@crazygirlval11's family vlog didnt' see this comment sorry; to answer your question, the rucksacks all stayed in the storage, I just can't put any new ones in anymore
Whenever you get a notification that your base will be under siege, you can just proceed to a nearby outpost (or purchase one), and just swap characters and swap back. This will start the siege whilst you continue scavenging or doing a mission. You won't be deducted ammo resource plus you save a lot of time and fuel.
The added benefit I've found from doing that is it pauses all quests from popping up, except wandering traders and maybe infestations. Stays like that until you return to base to complete the siege.
Yes and i want the other communities to build a base of their own too and not just hang out in a room ahaha. Aand also they should be not so easy to kill. I wanna feel like the place is crowded and not just Zombies roaming around.
Agreed. Like the starting houses have more space to build on than what they give you. There's the bathroom space that could be converted into a latrine or something else.
Thanks for the shout out. Another tip I'd like to add is you can silently break windows to buildings if you're unable to pick the locked doors. Just shoot it with a crossbow bolt and the only noise generated is from the bolt not the glass. It's also useful for clearing infestations. If you believe the screamer is in a certain room just shoot the window and it should be just loud enough for zombies in the same room to hear it and walk right into kill range
I've done that, only on NZ tho. IDC about kicking doors open in SZ. Not a big deal. But for infestations, if you break the window without killing the screamers, won't that trigger them?
@@andrewwashere82 no they're attracted to the noise but doesn't make them scream. However if there are multiple screamers at an infestation and you kill one then it will trigger a cascade of annoying yells lol.
The one with the rucksacks in the supply locker was completely new for me. Yes swordplay and powerhouse are solid and high on my favorite skill specializations but the best life savers in nightmare zone are definitely marathon and gunslinging.
@@Isaw606 Marathon is very useful, I like a stealthy style, so Marathon + Close Combat + Stealth + Gunslinging will allow a character to run with no Stamina cost if you are lightly encumbered. If things get risky you can just outrun anyone and aimsnap the ferals. Not a good build for looting though
One thing I've started doing and it may not be a huge secret or anything. But when zombies attack your home in Lethal Zone it can be tough. Ferals and juggernauts almost always show up and people usually get hurt or sick and can die. So just don't go home. When "zombie threat at home" appears, let the 10 minutes expire before going to base and you'll pay 3 ammo to make sure your people comeout without a scratch. Use that time to loot, fight plague hearts, and manage stuff from an outpost. Or just watch youtube untill time runs out.
Sniper Tower has to be one the most important Large Outdoor Spot facilities you can have. ...you'll need a BUILDER as your leader, but for only 50 influence, you can protect your characters when taking on Plague Hearts, Juggernauts and Ferals. It's like having a 3rd character with you!
The Sniper Tower is my second favorite leadership tower. It's really awesome, plus gives people watching over your base. My most favorite is the Trade Depot. Whenever I get low on resources and can't find any, I just call in a trader. To make up for the loss of the sentry watch, I get a character with knowledge of hacking to gain access to the Sniper Drone from the command center. It works exactly the same, but doesn't take a large slot.
Just play daybreak and you get a facility mod called “CLEO support Transmitter” that you can attach to almost any facility and it does the same function at a faster rate. Killing any and all zombie practically instantly.
You can reset the mission timers by just exiting to main menu and you can go back in game and have enough Time to do there mission so they won't get hostile or leave your map
The section about screws and the workshop: If you equip the Salvage Furnace mod you get 75 parts from the recycle weapon parts action instead of 50. There is a -1 fuel cost per day while the furnace is installed. I save up a few of these parts, install the furnace, recycle my weapon parts and then install a different mod to remove the -1 fuel a day. Also if you have a C&C mill mod, you can install that to turn spare materials into parts. The drawback here is that the C&C mill take about 3 minutes to produce parts. Using the mods respectively will greatly increase your parts income. You also get more parts from salvaging weapons and melee weapons while the salvage furnace is installed.
Omg that rucksack glitch, is awesome!! Been playing this game since it dropped, have over 500 hours on it and I have never heard or seen anything about it, good stuff!
