Here are some tips how to use doors to your advantage, aside from just welding them.
Bottlenecking:
So let's say you realize you're about to be overwhelmed and run from a horde. Multiple gorefasts and stalkers are already breathing down your neck, and something big approaches. Narrow doorways (like those on westlondon) can save your butt. It's a natural bottleneck that can be used to buy life-saving seconds. You can achieve it in many ways:
a) throwing grenade directly beneath your feet while passing through the door. That creates 'fear spot' for 3 seconds, preventing any zed to pass the threshold. Since there are no other routes available, entire horde is stopped, even raged scrakes and fleshpounds. Of course it doesn't work if there are sirens around.
b) stunning one zed standing directly in the threshold. Many ways to do that. Decapitating a gorefast (if you're a zerker, you might want to change weapon to your knife otherwise you'll kill the poor bastard) is great for that purpose. Not only he will stand there for about 2 seconds, but also when he moves, he will be slowed. That won't work when there's a raged FP behind - he will just grind his way through.
Other good candidate for a cork is a stalker. An unperked LAR or HC body shot stuns her for similar time. (We're talking about HoE difficulty ofc.)
If you happen to have unperked M79, you can just lob a nade in the doorway - it will probably kill some stalkers and crawlers, but gorefasts will be stunned for a while. The downside is that they will be still functional after that and can resume charge after you.
Deflecting projectiles:
While welded doors won't hold for long against zeds, the unwelded doors are indestructible. You can just close them if you see a husk aiming for a shot, then open them, fire a few shots and close them again to deflect next projectile. Works with siren's scream as well. Unwelded closed doors will even shield you from a patriarch's rocket, multiple times.
Keeping FP's calm:
Closing the door before fleshpound's nose will break the line of sight, therefore resetting the autorage timer. Generally, closing the door as you pass through them is a very good habit when kiting. Unless someone runs behind you, that is.
Double pipe trap:
This is very simple actually, but not many players do it. If you're setting a pipe bomb/welded door trap, it's best to place a pipe on each side of the doors. That way one doors allows to disintegrate two groups of zeds. With a bit of luck, you can even manage to kill fleshpounds (or sometimes even a FP double spawn) without even seeing them that way.
If you have some other suggestions, feel free to post them ITT. :IS2:
Bottlenecking:
So let's say you realize you're about to be overwhelmed and run from a horde. Multiple gorefasts and stalkers are already breathing down your neck, and something big approaches. Narrow doorways (like those on westlondon) can save your butt. It's a natural bottleneck that can be used to buy life-saving seconds. You can achieve it in many ways:
a) throwing grenade directly beneath your feet while passing through the door. That creates 'fear spot' for 3 seconds, preventing any zed to pass the threshold. Since there are no other routes available, entire horde is stopped, even raged scrakes and fleshpounds. Of course it doesn't work if there are sirens around.
b) stunning one zed standing directly in the threshold. Many ways to do that. Decapitating a gorefast (if you're a zerker, you might want to change weapon to your knife otherwise you'll kill the poor bastard) is great for that purpose. Not only he will stand there for about 2 seconds, but also when he moves, he will be slowed. That won't work when there's a raged FP behind - he will just grind his way through.
Other good candidate for a cork is a stalker. An unperked LAR or HC body shot stuns her for similar time. (We're talking about HoE difficulty ofc.)
If you happen to have unperked M79, you can just lob a nade in the doorway - it will probably kill some stalkers and crawlers, but gorefasts will be stunned for a while. The downside is that they will be still functional after that and can resume charge after you.
Deflecting projectiles:
While welded doors won't hold for long against zeds, the unwelded doors are indestructible. You can just close them if you see a husk aiming for a shot, then open them, fire a few shots and close them again to deflect next projectile. Works with siren's scream as well. Unwelded closed doors will even shield you from a patriarch's rocket, multiple times.
Keeping FP's calm:
Closing the door before fleshpound's nose will break the line of sight, therefore resetting the autorage timer. Generally, closing the door as you pass through them is a very good habit when kiting. Unless someone runs behind you, that is.
Double pipe trap:
This is very simple actually, but not many players do it. If you're setting a pipe bomb/welded door trap, it's best to place a pipe on each side of the doors. That way one doors allows to disintegrate two groups of zeds. With a bit of luck, you can even manage to kill fleshpounds (or sometimes even a FP double spawn) without even seeing them that way.
If you have some other suggestions, feel free to post them ITT. :IS2: