Military skills: Difference between revisions
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==No [[Skills]]== | ==No [[Skills]]== | ||
Without [[Firearms|firearm]] skills, the accuracy of a [[pistol]] or [[shotgun]] is 5%.<br> | *Without [[Firearms|firearm]] skills, the accuracy of a [[pistol]] or [[shotgun]] is 5%.<br> | ||
Without melee skills, the accuracy of most [[melee | *Without melee skills, the accuracy of most [[melee weapons|melee weapon]] is 10%. The exceptions are the [[crowbar]] which has a base accuracy of 5%, the [[knife]] which has the base accuracy of 20%, and the [[pool cue]] which has a base accuracy of 25%. | ||
==List of Military skills== | ==List of Military skills== |
Revision as of 22:59, 20 June 2010
Military skills are available to all survivors; they cost 75 XP for military personnel, 100 XP for civilians and 150 XP for scientists. No Skills
List of Military skills
None of the above skills, having been gained prior to death, assist zombie characters. Strategy considerationsMost military skills are useful to combat-oriented players, with the choice of whether to pursue melee or ranged fighting largely a matter of personal preference - ranged weapons do more damage but require many APs to be spent searching for ammo and reloading. Knife Combat is now debatable, since knives do less damage than axes but the accuracy for knives when fully upgraded is slightly higher than the axe. Free Running is an increasingly important skill as human players are using heavy barricades to defend themselves. A free runner can enter heavily-barricaded strongholds, and move quickly to useful buildings without wasting an AP on entering them. Free running is also an effective skill for lower level scientists with the ability to revive zombies, as NTs are frequently barricaded to Extremely Heavily. Note: Free Runners cannot free run into ruined buildings. They can, however, run out of them. Note that this means that to get from a building to the outside of an adjacent building, survivors with Free Running need to spend 2 APs rather than 1 AP without it.
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