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Tactics Short Suicidal Guide for Core Maps!

skillshot

Grizzled Veteran
Jul 24, 2009
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EDIT: THIS WAS ALL WRITTEN PRE UPDATE:

Ok im going to make this as brief as possible so i might skip somethings that i think are common sense like having skill :D Also i have suicidal war and beat all maps 100% legit, no exploits, no cheats, no tricks. Each group should have 2+(more the better IMO, 6 SS FTW...just dont be careless with ammo). Sharpshooters (ss) need to be consistent and drop scrakes.

This is my guide, and my style is mow them down with accuracy...not so much moving speed (that why i dont care for zerk and medics)

Before we start keep these things in mind. NO MEDICS, NO FIREBUGS, NO ZERKS PERIOD! They just cant do the damage necessary. To win everyone is going to need to average 60+ kills per round, after level 5 to win. Dont just survive, win and do DAMAGE! I can get 600+ kills every time on 6 man server with sharp or commando, but 3+ people need to carry the team this heavy to win.

Build your team: Each group should have 2+ sharpshooters that are consistent and drop scrakes EVERY TIME(this is the most important thing, ive mention it twice, i wont mention it again). 1+ commandos, no more than one support because of limited money! this should balance the team very well to do damage. LEVEL 5s only of course.

Manor (medium difficulty)- Use the caves and split your view in between the 2 parallel tunnels, have 1 or 2 SS hold each tunnel FTW. For pat, i kited him near the front door outside around the fence that you can partially see through near the shed thing where ammo spawns, near underground tunnel. use your xbow on pat.

Biotics (very tough)- Bring skill with less than 4 players and hold the win room...if 6 man server half hold the room, half (3, or 2)should hold the corridors right at spawn, weld the door to immediate left of spawn, other (3-4) should hold the room. For pat, go to the double stairs with the chain link fence, everyone goes commando, so u can always see him, AKs only (no Bullpups, for speed)...stock them at the bottom and kite around the stairs FTW.

Farm (very tough)- I soloed this (legit), i must have tried 15+ times with some legit players and it gets very hard out in the open with 300+ zeds rushing you. So in solo, i held the creek, kiting the bigs and picking the smalls with 9mm...used SS. *For pat go to the U barn, use the well to kite and dodge his gun and missiles. if he gets close enough to mell you, jump right and you have a slim chance of getting launched on top of roof FTW (seen that happen a couple of times).

London (tough)- Tunnel (not the one with 2 buses, but the other one) 3 at each end with 3 sharps, one at each end, one in the middle. *For pat, Same place use cars for cover. I have used and beaten with 2 other strats also. If u want i will go into more detail later...

Offices (easiest) - Use the red room on the bottom floor, stand on debris in hallway, make sure back door is welded. Do not leave the debris or they spawn in red room! Shoot the zeds that drop from the upper floors to parking lot. For the pat, everyone go support, lock him in the room with cubicles on 2nd floor, ALT fire hunting shotgun FTW

If you need any more tips or info on how to win, or clarification just let me know. I tried to keep it short and simple, and suicidal is anything but that! Its very challenging, keep your head up...there is going to be a lot of fail.
 
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Not bad tips...not bad...but then again, you could of went further and done more with it.:p

I didnt want to give a walkthrough (get to detailed), just some starting point for people to consider! So that maybe, and just maybe a couple of hundred of people will beat these for the achieves and i wont be so leet anymore:D
 
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Firebugs and zerks not doing necessary damage? Have you ever even played either of these classes? I'll not call you an idiot for recommending neither of these actually really useful classes in general, since that's your prerogative, but suggesting they lack damage is a load of crap.

And basing success on killcount? Also bull****.
 
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Firebugs and zerks not doing necessary damage? Have you ever even played either of these classes? I'll not call you an idiot for recommending neither of these actually really useful classes in general, since that's your prerogative, but suggesting they lack damage is a load of crap.

And basing success on killcount? Also bull****.

Im level 5s in both! Im also always in the top 2 on the team, if im not, i joined late!

Your right, kill count doesnt matter...but when you kill the majority of scrakes, solo the fps and take out every siren from distance with the SS class you will understand what i mean. It takes the load off the team to concentrate on the little things in KF.

As for firebugs...they do a couple of things, that cause "chaos". One, they block the view of others when in front of or behind you cant avoid but seeing the bright stream of fire go infront of or over your shoulder making it hard for the important SS class. They also cause species to panic and flip out, when scrakes are on fire they seem harder to hit especially when there hands are in the air because they are on fire. The flames also make everything else around darker (burnt) and this makes some levels harder to see in.

The zerk is ok until wave 5 or so and is great for saving and making money in the early rounds...but i dont think they should be used on scrakes on suicidal. Also they block shots and tend to run in a line to pick off species, taking time and becoming bullet sponges many times blocking crucial xbow shots and firing lanes that support, commandos, or SS can take down just as fast, if not faster. They do significant damage, maybe i should have phrased that better. But this class negatively impacts the team IMO. zeds are just too fast on suicide for the zerk to watch his own back in most situations!

