Z-Xer Beginners Guide (new edits)

ZXerZXer Member Posts: 248
edited August 30 in Strategy Discussion
*** Last edited: 30 Aug 2022 ***

Part I: From Zero to Hero

I am reorganizing this guide into a new thread to make it easier to follow.

OK, I know quite a bit because I only started this game in June 2021 and been making quite good progress. So I am writing this guide to help those who are just starting out. This guide is written from my perspective on how I did it - definitely only one of the many strategies.

1. Do not unlock too many heroes. 

Reason 1: Heroes are unlocked at the highest level of any one of your survivors, regardless of the survivor class. Example: You have Assault level 20 but your highest level survivor (hero or non-hero) is Scout level 25. You want to unlock Mercer (Assault) - he will unlock at level 25 (credit @FuriousMoldovan ).

Reason 2: The fewer you unlock, the fewer XP you need to train / upgrade later on. Note that XP will get much more scarce later on. Even with only 6 heroes unlocked = It took me longer to go from survivor level 25 to 27 than it did to go from 1 to 25. This game is really designed to keep you busy for years, not days.

Reason 3: At mid and high levels, badges and traits will become far more important than anything else. Badge components and reroll tokens are the rarest and most expensive resources in the game. Heroes / survivors without proper badges and proper traits will be practically useless anyhow, so it is pointless to unlock more heroes than what you can possibly supply with good badges and reroll tokens.

Also note: Gear from Guild Shop, BM, TG store, etc unlocks at the highest level of any survivor of this class, that the gear belongs to. So whenever there are special weapons from campaign / Guild War (GW) you want to claim, it is best to get at least one survivor at the highest level possible before you claim it. Also = it may be possible to unlock a new survivor (which will unlock at the same level as you highest level survivor) in the same class of the gear you want to claim - just before claiming the gear.

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What if you are reading this guide and - oops - you already have unlocked a lot of heroes?
 Keep on reading. Basically, it's judgment call. If you are only at survivor level 15 - starting anew is always an option - it might be easier and faster long term. If you are at survivor level 21 and have 10 heroes unlocked - no sweat. Keep on reading. If you have, say 20 heroes unlocked and you're at survivor level 18 - that will be judgment call. Keep on reading.

Note that there are "heroes" and there are "regular survivors". Feel free to unlock, train, and dump regular survivors all the time. "Heroes" once unlocked, stay with you, and you are gonna have to train them with XP sooner or later.

**********

At the beginning, I only unlocked Original Daryl, Abraham, Hilltop Maggie (Haggie), Pizza Guy Glenn (PGG), Governor, Eugene. The 5 out of 6 above-mentioned heroes are ones you normally get from Story Missions. Haggie is an exception - you need one shooter but it does not need to be her. The story missions did not provide tokens for a shooter hero.

**********

2. Note the most important milestones: Craftsman Level 1 and Level 2. Hoard all of your gold components and most of your blue components until you reach Craftsman Level 2. Also hoard all your level 1 components - they are useless now but will be very useful later.  If you follow this guide you should reach Craftsman level 1 in 4-6 weeks and then Craftsman Level 2 in another 4-6 weeks. Craftsman level 1 allows you to begin crafting badges - which will help you punch enemies at 3-4 levels above your survivors. Craftsman level 2 allows you to craft far better badges than Craftsman level 1 and allow you to punch enemies at 4-5 levels above your survivors. Craftsman level 2 will render all badges you crafted earlier pretty much obsolete.

3. In fact, hoard everything: gold, tools, weapons, tokens, radios, everything. Never buy anything until much later. Not for gold, not for $. Except survivor slots. You can buy survivor slots until they cost about 150 gold.

4. Prioritize leveling up until at least you get Craftsman Level 2. But this does not mean you should farm and scavenge - I did not. I played all game modes casually and this was enough to level up quickly. Only when there were tomato events I prioritized playing Scavenge Missions.

But also do your math - calculate the lowest tomato-to-building-point ratios. These are the "cheapest buildings" that you should prioritize so you can level up quickly. Also consider prioritizing tomato farms, although when they become "expensive", you should still prioritize other "cheaper" buildings.

Besides the "cheapest buildings", you should also upgrade your council and then your training ground as soon as they are available. Because as you level up your survivors, the Scavenge Mission rewards will go up with it.

Weapon Workshop is one of the "most expensive buildings". For this reason, I never upgraded my workshop until the very end. Okay, this is one of the most contentious points in this guide, but upgrading your workshop quickly will set you back few weeks or even months. Therefore I'd still recommend that you prioritize cheaper buildings over upgrading your workshop.


