Money for Mayhem!

Chronos

Major
I only really started playing a month or so ago, so didn't really know the badzones & typical payouts before the bug, which I also then recruited & outfitted a specialist team for.
If you just started playing when Badzones were giving so many creds that's a problem cause you couldn't compare with previous values, so it's understandable that you thought that was the way it worked.

Only advice I can give you here is taking a look at this post that has some useful tips: https://forums.legendary-games.com/index.php?threads/beginners-guide.7724/

So far what has worked best for me is having kept my squad values low. I use master crafted weapons and grapnels/scopes/strip kits but only for those gangers that really need them, I have one unarmed guy with order, and try not to give any backup weapons and getting just skills that are totally needed or don't increase the ganger value.

With that kind of deployments I've kept my upkeep low (for example my Van Saars are under 1K creds) and seldom have any ganger injured after battle, so even with the badzones nerf I get 4-4.5K creds each turf run (with 4-5 level assets)
 
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If you just started playing when Badzones were giving so many creds that's a problem cause you couldn't compare with previous values, so it's understandable that you thought that was the way it worked.

Only advice I can give you here is taking a look at this post that has some useful tips: https://forums.legendary-games.com/index.php?threads/beginners-guide.7724/

So far what has worked best for me is having kept my squad values low. I use master crafted weapons and grapnels/scopes/strip kits but only for those gangers that really needs them, I have one unarmed guy with order, and try not to give any backup weapons and getting just skills that are totally needed or doesn't increase the ganger value.

With that kind of deployments I've kept my upkeep low (for example my Van Saars are under 1K creds) and seldom have any ganger injured after battle, so even with the badzones nerf I get 4-4.5K creds each turf run (with 4-5 level assets)
Thanks @Chronos Those are similar findings to my own now. I did go ott, with lasgun guys carrying subcarbines & Carbine guys carrying laspistols, but the upkeep & the opposition also went horrific, so back to a couple of lasguns & a couple of laspistols a squad, with spiked knuckles & improvised shivs & the leader with a shock baton.

For skills, I've got a few the habs with the skill which is meant to improve the output & fast shot for battle gangers.

Unfortunately, I recruited & invested heavily during the bug, without realising the number of territories, or that I'd stop buying weapons, so now have gangers still filling out the drinking den & tech bazaar.

I could go up to 5 or 6 gang battle squads, but I'll probably start seeing the equivalent of Necromunda devastor squads, with flamers & cannons.

I'm not sure where I want to take the current gang. I don't have reliable downtime for PvP, to mix it up & to see different opponents & don't see a point to developing the current gang to higher tiers of kit. The fun seems to be the battle, rather than shiny new toys, which makes things expensively lethal.

I think I'll keep them going, fairly status quo, practising tactics (pincer movements, rather than stray shots in the back of my gangers heads) & be ready for new gangs & developments :)
 
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Chronos

Major
Yes, I think keeping squad values low is key for not risking too much getting injured. I, however have a higher value Escher gang that also performs quite well but you have to be extra careful (And use delay a lot to always have control of when and where to attack).

I would recommend using a weaponless leader with order skill to keep values even lower. That way it is almost like having two of your best gangers at a lower value. Also specializing your gangers, so shooty ones just have a long range weapon and close combat ones just a close combat weapon (or close combat weapon and pistol at most).

Also you can check how much do equipment increase your ganger value. I've seen that sometimes giving certain equipment like strip kits does not affect the value, so just try and if it increases the value too much just remove it.

Once you get the best loadout/tactic for your squad it is fairly easy to win almost every battle with minimal casualties.
 

Powershot

Private
Any word on adjusting upkeep to a timer too? It’s really meaning I can’t play with more advanced gangs for a few cycles at a time as I like. I don’t get a lot of free time so I like to splurge play. The upkeep isn’t always offset even if I win badlands and patrol so only get one round before I start to lose creds. Much worse if I lose those combats
 
Any word on adjusting upkeep to a timer too? It’s really meaning I can’t play with more advanced gangs for a few cycles at a time as I like. I don’t get a lot of free time so I like to splurge play. The upkeep isn’t always offset even if I win badlands and patrol so only get one round before I start to lose creds. Much worse if I lose those combats
I've been rotating through gangs, so I get to game, but likevyourself it's in splurges, but then doesn't suffer returning to the hab or slag in under an hour

SOB
 
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Ran a Van Saar cycle earlier. Patrol was 4 gangers, champion with 2 skills, laspistol + shockbaton, laspistol + spiked knuckles + 2 gangers with lasguns & knuckleduster/improvised shiv, with a couple of fast shot skills.

It was a match to occupy a zone & thanks to a couple of grapnellaunchers I got the first place in the zone. The AI Orlocks (2 fixers with bolters I presume & what looked like a lookout & an orlock with combat shotguns) then took out all 4 gangers with 6 shots. Yep, the champion & 1 ganger we're taken out with a single shot :D

If you knew what type of match it was going to be, then shotguns with knock back are an awesome choice -pushed 2 of my gangers out of the zone

Kicked my ass without breaking a sweat :)
 
I just leave my best 4 guys in the hideout now. Bring them out once a day for the guilder mission. Once you've collected on the Hab etc you can do this with everyone except patrol n badzones and still cover upkeep (just about). Upkeep is around 30 creds for each guy even if they're experienced, 50 for ammo jack so use them on patrol. If you win patrol mission and do well on badzone it's possible to get 3k.
 
