JayZ's NML strategy compendium

JayZJayZ Member Posts: 3,524
Hey everyone!

I've been sharing tips and videos on various chat mediums (Line, Slack, Discord, GroupMe) for a while now. I wanted to compile some of the tips I've shared to hopefully help the broader community out (and also because I'm getting tired of retyping the same things, lol).

Most of this advice is tailored towards middle level players trying to figure out what to prioritize or higher level players looking to take their game to the next level. I started the game a REALLY long time ago, so I don't have particularly good advice on how to build your camp because it has been a long time since I've had to do that.

Some of this is already generated, but a lot of it is not. I plan on adding to these posts when I have time. So far, here are the posts I plan on sharing:
1. Links to Challenge and Distance videos
2. General tips for succeeding in the Challenge and Distance
3. How to use survivors and what their ideal traits are
4. Suggested hero guide
5. Badging strategy
6. My favorite team combinations
7. Advanced guide to melee survivors
8. Badge crafting, demystified
9. Helpful pictures and diagrams

Hope this is helpful! Any ideas for future posts are more than welcome. Also, if you have comments or recommendations on my posts, I'd love to hear them so that I can incorporate other advice and perspectives.
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Comments

  • JayZJayZ Member Posts: 3,524
    edited February 6
    Links to Challenge and Distance videos

    My videos for (almost) every Challenge and every Distance set can be found at the link below.

    https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg/playlists

    When I have time, I will organize the playlists in this forum post as well so you can find things more easily.

    Challenge playlists

    Distance playlists

    Set 1
    - Uploaded December 2019 (NO LOSSES)
    - Uploaded June 2019
    - Uploaded December 2018
    - Uploaded April-June 2018

    Set 2
    - Uploaded January 2020 (NO LOSSES)
    - Uploaded June 2019
    - Uploaded December 2018
    - Uploaded May 2018

    Set 3
    - Uploaded January 2020 (NO LOSSES)
    - Uploaded July 2019
    - Uploaded January 2019
    - Uploaded June 2018

    Set 4
    - Uploaded December 2019 (NO LOSSES)
    - Uploaded June 2019
    - Uploaded January 2019
    - Uploaded August 2018

    Set 5
    - Uploaded December 2019 (NO LOSSES)
    - Uploaded August 2019
    - Uploaded January 2019

    Set 6
    - Uploaded February 2020 (NO LOSSES)
    - Uploaded August 2019
    - Uploaded January 2019
    - Uploaded September 2018
    SPC_TORRES
  • JayZJayZ Member Posts: 3,524
    edited June 10
    Badging strategy

    Last updated: March 11, 2020

    In general, my strategy with badges is to (1) enhance the strongest aspects of survivors, and (2) allow my survivors to survive at high levels which means maxing out damage reduction at 80% between your gear, badges, and survivor traits.

    I have three categories of badges:
    1. Defensive badging to create a tank: 3 damage reduction, 3 health
    2. Offensive badging to create a killer: 3 damage, 3 critical damage
    3. Balanced badging for the toughest missions: 3 damage, 2-3 damage reduction, 0-1 health (if you can get 75-80% damage reduction with only 2 DR badges, then slap on a health badge to add some bulk)

    Here is how I badge (and use) my survivors. Keep in mind that I'm an end gamer that regularly plays to RSL42 and finish the Distance every time, which is what motivates my badging strategy.

    Scouts: I use both balanced and offensive badging.
    - Scouts with Strong/Ruthless/Power Strike are great to badge offensively in order to build up massive charged attacks.
    - Scouts with Iron Skin/Retaliate are great to badge in a balanced manner. These Scouts are perfect in combination with Michonne in medium difficulty levels (level 35-39).
    - Survivalist Rick is a stud, and can be badged either way. However, if you are an end-gamer (level 40+ in challenges), he has to be badged offensively to deal maximum damage (200k+ with the right gear and badges).
    - Huntsman Daryl can also go either way. Similar to Rick, he was originally balanced for me but is now full offense. This depends a lot on how far you go in challenges. Up to 40, balanced Daryl will help save you a star or two. After 40, you need more firepower, so you should go full offense.
    - Carol is a great Scout to go full offense because she has extraordinarily high base damage, but she needs her traits to be rerolled to be more useful.
    - Gabriel is the only exception here. His leader trait and base traits make him a great option for defensive badging.
    - Top heroes that I like to badge (in order): Survivalist Rick, Huntsman Daryl, Gabriel, Carol (with rerolled traits)

