See that fabulous mosaic of colors?
Right. You must rote them all for real co-op experience.
Weapon reality is now GONE, just for 'teamplay'. (What's the point of distinguishing 'handgun vs SMG' or 'Rifle vs AR'? Doesn't combustion vividly destroys the muscles and body organs and give extreme pain?)
Now each perks and each zeds are tightly paired. You must not waste your ammo on 'inappropriate zed subvarieties' and call your company who is busy defending the other direction, because this is the TEAMPLAY.
If only one of certain perk member is dead, then it's GAME OVER. If you lack only one member from 6 men full party, you can barely make a working combination, so you'd better keep waiting for him.
You must kick berserkers and firebugs. They are USELESS. They are not even good at their 'supposed role'. Berserkers are now more sluggish than pigs so he is no longer a firefighter of the battle line. Firebugs are even worse - they can't kill ANYTHING without MWG.
Screw it. I'm leaving out. END OF THE LINE
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For those poor lads who can't just give up all hope, I'll leave you some short description about each zeds.
- Clot clones: SMGs stomp on them but unfortunately we don't have SWAT weapons yet. Just pray that they don't absorb your ammo too much. Berserkers must resort to knife poking, if you want pulverizer-first way.
- Line Breachers: Gorefast, Crawler, Stalker
These suckers should not bother you so much in former versions, but now they are very destructive with their mere health and numbers. You must have a supporter-commando pair in your party not to be crippled by them. Medic AR makes an alternative, but with many limitations (vision, ammo, being busy to help sharpshooters).
- Gorefast: They are for supporters and sharpshooters. Sharpshooters need to concentrate on big games in late game, so commandos should start headshooting then. Don't buy AK12 - it doesn't work against the swinging beans of gorefasts.
- Crawler, Stalker: Everyone, move back! And call commando for help. They were already excellent ammo absorbers with swift actions, and now they are reinforced with nasty new armors. Just don't try it. They'll ensure that you are run out of ammo when you really need them by the end of the wave (no matter GFs or FPs).
- Medium Hazards: Bloat, Husk, Siren
They are sacred targets of supporters, gunslingers, and sharpshooters, and perhaps MWGs. Commandos can no longer snipe them. Call your company. Also remember that crossbow is piercing weapon, so it doesn't work.
- Bloat: Forget it. Leave them to snipers (sharpshooters & gunslingers) only, if they have high-tier weaponry. Or else, try head. Just don't get too close.
- Siren: Demolitionists can no longer pick them out reliably. Shotguns or snipers only.
- Husk: If there is a MWG, let him try his one-purpose weapon. Shotguns or snipers only, if not.
- Big games: Scrake, Fleshpound
Sharpshooters have primary responsibilities on them. They are pretty not much changed per se, but MWG lost its 200% damage on SCs and demos got their weapons nerfed generally - they should be retired into the sub-roles. Commandos must stay away from them and wasting your precious ammo for trashes.
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