Tips, Tricks, and Newb Questions!

[quote=“BeerBeer, post:12460, topic:42”][quote=“COS_Cecillian, post:12452, topic:42”]Man, I haven’t played this game in a while. Guess is get back into it this winter break :slight_smile:
A few questions:
Is a nodachi a good melee choice? I have the Medieval Weapons mod and have lots of other weapons available.
How should I boost my tailoring to 7? I haven’t found the book that can increase that far, and want to make a heavy survivor suit (even my character is ranged based, I’m a huge fan of tons of armor when it gets up close and personal). Even if it’s winter, I can throw on a wool cloak which usually does the trick (for some reason, my temperature is always stuck at Warm (falling) no matter what I do help?), but I’ll probably trade that up for a thermal suit.[/quote]
Prefer light melee weapons. They drain stamina slower. That is especially important in prolonged melee fights. A machete is great for newbies - great damage, light, fast, comes with a to-hit bonus. Later maybe switch to a combat knife since it has the ‘rapid strike’ attack. Never look at just raw damage… unless you intend to one-shot hulks together with the Hydraulic Muscles CBM, just for giggles. Particularly look at each weapon’s special moves, such as Parry or Rapid Strike. You can’t control triggering them but each ability is useful and you must be aware how.

In the beginning use only melee weapons with +2 or higher to-hit bonus. Is there higher than +3? Keep arm and torso encumberance low. As the skill improves, then you can shift toward more encumbering armor and more difficult weapons. Wear a MOLLE pack at most (as storage) and don’t fight in melee while wearing a military rucksack or bigger.

Choosing the perfect weapon for the upcoming fight is not so straightforward. At the very least you have to count your abilities, what you’re wearing and how much fighting is going to happen. Then you might factor in your current condition and your expected condition, since you have to be able to fight effectively in case you are badly wounded, or in pain, or grabbed and slowed down by zombies. Not to mention the composition of the zombie swarm. A nodachi is likely terrible against skeletal dogs, for example. Only trained characters can afford to try such madness. Of course after a certain point in skill it doesn’t matter whether you employ a nodachi or a butter knife as you will be equally did with either one.[/quote]

Adding to that, some knuckle weapons are compatible with several unarmed martial attacks. For melee weapons, the ones with reach attacks can be real useful. Using a reach attack against boomers and big boomers can pretty much prevent you from getting hit with boomer bile when they explode. You can use the reach attack against corrosives which gives you a lower chance to get hit by the acid going out of their bodies. Most weapons with the reach attack available can hit with a range of two, while the awl pike has a range of 3, which can melee kill zombies without them even realizing where you stand.

[quote=“Etherdreamer, post:12461, topic:42”]http://www.wiki.cataclysmdda.com/index.php?title=Techniques
As far I reading in the wiki, it does not mention about it “should” be used as weapon to get the “Parry” effect.

Can a mod could actually clear this, or adding info inside the game because, anyone could get confused.

“If you put on this helmet and an attack goes to your head, you can have a chance of parry that attack”

Is not silly, just not intuitive, if a defensive item says “Parry”, anyone could understand as, “Ah you have a parry chance to your head”.[/quote]

I am guessing that your native language is not english, this is what a parry looks like:

And this is the definition of a parry given by wikipedia: “A parry is a fencing bladework maneuver intended to deflect or block an incoming attack.”

Yes, but still, don´t mean in-game is like that, someone can clear this point?

Also you just enforce what I saying, because is with a fencing weapon, not a motorcycle helmet.

[quote=“Etherdreamer, post:12464, topic:42”]Yes, but still, don´t mean in-game is like that, someone can clear this point?

Also you just enforce what I saying, because is with a fencing weapon, not a motorcycle helmet.[/quote]

Parrying is a maneuver, and as such it has to actively be done by a person, you have to use your weapon to deflect the opponent’s attack, that’s why you don’t take damage when you parry: you are not actually getting hit. Your helmet won’t parry just sitting on your head, it will block.

Anyways, for some reason you don’t believe what I am saying, so let’s wait for someone else to validate one of us.

[quote=“Etherdreamer, post:12464, topic:42”]Yes, but still, don´t mean in-game is like that, someone can clear this point?

Also you just enforce what I saying, because is with a fencing weapon, not a motorcycle helmet.[/quote]

Basically, somebody gave the ability to block attacks if you’re wielding a helmet, but not wearing it. This is a thing you could feasibly do if you were desperate (or doing something fiendish like trying to silence a sentry with their own helemt), but it gives the impression that the original coder mistakenly assumed it worked on worn items.

