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| 20 Apr 2013 05:55 AM |
--TABLE OF CONTENTS-- Learning the Ropes -Controls -Zombies -Tips Bases & Camping -Base Building Weapons & Guns -Secondary Weapons -Primary Weapons -Attachments -Damage Guide Groups & Squads -Properly Storing Items Combat & Tactics -Scenario #1 -Scenario #2 -Scenario #3 -Bandit Tips -Inventory Management Item List -Food -Drinks -Ammo -Industrial -Other -Backpacks Credits Changelog
--LEARNING THE ROPES-- So, you've decided to finally play that game they call "Apocalypse Rising" that's been lingering on the front page for as long as you can remember? Great! That's how I got started in Apocalypse Rising as well. When you make a new character, you should take a look at the tutorial. The tutorial is a short, simple lesson GUI on how to play Apocalypse Rising.
==CONTROLS== Most game controls can be changed in the Inventory menu. -"F" = Cycle through fire modes. -"R" = Reload weapon. -"E" = Vehicle speed boost. -"G" or "E" = Open/close inventory. -"M" = Open/close map. -"Q" or Right Click = Aim Down Sights. -"W" (x2) or Left Shift = Sprint.
==ZOMBIES== Zombies are a large part of Apocalypse Rising. They are both dangerous and weak. -Zombies damage 20% of your health. -Zombies are faster than you, unless you're sprinting. -A headshot with any gun will kill a zombie. -Zombies have very low HP compared to players. -Military zombies are faster and more powerful than civilian zombies.
==TIPS== -All guns have a built-in "accuracy" stat. This will alter the path of your bullet. The higher the accuracy, the smaller the alteration. A shotgun, for example, is a weapon for close quarters combat (CQC), while a rifle is mainly a weapon for long range combat. -Sprinting lowers your hunger and thirst at a faster rate, while increasing your speed. -If a player shoots you first, and you kill him, that kill will count towards Defensive Kills. -If you shoot a player unprovoked, and kill him, that will count towards Aggressive Kills. -Rather than using "Drop Item" when dropping stuff, use "Store Item". Dropped items will disappear after a while, whereas Stored items will never disappear. -If you can't find an Entrencher, loot Strive or Amend a few times. -Churches, General Stores, and Office Buildings offer lots of civilian item spawns. -When you spawn at the coast, go North immediately. The small towns may look appealing, but they are full of people with the same intentions as you--to get all the loot for themselves. -The only places worth looting near the coast are Trinity Airfield, Delve, and Trinity Docks, all of which are rancid with bandits and coastals.
--BASES & CAMPING-- Handy hint: Building a base is a good idea, if you want to settle down in a permanent camp. The Entrencher is fairly rare, and people without one cannot destroy your base. A good use for building materials is as cover--build several walls around your base to ensure the upper hand in a battle. Since the Military Airfield and Forest are too heavily populated, I suggest camping at a low-population alternative military spawn. Here are some low-population military spawns. Military Camps. -Military tent and deer stand. -Throughout the wilderness. -Military-grade loot. Fire Stations. -Yellow and red buildings. -In major cities and Military Airfield. -Military-grade loot. Police Stations. -Grey and blue buildings. -In Strive and Amend. -Military-grade loot. Deer Stands. -Throughout the countryside. -Light brown = no loot. -Military-grade loot. Gusmanak's House. -Large orange and green house. -North of Strive. -Military-grade loot. -Military vehicle spawn. Helicopter Crash Sites -Loot never respawns. -Helicopter despawns after 10 mins. -Randomly spawning. -High-yield military loot. -They cannot spawn less than 1,000 studs north of the coast. -They cannot spawn in a building/hill. Generally, I like to avoid high-population areas, because 90% of the players in Apocalypse Rising will shoot you on sight. I don't consider myself a bandit, though, I'm more of a shoot-on-sight Survivalist (my primary goal is to survive, not to kill). But if you're the type of person who likes to fight, then I encourage you to go the high-population areas and see if you can take the heat.
==BASE BUILDING== Building bases is also a good idea, if you build it right. Don't build your base in places like ATC towers, buildings with a lot of windows, or out in the middle of the road. Instead, build your base where you have to use the least amount of materials. Church -Build a wall across the door. -Build a staircase or ladder to the roof. -This is an easily defendable position. Hangar -Build a platform across the top of the hangar's entrance. -Build a staircase or ladder to the platform. -This is an easy way to ambush people entering the hangar for loot. Trinity Boat -Build a wall across the dock. -Build a staircase or ladder to the top of the wall. -Make a small window that you can fire out of. -Make a small platform over the sea on the other side of the boat. -This is a good base for a group of friendly players. Military Camp -Board up the windows and door (Wooden Planks work best). -Set several walls around the camp (Stone Walls work best). -This is a good base for a group of Survivalists. Rooftop -Construct a ladder or stairway up the side of a flat-roofed building. -Build a large wall around the sides of the roof. -This is a good building for a small team camping in a large city.
