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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314522 times)

S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7050 on: October 17, 2011, 10:21:15 pm »

I always laugh when people say Brutes/Hulks/Skeletons are hard. Since I start as a melee specialist, they ultimately become easy unless I face them on day one, but I figured out why I felt this way. The answer came to me in 3 simple words: Blunt Force Trauma. Simply put, at level 5-6, Bashing weapons start stunning just about everything. With a good blunt weapon (Hatchet>Wrench>Nail Board), you trivialize most encounters granted you have a choke point. Now I will say two Hulks simultaneously is hard but still manageable.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7051 on: October 17, 2011, 11:19:15 pm »

Yeah, I posted on that in the past. As it stands now, melee combat is overpowered. You don't even need weapons, really. get unarmed and melee high enough and you can punch buggers to death.

(of course, if you don't start with a few points in melee it isn't that easy, as there is no book for that one)


PD: I suspect that sooner rather than latter I'm going to have to start eating zombie flesh. Ew. :(

PPD: Found a lab. Suggestions on how to destroy the entrance's turret? Or any other turrets, for that matter.
« Last Edit: October 17, 2011, 11:48:44 pm by ChairmanPoo »
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7052 on: October 17, 2011, 11:26:39 pm »

You know, rotten meat keeps forever and can be cooked. Just haul around a ton of normal meat chunks (rotten or not) and cook them.
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7053 on: October 17, 2011, 11:40:11 pm »

Just fought off a ridiculous sized pack of zombies. 4 Necromancers and about 20 normals with some Spitters thrown in for fun. Of course that was the third consecutive wave of zombies that night of the same size. I couldn't leave the damn store. Took 1 step outside and had to run right back in every time I tried to leave.

Edit: Oops, double post. Oh well.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7054 on: October 17, 2011, 11:49:54 pm »

I really want to break into that lab. But I'm not about to rush into a turret with a hatchet. Or even a .45. I already found the hard way in my previous game that even repeated smg bursts at point blank are less than effective.

Maybe a molotov?
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SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7055 on: October 18, 2011, 12:03:19 am »

EMP grenades. They're craftable, too, I think. I don't know what level/skill though.
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7056 on: October 18, 2011, 12:04:41 am »

When I assault a lab I come with 2 things: a Grenade(Cause finding an ID card isn't worth the hassle) and an F111 Savage. It does enough damage to 1 shot turrets at 1-2 Rifle skill level.
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SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7057 on: October 18, 2011, 12:06:06 am »

Ah, yes, the famed pizza ingredient. :P
Seriously, though, it's very accurate and does a lot of damage. It's one of the best semi-automatic rifles out there. The only bad thing is the 3 shot clip magazine thing and the 1-by-1 cartridge loading thing.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7058 on: October 18, 2011, 12:23:04 am »

Doesn't matter to me. I only use it for killing robots and only until I find a laser rifle. Everything else falls before my hatchet. Btw is there a Fire Axe or a Wood Axe out there?
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Simon-v: How do you live in a world where Everything's Trying To Kill You?
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7059 on: October 18, 2011, 12:25:03 am »

Quote
When I assault a lab I come with 2 things: a Grenade(Cause finding an ID card isn't worth the hassle)
ok, did not know the grenade bit.  I don't think they're that much easier to make (in particular, I'm unsure as to the needed skills) but it's nice to know there's an alternative if there are no dead scientists to plunder.

I'd be happier if guns & ammo was more prevalent, as I like to start without the firearms skill (unwise, I know, given it's versatility and how hard to find Guns and Ammo magazine is.
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SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7060 on: October 18, 2011, 01:04:28 am »

Btw is there a Fire Axe or a Wood Axe out there?
There's a wood ax, I believe. Rather strong but slow at 148 turns per hit.
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BurnedToast

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7061 on: October 18, 2011, 01:15:40 am »

So I think I found a bug - molotov cocktails don't actually consume a glass bottle anymore. I can fill a bottle with gas, then combine the gas with a rag which gives me a molotov cocktail.... and an empty glass bottle to repeat the process with.

Unless gas stations run out of gas, I've got an effectively unlimited amount of molotovs now since clothes are so common to slice up for rags (not that I would ever abuse that to burn down the whole city, no I'd never do anything like that..... heh heh heh).

(this is using 0.1g which I believe is the latest release)

Edit: Molotov cocktails seem awful loud - I admit I've never actually thrown one IRL but ingame it made an explosion and drew a decent horde of zombies. Seems to me like they wouldn't be *that* loud - a breaking bottle and the woosh of fire (and whatever noise a burning zombie makes).
« Last Edit: October 18, 2011, 01:55:39 am by BurnedToast »
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7062 on: October 18, 2011, 01:18:51 am »

Finally managed to get past the turret, and broke into the initial bionics chambers. I have a few toys to play with now. Granted, more military minded stuff would be nice, but given how broken melee combat is, I see little point in pushing too much towards getting the higher end stuff.

ARGH! Manhack swarm!

And I was THIS close to becoming a cyber-demigod :(
« Last Edit: October 18, 2011, 01:31:07 am by ChairmanPoo »
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7063 on: October 18, 2011, 02:11:46 am »

Lemme guess, flashlight instead of nightvision?
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7064 on: October 18, 2011, 04:47:03 am »

... but FZ's are fragile, and I was able to kill them with my hatchet ...

I'm not fragile, goddamnit! >:(
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