Urban Dead
Re: Urban Dead
The police station was broken in twice and about 6 zombies came in. A few survivors got dragged out and now we are down to 55 survivors. All the zombies have been taken care of and dumped outside but...unfortunately there are now 17 dead bodies outside and 8 zombies. I think things will turn really really bad very fast.....and me still recharging AP...
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- Grand Pooh-Bah
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Re: Urban Dead
Tell 'em to go to St. Joe's or Spearing Mall if you can spare an AP when you leave. I shoulda followed the advice to flee I got in Barbara. Dwindlehop01 would still be with us. :sniff:
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- Grand Pooh-Bah
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Re: Urban Dead
Shit, three zeds in St. Joe. Going to the mall, though I don't have enough AP.
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- Grand Pooh-Bah
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Re: Urban Dead
Asleep in a field crawling with zeds. Um.
Yeah.
Yeah.
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- Grand Pooh-Bah
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Re: Urban Dead
There's no one at the mall except the undead.
...
This game is a lot like real zombie infection!
...
This game is a lot like real zombie infection!
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- Grand Pooh-Bah
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Re: Urban Dead
Alright, new plan: Fireman brigade. Fireman brigade does not seek other survivors. It's just us. We all roll fireman (or keep live ones kicking). We hold down a bar or some equally useless place, and occasionally save up AP for a supply/XP run. If zeds come, we move to a new building. Eventually we'll barricade/repair our supply depots, but we never waste AP trying to hold a building. Just enough attack/barricade for everyone to evacuate, then we're ghosts.
I'm pretty sure Dwindlehop will die before the end of the day, so I'll roll a new fireman.
I'm pretty sure Dwindlehop will die before the end of the day, so I'll roll a new fireman.
Re: Urban Dead
My private out in Oak Hills actually lasted a lot longer than I thought. Spent atleast 1-2 days in the field and was never killed. I just gave up after awhile since one random zombie infected me and I was too far from any hospital or civilization to get healed so I just poisoned myself to death instead of giving it the exp for eating me =).
Soo there's 5 zombies inside and there's no signs of anyone putting up the barricades up again. Some people suggested heading back to the junkyard I was at before but I dunno if they built it back up again. I guess I'll save up some more AP just in case everything falls to hell...hopefully Bad Luck Billy doesn't get selected to be eaten out of the 52 survivors inside
Thoughts on leveling:
Zombies can level by damaging other zombies. Interestingly enough if two zombies wanted to, they could keep on kill each other over and over again till they have a fairly high level since you can't really die other then getting headshot by a zombie hunter. All it takes is 10AP to raise up again to max HP. And if you get the ankle grab skill it only takes 1 AP. This seems like a somewhat unfair way to gain an edge over the survivors. Although I guess you could axe someone over and over again and then heal them up...but that costs FAKs....
Thoughts on Barricades:
The annoying thing about barricades is that it only takes one successful hit to bring it down a lvl. A character starting out as a zombie gets Vigour Mortis which increases their accuracy by 10%. Since it doesn't matter how much damage is required. A corpse class has a chance to break down a barricade by (35%/2) = 17% using it's more accurate but less damaging claw attack. On average one lvl one corpse or a higher lvl zed who picked this skill has a chance to break down 8.5 barricades in one 50AP session.
Based on the wiki...the highest barricade level is EHB+4.
Extremely Heavily Barricaded
Approximate Build Rate: 20.5% Number of Successful Attacks For Destruction: 17-21 Sub-levels:EHB, EHB+1, EHB+2, EHB+3, EHB+4
Sooo...basically if there is more that 3 zombies outside, they will get inside within one day of AP recharge regardless of your barricade level. And this doesn't even take into account even higher lvl zombies which have even more accurate attacks. Too bad the construction skill can only be leveled once and there's a max cap on barricade levels. I guess you could have a few construction people around the clock checking constantly to see when the zombies rush the barricades but it's not like you get exp for building barricades do you? Maybe take one for the team?
Final thought:
Soo....if you can get together a mini army of barricade makers and hole up in a hospital...you could in theory axe/heal each other till you get the headshot skill and then start kicking some real ass...=).
Soo there's 5 zombies inside and there's no signs of anyone putting up the barricades up again. Some people suggested heading back to the junkyard I was at before but I dunno if they built it back up again. I guess I'll save up some more AP just in case everything falls to hell...hopefully Bad Luck Billy doesn't get selected to be eaten out of the 52 survivors inside

Thoughts on leveling:
Zombies can level by damaging other zombies. Interestingly enough if two zombies wanted to, they could keep on kill each other over and over again till they have a fairly high level since you can't really die other then getting headshot by a zombie hunter. All it takes is 10AP to raise up again to max HP. And if you get the ankle grab skill it only takes 1 AP. This seems like a somewhat unfair way to gain an edge over the survivors. Although I guess you could axe someone over and over again and then heal them up...but that costs FAKs....