5. Prioritize XP for training up your favorite heroes before anything else. 

For me, Governor - Abraham - PGG are my go-to guys for Scavenging missions. Do this quickly like 3-4 times a day until you run out of gas. There are other more optimized farming methods, but trust me, this method is the most time-efficient. I have not even unlocked hunter Maggie until now. Until survivor level 21-ish I went up 2-3 levels per week, then about 1 per week between 21-25-ish, then it gets painfully slow from there.

Depending on situations, Haggie, Daryl, and Eugene also have many uses in low level challenge and Guild Wars.

When you have more XP then you need, only then you should use them for training regular survivors and weapons.


6. Do not unlock weapons from campaign or GW until the very last moment (but don't forget either). Do not spend any reroll or reinforcement tokens either, not yet. Hoard them up.

7. Occasionally there are special radio calls, costs 40 radios, will give you the best heroes. OK, so best heroes are: Sasha, Princess, Mercer, Yumiko, Ezekiel, Guardian Carol, Riot Gear Glenn, Huntsman Daryl. When they put these heroes together on those 40 radios call plus no more than 2-3 other junk (those not mentioned here), you can start spending your radios. 

8. Once you have Craftsman Level 2, you can decide to start "playing" the game properly if you want. You really need Craftsman Level 2 as this gives you far better badges than level 1, but the rest, you can get by without having max level.

But I personally waited until survivor level 26 before unlocking additional heroes. This is what I did, but you can start "playing" the game properly as soon as you get Craftsman Level 2.

9. Once you reach level 26-27-ish, then XP becomes very very scarce. This is when I started "dropping" those original survivors. You only need to train one survivor to max level, then the next survivor you unlock will be at that level. So, for example, at level 26, I only train HMaggie to level 26. Then I unlocked Sasha. Everybody else I left at level 25. Then up trained Sasha to level 27, then I unlocked Yumiko. Everybody else I left at level 25. Then I trained Sasha again to level 28, then I unlocked Princess. Everybody else I left at level 25. So at level 28 (which was the max at that time), I have the most important heroes (Sasha and Princess) already at level 28 by spending XP to up train only one hero. Therefore I can focus my XP to upgrade weapons. More on this later.

10. Once you decide you want to properly "play" the game,  you can start building up your heroes and weapons, beginning with the so called SPY (Sasha Princess Yumiko). 
Member of MavsOG
AngelspitDeathwish19roganrushrich

Comments

  • ZXerZXer Member Posts: 248
    *** Last edited: 17 Aug 2022 ***

    Part 2: Guilds, Family, and Guild Families

    Some players stay with their guild for years; even those who don't (like myself), stayed in the guild chat and stay friends.

    You have 2 main reasons to stay with a guild: resources and chemistry.

    Resources such as Trade Goods and Radios are vital to your development. And chemistry is very important; many players gel with their guilds like a second family. You should balance both.

    Then there are the guild families. For new starters, these families are better than standalone guilds for the simple reasons: there are more people who will support you.

    For new starters, I can recommend Eh Family. They are very active and extremely well organised.

    But there are many others. Currently I am with the Mavericks family. Then there are the Breaking Bad family, Wild Walking family, the Ad Hoc, the Rotting In family, the TWD family ... you can find them all in the leaderboard. Also the Polish guild families, German guilds, French, Italian, Japanese, Chinese speaking, Spanish speaking, Porto-Brazilians ... Some guilds focus in Challenge, and some focus in Guild Wars. The leaderboards will give quick impressions where the guilds are focused.

    OK. So why I singled out Eh Family for new starters. They have their own discord channel. They publish a lot of things, from info, guild stats, and they have people spending a lot of time and effort doing centralized placement. Nobody else does close to this. Sorry if this sounds like advertisement - it is not. I am just giving credits where credits are due.

    As you grow, you can move into guilds within the same family, or you can always try out other guilds too. With the Eh Family, somebody is already doing the placement, so, kind of make things lots easier for newcomers. With other guilds, normally you have to find placement yourself when you are ready to move up or when you just want to make new friends.

    Generally speaking, there are more guilds with incomplete members than there are players looking for guilds, so never afraid to ask around. There are LINE groups for this, also there is a Discord server, or also in this Forum.
    Member of MavsOG
    Deathwish19roganrushrich
  • ZXerZXer Member Posts: 248
    *** Last edited: 17 Aug 2022 ***

    Part 3: "Crate" Weapons and Armors

    1. Generally speaking, do not invest in low level weapons and armors. Do not spend reinforcement tokens, and definitely do not buy weapons and armors with gold or $$$ - at least until you have Craftsman Level 2.

