Gr33n2R3d and I have 2-manned most HoE 6-man maps fairly consistently. It's a pretty straight forward berserker formula.
Required:
- A team of 2 that knows the map very well
- A known route around the map, that the team can use to kite continuously
- A "Front man" with Crossbow and katana
- A "Scout" with axe and katana
When the two zerkers (Or medic(s) ) start kiting, the "Front man" kills the zeds following the group, and the "Scout" looks ahead of the group, ensuring they don't back up into a pack of baddies.
The idea is to split the map up into smaller sections (Hallways, rooms, etc). The two players hardly ever occupy the same section. The scout falls back to the next section when he sees the "Front man" fall back to the scout's original location.
This "scout" not only looks for danger spots, or troubling situations, but he has another purpose; KF maps are kind of "Zoned" into sections naturally. Zeds won't spawn in any "zone" a player occupies. If the scout occupies the next zone back from the team, he's ensuring nothing spawns directly behind the group, giving everyone a very comfertable time/space buffer.
Let z = a pack of zeds, | = a zone's border, p = a player's location, and x = a zone zeds can spawn in.
No scout: |z|pppp|x|
Scout: |z|ppp|p|x|
While kiting, the team has a "buffer" zone to react to spawning zeds.
Anyway, the front man and scout switch roles when there is a scrake or fleshpound. The scout (with an axe) deals with these, while the front man checks behind. Before this can happen, the front man (with xbow) has to kill sirens/husks so the scout can engage said biggies without fear of firebolts/screams.
This is all just the tip of the iceberg. There are many, many details that make a world of difference in effectively utilizing this tactic, but they all become clear with a large time investment. A few examples of how the devil is in the details:
- Some maps have naturally dangerous zones. Suburbia has that underpass (Siren/GF drop downs), santa's laire has the shipping bay w/ the train tracks and shelfs (massive spawns) and the area with the trader next to the xmas tree hall (Crawler packs from roof and window), and waterworks has "outside" (drop downs) as well as the infamous " 'L' room " (hallway drop downs/cutoffs). The front man should know not to kill a bunch of followers right before the team clears these areas. If he creates room for more zeds to spawn in when the team is next to these locations, the zeds will mostly come from these areas, putting the team in a dangerous situation.
- If the scout does encounter zeds cutting the team off, has has to maintain line of sight (aggro), or this will occur to the rest of his team: |z|ppp|x|z|
- If the group gets seperated, you have to meet back up while going in the same direction, lest this again should be the case: |z|ppp|x|p|z|
Good luck