What's Happening in YOUR Randomly-generated Apocalypse?

i only wanted to gain access to the building, not flatten it by running it over with a tank ;)[/quote]

Meh, find any even marginally functional vehicle nearby, run it into the corner at, say, 20 mph. Vehicle is probably totalled, but all you need is one wall broken, yes?

i only wanted to gain access to the building, not flatten it by running it over with a tank ;)[/quote]

Meh, find any even marginally functional vehicle nearby, run it into the corner at, say, 20 mph. Vehicle is probably totalled, but all you need is one wall broken, yes?[/quote]

no, that’s far too much risk of collateral damage to the display cases and CBMs inside them, i just lock picked my way in instead.

That said, if you have a shovel you can dig through the rubble and collect the stuff. Unless it’s stuff in glass containers, which are pretty much just drinks, the items won’t get destroyed.

wait so the rubble doesn’t actually damage the items? i knew you could dig it up, but i figured you’d only find broken things in rubble generally. (smashed by the weight of it falling)

Nah. Won’t even pulp most zombies. Because I try to be thorough, I often have my survivor dig up the rubble from collapsed buildings so she can smash the corpses. You can smash corpses even if they’re under rubble, but it’s easier to clean the rubble up to move around easier. Anyway, the loot that gets dropped by zombies who got killed by a collapsing building stays intact - unless it’s made of glass.

So yeah, rubble won’t damage non-glass items.

On the other hand, fires will destroy many types of items. If a building collapses due to a fire, some of the items under the rubble will be destroyed - not by the falling rubble, but the fire.

that’s good to know, i thought rubble falling was very destructive, i might actually dig it up sometimes knowing that. :smiley:

Interesting.

The Taurus Raging Bull, which uses the powerful but rare .454 Casull, also takes .45 Long Colt ammo and .410 bore shotgun ammo. The latter two isn’t as strong, but always wanted to use a fancy pants revolver like the Raging Bull so at the very least there’s some ammo to work with.

Like, reloaded .410 shot has decent power, and no dispersion, though range is very poor. Wondering if these .410 shots have the same properties of normal shotgun ammo which allows them to easily hit skeletons and smokers. The reloaded long colt ammo isn’t as powerful, but can offer better range.

Done arranging weapons and ammo.

And, usesless info, but here’s the list of all ammo I got so far. Most of these ammo have guns for them, with a few exceptions. Also, it’s quite a bit, but due to having 0.5 of the item spawn rate, the current item spawn rate which is much lower than the old item spawn rate, it’s not as much as I had from my old runs.

.22 ammo: 80 handloaded, 1730 LR, 20 handloaded LR, 400 FMJ, 500 CB. Quite weak stuff, though useful for small groups of zombies. You need like 20-30 shots to down a hulk.

.30-06: 20 reloaded Springfields and .270 reloaded Winchesters, 30 Springfields and 159 Winchesters. Haven’t really used these. Damage and accuracy is pretty nice, more or less equal of .308 ammo - but then that’s the thing: why stick to less ammo when .308 ammo is more common. That said, I’d like to use ammo I haven’t really used, to validate the purpose of their existence. Or unload the ammo to make more .308s.

Pebble type ammo: 442 pebbles, 50 bearings, 1780 marbles. The Pneumatic Assault rifle is a decent mid-game weapon if you don’t want to use precious rifle ammo to train the rifles skill for a bit. That said, having to reload bullets one at a time can be problematic when facing off against large groups.

Hydrogen: 50 Hydrogen. Eh. I’d rather use these to diamond coat cutting weapons.

.300: 10 .300 Winchester Magnums. Just ten. It’s hard to justify using these, or adding gun mods to a gun that uses this ammo. Like, yeah, after ten shots, what else is there to do? My survivor can use hundreds of ammo on a skirmish, since the guns usually get used when there’s a big group of undead ahead, so just having ten is rather not useful.

.308: 20 reloaded 7.62s, 40 reloaded .308 Winchesters, 1123 7.62s, 120 7.62 tracers, 480 Winchesters. 13 ammo belts of 100 Winchesters, 7 ammo belts of 100 7.62s, 2 ammo belts of 500 Winchesters. Plus the 125 ammo belt of Winchesters my survivor is currently carrying. And 1971 casings. Seems like I dropped some casings, as I used up at least six 500 ammo belts on this one.

