Tips, Tricks, and Newb Questions!

Oh, sorry.

It’s under the ? help menu. 3 for autopickup menu. You then press a to add a new rule, highlight the new empty rule with arrow keys and press enter. The rule you’ll want is hackpro, with the * being wildcards, so that it catches things like “hackpro in usb drive”

You also need to enable Auto Pickup in Options on the main screen for it to work, so try that. :slight_smile:

tnx a lot man.you just made my gameplay ten times less tiresome .
dont know how i managed to overlook it for so long.

Are pipe bombs even worth making? They have a pretty small explosion radius, can barely do any damage, and are way heavier than grenades, which on the other hand, can do far more damage. I personally like incendiary grenades because of their long lasting fire, but I’m planning on getting a flamethrower after I finish my vehicle.

my opinion on pipe bombs is they are a weapon of last resort.

molotovs have more use and do more damage
nailbombs are stronger and more dangerous, to you and your enemy. i kill turrets with nail bombs
and i have a mediocre opinion of match bombs, but its been awhile since i used them

So, I just started playing around with the experimental to see what is different. What is the actual difference between Multiple pools and Single pool when creating a character? I thought the point was that you would only be able to use each type of point for each type of thing (eg. stat points for stats, skill points for skills) but It seems you can basically mix and match just like in Single pool?

Is it just like an optional thing, to allow people that want to abide by the rule of staying within the types of pools?

You can only downgrade points. Stat points for traits, trait points for skills, but not skills for stats or traits.

You can only downgrade points. Stat points for traits, trait points for skills, but not skills for stats or traits.[/quote]
Ahhh, that makes more sense, thanks. It seems like a pretty cool system.

Am I the only one who finds the zombie detection system kinda odd? I mean, you could round a corner for one turn in their line of sight, head all the way back, and the entire horde would come after you. There is virtually no stealth system AFAIK (excluding night time, sound, scent, and other basic features), and enemies almost immediately lock on to you even if you were visible to them very briefly. I think sneaking (crouching, going prone) and zombies not being completely omniscient (vision wise) would be a nice touch to the game. Unless I’m completely mistaken and it was meant to be like this, a change would be much welcomed, especially when staying in one place at a time.

Zmbies have 100 aggression. Thats, well, meaning they are aggressivly chasing targets 100 percent of the time, at 100% their view range.

Animals with 20 aggression will only chase you if you get within a very close proximity to them, so while they see you and are hostile to you, they still ‘ignore’ you in favor of closer things or zigzaging around until they get with their hostility range.

You can only downgrade points. Stat points for traits, trait points for skills, but not skills for stats or traits.[/quote]
Ahhh, that makes more sense, thanks. It seems like a pretty cool system.[/quote]

I played twice with it now, I kinda like it. One thing , is perception 8 gonna screw me over sooner or later?

Al my other play trues where always with a 10/10/12/10 @

Mines are hard to miss now, with their conspicuous 4 signposts. Still possible, especially at night.

But anywhere where traps have spawned pregenned, like bandit houses? maybe.

Perhaps some caffeine to increase your perception to 10 would help?

Am I blind?
Is there a menu which summs up and displays my protection against bash/cut/environmental?

Or is it not possible to show in a single numer because of the coverage?

Hello it’s me again.

Does the venom mob protegee techniques work with melee or are they unarmed combat types`?

Same question with jin-jutsu

[quote=“Firn, post:14534, topic:42”]Hello it’s me again.

Does the venom mob protegee techniques work with melee or are they unarmed combat types`?

Same question with jin-jutsu[/quote]

Some weapons can be used, like punch daggers, or boxing gloves and the like. There’s more

[quote=“Firn, post:14534, topic:42”]Hello it’s me again.

Does the venom mob protegee techniques work with melee or are they unarmed combat types`?

Same question with jin-jutsu[/quote]
If you make a character with the skill, and go into the melee style menu and press ‘?’ it should give you a list of all the weapons that work

Iirc pipe bombs are really easy to craft, so I was planning on using radio-pipebombs as distractions to try to draw the Zs away from where I’ll be operating. Not sure how it’ll go in practise though

[quote=“baldamundo, post:14536, topic:42”][quote=“Firn, post:14534, topic:42”]Hello it’s me again.

Does the venom mob protegee techniques work with melee or are they unarmed combat types`?

Same question with jin-jutsu[/quote]
If you make a character with the skill, and go into the melee style menu and press ‘?’ it should give you a list of all the weapons that work[/quote]

Additionally, if you have the skill it also tells you on any items you might find in the world. Same goes for the crafting screen.
Ex. My baton + Silat

Is there anything in the latest experimentals that might have broken reach weapons? Can’t seem to get my qiang to work at range any more…

my trusty bayoneted remingtons still work.

and steel spears

pedit:

apparently in 4900 and up theres broken reach attacks.

How does arm and hand encumbrance work if only one side is encumbered? Are the problems just half as bad, or does it have something to do with the weapon?

Half as bad AFAIK.