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Author Topic: Clubs only  (Read 1177 times)

Kay12

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Clubs only
« on: June 08, 2010, 03:52:56 am »

Everyone's done swords only, so I decided to try clubs only (after which it'll be axes only) in nightmare more. I got me gang members and a moderate athlete, armed them with wizards staves and had them beat up the evil conservatives until.

Then I blew it all up by attacking the intelligence HQ and being attacked by a group of 4 agents instead of the typical 1 agent, 1 dog and RUN FOR IT! 2 guys survived, and the very next day CCS strikes for the first time. Nice.

Any experiences/analyses about clubs only?
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MetalSlimeHunt

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Re: Clubs only
« Reply #1 on: June 08, 2010, 04:32:50 am »

Clubs are less than useful. LCS seems to be more focused on slashing/shooting/puncturing attacks. High-skill swords are insane, as we already know. High-skill guns are insane, as we already know. Once, a Lab Tech punctured my Founder's heart with a syringe. Even hand-to-hand works in an absurdly effective manner. But clubs bring an issue. From what I can tell, the only bones tracked in Liberal Anatomy are the sections of the upper spine. Thus, "Liberal X is hit with Attack Y! Liberal X's neck is broken! Weapon Z slips from Liberal X's hands!".

The best blunt weapons can do right now is cause enough pain so that the Liberals can wail on a target until they die of blood loss. If a full Liberal Skeleton or even a partial one were included in the next release, then blunt weapons could become an equal threat to Conservatives as any other weapon.
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Kay12

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Re: Clubs only
« Reply #2 on: June 08, 2010, 05:11:35 am »

Yeah, they are much less effective than swords... but nevertheless, I managed to bring down the CCS with 6 dudes armed with wizard staves. The hardened veterans wouldn't take almost any damage, though. And yes, martial arts are way overpowered (see my sig).
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Funk

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Re: Clubs only
« Reply #3 on: June 08, 2010, 05:25:10 am »

clubs are weak at the start and to dam good at the end.
if i want to kill my foes then i will use guns and swords.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Kay12

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Re: Clubs only
« Reply #4 on: June 08, 2010, 06:11:33 am »

Clubs aren't good at any part of the game, although they aren't as abysmal when the wielder has 15-20 skill.
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Kay12

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Re: Clubs only
« Reply #5 on: June 10, 2010, 01:44:41 pm »

I tried axes only in this game (not nightmare because they are as far as I know available only when Free Speech!=-2) and I must say they rival swords in their effectiveness... pure offensive power! Near beaten now, only have to wait for women's rights because of that bug (I haven't patched my version for some reason).

EDIT: It'll be knives only for the next game, obviously...

MOAR EDIT: Knives only won. After slaying (literally) thousands of heavily armed/armored types (soldiers, agents, mercenaries etc) I also had over... ONE MILLION DOLLARS upon victory. I wonder how the pawn shop could afford to take all that equipment. Well, in any case, knives are way more powerful than clubs.
« Last Edit: June 12, 2010, 06:08:07 am by Kay12 »
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jasonred79

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Re: Clubs only
« Reply #6 on: June 14, 2010, 03:46:35 pm »

You should do an all syringes run, lol.
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Kay12

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Re: Clubs only
« Reply #7 on: June 15, 2010, 01:53:06 am »

Syringes only? Sure, why not. Or perhaps improvised weapons only (crowbar mania).
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EuchreJack

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Re: Clubs only
« Reply #8 on: June 16, 2010, 03:53:49 pm »

Nah, what you really need to do is an All-Molotov Cocktails run.

Rule one: Every recruit must have 9 Molotov Cocktails at all times.  If you can't afford more Molotov Cocktails, you can't recruit anyone else and can not go on site actions.  Mwah Mwah Mwah!

Kay12

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Re: Clubs only
« Reply #9 on: June 18, 2010, 06:24:46 am »

Actually I did all molotovs for a while, got quite good approvals and everything. Isn't too hard, but the methods used seem way too conservative. Hire child workers, have them make a lot of money, spend it on molotov cocktails and crowbars (so your liberals can get in, I hope a crowbar swing every now and then doesn't void all molotovs?) and create squads of 2-4 people with one door-opener and rest of the guys armed with bottled fire. Try to set multiple fires and avoid them yourself. Once the fire's up and your squad is positioned in a ininflammable room (already burnt) you should just wait for the building to burn down (way easier once SWAT/whoever comes in, evading them is easy when there are no walls). In order to get to that point safely, when you have a liberal/moderate-only encounter, just wait. No conservatives will arrive, your fire will spread, and the bad guys are en route.

To be discovered - how well does this work on the CCS - it was a classic run.
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