Nice video! definitely helpful for the new players. As a veteran player I would pass along a great skill combo. If you equip a blunt weapon on a character with maxed out powerhouse and CQC skills you will be able to perform a front grab execute. It is nearly impossible to interrupt, kills zombies faster than any other combo, and makes very little noise. However, it will take some practice to use it effectively against hordes and infestations.
Thanks. These were very helpful. Also, thanks for the 5 tips video you did. Using the cars to block off entry points in my base has been really helpful on the harder difficulties. Appreciate the hard work. Keep it up.
Here’s one for ya who’re starting Breakdown on YOSE. 1. Stock up on food 2. Then get stocked up on meds, it’s hard but you need to do it so if ur people get ill with a fever it doesn’t mutate into the zombie virus. 3. Stock up on materials, you need them to fix cars, build outposts. Practically everything. 4. Get cars. Tons spawn in downtown Marshall. Here’s some good locations for supplies: Fairfield: A abandoned military outpost to the north. Just across the river. Mt Tanner: A tourist attraction that was the absolutely swarmed by zombies. So be prepared. The Farmlands: Mainly farms, garages and farmhouses. You’ll know your there when you see the crashed plane.
Don’t give defenders pyro launchers, if theres a zombie near you and your tryna get into a car the npc will burn the car in the process. I almost lost my best car…
I think because of how much time it takes to do that it was put into the game to help you out but makes it a pain in the ass definitely great so people don’t steal your stuff too
Powerhouse allows you to spec into Swordplay or Striking, and ALSO specialize in Heavy (inherent to Powerhouse). Survivor then gets 2 distinct fighting styles. Plus, Pow + Heavy allows the Close Combat throw-stomp execution.
There were 2 big things that really affected how I player the game after I figured them out. 1. Everyone in your group can gain 4 traits, and sometimes even overlap a brand new trait over one if they already have 4 when you 1st get them. These traits are triggered by stories they tell when you travel with 2 people from your group, but only for the companion you bring along. These traits can be gold like "indefatigable" where you fatigue slower and gain a massive stamina bonus to terrible like "has nitemares" which can destroy moral and reduce skills. Since this only happens with people in your enclave i only risk it on characters who could be better but I could afford to exile, and travel instead eith paid followers from other enclaves. 2. When traveling with paid followers if they call out "hold up a minute" or "slow down for a bit" and you actually pause and stop, they will heal thenselves so they arent always on the point of death, whereas if you keep running they just follow until they go down eventually. Paid followers let you sell off extra gear and give you a meat shield, so its nice to know they can take care of themselves till you release them.
My friend spent a ton of time picking community members with powerful traits when he first started his nightmare campaign. Seemed to work out for him 👍
Just started playing very recently and the most usefull thing to know I think it's the fact followers use no ammo with their guns, so just give them big weapons and you can kill juggernauts in a few seconds
Very nice video. I have known about the rucksack in the supply locker for a while (although I have never used it) but you explained this the best out of anyone else I have heard from so far. I wish that I had found more of the 150 round version of the AK (eternal guard's infinite rage) either by visiting mysterious wandering traders more often or going between maps to loot the rare weapon crates...this is my favourite gun and I haven't been able to get a new one for a very long time. Undead Labs likely thought that they were OP and nerfed the chances of getting them. In the beginning it felt like the rare weapon cases gave better stuff. I play in Nightmare most times now and getting any decent equipment is very difficult. It seems to me that Providence Ridge in Nightmare starts with more pre looted spots so I wish UL balanced this a bit more
Definately the first thing I wish I knew was the way to back out of menus is to right click. Didn't realize you could just right click outta menus until the end of my first game when my friend found out by accident mid way through his. I was thinking the whole time before finding out, "Who the hell designs a game like this where you have to esc out of, or press map for, the menu to change to another menu for everything? Why can't I just click off the menu and leave it or something?" Meanwhile, it just wasn't explained well that you just had to right click.
The problem with knock down builds with friends is. Close combat doesn't seem to work if they have a normal melee weapon and insta killing down zombies. How ever if they lack a melee weapon, the close combat weapon will trigger instead with that faster animation. At lest in Day break I will run a gun and No melee for the reason of if I shoot to knock down an armored zombie. I get a fast insta kill when I go for it.