In general, one of the main ammo types my survivor uses. Powerful ammo. Lacks armor piercing, though. In general, high armor piercing for this ammo really only matters on armored zombies, as they tend to only do single-digit damage on them. Tank drones and zombie soldiers still feel lots of damage from the .308. Add in the fact that you can convert many .308 rifles to feed off ammo belts makes this rifle rather potent.

Don’t remember how rare this ammo is, but it has become rather common thanks to the presence of tanks and other vehicles with mounted rifles, as they often carry ammo belts and spare .308 ammo. Miniguns, too. Zombie soldiers can drop miniguns that are sometimes loaded with more .308 ammo belts.

.32: 1396 .32 ACP. Stronger than .22 but not as strong as 9mm. Perhaps better off unloaded for gunpowder, but the current amount offers a chance to use this ammo on a handgun.

.38: 480 .38 Special and 520 Special FMJ.
.38 Super: 25 .38 super and 20 reloaded super.
.357 Magnum: 471 .357 magnum.

Grouped those three together as the S&W 619 uses all three types of bullets. The .38, .38 super, and .357 magnum are separate ammo types, but it seems some guns don’t accept .357s (like the Ruger .38 LCR). Anyway, the 619 is a pretty decent revolver to function as a side weapon when there’s no need to bring out heavier firepower. One of the handguns my survivor tends to carry around.

Shot: 20 makeshift shots, 60 reloaded slugs, 49 reloaded 00 shot, 60 shotgun slugs, 1345 00 shot, 40 flechette shells, and 992 birdshot. Don’t use shotguns as much as rifles due to low range, but they can be useful for taking down skeletons and smokers since shotgun ammo seems to have a better hit chance against those enemies.
Signal flare: 32 of them. This can be used for shotguns, but the weapon that only uses signal flare is the flaregun. As shotgun ammo, it has more range than most shotgun shells, but has worse dispersion (200 compared to 0 for 00 shots, or 100 for shotgun slugs). Never tried signal flares as ammo before, so I’m not sure if it can like ignite zombies.
.410 shotgun ammo: 741 .410 birdshots. Why would I use a weaker shotgun? I mean, low strength characters would benefit from lower recoil, but for my survivor she’ll be better off using a handgun with similar power. That said, the Taurus Raging Bull can use .410 ammo, so there might be some benefit.

.44: 40 reloaded .44 magnums, and 20 .44 magnums. Very powerful handgun ammo, but a lack of supply makes it hard to justify use.

.45: 60 reloaded ACP JHP, 30 reloaded FMJ, 690 ACP JHP, 872 ACP FMJ, 10 +P. Decent handgun ammo, though I reckon it’s firepower will do a lot of good with the H&K UMP45, much like how 9mm ammo becomes a beast with the MP5. 'course, the MP5 has a lot more ammo to burn, and going around burst-firing .45 ammo will quickly dwindle supply. Still, might start using the UMP again.

.45 Long Colt: 450 long colts. Some .45 ammo using guns use this, and there’s a gun that only uses this ammo. Weaker than standard .45 ammo, but this can also be used by the Raging Bull.

.454: 20 .454 Casull. Damage is almost as strong as some rifle ammo, though low range due to being a handgun bullet. The Taurus Raging Bull’s main ammo, but it can use .410 shells and .45 long colts, so that handgun might get some use…

.50 BMG: 30 APs, 10 tracers, 738 BMG balls, 27 ammo belts with 100 BMG balls each. One of the strongest ammo in the game (that’s not from a missile or similar ammo). That said, in terms of raw power it’s only a few points stronger than .308 ammo… but it’s got armor piercing. Most creatures won’t be able to resist its damage, and it can definitely do triple digit damage on armored zombies, which I think is the most armored creature in the game. Tank drones can be taken down by .308 ammo easily, but you need .50 ammo on armored zombies to kill them in a few shots. Main problem is weight. My survivor can only carry one ammo belt, which is loaded on a Barrett with a belt-feed adapter.

10mm auto: 36
.40: 33 reloaded S&W FMJ, 672 S&W FMJ, 974 S&W. The S&W 610 uses both ammo types. For revolvers, I prefer the 619 since I had more ammo… well, until I used up a lot of .38 ammo. Anyway, the Glock 22 might be a better fit if I want to use the .40 ammo supply, since it uses magazines (and I got a lot), though it doesn’t use 10mm ammo.

