![]() The femor actually some of the weaker light melee weapons the AI likes. They aren't even terrible on weak characters, the first swing before the cooldown even can one shot zombies.Īlso melee weapons are divided into light, medium, and heavy. I guess the Chainsaw is the most common one, I haven't really had the chance to try out the other motorized weapons (the wiki said there're only 7) because RNG, but it's fun to bulldoze through Sieges with a Chainsaw on-hand. Hands-down - having a chicken army (of two or three) in a desperate attempt to survive a Siege is legendary.Īlso the chickens look cute extremely cute~ Really like to use Throwables because most of the time I either find explosives or molotovs and on the next siege, my squad gets mysteriously wiped out because I'm a jackass I guess.Įggs. It's expensive but I almost always only use it on the finale anyway. I love the UZI, it's just an automatic pistol - Submachinegun, whatever - And you get to bring a lot of ammunition into the fight as long as you have them, and Bullets aren't that hard to come by anyway. The Giant Club used by the Caveman is a really great weapon, I only used it once so far but - I mean - When you think about it, it's just a refined, weaponized, and more efficient. Bonus points if it has the w/ Skull Accessory on it~Īs for the heavy melee weapon, the Log for me is next to the Grim Reaper's Scythe, the Scythe is pretty much RNG since I believe you can only acquire this from a Graveyard ABL event which makes it very hard to come by the Logs you can pretty much find in any Cabin-In-the-Woods ABL event, and it cleaves so wide and can send a few zombies into outer space if the swing doesn't destroy them. I don't know about you guys but the Spines in my game make fairly quick work of single zeds. I like the spine as a light melee weapon, it's fairly common considering a lot of people apparently die on the Death Road, and you can get them by chance by punching a skeleton apart or throwing it into the zeds (sorry, dead person). Motorized (Requires precious Fuel to use and no it isn't the Flamethrower because these things don't have range) Summons (From the Throwables section, 'Summons' summon Summons) Heavy Ranged (The things that go Skrrrrra, VRRRRRRRRRRR, or Kab blammo) Light Ranged (The things that go Pew Pew or Daka Daka Daka) ![]() Special ( Usually Definitely acquired from a Random Event) Heavy Melee (Slow Swinging, High Cleave, or just Glorious Damage) Light Melee (Little to No Cleave, with Sad-ish Damage) Also, I've decided to separate Summons as well: they're normally classified as Throwables but they summon something to the fight instead of directly damaging the zeds, so yeah you got my point I know you did. So I quickly googled "dr2c weapons" and found that there are 5 categories of weapons - BUT - I split the Melee Weapons and the Ranged Weapons each into two because obviously most would pick the most overpowered weapon in the game. So in case of a tactical update, this topic won't still be updated unless I have the kinetic boredom to expend~Īnd yes I am aware (at least I think I am) that there has been a topic like this before but that was an eternity ago, sooooo~ Low-loyalty people often make high-loyalty people lose morale, but get options like robbing traders.I asked the community this question on the 23rd of August, 2019 at 8:46AM at whatever the hell timezone that the Philippines has. Powerful combat traits, like BERSERK, already make your group suffer through low loyalty. I think this could further improve the systems already in place. On the flip side, things that increase loyalty don't get you great things, but maybe your group gets a buff if everyone is very loyal. Generally, things that decrease loyalty get you better/more stuff, but will make your group inherently weaker. You could add events and mechanics that increase or decrease loyalty. If loyalty is higher, you can directly command them what weapons to use and what to not drop, and they'll stay very close to you (if you want that). If loyalty is lower, they're more likely to use what they want (maybe even ignoring running/defend/fighting/smashin/either/shooting), they're more likely to retreat, and don't stay very close to you (easier to get picked off when you're spread out). Add in the feature of group members retreating. Tie weapon use and inventory management to loyalty. It might not be a direction the devs want to go with, but I think there could be a good compromise in a sequel: I really like the idea of group members acting out, but I also get frustrated frequently because of how stubborn the AI is about weapons. ![]()
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