I just leave my best 4 guys in the hideout now. Bring them out once a day for the guilder mission. Once you've collected on the Hab etc you can do this with everyone except patrol n badzones and still cover upkeep (just about). Upkeep is around 30 creds for each guy even if they're experienced, 50 for ammo jack so use them on patrol. If you win patrol mission and do well on badzone it's possible to get 3k.
So do you see a difference in upkeep costs between a cycle where your Guilders, hab & slag vein gangers are out versus just gangers on patrol & in the bad zones?
 
My upkeep can be anywhere between 625 and4200 depending on equipment weapons etc. I mainly leave the guilder crew in hideout to protect them while I develop new guys. I don't enjoy playing with lower level weapons, its a bit boring with pistols and knuckleduster's so I have fun stuff like flamers and combat shotguns mixed everywhere. I don't really make profit unless I win everywhere. Badzones crew often have no weapons or armour, just strip kit and grapnel hooks to race to the loot boxes faster. I guess I get about 2k after upkeep on a good cycle. Paying for grenades and injured in rogue doc chews through most of that.
 
My upkeep can be anywhere between 625 and4200 depending on equipment weapons etc. I mainly leave the guilder crew in hideout to protect them while I develop new guys. I don't enjoy playing with lower level weapons, its a bit boring with pistols and knuckleduster's so I have fun stuff like flamers and combat shotguns mixed everywhere. I don't really make profit unless I win everywhere. Badzones crew often have no weapons or armour, just strip kit and grapnel hooks to race to the loot boxes faster. I guess I get about 2k after upkeep on a good cycle. Paying for grenades and injured in rogue doc chews through most of that.
I've started Crawdor & Orlock gangs & whilst it's good when they get a nice rapid fire with autoguns or pistols, the amount of failed reloads, after playing with Vansaars with plentiful las weapons, is odd. Makes me miss the flashlights.
 
Bogstandard lasguns are good for a starter gang,100% reload but they don't do much damage. Upgrade to longlas later on for better range and power. Both kind of boring options but needed for overwatch to keep em pinned.
Yep, boring as hell, but reliable. Am I talking about lasguns or me here? ;)

I've got a couple of regular longlas & 1 reclaimed 1, but when I took 2 out on patrol, the AI went pretty hard in its gang selection, so I'm trying them in the not battle zones, so if it does kick off, it's a bit different, without making every patrol or Guilders mission a long hard grind or impossible.

I did run a patrol earlier (2 laspistols, 2 lasguns, 3 simple close combat weapons & a shockstave & despite being up against a Goliath gang with 1 Goliath, 1 lookout, 1 fixer & maybe a scumbag, toting bolter, combat shotgun, Goliath canon & who knows what else, by using cover & Orders, I nickle & dimmed down till the last couple fled, despite 1 lasgun guy going down early & laspistol guy getting stunned nearly constantly. This one ganger needed a medal, even if he was reloading (reliably thankfully) every turn by the end.

But they are getting a bit boring.

My Cawdor are useless, but look ridiculous :D
 

Shangular

Brigadier
One more suggestion to fix this. If the intent for Bad Zones is to gain gear and not credits, ok leave it as is. However increase the earnings from Patrol by scaling up the credits earned per 10000 rating of the gang. So at the start you’ll get rep x 10 like it is now. When a gang hits 20000 rep, make it rep X 20 and so forth. Thus a 100,000 reputation gang can get 10,000 credits from a patrol.

This will help to encourage players to develop their gangs as upkeep will go up accordingly.
 

Krestobal

Private
Gear from Badzones doesn't seem to go for me. If before update I gathered things like bottles and scrap with occasional autoguns or mauls (and creds), now I get nothing but a few creds. Not even scrap. What willpower level must I have (or which Dark God worship) to get at least something?
 
Gear from Badzones doesn't seem to go for me. If before update I gathered things like bottles and scrap with occasional autoguns or mauls (and creds), now I get nothing but a few creds. Not even scrap. What willpower level must I have (or which Dark God worship) to get at least something?
Go chaos undivided & worship them all, for all the opportunities ;)
 

nahar

Corporal
Gear from Badzones doesn't seem to go for me. If before update I gathered things like bottles and scrap with occasional autoguns or mauls (and creds), now I get nothing but a few creds. Not even scrap. What willpower level must I have (or which Dark God worship) to get at least something?
540 - ideally... I've sent my best squad and got same crap. Max what I got is normal weapon. Mauls, autoguns those kind. Before update once found reclaimed heavy stubber. But my gang has maximum willpower - so I think my findings should be better. To reach that level of willpower I invest many, many credits in scrap zone. 89->90 cost 14 exp. So 80->90 it's about 120-130 exp per ganger. Multiple by 6... And get 1 exp per cycle.
 

Jirk McGirk

Private
Having played with the current update now for a bit, here are some observations. For context, during the Badzones bug, I only had gangers working Badzones (netting ~6k-8k creds per cycle) and Scrap Zone (training a monster).
1: My gang is now receiving more creds per cycle.
2: There are gangers permanently stationed in Patrol (2), Hab (4), and Slag (6) now, a rotation in Scrap Zone, and Tech Bazaar/Drinking Den as needed/desired
3: Most fighters are unarmed/unarmored with some basic fighting skills (mostly 2 attacks) to keep costs below income from reputation
4:The patrol has a tank (the aforementioned monster with carapace armour, power sword, and a bad attitude from all that training) backed up by a basic hanger with a shotgun...they are money makers

An average cycle will net ~7k-8k creds, which is fairly reasonable. If I wait for the cool down, then the cycle nets ~1k creds extra.
Overall, there are more territories being worked, which is a nice change, more creds being made, and a little more risk doing so. The game is more enjoyable as it requires a little more management on my part
 
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