What’s more irksome (and adds to the confusion) is that the level one blocking technique, which a wide array of items have, is the one called parry. The next step up, used on a few items (mostly dedicated weapons) is called block. Which implies the names should be swapped around.

Is the description of the technique block updated on the wiki? I’ve read that it reduces blunt damage by a percentage.
If parry reduces damage entirely (as specified by the wiki) , doesn’t that mean that the more advanced technique is less effective?

[quote=“multimark, post:12467, topic:42”]Is the description of the technique block updated on the wiki? I’ve read that it reduces blunt damage by a percentage.
If parry reduces damage entirely (as specified by the wiki) , doesn’t that mean that the more advanced technique is less effective?[/quote]

I’m clearly gonna have to source dive. -w-

[quote=“multimark, post:12467, topic:42”]Is the description of the technique block updated on the wiki? I’ve read that it reduces blunt damage by a percentage.
If parry reduces damage entirely (as specified by the wiki) , doesn’t that mean that the more advanced technique is less effective?[/quote]

The wiki does say that blockinng reduces bash damage by 50%, but it seems to be unarmed blocking since it makes the arms take damage. Higher up on the list it also says that “weak block” (???) reduces damage to 0… So I have no idea.

First thing I think in the source relating to blocking defines block_bonus values during blocking. Parry (WBLOCK_1) has a bonus of 4, block (WBLOCK_2) has a bonus of 6, and shield (WBLOCK_3) has 10.

This further confirms the idea that block is superior to parry, which implies the names need to be swapped.

[quote=“pisskop, post:12438, topic:42”]Clothing in this game has several qualities.

-warmth
-storage
-armor against cutting
-armor against bashing
-armor against acid
-durability
-armor against enviorment, such as radiation, gases, teargas, smoke, etc
-encumbrance
-utility/special purposes (like quivers holding arrows, toolbelts holding hammers, holsters holding guns, canteens holding fluid, gas masks protecting against smoke, sunglasses protecting from glare, etc)
-Covers (covers the legs or covers the eyes or covers the arms and torso)
-Water-friendliness
-Fit
-And abstract ‘sub-layer’ (such as ‘this item is strapped on to you’ or ‘this item is worn around the waist’ or ‘this item is worn next to the skin’)

–Armor ratings are rather abstract without meta knowledge, but if you consider that 15 armor is medium-strength light armor then you can get an idea for whats going on. Attacks roll a set number of sided die (3D8 for brutes) and do based damage, which can be mitigated by armor (the attack fails to penetrate armor)

–Acid and enviornmental protections are mor abstract too. Diseases and special infection effects tend to have strengths that are compared against your enviornmental protection. For instance its known that wearing a gas mask 24/7 provides immunity to the flu, because the flu can have a max strength of 3 upon infection, and a gas mask covers that. You could also wear several bandanas or dust masks for a similar effect. Acid protection seems useless rn, tbh, Im not sure what its role is given the odd state of acid. But more is better, oc.

–Warmth is important when considering longterm exposure to your enviorment. In the summer it will often get so hot that kevlar vests will stiffle movement, and in the winter or in other cold places you could literally be wearing 3 shirts, 2 coats, some armor, and 2 down blankets and still be cold. I tend to layer first for warmth, and then modify my equipment for protection, and then modify my kit again for storage; in that order. Being too cold will slow you down to 25% or less speed and too hot will do similar, with the added effect of dizziness and hallucinations. Heat Stroke aye.

–Storage dictates the volume of items you can hold. Many clothings offer some storage, but the largest increases in volume capacity comes from bags and packs. Some items are hybrids, sacrificing in one area to deliver in others. And top-tier items will let you have it all. Survivor armor is an example of a top-tier set that lets you combine many bonuses with few maluses.
Typically items like vests offer ‘moderate’ (for lightweight items) protection and a little storage, coats, hoodies, and basic pants offer the same, and some offer no storage in exchange for more protection or durability. Bags tend to be exposed to the attacks first, and when they do break the result is a bunch of randomly expelled items strewn across the floors; since they grant so much storage you might be overburdened without them, and the game will force-drop items for you if you are overburdened by volume.

