Not sure which class to focus at

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TheFlash

FNG / Fresh Meat
May 7, 2015
32
0
0
Hey
Just came back to the game after thr madsive update and having a blast
The two new classes and the berzerker rework is a bless

But for me the commando and support are the classes i have most fun with

Problem is im not sure which to stick with for HOE and it seems people think those two classes are UP compared to other classes

With commando i usually go with tactical reload(not sure how good it is) and im using a medic pistol/ak/scar combo
Almost every game i kill most zeds/do most headshots
As commando i completly ignore sc/fp(i do tell the team when they come)and focus on sirens/husks and any trash.
I like the ides that as commando i can clear annoying zeds b4 they reach my team.

As support i run with medic pistol/aa12/boomstick
I really like suppory because its massive dmg and aoe . U can 1-2shot a group lf zeds and i like the idea that i can actually help kill SC /FP compared to the commando.



Just wonder in the current game state which class you think would be better to focus at and which tips you can share about that class..

Also i would like to know few things like
How many of you use the corsshair ?
Are there any settings i can mess with in the INI to make zeds more visble ?


Any tip how to become a strong hoe player on the commando or support is a bless


Thanks
 

CJwarrior

FNG / Fresh Meat
Feb 14, 2012
388
7
0
Parkland, WA
Imo, NO ONE should ever use the crosshair because the model sway controls where things fly, thus making it somewhat useless. Its also easy to play without it.
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,300
109
63
Pennsylvania
Imo, NO ONE should ever use the crosshair because the model sway controls where things fly, thus making it somewhat useless. Its also easy to play without it.

Care to elaborate? I enabled crosshair just because it's an option this time around; I haven't found any drawbacks to it thus far.
 

Durpy

Member
Feb 6, 2015
264
1
18
New York City
Imo, NO ONE should ever use the crosshair because the model sway controls where things fly, thus making it somewhat useless. Its also easy to play without it.

Model sway has nothing to do where the weapon actually aims..which is the center of the screen, so the crosshairs does work lol. The weapon handling isnt like RO or Insurgency.

Aiming down sights (ads) reduces recoil and makes your weapon more accurate in addition to crouching.
 

Patros

Member
Apr 23, 2015
370
20
18
Germany
Play Medic!!1 :p

Well, as you said.. with those 2 classes you can pretty much cover trash clearing and big zed killing tasks.

But I like Commando more at the moment.. and here's why:
  • higher ammo efficiency
  • you don't have to wait for the big zeds like support sometimes has to, there is always trash to kill
  • obliterate sc with help of zerker or during zed time (with the lvl 25 rapid shooting skill)
  • you don't have to go into close combat like support
  • if big zeds are being engaged by team members and it is hard to aim because they're tanked, kited, panicked or shoved away you can help the team a great deal by killing sirens and other trash
  • chain kill zeds during slowmo to increase zed time duration

I like to take
  • Large Mags
  • Tactical Reload
  • Call Out
  • Autofire
  • Rapid Fire for Zed Time

You can shoot small bursts or single shots even with automatic to increase ammo efficiency / accuracy while doing more damage at the same time.

If you get bored with those skills you can go for gunslinger ^^
  • Backup
  • Tactical Reload
  • Call Out
  • Single Fire (I just assume this works for pistols, but I didn't test)
  • Rapid Fire for Zed Time

It's quite fun on HoE.

PS: I don't go for stumble. It makes it usually harder to aim. Might be a good kiting skill though.
 
Last edited:

TheFlash

FNG / Fresh Meat
May 7, 2015
32
0
0
Play Medic!!1 :p

Well, as you said.. with those 2 classes you can pretty much cover trash clearing and big zed killing tasks.

But I like Commando more at the moment.. and here's why:
  • higher ammo efficiency
  • you don't have to wait for the big zeds like support sometimes has to, there is always trash to kill
  • obliterate sc with help of zerker or during zed time (with the lvl 25 rapid shooting skill)
  • you don't have to go into close combat like support
  • if big zeds are being engaged by team members and it is hard to aim because they're tanked, kited, panicked or shoved away you can help the team a great deal by killing sirens and other trash
  • chain kill zeds during slowmo to increase zed time duration

I like to take
  • Large Mags
  • Tactical Reload
  • Call Out
  • Autofire
  • Rapid Fire for Zed Time

You can shoot small bursts or single shots even with automatic to increase ammo efficiency / accuracy while doing more damage at the same time.

If you get bored with those skills you can go for gunslinger ^^
  • Backup
  • Tactical Reload
  • Call Out
  • Single Fire (I just assume this works for pistols, but I didn't test)
  • Rapid Fire for Zed Time

It's quite fun on HoE.

