*Awefense* Posted Mar 29, 2015, 6:09 am |
Heya wastelanders,
I am running a lorry squad with a 2 buzzer escort and have had nothing but success. Running around the BL area. I'm thinking about dropping down to one escort buzzer so I can put another squad on the road. Anyone running one escort or no escort lorry travels down south? Any input is appreciated. Thanks. Awefense |
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*Boonwolf* Posted Mar 29, 2015, 6:21 am |
Napalm and mine droppers they are magic around FL | ||||||
*Awefense* Posted Mar 29, 2015, 6:51 am |
I actually intended this post to be in the DW Discussion Forum, doh!
I have a Rocket Booster and HFOJ rear mounted. Your lorry running solo? |
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*Boonwolf* Posted Mar 29, 2015, 7:51 am |
I moved it think its a good noob forum topic rather than general debate. | ||||||
*Boonwolf* Posted Mar 29, 2015, 7:55 am |
I do sometimes with no guns at all and low armor. I'd rather run kill squads.
mostly I just manage reps with the zone and truce if its high valued cargo. |
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*StCrispin* ce.services.mh@gmail.com Posted Mar 31, 2015, 2:40 am |
Ive had bad luck with Lorries ever since Steam release.
I used to keep the CR down to reduce spawn size. I would run 5 armor on the Lorries and no weapons (22 CR each) and then escort them with a BPU mounting a HMG+ATG (I forget the CR on that but it wasn't too bad. 160 maybe. not like a 300+ Buzzer) this way 3 lorries and 4 escorts would spawn 6 cars maybe 7. odds of less than 2:1 the idea was to park the lorries, have the drivers exit and get into the escorts (which had room for them as gunner) and then to kill everything. Before steam this worked fine but AFTER steam I started getting "Stupid" grade spawns. By this I mean 24 cars spawning vs 700 CR leaving me fighting a 24 vs 4 fight (needless to say, I won most of them, barely, until the last one where I died, or I might have stopped trying sooner). Not only did I get spawns of that nature but I also got multiple spans per trip. I had one travel spawn 10 encounters between TX and SV. Exit, Entry, and 8 Road encounters. I also experienced a SS gates exit in which I spawned a gang I was "Liked" by, who refused to truce even though I had a 258 Negotiator 5 with me. She died during that encounter, the worthless lump! So I decided the game had either fundamentally changed or it was just out to teach me a lesson. I still don't know which. |
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Bill Butcher Cutting Posted Mar 31, 2015, 3:04 am |
Crisp,
You may have better luck now. The reason everyone was having difficulty with spawns during the Steam release was because all the noobs were losing so much equipment to the NPC gangs and making their fame crazy high. This really pushed the odds in the stratosphere and even 350+ scouts were having problems moving a single no armored/no weapon Cadrona at 15 mile per hour from SS to GW. It got so bad, Sam had to put a limit on how high a gangs fame could get around SS just so the noobs could have a chance. |
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*goat starer* Posted Mar 31, 2015, 3:53 pm |
one escort buzzer with HMGs (more ammo) is normally adequate... i ran a pair of lorries with one buzzer for years... lorries were A armored with spike droppers, rocketbooster, heavy smoke sides and front, re ram front.
i also ran unescorted lorries.... its great fun but you always lose the odd one. |
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Bill Butcher Cutting Posted Apr 1, 2015, 12:47 am |
Vets need to post some recordings to show us how it's done. ![]() |
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*Splurs* Posted Apr 1, 2015, 3:25 am |
I transport the same as Crisp, except I do it with a buzzer and 1 lorry. First 2 rnds I stop just the driver out of the lorry into the buzzer then kill the baddies. Was a HGG/MMG front an rear buzzer so either front or rear spawn doesn't matter. The only thing I will suggest is if your doing this get away from the lorrie after the ganger swap. AI has a habit of ramming the lorry and destroying it if it is close to their path. | ||||||
*The X Man* Posted Apr 1, 2015, 5:08 am |
Why are there so many players would find it necessary to bail out of a lorry to fight?? There is not any reason for it or any justification that makes sense to me. Just put guns on the Lorry, not droppers, and shoot stuff up.
