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Doesn't seem like some of the Outpost upgrades work. The Hunter one, to be specific, seemed useful - but enemies still give the same amount when killed.
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I am currently farming areas for soldiers/engineers.
I finally found a recruitable soldier, but he engaged a freaking super mutant which promptly tore him to bits.
My calm typing fails to convey my rage.
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Also, city upgrade priorities: Shelters (for team expansion/militia threat reduction) > Outposts (just getting the three weapons is enough for 100%, also for threat reduction; and get Repellant to reduce zombie attacks) > Factory (not worth investing, only do the first three upgrades to get 100% rating in a city and material upgrade in one factory is enough for the rest of the game). Always keep the threat level below 60% so the cities won't be captured and you can skip the outpost missions to do other things like scouting/upgrading other cities or looking for people in area I of any map.
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the flamethrower will probably be useful.... if the goddamn zombies dun go straight attacking the sides instead of the front
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Anyone wondering how to make money, all you need to do is let the zombies take over one of your territories, if it gets to max threat, you can make around 20k+ gold in 1 mission clearing the zombies.
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I like the Decision series but this one takes too long to get to 100%, even on Normal difficulty, mostly due to the randomness factor of the city upgrade system. Even though you can just exit and retry a mission to get the people you want without wasting a half day (which I've only learned much, much later into the game), it's still too luck based i.e. I almost never meet Captain/Engineer and have too much Soldier/Citizen. Zombies attacking cities is almost impossible to defend early on without spending a lot of money/people/materials on outpost's passive upgrades that you might as well let them raise the threat level and then reduce them manually by 40% using direct action. The combat system is still great and getting money is so much easier once you mastered melee attacks (Martial Art and Knife/Machete) and Taunt. And now, I'm just waiting for the badges. Great game, devs :))
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through the experience of the decision series. I there conclude behalf of my self that the pistol is the best weapon with 100% money rate
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The game does not seem to save your materials, though it saves everything else. Every time I refreshed the page (mostly due to the black screen bug), my materials reset to 30 on loading my save. This could be annoying if you don't gain very many materials from your team or from factories, especially if you end up refreshing after every 3 or 4 active missions all the time like me.
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the new update seems to have caused a bug where you get stuck on a black screen on either starting or ending a mission, it has happened to me when failing one and when starting one.
It does not happen every time though
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While this game has loads of fun and lots of cool new upgrades, it runs into a major problem. This being "recruits" such as engineer and soldiers, for example, I now can not progress in the game because the game will spawn no soldiers for me, I have looked for 10 game days for a single soldier, in order for me to make an outpost. Please either allow for civilians to be trained into other units or allow more then 1 resource unit to be used. Such as I would gladly give up a captain in place of a soldier, I have 6 captains right now. Another example would be being able to use an engineer in place of a builder. On that note, please make factories a tad more useful...right now they are just useless unless you want to raise the threat level in your zones.
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It's so annoying that everything has to start from scratch if you accidentally quit it midway through by moving outside the area or - in the case of conversations, - dare to move the mouse away from the character. It's especially aggravating about conversations. Why can't they work like stashes? Click on them, the character goes there and then it takes a certain amount of time to execute.
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There seems to be a problem with the controls. Sometimes you move a single direction out of nowhere and have to shoot and fiddle around a bit to make it stop. Its sometimes very annoying cuz i walked right into a troll groupXD
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I do not know why you would ever want a factory, as it is more cost effective to just keep the units you use to upgrade it on your team.
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It's all too easy to get stunlocked and not being able to get up after being knocked down by grenades, rockets andbodyslams of super mutants, not to mention their ability to leap across few screens
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@Zenos82: If you've "run out of workers", then go back and ramble in areas. You'll often find one or a few people to fill (now empty) slots in your team. Also, if you've had people go to the Camp, you can go there to add them to your team. In either case, you walk up to the person and click on them; wait a second or two for the talk bar to fill up, and it'll give you the option to have them go to the camp or join your team. (If you tell them to join your team when it's full, it'll tell you that you're full and they'll go to the camp instead.)