--WEAPONS & GUNS-- Handy hint: If one gun fires the same round as another, they both deal the same amount of damage. I always like to have a secondary with a large magazine, such as a CBJ-MS, TEC-9, M9, or G18, due to the amount of zombies I can take down before having to reload. It also helps with inventory management. For my primary weapon, I prefer a gun with high damage, effective in medium or long-range combat. My favorite primary weapons are the AK-47 and the SCAR-L, because their ammo is common, their sights don't require an optic to be easy to use, they have fairly high damage, moderate recoil, and they are all-around decent weapons. This is the list of all weapons, graded from worst to best. Secondary weapons are judged based on their zombie-killing capabilities (mag size, accuracy, audibility), whereas primary weapons are judged based on their player-killing capabilities (damage, recoil, accuracy, fire rate).
==SECONDARY WEAPONS== -Makarov Pistol - 8 rounds/mag, semi-auto, 9x18mm, close range, [SD] -Model 625 Revolver - 6 rounds/mag, semi-auto, .45 ACP, medium-close range, [No attachments available] -M1911 Pistol - 7 rounds/mag, semi-auto, .45 ACP, medium-close range, [SD] -CZ 75 Pistol - 12 rounds/mag, semi-auto, 9x19mm, medium-close range, [SD] -USP .45 Handgun - 12 rounds/mag, semi-auto, .45 ACP, medium-close range, [SD, Laser] -Model 459 Pistol - 14 rounds/mag, semi-auto, 9x19mm, medium range, [SD, Laser] -M9 Pistol - 17/32 rounds/mag, semi-auto, 9x19mm, medium range, [SD, Laser] -G18 Handgun - 17/32 rounds/mag, semi/full, 9x19mm, medium range, [SD, Laser] -TEC-9 Handgun - 20/32 rounds/mag, semi/full, 9x19mm, medium-close range, [SD -CBJ-MS Submachine Gun - 20/32 rounds/mag, semi/full, 9x19mm, medium range, [SD, Sights]
==PRIMARY WEAPONS== -Crowbar - Melee, low damage, [No attachments available] -Hatchet - Melee, high damage, [No attachments available] -Maverick 88 Shotgun - 6 rounds/mag, pump-action, 20-Gauge, close range, [No attachments available] -Double-barreled Shotgun - 2 rounds/mag, semi-auto, 12-Gauge, close range, [No attachments available] -Mosin-Nagant Rifle - 5 rounds/mag, bolt-action, 7.62x54mm, long range, civilian-grade, [No attachments available] -Lee-Enfield Rifle - 10 rounds/mag, bolt-action, 7.7x54mm, long range, [No attachments available] -M3 Submachine Gun - 30 rounds/mag, semi/full, 9x19mm, close range, [No attachments available] -M1 Garand Rifle - 8 rounds/mag, semi-auto, 7.62x51mm, long range, [No attachments available] -Fedorov Avtomat Assault Rifle - 25 rounds/mag, semi/full, 6.5x50mm, medium-close range, [No attachments available] -SKS-45 Rifle - 10 rounds/mag, semi-auto, 7.62x39mm, long range, [No attachments available] -M870 Shotgun - 8 rounds/mag, pump-action, 12-Gauge, close range, [Sights, Underbarrel] -PPSh-41 Submachine Gun - 35 rounds/mag, semi/full, 7.62x25mm, close range, [No attachments available] -Browning Auto-5 Shotgun - 6 rounds/mag, semi-auto, 20-Gauge, close range, [No attachments available] -MP5 Submachine Gun - 30 rounds/mag, semi/full/burst, 9x19mm, medium range, [SD, Sights, Underbarrel] -PP-19 Submachine Gun - 64 rounds/mag, semi/full, 9x18mm, long range, [SD, Sights] -SCAR-L Assault Rifle - 30/50/100 rounds/mag, semi/full/burst, 5.56x45mm, long range, [SD, Sights, Underbarrel] -M4A1 Assault Rifle - 30/50/100 rounds/mag, semi/full/burst, 5.56x45mm, long range, [SD, Sights, Underbarrel] -AK-47 Assault Rifle - 30/40/75 rounds/mag, semi/full, 7.62x39mm, medium range, [SD, Sights] -Patriot Assault Rifle - 30/50/100 rounds/mag, semi/full/burst, 5.56x45mm, long range, [SD, Sights, Underbarrel] -G36K Assault Rifle - 30/50/100 rounds/mag, semi/full/burst, 5.56x45mm, long range, [SD, Sights, Underbarrel] -M249 Machine Gun - 100 rounds/mag, semi/full, 5.56x45mm, medium-long range, [Sights, Underbarrel] -M1014 Shotgun - 8 rounds/mag, semi-auto, 12-Gauge, close range, [Sights, Underbarrel] -Mk 48 Machine Gun - 100 rounds/mag, semi/full/burst, 7.62x51mm, medium range, [Sights, Underbarrel] -M14 Rifle - 20 rounds/mag, semi/full/burst, 7.62x51mm, long range, [SD, Sights, Underbarrel]
==ATTACHMENTS== UNDERBARREL ATTACHMENTS -Laser Attachment - Increases hipfire accuracy. -Forward Grip - Reduces ADS recoil. SUPPRESSOR ATTACHMENTS -9mm Suppressor - Silences some weapons that use a 9mm round. -.45 Caliber Suppressor - Silences some weapons that use a .45 ACP round. -5.56mm Suppressor - Silences some weapons that use a 5.56mm round. -7.62mm Suppressor - Silences some weapons that use a 7.62mm round. SIGHT ATTACHMENTS -Kobra Sight - Chevron aimpoint. -Reflex Sight - Crosshair aimpoint. -M68 CCO Sight - Red dot aimpoint. -Holographic Sight - Circle aimpoint.
