Train Posted August 18, 2020 Share Posted August 18, 2020 still getting used to new updates. I need good loadouts and weapons are best for wave 1, 2, 3, etc. for... Melee - survivability/solo map running. fire - burn shit up assault rifles - stationary cade Quote Link to comment Share on other sites More sharing options...
Snowyamur Posted August 19, 2020 Share Posted August 19, 2020 (edited) @Train Here's what I would go with for the loadout side of things, making these based on what you specified: Note: Anything not given the [OPTIONAL] tag is everything included that will take up the maximum Worth I listed below. If you do decide to take what has this tag, be prepared to get more returns to make up for the lost Worth, or sacrifice some traits listed here. Melee Will focus on survivability since you specified that. Using 100 Worth. Spoiler Traits Melee Heavy Hitter (25 Worth) - For the extra melee damage and DPS. Performance Tough (15 Worth) - Extra 25 health points improves survivability. Quick (5 Worth) - Extra movement speed to cover the map a little bit faster. Surged (10 Worth) - Even more movement speed. Combined with Quick, you can outrun some zombie types and cover the map even faster. Defensive Neuro-Fiber Armor (40 Worth) - Innate armor regen is good (until zombies get Serrated Claws, but still helps with soloing). Tireless (15 Worth) - Reduces movement-impairing debuffs by 20%. Helps a little bit if you get caught by slows. Absorbent (15 Worth) - All damage you take is now taken to your armor, while armor also takes 20% less damage. Works very well with Neuro-Fiber Armor for maximum survivability during armor up-time. Hazmat Armor (20 Worth) - If you have armor, all poison damage and DoTs are nullified. If you have over 24 armor points, you also get immunity to Bleed, which counters the Blood Thinner return. Special Long Fall Boots (20 Worth) - Reduces movement-impairing debuffs by 70%. Stacks with Tireless, so if you get caught by slows, you can easily escape. Vampirism (25 Worth) - If you can kill zombies faster than they damage you, this is extremely helpful. You also recover armor alongside health from picking up health orbs from slain zombies, making this work very well with all armor-related traits. Returns Non-Materialistic (-20 Worth) - You're not cading, so you have no need to pick up props Blood Thinner (-15 Worth) - Rarely will you deal with being close to death with a Bleed debuff in the early waves, until zombies get more perks. This is still worth it regardless. Short Supply (-10 Worth) - You won't need to use Resupply often if you're going all-out melee. Finicky (-20 Worth) - Reload speed is an irrelevant stat mechanic when you're only going melee. Palsy (-15 Worth) - If you're fine with your screen freaking the hell out when taking 1 point of damage and being below 100% health, this is definitely worth taking for the extra stuff you can get. Fire Designed if you're using fire-based RANGED weapons, instead of melee weapons. Using 100 Worth. Spoiler Traits Offensive Pyromaniac (15 Worth) - Dealing 45% more damage with flame-based weapons helps you kill faster. Taking less damage from Fire debuff ticks and overall fire damage helps you survive your own attacks and environmental fire hazards on the map. Sleight of Hand (5 Worth) - 5% extra reload speed helps. Keyboard Warrior (10 Worth) - 10% extra reload speed helps a little bit more. Combined with Sleight of Hand for 15% increased reload speed makes a difference to your DPS. [OPTIONAL] Demolitionist (25 Worth) - Questionable, as I'm not sure if this applies to thrown fire-based weapons (e.g., Molotov cocktails), but if it does, this only helps you burn more enemies at once by covering a wider radius with your attacks. If it doesn't, don't get this one. Tight Choke (10 Worth) - Very helpful for shotguns that deal fire damage, as this reduces the cone spread of your shots, making it more likely for all pellets to hit and inflict the maximum damage of the weapon. Defensive Thick Jacket (5 Worth) - Not many zombies can freeze you, but being immune to freeze effects overall makes it so you never suffer from a downtime in DPS if inflicted with a Freeze debuff. Regenerative (20 Worth) - Being able to regenerate 1% of your health when below 75% maximum health is helpful if you accidentally damage yourself, or are damaged from other sources. Neuro-Fiber Armor (40 Worth) - Regenerating armor helps survivability a bit when taking too much damage in one instance. Vaccination (15 Worth) - Poison DoTs no longer matter to you, even with armor. Performance Fit (5 Worth) - Extra 10 health points improves survivability a little bit. Tough (15 Worth) - Extra 25 health points improves survivability. Stacked with Fit, you get 35 more health points to take one