Because these 2 classes take away from the view of the rest of the team, and block shots, they hurt the team more in the long run. Your right they CAN do the neccessary damage, but they dont get the job done well on the most challenging mode in the game in my opinion. BTW stop playing hard and go on suicidal and you will know what i mean.

Also i didnt say why but medics suck on suicidal for 2 main reasons, 1 is obvious they cant do the damage to drop zeds. 2 they block people without even knowing it, i have seen FPs rush people locked on, a medic trys to run behind the player locked on with syringe out and the FP does max damage to the player because he drives his arms through the player and they have nowhere to go like its a wall (much like these explanations). This scenario happens with many species including gores, crawlers, and stalkers. This is just my opinion but dedicated medics need to learn to heal teammates from the side in every situation...or else they hurt the team!
 
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Other than firebug, all perks are valuable in suicidal I think. There's no doubt a good sharpshooter can make suicidal a piece of cake. But I rarely have got past wave 9 in suicidal without a berserker in the team. As long as they crouch, they don't get in other players' sight. Support is amazing too if you make good use of the penetration. Plus 2 support with the help of less heavy perks can take down an fp easily with hunting shotgun.
 
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i think the 2 most important classes are definitely sharpshooter for reasons you stated above and support. support is good in all aspects as long as you can rack up the kills to afford the ammo. when multiple specimen are rushing at your team the hunting shotgun and even the regular shotgun are great for getting them off everyone. the hunting shotgun alt fire is really great against scrakes if the ss fails to take em out and its very good at killing fps too. usually if i have enough money i carry shotgun, hunting shotgun, and a katana rarely but it always helps to drop extra guns on the floor to keep a constant fire at the specimen
 
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Other than firebug, all perks are valuable in suicidal I think. There's no doubt a good sharpshooter can make suicidal a piece of cake. But I rarely have got past wave 9 in suicidal without a berserker in the team. As long as they crouch, they don't get in other players' sight. Support is amazing too if you make good use of the penetration. Plus 2 support with the help of less heavy perks can take down an fp easily with hunting shotgun.

What? WHAT?? Firebugs can solo Biotics to at least wave 10! :D

Aside from that, Berserkers are a damn good choice against both Scrakes and Fleshpounds on suicidal. If it's blocking your view by doing so it means you're targeting his target. :D
It is, of course, the zerker's job to keep away from lines of fire when dealing with other specimen.
As, for firebugs, they can tear out entire mobs with few, quite cheap ammo. Sure, a Support can do that as well, but not even close to the Firebug's efficiency. :)
 
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i like bullets...i dont like firebug, it blocks out the view for everyone, especially the sharpshooter as they are trying to hit scrakes. i dont feel that beserker is needed. can do just as much damage and save a lot of health by just using 1-2 sharpshooters who know what theyre doing. i think my ideal lineup is 2 commando, 2 support, 2 sharpshooter. or even 1 commando 3 support.
 
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i like bullets...i dont like firebug, it blocks out the view for everyone, especially the sharpshooter as they are trying to hit scrakes. i dont feel that beserker is needed. can do just as much damage and save a lot of health by just using 1-2 sharpshooters who know what theyre doing. i think my ideal lineup is 2 commando, 2 support, 2 sharpshooter. or even 1 commando 3 support.

It really comes down to the team's organization: is a Supporter spamming grenades worth when there's a Firebug? Should a Firebug flame a Scrake when you have Sharpshooter? Should other classes blast away those specimen the Zerker is charging? No.

As a Firebug I try to do my best to make others people lives easier: I don't flame specimen already targeted, I don't flame Scrakes or FPs unless being alone or in danger and so on.
:)
 
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It really comes down to the team's organization: is a Supporter spamming grenades worth when there's a Firebug? Should a Firebug flame a Scrake when you have Sharpshooter? Should other classes blast away those specimen the Zerker is charging? No.

As a Firebug I try to do my best to make others people lives easier: I don't flame specimen already targeted, I don't flame Scrakes or FPs unless being alone or in danger and so on.
:)

Yes!! Me myself never goes (almost, since it was my first lvl5) flamie. But they can do a lot for the team. As long as they know what to do. Like in offices in the corridor near the mod-shop. we had 1 flamer standing on a box and me as a zerk taking care of scrakes+fps+ anything that got through the fireshield. I had like 100 kills and they were almost all from the first waves and he had over 1k. I mean.. I just stood and looked silly (hehe xD).
But just because some people "don't know?" how to use it doesn't mean it isn't good. Yes I have like 5m flamerdmg, but I haven't got the golden touch of the flamer yet xD.

But yes medics aren't needed if the team heals each other instead of themselves.

Goodguide tho, for some people at least. We've all got our different ways ^^
 
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But yes medics aren't needed if the team heals each other instead of themselves.

