A long way back, Br@d posted a thread about this very topic. I intend to revisit it and expand it.
Let me begin with a quote from a good friend of mine. Nutterbutter holds many opinions. Fiercely. I disagree with several of them. Fiercely. Which is why I love it when he posts things. Nothing like a clean, civilized disagreement to spark a good debate.
Generally:
1. You do not have to weld everything. Sometimes, you need to leave an escape route. Sometimes, you can handle traffic from all directions.
2. You do not have to weld to 100%. It is possible to, in a 2-door room, weld one door to 100% and the other to 50% (and so on for more doors) to stagger arrivals. There are other alternatives too, however.
3. There are three welding styles - Forget, Fix, or Fixate. If just leaving it (Forget) won't get you swarmed, fine Otherwise, you have to either return periodically and check (fix) or, if there are many ZEDs a-knocking, you need to maintain it (fixate).
4. Alt-fire isn't just for letting other people in. You can clear a room and reweld. This keeps ZEDs from building up behind the door and swarming you when it breaks. It also prevents the unweldableness you get from a broken door.
5. The fewer doors you're juggling, the better.
6. Don't weld doors that people will frequently use to get to the trader unless necessary as defined by your group's playstyle.
7. Be flexible. Depending on the perk balance and individual preferences of your team, it may be better/less irritating to others to close what you would normally leave, or vice-versa. This applies to both welders AND non-welders.
8. "We are welding" sounds better than "I am welding" for a reason.
9. Don't forget that explosives damage welds. Relevant if you need to get through one fast or if you need it to hold at all costs. Watch for blast radius.
10. Learn where the different spawn points are, both on and off the map. This will help you know how to weld to best alter the flow of ZEDs.
11. Wide doors take longer to weld, and have room for more ZEDs to attack from the opposite side. Single doors are preferable, unless it can't be avoided.
12. WELDING IS NOT AN EXCUSE FOR TUNNEL VISION.
13. WELDING SHOULD NOT LEAD TO LAST STANDS. Sometimes, you just need to move. You can always come back and reweld later. It's better to leave and survive.
Specifically:
Holding an area
WELD - One or two directions. More than that and no escape.
LEAVE - Escape route, bottleneck
UNWELD - Let people in, prevent full break and allow rewelding
The spawn point in BioLabs is like this. I weld either to the left or right and (optional) the first door in the hall. This leaves two directions open. One to shoot at, and one to escape through if needed. If you go too far down the hall, ZEDs start spawning behind you though.
Holding a room/hall
WELD - (Almost) all
LEAVE - One if permanent, none if alternating
UNWELD - Alternate
The corner rooms in Skatepark are like this (sorry, can't think of a proper example right now). Weld one door, fire out the other until there's a lull, weld the other, unweld the first, clear of ZEDs, repeat.
Blocking out spawns
WELD - Where needed
LEAVE - Everything else
UNWELD - Clear
Sometimes, there's that one annoying door with the Crawlker spawn right behind it (Offices). Unweld occasionally, clear of nuisances, reweld.
Covering your rear
WELD - Partially, between you and them
LEAVE - After welding, when ready
UNWELD - They'll do it for you, when ready
Sirens and husks can be inconvenient when surrounded by trash. Weld a bit, redirect your team's attention, (optionally) unweld, clear. Also useful when roaming to get a bit of distance and healing before rejoining the fray.
Blocking out everything (Welding yourself in)
WELD - Everything
LEAVE - Nothing
UNWELD - When ready, staggered
Never do this unless your entire team is desperate for healing. Do I make myself clear? Good. Stagger your welds/unwelds so that no one direction is overwhelmed. Works well in combination with Holding a room/hall.
Useless doors
WELD - All
LEAVE - None
UNWELD - To weld again
Gotta get your points somewhere, right? If it has a window beside it you can jump through, leads to nothing (or small rooms nobody uses), or is in a part of the map nobody visits, go nuts.
The most important welding tip you will ever hear, ever:
When you weld, you are committing yourself to the door. It is now your job to make sure that the door does not break, or if it does, that it doesn't break at a bad time, or if it's just unavoidable, that you warn your team well in advance.
IT IS YOUR JOB AND NO ONE ELSE SHOULD BE REQUIRED TO DO IT FOR YOU.
If they do, great. Team spirit and whatnot. But if your negligence puts the team in a bad position, they will not like you. I suspect that this is at the root of a large majority of the problems people have with Welders. The other thing you have to keep in mind is that committing yourself to a door keeps you away from the action. Your teammates might need that extra DPS to prevent a wipe.
Thanks to Nanostrike and Rckrdude for the thought.
INB4:
You forgot...
Then I'll add it.
UR DOIN IT RONG!
Then tell me why and I'll change it.