    2. But you might come across some coming from crates with "unicorn" traits. Be sure to "love" it and keep it. If your workshop allows it, go ahead and upgrade them when you have enough XP.

    Some examples:

    Unicorn Armors = silver hazard suit or stun resistance + gold primed + gold ruthless 
    Semi-unicorn = gold primed + silver ruthless or gold ruthless + silver primed ; third trait could be anything
    For bruisers, gold ruthless and primed may be substituted by gold hazard suit and gold dodge

    Note that hazard suit does not drop in crates for ranged classes
    Note that dodge trait (on armor or on the survivors) is largely useless without hazard suit trait on the armors

    Note that all unicorn armors are useful at any level. Generally speaking = never spend reinforcement tokens on armors, except maybe on truly unicorn bruiser armors.

    Unicorn Shooter Weapon = silver / gold lucky + silver / gold ranged + gold cripple
    Cripple is the best trait for shooter weapon, but it cannot be combined with piercing. Gold cripple should be the 1st priority, silver lucky the 2nd priority.

    I will discuss this in depth later - but after certain difficulties, your attacks will result in body shots, which makes it much more difficult to kill enemies. This begins happen at level +3 and becomes guaranteed at level +5 (above your survivor level).

    You will not have any difficulties at all clearing out enemies up to level +5 with proper badges. So the "real game" begins at level +5 when all your attacks are body shots. But this also means that a gold cripple gun will almost always result in crippled enemy. A gun with gold cripple and at least silver lucky and lucky trait on the survivor will always result in crippled enemy (note: if your lucky trait level is still too low it might not be 100%, but should be 99% or so).

    Any enemy that is hit by a crippling overwatch will not attack. This is another reason why crippling shooter weapon is very important.

    Unicorn Bruiser Weapon = silver / gold concussion + silver / gold lucky + gold interrupt
    Another useful trait for bruisers is razor, so perhaps a combination of concussion, razor, and lucky or interrupt is also good. However soon enough you'd want to buy Morgan Staff or Hockey Stick at the Black Market, which would have all these traits (but better, because they make 3-space arc). The unicorn trait I mentioned above would be priceless later on, so keep looking.

    Unicorn Scout / Warrior Weapon = silver / gold lucky + silver / gold razor + gold interrupt

    I don't know if anyone would consider any hunter / assault weapon from crates to be "unicorn" as there are so many special weapons from campaign or guild wars for these two classes, but generally probably anything with lucky, wide spread / large caliber, interrupt, fire (hunters only), and in some cases piercing and ensnare (must come together as at high level ensnare won't activate without piercing)

    Generally speaking = never spend reinforcement tokens on these weapons either, though in some cases it might not be a very bad idea (but still a bad idea).

    Unicorns are pretty rare, so yeah at the beginning you will have to make do with something almost a unicorn, but not quite.
    Member of MavsOG
    roganrushrich
  • ZXerZXer Member Posts: 248
    *** Last edited: 17 Aug 2022 ***

    Part 4: Badges

    I will not talk at length on how to craft badges as the best, most complete, and most up to date instruction and map on how to craft badges is available at the community discord server having been perfected for years by paste and NatsuDark and few others at the community. But here is the gist.


    1. At early game, badges are the most important thing that helps you stay alive and punch (kill) above your level. Craft as many badge as you can as soon as you have Craftsman Level 1, but save all your gold components until you have Craftsman Level 2. When you start to get close to Craftsman Level 2 (say = 2-3 levels below), start saving your blue components as well.

    Generally speaking, an assault with 3x green-blue damage badges can mop down +1 level enemies without upgraded weapons. Combining two such assaults can help you mop down +3 level enemies = by having one hits after the other. So with reasonably good badges, you can use 2 assaults to do quick tomato scavenging. And if your badges are borderline, you can also combine one assault with one hunter (say, Governor-Daryl-PGG team on scavenging missions).

    2. Generally speaking, each survivor should be badged either:

    Defensively = 3x Damage Reduction (DR) badges + 3x Health (H) badges
    or
    Offensively = 3x Damage (D) badges + 3x Critical Damage (CD) badges

    Avoid mixing badges when you can. I'll talk about this in much later time. In early game, mixing badges is generally bad because it will result in survivors that can neither kill nor take hits.

    Also, you've noticed that the 5th kind of badges: Critical Chance (CC) is rarely useful. Why? In short, because once you have guaranteed body shots (at level +5 approximately), you'd also have 0% critical chance. At higher level it could be strategic for some heroes to use razor / piercing weapons or weakening traits to reduce body shots and therefore can use CC badges, but this is discussion for much later time.