This is a SS area run to camp, S728634. I don't bail, I fight, like you all should. This is done with gangers that are 85 - 115 skill gunners, so any player does have the ability to do this. You plan out you fight well enough, you can even manage some hand gun training too! I do this out of BL or MO to camp as well with no issues. A decent scout is is helpful, but good gunners, there is no substitute. |
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Krakhedd Posted Apr 1, 2015, 6:30 am |
....out of MO? I thought that was determined to be an exploit, and the bulk limits were subsequently enforced? Also....my $.02 - they should do whatever works for them, whatever method it is, so long as it's not cheating. Hopping out of one's vehicles, gaming reps, whatever - so long as it's not slapping decals on to prevent them from spawning in your encounter (which I believe has been fixed now). |
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Krakhedd Posted Apr 1, 2015, 6:35 am |
Neg is a broken spec - doesn't work at all, to my knowledge/experience. Pathfinder, on the other hand...... |
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*Splurs* Posted Apr 1, 2015, 7:14 am |
To answer your question about bailing, I do it sheerly for gangers, To man a lorry and run it with a buzzer Escort I would need 6 gangers, 4 if I was REALLY desperate. Running with 1 lorry and 1 buzzer I can do it with 3, 2 if I get desperate. Its a numbers game. i dont have the gangers to spare to run lorrys as combat/transport rigs. |
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*The X Man* Posted Apr 1, 2015, 8:14 am |
My bad, BL and MO 'maps'. Bulk restriction is still in effect. |
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*The X Man* Posted Apr 1, 2015, 8:24 am |
You take risks man lol, Hire a wingman for support. |
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*Bigspenner* Posted Apr 1, 2015, 12:34 pm |
I always go quite heavy, one lorry rear cc and hfoj with one buzzer cc hgg in the north and two buzzers in the south, not much you cant fight a running battle with if it has no tires and is trying to chase 3cc and hggs no matter where it is. The only major threat is ambush spawns but a RR on the truck and front cc usually gets through ok. | ||||||
Racing Robbie Posted Apr 1, 2015, 2:09 pm |
I make truck runs an event to look forward to and pile on the trucks and escorts
Last run I made was 2 Trucks, 2 Apes, 2 BPUs, an Osprey and a Moray. Everything armed and looking for a fight. Problem was that I didn¡¦t get an encounter ƒ¼ ![]() |
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Nukie Posted Apr 1, 2015, 2:33 pm |
Hey X, What was your Buzzer loaded with in this video? Two CC's rear and HGG's front? Curious. Nice job. |
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*Brunwulf* Posted Apr 1, 2015, 3:23 pm |
LOL- I remember the same thing happening to me- not with lorries but with a squad of 10 cars. I had been planning it all day- ordered pizza, got a few beers in- and then forgot to remove my 250 scouter from the lead car! All the way to GW with no encounters! Even worse was the squad was all my attack cars and all my decent gunners- so had nothing else to do but town races all night ![]() |
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*The X Man* Posted Apr 1, 2015, 6:06 pm |
Spenner and Robbie, +1 each.
Thx, Buzzer has twin rear mounted CCs and MG and LMG front just in case. The Lorry has twin MMGs front and rear with side mounted smoke screens in case of ambush. |
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*StCrispin* ce.services.mh@gmail.com Posted Apr 2, 2015, 10:28 pm |
if you get out of the Lorry the AI wont intentionally target it. Though it does often take hits and rams. Plus if you want, you can dodge around it for cover in flat terrain. Additionally doing it this way you can roll 5 armor, 1L engine lorries (22 CR) Its a method, but it LOCKS you into a "fight-and-win or lose-it-all" situation. There are pro and con to any method. This one is just the one I tend to use. |
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*StCrispin* ce.services.mh@gmail.com Posted Apr 2, 2015, 10:50 pm |
And as for Why I came up with this method, it wasn't because it was easy (its not) or because its better. It was born out of necessity.
