User:TripleU/Guides
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Zombie Propagandist
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Side Jobs
PK
Generally speaking, PKing is easier undone than done, and doesn't accomplish all that much other than convince the locals to kill you. But if you happen to find someone with minimal health in a building lacking many witnesses, fire away.
Some witnesses should deter your aggression less than others. The most ignorable bystanders are...
- ... low level -
- ... neither Fireman nor Cop - These are intelligent choices for a starting class. If someone is smart enough to chose them, you might be looking at the alt of an experienced player.
- ... non-descript
Don't dump the body.
GK
Smash generators when no one's looking, so no one will smash you back.
Heal
If you see an injured breather, look them up on the Rouge's Gallery. If they have a bounty (and look like they deserve it, as vigilantist bounty hunters are occasionally reported) heal them. PKers tend to congregate in dark buildings, so check the bounties of anyone you see in the dark. If they are a PKer, don't be afraid to try healing them, even though you can't see if they need it. Worst case scenario, they don't, and you wasted an AP.
Martyr
Make them kill you endlessly.
Why?
Lets look at the numbers. If you're not man enough to buy brain rot and a survivor is smart enough to combat revive, he can clear you out of a building for about 20 AP. If you have the rot or he's paranoid about the much lesser threat of PKers, than that number can be higher than 30. You, on the other hand, can undo this for just 6 AP.
Go Green, Go Feral
To ensure the best chance of eating someone's ammo, you need to ensure that:
- They have ammo to shoot you with.
- You are the first zombie they'll find.
Destroying a Rot Revive Clinic
Downing a RR is simple; It just takes sheer force of numbers. Your priorities are, in order: Rise, groan, smash, and drag. Your target is not their HP but their AP. Do not focus only on getting food. That kind of selfish greed is anti-barhah and has been a constant source of undead failure. You should not be looking to eat. You should be looking to win.
Rise
Every time you spend just 7 AP to go back in (6 to rise, 1 to enter), or 5 if they combat revive you (1 to rise, 1 to enter, 1 to jump, 1 to rise, and 1 to enter), you cost them more than thrice that amount. Getting shot is balanced in the victim's favor. You should be checking back as frequently as possible to see if you once again have the opportunity to stand up.
Smash
Only if it's clear that you won't be their next target, or you have to leave, should you destroy the generator. This is also a very efficient move. For 10 AP, you cost them what is usually around 25. What's more, both forcing them to kill you and to replace generators requires that they make constant trips to the nearby TRPs.
Drag
Once there are many undead occupants and no generator, or you're full on AP and there's no generator, it's time to start clearing the way for a ruin. Killing is as hard on you as it is on them. It could take you a full 20 AP, and they need not use much more to undo it. Infect them, knock them down to size, and drag them out of your way.