Quick Question - on Xbox One - I'm having trouble with the cams when driving - the control mechanic seems really weird. I'm not used to not having a camera fixed behind the vehicle and just steering / accelerating / braking, with options for 'look' cameras. Having to control cams and movement (like walking) but with a car is odd - plus the axis reversal is weird and to me totally not intuitive. Do you have any tips on how to fix this?
With the exception of the rucksack thing all of those should be pretty obvious just from playing the game. The rucksack thing was pretty cool though, I didn't know about that.
Acrobatics is good paired with striking. I unequip my blunt weapon when there's not a lot of Zombies. And will run and knock down Zombies with the jump kick and execute them. I save striking ability for Hordes.
i just started this game i have no idea what im doing, in my game my friend got bite and he is dying, i gotta continue and save him🥺 i Don't understand lot of these tips like the leader thing with facilities.
Knight Knowledge I plan on watching all of them tbh, I just wanted to learn this move now so I can use it in my play through. Just started my very first play through of the game (: thank you for the reply!!!
Ahh I just started in 2022, saw the rucksack storage and came to the comments to see the pinned comment It's been patched out since 2020 hah I got excited for a second
There a simple method, if you run out of storage space: drop the rucksacks somewhere on the floor inside of your base. According to my experience they _don't_ "despawn". In general, nothing you drop ever "despawns". 🤔
Like permadeath item consumption is permanent too. There's no such thing as starting over if your campaign is going downhill, the characters will keep what they had in bag during that bad campaign, meaning losing all what you brought from the previous legacy if they were in storage such as mods and rare weapons.
You can both ignore and disable all sieges on your base by simply returning a survivor home via an outpost. I cant believe this have not been patched yet by the way. Then again I also still have cars blinking in and out of existance for no reason as well still. Still early access I guess..
How do you upgrade your command centre? Is it just by building more things in your base. I would if i could, but I'm still at a starting base and have no more space
I have a Red Talon (small indoor) Barracks (5). To make the video, I had to destroy the lounge and barracks outside lol. I have two enclaves providing a total of 5 extra beds, but I'll be destroying the Staging Area and rebuilding some barracks ;)
@@KnightKnowledge Yes, since a patch i guess few months ago, player complain that Red Talon soldier were so op, therefore they patch it that afterward all new Red Talon soldier recruit will must be come with a drawbacks trait, but overall still a better option compare to normal recruit, since most of the time pros(e.g. in your case, 2 materials each day) are greater than cons(may loss 1 or 2 mat once in few days), and even in my case with 3 extra free bed can free up one of my building slot for other purpose with few random materials loss
Any tips with food? I played and it ran out super quick! I had just started and was still at the “starter home” and had about 7 people living with me. Food ran out so quick and I didn’t know how to get more
dude. You had 7 people living with you at the starter home. Thats 7 units of food lost per day without a reliable source. you have to go to places on the map with food marked as a pontential resource and then scavenge and hope to find a rucksack.
Food management comes down to 2 5th skills. Gardening and Utilities. If you have power and water available, Utilities is the way to go. For 1 small slot you can build a hydroponics, call in a food trader and buy the compost bin or find one on wandering traders and at the cost of 1 food you will double the output. Hydroponics produces 3 food without any upgrades needed and compost bin makes that 6 food. Gardening allows you to do the same but you have to build up slower. A garden level 1 is 1 food, 2 is 2 food, and level 3 is 3 food. Using a box of seeds adds 1.5x the food. And a compost bin doubles that base as well. I.e. a level 2 garden with compost bin and box of seeds can produce 6 food. The ideal control is someone with utilities and another with lichenology. Lichenology gives you gardening, herbalism, 2 meds per day. With the hydroponics you can have 2 small slots with the compost bins one producing 9 food and the other producing 9 meds which you can then turn into enough money to buy whatever you need. The best way for food is a large slot farm...but you lose a large slot. With agricultural and a max farm you can produce 12 food a day
I just started replaying this game cause I honestly wasn't crazy about it in the beginning. However since I've been replaying it I've had to restart my communities twice now! I'll get to a part of the game first time was fighting zeds the second was exiling a member both t times the game froze and kicking me closing the game out completely. After starting it back as soon as it loaded back in again immediately shut down again and back to xbox menu. I tried doing a hard restart to clear cache but it just keeps kicking me out of the game (juggernaut Edition). Anyone having this issue? I love the game but can't play it! So frustrating
unfortunately according to my video description, it was patched with the Green Zone update. Any rucksacks saved in your storage are still in there tho at least
Well this may be late but I'll say it anyways to help. The orange debuff is called trauma. You can remove it immediately at an infirmary for 2 meds. The other option is just leave the character with trauma at your home then switch to another character. Note that the second method makes the character heal over time and not immediately. I hope this helps you.
