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Oh and obviously:
Spitfires, on the other hand... this is a problem with Fire weapons specifically. They make Zeds spaz out which can make it really annoying for your precision classes (read: Sharpshooter) to hit them.
The best loadout to take is the .500 Revolvers (for big Zeds), Deagles (for medium Zeds), 1911s (for trash Zeds), and a Med Pistol (for healing.) You can ignore basically all the other weapons bar perhaps the Lever Action if you need some long ranged Firepower. But then you're better off playing Sharpshooter anyways.
• Always reload cancel. If you want to reload cancel but you won't immediately fire your pistols, reload, and then press V (bash) the moment you hear the first clip of your duals go in (or look at the magazine ammo counter go from 0 to 16, 14 or 10, depending on the duals). If you do want to immediately fire your weapon (like when you want to kill an SC/FP with only the dual deagles, reload, hold M1, and press V (bash) as soon as the ammo counter goes from 0 to 14, and keep pressing M1. You will output insane amounts of damage.
• If you are having trouble headshotting/killing tough zeds like Elite Clots and Gorefiends, but you don't want to waste your dual deagles/dual magnums on them, bash them before they hit you and as soon as they stumble, you will have a couple of seconds of free headshots.
• Unless you are leveling your Gunslinger or getting the difficulty achievements with said perk, never bring Gunslinger to the boss. Switch to either Firebug (with microwave gun), Demo, Rail Sharpshooter, Support, Berserker or Medic, depending on team composition. The reason for this is that you will be doing low damage compared to other perks, at least to Hans and the King Fleshpound since they are ressistant to ballistic damage and are very hard to headshot.
• IN MY OPINION, the best skill setup is RLRLR: if you choose to hipfire instead of using ironsights (which to me is more comfortable, since recoil is almost non existant with Quick Draw, you get less tunnel vision and you will move 5% faster, which helps you kite in general, and also kite SC/FP when killing them only with your dual deagles + reload cancel. Rack 'em Up is is essential for every wave other than the boss. Speedloaders is not that huge of a buff, since you can reload cancel, but it helps with the .500 magnum reload a lot, and Line 'em Up is kinda useless, since you will lose time trying to line up zeds like a Support, which is the only perk that should be doing that because of his penetration, which you don't have. Skullcracker is also really important, since it makes big zed solo takedowns so safe that it becomes trivial. And for the last skill, I really like Fan Fire, because if you have a good Commando that can extend Zed Time, you can obliterate any big zed without even trying, since you have both the dual deagles and the dual magnums, as well as a real time reload during Zed Time.
• Learn all 6 player HoE Scrake and Fleshpound solo takedowns, there's just a few of them compared to the Sharpshooter or the Support, and with enough practice (plus Quick Draw and Skullcracker) it becomes trivial.
• Plus, all the other advices that the previous user wrote.
Gunslinger is pretty good against the boss, honestly. Bullet resistance for one, and the .500 revolvers can do quite a bit of damage if you aim well.
I disagree, Firebug with the microwave gun does considerable damage to the Pat and Hans, also being able to almost control Hans' movements, since he dodges ground fires a lot. It also inflicts fire panic on the Pat, which can save players that are about to get hit by a rocket or the chaingun, and you also have the alt fire pushback. Demo and Sharp are capable of very high DPS that surpasses the Guns by a significant margin, and don't have to aim nearly as well as the Guns to be effective. Again, this is my opinion.
Good use of the Jontron video though lel
As for the Lever Action I absolutely love to use it as Gunslinger due its high efficiency as a trash killing weapon in Gunslingers hands and its low price due to how expensive the perk tends to be to get geared up as early as possible.
The double 9mm and med pistol are a close second as a cheap weapon if you value lower weight and healing more.
Yeah, med pistol is really useful when camping on a long hallway to save your 1911's ammo for more heavy trash cleaning.
Personally i tend to keep Dual flare revolvers for trash zeds (clots, crawlers, stalkers, and sometimes gorefiends and gorefasts). You can also use dual 9mm, but it isn't as effective and they're headshots more than fire damage. You can still use them but it's not as effective
Use anything higher for the medium zeds, and keep magnums for scrakes and fleshpounds.
Your nailbomb does okay damage but the real beauty is stunning zeds. Use it against scrakes and fleshpounds along with the inc headshot perk to get 5X damage and start damaging them.
Take really good advantage of zed time as it'll make it 10X easier to land headshots.
Your main priority should be medium zeds and semi-kiting enemies away from your team if there's no zeker or medic in your group.
Lastly, nothing wrong woth starting with only 1 revolver or pistol for practicing or if you don't have enough dosh. You gain less recoil and damage but also more precision and get a feel of the weapon. Personally i buy 1 of each of my pistols before switching over to duals to save money and if i find ammo to refill all my pistols before i buy duals to spend less on ammo.