this post was submitted on 14 Feb 2024
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Cataclysm: Dark Days Ahead
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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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Cataclysm: Bright Nights
Fork of C:DDA with emphasis on combat, gameplay balance, and QoL
Cataclysm: Looming Darkness
Multiplayer rewrite by /u/stolencatkarma
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Cataclysm: DDA SSH server by /u/r7st
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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.
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
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.
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?
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.
That particular Hulk loses a little health to pop out raptors, but it regens the damage back, it is a bit faster than a kevlar hulk but a bit weaker than a normal one, still can cause problems if I cannot focus on killing it as it regens the health back.
Pretty much yeah, usually a automatic rifle can deal with it, but unless it can be killed quckly it just constantly spawns the raptors like a screen for its advance.
Grenades are another great option as the shrapnel rips things apart if it is close, with I think it ignoring armour if i recall, bombs are trickier to use as it is a lot heavier, although i recall it was fun dropping off a barrel bomb at a fungus nest once.
Usually a trip to a mine for raw materials and a few lab runs should get materials last I played.
I seems I pick my molotov targets carefully, as I have safely clear a small town of all its dangerous foes by luring a large group into a building and lreaving behind a tactical "molotov" in it, setting it on fire and the resulting noise drew the rest of the town to the barbeque. But true, unless used underground Molotov's can be very dangerous.
Speaking of fire, I have escaped a frog mother's grasp in the early game by lighting a nearby bush with a zippo lighter before as it has a chance to run away in fear of the flame.
Only thing I don't like about carrying acid, is running into the acid blood and acid immune enemies, but otherwise yes the acid does do damage as I know I like to keep acid spewers alive to thin out the enemies by getting them between the acid and myself and especially with it keeping the goods intact is a bonus over the wild nature of the flame. Bonus for getting yourself acid immune boots and or gear and really using acid to its potential