Normally if solo, I like the Builder leader for the Sniper tower, but if I'm playing with friends, I like the Warlord, for the Armory to make any kind of ammo easily.
SOD3 if done right with the first best mechanics of the game, the second, and new ideas for the third (for sure), alot of time given for the game to work out bugs, new mechanics... it'll be uniwue
Storing rucksacks in your locker instead of vehicles. I wonder if UL put that ability in and assumed we'd figure it out, or is it an actual bug/exploit?
Well when you speak with an enclave/trader, there is a button to unequip it, so someone took the time to think about it and code it. That's the way I see it 😂
@@KnightKnowledge Maybe it was meant for buying rucksacks from traders without having to go back and forth to your vehicle. But being able to store it in your locker wasn't intended and is the bug. 🤔 Or it was added so randoms can't steal rucksacks from vehicles during multiplayer. Hmm...
Have about 50-60ish hours on this game, been learning just trail and error decided to watch this video, half expecting to know most off them 🤦 I apparently know nothing about this game, thank you for this video, it's going to help so much in future play throughs
...yeah, patching out the 'rucksack unequip' really hurts :-( Also, after the Xbox Green Zone update my game does nothing but crash. Hopefully they fix this soon, unplayable right now. Which is a shame as it's a great game :-)
Hi, here’s what I wanna know..why can’t I proceed in the campaign? I killed off all the blood plague hearts & now there are no more missions! What’s next? Am I missing something? 🤷🏻♂️🤦🏻♂️..
Did you appoint a leader in your community menu? Appoint one. Then select and play as your leader. Sooner or later this triggers the leader's questline.
1. I'm fairly confident storing rucksacks like that is an exploit, and will probably get patched eventually. 2. Salvaging weapon remains doesn't really need its own tip. See explanation. 3. Using the medical center to cure infection is a waste early game, so this tip is really only useful late game when you have plenty of plague samples. 4. Satellite broadcast doesn't really need its own tip. See explanation. *5. Demoting your leader is a good tip, and is something I didn't know about for a long time. *6. I don't use the staging area myself, but a good tip regardless. 7. Using the facilities to produce resources doesn't really need its own tip. See explanation. *8. I initially disapproved of this tip, until I realized why you said not to salvage them. I think more emphasis needs to be placed on how it's more valuable to sell them, rather than salvaging them. *9. Feels like another thing focused around late game. My biggest contention with this entire list, is that a lot of the things you wish you knew revolved around reading tooltips. A brief overview of facilities, and how they work, probably would have sufficed to handle 2, 4, 7, and even 9. My second biggest contention is that the first thing you listed seems like an obvious exploit. Here are some of my tips. 1. If you want to store extra rucksacks, legitimately, there are several ways you can do so using in game mechanics. First way you can do it is by switching characters. Your previous character will still have the rucksack on their back, and will chill out back at base with it. The second way is to store a bunch of cars near your base, and use them as storage. 2. If you want to build your own toolboxes to repair vehicles, you'll need someone with the mechanic skill. 3. Performing an action in a facility will give experience to everyone with the corresponding skills, regardless of whether or not they're at your base. 4. Clearing out all the plague hearts, and finishing your leader's legacy, WILL END YOUR GAME. The survivors will be added to a pool, along with their equipment (the first time, they seem to lose equipment after they've been used once), but that particular community will cease to exist. However, depending on the legacy you will unlock a bonus perks, at the corresponding difficulty level, for future communities. Unlocking these perks at a high difficulty also unlocks it for all the lower difficulties as well. 4.1. Do the warlord legacy first. Having a bunch of guns, ammo, and explosives makes completing the other legacies a breeze. 