==DAMAGE GUIDE== -9mm = 8 torso shots to kill, 6 headshots to kill. -7.62mm = 6 torso shots to kill, 5 headshots to kill. -5.56mm = 7 torso shots to kill, 5 headshots to kill. -12-Gauge = 3 torso shots to kill, 3 headshots to kill. -20-Gauge = 5 torso shots to kill, 4 headshots to kill. -.45 ACP = 6 torso shots to kill, 5 headshots to kill. -7.7mm = 6 torso shots to kill, 5 headshots to kill. -6.5mm = 7 torso shots to kill, 5 headshots to kill.
NOTE: Sight attachments are based on personal preference as well as functionality and practicality at long range.
--CARS & VEHICLES-- Handy hint: Windscreen Glass is useless. Your windows only save you from 1 bullet, and then they break. Vehicles are a large part of Apocalypse Rising, ever since they've been added. A well-equipped squad just isn't the same if they aren't cruising down the countryside in their banditmobile. The sense of accomplishment when you've fully repaired your first vehicle is huge. Some vehicles take longer than others to repair (the bicycle, for instance, spawns fully repaired, while the Ural takes 6 wheels), and different vehicles have, of course, different statistics. The all-around best car for an average-sized squad is the UAZ. The UAZ has 4 unexposed seats, a decent offroad speed, and it's pretty fast on the road as well. All vehicles (except the bike) require a maximum of 1 Fuel Tank Parts, 1 Engine Parts, 1 Scrap Metal, 1 Jerry Can, and 4 Wheels (6 for the Military Truck) to repair. This makes repairing a car VERY time consuming.
==VEHICLE LIST== Here is the list of all the vehicles, from worst to best. They are judged based on their off-road speed, on-road speed, difficulty to repair, protection, and seating capabilities. -Tractor - 20-25 km/h, 1 exposed seat. -Bicycle - 15-30 km/h, 1 exposed seat. -Civilian Car - 20-30 km/h, 4 unexposed seats. -Pickup Truck - 30-40 km/h, 2 exposed seats, 2 unexposed seats. -Military Jeep - 40-50 km/h, 4 unexposed seats. -Military Truck - 40-60 km/h, 2 unexposed seats, 6 exposed seats.
Often, you will find a fully repaired vehicle that has no gas (abandoned by its previous owner who is likely searching for a Jerry Can at this very moment). For this reason, a Jerry Can is a very helpful asset to your inventory. You only need one Jerry Can, as it can be refilled at any gas tank. If you come across a group of bandits with a car, shoot out one of the tires and spare the car. Once they exit the vehicle, kill them. You will then have a fully-repaired vehicle that only needs 1 tire. If you hear a car explode, go to the sound immediately. Everyone injured in the crash has about 40 HP (unless they used a blood bag or ate food), and they are easy targets. Bicycles are my personal favorite vehicles. They are quiet, they don't require fuel, and spawn fully repaired. If a bicycle has a damaged hull, its speed will be reduced. Bicycles spawn at Civilian Vehicle Spawns.
--COMBAT & TACTICS-- Handy hint: Aiming down sight (ADS) is the only way to hit a target beyond medium range without emptying an entire magazine. Hipfiring (non-ADS) will reduce your accuracy so much that your gun is ineffective beyond 50 studs. Combat is a key part of Apocalypse Rising. Zombies pose almost no threat to you, as you can kill them with a bullet to the head. Bandits, however, number in the millions, and are far smarter and well-equipped than zombies are. Generally, everyone is hostile unless proven otherwise. Someone with a hero headband is almost no threat to you, because they are friendly (unless, of course, you have a bandit mask or you shoot first). You can trust a hero. Out of 16 players on a server, it is safe to say that 12 people will shoot you on sight. It is always better to use tactics when fighting, rather than just walking in guns-a-blazin'. When you come across another player, you should make sure he doesn't have a clear shot at you. Get behind a rock, crate, building, or even a car, to make sure he can't see you.
==PLAN OF ENCOUNTER== 1. Study the target. -Is your target skilled? -What weapons does he have? -Is he alone? -Is he friendly? -Does he know you're here? 2. Plan the attack. -Who goes where? -How will your victim likely act? -What is your Plan B? 3. Move into position. -Get into cover if you're out in the open. -Move into a building and prepare for ambush if you're in a CQC situation. -Maintain a visual on your target. 4. Attack your target. -Aim down sight for maximum accuracy. -Get behind cover. -Use Painkillers (if you have them) before engaging in combat with the enemy.
==SCENARIO #1== -You are in a 3-man team. You have an M14. Friend #1 has a SCAR-L. Friend #2 has an M870. -You are approaching the Military Airfield, when you learn there is a 4-man team currently camping there. -You have learned that their weapons are Bandit #1 with an Mk 48, Bandit #2 with an AK-47, Bandit #3 with an MP5, and Bandit #4 with a PP-19. -You go around to the north end with your M14--you hope to outrange your opponents. -You find Bandit #1 in the Military Camp, and begin shooting him. -He fires back and, due to your loud gunfire, so do Bandit #2 and Bandit #4. -Bandit #4 kills Friend #2. -Friend #1 with the SCAR-L kills Bandit #4, you kill Bandit #1. -You kill Bandit #2 while he's coming out of the hangar. -There is no sign of Bandit #3. -You assume Bandit #3 has combat logged, and you proceed to loot the corpses of the bandits. -You begin looting the Military Airfield, and you walk into the ATC tower. -You were killed by Bandit #3, camping the stairs of the ATC. -Never go into the ATC tower without checking for someone camping the stairs.
==SCENARIO #2== -You are alone. You have a silenced G36K. -You are approaching the Bunker, when you learn there are two bandits there. -Bandit #1 has a PPSh-41, while Bandit #2 has an M1014. -They are both in the basement. You can see the tip of an M1014's barrel as you look down the ladder. -Bandit #2 is camping the ladder, waiting for a player to climb down to his death. -Both of the bandits have formidable Bunker camping weapons. -You hide behind some crates. -You say "I'm out of ammo and I'm coming to the Bunker, anyone there?" in the chat. -Bandit #1 replies to you, "Where are you coming from?" -You reply "I'm in Kanden.", seeing that he's caught the bait. -Both of the bandits then leave the bunker, headed to Kanden. -When they have left their weapons' effective ranges (in this case, 30 studs), you ambush them from behind. -You now have the corpses of 2 Bunker bandits to loot, as well as their previous base. -Kudos to you, you used the ol' I'm-out-of-ammo-and-I'm-over-there trick.
==SCENARIO #3== -You are alone. You have an AK-47. -You are in the ATC tower in the Military Airfield. -There are at least 2 other people in the Military Airfield. -You decide to camp the stairs, and you aim your gun at the doorway, with an itchy trigger finger. -A player enters the building, and doesn't know you're there. -You quickly kill him and proceed to loot his corpse. -You hear him shouting in the chat, "A BANDIT IS IN THE ATC TOWER!" -By this, you can tell he has friends. -You prepare yourself, and return to the stairs to wait for your victim. -You hear your victim's friend walking and jumping, but you do not see him. -You hear gunshots, and you're being damaged, but you don't see anyone. -You turn around to see your enemy unloading his MP5 into you. -You are dead. -Your enemy climbed up the ladder on the side of the ATC, climbed down the stairs, and killed you. -Noob.
==BANDIT TIPS== If you enjoy playing as a bandit (which I understand most of you do), here are some helpful bandit tips. -If you're server hopping at the Military Airfield, log off between the crates or behind the tent. -You can judge people based on their backpack. If someone has no pack or a Fanny Pack, they will have low-tier civilian weapons, such as a Makarov. If someone has a Hiking Pack, they might have mid-tier civilian weapons, like an M1 Garand or a Maverick 88. If someone has a Survival Pack, they could either have high-tier civilian weapons or low to mid-tier military weapons. If someone has a Military Pack, they probably have military weapons. -If you make a camp in the Bunker, be sure to use building materials to both fortify the bunker and seal off rooms that bandits tend to spawn inside of (the room on the north side, and the one down the hallway). -The best weapons for Bunker camping are the M1014, Mk 48, and PPSh-41. -The best weapons for Military Airfield camping are the M14, G36K, M249, and M4A1. -The best perk for a bandit is the Ninja perk. -If you want to attract people to your location, get inside a freshly spawned vehicle. While in the driver's seat, the car will make engine noises. Engine noises attract nearly everyone within hearing distance. --GROUPS & SQUADS-- Handy hint: Don't group up with someone you don't know. They will likely backstab you. I prefer playing in groups, as it is more fun with people you know. Never, EVER, team with people you met in-game for the first time, as they will probably try to kill you. A lot of bandits will invite you to a group, and then kick you out and kill you when you least expect it. However, groups are highly effective when all the members are clearly communicating. This makes a voice-chat program (such as Teamspeak or Skype) an essential to any well-prepared bandit squad. There are several differences between "teams" and "squads". -Squads are a group of people who play together on a regular basis, whereas teams are strangers who happened to meet. -Teams usually use ROBLOX's in-game chat to communicate, whereas squads tend to use a voice-chat program. -Squads are people who you can most likely trust, whereas teams are filled with people who might want to kill you. Here are some handy tips while in a team. -Don't give out your location on global chat. If you have to, use map coordinates instead. -If you shoot a team member, you will not inflict ANY damage on them. -The Hatchet and Crowbar can be used to kill members of your team, if you're desperate. -It takes 10 seconds to fully leave a group. -A large nametag is displayed over team members. This nametag can be seen infinitely, unless blocked by a brick. Get on a high vantage point, such as a hill or tower, to see the team nametags further away.
==PROPERLY STORING ITEMS== When a group member dies, he will likely ask you to store his items. 1. Get into a building and empty your ENTIRE inventory: utilities, weapons, items, backpack, etc. (Store it so it doesn't despawn). 2. Pick up your friend’s entire dropped inventory. 3. Store your friend's dropped inventory in a DIFFERENT building. 4. Pick up your previously stored items. ==INVENTORY MANAGEMENT== Inventory management is essential to the skills of any survivor. Never carry more than you need. Things that are pointless and a waste of inventory space are things such as: -Ammo for a gun you don't have. -More than 3 blood bags/painkillers. -Partial/near-empty magazines. -An excess of building materials or vehicle parts. -Windscreen Glass. -More than 1 Jerry Can. -A ridiculous food/drink ratio (more than 4 of each isn't necessary). -Attachments that don't fit your weapons. -More than 7 mags for one of your weapons. -Replace low-tier food items with high-tier food items, such as replacing Beans with an MRE, or replacing a Chocolate Bar with Beef Stew.
--ITEM LIST-- Currently, there are 135 items to collect in Apocalypse Rising, including weapons. (For weapons and attachments list, please see Weapons & Guns)
==FOOD== -MRE - Food item, +100 Hunger, +30 HP. -Cooked Meat - Food item, +100 Hunger, +30 HP. -Can of Beans - Food item, +60 Hunger, +15 HP. -Can of Spam - Food item, +60 Hunger, +15 HP. -Can of Tuna - Food item, +60 Hunger, +15 HP. -Can of Pasta - Food item, +60 Hunger, +15 HP. -Can of Vegetables - Food item, +60 Hunger, +15 HP. -Can of Beef Stew - Food item, +60 Hunger, +15 HP. -Can of Tomato Soup - Food item, +60 Hunger, +15 HP. -Can of Chicken Soup - Food item, +60 Hunger, +15 HP. -Cheese-Its - Food item, +40 Hunger, +10 HP. -Pringles - Food item, +40 Hunger, +10 HP. -Twinkies - Food item, +40 Hunger, +10 HP. -Cookies - Food item, +40 Hunger, +10 HP. -Chocolate Bar - Food item, +40 Hunger, +10 HP. -Beef Jerky - Food item, +40 Hunger, +10 HP.
==DRINKS== -Bottle of Water - Drink item, +100 Thirst. -Pepsi - Drink item, +100 Thirst. -Sprite - Drink item, +100 Thirst. -Coke - Drink item, +100 Thirst. -Moxie - Drink item, +100 Thirst. -Barq's - Drink item, +100 Thirst. -Doctor Pepper - Drink item, +100 Thirst. -Mountain Dew - Drink item, +100 Thirst. -Crush - Drink item, +100 Thirst. -Lemonade - Drink item, +100 Thirst.
==AMMO== -Makarov Ammo - Ammo item, 9x18mm, 8 rounds. -Revolver Ammo - Ammo item, .45 ACP, 6 rounds. -M1911 Ammo - Ammo item, .45 ACP, 7 rounds. -CZ 75 Ammo - Ammo item, 9x19mm, 12 rounds. -Model 459 Ammo - Ammo item, 9x19mm, 14 rounds. -USP .45 Ammo - Ammo item, .45 ACP, 12 rounds. -M9, G18 Ammo - Ammo item, 9x19mm, 17 rounds. -M9, G18 Ammo - Ammo item, 9x19mm, 32 rounds. -TEC-9, CBJ-MS Ammo - Ammo item, 9x19mm, 20 rounds. -TEC-9, CBJ-MS Ammo - Ammo item, 9x19mm, 32 rounds. -Maverick 88, Auto-5 Ammo - Ammo item, 20-Gauge, 6 rounds. -Double-barreled Shotgun Ammo - Ammo item, 12-Gauge, 2 rounds. -Mosin-Nagant Ammo - Ammo item, 7.62x54mm, 5 rounds. -Lee-Enfield Ammo - Ammo item, 7.7x54mm, 10 rounds. -M3 Ammo - Ammo item, 9x19mm, 30 rounds. -M1 Garand Ammo - Ammo item, 7.62x51mm, 8 rounds. -Fedorov Avtomat Ammo - Ammo item, 6.5x50mm, 25 rounds. -SKS-45 Ammo - Ammo item, 7.62x39mm, 10 rounds. -PPSh-41 Ammo - Ammo item, 7.62x25mm, 35 rounds. -M870, M1014 Ammo - Ammo item, 12-Gauge, 8 rounds. -MP5 Ammo - Ammo item, 9x19mm, 30 rounds. -PP-19 Ammo - Ammo item, 9x18mm, 64 rounds. -SCAR-L, M4A1, G36K Ammo - Ammo item, 5.56x45mm, 30 rounds. -SCAR-L, M4A1, G36K Ammo - Ammo item, 5.56x45mm, 50 rounds. -SCAR-L, M4A1, G36K Ammo - Ammo item, 5.56x45mm, 100 rounds. -AK-47 Ammo - Ammo item, 7.62x39mm, 30 rounds. -AK-47 Ammo - Ammo item, 7.62x39mm, 40 rounds. -AK-47 Ammo - Ammo item, 7.62x39mm, 75 rounds. -M249 Ammo - Ammo item, 5.56x45mm, 100 rounds. -Mk 48 Ammo - Ammo item, 7.62x51mm, 100 rounds. -M14 Ammo - Ammo item, 7.62x51mm, 20 rounds.
==INDUSTRIAL== -Wheel - Vehicle item, 3 slots, wheels. -Engine Parts - Vehicle item, 3 slots, engine. -Fuel Tank Parts - Vehicle item, 2 slots, tank. -Scrap Metal - Vehicle item, 2 slots, hull. -Windscreen Glass - Vehicle item, 2 slots, glass. -Jerry Can - Vehicle item, 2 slots, fuel. -Stone Walls - Building item, 3 slots. -Wooden Planks - Building item, 2 slots. -Pile of Bricks - Building item, 3 slots. -Wood Slabs - Building item, 2 slots. -Timber - Building item, 3 slots. -Stone Bricks - Building item, 3 slots. -Firewood - Cooking item, 2 slots.
