She open the squirrel inprologue to checking if has a microphone inside. Paranoid is granted
Hey everyone, I need some help with one achievement for part 1: Zombie Exterminator. I canāt manage to get my zombie kill count higher than 44 or so.
What Iāve tried so far includes: military MC (+1 kill during prologue), ridiculously high ranged weapons skill to shoot zombies at every opportunity, visited all houses in the neighborhood (3 scouted ones + Fredās), let Tommy die to kill his zombie when returning from the Makarovs, used the bandit jeepās gun after coming back home from the school.
So, what am I missing here?
@Lithophene pretty much said exactly what I wouldāve said. Of course, Iād rather not waste too much resources in reinforcing the Junkyard as I am planning on moving to a much more suitable, respectable haven. Though if itās the only option weāll get, I suppose itās decent enough.
At the very end of the first game-when your house is on fire and everyoneās packing up-choose to join Jaime in holding off the zombie horde thatās advancing on you. Make you sure you have a high quality ranged weapon with you (Arsenal AK, for example) and a high Ranged Weapons skill (Iād get 75%, just to be safe).
At that point, all you need to do is sit back and watch the zombie kill counter rise to the moon as your MC goes Doomguy on their asses.
I see a problemā¦when we are asking people to do something like build this or that, the time should not increase by 15 minutes⦠since we are not doing this ourselves. If we are asking others to do the job how is it increases time for us? We can do something else with those times.
Then the player will be spamming order after order and not choosing what action they actually want to perform. It is a obvious balance choice to make the day pass. And sincerely pretty accurate.
For instance I asking Gina to make a Defensive tower. Is not only saying
BUILD TOWER⦠is saying where you want the tower discus the high of it. Checking the materials and find helping hands. 15 minutes is a very unrealistic short time put there to let you make more things that the normally possible. So is not too much in reality is far generous
I always figured you spent those 15 minutes discussing with the person about the specifics of the thing being built-where you want it, what time you want it to be done, maybe if you have high Crafting you can roleplay your MC giving them advice on how to build it. Stuff like that.
The reason itās like that is for balancing purposes. Considering that some of the items can take up to an hour to build, I think itās a massive improvement and really clears up your schedule to allow you to do other things.
I concur on this approach to kill count in Part One: if you have a single shot rifle with a 30 bullet 5.56 mm round magazine, (Arsenal AK or AR-15) and (I believe) 90 percent skill in Ranged weapons or more, you can get 60 zombie kills while helping Jaime hold back the horde. Dang.
In the fight against the horde in Part 2-1, the best way Iāve found to maximize zombie kill count is to use the same style weapons and stats (Arsenal AK or AR-15, 90 plus Ranged weapons,) and use a crafted grenade (with your rifle as backup weapon) when given the option. Interestingly, grenade kill count seems dependent on the Athletics stat, maxing out at 20 zombies killed with one grenade at Athletics 100 percent. Nice throw.
Further on the 2-1 horde battle, kill count per engagement (where the character fires one magazine) with ranged weapons is dependent on magazine size multiplied by Ranged Weapons skill as a decimal rounded to the tenth, capped at 90 percent skill (.1 for 10 percent skill, .9 for 90 percent or more.) In short, with a 30 round magazine from one of the two rifles and 90 percent Ranged Weapons, one will get 27 kills per engagement.
In the 2-1 horde battle, the protagonist can fire 5 5.56mm magazines from either rifle, given sufficient ammo. 2 are fired whilst covering either the field or the highway (this is also when you can use the grenade.) 2 more can be fired on the hill, 3 if the character doesnāt help Tommy (Lopez saves Tommy if you choose not to, he did on my play through, calm down.)
5 magazines fired at 90 plus Ranged Weapons brings the math to 5 times 27, which equals 135 kills. Add the 20 kills from a 100 Athletics grenade and you have 155 kills in the 2-1 horde battle. Combining the two horde fights as described by themselves adds up to 215 zombies killed by one person. Let the bodies hit the floor.
Here (should be) the best kill count Iāve yet managed with an OP zombie kill-count focused Ranged Weapon/Athletics Primary college student build I call the āOlympic Biathlete.ā (Biathletes train in skiing and rifle marksmanship.)I started off in the city.
I have gotten far too carried away on this essay, apologize for the length, and am now going back to sleep. Good night.
Keep in mind, this is a text-based game with primarily one writer. Like most games, even AAA RPGs, your home base is fairly set. If I gave a choice of venue, it would take me many more years to complete Part 3. The Junkyard is a fairly neutral space you can build to your own design. Thatās as much freedom as I can allow.
Thatās not to say this is the only option out there. If the games goes to Part 4, maybe I can change the venue.