    Bruiser: Defensive badging all the way.
    - Bruiser damage is so low that it's more important to take hits and stun.
    - In some cases, not killing Z's is better on some maps where you have to open a gate and escape. If you can stun a circle of walkers around your survivors, then newly spawning walkers can't reach you.
    - Top heroes that I like to badge (in order): Eugene, Riot Gear Glenn, Morgan

    Warriors: I use both balanced and offensive badging.
    - End-gamers should reroll traits of heroes like Michonne to be more similar to Scout Rick and go with full-offense badging. Note, you REALLY need the Dragon's Tongue to be successful here because of the increased range and Destructive/Tactical trait.
    - Balanced badging can be very helpful in GW at levels 38-41. There are a lot of choke points and regular spawns, so Warriors (who can attack more targets than Scouts) can be very useful in these situations.
    - Top heroes that I like to badge (in order): Michonne, Beta, Jesus

    Assaults: Either balanced or defensive badging is best for Assaults.
    - With the recent boosts to melee survivors, Assaults are best used for their ability to stun.
    - Assaults have a high base health compared to other ranged survivors, so use them to stun and to take hits on high levels when you are playing with all ranged teams.
    - Assault damage is too low to make it worth using Critical Damage badges. Their charged move is also NOT a guaranteed critical attack, so it's even less worth it.
    - For farming and grinding out low levels, balanced badging is nice. At high levels of the challenge, go full defensive.
    - Top heroes that I like to badge (in order): Abe, Rufus, Rosita

    Shooters/Hunters: Offensive badging, with a few exceptions.
    - Shooters and Hunters have a guaranteed critical attack on their charged attacks, so enhance that damage with badges and Ruthless armors.
    - Shooters and Hunters don't have enough health to withstand too many attacks. It's not worth trying to maximize their damage reduction.
    - Sasha is a possible exception. Because Sasha's leader trait is so useful in so many different situations, some people like to give her a balanced badge set. Like Rick/Daryl, I previously used a balanced badge set on Sasha but am finding that the increased damage is more valuable at the 40+ levels where she gets into one-hit struggles regardless of how much DR she has.
    - I also like to give one Shooter and Hunter a balanced badge set for Guild Wars and maps with ranged Freemen. Personally, I prefer Merle and Dwight for this. Both of them already have a great set of traits for PvP (Iron Skin, Retaliate, Bullet Dodge), so I badge them for the purpose of using them against human enemies.
    - Tara is the lone exception. She is a good candidate to go with full defensive badges to be used with Bruisers.
    - Top Hunter heroes that I like to badge (in order): Sasha, Alpha, Dwight
    - Top Shooter heroes that I like to badge (in order): Aaron, Maggie, Tara, Merle
    SPC_TORRESZetteRickMSAhunter_x
  • JayZJayZ Member Posts: 3,524
    edited March 11
    My favorite team combinations

    Last updated: March 11, 2020.

    This post will highlight some of the teams that I use most frequently. The first hero in each team represents the recommended leader of a team. I know that not everyone has the ability to reroll all of their heroes to have perfect traits, so unless there is a specific hero I have in mind, there are times where I may refer to a general survivor class (like "Scout" or "Bruiser"). These can be heroes or non-heroes, but in many situations, heroes are generally better because they have higher base damage/health and also useful leader traits.

    Scout Daryl -- Scout Rick -- Bruiser
    - Best situations to use this team: Almost every situation. Daryl's Prowl will allow you to get a lot of extra attacks in. Both Daryl and Rick are great at killing regular and special walkers. If you run into trouble, a Bruiser can help stun walkers and take some hits.
    - Additional notes: Gear setup depends on the situation, but I recommend: Daryl's Hunting Knife for Daryl, Tactical Spear for Rick, and Morgan's Staff for your Bruiser (preferably Morgan/Eugene/Glenn).
    - Example: The Box 41.1, Suburbia 40.1

    Scout Daryl -- Scout Rick -- Scout
    - Best situations to use this team: Similar to the above, but better in situations where there is more space to maneuver where you can run and avoid walkers.
    - Additional notes: Gear setup depends on whether there are spawns or not, but I recommend a combination of Daryl's Hunting Knife, Tactical Spear, and Swift Strike Spear.
    - Example: Something Useful 44.2, Shine A Light 40.2

