Into the Dead
Today saw the large group of survivors deplete one by one until only Joe remained. The mission after recovering Hao's backpay was the Oil Refinery and discovering an escape route. The group eventually met up with Otto who was still stuck there.
But they also met up with the stranger in the area who was sabotaging their efforts to escape. Unfortunately the group's demise meant the identity of the stranger and their motive for ruining their escape plans remains unknown. For now.
Keeping the group small makes better sense in starting out until the exit/exfil stage is reached. Because feeding a larger group is always going to be a problem. Water filtration and plant growing essential therefore.
Once the large group died out I started a new game tonight. Continuing with Hao and Mei as my starting pair because I have grown comfortable with them both. In scavenging the laundromat, Hao met a NPC character who was hostile so Hao (like he did with the brothers in the earlier game) took him out. No point beating about the bush.
Hao might be a martial artist but he's as fragile like all the others especially when confronting awakened zombies. Whenever anyone suffers a deep wound from zombies, if it's not treated as soon as possible then invariably they succumb to infection and will turn. You really need pills, medicine kits, bandages, and (sometimes) unidentified pills. But be mindful that these pills can be anything. So, levelling up the medical station as soon as possible makes perfect sense. Or have Agnes or Aubrey in your team is a plus.
The revelation in playing this larger group has been Michelle. She developed into an ace scavenger, and was relied on the most. Much better than Hao if I was comparing the two. Each character though - male and female - do have their own scavenging strengths.
Joe, and several others, have the same backpack space while others like Frank have less. Be mindful of this when allocating scavenging duty.
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I must have a soft spot somewhere in me because every time we run into another character, I always invite them into the group. Latest effort sees the pairing of Hao and Mei expand to five with Joe and Michelle and newcomer Barb whom they met at a local garage/fuel station.
This time they're following Jingles path on his playthrough series. Set up is currently at a sports store because they have to check out the smuggler's network situated in Greenhaven. They met up with the mule Eva at the bookshop. She proved evasive in her responses to queries about the strange markings and talk of a way out of Walton City.
Hao met up with Garrett (as part of his mission) and survived the combat. Being more careful with his fights. Joe's been picking up the slack mainly performing well on various scavenges and the seeking of the smugglers is, I believe, his mission.
But the women have all chipped in as well when required. And all have performed much better stealth-wise. They operate better with bladed weapons. Yet to test out firearms however. Watched Jingles bumble his shooting moments.
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Met up with Christine at Mercer High School while they were attempting to find out more about the mysterious smuggler's network at the heavily zombie infested Pogo's in Greenhaven. Not sure where Pogo's will lead the group. It seems the best escape plan is to the north in the more affluent suburb there. But while the game is still new for me, all leads are worth exploring. And don't forget this game is still in Early Access so much more development will happen.
The simplest plan would be to start new game with all the main pairings and see where their adventures lead.
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Today I decided to run games with each pairing to see what and how.
Darrel and Leo, the first of the new pairs trialled, spawned in a new and different location. They met up with Robbie, the novelist, at a location close to their initial shelter. Not long after the meetup they ended up moving to a house close to Millhouse Mansion, their target. In earlier visits they managed to scavenge the place but were not been able to access the top floor. Liking this pair because they've managed to avoid the oil refinery hell.
Sebastian and Dianne were the second pair I started next. They spawned in a familiar location in Southborough. Seb's mission is to hook up with an old army buddy. Keen to see how he goes with guns.
The last two untried pairs - Hector and Kayla, and Penny and Daphne - both spawned in the same spot in the suburb of Buckland Yards.
Darrel and Leo. Leo turned after a particular nasty attack. The survivors went to the mansion and met Red the homeowner. And met up with a trussed-up Cooper the helicopter pilot. Flight out impossible because the helo Cooper arrived in lies destroyed in the tennis courts. Now Cooper is part of Darrel and Robbie's ad hoc group, and they're searching for a possible lead to another helo. Will they do it though? Will Darrel and Cooper survive?
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Returned to Sebastian and Dianne pairing today. New additions to the team with Barb and Rahul. Seb nearly turned zombie in a confrontation while scavenging but he managed to survive the ordeal thanks to prompt medical attention. While he was recovering Dianne and Barb took over sharing the scavenging duties. Rahul, the newest addition, should be an interesting addition. Barb and Seb know guns and have already repaired two pistols/revolvers and a shotgun. Yet to test them out however. Rahul knows chemistry.
Priority for this grouping, after Seb hooked up with his old army buddy, has been locating hazmat suits at three specified locations. First one was already salvaged; new owner is happy to trade for it at a price. Where can I find four Chilli Con Carne? Second one was worn by the hanging (dead) CDC operator and is inaccessible. Currently prepping to locate the third hazmat suit at a location I know will be both tough and rough upon the character. Seen the "horror" inducing moment at this third location (from another earlier pairing) so know what to expect.
Already experienced this trauma-inducing moment earlier when Seb reunited with his former army buddy at the militia's new home base and while doing so stumbled upon the "moment".
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Tracy and Wayne's pair has expanded pretty fast. As of tonight they are now seven - Joe, Aubrey, Michelle, Frank, and Barb were all recruited tonight.
Expanded the scavenging position so now up to two can scavenge in the same phase. But they cannot scavenge the same. And it costs lots of base resources.
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Went with Seb and Dianne's group tonight. Aside from Rahul and Barb, they've also hooked up with Cooper, the helo pilot and Vince, the medical experiment at the local family clinic. All these meetings are not new having already encountered them through the other pairings.
Vince was the rejected the first time met but this time he was welcomed into the group. Wasn't too sure how he'd go during recovery. He turned in the end. A lot of medical supplies were wasted on him. Cooper, on the other hand, was able to recover well enough to inform the group of another helo available. And thus a way out of the city.
For now, the group is still trying to locate the third hazmat suit. Suspect it will be a dead end like the other two (still haven't found where I can locate chilli con carne, or if it can be cooked). More than likely they will end up at the obvious fourth location (discovered by another pairing/team in an earlier game).
One new discovery was a flyer that randomly popped up one day of a new location with a fair amount of base supplies. The place is Keyline Storage.
Access however is via the underground. Easy enough to gain entry once you deal to the zombies on your way in. And the two storage facilities give a gool haul of goodies.
This team provided a good opportunity to test out the several weapons they have. Bit awkward fiddling with the keyboard at first but it went well enough in the end. Carbine is a decent weapon and an early favourite. Revolver and shottie were good too although the latter proved slow because it's a two-shot weapon. Don't forget to load up before you open fire.
Also used grenades which proved lethal in tight spaces like in one of the hallways at the Kinski Gallery.
Another early favourite weapon is the light cavalry sabre. Used it at the Millhouse Mansion to clear the entry. Seb just waited for the horde to attack and he slashed them to death one by one. It's a shame he couldn't kill Red.
Every character can scavenge. But some are better at it than others. Even Rahul, whom the wiki consider a wimp and/or liability, performed well enough when presented with the right opportunity. Just have to make sure he's weaponised appropriately.
Pioneer Motors presents another moment when you encounter rival scavengers. Killed the first one but the second one pleaded for mercy. Unfortunately Barb was not in the mood for granting clemency and down that second scavenger went.
Ignored Hudson atop Briarwood Motel. His open hostility upon first meet towards my scavenger sealed his fate. Besides, the wiki claims he's more a liability than an asset anyway.
Postscript: Got the chilli con carne and delivered it to Julie (?) for an orange hazmat suit. Thus begins a repeat journey through the land of the green mist and the saboteur.
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World of Warship
Aegis remains one of the more challenging Operations mission scenarios as far as I'm concerned. More so when you throw together a random group of players with varying intentions. Some may know what's required...and set out to do it. Others may not. Some will never know how to play this scenario despite best efforts. Occasionally, you will get a majority who do know and are able to take the initiative. And can wrest it from the enemy who are relentless arriving in wave after wave.
Today was one of those games where one guy railed against the rest of us because we were losing the game despite his singular best efforts. He even swore in chat. I let it slide because he was clearly frustrated. The rest of us were fighting as individuals to really notice.
I was playing the newly acquired German premium Tier X cruiser Prinz Aldabert today. Admittedly, on reflection, not the best choice. Playing it while also familiarising oneself was probably an even worse option. But it is what it was.
I corrected my early poor choices by ending the grind playing the familiar and comfortable Libertad in Asymmetrics. Always a comfortable choice in the right mode for its OP stature.
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Blyzkawica '52/Blyzkawica '44 Salvage event began today. Not interested because it's extortionarily over-priced.
Read the update regarding next Update. Again, uninterested.
Uninteresting grind on the whole today. Went outside and did yard work before playing probably explained the lack of interest playing thereafter.
Brisbane fares well enough in Operations although it depends on the mission. Slow grind on Utrecht. Tempted to spend Free XP and Elite Commander XP to upgrade to 21 point because grinding for 700,000 XP is taking forever, especially in Co-Op. Operations and Asymmetrics are a boost but not by much. Plus, the amount of concentration required is not sustainable beyond one hour of intensity.
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Cannot rave enough about Libertad in Asymmetrics. Overpowered for sure but ever reliable. Brought out Friesland for one of the Dockyard missions. Usual performances from both Utrecht and Brisbane in Operations. While Libertad and Ark Royal rounded out the day fulfilling Liberty Harbour missions. Earned 225,000 credits in total today from those Liberty Harbour missions.
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Forty-three days before FREEDOM! Played just two ships - Brisbane and GQ Johnny today. WG tossed our way another Common Mission only worth doing because I needed the Commander XP.
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Brisbane, GQ Johnny, Ark Royal, Libertad, Mecklenburg played today. Operations, Co-Op, and Asymmetric. Another silly Common Mission event finished. At least the rewards are welcomed. Mixed day completing the Aegis mission when drawn; again, depends on the team assembled. The other mission are a lot easier challenge-wise - Raptor Rescue, The Ultimate Frontier, Hermes, Cherry Blossom, Defence of the Naval Station Newport,.
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Brisbane main grind today. Libertad and Ark Royal only for specific Liberty Harbour missions. Upskilled another commander to 21 points: this time, it was Michiel de Ruyter (Seasoned) on Utrecht.
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Brisbane, San Martin, Ark Royal, Libertad played today. San Martin, part of my commander uspkill group, struggled in Operations. It's weak AP, for its level, is its major problem. It felt like I was throwing feather dusters at the enemy ships.
Brisbane again performed to expectation in both Operations and Asymmetric. Firestarter, long-range torps, radar, are some of its pluses which helped it sustain playing despite its more obvious weaknesses.
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Strange Antiquities (Demo)
Seen this available through the Steam recommendations, and have been tempted enough to download the Demo version. I have played Strange Horticulture (from the same creators), which I enjoyed a lot. And therefore expect a similar response when I've downloaded the Demo.
Yep. Like Strange Horticulture. Intriguing but not creepy as some have commented though. But then I'm playing the demo version. Two days (in-game) allowed before the demo ends. Definitely getting it. Like a lot of such styled games, there are loads of questions, sparse clues, and weird characters to keep you engaged. The creepy part is only in your imagination.
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