You can also choose not to fortify the Junkyard. You will be robbed and people will die.
I have tried to come up with a variety of customizations to make each Junkyard a different experience.
If you are leader, you can delegate tasks, including crafting gear or building/improving the Junkyard. You can also choose to perform one of those tasks or spend your time elsewhere.
Thatās a very logical choice that will further time to adding more missions and storytelling instead of focusing in make millions of different bases that would feel empty and not well different.
However That doesnāt mean our characters canāt have another plans and dreams AND HATE THE PLACE. That for me create a very interesting playthrough.
My first ever action will be trying to slaughter the owners you know that @JimD
Why do you hate everything I do?! LOL
I love you too
But You have created Emma and Smelly forever causing me nightmares lol.
And is the logic of role playing evil spectrum you arenāt normally happy about stuff and hugging ponies like Jaime. Still is very funny hate everything in character.
Mara wouldnāt hug a pony should we be fortunate enough to find one? How she copes Iāll never understandā¦
I hope that in the junkyard, the other leaders (Rachel and Jaime) play their roles in sending the other survivors to fortify the base, instead of leaving everything for the MC to do proactively. I can even imagine my MC almost fainting on part 2 after doing everything himself when he decides not to be the leader of the hilltop.
Mara would put the pony in the yard to fertilize earth and maybe helping plot the land like Ox does or donkeys.
I personally donāt like horses for a bad experience I had as children.
Imagine a Mara of 8 years that was forced by nun in a scholar travel to ride the black stallion. Enormous stallion⦠with a rope to giving gracious steps in circles. A mare passed nearby and STALLION decided that was banging time with me up in his back He went full speed after the mare⦠I save my life by pure miracle and by the fact i am as stubborn as brute so i grabbed the horse hair so strongly that i was rescued with half of his hair in my hands.
So no i will never hug a horse I know they are wonderful creatures but away from me.
I prefer kitties I hug kitties in fact Titus is with me right now in my legs
JimD said in the newsletter that, that isnāt going to happen if the MC isnāt the leader than Rachel or Jaime will be the ones taking charge on the planning/development and construction of the buildings. But, the MC can still advise them on the planning and construction.
What I hopes is that our influence in the leader and relationship affects the way they perform the upgrades. Imagine a Jaime hardened because Pc has influenced him to be someone darker or more towards a raider. I hope that makes him behave differently as he has singlehandedly killed more of people in one playthrough of mine.
OR HE GETS HARDENED OR I SWEAR I WILL STOLEN THE POWER FROM HIM
Ah, itās alright. I know youāre doing the best you can and thatās all that matters.
And even though I donāt personally like the Junkyard, I wouldnāt say itās a bad base-far from it. Itās rather spacious, so that should help with building new upgrades to it. The trash in it is our treasure, as itās probably going to be an absolute goldmine of steel, electrical parts and mechanical parts. Iām hoping that this one will already have a warehouse of sorts so that I could use it as a barracks for the survivors-probably wonāt be in the best of condition, but I can manage.
Hell, now that I think about it, the heaps and piles of junk lying around all over the place could actually give it some amazing defensive abilities. Think about it. Itād be an absolute hassle to walk through, the piles could be so large that you canāt see anything through them and thereās always the possibility of running into something sharp that was hidden. If our group got familiar with the layout and the base got attacked, it would be a piece of cake to defend it. Weād just resort to guerrilla warfare, popping up out of nowhere and ambushing them as they desperately try to navigate through the labyrinth of junk.
Of course, there could also be an argument for simply cleaning the place out. Would take a lot of time, but holy crap, the amount of resources we could get is phenomenal. It could also be a massive boost to morale, as living in a literal junkyard isnāt exactly the best for mood.
Long story short; not the best base, but a damn decent one.
It will be interesting due the tetanus and clear environmental diseases as water and earth will be contaminated. The lead and The asbestos and donāt let me started with pneumatics that caused several illnesses.
It will be intimidating being forced to find a doctor and tetanus vaccines then fleas and other treatments 
Smeely will be so happy there living outside inside a trash can like when he worked in Sesame street
Arenāt people usually vaccinated against tetanus at a young age, or is that just a UK thing? Pretty sure I had three shots throughout Primary and Secondary school so that would be the least of my worries.
The vaccine at least in Spain is used again if you are hurt by something that could cause the illness as even with vaccine as kid you have a small probability of have problems . My dad had to put one dosage after a Labour accident years ago.
In Usa vaccines arenāt obligatory so maybe a character hasnāt. That could make a dope mission SAVE X FIND THE VACCINE.
I am totally on board of use lead poisoning as excuse to kill Woody. Or Parker⦠Maybe a Junkyard could be useful for a while