    3. In early-early game, D badges are most important. It will help you clear maps up to 3 levels above your survivor level with little efforts. I did say that mixing badges is generally bad, but in early-early game (when you just unlocked Craftsman Level 1), I would recommend you to put 3x D badges on everyone. The other 3 can be any other combination. Don't worry, NG usually gives out free badge un-equip event every other month, so you can fix and redo everyone's badge every other month.

    4. At mid level, the DR badges are the most important. I would recommend that you use a good portion of your gold components to craft DR badges with the right trait bonus (usually dodge or retaliate). Again, I will not talk in depth about badge crafting as the best and most up-to-date guide is available at the community discord channel.

    5. Generally speaking, assaults should always be defensive at mid level and then changed to offensive once you are comfortable with Guild Wars island 12 and above.

    Exceptions:
    Governor can be full offensive = to help you clear scavenging mission quickly
    Abraham can be full offensive = to help Governor in with scavenging
    Mercer = can go either way

    6. Generally speaking, bruisers should always be defensive.

    Exceptions:
    T-Dog = can go either way

    7. Generally speaking, scouts should always be offensive.

    Exceptions:
    PGG = can go either way or even mix D+DR (his only use usually is to open crates)

    8. Warriors, hunters, and shooters can go either way. 

    Some warriors like Michonne are natural offensive, and some like Jerry are natural defensive
    Some hunters like Sasha are natural offensive. Dwight might look like offensive but could be best used as defensive hunter in PvP and raiders missions.
    Some shooters are natural defensive such as Tara, but most shooters can go either way.

    Yumiko can go either way. The pro of giving her offensive badges is so she can kill. But then offensive Yumiko can also "accidentally kill" - which results in her LT not activating.

    9. In mid level game, best to have at least 1 offensive survivor and 1 defensive survivor in a team. Defensively badged hero / survivor can take hits while the offensive ones can kill. In SPY team, Sasha is usually the offensive one, Princess defensive, while Yumiko can be either. Sasha stays back, away from danger, while Princess goes more forward and take hits (either accidental or incidental) to protect Sasha and / or offensive Yumiko. Similarly in melee teams, bruisers move forward while scouts can hide behind the bruisers.

    10. Never reroll badge trait bonus, and in general do not reroll your badges at all. Reroll tokens in early games are far too valuable for this.
    Member of MavsOG
    roganrushrich
  • ZXerZXer Member Posts: 248
    edited August 18
    *** Last edited: 18 Aug 2022 ***

    Part 5: Survivor Traits

    I am writing this from the perspective of new players - a group I myself belong to.

    Rerolling traits will be the most important thing to progress in TWD NML world; but also the most expensive, because reroll tokens will end up to be the rarest commodity, and you really need a lot of it.

    Therefore, for new players like myself, it is not about getting the "perfect traits". But rather, what is a set of "good enough" traits?

    Which gets us to the following table.

    For new players, the so-called SPY team (Sasha-Princess-Yumiko) will be your most important team. After that you can add Mercer, and maybe Guardian Carol. You should spend all your reroll tokens to get at least the "must have" in the table below. As example: "Lucky" is a must-have trait for all in SPY team.

    Lucky trait combined with lucky-crippling shooter weapon will provide guaranteed cripple against high level enemies. On Assaults, lucky trait combined with lucky armor and lucky weapon will provide 95-98% chance of concussions. On Sasha, lucky improves the chance her traits activate (although it is a lot less important now that she could use a lucky-primed armor).

    After that, get the "priority". Everything else can wait.

    Then you can go improving the traits of the other heroes. For me the next one would be Ezekiel, then RGG (Riot Gear Glenn), then HD (Huntsman Daryl). After that then it's up to your personal favorites. Perhaps Michonne (who just got her Leadership Trait / LT revamped), then SR (Survivalist Rick), T-Dog, Beta, and Eugene.

    In any case, don't get hang up on a "perfect" set of traits. It's more important to get the "must have" on all your most favorite heroes before getting the next line items: the priority and the nice-to-haves.

    Also one thing to note: weakening trait might have undesired side effect and that is nullify the "body shot" guarantee of non-razor weapons against high level enemies. For this reason it might be wise to not put weakening trait on at least a few of your warriors.


    Don't Forget about "Unicorn" Surivors

    NG gives us free calls to get new survivors, and unlike reroll tokens, these calls are relatively "cheap". That means you can keep calling new survivors, upgrade them if they have good traits, then trash them again if the traits are bad. You can keep doing this, and once in a blue moon you'll end up with some "unicorn" survivors. These unicorn survivors might perform better than some heroes, and they cost zero reroll tokens!