==UTILITIES== -Entrencher - Utility item, building tool. -Binoculars - Utility item, binoculars tool. -Compass - Utility item, compass GUI. -Matches - Utility item, start fires. -Watch - Utility item, time GUI. -Map - Utility item, map overview GUI. -GPS - Utility item, location indicator.
==OTHER== -Blood Bag - Medical item, +100 HP. -Painkillers - Medical item, +20 max HP. -Raw Meat - Cooking item. -Empty Jerry Can - Vehicle item, 2 slots. -Civilian Clothing - Clothing item. -Rambo Clothing - Clothing item. -Padded Clothing - Clothing item. -Jungle Camo - Clothing item. -Desert Camo - Clothing item. -Urban Camo - Clothing item.
==BACKPACKS== -Fanny Pack - Backpack item, 14 slots. -Hiking Pack - Backpack item, 16 slots. -Survival Pack - Backpack item, 18 slots. -Military Pack - Backpack item, 20 slots.
Guide Scenario # 2.
[Table of Contents] [.5 – Stuff to do before spawning] [1 – Starting Out] [2 – Bandit Strategies] [3 – Team Strategies] [4 - Utilities & Backpacks] [5 – Weapons] [6 – Materials] [7 – Important Locations and Building Types]
[.5 – Stuff To Do Before Spawning] It is important that you do a few things before hitting that “spawn” button. What, you ask? Well, first thing’s first, get some headphones or earbuds. These will IMMENSELY increase your performance, allowing you to clearly hear gunshots from long distances, as well as more subtle sounds like walking, jumping, and the crackle of things spawning. These are basically a requirement for any successful bandit.
Second, turn your graphical settings down to “1” or “2” under the menu. This will increase your combat effectiveness by reducing lag and smoothening mouse movement.
Second, pick a perk relevant to your playstyle. Do you want to be a bandit? Pick cardio or ninja. Cardio allows you to stalk travelling targets more easily and maintain the weapon range which works best for your primary weapon. Ninja allows you to walk through cities and even hostile bases virtually undetected – unless someone has high quality earbuds or headphones, you are basically silent until you perform an action such as firing. If you want to work with a large team, select adrenaline or cardio to increase your effectiveness in tight cover based situations or allow you to make scavenging runs to towns with ease. If you’re not quite sure how you want to play, pick the perk that best appeals to you.
[1 – Starting Out]
Upon clicking the “spawn” button” you will find yourself somewhere along a shoreline with a makarov. See that shoreline? It is south. You must go north, and collect utilities and weapons along the way. Immediately begin walking north, as the shoreline is one of the most dangerous places on the map due to the amount of fresh spawns clamoring for any items they can get their hands on, by any means possible.
Within a minute or so you should run into a building or town. Don’t run into it firing your gun at anything that moves. Instead, locate any zombies within the area. Then, form a short plan to investigate the building(s) for loot while alerting as few zombies to your presence as possible. Remember, zombies have a 360 field of vision, but cannot see through any object, including windows. Use this to your advantage to minimize bullets used.
If you detect a player within the area, play extra cautiously and attempt to locate them. If you see them before they see you, you have several choices. You can run away, avoid them, kill them, or ask to form a team with them. If you ask to team with them, do not tell them that you are near them and wait for a response. If they do not respond, do not pursue a team with them any further and choose a different option.
Pick up any utilities, backpack upgrades, or preferred weapons you may find. If you take damage from another player, enter a building at wait for them to enter, and then attack. Unless, however, you are using a long range weapon or you are severely outgunned, in which case you should attempt to distance yourself from them.
Once you have a compass, pack, and decent weapon, go northeast until you reach the military airfield, characterized by its tower and hangars. Be warned: this is a popular base and those who defend it almost always have powerful weapons such as the M4A1 or Mk 48. Do not engage unless they are sufficiently oblivious.
Once you have picked up a military weapon, (with any luck you will have found one) you may pursue whatever your goal is.
[2 – Survival Strategies - Incomplete]
(Believe it or not, I have never actually played as anything other than a kill-on-sight bandit/squadman and the “starting out” walkthrough covers virtually everything non-bandit. I’m eager to get this first version out, so this section will remain blank. Want to submit your own entry? Go ahead, if it’s good enough I’ll use it.)
[3 – Bandit Strategies]
As a bandit, your plan of action is to kill anyone you meet. The easiest way of doing so is to use the element of surprise. To start off, follow the “getting started” walkthrough and apply the following strategies to it.
Keep your sound loud enough. If you can’t hear your own steps (even if you’re using ninja) something is wrong. If you think you hear somebody else moving, –especially jumping- then stop moving so that you can be certain whether it’s actually another person or merely your own steps. If you hear a gunshot nearby, make sure you’re in cover until you can ascertain the person’s location. Once you are sure of where they are, pick an angle of attack –preferably the side or back- and fire until they are dead, taking cover to eat food/use bloodpacks if necessary. With luck, you will be able to kill the target before you sustain damage.
If you locate someone within a building, stand to the side of the entrance and wait for them to come out – they will eventually. From there, it’s just a matter of gunning them down. Before attacking a team, make sure you know how many there are and, if possible, which weapons they are using. Once you know this, it’s a matter of finding a lone team member and surprise attacking them. Pick up any loot and eat food as necessary. If there is a hiding spot nearby the corpse, you may make the choice of using it to ambush their teammate(s) as they go to check out the corpse and attempt to preserve gear. Alternatively, the team may retreat to their “main base,” in which case you should retreat and wait until later before finishing the team.