–Coverage dictates what an artical covers in terms of body parts. Valid tags are [none], head, eyes, mouth, left and right arms, hands, feet, legs, and the torso. Each part is a seperate entity for game purposes, so despite the head containing the eyes, if an item doesnt explicitly cover the eyes but covers the head, it wont affect the eyes.
Coverage across more than 1 part extends armor and ecumbrance values to all the parts equally. The full value, too, so a 20 encumbrance suit will encumber each part by 20, although it will also protect each part with its full armor value. Storage is an absolute value that is unaffected by this. It is for this reason that items such as the Union Suit (the conjoined version of long underwear top/bottom) is less versatile than its individual parts worn seperately.
Clothing and armor also has a coverage Percent, from 0 to 100. This is simply the chance that the clothing will be bypassed by any one attack, with 100 guarentteeing that it will be counted as armor before you take damage. It will also be damaged first if it is hit. But hey.

–Encumbrance is how much it interferes with tasks, such as lockpicking, aiming, or even jumping/swimming/running. Totgether with the abstract layers, and the coverage of an item, this is where the major limitation of the amount of clothing you can wear comes in.
The game considers 0-10 to be unfettered, 10-39 to be mildly hindered, 40-59(?) to be encumbered, 60+ to be heavily encumbered. Penalties get worse the higher the encumbrance gets, with increments every 10 encumbrance. Thus 59 encumbrance bears less penalty than 60, and 11 encumbrance is no worse than 10 encumbrance.
Items in the game take these ‘abstract layer’ penalties in addittion to the base encumbrance values. Items sharing the same layer will add a base +2 encumbrance to your total part encumbrance. So wearing 5 undershirts will encumber you more than the value listed for undershirts (0). Wearing multiple bulkier items such as toolbelts or holsters will dramatically increase the layer penalty. Items like quivers, in your case, stack poorly. So do backpacks, ftm.
The layers that seem to exist in the game are: ‘Next to the Skin’, ‘around the part’, ‘strapped onto you’, ‘overcoat layer’, ‘outer layer’, and ‘around the waist’. Any articles past the first added to a layer will add an encumbrance penalty.
Since this seems to have been implemented to prevent players from wearing 2 of everything, this makes some sense. Keep in mind that a new feature of the game is the ability to wear some items on on side of your body, such as canteens on your right leg or wrist watches on you left.
You can also fortify clothing past its prime stat with a Tailor’s kit. Currently, doing so will result in a base encumbrance increase. Low-encumbrance items will take a massive penalty (13 for kevlaring a wrist watch, for instance), while bulkier items take less of a penalty (5 for kevlaring a duster or leather jacket). This increase in protection or warmth may or may not be worth it to you.

So, items have several properties, and not all items are created equal. Some are specialized (like duffel bags, which carry 120 volume at the cost of 30 encumbrance, or MBR vests, which are great protection at the cost of a huge encumbrance/weight cost), and some are generic (like ‘socks’), and some are going to be inherently superior in quality (like an army jacket being better than a hoodie). You have to decide what to wear to suit your needs.

-Ill wear 2 duffel bags if all Im going is moving stuff out of my car into my fotress. The encumbrance won’t effect me more than walking speed, since no combat is anticipated.
-Ill wear 2 messangers bag and kevlar if Im raiding a city on a summer night. The lighter messanger bags help me grab more and keep my moderately skilled hero fighting the occassional zombie he comes across.
-Ill wear power armor or the thickest armor I have if I intend to do something foolhardy, like take an oppurtunity to loot an electronics store in full daylight around a moderately-sized horde. Her my intent is not to loot but to kill everything then loot. I might even carry a duffel bag in my inventory but not equipped so I can still fight unencumbered; and then loot the store without changing.
-Ill wear wool jackets if Im going out in winter or to special places. These are encumbering, but the warmth they offer is second to almost-none.

-Wearing everything at once isn’t going to work; specialize your outfit and pick and choose for your needs. Stylish characters benefit from stylish items, whereas the rest of us shoudl focus on pragmatics.

And keep in mind that you can usually take things off in a pinch; picking things up takes more time.


My advice to you is to get to a safe place, strip naked, and put on one piece of clothing at a time; picking the most important to you first.

Then, check your encumbrance levels via ‘@’ or the advanced clothing menu with ‘+’. Then organize clothing with ‘s’[/quote]

That is the best explanation for the clothingsystem that I have read.
Can I like your post or something?

I was actually going to try to iron it into the wiki. :stuck_out_tongue:

Checking the item browser, then debug, there’s a human flesh item called mannwurst gravy. There’s no recipe for it on To Serve Man, and human haggis is already on the book. So… how to craft?

