Easy-Map Rift-Clearing strategy!
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Easy-Map Rift-Clearing strategy!
With 11Saberer:
First, burn umbrellas until first 2 Thrillers are dead or we run out of umbrellas. Thrillers are wasted AP. Barglers provide free ZP, and with strong medics around and the A4O bonus, we will not suffer from *too many* infections. We will be using Barglers to farm ZP for important skills. Mostly this means CTSUN, because Engineer5 is crucial for the forward hospital.
Next, molly-wielders come in. People with levels in sniper and non-critical jobs (medic, mostly) should mix up 3-6 mollys each. The designated molly person for a rift will generally be given the 50 ZP from the rift-clear, because it's a lot of AP for a very specific use for the team. The molly person (please come up with a better name for this job, somebody) kills as many Thumpers as they can. During the raid we will decide if surviving Thumpers are to be killed via shotgun or more molly people. No other weapon is worth using on the Thumpers at this point.
Third, the last Thriller is taken out via shotgun.
During this time, the Saberer takes out Zs whenever there are 40ish or more in the square. Nommed people stop attacking. Never hit Noms unless we have to. If all 4 current attackers are nommed, we will either kill the Noms with shotguns or raccoon launchers, depending on what the equips and Z count are. Things that matter for this decision include: launcher count, health, Z count, suicide bomber count (injured player w/Z-Flares), saber count, stimpack count.
If we have only Barglers, Zs, and Noms left, we have reached farm status! Yay! At this point, un-nommed players attack Zs with pistols and the A4O bonus. It will be a good idea for us to take a level in Thorough each, probably. If the Z count drops below the average damage of a pistol (8.5+Thorough), a nommed player attacks Noms until more Zs are bargled out. If there are no Noms and the count drops, a player with a non-critical skill build and spare AP re-equips their weapon until more Zs are bargled. With A4O active and maximum Z count of 24, we should rarely be infected. If you are infected, and you are less than 10 HP below your max HP, you can still attack until you are 10 or more HP under your max.
If we don't have a saber, don't use umbrellas on Zettas. Instead, we will use umbrellas to push dangerous Z counts down, and open with raccoon launchers instead. This will be easier once we have higher levels in Medic, Immune, and Healthy overall. If anyone gets to low health during a raid, and doesn't have high AP, they will become our designated suicide bomber. They should spend all their AP on important tasks (healing people), search with the rest, and rejoin the fight with 1 AP and Level-Z Flares equipped. Hopefully, they will have more than one. They will use a flare to drop the Z count, then get healed my a medic and wait for 1 more AP to do it again if necessary.
Remember, don't equip anything in a square we are fighting in, and only in a farm square if we need more Zs spawned. Back out of a square to get healed, with the same conditions. DON'T HIT NOMS. If you want to be in a raid/farm group, please save up at least 40-80 AP and let us know when you are available and will be in IRC. If you don't, work on clearing Zetta nests and catching stragglers.
Using this strategy we can clear 1+ rift per day while getting everybody involved a few hundred ZP. Farming priority goes to CTSUN for Engineer 5, medics until we have at least 3 people with Medic3 or higher, anyone with a "critical" build, and then anyone else. This basically means that the lower you are on that list, the more responsibility you have to spend AP generating bargles for the higher up people. Everyone should also take 1 level in Immune, Thorough, Healthy, Speedy, and possibly Sniper2 and Digger. Farmers should preferably NOT have levels in Jumpy, while our combat people can take them. High levels of farming will continue until we start feeling time pressure from the deadline.
First, burn umbrellas until first 2 Thrillers are dead or we run out of umbrellas. Thrillers are wasted AP. Barglers provide free ZP, and with strong medics around and the A4O bonus, we will not suffer from *too many* infections. We will be using Barglers to farm ZP for important skills. Mostly this means CTSUN, because Engineer5 is crucial for the forward hospital.
Next, molly-wielders come in. People with levels in sniper and non-critical jobs (medic, mostly) should mix up 3-6 mollys each. The designated molly person for a rift will generally be given the 50 ZP from the rift-clear, because it's a lot of AP for a very specific use for the team. The molly person (please come up with a better name for this job, somebody) kills as many Thumpers as they can. During the raid we will decide if surviving Thumpers are to be killed via shotgun or more molly people. No other weapon is worth using on the Thumpers at this point.
Third, the last Thriller is taken out via shotgun.
During this time, the Saberer takes out Zs whenever there are 40ish or more in the square. Nommed people stop attacking. Never hit Noms unless we have to. If all 4 current attackers are nommed, we will either kill the Noms with shotguns or raccoon launchers, depending on what the equips and Z count are. Things that matter for this decision include: launcher count, health, Z count, suicide bomber count (injured player w/Z-Flares), saber count, stimpack count.
If we have only Barglers, Zs, and Noms left, we have reached farm status! Yay! At this point, un-nommed players attack Zs with pistols and the A4O bonus. It will be a good idea for us to take a level in Thorough each, probably. If the Z count drops below the average damage of a pistol (8.5+Thorough), a nommed player attacks Noms until more Zs are bargled out. If there are no Noms and the count drops, a player with a non-critical skill build and spare AP re-equips their weapon until more Zs are bargled. With A4O active and maximum Z count of 24, we should rarely be infected. If you are infected, and you are less than 10 HP below your max HP, you can still attack until you are 10 or more HP under your max.
If we don't have a saber, don't use umbrellas on Zettas. Instead, we will use umbrellas to push dangerous Z counts down, and open with raccoon launchers instead. This will be easier once we have higher levels in Medic, Immune, and Healthy overall. If anyone gets to low health during a raid, and doesn't have high AP, they will become our designated suicide bomber. They should spend all their AP on important tasks (healing people), search with the rest, and rejoin the fight with 1 AP and Level-Z Flares equipped. Hopefully, they will have more than one. They will use a flare to drop the Z count, then get healed my a medic and wait for 1 more AP to do it again if necessary.
Remember, don't equip anything in a square we are fighting in, and only in a farm square if we need more Zs spawned. Back out of a square to get healed, with the same conditions. DON'T HIT NOMS. If you want to be in a raid/farm group, please save up at least 40-80 AP and let us know when you are available and will be in IRC. If you don't, work on clearing Zetta nests and catching stragglers.
Using this strategy we can clear 1+ rift per day while getting everybody involved a few hundred ZP. Farming priority goes to CTSUN for Engineer 5, medics until we have at least 3 people with Medic3 or higher, anyone with a "critical" build, and then anyone else. This basically means that the lower you are on that list, the more responsibility you have to spend AP generating bargles for the higher up people. Everyone should also take 1 level in Immune, Thorough, Healthy, Speedy, and possibly Sniper2 and Digger. Farmers should preferably NOT have levels in Jumpy, while our combat people can take them. High levels of farming will continue until we start feeling time pressure from the deadline.
Sancdar- Posts: 9
Join date: 2009-05-15
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