Military: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
(→‎Private: added Forts and Malls)
No edit summary
Line 1: Line 1:
{{GoodArticleNom}}
{{GA}}
{| style="width:725px;" align=center CELLPADDING=0 CELLSPACING=0
{| style="width:725px;" align=center CELLPADDING=0 CELLSPACING=0
| style="width:800px;"|[[Image:Ccmilitary.jpg]]
| style="width:800px;"|[[Image:Ccmilitary.jpg]]

Revision as of 09:51, 31 January 2010

Good Article
Ccmilitary.jpg

Survivors with the Military character class pay 75 XP for all military skills, 150 XP for science skills, and 100 XP for all other skills.

There are three specific military character classes:

Private

Starting Equipment

Starting Skills

Tactical Overview

The Private is considered by many to be one of the best starting classes. Right from the get-go, they are are able to gain XP by attacking zombies with a reasonable chance to hit. However, doing so requires a supply of ammunition, which can only be found by expending AP searching inside Forts, Malls or Police Departments, which are all common targets for zombie assaults and thus often barricaded too heavily for beginning characters to enter (although, according to the UBP, Police Departments should be at the highest possible barricade level that still allows entry). Furthermore, the highly useful skills in Science tree, such as Diagnosis and Lab Experience, cost 150 XP to purchase. On the other hand, the fast XP gained through combat can at least partially offset this weakness.

Medic

Starting Equipment

Starting Skills

Tactical Overview

Widely considered the weakest of the starting classes, the Medic has little use for their pistol without Basic Firearms Training. Meanwhile, First Aid actually heals people twice as fast -- thus halving the opportunity for XP gains -- and is difficult to use effectively without the Diagnosis skill, which costs the Medic 150 XP to purchase. On the plus side, the Medic starts with a skill they would otherwise have to pay 150 XP for, allowing them to spend fewer total XP to max out their skill trees. They are also able to purchase the important Free Running skill, as well as other combat skills, for only 75 XP each.

Scout

Starting Equipment

Starting Skills

Tactical Overview

Scouts begin the game with the important Free Running skill. Thus, they can move freely behind barricades, allowing them to find secure safehouses immediately and to travel easily to resource buildings -- which are commonly barricaded too high to allow beginning characters entry. This gives them a significant advantage over other beginning characters. However, Scouts have no easy way to gain XP and are often quite difficult to level up initially. This class is the best choice for those who wish to rely on stealth, avoidance and mobility for their survival strategy; their Binoculars help in this regard by allowing them to scout ahead and locate danger zones. Because zombie spies favor this class, low-level Scouts may sometimes be met with suspicion and in some cases actually Pked.

See Also


Character classes: Civilian | Military | Scientist | Zombie