Thoughts on Barricades:
The annoying thing about barricades is that it only takes one successful hit to bring it down a lvl. A character starting out as a zombie gets Vigour Mortis which increases their accuracy by 10%. Since it doesn't matter how much damage is required. A corpse class has a chance to break down a barricade by (35%/2) = 17% using it's more accurate but less damaging claw attack. On average one lvl one corpse or a higher lvl zed who picked this skill has a chance to break down 8.5 barricades in one 50AP session.
Based on the wiki...the highest barricade level is EHB+4.
Extremely Heavily Barricaded
Approximate Build Rate: 20.5% Number of Successful Attacks For Destruction: 17-21 Sub-levels:EHB, EHB+1, EHB+2, EHB+3, EHB+4
Sooo...basically if there is more that 3 zombies outside, they will get inside within one day of AP recharge regardless of your barricade level. And this doesn't even take into account even higher lvl zombies which have even more accurate attacks. Too bad the construction skill can only be leveled once and there's a max cap on barricade levels. I guess you could have a few construction people around the clock checking constantly to see when the zombies rush the barricades but it's not like you get exp for building barricades do you? Maybe take one for the team?
Final thought:
Soo....if you can get together a mini army of barricade makers and hole up in a hospital...you could in theory axe/heal each other till you get the headshot skill and then start kicking some real ass...=).
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- Grand Pooh-Bah
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Re: Urban Dead
As long as you're not way up in EHB+4 territory, survivors spend less AP to barricade than zombies do to pull it back down. Granted, Monroeville suffers from an XP imbalance in survivors vs. zombies so there are fewer Construction workers than there should be. Basically, zombies should have to really outnumber Construction workers in order to get anything done. It just so happens with the real shortage of high level survivors, that's exactly the situation on the ground.
Here's some (Malton) survivor success stories. Remember also that the survivors won the first Monroeville.
http://wiki.urbandead.com/index.php/Fir ... aiger_Mall
http://wiki.urbandead.com/index.php/Sec ... aiger_Mall
Here's some (Malton) survivor success stories. Remember also that the survivors won the first Monroeville.

http://wiki.urbandead.com/index.php/Fir ... aiger_Mall
http://wiki.urbandead.com/index.php/Sec ... aiger_Mall
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- Grand Pooh-Bah
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Re: Urban Dead
Meh, Dwindlehop died 23 minutes ago.
Re: Urban Dead
Yes, I endorse jonathan's Maoist military strategy. We must become supple and agile. The human advantage is speed. We harness that advantage by always being on the move, forcing our opponents to engage in exponentially costly searches. It also divides them into attackable units. We would neutralize our speed advantage by fortifying in a building. Holding down the line against the zeds will only make the danger worse. Killing zombies at this point is a mostly neutral proposition since today's kills return tomorrow. The more people who team up with us, the juicier a target we become, and the more zombies we attract. No matter how successful, all previous barriers have been overrun by zeds and it is foolish to believe that we would fare better against the Monroeville Many or the Corn-Fed Undead than our predecessors.
What we need to do is lay low, stalk the land for isolated zombies, and always stay on the move. Never make a stand. Yes we build barriers, close doors, etc, but only to further encumber foraging zeds and for the most immediate shelter. Axe a zed for exp when the opportunity arises. Keep some AP in the bank and some FAKs on hand just in case things get tight. Level up conservatively. Get headshot. Prowl.
What we need to do is lay low, stalk the land for isolated zombies, and always stay on the move. Never make a stand. Yes we build barriers, close doors, etc, but only to further encumber foraging zeds and for the most immediate shelter. Axe a zed for exp when the opportunity arises. Keep some AP in the bank and some FAKs on hand just in case things get tight. Level up conservatively. Get headshot. Prowl.
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- Grand Pooh-Bah
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Re: Urban Dead
That guy who almost healed a Skanksworthy is down with the guerrilla war survivor front. He also has Construction and is about to get Free Running. We can run with him. Chuck, you in or out?
Lorekeep is in Coonfield of South Monroeville atm. I'm making a new dude.
Lorekeep is in Coonfield of South Monroeville atm. I'm making a new dude.
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- Grand Pooh-Bah
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Re: Urban Dead
Sterling Hop is in the northernmost part of South Monroeville. I will be picking my way down slowly.
Re: Urban Dead
Sure I'm in. I'm inside Downing Grove Police Dept. (348,73) The building has been extremely heavily barricaded. Also here are rulesareforwussies, James Mighty, Talon Black Alpha, BenJohnson and Cpr Monty.
The other police department is over run with zombies (15 atm) and about a dozen survivors battling it out. I tried to pop in to get some exp, but my 10% accuracy failed horribly. My plan was to use my free running and hop around the several barricaded buildings and grab some exp while I figure out what the masses are going to head next. Where are you guys planning to meet up etc. I'd suggest figure out a plausible supply path of some sort (maybe a trail of buildings we can take cover between a hospital/church and some good low key base points. I think the limiting factor is getting infecting and just normal wear and tear so we'll need a constant supply of FAKs to succeed.
