Preferred General Weapon Loadouts

3 years ago by JayEchoRay to c/cataclysmdda

What is everyone's preferred general weapon loadout before getting the high end tech stuff ( i.e. Laser Weaponary, Bionic weapon, etc..)

Summarised I enjoy using:

  • Melee -- Loaded Stick ( bludgeon weapon and works nicely with specific weapon martial art) -- Kukri ( Cut weapon, nice with a good martial art and decent accuary for "knife" weapon)

  • Depending on ammo availability I take 1 secondary and 1 primary

  • Secondaries -- Glock 19 ( modability, gun and ammo availability) -- FN Five-Seven ( good penetration) -- Sig P226 (personal preference)

  • Primaries -- M4A1 (ammo and gun availability, good mod profile) -- M14 EBR ( Decent all-purpose Marksman Rifle)

  • Throwables -- Throwing Knives : 3 to 12 ( depends on loadout, silent, reusable and can cause bleeding) -- 2 Molotovs ( Emergency crowd control, building demo) -- 1 Grenade ( homemade or military grade, emergency use)

I do use other weapons and switch it up when situation demands, but for general purpose exploration and loot runs I can rely on the above loadout to handle most situations to my personal preferences.

dumpsterlid 2 points 3 years ago

Honestly, I have probably gotten most of my kills from slings. I really like slinging in real life and it is fun and very practical to use them in CDDA. The staff sling does more damage, but a regular sling takes up basically no inventory space, if you decide you need to use it, just harvest some ammo nearby and you are set.

Most of the time I don't really pick huge fights, so any old M4A1 I find is usually more than enough firepower unless I am totally way in over my head.

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Fornax 2 points 3 years ago

I've heard that with enough throwing skill you can destroy a turret with only a stone. Is it true?

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JayEchoRay 1 point 3 years ago

Slings are really good early game and, probably more if one commits to making the fancier ammo I am guessing?

It doesn't fatigue oneself too much either. I assume once you settle you make some pebble pouches for ammo and refill on the fly?

I use slings more for throwing practice, placing a target on the ground, drop a sling nearby and some pebbles on the ground.

I suppose the sling staff is there if you want to take out more heavily armoured targets with the grenade attachment.

Also silent if I recall too

That is also true, the M4A1 is a solid baseline rifle in regards to ammo and availability.

Thank you for the perspective, I enjoy reading how other people approach the game. I can only assume having less stuff bogging you down with a sling gives you a lot more options in regards to kiting and equipment options?

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dumpsterlid 2 points 3 years ago

Well for one in comparison to most people I rarely play to the end game, so my play style is probably vastly underpowered for the kind of fights you are thinking about. I most play sky islands at this point and I enjoy the beginning part of CDDA far more because the gameplay loop feels tense. Once I have a clear reality bubble, my motivation just fall through the floor which is pretty frustrating but that is the way my brain works. It’s like in Minecraft I rarely ever make fancy armor since I enjoy the fun of having to stay on my toes from basic enemies being able to kill me, taking that away that with nice armor just kills the fun for me.

In Sky Islands I usually end up carrying an m4, handgun, holstered knife or police baton and a sling.

The thing about a sling is yeah I don’t need to plan on going out and doing low intensity battle with zombies. I can bring all my “oh shit” stuff and when I am in a situation where I can comfortably pick off zombies with the sling I just pull it out and get some rocks. Thus all my weight carrying can be directed at carrying extremely lethal things.

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JayEchoRay 2 points 3 years ago

That is fair, play the game the way that brings you the most enjoyment and I can respect that

I think because I have run into deaths caused by not having the right tool for the job I have gotten an OCD habit to insure I have something to overcome the things that has killed me before. I suppose it is a mindset of the thing killed me, so how can I prevent that from happening.

Where, I can assume, you find more enjoyment with the moment to moment gameplay at the point where the game is not too hard or too easy. I guess engaging with the systems actively and that thrill of still dying at any point

I think I understand, the world feels a lot more exciting in that sweet spot where you are not too strong but still need to explore the "unknown" to get to a point of relative comfort

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dumpsterlid 2 points 3 years ago

Yeah exactly, I have ADHD and I am constantly having to chase after my attention/focus.

Honestly I hate it, it makes my life miserable and chaotic, but in video game terms the way it impacts me is I need that constant stimulation from the game being in a sweet spot to keep me engaged. Games that lose sight of that core gameplay loop in favor of motivating players mostly with larger goals, completionism or quests just immediately lose me, I am like a heavy muscle car on ice I just spin around uselessly lol.