I first came up with it when I acquired Fort Lost in the Woods (FLinT) I had some no-armor, no engine loot lorries in SS I wanted to move there as storage sheds. I was new then and the biggest engine I could get was a 4L (as opposed to an 8L or 9.4L or whatnot since the ones in the lorries had been ruined) So running was unlikely to be an option. I also couldn't afford to armor them up! So I was left with needing to move 4 or 5 Lorries with 3.2L and 4L engines, no weapons larger than an HMG and certainly no Nape, and little or no armor all the way to Elmsfield and beyond. After a few experiments I had 3 possible methods; 1... Bring a car with extra peds, exit the peds and sacrifice them to fool the enemy long enough for the low power lorries to escape. (worked 2 out of 3 times when the lorry didn't bog down or fall over, but was very costly. A 2nd encounter meant total loss for the travel) 2... Bring a sacrificial car, and harass the enemy with it long enough for the lorry to escape. (this didn't work very well, and sometimes not at all) 3... exit the lorry and fight instead of trying to run. 3 ended up working out the best for survival rates but was much harder and time consuming than the first 2 options. Using a Lorry in combat was not an option due to the lack of power with a 3.2L or 4L engine. it got stuck in sand or fell over or wouldn't go up hills and got wasted fast. Vets sometimes forget that new players trying Lorries for the first time don't have the resources that vets have become accustomed to using. They don't have 8L or 9.4L engines, the money to pay for A armor, or guns bigger than an HMG. |
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*StCrispin* ce.services.mh@gmail.com Posted Apr 2, 2015, 11:23 pm |
this method carries a number of Pros and cons. Here are just a couple:
PRO: It takes fewer gangers. you can run 3 lorries and 3 escorts with only 6 gangers. CON: If one of those gangers dies in combat, you have to abandon a Lorry and its cargo! Ouch! ----- PRO: AI wont shoot empty cars on purpose so you can run 5 armor and the lorry will be 22 CR CON: a stray shot or an accidental ram can cost you the lorry and its cargo! ----- PRO: if all goes well your Lorry wont take damage. CON: if all your combat cars are neutralized by weapon damage or engine damage, your lorries are probably lost as well because escape at that point is unlikely. ----- PRO: Less armor = Longer Travel Range per fuel unit CON: if you lose a Lorry along the way, and you used a camp as a waypoint between towns, your remaining convoy might end up trapped in camp until a fuel tender can come join them. ----- this is just a few I have experienced first hand. That said, I don't run lorrys much. I almost always end up with some disaster besetting me along the way, whether they are unarmed Lights such as I have described, or armed Heavys as others have described. |
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*Bigspenner* Posted Apr 3, 2015, 1:04 am |
my camp lorry is renowned just from travel encounters so my record with it is at least 80 successful trips in a row. | ||||||
*Boonwolf* Posted Apr 3, 2015, 5:55 am |
Not all gangs who wish to run a lorry are subbed. I know if my gang was limited I'd not be taking 50-75% of them just to run a lorry with $200,000 of armor alone. | ||||||
Grimm Sykes Posted Apr 4, 2015, 10:37 am |
Lorrys are crap, lorry armor is trash. Why bail and fight on foot? cause the lorry is such a POS, your more likely to survive on foot. It can carry 65000 lbs of cargo, yet can't mount armor thick enough to stop bullets? No common sense in that. |
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Fozzie Posted Apr 4, 2015, 5:04 pm |
Well a 2 axle box truck could probably safely carry at most around 30000lbs including the weight of the truck itself. Most of the 24' box trucks my company runs are 26000lbs max gvrw and, after truck weight, that leaves about 12000lbs of payload. According to a handy dandy metal weights calculator I found online, a 24'x10' sheet, enough to cover 1 side of the box itself, that's 1/2" inch thick would weigh 5000lbs. 1/2" is not enough to stop HMG rounds, especially at a perpendicular angle. |
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*The X Man* Posted Apr 4, 2015, 6:32 pm |
No dispute on the strength of a Lorrys armor, but you still have 50 units to shoot through, not 5 like the others are running. Even getting hit with heavy weapons the AI have, your turns still could last easily into double digits. You still have a higher CR support vehicle that will draw the initial AI in. So, at this point with a support vehicle and Lorry, I would rather have 4 guns hitting the AI than moving my guys into one vehicle and firing only 2 guns. Good gunners make this easy, especially when all 4 guns are CCs. The nice thing about the Lorry is you can have a ton of reloads which makes it fairly difficult to lose any fight against the AI. This may not always be the best way for newer players to do it, but easy enough for tenured players. That was the reason for my initial response to this because most of the vets do have the ability to do this. Choosing a "work around" method that eliminates almost all risk just doesn't seem right IMO. |
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*Awefense* Posted Apr 4, 2015, 11:36 pm |
Well, I am trying a 1 escort buzzer run.