20x66mm caseless shotgun: 20 incendiary, 10 flechette, 137 buckshot, 10 beanbag. Well, the Rivtech shotgun ammo is kinda better, but since they don’t have casings, and can’t be crafted no more I would quickly run out. Might as well use them eventually, at least.

30x113mm: 15 HEI, 185 HEDP, 10 ammo belts with 50 HEDP each. Chaingun ammo. Might mount this on a vehicle, since it has a single-fire mode. I think this is the strongest rifle ammo in the game, with 120 damage and 210 armor piercing.

40mm: 8 flashbang, 8 buckshot, 4 beanbag, 4 tear gas, 24 smoke cover, 12 incendiary, 88 frag, 12 flare, and 4 concussive. 4 concussive grenade belts with 25 ammo, 2 frag grenade belts with 25 ammo. Grenade launcher ammo. Got good launchers skill, but my survivor trained using other weapons. Aside from the buckshot, the grenade ammo deals low direct damage, doing most from the blast some of the grenades produce.

5.45x39mm: 330 7N10. Okay damage, around the level of .223 ammo. Similar deal with the .30-06 ammo. Don’t get a chance to use much since a different ammo type with similar stats are more common.

.223: 1601 5.56 NATOs, 1136 .223 Remingtons, 30 reloaded Remingtons, 450 NATO tracers. One ammo belt with 134 NATOs Slightly stronger than 5.45. Also, one of my most used ammo. Around 2k casings used already, and forgot to pick up some of them. I remember on older versions these did a lot more damage, often causing many zombies to explode to bits. Now the damage isn’t as great, but since it’s a common ammo type it’s easy to use.

It has ammo belts, and the rifles that use the ammo can be converted to use them. That said, carrying around several STANAG drum mags is more convenient. Like, I got some drum magazines for .308 ammo, but they’re far rarer so it’s easier to just use ammo belts for that ammo when it comes to reloading.

5.57mm: 220 SS190s, 40 reloaded ammo. FN’s armor piercing ammo. Prefer H&K’s similar ammo, since there’s more found for them.

7.62x39mm: 120 M43s, and 30 reloaded M43s. Weaker than the 5.45x39mms, and according to info that ammo replaced this one. Again, low amounts meant that I didn’t use this rifle much on the undead. Like seriously, if I want to clear out a town or a city with rifle bullets, I want ammo where I have thousands of.

If I had more casings of these ammo types, I’d be more open to using them, but no such luck yet.

8x40mm caseless: 20 tracers, 40 sporting, 40 JHP, 160 FMJ, 1380 caseless. For just raw power, damage is equal to .223, but better armor piercing and slightly better range but slightly lousier dispersion. Not as OP anymore since you can’t craft most Rivtech ammo anymore.

9x18mm: 28 57-N-181S, 50 FMJ. Not 9mm ammo. Weak ammo, not enough found, no point in using them.

9mm: 50 reloaded FMJ, 50 +P, 300 reloaded JHP, 3300 FMJ… and 14156 JHP. Plus 10k+ more casings. Never underestimate 9mm ammo, especially when used with the MP5. Most creatures aren’t armored, so you can rip apart most crowds with little trouble, especially with several spare MP5 extended magazines. Should I ever need to make reloaded ammo, I’ll have to make +P+ to get as much damage as the brand new JHPs. Doubt I’ll ever need to, thanks to how common 9mm ammo is.

84mm recoilless projectiles: 2 HEDP rocket, 2 HE rockets. HEDPs have great damage, about a fourth of the almighty tank ammo. Unlike tank ammo the 84mm ammo doesn’t require a vehicle mounted weapon. However, not a lot of supply to use.

Fusion cells: 40 fusion packs. If it has a similar effect to the fusion blaster arm, I’m better off converting the bionic into the homemade rifle that’s hooked on a UPS than use these.

12mm slugs: 100 H&K 12mms. Railgun ammo. Don’t have a railgun. Often found ammo, but never the railgun. Or found the gun but not the ammo, on many runs. Same deal with the elephant gun and the 700 NX ammo.