The other police department is over run with zombies (15 atm) and about a dozen survivors battling it out. I tried to pop in to get some exp, but my 10% accuracy failed horribly. My plan was to use my free running and hop around the several barricaded buildings and grab some exp while I figure out what the masses are going to head next. Where are you guys planning to meet up etc. I'd suggest figure out a plausible supply path of some sort (maybe a trail of buildings we can take cover between a hospital/church and some good low key base points. I think the limiting factor is getting infecting and just normal wear and tear so we'll need a constant supply of FAKs to succeed.
Re: Urban Dead
I think Chuck is right about the FAKs. I find that even in the "Very Dangerous" sections of the map zombies aren't randomly sneaking up on me, but I am down to 14 hit points down to the last Hospital fiasco.
But to get FAKs we're going to need to fix up a building and that's going to take lots of APs and draw attention.
Anyway, I'm in Stroup Row Police Dept. It's ruined, unbarricaded, and I'm all by myself. Maybe we should head out into the Ghost town part of Monroeville? Like Oakhill?
But to get FAKs we're going to need to fix up a building and that's going to take lots of APs and draw attention.
Anyway, I'm in Stroup Row Police Dept. It's ruined, unbarricaded, and I'm all by myself. Maybe we should head out into the Ghost town part of Monroeville? Like Oakhill?
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- Grand Pooh-Bah
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Re: Urban Dead
I say heading NW is an excellent idea. I want to strike at logged out zombies when at all possible, and that means moving before the zombies catch us. We can stay in one place to repair and search, but we shouldn't stay in a place to level. It's just too dangerous.
I'm going to experiment with movement rates while I'm headed your way. I want to leave enough AP for XP gain, but still outdistance any zombies. I also don't want to burn too many AP on entering buildings, closing, barricading, etc.
Tomorrow I'm headed to the Marvel Building [378,53], then I'll strike out directly west towards Stroup Row. I may pick up a chatty survivor with Construction I found in my safehouse. We'll see if he can keep pace.
I'll tell Lorekeep we plan to head NW by the end of the week.
I'm going to experiment with movement rates while I'm headed your way. I want to leave enough AP for XP gain, but still outdistance any zombies. I also don't want to burn too many AP on entering buildings, closing, barricading, etc.
Tomorrow I'm headed to the Marvel Building [378,53], then I'll strike out directly west towards Stroup Row. I may pick up a chatty survivor with Construction I found in my safehouse. We'll see if he can keep pace.
I'll tell Lorekeep we plan to head NW by the end of the week.
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- Grand Pooh-Bah
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Re: Urban Dead
A junkyard can't be ruined but can be barricaded. That's gotta be the core of our strategy.
Re: Urban Dead
sure, but you can't get FAKs in a junkyard.Dwindlehop wrote:A junkyard can't be ruined but can be barricaded. That's gotta be the core of our strategy.
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- Grand Pooh-Bah
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Re: Urban Dead
Yes, and hospitals are zed magnets. I'm saying we choose a junkyard to sleep in. We can stay in the same junkyard for multiple nights and make forays into a hospital, even repair and barricade a hospital so as to extract the most FAKs possible, but we shouldn't try to sleep there.
Re: Urban Dead
Unfortunately due to the wealth of random items one can obtain in a junkyard, it is also a zed magnet and since it doesn't have doors to close, lower lvl zombies like that too. From my experience of the 3-4 junkyards I've been to, there's always a few zombies lurking about junkyards. I'd say junkyards would be good places to blitz supply run. You go in, burn as much AP as you can searching, then run out back to your safehouse. I guess you could do that too any spot...just the changes of finding things are lower if it's ruined. If you don't want too much attention, churches have FAKS too but at a lower rate.
Kidder Row Police Department is pretty much a goner. 30 Zombies inside...3 survivors. I figure those 30 zombies will start hammering away at the nearby buildings within a day. One zombie outside the EHB firehouse atm. 7 outside the lightly barricade police station north. I'll probably rest the night in the fire station and start heading north. My thoughts are probably goto the Coonfield Building [351,66] and then scout out the surrounding areas for good spots to hide.
Kidder Row Police Department is pretty much a goner. 30 Zombies inside...3 survivors. I figure those 30 zombies will start hammering away at the nearby buildings within a day. One zombie outside the EHB firehouse atm. 7 outside the lightly barricade police station north. I'll probably rest the night in the fire station and start heading north. My thoughts are probably goto the Coonfield Building [351,66] and then scout out the surrounding areas for good spots to hide.
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- Grand Pooh-Bah
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Re: Urban Dead
Lorekeep is in the Coonfield building, actually. I think he wants to stay there at least another 24 hours.