Unless it’s according to the logic this game brings, then surely you must be able to disconnect jumper/heavy-duty cables without having to find a book about mechanics. And in fact, is there any way to get the mechanic skill without a book or a starting point in it?

Should be able to just pull the vehicles apart and they’ll pop off. Also? There are a few level-zero parts (mostly wooden storage things) plus lockpicking trains mechanics.

[quote=“DooMJake, post:12471, topic:42”][spoiler]

[quote=“pisskop, post:12438, topic:42”]Clothing in this game has several qualities.

-warmth
-storage
-armor against cutting
-armor against bashing
-armor against acid
-durability
-armor against enviorment, such as radiation, gases, teargas, smoke, etc
-encumbrance
-utility/special purposes (like quivers holding arrows, toolbelts holding hammers, holsters holding guns, canteens holding fluid, gas masks protecting against smoke, sunglasses protecting from glare, etc)
-Covers (covers the legs or covers the eyes or covers the arms and torso)
-Water-friendliness
-Fit
-And abstract ‘sub-layer’ (such as ‘this item is strapped on to you’ or ‘this item is worn around the waist’ or ‘this item is worn next to the skin’)

–Armor ratings are rather abstract without meta knowledge, but if you consider that 15 armor is medium-strength light armor then you can get an idea for whats going on. Attacks roll a set number of sided die (3D8 for brutes) and do based damage, which can be mitigated by armor (the attack fails to penetrate armor)

–Acid and enviornmental protections are mor abstract too. Diseases and special infection effects tend to have strengths that are compared against your enviornmental protection. For instance its known that wearing a gas mask 24/7 provides immunity to the flu, because the flu can have a max strength of 3 upon infection, and a gas mask covers that. You could also wear several bandanas or dust masks for a similar effect. Acid protection seems useless rn, tbh, Im not sure what its role is given the odd state of acid. But more is better, oc.

–Warmth is important when considering longterm exposure to your enviorment. In the summer it will often get so hot that kevlar vests will stiffle movement, and in the winter or in other cold places you could literally be wearing 3 shirts, 2 coats, some armor, and 2 down blankets and still be cold. I tend to layer first for warmth, and then modify my equipment for protection, and then modify my kit again for storage; in that order. Being too cold will slow you down to 25% or less speed and too hot will do similar, with the added effect of dizziness and hallucinations. Heat Stroke aye.

–Storage dictates the volume of items you can hold. Many clothings offer some storage, but the largest increases in volume capacity comes from bags and packs. Some items are hybrids, sacrificing in one area to deliver in others. And top-tier items will let you have it all. Survivor armor is an example of a top-tier set that lets you combine many bonuses with few maluses.
Typically items like vests offer ‘moderate’ (for lightweight items) protection and a little storage, coats, hoodies, and basic pants offer the same, and some offer no storage in exchange for more protection or durability. Bags tend to be exposed to the attacks first, and when they do break the result is a bunch of randomly expelled items strewn across the floors; since they grant so much storage you might be overburdened without them, and the game will force-drop items for you if you are overburdened by volume.

–Coverage dictates what an artical covers in terms of body parts. Valid tags are [none], head, eyes, mouth, left and right arms, hands, feet, legs, and the torso. Each part is a seperate entity for game purposes, so despite the head containing the eyes, if an item doesnt explicitly cover the eyes but covers the head, it wont affect the eyes.
Coverage across more than 1 part extends armor and ecumbrance values to all the parts equally. The full value, too, so a 20 encumbrance suit will encumber each part by 20, although it will also protect each part with its full armor value. Storage is an absolute value that is unaffected by this. It is for this reason that items such as the Union Suit (the conjoined version of long underwear top/bottom) is less versatile than its individual parts worn seperately.
Clothing and armor also has a coverage Percent, from 0 to 100. This is simply the chance that the clothing will be bypassed by any one attack, with 100 guarentteeing that it will be counted as armor before you take damage. It will also be damaged first if it is hit. But hey.

