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Hell on earth loadout

Deadbolt

FNG / Fresh Meat
Jul 23, 2008
670
133
0
For the hell on earth difficulty, i would like to know what you guys think is the best 'loadout' for it. Meaning, how many of what class is best.

I just played and won with this on biolab:

3x sharps with xbow
1x demo
1x support
1x med
(all lvl 6)

We won with that, but i would just like to know what you guys think is the best loadout for this difficulty.
 
Last edited:

Evilsod

FNG / Fresh Meat
May 20, 2009
884
137
0
Ylivieska, Finland
Surely anybody good enough to beat Hell on Earth should know theres no such thing as a 'best' loadout.

Reached wave 9 and failed with 100 left with a mix n match team. We were relying solely on a Lvl6 Demos pipebombs to kill FPs which was probably gonna fail on wave 10 anyway, specially since he didn't bother asking for cash. Xbow was doing fine for Scrakes... except for the 1 that killed me and the half the team after we killed the 2nd FP. Can't for the life of me seem to get a consistant result of where to shoot the stunned Scrake to hit the head. Commando and Support pair on my side was holding everything at bay and M14 SS and Support was doing fine on the other side too.
 

Braiken

FNG / Fresh Meat
Oct 26, 2009
46
23
0
I did HoE Farm yesterday (wiped on paty with 5 SS) our loadout was 1 medic, 2 SS, 1 zerk (me), 1 Support. We didn't have much problem 2 SS handled the FPs and Scrakes most of the time quite well. I guess any loadout works well till it has a few SS/demos for FPs/Scrakes
 

smilin

FNG / Fresh Meat
Sep 19, 2009
392
81
0
Can't for the life of me seem to get a consistant result of where to shoot the stunned Scrake to hit the head.
I've not done much SS since the new patch (too excited about the scar un-nerf) but I've read about this in a couple threads.

Some are thinking the head hitbox disappears when the stun happens Mebe a bug in implementation of one-stun only behavior they were trying to achieve?

Are you *ever* getting the head after the stun or is it just inconsistent? Even one hit would disprove said theory.

Other thought: Does the current christmas model animation show his head to drop to his chest? If not the hitbox might be on his chest while graphic shows it upright. I haven't paid attention to the behavior since I haven't been on scrake duty much.
 

Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
0
TN
I've not done much SS since the new patch (too excited about the scar un-nerf) but I've read about this in a couple threads.

Some are thinking the head hitbox disappears when the stun happens Mebe a bug in implementation of one-stun only behavior they were trying to achieve?

Are you *ever* getting the head after the stun or is it just inconsistent? Even one hit would disprove said theory.

Other thought: Does the current christmas model animation show his head to drop to his chest? If not the hitbox might be on his chest while graphic shows it upright. I haven't paid attention to the behavior since I haven't been on scrake duty much.
I have been able to hs a stunned scrake with the xbow several times. It does seem easier for me to hit him in the head after he charges though, for some reason.
 

Deadbolt

FNG / Fresh Meat
Jul 23, 2008
670
133
0
the majority of the time when the scrake has beem gwtting stunned, ive had to wait until he was just about to run to shoot his head again. every time i tried to shoot him while stunned it failed
 

Evilsod

FNG / Fresh Meat
May 20, 2009
884
137
0
Ylivieska, Finland
I have been able to hs a stunned scrake with the xbow several times. It does seem easier for me to hit him in the head after he charges though, for some reason.
Yeah its not impossible, its just not consistant. I think it could be partially to do with the new skin though i've no idea if the hitboxes were altered or not to match them.
 

timur

FNG / Fresh Meat
Forget the medic .. just go x6 support specialist .. and they have to be all level 6 .. with a 12 gauge + AA12 + katana/nade launcher
I disagree. Having a that shotgun combo leads to a team with no ammo, because you'd have to waste AA12 ammo. Hunting is a nice addition, but that team would be screwed if the wave took a while, and any slight waste of ammunition would be disatrous (AA12 runs out pretty fast).

Not to mention getting the sheer dosh for katanas and nade launchers all around as support, plus ammo and AA12s. And there would be little to no margin of error involving flanking attacks or bad spawns, as anyone who gets caught in a group would be insanely vulnerabel with no medic. And if anyone were to die, particularly without their AA12s or nade launchers out, would lose an insane amount of dosh.