Let me begin with a quote from a good friend of mine. Nutterbutter holds many opinions. Fiercely. I disagree with several of them. Fiercely. Which is why I love it when he posts things. Nothing like a clean, civilized disagreement to spark a good debate.
I disagree. Fiercely. I will concede that, insofar as it can prevent other skills (watching your back, roaming, etc.) from developing, welding is a crutch. I myself am a dismal roamer because I rely on bottlenecking. I'm working on that though.Welding is a crutch and as long as someone uses that crutch, they'll need that crutch.
Generally:
1. You do not have to weld everything. Sometimes, you need to leave an escape route. Sometimes, you can handle traffic from all directions.
2. You do not have to weld to 100%. It is possible to, in a 2-door room, weld one door to 100% and the other to 50% (and so on for more doors) to stagger arrivals. There are other alternatives too, however.
3. There are three welding styles - Forget, Fix, or Fixate. If just leaving it (Forget) won't get you swarmed, fine Otherwise, you have to either return periodically and check (fix) or, if there are many ZEDs a-knocking, you need to maintain it (fixate).
4. Alt-fire isn't just for letting other people in. You can clear a room and reweld. This keeps ZEDs from building up behind the door and swarming you when it breaks. It also prevents the unweldableness you get from a broken door.
5. The fewer doors you're juggling, the better.
6. Don't weld doors that people will frequently use to get to the trader unless necessary as defined by your group's playstyle.
7. Be flexible. Depending on the perk balance and individual preferences of your team, it may be better/less irritating to others to close what you would normally leave, or vice-versa. This applies to both welders AND non-welders.
8. "We are welding" sounds better than "I am welding" for a reason.
9. Don't forget that explosives damage welds. Relevant if you need to get through one fast or if you need it to hold at all costs. Watch for blast radius.
10. Learn where the different spawn points are, both on and off the map. This will help you know how to weld to best alter the flow of ZEDs.
11. Wide doors take longer to weld, and have room for more ZEDs to attack from the opposite side. Single doors are preferable, unless it can't be avoided.
12. WELDING IS NOT AN EXCUSE FOR TUNNEL VISION.
13. WELDING SHOULD NOT LEAD TO LAST STANDS. Sometimes, you just need to move. You can always come back and reweld later. It's better to leave and survive.
Specifically:
Holding an area
WELD - One or two directions. More than that and no escape.
LEAVE - Escape route, bottleneck
UNWELD - Let people in, prevent full break and allow rewelding
The spawn point in BioLabs is like this. I weld either to the left or right and (optional) the first door in the hall. This leaves two directions open. One to shoot at, and one to escape through if needed. If you go too far down the hall, ZEDs start spawning behind you though.
Holding a room/hall
WELD - (Almost) all
LEAVE - One if permanent, none if alternating
UNWELD - Alternate
The corner rooms in Skatepark are like this (sorry, can't think of a proper example right now). Weld one door, fire out the other until there's a lull, weld the other, unweld the first, clear of ZEDs, repeat.
Blocking out spawns
WELD - Where needed
LEAVE - Everything else
UNWELD - Clear
Sometimes, there's that one annoying door with the Crawlker spawn right behind it (Offices). Unweld occasionally, clear of nuisances, reweld.
Covering your rear
WELD - Partially, between you and them
LEAVE - After welding, when ready
UNWELD - They'll do it for you, when ready
Sirens and husks can be inconvenient when surrounded by trash. Weld a bit, redirect your team's attention, (optionally) unweld, clear. Also useful when roaming to get a bit of distance and healing before rejoining the fray.
Blocking out everything (Welding yourself in)
WELD - Everything
LEAVE - Nothing
UNWELD - When ready, staggered
Never do this unless your entire team is desperate for healing. Do I make myself clear? Good. Stagger your welds/unwelds so that no one direction is overwhelmed. Works well in combination with Holding a room/hall.
Useless doors
WELD - All
LEAVE - None
UNWELD - To weld again
Gotta get your points somewhere, right? If it has a window beside it you can jump through, leads to nothing (or small rooms nobody uses), or is in a part of the map nobody visits, go nuts.
The most important welding tip you will ever hear, ever:
When you weld, you are committing yourself to the door. It is now your job to make sure that the door does not break, or if it does, that it doesn't break at a bad time, or if it's just unavoidable, that you warn your team well in advance.
IT IS YOUR JOB AND NO ONE ELSE SHOULD BE REQUIRED TO DO IT FOR YOU.
If they do, great. Team spirit and whatnot. But if your negligence puts the team in a bad position, they will not like you. I suspect that this is at the root of a large majority of the problems people have with Welders. The other thing you have to keep in mind is that committing yourself to a door keeps you away from the action. Your teammates might need that extra DPS to prevent a wipe.
Thanks to Nanostrike and Rckrdude for the thought.
INB4:
You forgot...
Then I'll add it.
UR DOIN IT RONG!
Then tell me why and I'll change it.
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