One strategy for taking down teams and gathering high grade gear is going to a popular base location and finding a hidden or rarely used spot and then exiting. Then, rejoining and spawning in the base and ambushing anyone living in it, looting their corpse, and exiting the client again.
The ideal lone bandit set is mostly determined by playstyle – those who enjoy aimlessly wandering and killing anyone they meet might like an MP5 SD and M9 SD combination, due to the relative commonness of the ammunition. For those who like to do planned strikes against teams, the ideal combination is most likely the M4A1 SD and a USP SD. For defending bandits, the Mk 48 paired with the USP SD is an ideal combination.
When you are travelling, the ideal inventory makeup is 3 MREs or meat, 3 sodas, 1-2 bloodpacks, (can be substituted with MREs or meat) and the rest ammunition and possibly some firewood for those who frequently find animals.
[4 – Team Strategies]
For those who enjoy working with a team, it takes a bit of preplanning. First, make sure you have an external chat program – Xfire, Skype, Teamspeak - as communication via party or in-game is unreliable. Second, you must choose how many people you want.
Two people can, with enough skill, take on any other team and survive for very long periods of time, but
may have trouble holding a base.
Three people can hold a base well, but are still a bit vulnerable to skilled bandits.
Four people can take on just about anything, but may have supply crises.
Five people is when things start to get unstable and only a highly coordinated team can work at its best. And six and above is just a little bit ridiculous and messy.
You must, at all times, be aware of where the rest of the team is and how much health they have. Any miscommunication is an invitation for a bandit to get some loot. If you do not know where everybody is, you will not be able to tell whether a teammate fired that gunshot or a bandit. It is generally a good idea to have each team member use a different weapon due to ammunition concerns, and give them roles to match. For example, at the military airfield, in a 4 person team. You could have one person – a spotter/marksman – use an M14, a guard could use an M870 to kill spawn-ins and bandits which manage to slip in, a general-use guard could use an M4 or Mk to provide some firepower, and a scavenger could use an MP5 and M9 due to easily obtainable ammunition.
[5 – Utilities and Backpacks]
Utilities are items which have infinite uses and are used to perform various tasks. They are common items which can be found almost anywhere, but are valuable tools none the less. Each has a separate backpack slot which cannot be filled by anything else.
[Compass] - Arguably the most useful item in the game, the compass allows you to tell which direction you are facing.
[Map] – Displays a map of the area when used. “P” symbols represent police stations, “F” symbols represent fire stations, crosses represent churches, and grocery bags represent grocery stores.
[GPS] – Marks your location with a blue marker when used with a map. [Military Spawn]
[Binoculars] – Zooms in your view while in first person, but limits peripheral view. Also allows for long range player identification when moused over.
[Matches] – Can be used to light nearby firewood when used.
[Entrencher] – Gives you a “move” tool which can be used to move food, drinks, and building materials.
[Fanny Pack] - +2 inventory slots
[Hiking Pack] - +4 inventory slots
[Survival Pack] - +6 inventory slots
[Military Pack] - +8 inventory slots [Military Spawn] [6 – Weapons]
Weapons come in two different grades, civilian and military. Civilian grade weapons are generally found in residential areas such as houses, while military grade weapons are found in military areas such as the airstrip, deer stands, and military tents.
[Primary Weapons] Primary weapons always pack a bigger punch than secondary weapons of the same grade. As such, they are best saved for encounters with players or emergencies.
[Civilian Grade] [Hatchet] – A melee weapon with infinite uses. However, the hatchet deals a small amount of damage, requiring several blows to kill somebody and having a slow swing speed. Recommended only when nothing better is available.
[Crowbar] – The crowbar has identical stats to the hatchet, differing only in appearance.
[Double Barreled Shotgun] - The double barreled shotgun fires several pellets which each deal low damage. If all the pellets strike a target, it will deal a large amount of damage. However, the double barreled shotgun can only load 2 shots at a time as does not have enough power to kill somebody with those two shots. Additionally, this gun makes a very loud sound. Ammunition is very common. Requires a secondary weapon to finish off human targets. Recommended only when nothing else is available.
[Maverick 88] – A semiautomatic shotgun which loads 6 shots per mag. It fires a single slug with low accuracy and a lot of noise, but high damage. The Maverick is an all-around useful weapon which can be used in almost any scenario. Ammunition is common.
[Mosin Nagant] – The Mosin is a bolt action which loads 5 bullets per clip and fires high accuracy, high damage shots. Unfortunately, it is crippled by its very slow fire rate, loud sound, and small clip size which prevents it from being useful at anything but long range. Ammunition is common.
[Lee Enfield] – The Enfield is a bolt action rifle which loads 10 bullets per clip and has high accuracy and damage. It has a slow fire rate which prevents it from being effective at very close range, but it is a useful weapon nonetheless. Ammunition is common.
[M1 Garand] – The Garand is a rifle which loads 8 bullets per clip and has high accuracy and moderate damage. The Garand is a very useful weapon which can hold its own even against military weapons. Ammunition is common.
