Outposts

Outposts are No Man’s Land version of Peer vs Peer gameplay. It’s not a direct interaction between peers, but is as close as we get.

Since Trade Goods (TGs) have become one of the most valuable currencies in the game, Outposts have become crucial to advancing your game. Here’s the important information regarding Outposts.


 

 

 

 

 

  • Trade Goods (TGs) are the Resource gained from Outposts. They are very important since many great items are available in the Trade Good Shop. To access the Trade Good Shop, hit the “Shop” button on the lower left of your main screen, and then tap the “Trade” button. You will see the options available. These options are available for 7 hours (after you login), then restock and give new options when the timer is up. There is always a free option in the Shop, so check in as often as you can.
    • Every Trade Good Shop Cycle has two consistent options: class tokens. You can buy 8 Class Tokens for 600 TGs, and I recommend buying these for all classes (maybe not Bruiser) as often as you can afford them.
    • Other items rotate into the Store. Some of these options are:
      • 4 Hero Tokens – 800 TGs
      • Radios – 600 TGs per Radio. They usually come in 1 or 5 Radio bundles. At times, there has been a 30 Radio for 15,000 TGs bundle.
      • Legendary Gear Crate – 7,500 TGs (Check here to see what items you can expect at your Player Level.)
      • Gold Crate – 500 TGs (Again, check here to see what items you can expect at your Player Level.)
      • Epic Gear Crate – 3,000 TGs (Again, check here to see what items you can expect at your Player Level.)
      • Rare Gear Crate – 1,500 TGs
      • Class Specific Legendary Gear – 12,500 TGs. You can view the type of item available by clicking on it (either weapon or armor of a specific class), without having to buy it. This gear comes with random Traits, and comes at the level of your highest Survivor in that class. So, if it’s a Scout Weapon, and your highest Scout is Level 15, then the weapon will be base level 15, with random Traits.
  • Influence is another “Resource” of Outposts. You gain Influence by successfully defeating the human enemies (Raiders) that are defending the Outpost, or by successfully defending your own Outpost against opponents who raid you (by killing all the enemy Raiders). You can lose Influence by getting all your Survivors killed while raiding, or having all your defenders killed when you get raided.
    • The only reward for having a high Influence is bragging rights, and a slightly higher “Cycle Reward.” As you will see, if you just want Trade Goods, these “Cycle Rewards” are meaningless. Here are the “Cycle Rewards,” and what happens to your Influence at the end of each two week cycle.
      • 8,000+ Influence: 10,000 TG Cycle Reward, Influence resets to 5,600
      • 7,000+ Influence: 7,000 TG Cycle Reward, Influence resets to 5,400
      • 6,000+ Influence: 6,000 TG Cycle Reward, Influence resets to 5,200
      • 5,000+ Influence: 5,000 TG Cycle Reward, Influence resets to 5,000
      • 4,000+ Influence: 4,000 TG Cycle Reward, Influence DOES NOT RESET
      • 3,000+ Influence: 3,000 TG Cycle Reward, Influence DOES NOT RESET
      • 2,000+ Influence: 2,000 TG Cycle Reward, Influence DOES NOT RESET
      • 1,000+ Influence: 1,000 TG Cycle Reward, Influence DOES NOT RESET
      • 0+ Influence: 500 TG Cycle Reward, Influence DOES NOT RESET
  • Random Stuff about Outposts:
    • Matchmaking for Outpost Raids is determined by your Influence and Player Rating, I think.
    • When defending against opponents, your Walkers will never attack your Defenders!
    • YOU NEVER LOSE TRADE GOODS WHEN YOU ARE RAIDED!!! This is one of the most important aspects of Outposts, for the reasons below….

Raiding

  • If you are interested in climbing the Influence Leaderboards, then by all means, try to kill the enemy Raiders. I will not provide any tips on how to do this since I view this as counter-productive since the Cycle rewards mean very little, and only results in your Survivors and Hospital time. I do understand that many people are competitive, but this is not the place for those strategies!!
  • Many players, myself included, do not care about Leaderboards. We only care about getting Trade Goods to help improve our games, and don’t want to have our Survivors spend time in the Hospital only for (relatively) meaningless Influence. For players like us, I will give the following strategies, which I will refer to as the “Grab the TGs and Run” strategy.
    1. You must bring a Scout on Raids!! Scouts can move longer distances than other Survivors, so this is CRUCIAL!!
    2. Place your Scout in the appropriate position when opening the gate, but DO NOT OPEN THE GATE WITH YOUR SCOUT! I will show pictures for where to position your Scout below.
    3. Run to the Trade Goods Crate with your Scout, leaving at least 1 action point remaining on your other Survivor.
    4. After you open the Trade Good Crate, hit the “Complete” button in the upper right part of your screen, then hit the “Complete” button, not the “Continue” button. Doing so will end the raid, and you will keep the XP from kills and Trade Goods!
    5. This strategy is not viable in all scenarios. If you encounter a situation where you can’t get the Trade Good Crate in one move, hit “Complete” and then “Complete” again. You will still get the XP from the kills, but Trade Goods. But your Survivors won’t spend any time in the Hospital, and you can proceed to another Raid.

Scout Positioning, and Easily to Win Maps

 

Rural Field #3 (2 Gates)

  • This is one of the most popular Map Setups, but also easy to get the Trade Goods and Run!! There are two gate postionings on this map. First, we have the two gate setup.

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  • Position your Scout where Carol is (on the top). Place your gate opener where Pat is. It doesn’t really matter where you place the Survivor where Abraham is.
  • Open the gate with Pat.
  • Run to the Trade Good Crate with Carol

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  • “Complete” the mission after you open the Trade Good Crate!! Easy Trade Goods!!

 

Rural Field #3 (1 Gate):

  • Next, we have the single gate setup.

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  • Again, open the gate with Pat, then run and open the crate with Carol!

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Here’s an example of when you can’t make it to the Trade Goods Crate because there are Defenders in the way.

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  • As you can see in the picture below, it won’t allow my Scout to the Trade Good Crate because there is a Defender in the way.

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Rural Field #2 (1 Gate):

  • On this setup, you can’t reach the Trade Goods in one move with a Scout. On this setup, it’s best to just “Complete” the mission unless you really want to spend some time in the Hospital.

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  • In the picture below, this is as close to the Trade Good Crate as I can get with my Scout.

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Rural Field #2 (2 Gates):

  • You can reach the Trade Good Crate in one move if you put your Scout in the bottom position, and there are no Defenders in the way.

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Rural Field #1 (2 Gates):

  • This setup allows you to get to the Trade Good Crate in one turn with a Scout unless there are Defenders blocking your path.

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  • Position your Scout where Carol is, and you can run to the Trade Good Crate in one move if there are no Defenders in the way. You could also position the Scout on the top gate, but at the bottom of the top gate (see picture below).
  • If you encounter the 1 gate setup for this map, you should be able to position the Scout anywhere, but the middle position is the most ideal spot to be safe!

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Rural Field #4:

  • This setup allows you to get to the Trade Good Crate in one turn with a Scout unless there are Defenders blocking your path. If you encounter this setup with 2 Gates, just position your Scout in front of one of the openings (not in front of the mini walls.)

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Warehouse #1 :

  • This is a great setup to snag the Trade Goods as any Survivor type can grab the Trade Good Crate in one move!

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Lake #4:

  • This is the best setup to snag the Trade Goods as you can grab them with any of your Survivors!

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Quarry #3 (Gate #1)

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Quarry #2 (Gate #2)IMG_3961.PNG

Quarry #1 (Gate #1)

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more pictures coming soon….

 

 

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