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#1 |
![]() Join Date: Aug 2011
Reputation: 36
Posts: 180
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My own attempt at a strategy guide for AZS
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#2 |
![]() Join Date: Mar 2011
Reputation: 11
Posts: 78
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Scientist speed upgrade is worth more than that. On a large map with many entrances, you can't always control every zombie mob. On a small map, the handful of scientists might be spread out in every direction. 2x or even 3x speed lets them get out of the middle of vulnerable crowds and into your helicopter, boosting scientists count, score, and catbird recharge. The first 1-2 upgrades are enough.
60% Infantry kills fast enough to control an average entryway by themselves. That's important to know when positioning. Your barricade example funnels two zombie streams into a single point halfway between and not too distant from the center of human population. Using rightmost barricade to lengthen the long pathway of the lower zombies might work better. Infantry can then tackle one oncoming swarm at a time, with fewer breaking through, and a longer path with fewer humans for those that do. |
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#3 |
![]() Join Date: Aug 2011
Reputation: 36
Posts: 180
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Tell you the truth, I kinda "found" that picture online and the placements are not optimal.
Are scientists supposed to be smarter than average citizens when it comes to avoiding zeds? If so the speed upgrades may be worth more, but considering how few scientists there are in the missions, is such an upgrade worth it when there are usually other things to spend them on? |
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#4 |
![]() Join Date: Mar 2011
Reputation: 11
Posts: 78
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Is it 10 or 15 scientists for L3 maps? Sometimes they're all spread out along the fringes. If you can't lock down all the entrances, or the best barricade strategy puts the scientists at the far end of a long journey, speed boost can save 5 or more who would have been stranded. That pays off the investment pretty quickly. Same if there's a poorly positioned gas line in a mega zed's path.
It's most useful when the scientists start too close to the entrances. The extra speed gets them out of reach of the first zombie victims in time. |
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#5 |
![]() Join Date: Jun 2011
Reputation: 25
Posts: 229
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Just looking through this now, noticed an error, giant zeds can be killed by dynamite/landmines as well as artillery.
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#6 |
![]() Join Date: Jan 2010
Reputation: 716
Posts: 3,738
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i just skimmed it but one thing that i noticed:
u say megas can only be killed by arty but isn't it true they can actually be killed by any explosive? for that matter I wouldn't guarantee they can't be killed by small arms. just not efficiently. looks good in general and i would like to take the time to read it at a later date. |
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#7 |
![]() Join Date: Aug 2011
Reputation: 36
Posts: 180
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Okay, mea culpa.
It's VERY hard to arrange explosives and mines to kill a giant zed. Artillery is MUCH easier. I've NEVER seen giant zed killed by infantry or sniper. Anybody?
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#8 |
![]() Join Date: Feb 2008
Reputation: 4
Posts: 60
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Hey thanks, I just bought the game and was having a hard time... The guide is really useful!
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#9 |
![]() Join Date: Aug 2011
Reputation: 36
Posts: 180
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Those who need a little help after the Steam sale, this is the place. Feel free to ask questions.
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#10 |
![]() Join Date: Aug 2011
Reputation: 5
Posts: 13
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This is a sexy strategy guide! Glad someone finally compiled a proper, comprehensive detailed analysis and viability of certain strategies.
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#11 |
![]() Join Date: Aug 2011
Reputation: 36
Posts: 180
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Too bad a forum admin can't pin this to the top or something... BUMP!
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#12 |
![]() Join Date: Oct 2009
Reputation: 0
Posts: 29
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This guide is somewhat out of date..
Helo upgrades now add 30->40 at 1st step, making it rather valuable. Merc experience goes from 100 to 110% in one step. Those extra seats make the loading time perk better too. 39x0.02sec = 0,78sec, quite a bit better than the 0,4sec flight time. With stock helo that's 29x0.02 or 0,58sec. Now if you only got full haul every time it's be no-brainer. Last edited by Barleyman: 08-17-2012 at 08:17 AM. |
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