    Eugene/Glenn/Morgan -- Bruiser -- Bruiser
    - Best situations to use this team: Maps where you have to open gates, open crates, or run to the exit.
    - Additional notes: Glenn is a great leader in situations where you start off surrounded by a lot of walkers. Eugene's leader trait allows for extra survivability. Morgan is a good leader at lower levels, but when one-shot critical hits from walkers bring you into struggle, then Morgan's trait isn't really worth it. Tactical Staff can be a game-changer here.
    - Example: Quarry Gate 46.2, Woodbury 46.1

    Scout Rick -- Bruiser -- Bruiser
    - Best situations to use this team: Maps where you are overwhelmed by large numbers of walkers, but you have some time to get yourself into position and clear out some walkers.
    - Additional notes: Rick as a leader can help pass charges between him and your Bruiser heroes (preferably Morgan/Eugene/Glenn). Swift Strike Spear can be useful for more quickly killing and charging up your survivors.
    - Example: S.W.A.T. 40.2, Parking Lot 40.1

    Bruiser Glenn -- Scout Rick -- Bruiser
    - Best situations to use this team: Similar to the above, except Glenn's leader trait can help provide a valuable boost on maps where you might be surrounded and overwhelmed at the beginning.
    - Additional notes: Nothing else to note.
    - Example: Room Service 43.2, Dumpsite 38.1

    Sasha -- Assault -- Assault
    - Best situations to use this team: Maps with no threat counter where you have a large number of regular walkers and potentially some special walkers. Use your Assaults to stun walkers and pass charges off.
    - Additional notes: Sasha is usually best off with a rifle that has wide bore, lucky, and incendiary. Critical Aim can help provide additional stun opportunities. Abe and Rufus (with rerolled traits) are ideal Assaults to pair with Sasha. Lucky, Revenge, and Retaliate on your Assaults will maximize their chances of charging. Damage Reduction and Dodge will help your Assaults survive longer.
    - Example: Through The Wire 48.1, The Archives 48.2
    Danski_46RickMSAbababooeyCarl_Tyreese999BiggsDarkLighter
  • JayZJayZ Member Posts: 3,524
    edited June 10
    How to use melee survivors: ideal traits, badges, recommended gear

    Last updated: June 10, 2020

    I am primarily viewing this from the perspective of high-level Distance and Challenge play (NOT Outpost or Guild Wars), so more PvZ than PvP combat.

    --------------------
    Bruisers
    --------------------

    Purpose: Used to stun walkers and absorb damage. Bruisers should be built to maximize their ability to take or dodge hits. These are must-have survivors for anyone who wants to push their limits. Bruisers should prioritize:
    (1) A weapon with Razor and wide arc
    (2) Maximum Damage Reduction at 80%
    (3) An armor with Hazard Suit
    (4) As much Dodge and Health as possible

    Survivor traits
    - Must-have traits: Punish, Retaliate, Iron Skin, Dodge, Lucky
    - Nice-to-have traits: Defensive Stance
    - Useless traits: Power Strike, Strong, Vigilant, Ruthless, Follow Through, Bullet Dodge

    What weapons traits are helpful?
    - Razor (must-have): Absolutely imperative for stunning high level walkers
    - Lucky (high priority): Can be very helpful by boosting leader traits, dodge, stun resistance, etc.
    - Tactical (high priority): Very useful because it adds DR and allows for extra movement - can be very helpful in maps where you have to get to an exit or open crates
    - Concussion (high priority): Can stun walkers for an extra turn
    - Interrupt (useful in some situations): Can be useful against walkers that cannot be stunned (fatties, goo, spike) but absolutely NEEDS to be paired with Razor. Interrupt ONLY works when it is not a body shot, so against high level walkers, you will need Razor to give you a chance to not be a body shot

    Ideal weapons
    - Tactical Staff (Silver Tactical, Gold Concussion and Razor)
    - Lucky Staff (Silver Lucky, Gold Concussion and Razor)
    - Festive Lucille (Silver Tactical, Gold Concussion and Razor)