more hit before dying. Quick (5 Worth) - Extra movement speed to cover the map a little bit faster. Surged (10 Worth) - Even more movement speed. Combined with Quick, you can outrun some zombie types and cover the map even faster. Returns Non-Materialistic (-20 Worth) - You're not cading, so you have no need to pick up props Blood Thinner (-15 Worth) - Rarely will you deal with being close to death with a Bleed debuff in the early waves, until zombies get more perks. This is still worth it regardless. Palsy (-15 Worth) - If you're fine with your screen freaking the hell out when taking 1 point of damage and being below 100% health, this is definitely worth taking for the extra stuff you can get. Assault Rifle Stationary Designed if you're shooting from inside a barricade instead of running outside. And you're only using assault rifles (but this loadout works with other weapon types as well). Using 100 Worth. Spoiler Guns [OPTIONAL] Crackler Assault Rifle (25 Worth) - Has higher overall DPS and base damage and better reload speed than the HMTECH-401 Medic Assault Rifle, but has less reload speed. That can be compensated with the reload traits. Get this if you want starter assault rifle ammo. Optional to use if you want to help defend, but can otherwise wait until Wave 2 for the Akbar Assault Rifle. Ammunition 2 assault rifle ammo boxes (5 Worth) - Extra ammo for assault rifles. 4 assault rifle ammo boxes (10 Worth) - Even more ammo for assault rifles. Stacked with the 2 boxes, you get 6 boxes of assault rifle ammo, which improves your initial spending for ammo, even after purchasing an assault rifle. Traits Offensive Extended Magazines (20 Worth) - 25% extra clip size to your gun improves your overall DPS by decreasing the downtime when you reload. Sleight of Hand (5 Worth) - 5% extra reload speed helps. Keyboard Warrior (10 Worth) - 10% extra reload speed helps a little bit more. Combined with Sleight of Hand for 15% increased reload speed makes a difference to your DPS. [OPTIONAL] Tight Choke (10 Worth) - Very helpful if you decide to use shotguns, as this reduces the cone spread of your shots, making it more likely for all pellets to hit and inflict the maximum damage of the weapon. Special Veteran (25 Worth) - Extra 8% fire rate and greatly reduced screen sway on low health makes this essential if you're going to be shooting a lot. Eagle's Eye (20 Worth) - Blind no longer matters to you, and you can see zombie's health to give you a better idea of when to shoot to kill. Performance Fit (5 Worth) - Extra 10 health points improves survivability a little bit. Tough (15 Worth) - Extra 25 health points improves survivability. Stacked with Fit, you get 35 more health points to take one more hit before dying. Defensive Thick Jacket (5 Worth) - Not many zombies can freeze you, but being immune to freeze effects overall makes it so you never suffer from a downtime in DPS if inflicted with a Freeze debuff. Vaccination (15 Worth) - Poison DoTs no longer matter to you, even with armor. Returns Non-Materialistic (-20 Worth) - You're not cading, so you have no need to pick up props Blood Thinner (-15 Worth) - Rarely will you deal with being close to death with a Bleed debuff in the early waves, until zombies get more perks. This is still worth it regardless. Obviously, if you have above 100 Worth because you upgraded the Worth card above Level 0, you can get more positives from this list with less returns. I hope this helps. Edited August 19, 2020 by Snowyamur 2 Quote Link to comment Share on other sites More sharing options...
Lynxx Posted August 19, 2020 Share Posted August 19, 2020 My gunner loadout, since all I do is gun, is 2 branches Shootgooner - (I dont have a worth card btw, this will fit no matter what) Nerofibre hazmat absorbent Tight Choke Sharp Shooter Tough Fit Improved Composite 1 return - non mat This will give all the shotguns pretty decent accuracy, especially good if used with the sweeper reforge tritium And then I have one for general use which can be used for all weapons, not specializing in any but making them all worth while Nerofibre hazmat absorbent Sharpshooter Extendo mag Tough Fit One return - nonmat One I am testing too see if it would be a good starting loadout for new players i will also provide, but this is pretty much for players new to the server as it gives a nice beginning Nerofibre Awper hands - SharpShooter Tough Tosser SMG 2 SMG ammo boxes No returns This loadout will help new players who dont have very many points get their foot in the door, as it provides a gun, 150 boolets, and some perks to help them stay alive against the zombies, as well as giving them good accuracy so they dont waste the precious ammo they cant afford 2 Quote Link to comment Share on other sites More sharing options...