The weird thing is I will play anything from adrenaline pumping competitive shooters and action games to complex strategy games that require a bunch of learning, it more has to do with the core gameplay loop continuously offering me interesting choices and not dragging me through deserts of lots of little executive function tasks that don’t really matter than it does the game being packed with lots of what you might stereotypically think of as stimulation (action, explosions).

…which is why I like to give Sky Islands a shout out whenever I can because it “fixes” the game for me (not that the game needed fixing).

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HipsterTenZero 2 points 2 years ago

Hi, I'm a quarter of a year late but I'd like to contribute.

Melee: National guard bayonet

Secondary: Service Pistol with FMJ rounds

Aux1: a drop leg pouch filled to bursting with caltrops

Aux2: a radio modded noise emitter & RC control

grenades: Acid Bombs

Most of these can be sourced from zombies except the auxilliaries. The caltrops used to be stupid easy to make, but require welding now. The electronics require a bit of electrical know-how and some lucky (but not exceedingly rare) drops.

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JayEchoRay 2 points 2 years ago

Interesting setup

I can imagine you have to rely on movement a lot to get enemies into a favouarable position or just outright avoid combat with things that are too much?

Do you avoid combat with with the higher level monsters, relying on distraction to get where you need to and fallback on the caltrops when you need to escape a bad situations?

Definitely a different style of play

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HipsterTenZero 2 points 2 years ago

Honestly I just abuse the fact that nobody can see too well in the dark. I walk into crowds with the knife out, avoiding combat as much as possible to plant a 2x2 array of caltrops in a busy location, drop the noisemaker, and run away. Once out of the way, I use the RC control to activate the noisemaker, luring the zombos onto the caltrops. Only the armored and trap-avoid enemies can withstand this technique, which is what the acid bombs and FMJ are for. Hulks are a cakewalk with this setup, but migos and necromancers are my biggest problems.

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JayEchoRay 2 points 2 years ago

Fair enough,

I have seen an npc "event" happen that made good use of the blade traps with a loud speaker. Was quite funny to watch the zombies being blendered as they they swarmed the speaker.

Molotovs can be a great answer to a lot of your other problems, especially when trying to clear a new area with a "burner" house.

That hulk that spawns raptors must be a pain to deal with your setup I can imagine?

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HipsterTenZero 2 points 2 years ago

oh fuck, i haven't even seen that, but it sounds llke a nightmare. Raptors suck, but they're manageable one-by-one. I always groan when I see a pupating zombie trail, because its a dice roll whether or not I can dispatch it before it pops. Having it linked up to a hulk sounds like a "dynamite bomb" kind of problem. Weirdly enough, it got a lot harder to make those since I last played, too...

I actually tried out molotovs on a few occasions, but found they're generally more trouble than they were worth - acid works slower, but cleans up quicker too. No risk of hurting precious loot, either. But damn if it didn't get good results.

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Fornax 1 point 3 years ago

I just get a bike, skateboard, or small vehicle such as a modified golf cart, a pike or knife spear (if it takes too long I get a normal fire hardened stick), a light armor such as riot armor and kevlar vest, and optionally sojutsu (by asking for it to the guard as reward for 100 cigs). It's quite funny seeing how you can ride a bike while twisting your torso 180° to attack with a 2 meter long stick. You'll hardly ever be hit, but it's quite stamina draining, so taking breaks is mandatory, and bat zombies, fart zombies, and flesh raptors can kinda screw the strat but by the time they become annoying you should have enough combat skills and tools to deal with them easily.

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JayEchoRay 1 point 3 years ago

I think rollerskates/rollerblades can also used as well although you are restricted to the road otherwise you are stuck out of luck. Skateboard I am always worried of face planting at the worst times and avoid using it.

I cannot imagine dueling with a vehicle because it bothers me if the parts are not up in good condition ( OCD tendency as I will travel and only source perfect conditioned scrap) and even drive cars with a few good pieces back to base to dismantle and reforge if necessary.

I do see the appeal of kiting the enemies with your range advantage though and as you said runs the risk of having to adjust if you run into early game higher level mobs.

I can imagine creating a small 1 tile vehicle for jousting could also be something that can shore up the stamina draining, but be sure to install a seat belt so your character doesn't get dragged off the vehicle by an enemy with displacement - maybe a motorized shopping cart?

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Fornax 2 points 3 years ago

As long as you are strategic about it, you should be fine, just get off-road wheels, raid during day, and drop the heaviest bag you carry.

Some advantages I neglected to mention are that there is almost always a way to escape as long as you have a somewhat decent acceleration and you can see around 20 tiles, with 3 tiles per turn you can fairly easily outpace z predators and maybe garghouls (just take into account their jump, stay out of range), it's very cheap resource-wise, and terrain almost doesn't affect you, you can drive by acid, cobweb (not tested yet but it'd bet yes), or sticky surfaces from pupaz.