Heavy projectiles: 6000+ rocks, 24 pool balls, 101 lead balls. Ran out of explosive canisters and haven’t crafted more yet. Slingshot cannon ammo. Very powerful, especially the exploding cans. This is what my survivor used to train her launcher skills. Main flaw is reload time, and needing to mount it on a vehicle. Reload can take a while, so you only get a few shots with the projectiles before the rest of the crowd draws near. The explosive cans also have a big blast radius, making it super dangerous to fire at less than 12 tiles away.

Got a ton of rocks since I did collapse the lab building’s ground floor.

Ferrous rail projectile: 10 steel rails. Rather odd that homemade railgun-like ammo is stronger than actual rail gun ammo. Used this a lot on a previous run. Explosions weren’t as potent before, I shudder to think how strong this is now. Seriously, ammo for this is amazingly easy to craft when a survivor gets to the point where she can craft the weapon that uses this.

Speargun spear: 8 metal fishing spears. Since this weapon functions better underwater, don’t know how good this is.

Paper cartridge: 32
.36 cap and ball: 6 paper cartridges

Old timey gunpowder ammo. Paper cartridges are surprisingly strong, but the reload time for the guns is rather prohibitive.

Bolts: 28 wooden bolts, 78 steel bolts. Praise unto the one who made the steel bolts craftable. Great on crossbows, better on the pneumatic bolt driver.

Arrows: 10 wooden arrows. Rarely used archery in the game, perhaps I should use it more.

5x50mm flechette: 1650 flechettes. The only Rivtech ammo that can be crafted now, since it has casings. Can be used on some of their handguns and submachine guns. An armor piercing ammo. Very good range and decent damage, removing the weakness of most handguns and SMGs.

4.6mm: 260 ammo. H&K’s armor piercing ammo. Like this more than FN’s armor piercers since ammo and magazines are far more common. Used up about 1k of these already.

7.62x25mm: 141 JHPs. Another low-power rifle ammo, and again not used much due to low supply.

DREAD pellets: 200 .20 DREAD pellets. Weaker than .22 ammo. They don’t produce sound, so there’s that. I remember you can attach a bayonet to the wrist DREAD at least. Extending aaaaaaarm.

Javelins: 10 iron javelins. Meant for the atlatl. Just throwing with the throwing axe is better, damage-wise, though javelins have better range with the atlatl.

6.54x22mm: 102 9N8s. These ammo types are hard to keep track of. Mid-level power.

7.62x54mm: 40 reloaded. Not to be confused with the 7.62x25mm ammo.

BBs: 3000 BBs. I suppose this can be helpful for hunting small animals and fish. Fish at least I want to hunt, but why hunt squirrels when my survivor can take on sewer gators, bears, and moose?

M235 Incendiary TPA: 4 rockets. Need to start using rockets more.

And that’s everything my survivor has, at the moment. May she find more.

Oh, and tank ammo.

155mm: 17 HEATs.
Anti-Tank Guided Missile: 11 missiles.
120mm: 39 APFSDS, 115 HEATs.

Some of the strongest ammo in the game. Doubt anything can survive a shot from this ammo.

Dunno why it has a max range of 120, when at most a survivor can see is 60 tiles.

I killed my first chicken walker… or so I would like to say. I ran into the sewer system to get away from a hulk, came up at a place I knew of but hadn’t explored that had another hulk that i led to a chicken walker (plus like 10 other zambes). Eventually their power of resurrection overran the chicken walker. Also helped me kill the hulk, which is a plus since I only have birdshot at the moment.

One time I’ve seen a destroyed tank drone, which got overwhelmed by zombies. Once tried sending out a hundred manhacks at one - didn’t do any damage at all.

Anyway, still sorting out items for the big base. Pondering now. It takes one hour and twelve minutes with NPC assistance to complete a simple metal wall. A stone wall will take 2 hours and 12 minutes with NPC assistance. Stone walls are slightly stronger than simple metal walls, and getting the resources for it is far easier…

But what makes the stone wall stick together? Hope? Dreams? It uses a hammering and digging tool, but how do they get 24 stones stuck together for a solid stone wall? I mean, with the simple metal wall there’s a half-dug pit to stick a steel plating down, and more steel platings are welded together. That makes sense, but how does the stone wall stick together?

