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Tactics What is the location to suivive in official maps?

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All available location to survive:

WestLondon: Go to the gate with a few police cars. Weld the gate and the door to the basement(Get a support). Flamethrower and shotgun are very welcomed in this map.
(Boss fight,maybe you should go to the street which ends in the church and the police station.)

Farm: Go roaming. Do not get into tall grass. Find some fraise to cover yourself from husk fireballs. That's all.

Bioticslab: Camp where you are.Weld the left door and guard the hallway. Get a commando to watch the room on the right.

Manor: The underground tunnel seem like a good point to camp. Before nerfing the xbow I also camped in the cave where there is a trader. Get a SS to sit in the crossing point,and a commando cover the other end of the trader tunnel. This is very efficient when the xbows are powerful!

Bedlam: The L-shaped corridor seem like the ONLY point to camp! A great team is required to make this. A SS is preferred to watch the long hallway,and a support to watch the short one.
Also,a medic is needed on this map,since it is EXTREMELY DIFFICULT to take out a FP without letting the FP touch your team,let alone 2. A medic is needed to block the FP and take the damage,acting like a body shield.

Hospitalhorrors: Just walk in till the end,go right and walk till the end,and go left. A very nice place to guard,and probably the only one suitable to guard.

Any other ideas? Any other maps?
 
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Manor: The underground tunnel seem like a good point to camp. Before nerfing the xbow I also camped in the cave where there is a trader. Get a SS to sit in the crossing point,and a commando cover the other end of the trader tunnel. This is very efficient when the xbows are powerful
*Cough* Cave *Cough* Support Lvl 6 = Win
 
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*Cough* Cave *Cough* Support Lvl 6 = Win

I usually set up the team in the tunnel directly across from the boat-storage trader. I play sharpshooter as the farthest one back so I can still get xbow shots on Scrakes and Fleshpounds as well as 9mm/deagle everything that comes from the back. That frees up the rest of the team (tends to be a mix of support/ commando most times) to keep all of their damage going in one direction.
 
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Farm: Go roaming. Do not get into tall grass. Find some fraise to cover yourself from husk fireballs. That's all.

Try this on a random PUB game without proper teamwork on Suic/HoE and you won't survive long!

Best spot on farm is imho the bridge (not the one in the center), camp on the railings and husks aren't a problem anymore. Also, you have the waves come from one side only.
 
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A bit of a disclaimer: I play mostly solo, so these tactics would be more for that than with a team, but should still work.

For the Farm, I found that one of the larger houses works excellent. It's the one with a trader downstairs, a chessboard outside it, and two stairs leading to two rooms, that are connected by a walkway outside (hopefully this makes sense).

Anyway, this location has a prime defensible spot on that walkway between the two rooms, overlooking the outside. For one, there are a lot of ammo pickus to grab between waves, and even a few places for weapon spawns. And if you weld both doors, you have a defensible spot that overlooks the outside. You can take shots at specimens as they walk towards the inside. If you're good with the 9mm, you can score some easy headshots before they even get close to the doors. When they start to batter the welded doors down, you can either open the doors, and kill whatever's in the room, or jump down. If you land on the barrels, near the wall, you won't take damage. Either way, the specimens tend to crow together in either room, and the stairs leading up to the top level also is a bit of an obstacle for them. It means that when you do hit the ground, you can pretty easily cut down specimens on the upper floor before they can jump down to follow (it also makes grenades all the more effective). You'll be able to escape to pretty wide open space as well.
 
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One of the biggest mistakes amateur and even experienced players make is rejecting their greatest advantage: SPEED. With the exception of the gorefast and fleshpound you can outrun any specimen in the game. Try to avoid camping without a definite escape route.

1st off, always maintain contact with your players through your favorite VoIP client (Ventrilo ftw), 2nd do not attack the asspound unless you can all hit him at once because he WILL POUND YOU IN THE ***. 3rd pool your DOSH and take turns buying high-level weapons in a need>greed system. Capitalism has no place in the apocalypse. That said, here's my plans:

Westlondon: It's a square, and boring as ****. Just find a corner and do as much damage as you can. The second it looks like you might be overwhelmed, turn in the direction of the fewest zeds and hoof it. Think big, wide open areas on this map.

Farm: Roaming is right, but there is a spot where you can really kick *** there. The bridges near spawn lead over riverbeds. These provide great sightlines and good cover against husks. Stay in the riverbeds, and back up so that you're a long way away from the bridge. Specimens will rarely spawn on your flanks, and you can easily turn tail and run if you're overwhelmed, but for godsake NEVER ****ING CROSS OR GET ON THE BRIDGE. That's a recipe for doom.

Biolabs: I've found imho the definitive spot to hold. The problem is that there is no sure escape route and you need a skilled and well organized team for this one (3 players AT LEAST). Get your sharpshooter and if you can some short-range backup to hold spawn. No more than 3 ppl are recommended holding spawn. Get another person (preferably your least skilled) to hold the tunnel that connects to the left of spawn and leads down to the stairway. The stairway is the closest thing you'll have to an escape route. Finally, get a support specialist to weld the door in the room to the front & left of spawn (the one with a bedframe tossed through it. Cover the Support as best you can, as he is the DPS and can wipe the floor with passing specimens while they try to reach spawn. However, you'll also need the guys at spawn to take out anything that attacks the door, as the more time your support spends welding it, the less he can...well...you know. Maintain voice contact at all times so you can organize against the inevitable scrakes & fleshpounds.

Hospitalhorrors: No sure spot, but it seems that if you hold the front lobby right at the entrance, and stay somewhat far out they wont spawn behind you. Decent enough spot, and decent enough escape route. MMV.

Manor: Hold the front door of the manor as long as you can, and when it looks like you're going to be overwhelmed disengage and cut and run into the cave network. Try to always keep at least one tunnel in the cave relatively clear in case you need to run. If you have a good demoman and backup for him you can extend the manor front door's lifespan by having him go around the side and blow up whatever's on the other side of said door.

Bedlam: Shame on you for suggesting camping. That is THE kiting map.

Anything I forgot?
 
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