Many annoying enemies like dermatiks, mi-gos, z horses, hulks and husks are totally foiled with this strat as long as you learn your acceleration and the enemy's speed and do not have available boardable tiles on your vehicle. You can also do this with another NPC on a 2-seat vehicle, preferrably using 3 tile reach, it'll take more managing but will be far easier nonetheless.

Also, I usually make a foldable 2-tile bike with a small electric motor and storage battery for a fallback (all my vehicles are electric) and in case I need to take it across forests, if I find a skateboard I use it for tunnels, such as those with lab entrances or those pesky caves with lava in the way, and use the rest for the somehow non-craftable skateboard deck, which counts as frame, seat and muscle motor at the same time (though not as efficient as pedals)

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JayEchoRay 1 point 3 years ago

I personally like to raid during the day as well when I explore a new place to know where the danger is, at night time there is most chances for things to go wrong but great if one has scouted a path for a point of interest - one can avoid a lot of combat and make use of silent weapons better if one something like night vision or nv goggles.

I think webs are most easily dealt with a light if one is able, early hulks and pupa are annoying, yeah.

Yeah, properly managed NPCs can be a very useful I agree, best use of pikes is with them in a passenger seat - less chance for them to impale your character.

Also agree on some form of mechanical transport, makes those surprises so much more manageable yes

Electric is the best for all the benefits, but found a small combustion engine is "good enough" until one gets the there though and the added benefit is one can put a small alternator and only worry about carrying some gas.

I am not brave enough to play near lava - I always try to come prepared for those caves and lab entrances I really like to prep, have had some horror story visits, most probably because I spend all my time crafting.

But that is good information for long stretches one finds in subway tunnels once it is cleared

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Fornax 2 points 3 years ago

"webs are most easily dealt with a light"? As in light them up with a lighter or what?

Mines are a waste of time, most of my visits are for some minerals rather than for artifacts, those enemies during portal storms are a better source of artifacts, plus the NRE recorder is great for getting some quick bucks (you can get 105 hub coins for weathering an entire portal storm, which translates to 5000 credits with the hub or around 3500 with other traders)

As far as my experience goes, bring some pipe bombs and turrets won't be that much of a problem. With labs the problem are those annoying electric plants that respawn infinitely, and maybe a bad combo of zombies such as smokers plus necromancer. Also grenade hacks, if you see those dispatch drones chuck a pipe bomb and don't look back.

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dumpsterlid 1 point 3 years ago

I haven't played really that far into the endgame, is the M4A1/5.56 ammunition effective into the late game?

Also, for specific weapon recommendations it seems like the submachine gun that uses 9mm but has a longer ranger than most pistols is a really good option since 9mm is so prolific and lighter to carry.

Do you carry noise makers? I have been meaning to try to genuinely figure out how to use them more effectively.

Also when moving through a medium threat area where a fight isn't likely right this second but will eventually happen and you need your hands free for some reason, how do you carry your main weapon? (M4A1 or M14 EBR in this case) Do you carry it slung on your shoulder or on a point sling or something else?

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JayEchoRay 2 points 3 years ago

Well sort of, it becomes more a matter of ammo effieciency and if you run into the regenerator enemies one needs to have either good weapon skill, alpha damage or be able to hit it quicker than it regens.

In the labs you can run into things like 3 varieties of hulks at the same time, so kelvar( fire damage really good against them), normal and one I cannot recall the name , but births raptors

There is also the military tiers zombies ( they are fairly well protected against bullets) and some of them are quite nasty if you are unfamiliar with what they can do.

5.56mm is a good base line weapon to judge how dangerous something is, can handle the less armoured enemies pretty well and should be able to harm armoured with FMJ rounds although for the heavily armoured ones it is either high caliber, bash or explosives to do the damage quick enough.

9mm can work decently well against the less armoured enemies, but it might not do enough without having autopsy proficiency to get the weakpoint crits in. It might struggle a bit with the soldier zombies and will bounce off the kelvar tier ones though.

Big advantage of guns is how quickly it can stack bleeding, so an SMG with skill would probably work well with a hit and run approach to wear down an enemy.

I personally try to favour melee and use guns as a "panic" button of sorts if I need to kill high priority targets. Having something anti-armour helps a lot and melee is the "cheapest" option in regards to maintainence and reliability.

Noise makers can be pretty useful, I have seen a funny sight in the game world where an active speaker spewing loud messages, I could read the combat log before I saw it, with blade traps and the zombies just walked to their doom as the blades cut them up from the I assume momentum of trying to get to the sound.

I learnt the building demolition trick from narrowingly having a building miss my character when an electric zombie blew out the walls of an apartment when it interacted with the propane tanks.

