If you want to check out all the changes from the Heart Attack update as well as other updates, you can find them on the official site. support.stateofdecay.com/hc/en-us/articles/15656979917709-Update-33-Heart-Attack Also I did not mention the couple radio commands they added to assist in dealing with infestations and such, but since I tend to just end around them to the heart and would rather spend influence on other things (including drone strikes), it didn't seem worthwhile to spend video time addressing it.
Wow this totally changed my outlook on how to utilise outpost. Before i would just use them as drop off points and resource generators. Now I can use them as forward base for plague heart raids Huge help man
"This is the way." But seriously, it's why I rate chemisty/munitions so highly (particularly as difficulty scales). The playthrough I'm currently on I'm still working through the best cost-effective strategy for the "outpost loot scoop", but so far so great. Good luck and rock on!
The mines changed my strategy, I used to spread them across the map for quick drop off or pickup of loot. Now even my base choice changes as I will cluster most of them around my base. A good base is the saw mill, as you look west the large warehouse that sits against the mountains it is at the perfect distance to lay a minefield. This is great for any zombies that are too close, drive over and honk a horn and watch the fireworks. The cell tower near by and the fuel to the east of it eliminate the ferals that always spawn in the river though the tower is too close to set up a minefield, the fuel is not. I like to grab the med supply and mine it to stop most of the wandering packs from coming down the road that goes west. I think the church is the best type of special outpost for the sniper as I use that in sticky situations and frees up a large slot. If one changes maps and comes to the saw mill, in no time flat you can be set up in what amounts to an enlarged fort with a good bit of nearby loot, I do sacrifice a specialist skill for a survivor with Driver, makes a massive difference on fuel consumption as most missions are a drive on this map.
I like the lumber mill. That was my first big base on my first playthrough of the game. And yeah- it often feels like a long drive to anything from either the mill or Firewatch.
I use them like a motor pool for cars I can run out and easily grab. Then one vehicle gets all my rucksack to take back to base when filled or if an enclave needs something.
Learned something new. Been playing this game for almost a year now. Stopped playing coz of the amount of fun they took out with bangernomics. Been thinking about playing again tho. Thanks.
Yeah. It's definitely a timer to keep an eye on. Same goes for the cell tower. I've forgotten to check it before smashing a plague heart and invariably end up waking a second one.
That's definitely the rub, right? I like to try to get my outpost cap up as quickly as possible so that I have some flexibility. For my "mobile lootpost shuffle" I only need one free outpost. Usually the amount of rucks/etc coming in will outweigh locking it into something else and having to spend more time hoofing/driving. Obviously difficulty comes into play- particularly with food and number of survivors. Have fun!
@@GameMnke Yeah.. Trying out Lethal for the first time now. OMG THE FOOD NEEDS! One fully upgraded outpost/garden only supports 3 survivors and you need 8 to get the biggest bases.
It depends a lot on what is happening on the map. Usually when I change bases I will reposition some outposts to be able to defend against any hearts I might wake. I like to have one outpost "free" to be flexible so that if I want to loot a really packed area I can just make an outpost, set mines, and speedloot everything around it. There are some specific ones that are fixed because there's only so many power plants, cell towers, etc. If I were in a situation where I was switching maps and buying the base I planned on playing the whole map on, I would probably wind up with a few less outposts being switched.
Well I spread my outpost all across the map. If my car gets blown up or clear up my inventory I can visit the outpost. I prioritize the outpost positions in the map. That's how I play. It makes my game easy
Sounds great! Usually as I progress through a map I like to have 1-2 outposts that I can easily dump to make forward or "lootposts". I tend to find creating a "back" of cleared territory nice so I can aim whatever outposts I have toward the "front".
I always tried to make my outposts as close to base as possible due to the mines, makes VERY short work of invading hordes, if they wanna lets say attack my base well they guna have a hell of a time getting through those mines, yea it takes a lot more to scavenge but my friends would always bitch about being attacked and how insane those attacks were and all i would do is set my controller down and go grab a snack or something lmfao and just wait lmfao, besides, scavenging is "more fun" to me when i have to transport it back, makes it more immersive to me
Agreed. One thing from beta they removed- that I wish they hadn't- was the ability to overlap the outpost safe zone over your base safe zone. I really enjoyed, for example, having the Corner Office as a base and then trapping a nearby overlapping food outpost to create a truly safe home. It might have actually taken two outposts to get full coverage, but it was a trade-off I was willing to make. I like that idea of having to bring back what you scavenge. It definitely makes it more challenging on the fuel side of things (or foot side of things for that matter). Obviously I like making an outpost and just scooping up all the loot under the cover of mines, but having to run everything back and forth definitely ups the "going on a loot run" feel. The early game in Meagher valley does a good job of that feel with all the close houses. Have fun!
@@GameMnke indeed i shall have fun, and i didnt know they removed that, i always though that was dumb that we couldnt set mines too close to base, i was like how can i walk around with these mines but my group cant? But then again i heard one of the devs say "making red talon the way they are is one of my biggest regrets with the game" so i have a nasty feeling in sod3 red talon will either be removed entirely or be so nerfed they wont even be worth using no more.....
