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Thread: Defensive value of POIs

  1. #1
    Reconstructionist Dimpy's Avatar
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    Defensive value of POIs

    What kinds of things are useful for deciding how defensible a POI is for horde night for A17?

    The single biggest proxy I use is the cumulative durability of the load-bearing walls. As long as you have scrap iron and an understanding of the SI system, it's pretty easy to require almost all the load-bearing walls to break before the ceiling collapses, which is what is needed for the standard sit-on-the-roof defense to fail.

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    Guppycurian Forum Whore Guppycur's Avatar
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    Large poi can handle any horde, so use one and move into the next for the next moon.

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    Reconstructionist Dimpy's Avatar
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    Quote Originally Posted by Guppycur View Post
    Large poi can handle any horde, so use one and move into the next for the next moon.
    Yep. "Cumulative durability of the load-bearing walls" was my more fancy/specific way of saying "large POI".

    Of course a large POI on it's own isn't enough, you still need to knock out stairs, but that's shockingly trivial.

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    Reconstructionist Khulkhuum's Avatar
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    Most importantly, choose a POI that was built at least from bricks. Wooden structures fall too easily, even if upgraded (by yourself i mean). Bricks have a higher durability compared to wood and they too can upgraded (if i'm not mistaken) to a bit stronger variant.

    Second thing i would think about is the movement around. If it is a big POI, check for different routes, how you could run from your enemies or steer them around. Surely there will be at least one way to get to you, so plan ahead. The AI will choose different paths unless you block or unblock them (if you want specific route).

    Thirdly, if it is possible at all, keep your eyes on your enemies. Not every POI will allow you to shoot as they climb each floor (or pass an area you designated), but that should allow you to take down a few of them before the traps do.

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    In the beginning look for a house that is easily fortifyable, but doesnt take long to clear.
    After the first hordenight, look for a semi permanent house to fortify and build your traps in.
    And once you have enough concrete, start building your own house. If you know what you are doing, nothing is safer and yields more lootbags.

    I would not advise you to cheese the A.I. though. It completely takes out every incentive in the game and you will get bored very quickly.

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    Quote Originally Posted by Dimpy View Post
    What kinds of things are useful for deciding how defensible a POI is for horde night for A17?
    Size is important to me. In my opinion, a POI that is too big cannot be effectively defended by a single player in A17.

  7. #7
    Colony Founder Cadamier's Avatar
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    Well, I prefer a medium (sometimes small) POI - since with big ones they can spawn inside your base at times; which can lead to disaster. Multiple entry exits for you - just in case. If it has multiple levels you can use the 'floor collapse' as a bonus defense, dropping it onto the zeds below lol I like the big firehouse at times. I'll use the garage part to fight in, having the area from the 2nd floor living space to shoot from, that gives cover from vultures and sometimes cops. Either that or use the steel things at the rear to fight from. In that living area I'll allow the zeds to get into the first floor and I'll have holes in the floor of the 2nd floor by those doors on the first floor to shoot down at them. But with almost everything there being concrete that takes a long time to make those murder holes.

    Hmmm... You actually got the main part... So if the POI doesn't meet that requirement its out. If you look at a great deal of the POI's that excludes a tonne of them! So a few things I look for are entry points for zeds, or ways they can seemingly get into the building - but having the entire first floor covered with spikes and such - having some murder holes to shoot down at them. OH! Upgrade ability of the walls or structure in general, since sometimes you may not have enough time to make your first horde night bunker. In this case I'll see if it's possible to be able to use multiple bunkers/POI's - having a makeshift walkway from one to the next. Making it available via dropping frames/rebar so that they don't see it as a viable way to get to me.
    On the outside walls I'll put up frames/rebar so I can walk on them and ensure I can shoot them if they're pounding on the support walls.
    Sometimes I'll put up a pole on the outside with access that i'll have to drop from the building - so I can run out there to draw them out of the building if it starts to become unstable.
    As I alluded to before you can actually make that first upper floor a weapon against them, but generally I use that as a last resort. Some of the POI's you can do this multiple times, but those are generally too big and you definitely don't get exp for killing them this way. Besides - Big POI's can have you running more than your killing zeds.
    I also like those smashed up 'business' buildings - the ones with missing floors, sections of walls, etc. That one that has a partial 2nd floor with a decent amount of walls and in one corner about 3 or 4 floors. I'll build up the 2nd floor and make a make-shift roof, lining the 2nd floor (again with murder holes) and the outside walls with frames/rebar.
    Since many POI's aren't that stable I'll generally put stabilizing blocks inside the structure, I used to double line the walls but that's a lot of work.