But to the point, a molotov in a building makes a lot of noise when the building collapses and zombies path to the noise source and die to the fire.

There is a definitive answer, but I try to guess that the sound value seen on guns is like a radius, the lower calibers are usually quieter than the higher calibers of course. The 5.56 when fired feels like about a full zoomed out square and a bit radius as I taken a military base by sniping with a m4a1 and would draw agro from about that far out.

I guess from the idea of if I could hear it in real life, then I mentally model that in best guess idea of if I use something then I should expect a certain amount and the zombies will converge of the source of the sound it hear - so if use a grenade in a city I haven't cleared then I expect a lot of movement towards the point of explosion and get far away before I could get overwhelmed.

In a lab situation, I have had "oh shit" moments where the zombies are fairly closely packed and shooting a gun leads to a swarm. Found the best way to handle it is the fall back to a choke point and molotov or 2 the choke point, and fight off the wave and try and kill them before they make it through the fire.

In regards to weapon carry, I prefer the point sling on the front, I have had moments where the gun gets damaged with the shoulder sling modification and it does increase the gun profile- I suppose it is part of the payoff of being a universal attachment. Also the encumberance- from last I played- is better when it is connected onto the single point sling. It is more a means for maintainence and encumberance cutting to reduce penalities where I can.

There is also the more tactical stuff like the rigs and harnesses and they are good as it distributes the weight better and provide a lot of useful pockets however it is a bit of a balancing act with both the layering and the durability of it, as it feels like clothing on top of your armour.

Which is why I settle on the sling, gets hit a lot less.

If you are going for a more ranged character though, I would probably recommended the survivor distributed rigging with a survivor harness. Minor encumberance penalties if you align it right but you get a good setup for holding a weapon with a couple of clips and olds and ends in the pockets.

Could also go for a Molle setup, and slap on the type of pouches you want and use something like a harness or an appropriate loadbearing vest with sling, doesn't feel as good and heavier and less versatile compared to the survivor setup but the parts should be easier to make or pick in loot.

If the gun is too big, there is also the double rifle bag one can use for the higher profile or a heavily modded 2-handed gun.

Another option is to use a type of military backpack, and clip the gun onto the bag, things I dislike about the bag is the chance the weapon flies off and the encumberance getting too high if I cannot manage the looting. Could always drop the bag of course, however I prefer having things secured and in arms reach at all times when I engage in combat.

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dumpsterlid 2 points 3 years ago

yo great conversation, I am having a lot of fun reading this!

What do you think of long two handed melee weapons like pikes?

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JayEchoRay 1 point 3 years ago

Yeah, thanks, I have played a lot and it is enjoyable sharing the knowledge that I learnt.

2-handed weapons are strong, probably easiest way to overcome armour thresholds and have the potential to out dps enemies on the damage per single hit scale.

Pikes are strong with their kiting potential as you can hit enemies 3 blocks away - can kill Kevlar Hulks safely with it, it is a bit slow for general combat as you can get rushed and feels very ungainly when enemies are in your face.

Zweihanders are pretty fun to use as it is has a 2-square range, sweep and knockback

Nodachis are one of the stronger weapons in class and shine best with the appropriate martial art

Lucerne hammer is also good as it is a blunt weapon/ pierce with a 2-square range so it one of the more versatile weapons that is hard for a lot of enemies to resist. Really shines with its martial art.

Steel spears are surprisingly strong, not the best but is a decent baseline weapon

Ironshod quarterstaff and the powered quarterstaff also decent, but feel durabilty takes a hit when in thick combat, probably because of it blocking damage

Naginatas are fun to use, feels like a katana with range, feels stronger but not as durable than katana

War Flails also pretty good on alphas strike, but on the slow end of melee and becomes whether the risk is worth it

As strong as the 2-hander weapons are they are heavier on stamina use, slower to hit and can potentially struggle when swarmed unless you have the right martial art to mitigate some of the damage when it has a ranged attack and if one of your arms get injured then the weapon gets dropped.

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dumpsterlid 2 points 3 years ago

This is great information because I would never exhaustively try every one of these weapons, I bet other people will find it useful too.

In your opinion how is the general weapon "balance" and fun in the current state of CDDA? (I put balance in quotes because I don't mean the weapons have to be perfectly balanced like a multiplayer game).

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Cataclysm: Dark Days Ahead

Cataclysm: Dark Days Ahead, or C:DDA, is an open source post-apocalyptic turn-based survival RPG that challenges players to not only survive, but battle a wide range of zombies and other terrifying creatures that threaten their lives. Newcomers are recommended to play the most recent stable release - 0.G - Gaiman # #

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