    What armor traits are helpful?
    - Hazard Suit (must-have): This trait can't be found anywhere else, so it is a must-have - the chance to reduce attacks to a body shot is super important to be able to take extra hits
    - Dodge (high priority): At lower levels, this trait allows you to completely dodge hits. At higher levels, this trait can reduce a critical hit to a regular hit. When paired with Hazard Suit, Hazard Suit can turn a critical hit into a body shot, and then Dodge can allow you to completely dodge an attack
    - Health (medium priority): Good to have, but not as valuable as the two traits above
    - Stun Resistance (useful in some situations): Self-explanatory - keep this around for fatties and goo walkers
    - Iron Skin (useful in some situations): This is a must-have if it helps you get to 80% DR, but if you already have 80% DR, you don't need it

    Ideal armors
    - Health armor (Silver Health, Gold Hazard Suit and Dodge)
    - Stun resistance armor (Silver Stun Resistance, Gold Hazard Suit and Dodge)

    Strategies with Bruisers
    - Run for a gate or the exit. (Example: Abandoned Camp 50.2 or Woodbury 49.1)
    - Take hits and create stun walls when paired with Sasha and/or other Bruisers and Assaults. (Example: Armored Force 49.1 or In The Compound 50.1)
    - Mix Scouts and Bruisers for a team with balanced offensive and defensive capabilities. (Example: The Back Lot 45.1 or Cabin By The Lake 46.2)

    --------------------
    Scouts (Glass Cannon build)
    --------------------

    Purpose: Used for their long movement range, ability to reduce the threat counter, and capacity to deal high amounts of damage to walkers. Scouts should be built to maximize their critical and non-critical damage. These are must-have survivors for anyone who wants to push their limits. At low levels, a team of Scouts can effectively coast through maps with their high offensive output. At higher levels, surround them with Bruisers to protect them. Scouts should prioritize:
    (1) A weapon with Razor and either Threat Reduction or Destructive
    (2) Maximizing survivor and gear traits that increase their damage (Ruthless, Power Strike, Strong, etc.) - these survivors are glass cannons, which means that defensive traits are not a priority

    Survivor traits
    - Must-have traits: Strong, Power Strike, Ruthless
    - Nice-to-have traits: Lucky, Follow Through, Vigilant
    - Useless traits: Dodge, Retaliate, Iron Skin, Defensive Stance, Bullet Dodge

    What weapons traits are helpful?
    - Razor (must-have): Absolutely imperative for non-body shots against high level walkers
    - Destructive (must-have): Needed for the bonus damage on critical attacks
    - Threat Reduction (high priority depending on the map): Can reduce threats - only useful on maps with a spawn counter
    - Tactical (high priority): Not as useful for the DR, but the extra movement can be really effective to attack and then back up, Prowl for a second attack, Herd with Beta to protect yourself if you don't get the kill, or open a crate. Best paired with a Power Strike survivor trait
    - Swift Strike (useful in some situations): It's always nice to have the ability to perform a second attack after a kill! Pair this with Michonne for some serious slash-and-go
    - Lucky (lower priority): Can be very helpful by boosting the chance of Swift Strike, Threat Reduction, or Critical Chance, but lower on the priority list because there are simply too many good traits available
    - Charging (lower priority): Potential for bonus charge points on kills and increased charged attack damage is never a bad thing, but like Lucky, it's lower on the priority list because of the other traits available

    Ideal weapons
    - Tactical Spear (Silver Tactical, Gold Destructive and Razor)
    - Destructive Daryl's Hunting Knife (Silver Destructive, Gold Threat Reduction and Razor)

    What armor traits are helpful?
    - Ruthless (must-have): Adds a lot of Critical Attack damage
    - Hazard Suit and Dodge (only if paired together): If you're really lucky, these traits can save your Scout from an attack. Hazard Suit will need to kick in first, changing a regular attack to a body shot. Then, Dodge will need to kick in, which allows you to Dodge the attack completely. Against high level walkers, one of them activating will not be enough to prevent your survivor from going into a struggle. But both of these traits together can save you every once in a blue moon
    - Wrestler (medium priority): Can get your Scout out of a struggling situation (which may happen relatively often, given that your Scout will be vulnerable to attacks
    - Stun Resistance (useful in some situations): Most walkers will bring you into a struggle in one-shot, so generally it is not needed. However, if you are fighting goo walkers, Stun Resistance can be helpful in protecting your Scout if the goo walker explodes and stuns survivors around them

    Ideal armors
    - Ninja armor (Silver Dodge, Gold Hazard Suit and Ruthless)
    - Stun resistance/wrestler armor (Silver Stun Resistance, Gold Wrestler and Ruthless)