PS: I don't go for stumble. It makes it usually harder to aim. Might be a good kiting skill though.

Hey thanks for the great info!
I tried ti keep my support but i dont find myself in games like should i clear ttash or just wait for big zeds
So i levled my firebug to 12 and its pretty fun! Problem i still think commando more fun/helpful for the team.

Thanks for the perks tip
But what you think about using the ak47 only with 3rounds firemode? It gets up to 1100rpm in this mode but it eats ammo so im not sure if i should just swap to autofire and shoots carefully
 

DoctorDragon

FNG / Fresh Meat
Jul 19, 2015
81
1
0
Based on the content update, my verdict is that Support might be slightly stronger simply because of wielding the AA-12, but the Commando is not as frustrating in terms of ammo-conservation and plays a safer role than Support by firing from distance. Playing Commando in HoE, there are a few things you should realise:

1. Hell on Earth is all about survival, period. Some people mistake survival for cranking out the absolute most DPS possible when they're firing at something but that's not always the case for most perks. Case in point, the Medic is probably the least DPS-heavy perk in the game out of all of them, but he's such a tough cookie to break with his extra armour, healing and syringe recharge that you can literally stay alive for much longer and end up winning a battle of attrition for not much effort at all. That's why my Commando has for its skills:

Large Mags
Tactical Reload
Call Out
Autofire
Professional

ZED Time skills are almost always about personal preference, but with the exception of the Demo's Nuke, I kind of see the Commando's choices to be a little bit more obvious if you ask me. Rapid Fire is great and yes, you can kill a 6p-HoE Scrake with just that ZED Time skill alone, but in order to do that, you need a LOT of conditions in your favour. For starters, you have to hope that ZED Time initiates at just the right time (which is never something you want to depend on!) when the Scrake is in sight. You need near-enough a full magazine with the SCAR ready for the Scrake alone because otherwise if you're reloading during ZED Time, then Rapid Fire goes completely to waste and you lose the option of extending ZED Time for yourself and everyone else.

Whereas Rapid Fire is more about ramping up your DPS a little more, Professional is actually about increasing your survival! You can reload so fast that you can just about extend ZED Time before it runs out and even if there are no zeds to kill and keep up the extensions, you can simply reload mega-fast and be ready with a full magazine for anything that comes your way after that.

2. When there is no Firebug with a Microwave Gun around, you're the next one in the pecking order to kill Scrakes. But you should always have a Berserker lay down an EMP grenade to stun the Scrake before you shoot it in the head. This way, you'll kill a Scrake quicker and far more effectively than a solo Berserker ever could.

3. Kill everything else that isn't Fleshpounds - Berserkers and Demos have Fleshpounds covered and because they use explosives, no one is really going to bother going for their heads, especially when double Fleshpounds show up and need to be dealt with immediately. Use your HE grenades on them for a little support obviously, but all your bullets will do just half-damage to them if you try which is not great for conserving your ammo. This combines with #2 above: if both Fleshpounds AND Scrakes are around, a thinking Berserker player will lay down an EMP grenade to invite you to shoot the Scrake in the head, while he then goes to town on the Fleshpound.

4. Avoid burst-fire mode - there is no real reason to use this with either weapon because it burns through ammo so fast as well as giving you a dollop of recoil and you're mostly a trash-killer: single headshots are enough for everything below Husks and Sirens when playing as a lvl 25 Commando. I see a lot of Commandos in pub games try and use burst-fire mode with the Varmint; no wonder they complain about ammo shortage! Why bother aiming at a clot's head and waste 3 bullets and suffer a load of recoil through a single tap of M1 when 1 bullet in single-fire mode is enough to do the job? The Varmint is the only rifle I use single-fire mode with: autofire mode still allows you to fire single bullets with the other 3 assault rifles.

5. Manage your economy well - Use your knife in wave 1; it's been buffed since the content update so a single swipe to the head will decapitate all zeds in wave 1 on any difficulty, including Bloats (and you don't even need the Backup skill to do this either!). If selling your Varmint after wave 1 is enough to get you at least 650 dosh, you can opt to sell it and get the Bullpup. Or, you can use the bullets you saved with your Varmint when playing through wave 2 and then wait and see if you have enough cash. You can even wait until the end of the 2nd wave to see if you can afford the Kalashnikov.

But I prefer to persist for as long as I can with the Varmint because it's more economical to do so and with less dosh spent overall, it increases my odds of being able to afford a SCAR as early as possible. This method means you'll always be ready in time for when Scrakes start to appear for the first time in the game.
 

