![]() Sometimes zombies are sneaky and can go behind or at the side of a fellow survivor, your instinct is to shoot like hell. I know its hard to say goodbye to that close range super clearing power, but trust me FF is a deal breaker for this difficulty. Assault Rifles, smgs and snipers are more accurate, can be used to kill a zombie which is about to hit an oblivious survivor and also are useful for killing zombies and special infected from far. To compensate this I strongly advise you to avoid any shotgun weapon and of course the grenade launcher. Managing the Friendly FireįF can be a real issue in this diffuculty, meaning that one mistake can cost you a down. So you are left with a horde you have to deal with. The duration of the throwable is not enough to clear all the zombies. You understand that you can create a horde that way. Things not to do: Using throwables at random situations or to clear a new area. Witch always outruns the survivor, unless its on fire. Molotov on the other hand can save your life because not only she loses hp/sec but it slows her significantly meaning you can outrun her. I wouldnt risk to crown her or sneak past her (unless its open area and you can one by one, but there are situations that she can literally block your way in a narrow alley), since one hit means instant death. Witch should be avoided, unless she is in your way. Of course you can shoot the tank to kill it faster, but you should always focus more on the retreat part rather than the shooting part. The best way to kill it is to throw molotov and retreat. Lets face it tank is very hard to kill and during its attack you are very vulnerable. Molotov is the most important throwable and you should always have one. However, it can be used on tank and on the horde or during a panic event. So throw it only when survivor(s) have been hit by a boomer.īoomer pile, as we know is useless against a boomer’s attack. ![]() Pipebomb is the only throwable that can counter a boomer. ![]() In expert they should be saved and used in tough situations. ![]() Also kill them inside the saferoom, so that their drops to be available next round. Kill the survivors that have below 50hp, so they respawn next round with 50hp. One tip to achieve that: when you reach the safehouse, do not close the door immediatly. Your objective for each chapter is to start the next one with at least 4 medkits and with decent health(not below 50). So rule number one heal only black and white (after 2 downs) and use pills and andrenalines instead. I understand after you go down your health drops per second, but you can always find pills and andrenaline shots to replenish temporally your health. Most naive players heal, after one down or even when their life drops below 40 or 30 hp. If he goes down a third time without healing, he dies. In reality each player can go down 2 times before he dies. Most people would say, total life 4 x 100 + 4 medpacks. ![]() In this game as you progress, you get dmg and team’s total life can drop really fast. This might be the most important and basic rule all should follow. With that having in mind, one witch, one horde, a friendly fire accident can mean minus 100hp or minus a player, making it really hard to win the campaign. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |