Showing posts with label Our favo(u)rite units. Show all posts
Showing posts with label Our favo(u)rite units. Show all posts

Thursday, June 30, 2016

Levi turns 50


He's a massive unit and it was a massive effort from Breizh in getting him to L50. Well done, Breizh :-)

Levi is the first unit in our guild who has reached Level 50.

Breizh chose the AOE attack for the level 50 perk.

If you are level 50, you will benefit A LOT from this perk.

Level 50 Levi can be used for farming in a variety of cities, such as:

  • Bangkok Expert
  • Bangkok Hard
  • Cape Town Expert
  • Cape Town Hard
  • Dakar Expert
  • Dakar Hard
  • Lima Expert
  • Lima Hard
  • Moscow Expert
  • Moscow Hard
  • Rio Expert
  • Rio Hard


He can also solo (some are more tricky and less reliable than others):

  • Dubai Expert
  • Casablanca Expert (Kind of; I need to test more)
  • LA Expert
  • Honolulu Expert

I will investigate whether he can do BA, Sydney or Bogota (but probably not, I'm guessing at least)

Tuesday, March 8, 2016

Our favo(u)rite units: Fast explody guys by Octavia

(Warning: Contains lots of long anecdotes about "the olden days of WZ" ;-)! I'm sorry ;-)

I started playing World Zombination quite a long time ago, probably around 18 months ago.

The game was a little different back then, with fewer units (no mythics, no heavy explosives, no tentacled girls, no triplets). There were also no cool downs - you were given all your units at the start and deployed them when and where you saw fit.

Back then in our low-levelled guild, rare units were actually rare, which meant that I had to rely on uncommon and common units.

Delivery men became an early favourite. I was raised as the only girl in a house full of firework-mad males and obviously some of their love of explosions had rubbed off on me.

Delivering dodgy propane tanks
to your door since 2014

At the time, most people seemed to hate explosives: "They blow up your horde!" was what I heard many times. However, I liked the strategy of delivery men. To use them well, you had to keep them away from the rest of the horde and time their deployment well. It was fun to know exactly how many drones to put down to be able to get the deliveryman safely to his destination.

The real excitement was when I worked out you could combine a delivery man with the drone geyser to take out the ranged enemies.

In the olden days, I could farm in Manila, with a single level 20 deliveryman. I did this quite a lot as Manila had the best pay off of trophies.

Now I have bored you with my anecdotes, here is some useful advice!

Don't bother with delivery men
As it now is incredibly easy to get a harbinger (with our current guild perks), I would suggest you don't worry about levelling your delivery men, go straight for the harbingers.

Using harbingers well
When I work out how to make WZ play videos, I will make one to show these techniques in action.
Confession: It took me a long time to work out
that they were harbingers not harbRingers!

For now, here are my tips:
  • The first thing you do should be to look for an area where there are enemies close to a deploy point and use a harbinger to get them. Don't put out too many drones, just enough to get the harbinger to his destination.
  • Use harbingers from other entry points, away from your main horde
  • Drone geyser + harbinger = instant death (or building explosion). Great for hard to reach ranged units.
  • Flare (with at least Strobe light 30% dodge perk) + harbinger = safe delivery of harbinger to destination
  • You can deploy a harbinger from your horde (if you don't have other fast units like daredevil and assassin in play), then use flare (preferably with the Strobe light 30% dodge research done) to get the harbinger to his destination faster than everyone else.
  • If there are enemies standing right by a building, use flare or drone geyser to get the harbinger right to the building side of them - hopefully taking out the enemies and the building. This can also work if a building is on a diagonal away from where the enemies are. (Picture coming!)


Choosing your perks
Here are my recommendations for perking your harbingers (probably deathwishes too, but I don't have one!)

Level 10 perk: Volatility or Flashpoint?
Volatility is better than Flashpoint (more speed) as it increases your area of effect. As long as you are using fast explosives properly, you want to get as bigger area of effect as possible (more likely to take out buildings and enemies)

Level 30 perk: Rapid Decompression or Nuclear Explosion?
I've chosen the Rapid decompression (50% dodge perk) for both of my harbingers, but you could also go Nuclear Explosion (occasionally explodes for 50% more damage). I chose Rapid decompression because I wanted my units to be more likely get to their destination - but if you use flare with your harbingers

Level 50 perk: Safe Handling or Cheat Death?
I've borrowed the Prolatariat's level 50 mythic deathwishes with both of these level 50 perks. Safer handling means your explosive will no longer hurt your zombies so you can deploy them freely without any cares in the world! Cheat Death means he may live through the explosion and explode again (up to four times in my experience). I enjoyed both perks. I'd probably chose Safer Handling as I'd want him to lend out (and then re-perk the Rapid compression to Nuclear explosion for more survivor deaths), but if he was just for my own personal use I'd probably choose Cheat Death as it is quite fun to watch him explode several times ;-)









Sunday, February 21, 2016

Our Favo(u)rite units: Farmer/Rancher/Harvester class by Yersinia

These units are ways to generate more drones for your horde.  As such, they are often compared to Infector/Reanimator/Crowdsourcer.  There are a few differences, however.  The Reanimator class also adds drones to your overall supply, not just what is on the map, so they are available to place at other spawn points.  The Farmer class only generates drones on the map itself, no increased reserves are made.  However, since the Farmer class moves along with the horde, instead of lagging behind at the dead survivors, drones are made in the mass of the horde itself, so readily available to mutate as other units become available.  The Farmer class also moves just slightly slower than the main horde, so they are not running out in front (looking at you, Runners and Delinquents) and easily picked off.  Occasionally, a Reanimator will get stuck next to a wall, trying to get to a dead survivor behind the wall, and never be able to get there (no attack to break the wall), so becomes useless for the rest of the fight unless distracted with a flare.  This does not happy with the Farmer family as they are not drawn to dead Survivors (now there’s an oxymoron…).
A river of drones, as created by Yersinia's ranchers

Farmer (Epic level unit)
Here's my contribution to the
Guild potluck dinner
Base level, has cooldown of 40 seconds, creates 3 drones in 6 seconds with action time of 0.7 seconds
Level 3 perk (Fertilizer):  Decreases spawn time to 5 seconds
Level 10 perk (Micronutrients):  Decreases spawn time to 4 seconds.
Level 10 perk (Crop Yield):  Increases drones spawned to 4
Level 20 perk (Decreased Deployment I):  Decreases deployment cooldown to 35 seconds
Level 30 perk (Fertile soil): Increases spawned drone health by 100%
Level 30 perk (Compost):  Increases spawned drone damage by 100%
Level 40 perk (Decreased Deployment II):  Decreases deployment cooldown, I’m not sure how much since mine not to that level and probably never will be. (Note from Octavia: should be to 30 seconds (another 5 seconds)
Level 50 perk (Pesticide):  Adds a damaging area of effect (130 damage)
Level 50 Perk (Crop Rotation):  Randomly spawns a unit from your team

Which perks to choose?
Level 10 perk:  choose Crop Yield.  No question here.  If you do the math, Crop Yield generates you 4 drones every 5.7 seconds, or 0.70 drones/second.  Micronutrients generates you 3 drones in 4.7 seconds, or 0.64 drones/second.  Crop Yield is better.
Level 30 perk:  I would presume that Compost would be the better perk here.  Each drone still has only small life, so doubling small health is still small health, and likely still to be killed easily.  However, if each drone does double the (small) damage, there is actual benefit against the survivors
Level 50 perk:  Based on the Forums, generated units may not have any perks associated with them.  Just something to keep in mind.  I will probably never have to choose which perk to use here.


Rancher (Legendary level unit)
Five heads are better than one!
Base level, has cooldown of 40 seconds, creates 4 drones in 6 seconds with action time of 0.7 seconds
Level 3 perk (Fertilizer):  Decreases spawn time to 5 seconds
Level 10 perk (Micronutrients):  Decreases spawn time to 3 seconds.
Level 10 perk (Crop Yield):  Increases drones spawned to 5
Level 20 perk (Decreased Deployment I):  Decreases deployment cooldown to 35 seconds
Level 30 perk (Fertile soil): Increases spawned drone health by 100%
Level 30 perk (Compost):  Increases spawned drone damage by 100%
Level 40 perk (Decreased Deployment II):  Decreases deployment cooldown, I’m not sure how much since mine not to that level and probably never will be. (Note from Octavia: should be to 30 seconds (another 5 seconds)
Level 50 perk (Pesticide):  Adds a damaging area of effect (156  damage)
Level 50 Perk (Crop Rotation):  Randomly spawns a unit from your team

Fear the awesome power of Yersinia's Rancher!

Which perks to choose?
Level 10 perk:  choose Micronutrients.  No question here.  Note that this is different from Farmer.  If you do the math, Crop Yield generates you 5 drones every 5.7 seconds, or 0.88 drones/second.  Micronutrients generates you 4 drones in 3.7 seconds, or 1.08 drones/second.  Micronutrients is better.
Level 30 perk:  I would presume that Compost would be the better perk here.  Each drone still has only small life, so doubling small health is still small health, and likely still to be killed easily.  However, if each drone does double the (small) damage, there is actual benefit against the survivors.
Level 50 perk:  Based on the Forums, generated units may not have any perks associated with them.  Just something to keep in mind.  I will probably never have to choose which perk to use here.


Harvester
I don’t have any statistics on this class other than what I pulled from the forum.  My only Mythic at this point is a level-10 Glutton.  Yay me.  However, at level 50, the radiant damage effect if that perk is chosen is 203

Note from Octavia:
I do have a Harvester, thanks to the WZ birthday pack.

"Alas; Poor Yorick! I knew him Horatio"
Here's his stats:
Base level, has cooldown of 36 seconds, creates 5 drones in 6 seconds with action time of 0.7 seconds
Level 3 perk (Fertilizer):  Decreases spawn time to 5 seconds
Level 10 perk (Micronutrients):  Decreases spawn time to 2 seconds.
Level 10 perk (Crop Yield):  Increases drones spawned to 6
Level 20 perk (Decreased Deployment I):  Decreases deployment cooldown
Level 30 perk (Fertile soil): Increases spawned drone health by 100%
Level 30 perk (Compost):  Increases spawned drone damage by 100%
Level 40 perk (Decreased Deployment II):  Decreases deployment cooldown,
Level 50 perk (Pesticide):  Adds a damaging area of effect (203 damage)
Level 50 Perk (Crop Rotation):  Randomly spawns a unit from your team

Which perks to choose?
Level 10 perk:  choose Micronutrients.  No question here again.  Crop Yield generates you 6 drones every 5.7 seconds, or 1.05 drones/second.  Micronutrients generates you 5 drones in 2.7 seconds, or 1.85 drones/second.  Micronutrients is better.
Level 30 perk: Again, probably Compost for double damage.
Level 50 perk:  Based on the Forums, generated units may not have any perks associated with them. The other perk, Pesticide, basically makes him into a biohazard type unit that spews out drones and is considered very highly (on the forums at least ;-)!