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Just remember kids, when the zombie apocalypse comes, make sure to grab a deagle and aim in the general direction of the horde while running in circles. The poor sods fall for it every time.
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just saw that this is the same map as medieval just more modern things on the land then in medieval. still great game tho i'm having fun
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Ok you smartasses that downvoted my last comment, how do you stop an attack in Grayditch with just a machinegun? Please tell me since you obviously thought my comment was stupid.
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i thought it was always for ''mass'' the total number of zombies and i saw one zombie and like 215 mass and im like what
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in addition to dorian5000's mass comment you can also use it to give you a guess of the quality of the zed before you even see them. example... Many red dots+low mass= weak zombies or few red dots+ mid-high mass= strong zombies.
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I just realized that the "Total mass of enemies" shown from the radar actually represents the total health of all the zombies currently on the map. I realized it when I fought with a troll. I kept shooting it and with each shot, it's mass lowered (He was the only enemy left on the map), until it's mass reached 0, and eventually when the mass number reached 0, the troll died.
So yeah. In this game, Mass = Health
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they should have said to tap z to use the detector i kept holding it and said this doesn't do anything and THEN i thought maybe if i tap it. -_-
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Tip: Don't hold the mouse when shooting the pistol or swinging melee, but rather click quickly. This will greatly improve your rate of fire. Mashing space while holding down the mouse will have the same effect, but will slow you down.
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I just posted the few differences in this game and for the people that have forgotten what 1 and 2 are like, here are the similarities[prepare are a vary long list] 1: Mutants and zombies kill each other, 2: the weapons are all upgraded the same,3:The weapon modules are vary similar, 4: weapon usage[as well as armor] grants you more damage[or protection from armor]5:the same 2 control types as the first 2:6 Outposts can only have 3 weps:7 engineering 3 is REQUIRED to win the game:8 the mission types are 100% identical 9: Large amounts of activity causes lag :10 difficulty heightens each time you beat the game 11: ATM hacking,Same design ATMs look the same lv1 hacking is slow lv2 hacking is faster and lv3 is kicking it to open it... Well there you have it every similarity there is in this game compared to the other decision games that I can come up with. If you have any feed back send me a privet message.
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problems:
1.factories are more nuisance than benecifial
2. in normal mode stronger enemies seems to be plenty in numbers and almost immortal! taking 10 shots from rocket launcher should blast a tank.. also a mutant :,P
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Not much different from the 2nd... the only differences I see are 1: new start up music,[btw I love it] 2:the green foes are mutants and not orks, 3:IA workers/fighters. That's all I see new in #3
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Combat side has the usual irritation of all the Decisions - jumping enemies from outside the visible area, etc. Same problems, haven't been fixed in 3 games, won't get fixed no matter how much people dislike - would probably take changing some part of the underlying game system and apparently devs are uninterested in that.
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the resource juggling side has lots of clunky steps - having to search camps to find where the individual needed is hiding, figuring out what people are needed is hard to do while in the camp (as well as who you currently have). Cute idea, but would have been better served with a simple +/- button in the team drop-down.
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In regards to the intro scene.... you *NEVER* put your finger on the trigger while the gun is in the holster. Really poor form there, especially if this guy is supposed to be military.
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The fact that you only receive XP with armor for getting hit... It would make more sense that you would learn how to move and fight in armor by just moving and fighting, rather than by standing and letting zombies smack you. We should get a tiny amount of XP in armor by just finishing objectives.
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What's the point of flamethrower? It's range is short, it's attack is weak, it has a long reload time, it slows you down. There's nothing redeeming about this thing
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I dont understand how could be needed outpost defense missions on the boder area when it has 0% threat, surrounded by areas also with 0% threat, and how unforgiving it is if you skip it.
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Just took a new place and had time to install a machinegun and then the mutant hord came!?!?!? how the f*** am I supposed to defend against that if I only have one day to install a weapon before they come?
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Totally love this game, the new and improved bosses are more challenging compared to the Medieval and Decision 2 series, although I'm quite disappointed when I first unlocked the Rage Injection skill, it only works on pistols :(