BL - New Longoville, 1 encounter, 4 cars spawned, truced. New Longoville - Longoville, no encounters. My guys better not slack off, haha. I know this ain't gonna last forever. |
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*Dark Tempest* Posted Apr 5, 2015, 12:02 am |
My typical Lorry squad set up (currently running two of these):
1X Buzzer, 5L, Rear mounted CC and PG (1 PG reload, fill with CC ammo), Driver and very skilled gunner. 1X Muscle Car, 200+ scout, Mine Dropper Rear 2X Lorries, single ganger, RRam and HSS front, Napalm and Mine Dropper rear, one reload for each weapon, 152 unit fuel tanks Game plan is for the escort to drive as slow as possible to maintain max range on the NPCs (often this means full speed until you can bat them back some), while the Lorries and scouting car all run away. Once they are all gone then speed up the escort and outrun the remaining NPCs. I have put tens of thousands of miles on these squads and rarely lose anything without it being my own fault. Quite often a 200+ Neg4 can get you out of most encounters, and in any case them being in a smaller car lets them avoid most of the tougher ambushes. Previously I had a 350 scout with Neg7, and he was able to talk his way out of even more encounters. (All of this is tougher now that gangers don't reliably hit at 140+m, but it still works) ((Also at one point I used 2x Trash Trucks with dual CC each, and 7-9 lorries, that squad would do the rolling gun line until all the lorries were gone and then usually kill the remaining NPCs, because running Trash Trucks away is just crazy hard... Since Elms fuel was nerfed, there's no longer much reason to run that kind of bulk around regularly)) |
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*goat starer* Posted Apr 5, 2015, 1:54 am |
its a game... if you let everything big load up on armour it would quickly lose all tactics... and the back of a lorry has very little strength. there is very little structure there... big panels with not a lot of load bearing above the chassis. you get the space at the expense of hefty structure. you could build something better armoured on the chassis and you would have... a trash truck! less space but better armour. |
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Grimm Sykes Posted Apr 6, 2015, 2:47 pm |
Actually that's what a roll cage SHOULD do, since it's strengthens the structure of a vehicle in general. I can provide engineering manuals if you want to educate yourself. |
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*Boonwolf* Posted Apr 7, 2015, 7:10 am |
Yup last time I looked the structure of a Trash truck and lorry are the same. So you can strip them down to the chassis and make them into Trash Trucks. Or you can play the game. | ||||||
Grimm Sykes Posted Apr 7, 2015, 1:40 pm |
I apologize for my attitude in that post.
My underlying thoughts are that if we can make factories, those factories can make car, engines, drivetrains, etc. so they can be made in any way the engineers want. why would they make something inferior (weak toughness armor) when a tougher design is possible? Why not put offroad drivetrain on a ferrari, just because no one else has is no reason not to. If your factory is in the middle of the desert surrounded by dunes, ruins, and mountains, your not going to give it suspebnsion that sits only 2 inches off the ground. In a perfect darkwind world... chassis, body, chassis toughness, would all be variables that could be mixed in any combination. Stats that only the production factory could really see. So the output on each camp could potentially be differing performance with the same parts. This would make the cars more varied, would spark competition between camps and could potentially draw more PVP as a result. |
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*Awefense* Posted Apr 7, 2015, 6:18 pm |
This actually has nothing to do with running lorries, but I do agree with it. |
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*StCrispin* ce.services.mh@gmail.com Posted Apr 7, 2015, 10:50 pm |
the penetration capability of the US M2HB .50 HMG as well as the Russian Dshk 12.7mm HMG is 30mm RHA. 1 inch and about 1/5th in DW terms that's about 6 points of armor give or take. so your average Phoenix if it was using metal armor would have roughly 4 inches thick steel. id guess we aren't using steel/RHA or that would be absurd |
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*StCrispin* ce.services.mh@gmail.com Posted Apr 7, 2015, 10:53 pm |
you are missing the point X. New players trying lorrys for the first time don't have good gunners or 4 CCs |
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*The X Man* Posted Apr 8, 2015, 12:13 am |