[Military Grade] [M4A1] – The M4A1 is a very flexible automatic rifle combining high accuracy, high damage, quiet shots, and high rate of fire. 30 bullets per magazine. Ammunition is very rare.
[M4A1 SD] – A suppressed variant of the M4A1. Arguably the rarest and most useful weapon in the game.
[MP5] – A submachine gun which uses 30 bullets per magazine. The MP5 has a very high rate of fire, moderate accuracy, and moderate damage. It can be used in any situation, but it is best used at medium range. Ammunition is rare, but the most common out of the military grade weapons.
[MP5 SD] – A silenced variant of the MP5. Very useful for travelling bandits who wish to destroy teams and kill specific targets.
[Mk 48] – A machine gun which contains 100 bullets per clip, with extremely high rate of fire, tons of noise, and low accuracy. Best used in defensive situations rather than assaults because the low accuracy fairs badly against cover using enemies. Ammunition is very rare.
[M14] - The M14 is a semiautomatic rifle which uses 20 bullet magazines. Extremely useful at long range and able to hold its own at close range, the M14 has high damage and accuracy and can fire nearly as fast as you can click. Ammunition is rare.
[M870] – The M870 is a semiautomatic shotgun with 8 bullet magazines. It fires high damage, high noise slugs with surprising accuracy. Useful for both assault and defense situations, however, you must ensure that the enemy comes close enough to hit.
[AK-47] – The AK-47 is an assault rifle with 30 rounds per magazine. Although the ammunition is more common and the damage slightly higher than the M4A1 it competes with, it is very noisy and inaccurate.
[Secondary Weapons]
Secondary weapons are handguns. They are generally designed for combat at moderate distances, but can fight at longer or shorter distances in a pinch. They are also useful for finishing off injured targets while a primary weapon reloads.
[Civilian Grade]
[Makarov] – The weapon everyone starts out with, the Makarov has 8 bullets per magazine. It has low accuracy, low damage, but is relatively quiet and has extremely common ammunition. Best used for picking off injured and unsuspecting opponents.
[Revolver] - The revolver is a high damage, medium accuracy handgun with 6 bullets per magazine, best used against players. Ammunition is common.
[M1911] – The M1911 is a moderately-high damage, medium accuracy handgun with 7 bullets per mag. It can be used in any almost any situation. Ammunition is common.
[CZ 75] – The CZ 75 is a medium accuracy, medium damage handgun with 12 rounds per magazine. Best used against zombies. Ammunition is common.
[Military Grade]
[M9] – The M9 is a handgun with 17 rounds per magazine, making it very useful against zombies. Compared to other military handguns, it lacks damage, making it less useful against players. Ammunition is relatively common.
[M9 SD] – The suppressed variant of the M9 Beretta. Very useful for travelers who wish to make their ways through urban areas without alerting any teams who might be within them.
[USP 45] – A powerful handgun with 12 rounds per magazine. Good accuracy and damage make this a very good handgun useable in any situation. Ammunition is rare.
[USP 45 SD] – A suppressed variant of the USP. Arguably the all-around best handgun in the game.
[G18] – The Glock is a fully automatic handgun with a 17 bullet clip. Its decent accuracy and damage make it good for any situation.
[TEC-9] – A fully automatic handgun with 20 bullets per magazine. This is good against zombies if you can manage to fire it semiautomatically, as well as players in close quarters combat. As such, it is best paired with a long range weapon such as the M14. Ammunition is rare.
[7 – Materials]
[Walls] – Several walls, ideal for covering doorways or building bunkers.
[Planks] – Around 8 planks, ideal for turning doorways into cover.
[Cinderblocks] – 4 blocks, ideal for building bunkers and cover.
[Wooden Slabs] – A collection of small wooden slabs, good for miscellaneous building.
[Bricks] – A large group of bricks, ideal for building bunkers, cover, and filling in shattered windowsills.
[8 – Important Locations and Building Types]
[Police Stations] – These exist in cities and have both military and civilian weapon/ammunition spawns and large windows.
[Fire Stations] – These exist in cities and contain both military and civilian weapon/ammunition spawns along with a small tower and windows.
[Houses] – Has windows and contains civilian spawns.
[Barns] – These are found in rural areas and contain around 4 civilian weapon/ammunition spawns.
[Grocery Stores] – These contain several civilian spawns and have very large windows.
[Military Tents] – These are scattered throughout the map with open windows and military spawns.
[Churches] – These contain several civilian spawns and have no windows.
[Marts] – Contains a couple of civilian spawns each.
[Trinity Airfield] – Contains only civilian spawns and is dangerously close to the shore, but is a popular base none the less. Not recommended for use under any circumstances.
[Delve] – This city is dangerously close to the spawns and has only a fire station, but players will occasionally form teams here. Not recommended for use under any circumstances.
[Amend] – Popularly used as a base due to ease of access and abundance of military spawns, but its popularity makes it a very dangerous city. Not recommended for use without a large and skilled team or squad.
[Northeast Military Airfield] – This is a popular base due to its natural defenses, military spawns, and supply spawns, but this leads to much competition. Only a skilled squad should attempt to hold this for long periods of time.
[Forest Bunker] – Located directly in the middle of the forest, this has plenty of military and supply spawns, natural defenses, and is isolated and highly populated. You must cautious, however, of the forest monster,military zombies, and players. [Strive] – This city is so far north that it is rarely visited, making it a good base for a team of any size. |
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