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It's good advice when your team run as much as possible to kite zeds instead of camping in 1 place. By wielding doors you removing one of your escape routes, also to keep even 1 door wielded it often need one of your teammates keep an eye on it, if the zeds somehow destroy welded doors (often behind your teammates) then it isn't good scenario almost in every case, that's why it's better to avoid welding doors.
However, sometimes you have to run from or towards something and suddenly there is a welded door in the middle of nowhere. There is no reason why it's welded, it just is and you're in trouble.
+ welding doors early in game without a support is not the best tactic either. Best to save that ''bonus'' attack for wave 10 when theres no support.
Also when a door is welded, and there are zeds behind it, a medic can throw a granate and kill the trashzeds, or in zed time, demo can fire a nuke on the door and kill the trash zeds, thus keeping the door longer welded.
It's all teamwork and tactics.
You can also just unweld before destruction so that you can reuse the door. I know there's door life in KF2 now but still, it doesn't have to be a one off.
Yes, but that requires 1 teammates focus on the door. Also on hoe, from wave 3 on the doors can be destroyed rather quickly. From wave 8 on its getting serious, I rather not take the risk of destroying a door without a support in team, when that door has more use later in game.
Or you can weld the door as a demo until the weld glow becomes orange. That works too.
2. Weld those sodding doors!
3. Profit!
Hm, survivalist perhaps?
At least it's an improvement from KF1 where shotgunner ("Support") had to weld a certain numbers of points to level up. And it was a lot! Most people did what I did just left the game running when you go out for the day, with a paperweight on the weld key (on solo obviously with only 2 or 3 trash zeds left, in the right place). At least we haven't got that ridiculousness to contend with any more!