- Make or break moments. Usually the point of no return, narrow corridors, edge of cliffs or top of ladders.
- For infected, try to ensure that the full team is available for these places as they are usually your best chance for inflicting damage outside of tank fights.
- Some tactics include throwing a Molotov or even a pipe bomb and quickly exiting when the infected are looking for where it lands (ladder situation).
- For ladders, it may also be good to survey the situation at the top of the level before exiting as infected will generally not attack until you have climbed out. If one of them comes to the ladder to scratch/punch you, make sure you have a player at the bottom to shoot it.
- Sometimes the infected team feels that an instant kill is too difficult to perform and may just focus on inflicting as much damage as possible.
We will not go into too much detail on tactics for specific choke points, since there are many possible tactics for every choke point.Our aim is to showcase the common strategies to give you a better understanding of what you could try and what you should watch out for at a few choke points.
Dark Carnival Map 2: The Ladder
There are two main strategies here: do massive damage in one go, or delay and separate. First option is riskier and kind of an all-or-nothing, second option is safer but likely to not pay off as well.Option 1: Massive DamageRecommended setup:
Jockey, Charger, Spitter, and Hunter
The goal is to trap survivors in spit in the corner. Wait for at least 3 of them to get up. If one is too adventurous and tries to rush, get him with the jockey. When 2-3 of the others are up, charge in. Try to have the Charger block the survivors from getting out with his body. Spit in the corner. Pounce another guy. Get the jockeyed survivor back in the spit.
If you get shoved off, keep pouncing/leaping at them for more stumbles in spit. If you get a multi-charge, all the better. You could have a Boomer instead of a Hunter to get more commons in and to blind the survivors and stumble them in spit, but it's not really recommended.Option 2: Delay and SeparateRecommended setup:
Jockey, Charger, Spitter/Boomer, and Smoker
The goal is to carry some players off the roof, while keeping the others stuck up there. There's a lot of different ways to act if you're going with this one, it's mostly about adjusting to whatever the survivors and your team are doing. Here are some guidelines for each class:Smoker:
Set up near the small ramp so the Charger can charge the player off, or on top of the smaller tilted roof of the small room in the corner, from which you can pull players straight off on your own.Charger:
Either charge the Smoker's target off if the Smoker is on the same level as you and not on the other roof; charge the players into the corner to stop them from rescuing the jockeyed/smoked players and/or get a charge-spit; or charge a player off the roof who tries rescuing the smoked/jockeyed survivors.Jockey:
Get the first guy if the Smoker doesn't take him, otherwise get the second one. If the Charger charged the second survival or even got a multi-charge, grab one of the others. Try and carry them off the building in any direction, or back down the ladder.Spitter:
Spit on the corner as the Charger goes in. You can spit a bit early since survivors will usually be in the corner anyways, and the Charger can just push them back if they try to get out. Boomer:
Puke on the survivors in the corner after at least one of them has been dragged/jockeyed away to get a helpful mob that will delay them from helping the other survivors.
Be careful of common infected that might block the survivors as smokers are dragging them. Have a teammate SI scratch them to clear the way.
Dark Carnival Map 3: Roller CoasterRecommended setup:
Jockey, Charger, Spitter, and Smoker
In this choke point people usually take advantage of the long ramp to do a lot of damage and even instant deaths. A Boomer is not all that useful, since you already have a lot of support from the event horde and there's no need to focus them on a single player. A Hunter could have some use, but it's not the best option.Hunter:
Set up on the large tower that is in the middle of the coaster track, which is behind the survivors when they are taking this choke point. The height allows you to get a 25 damage pounce.Jockey:
Set up at the top of the ramp. Grab the first guy to get to the very top and take him forward or off the ledge, while your team tries keeping the rest at the choke point.Charger:
Set up at the top of the ramp with the Jockey. It's best to not attack until the Jockey has taken his target, unless the survivors are all bundled up and you can get a multi-charge. When you do attack, try to line the survivors up. A multi-charge pretty much guarantees an incap or even death for each of the survivors hit by the charge after the first one.Spitter:
Spit on the Charger if he grabs a survivor, otherwise get a separation spit to help the Jockey along. Keep an eye out for survivors who are completely surrounded by common infected and can't move, those are good targets as well. Do what you think is best!Smoker:
Set up behind the bushes/trees to the right of the ramp, before the tilted fence that the survivors have to jump over to get to the start of the coaster. You can pull survivors off the ramp and ledge-hang them, or cause fall damage. Sometimes you might fail and they'll be stuck on the ramp instead of being pulled down if you time it wrong. Try to grab them when they're nearly at the top, just a few feet away from the start of the railing; practice a bit to find out the best time to pull. Try to coordinate with your team to decide which survivor to grab. You may have to initiate the attack if the Jockey or Charger is unable to. Keep in mind that all it takes is a shove to release your target from your tongue.