Somehow I’m bothered about using stone walls due to that. Still, resources are easier to get…

as much as i hate to, it’s time to voluntarily end my marloss character, i forgot about the dang bushes and ate in my car, destroying all the upgraded solar panels at once more or less.

so to end crazy russian the marloss carrier i decided to see how long my OP as all get out 20 in every stat character would survive if i straight up ran through a town picking up a nice long train of zombies, i killed about half of 15 by my count, good skills, was using a katana, i really need to get a rapier again next life for the accurate strike technique though.

i’m also (as usual) stuck on having some kind of radiation at hand if at all possible, i find those tiles that should irradiate you to death and take naps on them typically, it takes some luck and trial and error, but i’ve had insanely good combinations in the past after a little purifier, one fun one i had a while ago was some kind of bark armor and if i stood still either healed or benefitted in some way, i really hope i can finally get that elusive slime/medical combo sometime.

i probably should add, it also takes a lot of preparation and medication and other radiation handling devices, i DO NOT radiate myself unprepared, i have tons of supplies and plan it out weeks ahead of time to be safer.

Compared to guns and related stuff, sorting out melee weapons is easier.

Close range weapons divided by main damage dealt.

Bashing weapons on one pile. The war hammer has equal amounts bashing and piercing damage… such a conundrum! But it goes to bashing since it does have hammer on the name.
Piercing weapons on another. Pondering if I should separate the small knives (combat knife, trench knife) from the longer blades (rapier, forged sword).
Cutting weapons.
Unarmed compatible weapons, regardless of damage type.
Reach weapons, again regardless of damage type.

Replicas. Mainly bashing damage, but no point in mixing them up with the real deals.
Flawed/budget steel variants of cutting weapons. Again, no point in mixing them up with the un-flawed blades.

Organic/taken from the field. Wasp stings, bee stings, and heavy sticks.

Fuel/battery/something consuming weapons. L-sticks, combat chainsaws, fire lances and similar stuff.

Throwing weapons. Lawn darts, throwing knives/axes.

Fuse-lit bombs. Molotovs, pipe bombs, etc.
Pin-pulled bombs. Grenades.
Timer bombs. C-4.
Guess I should make a pile for radio-activated stuff.

Though they’re tools, manhacks and bomb-hacks should be placed in the weapons room.

Turrets… hmm. So, for vehicle-mounted guns, I won’t be putting them in the armory. Instead, they’ll be in a sort of second garage/maintenance bay.

Two garages, one to park a vehicle, or several, and a second one that serves as an area to customize a car. Picturing two rooms, one garage, and a back area which holds the vehicle mounted guns and other similar stuff.

Gah. Don’t have as much tools compared to weapons, but it’s a lot harder to organize them since there’s a wider variety of tools so it’s more difficult to categorize them.

Let’s see now…

Lights.
-Atomic lights. Lamps and nightlights. Basically permanent sources of light. Turrets not included as they belong elsewhere.
-Un-rechargeable stuff. Candles, glowsticks, and lightstrips.
-Rechargeable stuff. Flashlights, gas lamps.

Musical instruments.

Tools.
-Toolbox stuff. Any tool with qualities that the toolbox has, aside from cutting and butchering quality, goes here. Hacksaws, screwdrivers, etc.
-Cutting tools only. Butchering tools not included.
-Butchering tools.
-Wood cutting tools.
-Digging tools.
-Prying tools. Locksmith stuff as well.
-Cooking tools. Anything with a boiling or food cooking quality. This includes tools without a quality but has a role in cooking; pasta extruders, can sealers, and similar.
-Same, but cooking tools that use a charge of some sort. Food dehydrators, normal coffee makers, charcoal smokers, etc. Chemistry sets included as they contain distilling and boiling qualities.
-Misc. survival tools. Basically stuff that can help a survivor out in the wilderness, but does not fit most of the piles so far. Tents, funnels, heat packs, braziers… an assortment of stuff piled together because it was a headache trying to figure out where they would fit.
-Assorted electronic stuff that don’t serve a specific purpose in crafting. Vibrators, talking dolls, radios, mp3 players, etc.
-Both types of UPS.
-High tech stuff; teleporters, teleporter pads.
-Strange oddities. Etched skulls, vortex stones.
-Metalsmithing tools. Anvils, crucibles, metalworking chisel, though for most part the chisel doesn’t have much use in crafting after a quick peek in the crafting screen.
-Repair tools. Welders, soldering irons, sewing kits, basic repair kits.
-Non landmine traps. Bubble wrap included.
-Misc. construction tools. Brick kilns, cement mixers, electric polishers. Stuff that use batteries or some other form of fuel.
-Jacks.
-Construction/home improvement stuff that don’t use battery/fuel. Paint brush, paint chipper. Mops for cleaning messes.
-Kinetic bullet pullers and hand press and die sets. Firearm repair kits included.
-Oxygen tanks.
-Fire extinguishers.
-Musical instruments.
-Other crafting tools. Knitting needles, plastic mold.
-Fire creating stuff; lighters, matchbooks.
-More misc. stuff that don’t fit anywhere. Firecrackers, cow bells, pet carriers.
-Empty cash cards.