    Small Footnote: IS trait is one option you can take to reach 80% DR if badges alone can't get you there.

    For defensive or mixed-defensive survivors, Iron Skin (IS) can be a great addition at mid level when you don't yet have enough badges to create 80% DR with badges alone. I don't discuss this in depth, because eventually you should be able to "grow out" of IS dependence, and use your trait slot for something more useful. And therefore- I also would not purposefully use my scarce reroll tokens just to get IS traits. But if it is already there, or if somehow it is offered while you were rerolling for some other traits - you could definitely consider it for temporary use.



    Member of MavsOG
    roganrushrichAngelspit
  • ZXerZXer Member Posts: 248
    edited October 6
    *** Last edited: 6 Oct 2022 ***

    Part 6: Radio Calls

    Generally speaking, the 40 radio calls are the best deals. Next best are the 25 radio calls. But obviously they all depend on who are in the calls - whether you need them or not. It's largely depend on your preference and how you play, but here are the most important heroes for n00bs - in order of importance

    But before we get started, let's distinguish 2 key points here. The best heroes for the class are not necessarily the same heroes you want to prioritize your radios on. For example Yumiko, by far the best hero in shooter class (or perhaps the best hero in NML), but is probably the one you should not be prioritizing your radios on. Why? Because her LT just works no matter the level. Some like @Paste even argues to keep her LT low (as to not cause too many collateral damages) as described beautifully here 

    https://forums.nextgames.com/walkingdead/discussion/50973/vote-on-the-nml-7th-anniversary-radio-call-heroes/p3

    So how will we discuss these 2 issues? First let's discuss which heroes are the best, then we will put asterisks on which heroes arguably don't need to be the top priority for leveling up with radios.

    On a side tangent. In any case to level up your heroes you need radios, and to get radios you need good guilds. If you regularly hit 5358 and in need of radios, contact me, there are openings in a top 3 and a top 20 guilds for visitors and permanents.


    ASSAULT CLASS

    1. Mercer (should be quite the consensus here). Probably hands down with no controversy the one hero needs to be leveled up as fast as you can. This should be #1 on overall list too.

    2. Princess. I find her to work well enough already at LT 7, and at LT 8 that is just an icing on the cake. But for those who haven't gotten her that high, she should be the priority; perhaps even competing with Mercer between #1 and #2 on overall list, depending on how low her LT is.

    3. Rosita *** - but I give her 3 asterisks as she really needs no leveling up. You might need to reroll lucky trait on her (to get guaranteed cripple on RoAR), but, the lucky-primed armor on current survival pass might be a far cheaper option than rerolling.


    SHOOTER CLASS

    1. Yumiko ***. Need we say more? However with 3 asterisks just like Rosita.

    2. Carl. Maybe you don't use him a lot, but don't you ever get jealous with GW or Outpost defenders that just won't die?

    3. Hilttop Maggie (Haggie). Sometimes useful in maps with a lot of specials (including exploders)


    HUNTER CLASS

    1. Sasha *. However with 1 asterisk as I find her LT is good enough to make good out of bad at LT 7. And with as many calls we have involving Sasha, even new players will get to LT 7 fairly quickly.

    2. Guardian Carol. With the Star Hero meta, she's far more useful than Sasha in challenge. So normally I would even put her at no. 1 for hunters, but, to be fair to those who don't yet have Sasha at LT 7, probably Sasha should be the priority here.

    No 3 might belong to Hershel, but, unless he's a leader, he's probably not going to be a very useful hero. And his LT probably won't be "good enough" to dethrone Sasha for vanilla GW or Distance missions.


    WARRIOR CLASS

    1. Ezekiel **. Even with Tyrese, I should think that Ezekiel is still going to be the no. 1 warrior but with 2 asterisks. His LT is useful as it allows you to thwart at least 1 extra attack (could be 2 if you position him to stun 2 enemies in line), and is probably the preferred warrior once you reach round 60+ in challenge. However I have found myself that these days almost all warriors work quite well and you can cycle through pretty much through all of them. I gave Ezekiel 2 asterisks as his LT does not need to be leveled up, but his other traits do (such as perseverance, lucky)

    2. Tyrese.

    3. Michonne or Beta **, hard to decide. I personally find more and more that Beta is still more useful than Michonne especially once you hit round 60, although Michonne does make things faster and easier below round 60.