TheFlash

FNG / Fresh Meat
May 7, 2015
32
0
0
Based on the content update, my verdict is that Support might be slightly stronger simply because of wielding the AA-12, but the Commando is not as frustrating in terms of ammo-conservation and plays a safer role than Support by firing from distance. Playing Commando in HoE, there are a few things you should realise:

1. Hell on Earth is all about survival, period. Some people mistake survival for cranking out the absolute most DPS possible when they're firing at something but that's not always the case for most perks. Case in point, the Medic is probably the least DPS-heavy perk in the game out of all of them, but he's such a tough cookie to break with his extra armour, healing and syringe recharge that you can literally stay alive for much longer and end up winning a battle of attrition for not much effort at all. That's why my Commando has for its skills:

Large Mags
Tactical Reload
Call Out
Autofire
Professional

ZED Time skills are almost always about personal preference, but with the exception of the Demo's Nuke, I kind of see the Commando's choices to be a little bit more obvious if you ask me. Rapid Fire is great and yes, you can kill a 6p-HoE Scrake with just that ZED Time skill alone, but in order to do that, you need a LOT of conditions in your favour. For starters, you have to hope that ZED Time initiates at just the right time (which is never something you want to depend on!) when the Scrake is in sight. You need near-enough a full magazine with the SCAR ready for the Scrake alone because otherwise if you're reloading during ZED Time, then Rapid Fire goes completely to waste and you lose the option of extending ZED Time for yourself and everyone else.

Whereas Rapid Fire is more about ramping up your DPS a little more, Professional is actually about increasing your survival! You can reload so fast that you can just about extend ZED Time before it runs out and even if there are no zeds to kill and keep up the extensions, you can simply reload mega-fast and be ready with a full magazine for anything that comes your way after that.

2. When there is no Firebug with a Microwave Gun around, you're the next one in the pecking order to kill Scrakes. But you should always have a Berserker lay down an EMP grenade to stun the Scrake before you shoot it in the head. This way, you'll kill a Scrake quicker and far more effectively than a solo Berserker ever could.

3. Kill everything else that isn't Fleshpounds - Berserkers and Demos have Fleshpounds covered and because they use explosives, no one is really going to bother going for their heads, especially when double Fleshpounds show up and need to be dealt with immediately. Use your HE grenades on them for a little support obviously, but all your bullets will do just half-damage to them if you try which is not great for conserving your ammo. This combines with #2 above: if both Fleshpounds AND Scrakes are around, a thinking Berserker player will lay down an EMP grenade to invite you to shoot the Scrake in the head, while he then goes to town on the Fleshpound.

4. Avoid burst-fire mode - there is no real reason to use this with either weapon because it burns through ammo so fast as well as giving you a dollop of recoil and you're mostly a trash-killer: single headshots are enough for everything below Husks and Sirens when playing as a lvl 25 Commando. I see a lot of Commandos in pub games try and use burst-fire mode with the Varmint; no wonder they complain about ammo shortage! Why bother aiming at a clot's head and waste 3 bullets and suffer a load of recoil through a single tap of M1 when 1 bullet in single-fire mode is enough to do the job? The Varmint is the only rifle I use single-fire mode with: autofire mode still allows you to fire single bullets with the other 3 assault rifles.

5. Manage your economy well - Use your knife in wave 1; it's been buffed since the content update so a single swipe to the head will decapitate all zeds in wave 1 on any difficulty, including Bloats (and you don't even need the Backup skill to do this either!). If selling your Varmint after wave 1 is enough to get you at least 650 dosh, you can opt to sell it and get the Bullpup. Or, you can use the bullets you saved with your Varmint when playing through wave 2 and then wait and see if you have enough cash. You can even wait until the end of the 2nd wave to see if you can afford the Kalashnikov.

But I prefer to persist for as long as I can with the Varmint because it's more economical to do so and with less dosh spent overall, it increases my odds of being able to afford a SCAR as early as possible. This method means you'll always be ready in time for when Scrakes start to appear for the first time in the game.

Wow Thanks!
going to try this right now :D
managed to finish Outpost HOE today with my support . just entered a random game with one member and suddenly we had full party of strong players
we managed to do it pretty easy : ) every 1 did thier job and it was a blast

not its to master commando :D
 

Bluntman420

Member
May 21, 2015
336
22
18
Los Angeles
I personally really enjoy playing support and commando (although without a good team it is hard for those classes to succeed on SUI/HOE). These classes do very well on solo on all difficulties though.

Berserker is the most successful without a good team on SUI/HOE and I enjoy it, it is fun.

Medic is always useful on all difficulties. I don't play medic much (not very good at it) although I am 25 so I can play it if needed.

Firebug and Demo I really do not play, never played them much inthe first game, its just not my thing. That being said those 2 classes are useful but a good team is needed for a demo.