Having someone that takes care of you and your mates 100% (hopefully) of the time is one huge advantage though.
I like to get back after being injured by a Gorefast in the Biotics' U room, press Q and then say: "Why the hell isn't my syringe coming up... oh, I got healed, thanks medic! :D"...

It just strenghtens your teamspirit, really. :)
 
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I regularly do precisely what you say with SS, my favourite class by a long way, but I still see the value in the others. Perhaps you just haven't played with a good enough beserker to see their real value, a friend of mine plays beserker almost exclusively and I've not yet seen his killcount beaten. While this alone can't be proof of skill, it indicates that he chews through the zeds significantly faster than anyone else. Also I'd say if a commando or SS isn't capable of shooting round a zerker, they should really learn to aim :p

I agree to an extent with firebug. Playing on a map with a single chokepoint can make the firebug simply block teammates line of sight with fire. They're more useful on levels with the maps where zombies need to take an indirect approach and/or there are multiple ways they come from. Alternatively the firebug just needs to be able to fire at such long range that the blinding effect of the flames is mitigated. An example of this would be the cave on manor. Firing all the way outside and igniting zeds out there doesn't negatively impact the team assuming they have a clue.

I agree that the medic isn't needed, the extra healing output doesn't make up for their all-encompassing lack of damage.

The other class I specifically dislike is the support spec. Initially I loved it, it was my first level 5, but I've learned to loathe it. Why? Well let's see what their weapons are. Shotgun? Unreliable spread, close range, low ammo, long reload. Hunting shotgun? Same thing. LAW? Don't make me laugh. Grenades? Ineffective compared to regular weapons, expensive, low ammo, provides zombies with a smokescreen. Long story short, their two primary weapons are both less practical than either a crossbow bolt, burst of flame (both of which can be done from long range) or a katana/chainsaw (which won't chew through its ammo in half a wave). Five extra grenades is a negligable benefit. Oh and they're the slowest class assuming they take advantage of their perk's increased weight capacity.
 
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The most difficult thing that I've found u have to deal with in Suicidal, apart from the specimens' damage output, is money. In Suicidal everything is a lot less valuable, hence even if u save up on bullets and kill everything, u'll barely have enough to restock, and ammo boxes/guns are pretty scarce on this difficulty.

Does any1 have good advice for this, based on their Suicidal experiences?
 
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The most difficult thing that I've found u have to deal with in Suicidal, apart from the specimens' damage output, is money. In Suicidal everything is a lot less valuable, hence even if u save up on bullets and kill everything, u'll barely have enough to restock, and ammo boxes/guns are pretty scarce on this difficulty.

Does any1 have good advice for this, based on their Suicidal experiences?
ah, well the main thing with suicidal is that you should be perk level 5+ like he said which will start you with your gun, so the only thing that money should be spent on is ammo. Keep in mind, you can't solo a 6 man game ;p you'll find yourself in ammo problems in solo play, much less 6 man play, so you need everyone able to pull their weight. I'd say unless everyone can solo at least to fleshpound waves, it's hopeless.

Though if you try prior to that like I did, then buy your minor upgrade weapons and work your way to the powerful ones. As a sharpshooter that means picking up your handcannon and dual 9mms. As ineffective as it seems, the dualies can save your life and work great when you learn to aim well with them. I don't know other perks too well as my highest non-ss perk is only level 2 so :x i'd just imagine switching it up with the corresponding perk weapons, though I know that's easier said than done with some(*cough* demolitions *cough*) which i'd suggest handcannon/lever action rifle for filler since they can be pretty powerful in the hands of anybody.
 
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Ok so I tried soloing and guess what? I won Offices and Biotics !!! :D

Here s what I did:
- Find a good place to camp (1 way in, room to move, weld door behind if that s the case)
- Used Support Specialist Level 6 on all waves.
- Blasted groups with the doublebarrel, pistol for single foes
- Autofill ammo for waves 1-3
- Buy small shotty when possible (optional, u can still use pistol)
- Buy AA12Shotgun on Wave 7
- Autofill and armor on Waves 8-10
- Get 2 pipe bombs, put em where Patty would walk, and when u see him blast him away with the AA12 Shotgun until he runs away or dies.
- I would usually kill Patty the 2nd time he runs at me, and Im left with 10 or less hp xD but at least he dies.
 
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How can you say 'no medics'?
A medic with a crossbow is pretty damn useful in my book.
Especially on suicidal can he take a heavy beating without dying if he has armor, which he has because it's cheap like nothing else.

With enough firepower you and your team should never get touched by the zeds, other than the occasional husk doing minor damage (something a self heal can take care of). My team never gets hit hard enough to need a medic...if you have 2-4 guys that can take out upwards of 600+kills (like my team always does, we have 3-5 that do it on a regular basis sometimes upwards of 900+). couple of sharps, couple of commandos ftw...

Why play defensively when they just released a plethora of overpowered weapons? BTW, i wrote this guide pre-level-up! MEdic gun is a big improvement, for the class but its still an unnecessary class when you have skilled firepower...deal enough damage and you will not take it!
 
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