–Encumbrance is how much it interferes with tasks, such as lockpicking, aiming, or even jumping/swimming/running. Totgether with the abstract layers, and the coverage of an item, this is where the major limitation of the amount of clothing you can wear comes in.
The game considers 0-10 to be unfettered, 10-39 to be mildly hindered, 40-59(?) to be encumbered, 60+ to be heavily encumbered. Penalties get worse the higher the encumbrance gets, with increments every 10 encumbrance. Thus 59 encumbrance bears less penalty than 60, and 11 encumbrance is no worse than 10 encumbrance.
Items in the game take these ‘abstract layer’ penalties in addittion to the base encumbrance values. Items sharing the same layer will add a base +2 encumbrance to your total part encumbrance. So wearing 5 undershirts will encumber you more than the value listed for undershirts (0). Wearing multiple bulkier items such as toolbelts or holsters will dramatically increase the layer penalty. Items like quivers, in your case, stack poorly. So do backpacks, ftm.
The layers that seem to exist in the game are: ‘Next to the Skin’, ‘around the part’, ‘strapped onto you’, ‘overcoat layer’, ‘outer layer’, and ‘around the waist’. Any articles past the first added to a layer will add an encumbrance penalty.
Since this seems to have been implemented to prevent players from wearing 2 of everything, this makes some sense. Keep in mind that a new feature of the game is the ability to wear some items on on side of your body, such as canteens on your right leg or wrist watches on you left.
You can also fortify clothing past its prime stat with a Tailor’s kit. Currently, doing so will result in a base encumbrance increase. Low-encumbrance items will take a massive penalty (13 for kevlaring a wrist watch, for instance), while bulkier items take less of a penalty (5 for kevlaring a duster or leather jacket). This increase in protection or warmth may or may not be worth it to you.

So, items have several properties, and not all items are created equal. Some are specialized (like duffel bags, which carry 120 volume at the cost of 30 encumbrance, or MBR vests, which are great protection at the cost of a huge encumbrance/weight cost), and some are generic (like ‘socks’), and some are going to be inherently superior in quality (like an army jacket being better than a hoodie). You have to decide what to wear to suit your needs.

-Ill wear 2 duffel bags if all Im going is moving stuff out of my car into my fotress. The encumbrance won’t effect me more than walking speed, since no combat is anticipated.
-Ill wear 2 messangers bag and kevlar if Im raiding a city on a summer night. The lighter messanger bags help me grab more and keep my moderately skilled hero fighting the occassional zombie he comes across.
-Ill wear power armor or the thickest armor I have if I intend to do something foolhardy, like take an oppurtunity to loot an electronics store in full daylight around a moderately-sized horde. Her my intent is not to loot but to kill everything then loot. I might even carry a duffel bag in my inventory but not equipped so I can still fight unencumbered; and then loot the store without changing.
-Ill wear wool jackets if Im going out in winter or to special places. These are encumbering, but the warmth they offer is second to almost-none.

-Wearing everything at once isn’t going to work; specialize your outfit and pick and choose for your needs. Stylish characters benefit from stylish items, whereas the rest of us shoudl focus on pragmatics.

And keep in mind that you can usually take things off in a pinch; picking things up takes more time.


My advice to you is to get to a safe place, strip naked, and put on one piece of clothing at a time; picking the most important to you first.

Then, check your encumbrance levels via ‘@’ or the advanced clothing menu with ‘+’. Then organize clothing with ‘s’[/quote]
[/spoiler]
That is the best explanation for the clothing system that I have read.
Can I like your post or something?[/quote]

I spell checked it and built a folder system around it (reference folder > Cataclysm DDA > Cataclysm Clothing) Now to find other highly relevant things I can stuff in that folder for future helping of newbs/ self.

I guess that would make sense.

In shelter I always: Chat NPC up for goodies/help, search basement, run outside and find a nearby rock, smash a locker, craft makeshift crowbar and hammer, smash all counters/benches, Craft 2 wooden frames, Start vehichle construction, install box (other frame), build 2 nail-board traps before continuing with any adventuring. Doing this start gives me much needed early game inventory space (150 vol) and a way to deal with any monsters to fast for my early game character to manage (Nail-board traps along edge of building, run around other 3 sides to get mob to run over nail-board until dead)

You can easily grind the Mechanics skill up to level 1 with improvised lockpicks; craft about 15 of them and try to open any locked door you find with them. I’m not sure about the success rate, but using ~15 lockpicks on about 6-7 closed chain/metal doors (the ones you can find around a military bunker) did the job for me. After that just remove/install stuff on vehicles to level the skill up further.

Derp. Basically what I suggested as the first and foremost suggestion, aside from giving the useful advice of making improvised lockpicks.

You can also use barrettes, hairpins etc too.

:smiley:

http://www.wiki.cataclysmdda.com/index.php?title=Clothing

D: