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You have okayish weapons for single target good AoE clear and some of the most worthwhile skills/buffs ingame with this setup. You can choose if you go for a strong early game with ghost to get his stuff up and running or you can go the Engii shield route at first this is up to you. I'm lazy so I go with the Engi and shield always since he was level 3 and the achivements done ^^.
This must have
As for normal 30+ runs everything is viable with the most afk friendly setup being swat/ghost/engineer, 45+ things start to get tricky as mobs are freakish fast. Personally I've made it to about 51mins with swat/ghost/engineer, 40+ with several different setups with swat at the core.
But i had some fin moments - hunters get so much speed, they can't turn fast enough and start orbiting team if they miss.
Tank + Engineer + Huntress (or whatever you want really)
- Engineer's Energy Shield (WTH!?!) seems the best AOE damage hands down, can plow through mobs and vaporize them
- Tank's bomb drops are insane
- place crate upgrades into "- Skill Cooldown" as much as you can stomach. Once you get skill cool down into the 40% range, the Energy Shield becomes permanent (never drops, always on), and bomb drops are constant
- Huntress was a surprise, because when you have perma-energy shield, you can stand around longer and let mobs come to you. The huntress rain of arrows just serves as another bomb drop, and just wipes out anything near the player. I previously thought her rain of arrows were useless because I was running around so much, but when you camp more and move less, it becomes very deadly. She could be replaced by SWAT or whatever though.
This makes a lot of the other roles and skills of players a bit useless, as the large diameter aoe of the energy shield makes the swirling razors of the tank less important, same as with Ghost not able to melee etc.
I tried theese compositions so far:
1) Engi + tank + medic -- Not terrible but you miss a 1/3 of dps because of medic. I dont know what you guys smoking, but past 20ish min shield does not kill zombies, permanent or not. You rely heavily on skill damage and cdr. And it was not viable after 30 min mark for me because bosses started to pile up due to lack of single target dps.
2) Engi + tank + huntress -- Liked this one better, the damage is good. The decoy takes care of the axe-man. Everything seems to work, but after 35 min you still getting oneshotted.
3) Ghost (1k cuts) + swat (AR) + tank (MG) -- This is my favorite so far. The damage is absolutely crazy, bosses getting vaporized. Ghost with 1k cuts is far superior than engi shield, gets even better with some fire rate buffs, which also benefit the rest of the team. However, the culprit is still the same, getting oneshot for 4k damage past 35min mark.
Yeah for 1) you sacrifice dps for healing...
2) is cool as well for the Huntress freeze arrows... really helps slow mobs down, even bosses
3) Had tried this before I found the energy shield, may switch back and compare again now that everyone is rank 3
The comparison of big damage weapons/skills below,
Tank
- Bomb Drop 2.3M dam
- Mini Gun 1.5M dam
Ghost
- Thousand Cuts 240K dam
- Kuna Dance 453K dam
- Shuriken 634K dam
- Katana splash 18K
Engineer
- Energy Shield 1.07M dam
- Elec Turret 306K dam
- Electrocution 433K dam
- Guns combined 490K dam
So in this combination, it appears the greater aoe range of the Energy shield does reduce Ghost's aoe damage output and melee weapon damage (only 18K!), but Ghost's skills would serve as a nice close-proximity damage for stuff that gets inside the energy shield bubble.
Very surprising the damage output of random bomb drops! It's always killing something on crowded maps.
When i was runing Ghost-Swat-Tank, it was all about main weapons. AOE abilities were just a bonus damage on the side. So in this composition bombardment clocked pathetic ~170-200k dps, does it make it a bad skill? Nop. its just the damage from main weapons so high that there are barely any zombies on the screen for AOE skills to benefit.
Its all about balance, and the only thing that counts is overall combined dps (and damage done) of the WHOLE party. Not the dps of individual characters. And definately not the dps of individual skills. Skills and characters compete with eachother for targets.
Yes, as a control volume around the entire map time, damage is dealt collectively by the team in order to progress to a certain time/duration. But I'd like to better understand which weapons/skills are trading off from others among the different combinations, and which combinations tend to allow for longer duration runs. Then it'll also be easier to understand which weapons/skills are worth upgrading and which are not, for efficiencies sake.