MrRustles Posted August 19, 2020 Share Posted August 19, 2020 10 hours ago, Snowyamur said: @Train Here's what I would go with for the loadout side of things, making these based on what you specified: Note: Anything not given the [OPTIONAL] tag is everything included that will take up the maximum Worth I listed below. If you do decide to take what has this tag, be prepared to get more returns to make up for the lost Worth, or sacrifice some traits listed here. Melee Will focus on survivability since you specified that. Using 100 Worth. Hide contents Traits Melee Heavy Hitter (25 Worth) - For the extra melee damage and DPS. Performance Tough (15 Worth) - Extra 25 health points improves survivability. Quick (5 Worth) - Extra movement speed to cover the map a little bit faster. Surged (10 Worth) - Even more movement speed. Combined with Quick, you can outrun some zombie types and cover the map even faster. Defensive Neuro-Fiber Armor (40 Worth) - Innate armor regen is good (until zombies get Serrated Claws, but still helps with soloing). Tireless (15 Worth) - Reduces movement-impairing debuffs by 20%. Helps a little bit if you get caught by slows. Absorbent (15 Worth) - All damage you take is now taken to your armor, while armor also takes 20% less damage. Works very well with Neuro-Fiber Armor for maximum survivability during armor up-time. Hazmat Armor (20 Worth) - If you have armor, all poison damage and DoTs are nullified. If you have over 24 armor points, you also get immunity to Bleed, which counters the Blood Thinner return. Special Long Fall Boots (20 Worth) - Reduces movement-impairing debuffs by 70%. Stacks with Tireless, so if you get caught by slows, you can easily escape. Vampirism (25 Worth) - If you can kill zombies faster than they damage you, this is extremely helpful. You also recover armor alongside health from picking up health orbs from slain zombies, making this work very well with all armor-related traits. Returns Non-Materialistic (-20 Worth) - You're not cading, so you have no need to pick up props Blood Thinner (-15 Worth) - Rarely will you deal with being close to death with a Bleed debuff in the early waves, until zombies get more perks. This is still worth it regardless. Short Supply (-10 Worth) - You won't need to use Resupply often if you're going all-out melee. Finicky (-20 Worth) - Reload speed is an irrelevant stat mechanic when you're only going melee. Palsy (-15 Worth) - If you're fine with your screen freaking the hell out when taking 1 point of damage and being below 100% health, this is definitely worth taking for the extra stuff you can get. Fire Designed if you're using fire-based RANGED weapons, instead of melee weapons. Using 100 Worth. Hide contents Traits Offensive Pyromaniac (15 Worth) - Dealing 45% more damage with flame-based weapons helps you kill faster. Taking less damage from Fire debuff ticks and overall fire damage helps you survive your own attacks and environmental fire hazards on the map. Sleight of Hand (5 Worth) - 5% extra reload speed helps. Keyboard Warrior (10 Worth) - 10% extra reload speed helps a little bit more. Combined with Sleight of Hand for 15% increased reload speed makes a difference to your DPS. [OPTIONAL] Demolitionist (25 Worth) - Questionable, as I'm not sure if this applies to thrown fire-based weapons (e.g., Molotov cocktails), but if it does, this only helps you burn more enemies at once by covering a wider radius with your attacks. If it doesn't, don't get this one. Tight Choke (10 Worth) - Very helpful for shotguns that deal fire damage, as this reduces the cone spread of your shots, making it more likely for all pellets to hit and inflict the maximum damage of the weapon. Defensive Thick Jacket (5 Worth) - Not many zombies can freeze you, but being immune to freeze effects overall makes it so you never suffer from a downtime in DPS if inflicted with a Freeze debuff. Regenerative (20 Worth) - Being able to regenerate 1% of your health when below 75% maximum health is helpful if you accidentally damage yourself, or are damaged from other sources. Neuro-Fiber Armor (40 Worth) - Regenerating armor helps survivability a bit when taking too much damage in one instance. Vaccination (15 Worth) - Poison DoTs no longer matter to you, even with armor. Performance