    Strategies with Scouts:
    - Run for the exit without taking damage. (Example: Lost Bunker 49.2 or Opposing Forces 50.1)
    - Prowl your way to victory with Daryl as the lead! (Example: Abandoned Camp 48.2 or The Back Lot 45.1)
    - Mix Scouts and Bruisers for a team with balanced offensive and defensive capabilities. (Example: The Back Lot 45.1 or Cabin By The Lake 46.2)

    --------------------
    Warriors (Glass Cannon build)
    --------------------

    Purpose: Used for their ability to perform effective crowd control and ability to deal high damage with the Chainsaw. The build is very similar to the Glass Cannon Scout, but the uses are slightly different, as Warriors can hit more targets but have more limited movement range. Warriors should be built to maximize their critical and non-critical damage. These can be effective survivors, but generally lower priority relative to Scouts and Bruisers. Warriors should prioritize:
    (1) Obtaining the Dragon Tongue. This is the ultimate Warrior weapon, and most Warrior builds without it are unfortunately kind of useless
    (2) Maximizing survivor and gear traits that increase their damage (Ruthless, Power Strike, Strong, etc.) - these survivors are glass cannons, which means that defensive traits are not a priority

    Survivor traits
    - Must-have traits: Strong, Power Strike, Ruthless
    - Nice-to-have traits: Lucky, Follow Through, Vigilant
    - Useless traits: Dodge, Retaliate, Iron Skin, Defensive Stance, Bullet Dodge

    What weapons traits are helpful?
    - Razor (must-have): Absolutely imperative for non-body shots against high level walkers
    - Destructive (must-have): Needed for the bonus damage on critical attacks
    - Tactical (high priority): Not as useful for the DR, but the extra movement can be really effective to attack and then back up, Prowl for a second attack, Herd with Beta to protect yourself if you don't get the kill, or open a crate. Best paired with a Power Strike survivor trait

    Ideal weapons
    - Dragon's Tongue (Silver Tactical, Gold Razor and Destructive)
    - Chainsaw (Silver Lethal, Gold Razor and Destructive) - can be useful in certain situations because of the ability to strike twice on each attack, be careful of the threat it generates though

    What armor traits are helpful?
    - Ruthless (must-have): Adds a lot of Critical Attack damage
    - Hazard Suit and Dodge (only if paired together): If you're really lucky, these traits can save your Warrior from an attack. Hazard Suit will need to kick in first, changing a regular attack to a body shot. Then, Dodge will need to kick in, which allows you to Dodge the attack completely. Against high level walkers, one of them activating will not be enough to prevent your survivor from going into a struggle. But both of these traits together can save you every once in a blue moon
    - Wrestler (medium priority): Can get your Warrior out of a struggling situation (which may happen relatively often, given that your Warrior will be vulnerable to attacks
    - Stun Resistance (useful in some situations): Most walkers will bring you into a struggle in one-shot, so generally it is not needed. However, if you are fighting goo walkers, Stun Resistance can be helpful in protecting your Warrior if the goo walker explodes and stuns survivors around them

    Ideal armors
    - Ninja armor (Silver Dodge, Gold Hazard Suit and Ruthless)
    - Stun resistance/wrestler armor (Silver Stun Resistance, Gold Wrestler and Ruthless)

    Strategies with Warriors:
    - Using Beta as a leader can help you look through crates and run for the exit at high levels without engaging in combat. (Example: Train Wreck 50.2)
    - Using Beta as a leader can help you in combat in maps with open spaces and no fatties/goos/spikes. (Example: Blow It Up 47.2 or Armored Force 46.1)
    - Using Dragon's Tongue Warriors with Scout Rick as a Leader is a great way to pass charges back-and-forth. (Example: Battlegrounds 48.2)
    imnfictionPaste
  • JayZJayZ Member Posts: 3,524
    edited July 15
    Helpful pictures and diagrams

    Last updated: March 11, 2020

    Guild War VPs by level



    Guild War VPs by sector



    Stars earned with round passes



    Season missions chart



    Hero traits at each level



    Regular traits at each level



    Difference between the base damage and health of heroes relative to normal survivors at the same level



    Walker health



    TroublemakerimnfictionTheKingVersyse
  • JayZJayZ Member Posts: 3,524
    Thanks for the suggestion @vshield50! I will add that to my growing to-do list. You're one of the best in the game, so please jump in if you have tips of your own :)
  • JayZJayZ Member Posts: 3,524
    That's awesome @vshield50! I'm signing off soon for the night to watch some basketball games, but will incorporate those tips.
    vshield50
  • ATLAS-ZATLAS-Z Member Posts: 4,012
    @zbot @Fluxxx sticky that post please? :smiley:



    Are you Lost? Alone? Looking for a killer team to have your back?
    Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
    Remember, search ZOMBREX SATISFIES. Check us out HERE
    EMAIL US --> [email protected]"
    vshield50
  • AchillesVAchillesV Member Posts: 199
    ATLAS-Z said:

    @zbot @Fluxxx sticky that post please? :smiley:

    Tsk tsk very sneaky.
    vshield50
  • imnfictionimnfiction Member Posts: 206
    @JayZ

    Awesome, thanks for your effort.
    Can you also explain why the critical aim is must have for hunters?
    My F2P challenge videos are here: https://www.youtube.com/channel/UCAl_96Zig2NXqvGM_2Mf5Aw
    imnfiction#8607 on Discord.
  • Danski_46Danski_46 Member Posts: 1,021
    Thanks for this @JayZ, I put a link to it in my guild line chat 🙂
    JayZ
  • SmokeandMirrorsSmokeandMirrors Member Posts: 360
    @JayZ EXCELLENT post and thank you to everyone who is contributing. This will be my go to for players asking advice. Just excellent. Thank you!
    Danski_46JayZJaden
  • JayZJayZ Member Posts: 3,524
    Thank you all for your support! Really glad this is helpful. I want to do a lot more, so please bear with me while I finish fleshing out the content. I'll reply and let you know when major sections are done, but I don't want to spam the frontpage for minor revisions.

    @imnfiction Critical Aim works better with Hunters than Shooters because they can hit multiple targets. Critical Aim gives Hunters stopping power, i.e., the ability to stun a walker so that they stop coming towards you. With a leader like Sasha who can quickly charge up herself and other Hunters, Critical Aim can give you just enough of a break to finish a mission, get out of harms way, recharge your survivors, etc. Check out the last 20 seconds of this video:

    imnfictionCarl_Tyreese999
  • JayZJayZ Member Posts: 3,524
    Made a lot of updates to my general tips post. Tried to include some videos to demonstrate. Hope it helps!
    tabernacSPC_TORRESrogueDS
  • rogueDSrogueDS Member Posts: 573
    @JayZ amazing I must say. Dang hats off. Maybe I'll stop doing just MM only. Info is awesome.
    JayZ
  • ReeconnReeconn Member Posts: 524
    Great work @JayZ i have bookmarked this for future references
    Wild Walking 1
    JayZSuperhero
  • NovellNovell Member Posts: 105
    Awesome work. Thank you for that. <3

    Why is the spear the weapon of your choice? The muscet makes more damage as far as i know.
    Proud member of WEIRDnDEADLY
    JayZ
  • JohnbertJohnbert Member Posts: 192
    Novell said:

    Awesome work. Thank you for that. <3

    Why is the spear the weapon of your choice? The muscet makes more damage as far as i know.</p>

    Musket does indeed more damage but you can only attack one walker at time (except charged attack) while with the spear you can kill up to 3 (6 if swift kicks in) walkers in one turn. Both weapons are great and I wouldn't say one is better than the other, they are just different.
    JayZZette
  • dalmerdalmer Member Posts: 76
    > @JayZ said:
    >Check out the last 20 seconds of this video:
    >
    >

    You were extremely lucky! The chance was only 0.64% for such outcome.
    JayZ
  • BttlOpenerBttlOpener Member Posts: 949
    @JayZ good stuff. Are you doing an updated version of @OneLessTitan 's wordpress (https://twdnomansland.wordpress.com/)? It would be fantastic to have this updated information on a web page outside the forums. Good luck on your efforts.
  • JayZJayZ Member Posts: 3,524
    @Novell few reasons. First, as @Johnbert stated, musket can only attack one. Second, I like Tactical on Spear. Third, musket charged attack causes threat. And fourth, musket charged attack is a lot weaker than Spear!

    @BttlOpener unfortunately, I have no plans of going that big. It’s much easier to share tips than to keep an entire fact-based Wikipedia up-to-date. Sorry...
    BttlOpener
  • JayZJayZ Member Posts: 3,524
    Awesome @vshield50 - this is meant to be shared to all! Glad your guild likes it :)
    vshield50
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