    BRUISER CLASS

    1. Fighter Rosita. Need we say more?

    2. Riot Gear Glenn **. Many maps require bruiser to come precharged to be of any use, although FiRo nullifies this requirement as she can move after the first attack. I put 2 asterisks because his LT would be good enough at LT 7.

    3. T-Dog *** or any bruiser with both perseverance and weakening. I have been rotating through T-Dog and a regular bruiser when RGG is in hospital,


    SCOUT CLASS

    1. Beth. I personally would put her as the best scout at this point, especially with perseverance, weakening, and the new Tyrese and FiRo, she will definitely dethrone HDaryl and SRick eventually if not yet already.

    2. Huntsman Daryl

    3. Survivalist Rick

    Special mention: Pizza Guy Glenn ***. Because he can open boxes. But again here 3 asterisks.


    RADIO PRIORITY

    So here's how I would prioritize my radios:

    1. Mercer

    2. Princess

    3. Tyrese

    4. Beth

    5. Guardian Carol

    6. Ezekiel

    7. Can probably belong to Sasha or Carl. To be selfish here I would say Carl, but I can also see that Sasha is probably more important for most people.

    No. 1 should belong to FiRo, but I don't think her tokens would be available at special calls fo a while.

    In the end, the voting is probably not too way off ... I would hope that Beth would make it rather than Yumiko. But, anyway, let's discuss what you think.
    Member of MavsOG
    roganrushrich
  • ZXerZXer Member Posts: 248
    edited November 25
    *** Last edited: 25 Nov 2022 ***

    Part 7: Special Weapons and Armors

    1. Gear from Guild Shop, BM, TG store, etc unlocks at the highest level of any survivor of this class, which gear belongs to. For this reason, it would be wise to train up or unlock at least one survivor from the same class as the gear class you want to claim - just before claiming it. For the same reason, it would be wise to wait until the last possible moment to claim special weapons from GW or campaigns (but don't forget to claim it).

    2. It will require reinforcement tokens to upgrade gears past the +3 level (1 level for each trait). So only use reinforcement tokens for very special gears.

    Generally speaking, armors for scout and shooter class will not be necessary to be upgraded using reinforcement tokens. On the other hand, armors for bruiser class will probably worth the upgrade using reinforcement tokens. Armors for other classes and all weapons are not-so-simple judgment call.


    Member of MavsOG
    roganrushrich
  • ZXerZXer Member Posts: 248
    edited August 20
    *** Last edited: 20 Aug 2022 ***

    Part 8: Key concepts


    1. Lucky

    Lucky traits can be equipped in (1) survivor, (2) weapon, (3) special armors. All these lucky traits "stack" = you just add them up then multiply with the trait. Lucky traits are often very important because often there is a huge difference between having certain traits to activate 100% of the time, or 99% of the time, or 97% of the time. I will often talk about having 2x lucky or 3x lucky, which basically means to have 2 or 3 lucky traits that stack. There are different level of lucky traits of course (gold, silver, and a sliding scale on the survivor), and you have to do your own math to make sure you have enough "luck".

    Example: 

    Gold cripple has 75% chance of activation on bodyshots. 
    Silver lucky = 15%
    Lucky LT 5 = 18 %

    Chance for Cripple = 75% x (1+0.15+0.18) = 75% x 1.33 = 99.75%


    2. Cripple

    Gold cripple + 2x lucky = guaranteed cripple on bodyshots. This is why lucky trait is very important on all shooters and assaults (see above discussion on survivor traits). Exact amount of lucky traits you must compute yourself - it is right around 34% (silver lucky + 18-20% survivor lucky trait)

    Note that "piercing" weapon trait therefore negates this guarantee crippling. 


    3. Cripple - interrupt

    This sounds like a bug, it probably is a bug, but probably won't get "fixed" anytime soon = crippling shots on overwatch / primed / pretaliate will result in interrupt. Note that primed / overwatch requires at least one step movement, but pretaliate not.

    On assaults' cripple, all enemies sprayed by crippling shots will be interrupted (no movement). In other words, one enemy will make 1 move and the rest will be "frozen"


    4. "Fire-bug"

    If you shoot a raider / PvP humans and burn them leaving them with 1 HP, they will die at the end of the turn (won't be able to further attack).

    For this to happen, fire burn must be inflicted on the shot that brings down the raider / humans to 1 HP, not the previous shot. Therefore, this is more likely to happen on charged attack, although normal attack can also do the same if it inflicts enough damage to bring the raider / human to 1 HP.