Yeesh. That took too long to figure out. Not exactly satisfied, but it’ll do.

Even been to Cornwall (an area in England)? This is done in many places in the world, but that particular area had MANY MANY rock in the fields, so over the centuries, they pulled those rocks out and stacked them around the fields… primary just to get them out of the way, I think, but it made these MASSIVE walls of stone everywhere:

https://farm9.staticflickr.com/8015/7108096141_0462c87c4f_z.jpg
https://farm4.staticflickr.com/3368/3270947545_b1830f03da_z.jpg

Couple of quick examples, stone walls without mortar. There are many different styles. Been standing literally for centuries.

Hmmm. Guess I’ll use stone walls, then. Gonna take twice as long when constructing, but might save a ton of time since I won’t be searching for steel platings and lumps of steel.

Back to figuring out on how to sort out armor, for the armory. No normal clothing for most part, barring a few special cases.

Headgear; anything that covers the parts from the head to the mouth.
One for power armor helmets.
One for uncraftable helmets; army, riot helmet, etc.
One for craftable helmets; survivor helmets, bone armor, etc.
One for craftable medieval-style helmets; galea, barbute helm, etc.

Multiple coverage armor; at least covers torso, arms, legs.
Same deal as headgear.
Power armor, both DoubleTech brand and Rivtech combat armor.
Un-craftable; SWAT armor.
Craftable; survivor suit.
Medieval; plate armor.

Basically other body parts follow a similar arrangement.

Torso armor; covers torso at least. Coverage on arms okay.
Arm wear; if it connects to the torso it goes on the torso armor pile.
Hand wear.
Leg wear.
Foor wear.

A few special cases will be included on another pile, stuff like light amp goggles and similar clothing that’s not quite clothing.

As for clothing category items itself, I reckon something more lax is acceptable. No uncraftable-craftable-medieval division for most part.

Holsters (for armory).
Ammo pouches/satchels (for armory).
Storage items (backpacks, drop leg pouches)… perhaps waist-worn clothing on a separate pile.
Sheathes and scabbards (for armory).
Odds and ends; American flags, go bags. Certain fancy items such as hairpins (but not jewelry). Non-fancy wrist watches go here.
Jewelry and items fancier than a hairpin; lockets, gold rings, fancy watches. Mostly items that cover nothing - but most fancy clothing with coverage go with the other clothing (like tuxedos). Jewelry is for my survivor’s personal collection in her house.

Headgear; anything from head to mouth.
Clothing that covers at least the torso, arms and legs.
Bodywear; either torso and arms or torso and legs; dresses, trench coats, etc.
Legwear; as long as it doesn’t cover the torso it goes here.
Handwear; arms and hands.
Underwear; close to skin stuff. If it seems like underwear, it goes here. Socks included.
On second thought, eyewear gets their own pile.
Footwear. Non-socks.
Blankets get their own pile.
So will cloaks.
Hazmat suits and cleansuits on their own pile.
Ornamental plate armor as well.

Also, I was correct in assuming that I was missing some used bullet casings. Turns out it was where the perishable food was kept.

7172 .308 casings.
10100 .223 casings.
1308 .50 casings.
19851 9mm casings.

And several other ammo casings ranging from 500-1000 used.

I went to remove my cranial flashlight cbm, and fucked it up so bad i ended up breaking both of my arms, and nearly breaking every other limb and body part. ???

I’ve always assumed that what happens is the internal workings of the bionics short circuit deep inside the body, or somehow it explodes or something or another.

Did someone forget to take their meth before performing surgery on themselves.

Your arms came down from your head smashing the ground with all of your strength while your body shakes and the nerves in the rest of your body are fried causing intense pain as you lie on the ground siezing up.