4 from a max upgraded Command Center, +1 from the antenna OR +2 from the signal booster facility mod (only one), +1 from a red talon contractor with Hacking quirk. So max of 7 for the normal campaign if you can pick up the Hacker. Heartland (the story mode in Trumbell) lets you have max 8, but you can't have more than 7 elsewhere/normally.
Yea, you can safely assume 5. You should be able to get a signal booster mod from a network trader if you see one, but that's rng. But if you get it then you will have 6. And like he said the red talon hacker skill. But there used to be a thing you could do, hitting multiple buttons at once while installing a mod on the base screen, and it would put a mod in a building that couldn't typically have it. So I would have antennas everywhere, max was always 8 though, you just didn't need the upgrades or the hacker skill
This game is beyond boring after 15 hr and really not worth playing after you have done all the maps, it's repetitive and there is no incentive to continue. The best thing in this game is driving the impaler and making sushi zombie!
The impaler- "S marts top of the line! Shop smart- shop S mart!" ;) That car does make a lot of things trivial. I think I've come to find, having played video games for like... let's just say over 40 years, that a lot of them are repetitive and the "incentive to continue" (or not) is personal. We are fortunate that we have a lot more options and a lot better options than we did even 20 years ago- despite the fact that yes... a bunch of them might wind up boring after 15 hours. I like zombie type games now and again, and SoD2 is an interesting spin on that plus community building. For me anyway. I've also played a lot of L4D2, which similar to TF2 or pretty much any other shooter all the way back to Marathon or Wolfenstein is totally repetitive. But part of the enjoyment some get is getting better, or playing through with friends, or watching someone else suceed or fail. Do you have any zombie-themed games you can suggest that you feel hold up better? Appreciate the input.
@@petertremblay3725 I played some of the first one- haven't tried the second either. The first one had randomly respawning zombies like SoD2 suffers from- like you'd clear a house, step over the "line" and suddenly the zombies would be back. There's a Dying Light game I've been meaning to check out. Hmm...
If you want to check out all the changes from the Heart Attack update as well as other updates, you can find them on the official site. support.stateofdecay.com/hc/en-us/articles/15656979917709-Update-33-Heart-Attack
Also I did not mention the couple radio commands they added to assist in dealing with infestations and such, but since I tend to just end around them to the heart and would rather spend influence on other things (including drone strikes), it didn't seem worthwhile to spend video time addressing it.
Wow this totally changed my outlook on how to utilise outpost. Before i would just use them as drop off points and resource generators. Now I can use them as forward base for plague heart raids
Huge help man
"This is the way." But seriously, it's why I rate chemisty/munitions so highly (particularly as difficulty scales). The playthrough I'm currently on I'm still working through the best cost-effective strategy for the "outpost loot scoop", but so far so great. Good luck and rock on!
The mines changed my strategy, I used to spread them across the map for quick drop off or pickup of loot. Now even my base choice changes as I will cluster most of them around my base. A good base is the saw mill, as you look west the large warehouse that sits against the mountains it is at the perfect distance to lay a minefield. This is great for any zombies that are too close, drive over and honk a horn and watch the fireworks. The cell tower near by and the fuel to the east of it eliminate the ferals that always spawn in the river though the tower is too close to set up a minefield, the fuel is not. I like to grab the med supply and mine it to stop most of the wandering packs from coming down the road that goes west. I think the church is the best type of special outpost for the sniper as I use that in sticky situations and frees up a large slot. If one changes maps and comes to the saw mill, in no time flat you can be set up in what amounts to an enlarged fort with a good bit of nearby loot, I do sacrifice a specialist skill for a survivor with Driver, makes a massive difference on fuel consumption as most missions are a drive on this map.
I like the lumber mill. That was my first big base on my first playthrough of the game. And yeah- it often feels like a long drive to anything from either the mill or Firewatch.
I use them like a motor pool for cars I can run out and easily grab. Then one vehicle gets all my rucksack to take back to base when filled or if an enclave needs something.
That's a great idea. Daisy chain of vehicles in case you have to ditch ride in the field.
Learned something new. Been playing this game for almost a year now. Stopped playing coz of the amount of fun they took out with bangernomics. Been thinking about playing again tho. Thanks.
I didn’t realize the bait for the mines was so short no wonder it wasn’t stopping far hoards 😂
Yeah. It's definitely a timer to keep an eye on. Same goes for the cell tower. I've forgotten to check it before smashing a plague heart and invariably end up waking a second one.
Sadly most of my outposts are tied up keeping my resource pool out of the red so I don't have much leeway to be as dynamic with them.
That's definitely the rub, right? I like to try to get my outpost cap up as quickly as possible so that I have some flexibility. For my "mobile lootpost shuffle" I only need one free outpost. Usually the amount of rucks/etc coming in will outweigh locking it into something else and having to spend more time hoofing/driving. Obviously difficulty comes into play- particularly with food and number of survivors. Have fun!
@@GameMnke Yeah.. Trying out Lethal for the first time now. OMG THE FOOD NEEDS! One fully upgraded outpost/garden only supports 3 survivors and you need 8 to get the biggest bases.