    5. Concussion

    In many maps on star hero-Yumiko-Princess team, you must control 2 sides of walkers. This is only possible when you inflict concussion stuns (2 turns). Lucky decimator + lucky armor + lucky survivor trait will allow you to get to 97-98% concussion rate.


    6. You can target an exact certain walker on your overwatch / primed / pretaliate

    To do this one must fully understand walker movement mechanic posted on my next chapter.



    Member of MavsOG
    Chris7thLegionroganrushrich
  • ZXerZXer Member Posts: 248
    edited October 20
    *** Last edited: 20 Oct 2022 ***

    Part 9: Movement Mechanics

    I try to (over) simplify the description here based on the text already written by @Burmeliinis . For more detailed and most up to date discussion, you can find the complete text in the TWD NML Community Discord.

    1. Unaware walkers will not move. If alerted by sound, they will wander.

    2. Unaware and wandering walkers will not attack. Unless triggered by overwatch or by proximity (such as spawning next to your survivor).

    3. Walkers move one-by-one. This is why mastering walker movement is the key to mastering this game.

    4. Walkers closest to your survivors will move first. This includes survivors on camouflage such as with gore or Walker Mike. If the distance is similar, straight line counts as closer than diagonal. Roughly, the distance chart looks like the following

    image
    5. If one walker has equal distance to multiple survivor, the walker will prioritize on portrait order (the order you put your survivors on mission selection)

    6. If multiple walker has equal distance to multiple survivor, we don't understand exactly how they prioritize. There are some ongoing theoretical discussion in Discord.

    7. Once a walker is about to move, it will lock in to a "chosen survivor" based on the distance and portrait order. Then it will move towards that chosen survivor, preferring straight line over diagonal.

    8. If that walker reaches an empty tile next to its chosen survivor, it will attack. Note that if that tile is also adjacent to another survivor which is higher on portrait order, it will attack the survivor that is higher on portrait order.

    9. If that walker never reaches a tile next to its chosen survivor, it will not attack, even if it ends its move on a tile next to another one of your survivors or raiders that is not its chosen one.

    10. If the walker cannot possibly reach the target due to a blocking obstacle, it will move around randomly. Other walkers are not considered "blocking" obstacles and generally means that walkers will tend to form a queue towards target. There are some exceptions to this, but generally this is the case.


    Therefore, some tricks that you can play:

    1. You can position your survivors to induce the next walker to move according to these rules, and use it to your advantage (such inducing a 2 walkers stun using a morning star on overwatch when one walker makes movement)

    2. Position a survivor next to a walker but separated by a wall = this walker will never reach that closest survivor due to the wall, and will not attack other survivors when in range. If that survivor is completely blocked by blocking obstacles, the walkers will wander.

    3. You can induce all walkers to queue in on direction, leaving a clear path to dash through a different alley
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    roganrushrich
  • ZXerZXer Member Posts: 248
    *** Last edited: 17 Aug 2022 ***

    Part 10: placeholder
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  • ZXerZXer Member Posts: 248
    *** Last edited: 17 Aug 2022 ***

    Part 11: placeholder
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  • ZXerZXer Member Posts: 248
    *** Last edited: 17 Aug 2022 ***

    Part 12: placeholder
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  • ZXerZXer Member Posts: 248
    Just added new section
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    Chris7thLegion
  • Chris7thLegionChris7thLegion Member Posts: 95
    ZXer said:
    *** Last edited: 19 Aug 2022 ***

    Part 8: Key concepts


    1. Lucky

    Lucky traits can be equipped in (1) survivor, (2) weapon, (3) special armors. All these lucky traits "stack" = you just add them up then multiply with the trait. Lucky traits are often very important because often there is a huge difference between having certain traits to activate 100% of the time, or 99% of the time, or 97% of the time. I will often talk about having 2x lucky or 3x lucky, which basically means to have 2 or 3 lucky traits that stack. There are different level of lucky traits of course (gold, silver, and a sliding scale on the survivor), and you have to do your own math to make sure you have enough "luck".

    Example: 

    Gold cripple has 75% chance of activation on bodyshots. 
    Silver lucky = 15%
    Lucky LT 5 = 18 %

    Chance for Cripple = 75% x (1+0.15+0.18) = 75% x 1.33 = 99.75%


    2. Cripple

    Gold cripple + 2x lucky = guaranteed cripple on bodyshots. This is why lucky trait is very important on all shooters and assaults (see above discussion on survivor traits). Exact amount of lucky traits you must compute yourself - it is right around 34% (silver lucky + 18-20% survivor lucky trait)

    Note that "piercing" weapon trait therefore negates this guarantee crippling. 


