; // Which stat determines damage?
int skill = skillLevel(“bashing”); // Which skill determines damage?

stat += mabuff_bash_bonus();

if (unarmed_attack())
skill = skillLevel(“unarmed”);

ret = base_damage(true, stat);[/code]

Equals 15% bonus damage for all your unarmed attacks while using Krav Maga.

And this:

Is better than a 22 point kick.

Awww yeah, Jew-Fu.

I’d rather not die than do 15% more damage. If you do the math, at 14 strength, the max you can get at character gen without paying extra, is 64% (!) less damage taken from blocks, and thats just after character gen.

Not only this, but even with that bonus damage, since you can’t actually choose what moves you use in combat (yet), you’ll end up doing a disarm or something. If we do the math, there are 10 moves, and 2 are disarms, so 1/5 times you’ll do a disarm of some sort. Not very useful.

You also say grabs are good for stunning. A knock-back attack is much better, as it does damage, knocks the zed back, and stuns it in one turn.

Also, that 22 damage was from a fresh character I just spawned. He was able to 1v1 a zombear with his fists and starting items and nothing else. He had 4 unarmed skill.

Plus for Krav Maga, you would most likely be putting points into dex. The only thing dex helps you with is to-hit chance, and some gun accuracy, nothing really in the world, while str can be used for bashing stuff down to your hearts content.

I’m not going to lose an argument! Never!

That’s cool. It’s all a matter of taste anyway. I prefer to make my targets explode with a single strike, rather than getting beat on and having to worry about how much damage I’m blocking.

Yeah, the inability to choose what moves you use is a serious impediment to all the martial art forms in the game. Grabs still toss zeds around and stun them though. It lets you fight a dozen of them simultaneously and never actually get attacked, because you can just toss them around and keep them from ever getting an attack off in the first place.

Grabs do all of this too. They just tend to toss your foe to one side rather than straight backwards. This is a good thing, since they’re now on the ground, stunned, and still adjacent, so you can continue to administer the drubbing.

Shower victim + unarmed 2 + Krav Maga = I kill jabberwocks on day one.

I dig where you’re coming from overall, but I respectfully disagree with this:

Also, don’t think that I’m saying only Krav Maga is good. Properly applied, all of them are good.

I just prefer the berserkergang-beatdown style; no flash, all smash.

I wasn’t aware this was an argument. I thought we were comparing our preferred martial art styles.

Dustin, my lovable mutant, started out with capoeira and parkour. I Voldo’d my way through the cataclysm with punch daggers and katar until finally getting to the point where my sexy dance fighting made zombies and mid sized animals explode.

Remind me to make that into a humorous picture.

Friendly reminder. Before you commit to spending an in-game week to looting an ice-lab

Make sure there isn’t a fungal spire nearby.

I found a bunch of mini-nukes at the bottom, I’m currently using them to clear a fucking path out of the lab.

I can vouch for that, I’m currently using a karate-style, which works with my spam-attacks-until-it-dies tactic, unfortunately blocking manhacks with your limbs is not a very good idea…

One thing that is important, pretty much any style is better than the crazy flailing you do unarmed without a martial art…

Hah, crazy flailing, my mutant with poisonous fangs, and a boney tail laughs at you. She does not know any martial arts (i feel like there should be manuals to learn them in dojos if there aren’t already)
I easily do 50+ damage per bite, and usually it comes with a powerful tail wack too.

By the way, is there a specific reason why we cannot craft bullet casings? it seems a little inconsistent that my character can make fusion weapons, nuclear warheads, ancient plate mail. But apparently casting bullet casings from brass would be silly. i guess i can understand it from a balance standpoint, but still… i have thousands of other casings, and want to make .50 bmg rounds, but am stymied due to lack of casings.

[SOLVED]

Guess that I’m not doing well with the maze-like lab…

There are two dark L in one lab…I searched in both spaces but yield nothing.
Where’s the ladder? Thanks.

Version: 0.9 stable

Map:

[/SOLVED]

Found it under a refrigerator! Cheers!

Getting down the "Ice Lab"
The Internal Climate Control combines well with my internal furnace, glad that there are so many wood supply down there.

But it’s too cold under B4/F, maybe I shall get a fur cloak?

P.S. Originally my plan was getting a “winter survivor suit”,
but my survivor suit get blasted by turret: 1 hit from it and 3 more hits due to the explosion, WTF?

That is a bug. Or at least it should not happen.

Because nobody ever made a recipe. That is the reasoning I think. As a non gun nut, I have no idea how easy or hard it would be to make your own casings. Aren’t casings made out of brass?

There are.

[quote=“M.A., post:2332, topic:42”]Getting down the "Ice Lab"
The Internal Climate Control combines well with my internal furnace, glad that there are so many wood supply down there.

But it’s too cold under B4/F, maybe I shall get a fur cloak?[/quote]
Ive had ice labs go down to -100 C. Enough that climate control isnt helping much and frostbite is pretty much a given even with winter gear. You want winter gear and the skills to be able to rifle shoot turrets and bots when all rugged up. Though frostbite isnt too bad short term. Dashing for the finale at the bottom and ignoring most of the stuff on the lower floors isnt the worst idea.

Because of ice labs and Climate Control, I’ve been burning up and freezing at the same time.

Okay-- anyone got some tips for mutagen use? I generally take robust genetics, but I hardly ever use mutagen.
Last playthrough I just started crafting barrels of mutagen and chugging it.
Somehow I ended up turning my starting trait fleet footed into road runner, then ponderous and then erasing it completely with a purifier. >.>

Also whoever made mutagenic serum deserves a slap on the back.

Anyway guess my real questions are these: Does medical mutagen do anything yet? What are the best mutation categories?
Is radioactivity/Genetically Unstable Terrible or Fun? >.>

Medical is great! I streaked through the threshold like a rocket on my cannibal–Christopher “Chris-Cross” Crosby and it turned him into some sort of madmaniac supermasochist!

[quote=“Iosyn, post:2336, topic:42”]Okay-- anyone got some tips for mutagen use? I generally take robust genetics, but I hardly ever use mutagen.
Last playthrough I just started crafting barrels of mutagen and chugging it.
Somehow I ended up turning my starting trait fleet footed into road runner, then ponderous and then erasing it completely with a purifier. >.>

Also whoever made mutagenic serum deserves a slap on the back.

Anyway guess my real questions are these: Does medical mutagen do anything yet? What are the best mutation categories?
Is radioactivity/Genetically Unstable Terrible or Fun? >.>[/quote]

I think of mutagen as being like blackjack. You want to stop before you go bust. I try for 3 or so good things and nothing horribly bad then stop. Due to this I dont pick up robust genetics anymore. I take a chug or 3 of mutie and if im not happy, I purify back to square one. Rinse and repeat.

question - if I use experimental - does change in availability happen in unexplored parts of the world, or do I need to generate new world?

Saves should be compatible.