This was insightful, thanks!
Glad you enjoyed it!
i knew i had good reasons to always keep a pathology and a chemistry survivor ^^
Chemistry is my early game go-to for sure now with mines saving half the resources right off the bat.
Do you constantly changing the outpost on your run?
It depends a lot on what is happening on the map. Usually when I change bases I will reposition some outposts to be able to defend against any hearts I might wake. I like to have one outpost "free" to be flexible so that if I want to loot a really packed area I can just make an outpost, set mines, and speedloot everything around it. There are some specific ones that are fixed because there's only so many power plants, cell towers, etc.
If I were in a situation where I was switching maps and buying the base I planned on playing the whole map on, I would probably wind up with a few less outposts being switched.
i use fuel outpost in drucker county to get trader boon
*Me still using my year one map* you can do what?
Well I spread my outpost all across the map. If my car gets blown up or clear up my inventory I can visit the outpost. I prioritize the outpost positions in the map. That's how I play. It makes my game easy
Sounds great! Usually as I progress through a map I like to have 1-2 outposts that I can easily dump to make forward or "lootposts". I tend to find creating a "back" of cleared territory nice so I can aim whatever outposts I have toward the "front".
Great video ❤
Thank you!!
I always tried to make my outposts as close to base as possible due to the mines, makes VERY short work of invading hordes, if they wanna lets say attack my base well they guna have a hell of a time getting through those mines, yea it takes a lot more to scavenge but my friends would always bitch about being attacked and how insane those attacks were and all i would do is set my controller down and go grab a snack or something lmfao and just wait lmfao, besides, scavenging is "more fun" to me when i have to transport it back, makes it more immersive to me
Agreed. One thing from beta they removed- that I wish they hadn't- was the ability to overlap the outpost safe zone over your base safe zone. I really enjoyed, for example, having the Corner Office as a base and then trapping a nearby overlapping food outpost to create a truly safe home. It might have actually taken two outposts to get full coverage, but it was a trade-off I was willing to make.
I like that idea of having to bring back what you scavenge. It definitely makes it more challenging on the fuel side of things (or foot side of things for that matter). Obviously I like making an outpost and just scooping up all the loot under the cover of mines, but having to run everything back and forth definitely ups the "going on a loot run" feel. The early game in Meagher valley does a good job of that feel with all the close houses. Have fun!
@@GameMnke indeed i shall have fun, and i didnt know they removed that, i always though that was dumb that we couldnt set mines too close to base, i was like how can i walk around with these mines but my group cant? But then again i heard one of the devs say "making red talon the way they are is one of my biggest regrets with the game" so i have a nasty feeling in sod3 red talon will either be removed entirely or be so nerfed they wont even be worth using no more.....
If you don’t return to base on a siege I believe no one dies it’s just -2 ammo so it’s more really to actually fight on higher difficulty
What's the max amount of outposts?? I've got 5 now and it would be nice to have like 2 more....
4 from a max upgraded Command Center, +1 from the antenna OR +2 from the signal booster facility mod (only one), +1 from a red talon contractor with Hacking quirk. So max of 7 for the normal campaign if you can pick up the Hacker.
Heartland (the story mode in Trumbell) lets you have max 8, but you can't have more than 7 elsewhere/normally.
Yea, you can safely assume 5. You should be able to get a signal booster mod from a network trader if you see one, but that's rng. But if you get it then you will have 6.
And like he said the red talon hacker skill. But there used to be a thing you could do, hitting multiple buttons at once while installing a mod on the base screen, and it would put a mod in a building that couldn't typically have it. So I would have antennas everywhere, max was always 8 though, you just didn't need the upgrades or the hacker skill
This game is beyond boring after 15 hr and really not worth playing after you have done all the maps, it's repetitive and there is no incentive to continue. The best thing in this game is driving the impaler and making sushi zombie!
The impaler- "S marts top of the line! Shop smart- shop S mart!" ;) That car does make a lot of things trivial.
I think I've come to find, having played video games for like... let's just say over 40 years, that a lot of them are repetitive and the "incentive to continue" (or not) is personal. We are fortunate that we have a lot more options and a lot better options than we did even 20 years ago- despite the fact that yes... a bunch of them might wind up boring after 15 hours.
I like zombie type games now and again, and SoD2 is an interesting spin on that plus community building. For me anyway. I've also played a lot of L4D2, which similar to TF2 or pretty much any other shooter all the way back to Marathon or Wolfenstein is totally repetitive. But part of the enjoyment some get is getting better, or playing through with friends, or watching someone else suceed or fail.
Do you have any zombie-themed games you can suggest that you feel hold up better? Appreciate the input.
@@GameMnke Dead island 2 is supposed to be pretty good but i haven't try it yet.
@@petertremblay3725 I played some of the first one- haven't tried the second either. The first one had randomly respawning zombies like SoD2 suffers from- like you'd clear a house, step over the "line" and suddenly the zombies would be back.
There's a Dying Light game I've been meaning to check out. Hmm...
@@GameMnke I have played dying light, it's not a bad game but as usual get repetitive quite fast but they nailed the ambience.
Game is boring if you keep winning.