this post was submitted on 14 Feb 2024
14 points (100.0% liked)
Cataclysm: Dark Days Ahead
211 readers
1 users here now
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
Official Links
Useful Links
- [email protected]
- Community Discord
- Game launchers
- References
- Hitchhiker's Guide
- Item Finder
- Skill/Stat Code Breakdown
- C:DDA Wiki ^Editors\ Welcome^
Other Projects
Cataclysm: Bright Nights
Fork of C:DDA with emphasis on combat, gameplay balance, and QoL
Cataclysm: Looming Darkness
Multiplayer rewrite by /u/stolencatkarma
WatchCDDA
Cataclysm: DDA SSH server by /u/r7st
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
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.
yo great conversation, I am having a lot of fun reading this!
What do you think of long two handed melee weapons like pikes?
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.
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).
It is fair it think, there are weapons that just work better or feel better. I think of it as like a tier of weapon that are good for a specific purpose.
I have used a punch dagger to good effect, risky if your character is not melee focused, but performs better than I thought as it has great action economy.
Hatchet is no slouch for early game either
From the weapon I have seen but haven't used I can see them being useful, feel more comfortable with what I know from experience that suits my playstyle.
Martial arts are also a great tool to make weapons useful and even unarmed can be fun - for example throwing a zombie off a building with a judo throw
I think since I found the monomolecuIar blade cbm like to rely on that and that does base 28 damage and it can kill a lot of things in the game when skilled - even able to kill Frogmothers when suffieciently skilled in melee.
So I like to think of the base damage as a soft guage for threshold
Like less than 20:
Early game, "soft" targets ( low or no armour), great action economy or has some sort of "gimmick" like archery does 10 times more damage on a critical hit.
20 to 30:
Mid game, solid damage and should be able to hurt most enemies, with the right type of levels, skills and martial art( in case of melee) could be able to scale into late game if the correct damage type is applied
30 - 50:
Late game, barring the really strong enemies should be able to quickly take down most enemies, targeting weakness can be lethal damage
50 + :
That is the role of specialization, can get some really powerful stuff like high explosives, .50 caliber, rockets, heavy sledgehammer
If you can hit something in these damage ranges only the strongest stuff will not be pulped on death however the stuff if usually difficult to hit.
Also is in the tier of destroying things like walls and terrain.
Conditional tier :
Just placing here for stuff that is unusual but is really strong for what it specialises in
Insecticide spray is strong against wasps and dermatiks with an added bonus the chemicals cannot be dodged
Flashbangs disorientate ( blind status) things with eyes
Fire is strong to most things and some mutants and animals are scared of it
Emp ( situational) and electricity stuns = free hits
Acid is almost like a less destructive fire, but has more things immune to it
Within that idea, that I admit there are weapons stronger than others but overall considering how many weapons there are I think the weapon balance is good all things considered.
If I recall grenades also ignore armour and like a shotgun do damage per fragment so it can do a lot of damage.
I just remembered if you ever find a slime pit, it is a great place to test noise as the slimes hear a lot better than it sees and because of its huge numbers it is looks almost like a graph when it moves towards sound