Fit (5 Worth) - Extra 10 health points improves survivability a little bit. Tough (15 Worth) - Extra 25 health points improves survivability. Stacked with Fit, you get 35 more health points to take one more hit before dying. Quick (5 Worth) - Extra movement speed to cover the map a little bit faster. Surged (10 Worth) - Even more movement speed. Combined with Quick, you can outrun some zombie types and cover the map even faster. Returns Non-Materialistic (-20 Worth) - You're not cading, so you have no need to pick up props Blood Thinner (-15 Worth) - Rarely will you deal with being close to death with a Bleed debuff in the early waves, until zombies get more perks. This is still worth it regardless. Palsy (-15 Worth) - If you're fine with your screen freaking the hell out when taking 1 point of damage and being below 100% health, this is definitely worth taking for the extra stuff you can get. Assault Rifle Stationary Designed if you're shooting from inside a barricade instead of running outside. And you're only using assault rifles (but this loadout works with other weapon types as well). Using 100 Worth. Reveal hidden contents Guns [OPTIONAL] Crackler Assault Rifle (25 Worth) - Has higher overall DPS and base damage and better reload speed than the HMTECH-401 Medic Assault Rifle, but has less reload speed. That can be compensated with the reload traits. Get this if you want starter assault rifle ammo. Optional to use if you want to help defend, but can otherwise wait until Wave 2 for the Akbar Assault Rifle. Ammunition 2 assault rifle ammo boxes (5 Worth) - Extra ammo for assault rifles. 4 assault rifle ammo boxes (10 Worth) - Even more ammo for assault rifles. Stacked with the 2 boxes, you get 6 boxes of assault rifle ammo, which improves your initial spending for ammo, even after purchasing an assault rifle. Traits Offensive Extended Magazines (20 Worth) - 25% extra clip size to your gun improves your overall DPS by decreasing the downtime when you reload. Sleight of Hand (5 Worth) - 5% extra reload speed helps. Keyboard Warrior (10 Worth) - 10% extra reload speed helps a little bit more. Combined with Sleight of Hand for 15% increased reload speed makes a difference to your DPS. [OPTIONAL] Tight Choke (10 Worth) - Very helpful if you decide to use shotguns, as this reduces the cone spread of your shots, making it more likely for all pellets to hit and inflict the maximum damage of the weapon. Special Veteran (25 Worth) - Extra 8% fire rate and greatly reduced screen sway on low health makes this essential if you're going to be shooting a lot. Eagle's Eye (20 Worth) - Blind no longer matters to you, and you can see zombie's health to give you a better idea of when to shoot to kill. Performance Fit (5 Worth) - Extra 10 health points improves survivability a little bit. Tough (15 Worth) - Extra 25 health points improves survivability. Stacked with Fit, you get 35 more health points to take one more hit before dying. Defensive Thick Jacket (5 Worth) - Not many zombies can freeze you, but being immune to freeze effects overall makes it so you never suffer from a downtime in DPS if inflicted with a Freeze debuff. Vaccination (15 Worth) - Poison DoTs no longer matter to you, even with armor. Returns Non-Materialistic (-20 Worth) - You're not cading, so you have no need to pick up props Blood Thinner (-15 Worth) - Rarely will you deal with being close to death with a Bleed debuff in the early waves, until zombies get more perks. This is still worth it regardless. Obviously, if you have above 100 Worth because you upgraded the Worth card above Level 0, you can get more positives from this list with less returns. I hope this helps. This is very good, new players could use this for reference. 1 Quote Link to comment Share on other sites More sharing options...
xostalacosta Posted May 26, 2022 Share Posted May 26, 2022 It is a pity that in real life it is impossible to restore health as quickly and easily as it can be done in computer games. However, I recently found cbd gummies that have great health benefits. I noticed that I got sick less often, in addition, every morning I wake up more alert and energetic. At the same time, it is a natural and harmless supplement. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.