So good in summary on paper, not so good if you look a little closer.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,408
1,060
0
VIC
I disagree. Having a that shotgun combo leads to a team with no ammo, because you'd have to waste AA12 ammo. Hunting is a nice addition, but that team would be screwed if the wave took a while, and any slight waste of ammunition would be disatrous (AA12 runs out pretty fast).

Not to mention getting the sheer dosh for katanas and nade launchers all around as support, plus ammo and AA12s. And there would be little to no margin of error involving flanking attacks or bad spawns, as anyone who gets caught in a group would be insanely vulnerabel with no medic. And if anyone were to die, particularly without their AA12s or nade launchers out, would lose an insane amount of dosh.

So good in summary on paper, not so good if you look a little closer.
Besides, how many times does a Medic save the Support?
 

Newt

FNG / Fresh Meat
Dec 20, 2010
9
2
0
I've not done much SS since the new patch (too excited about the scar un-nerf) but I've read about this in a couple threads.

Some are thinking the head hitbox disappears when the stun happens Mebe a bug in implementation of one-stun only behavior they were trying to achieve?

Are you *ever* getting the head after the stun or is it just inconsistent? Even one hit would disprove said theory.
Not necessarily, your theory can still hold if they're conflicting. Hitbox could go sometimes and be back others depending on where the stun hit, where the xbow hit, etc. Or how long it's been since the stun.




Surely anybody good enough to beat Hell on Earth should know theres no such thing as a 'best' loadout.

Reached wave 9 and failed with 100 left with a mix n match team. We were relying solely on a Lvl6 Demos pipebombs to kill FPs which was probably gonna fail on wave 10 anyway, specially since he didn't bother asking for cash.
Surely anybody good enough to beat Hell on Earth should know to help out their teammates without being asked.

Heal them, give them cash, help out by shooting a few of your non-target mobs. Especially if they're carrying your team like that demo was.
 

dogbadger

FNG / Fresh Meat
Aug 19, 2006
3,230
553
0
here to kill your monster
in my HoE experience support is strong and a decent number of them to unload into the big stuff seems to be an effective tactic.
For the ammo issue add 1 or 2 from commando, SS or firebug, or drop shotguns.
It's totally map dependant of course.
 

Sol

FNG / Fresh Meat
Dec 13, 2010
5
1
0
Victoria Canada
I haven't heard any mention of Berserker. Axe/Kat/LAR Zerk seems to be a must if anyone on your team isn't top notch, because he can LAR husks/crawlers, solo axe Scrakes, and easily take FP if a support helps out. I've carried more than one noob team (whats with the L2's joining HoE servers?) with the axe.
SS seems to have lost all of it's FP/Scrake killing capabilities.
I haven't heard anyone mention that a stunned scrake does not receive head shot damage. This is the only explanation that makes sense. Compare the damage you deal if you take headshots while hes stunned to simply waiting till he charges, and you'll see why I think this.

Competent supports seem to be the way to go, 12 gauge/ kat for low levels, a12 for scrake/fp. One zerk in aforementioned build can really slow down a dual FP charge as well as help with CC.

My final answer:
6 Support, or 5 Support and 1 Zerk for a contingency.
 

dogbadger

FNG / Fresh Meat
Aug 19, 2006
3,230
553
0
here to kill your monster
My final answer:
6 Support, or 5 Support and 1 Zerk for a contingency.
oh yeah i was at work and couldn't add or edit - i should have mentioned what i've been partaking in most is 1 zerk, 1 med and the rest or most of the rest support
this solves any ammo issues - and the supports can weld to block off other entrances.
somtimes we sub one of the supports for an commando or SS, in order to clean up crawlers that annoy zerkers, or pop sirens and husks at range.

The zerker dishes out the money and supports (who rarely shoot in the first waves) can arm with aa12 by the time it would be needed.

2 or 3 supports simply step forward going nuts every time a big fella comes forward, and that always does the job.

So yeah , we have had reasonable success on certain maps with zerker medic commando and 3 supports, our issue tends to be supports getting carried away and all 3 reloading when that 2nd FP or scrake arrives on late waves.
One of them should probably hold fire untill the other 2 have finished their attack.
Often it's all about concentation and discipline, not letting your mind wander or getting restless and trying to do things that aren't your job.
 

Deadbolt

FNG / Fresh Meat
Jul 23, 2008
670
133
0
most of the people above have been hatin on the sharpshooter, but it has been working great for the team i play with. it may be because the guys playing sharp rarely miss, but for me we have been using 2 sharps 3 supports and a med. the sharps get 3 headshots on fp before it gets in and quick aa12 clean up and we're good to go