    3. Cripple - interrupt

    This sounds like a bug, it probably is a bug, but probably won't get "fixed" anytime soon = crippling shots on overwatch / primed / pretaliate will result in interrupt. Note that primed / overwatch requires at least one step movement, but pretaliate not.

    On assaults' cripple, all enemies sprayed by crippling shots will be interrupted (no movement). In other words, one enemy will make 1 move and the rest will be "frozen"


    4. "Fire-bug"

    If you shoot a raider / PvP humans and burn them leaving them with 1 HP, they will die at the end of the turn (won't be able to further attack). This is more likely to happen on charged attack, although normal attack can also do the same (somewhat less likely).

    If you shoot / hit that raider / human again, they will llikely not die at the end of the turn.


    5. Concussion

    In many maps on star hero-Yumiko-Princess team, you must control 2 sides of walkers. This is only possible when you inflict concussion stuns (2 turns). Lucky decimator + lucky armor + lucky survivor trait will allow you to get to 97-98% concussion rate.


    6. You can target an exact certain walker on your overwatch / primed / pretaliate

    To do this one must fully understand walker movement mechanic posted on my next chapter.



    This is fantastic!
  • AngelspitAngelspit Member Posts: 114
    This should probably be moved to the main forum for visibility, as people appear to overlook the other subforums.
    In Game: Fives
    BenjaminT
  • LeonPlayonLeonPlayon Member Posts: 28
    Awesome work, ZXer!
    I read in part 8.3 that Cripple-Interrupt from Primed requires at least one step movement, but are you sure about that? I'm not 100% sure, but I think you don't need remaining movement points to Cripple-Interrupt walkers through Primed
  • BenjaminTBenjaminT Member Posts: 456
    edited October 3
    Awesome work, ZXer!
    I read in part 8.3 that Cripple-Interrupt from Primed requires at least one step movement, but are you sure about that? I'm not 100% sure, but I think you don't need remaining movement points to Cripple-Interrupt walkers through Primed
    Primed/Overwatch is triggered by walkers moving from one tile to another. If they’re already next to you and don’t need to move tiles to attack you then primed/overwatch has no trigger to activate.

    Only exception to this is Ezekiel’s leader trait, Regal Authority, which acts like a ‘pretaliate’, you attack any walker immediately before they attack you, whether they’ve had to move to attack you or not. It looks just like Primed/Overwatch but it’s something different.

    So what you’re saying is true IF Ezekiel is the leader, but in all other cases Primed is only triggered by walkers moving tiles.

    This is @zxer means by movement for Primed to activate. But you’re absolutely right about your heroes not needing any action points for Primed to activate too :)
  • LeonPlayonLeonPlayon Member Posts: 28
    BenjaminT said:
    Awesome work, ZXer!
    I read in part 8.3 that Cripple-Interrupt from Primed requires at least one step movement, but are you sure about that? I'm not 100% sure, but I think you don't need remaining movement points to Cripple-Interrupt walkers through Primed
    Primed/Overwatch is triggered by walkers moving from one tile to another. If they’re already next to you and don’t need to move tiles to attack you then primed/overwatch has no trigger to activate.

    Only exception to this is Ezekiel’s leader trait, Regal Authority, which acts like a ‘pretaliate’, you attack any walker immediately before they attack you, whether they’ve had to move to attack you or not. It looks just like Primed/Overwatch but it’s something different.

    So what you’re saying is true IF Ezekiel is the leader, but in all other cases Primed is only triggered by walkers moving tiles.

    This is @zxer means by movement for Primed to activate. But you’re absolutely right about your heroes not needing any action points for Primed to activate too :)
    Ah, understood! The walkers do need to take one step yes :) I thought he meant the remaining APs of the survivor
    BenjaminT
  • ZXerZXer Member Posts: 248
    edited October 6
    Part 6 edited today
    Member of MavsOG
  • ZXerZXer Member Posts: 248
    edited October 6
    I know I vouch for Eh Family up above in my guide. But right now, top end Mavericks (where I am playing currently), need new blood. PM me your Line ID or DIscord ID if interested.

    https://forums.nextgames.com/walkingdead/discussion/51126/1790-radios-mo-with-mavsog-get-ready-for-anniversary-calls-jointhebest-mavs#latest
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  • FarighFarigh Member Posts: 18
    @ZXer walker movement mechanic will be a great addition to this already awesome guide.. looking forward to it..
  • ZXerZXer Member Posts: 248
    @Farigh walker movement updated on Part 9
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  • ZXerZXer Member Posts: 248
    Update: I just updated the weapons table (Part 7)
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