5. Bring the right stuff with you! Clearing out a plague heart or infestation? Bring weapons, ammo, explosives, meds and stamina items. Exploring? Bring a gun (doesn't matter if it's silenced, you'll want to put down ferals quickly), firecrackers to prevent additional zombies from targeting you, and stamina items to run the fuck away. (Your mileage may vary. These are some of the strategies I use.) 6. Practice killing juggernauts on easier difficulties. They're not as scary as they might appear at first, especially now that weapon durability got buffed. Grab a melee weapon (bladed weapons are faster, but suffer from poor durability) and go to town. Bait out the attack, then jump in to swing two or three times before dodging away from the retaliation. Rinse and repeat. 7. Fuck ferals. If your aim is trash, upgrade shooting to gunslinger when you can for the snap aim. 8. I don't remember if you keep all your vehicles (at least the ones on the spaces), but when you change maps you take everything with you, and get refunded some of your influence for outpost and things. 9. Weapon handling is a good perk to have. Give a broken gun to someone with this perk, and they'll "unjam" the gun, allowing it to fire again. I don't believe it's fully repaired by this, but it could probably save you some parts. 10. Drive through zombies in reverse. Not really relevant until the harder difficulties due to increased vehicle damage taken. For some reason, vehicles don't take damage from the rear. You'll still occasionally take damage from zombies that register a hit on the side of the vehicle, but your precious cars will last much longer this way. Particularly on Nightmare. 11. Hop on top of your car to catch a breather, but keep in mind that zombies that can't reach you will start calling for help. Helpful for when you're clearing out the plague hearts. 12. It's kind of annoying to do, but the facilities you can unlock through Daybreak are really good.
10. reversing makes perfect sense if you consider your delicate engine is not being used as a battering ram. radiators are pretty soft so your average car is going to realistically hit 1 zed and overheat not long after i'd recommend using rooftop recon and drone recon as they will highlight the specials meandering about nearby. from there you can mark them on the map and deal with ferals while they have a bright yellow indicator above their heads allies don't appear to use ammo so i equip everyone who is sitting around the base with the highest calibre weapons i have when i'm not in control. poor juggs get annihilated by 7+ cannons the instant they walk onto the base in some communities acrobatics converts your casual dodge into cirque de solei so you can never execute again. not recommended unless that character has a frontal execution. the flying strike's context sensitive distance appears to be too close to avoid getting interrupted but not far enough to time it better. if someone can explain to me how the "close quarters" skill can frontal execute i'd love to hear about it. the rear execute is faster than normal but the frontal grab fails for me and the shift-attack is a shove
@@anthonycolby8424 you can keep up to 4 vehicles moving maps. If you have 4 in your parking space and drive one to the exit point one of the parked ones will be lost. But all the contents in said vehicles will be intact. Changing maps also has the upside of more plague samples and re-looting weapon caches.
I use the rucksack only applies to pc gamers because that's not an option for xbox one. All it gave me when with traders was sell, drop, break open, and exit, lol
Probably Builder for the Sniper tower. It'll make any situation manageable. It'll give you the legacy card that gives free water and electricity for future games.
Depends on your playstyle. My first completed was as a Marshall leader. I've even developed some strategies for dealing with some the harder difficulty enemies like ferals when your hurting bad an Juggernauts.. BUT I digress, THAT was BIG Group some 11 or 12 hero LV survivors) at a big base with alot of powerful weapons each though
Definitely trader. Forget about leader specific facilities, you want to unlock the trader boon first. It gives you 4000 influence to start, which is vital for quick runs to unlock your boons.
@@KnightKnowledge Oh ok, I have tons of mods I haven't used for power and storage and stuff but never seen an outpost upgrade post. I'll be on the lookout for it. Thanks!