![]() F23 Överby Air Base (-380, 937) A Tank wreck has broken the Fence south of the Safehouse, allowing easier access to the Airfield and Safehouse.Sorken Command Bunker (-482, -1511) You must collect 3 Barcode Keycards from dead Machines to enter.Minken Command Bunker (1984, 2503) You must collect 3 Barcode Keycards from dead Machines to enter.Salthamn (2017, 3122) Underground in Bunker, enter from the West.Vesslan Command Bunker (1530, 3754) You must collect 3 Barcode Keycards from dead Machines to enter.8 Himfjäll Island Region (Alpine Unrest DLC). ![]() In order to find a co-ordinate - place your pointer over the map and look at the bottom right corner, this number will change as you move your pointer around the map. Once that is accomplished, interacting with the Warboard will unlock the Safehouse. Clicking the map image will bring up a larger map with the Safehouses marked.Īll Command Bunkers need to have their power turned on, though the exact method of this varies by Bunker. Safehouses are presented with the Command center first, then in Alphabetical order. To see what a safe house does have hover your mouse over the safe house and on the top right of your screen it will show you what the safe house has.ĭespite the name, Safehouses are not completely safe as Machines can fire at a player inside a Safehouse if they are aware of them, though in general Machines do not enter Safehouses. A few have FMTEL and FMTEL Reward Stations, which are used by the Assignments System. All Safehouses have a Storage Station, and may grant access to the Recycling, Consumable crafting, Apparel Crafting and Bicycle Stations. Players also begin a new session in the nearest Safehouse which they have unlocked, at full health. Safehouses are buildings in Generation Zero where the player can respawn after death, at full health. All weapons have the inability to have an extra round in the chamber, with the exception of open bolt weapons and launchers.All of the safehouses in Generation Zero, the coordinates of such, and additional Notes.When using the only 2 shotguns (the 12G Pump Action and the Sjöqvist Semi-Auto), the shells that were in the tubular magazines have seemingly disappeared, despite in real life, the user would have to manually pump the shotgun 6 times or rack the charging handle of the Sjöqvist Semi-Auto.Switching ammunition types plays the empty reload animation, which would realistically eject the chambered round.Many weapons that use the incorrect cartridges for example the Kotenok Sniper Rifle uses 7.62x51mm NATO when it should chamber 7.62x54mmR Rimmed.Despite the fact that 9mm handgun and 9mm SMG is essentially the same cartridge (9x19mm Parabellum), they are both incompatible with both pistol caliber firearms and submachine guns.The more crowns a weapon has, the less rust becomes visible and with the special tier (5 crowns) the weapons receive illuminated iron sights and a different metal appearance.Realistically firearms would explode due to the rifling being rusted and bullets traveling out of the barrel would miss their targets if the firearm didn't explode before then.Weapons that have only one crown (dilapidated) appears rusted and eroded from overuse and also fire bits rust when fired hence the word “dilapidated”.Currently, Generation Zero has about 34 weapons in total.If one look at the magazine feed lips, there appears to be a cover to the entrance making the magazines appears to be model rather than actual than a real-life magazine. ![]()
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