Switch to HMGs or MMGs. But thats not the point either. This thread wasnt about new players using Lorrys. It was a question to what type of support vehicles are best in Lorry transports. I was listing tactics and vehicle set up suggestions I ran for the players who asked. I just get the shudder of fingernails down the chalkboard every time I hear how the Lorry gets parked to the side and all the peds exit and run over to enter the other vehicles to fight. So you want to tell a new player to take a few turns to stop all vehicles, then get them out of the Lorry (Peds out in the open are now put at risk because they can now be targeted, especially if it is a close spawn). Now,take a few more turns to get them inside the other vehicles. At this point, the AI will be charging in and the new players will now have to engage them from a dead stop. All this car hopping will have wasted a bunch of turns that they could have used to get sustained targeting. A much needed thing for new players to increase their hit chances. How does this become better and safer for new players? Instead, stay in the Lorry, position support vehicle(s) between the AI and the Lorry, and do a 30-45mph rolling fight. Lorry can even drive away if they choose to do so while the support vehicles handle the battle. And if an AI vehicle does get by and pursues the Lorry, you use the rear mounted guns that would have had many turns of sustained targeting to fight back. To me, this is the better/safer method, especially for new players and gives them a fighting chance. We will obviously agree to disagree on this topic. |
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*Splurs* Posted Apr 8, 2015, 3:14 am |
As I said at the start I run 1 lorry and 1 buzzer as the escort, can be either 3 or 4 gangers.
i position the lorry and the buzzer together, round 1 hand brake and full brakes on both cars, by the 2nd round both cars have stopped sufficently enough to bail out of one into another, the buzzer usually has 3-6mph left on its clock, by round 3 it is accelerating again. This has worked for me in SS-Elms runs, however as i said further south would probably not work, in actual fact further south where i have the gangers I am running a lorry with napes and buzzers with CC and HGGs. I have even been cautious enough to throw a Dustup in with my best scout to try to give me an idea of what I am up against. My opinion and it is just that, if you want to lorry run, make sure you trial and get down pat your running style FIRST. Make sure you know how to run at 30 mph, make sure you know who to target, it is amazing how quickly cars get on top of you if you dont pay attention. Run it with a box van as your trader car first, once you are comfortable with that try a Lorry but dont load it up full. They are slow to get speed, especially with B armour as most beginners use. X is right with the HMGs and MMGs they are the best for beginners, but make sure you carry more ammo in the Lorry, move it over once you have finished combat. |
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*Splurs* Posted Apr 8, 2015, 3:30 am |
the last 2 lorry runs I have done are
S736331 and S736733 both on Highway to hell, so it was a straight road, so was relatively easy. The first one I had to turn around and that was with a fully loaded B armoured lorry, it didnt have much acceleration. Was conserving ammo with the napes as I didnt know how many encounters I would have to deal with. If anyone has any questions I am not by far an expert on it, but will happily give them any input I can. |
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PvtParty Posted Apr 8, 2015, 9:49 am |
The only time I bail crew from a vehicle at the start of a combat is return (usually FL) where I've been greedy and tried to bring something back that's fairly valuable, but not really capable (eg a knackered V8). Then, I usually escape the ped rather than stopping Buzzers to board, using the abandoned loot car to distract the AI while I get away.
With lorries, I find dropped/ballistic weapons, coupled with a capable escort, works most of the time. My regular camp runs generally consist of a single lorry and escort (SUV/Buzzer generally) though I sometimes up that to 2 lorries and/or 2 escorts. Mines, spikes, FOJ and napalm are generally very effective at deterring/damaging pursuers. I generally find that one or two AI will make it through the mess I leave behind, and will turn on them (with lorry as well as escort) once I'm down to one/two. Whatever tactic you use, you must be prepared for the occasional run where things go wrong, and you lost either lorry or escort (or both), due to bad luck, nasty spawns, bad decisions (like whether to turn around or not when the AI spawn ahead). |
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*The X Man* Posted Apr 10, 2015, 9:41 am |
Well, here it is, for your viewing pleasure... and to show you Lorrys can kick butt too when used the right way.
S737366, single Lorry run. FULLY A armored with 8L with big guns on the front and rear. 1 vs 6 spawn from camp to BL. |