  8. #8
    Reconstructionist Dimpy's Avatar
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    Out of the medium-large sized dungeon POIs with brick/concrete walls, are there any that would actually be significantly worse? Most of the strategies I've heard listed here and devised myself seem equally good with almost all of them.

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    Quote Originally Posted by Dimpy View Post
    Out of the medium-large sized dungeon POIs with brick/concrete walls, are there any that would actually be significantly worse? Most of the strategies I've heard listed here and devised myself seem equally good with almost all of them.
    You should avoid the police station. The outer walls are made of concrete but the inner structure is completely made of wood.

  10. #10
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    Red Firestation is made out of steel. Also relatively easy to clear. Second floor is great for firing down from without vulture attack.

  11. #11
    Tracker
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    Large POI with stairs and/or ladders to break, ez afk survival for the entire game.

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    POIs are exceptionally easy to defend, thanks to their large block counts and height. It takes a long time to amass enough material to build a house-sized structure, and horde night has material costs unless the design is specifically intended to gimmick the AI into chasing after a player they cannot reach. Therefore the sensible thing to do as a builder is to abandon your build on horde night for the relative safety of a POI with a second story. Knocking out the stairs of any POI with more than one floor and staying on the second floor removes most of the danger. Cops are arguably the most dangerous zed with this strategy, but if you try not to farm horde night and just break LOS they will wander around uselessly like the other zeds, occasionally exploding if they take enough damage. If you cycle POIs to a fresh one every night it's almost impossible for any horde to demolish a POI within a default horde night, even the crappy one-story houses. It's not because those houses are strong; the zeds just get hung up on the geometry and spend a lot of time trying to uselessly scale breaks in the wall instead of trying to tear down the building.

    Quote Originally Posted by ArcticPrism View Post
    Large POI with stairs and/or ladders to break, ez afk survival for the entire game.
    This, really.

  13. #13
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    Big pile of rock. make platform. surround with sea of spikes. have big gun. many bullets.


    (gonna try many, many, many dart traps next) Damn you Vedui! I just HAD to try that!
    You have ANY idea how many darts go into 48 traps?
    Good thing I have an iron mountain to chop through.

  14. #14
    Reconstructionist warmer's Avatar
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    Personally I look for a small house with a flagstone bottom floor. Super easy to upgrade.

    Though for my permanent base, I do like to do a small 5x5 square of flagstone blocks wall 3 high and dig straight down in the middle until I hit bedrock and the forward a good 100 or so squares. Confuses the hell out of them when they are triggered by your campfire or forges. If it is far enough away, they won't know to attack your entrance.

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    Quote Originally Posted by warmer View Post
    Personally I look for a small house with a flagstone bottom floor. Super easy to upgrade.

    Though for my permanent base, I do like to do a small 5x5 square of flagstone blocks wall 3 high and dig straight down in the middle until I hit bedrock and the forward a good 100 or so squares. Confuses the hell out of them when they are triggered by your campfire or forges. If it is far enough away, they won't know to attack your entrance.
    That's what I like about the ranger station. 10x10 flagstone bottom, dig to bedrock from inside, then off a long ways, and forgeroom.
    If I can put it under a hill, then the zeds just wander about stupidly. (but gotta watch out when coming home past that, screamers are
    sometimes waiting for ya)

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