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Thresher: Splitting ADS
Mako: Splitting ADS
Hammerhead: Netgun+reinforced+tagging. Second weapon is whatever works against the second shark/dual spear pistols with drag and tag
Great white: Harpoon+penetrating.
Tiger: ADS+tagging. Use lots of sonar/flares to force the cloaks.
As for special tatics: DPV is worth it in most cases. The team needs to know about it, because they have to be pretty aggressive about the sharks.
Thesher: Explosive harpoon/splitting ADS
Hammerhead: Penetrating harpoon/ADS
Great White: Penetrating harpoon/ADS
I have a few stupid questions to ask though
Why would ADS be better than dual weapons or are you refering to mid/late game of any two handed guns?
Do you guys save money to go from SPP-1 / P-11 to Harpoons and ARs? Or do you just purchase that stuff whenever you get around to having that much money regardless of spending money on Consumables?
None of you guys wanted to mention what you want your teammates to have? Perhaps people that have dedicated rolls like someone that goes straight to collecting gold using DPV or a person that saves his money, so late game he/she has Harpoon with Penetrate while someone else buys all the buoys and/or mines etc?
I know it depends on the map for most of these strategies. I doubt a Dedicated DPV Gold Collector would be good on the map with the sunken old wooden sail ships, I can't find the name of that map on their site, but yeah that one.
As long as my teamates are buying and using consumables that are NOT poorly placed mines, I am a happy diver.
Also the grand majority of "dedicated gold collectors" I encounter are more of a crutch than anything else. During the first or second safe it can be useful to get my tagging ADS earlier - especially on maps like Stash, Quarry, or even Hillside where the gold is hard as hell to see. However, after that I find the extra gold to be more or less worthless, since I can only buy 3 of any consumable at one given time.
Even by midgame, if someone is still zipping around on a DPV the chances are that they are effectively doing little more than feeding the sharks some extra evo points and being damned to the rock bottom of the scoreboard.
/end salty ass rant
I usually buy a basic pistol, then limit myself to buying one flare/buoy until I get an ADS - usually at the second safe - then buy tagging when I can. Against good sharks that actively keep me away from gold, I'll settle for an APS in order to keep the bouys and flares coming.
Like I said though, in that situation a Gold Collector would be nice, but only until everyone or most had a decent gun, and if they were good at it.
No. Unless I plan to DPV, however I'm not the best DPV so I avoid it. Any other starting loadout is preference and irrelevant to teammates choices. Later choices aren't worth deciding until seeing what sharks you are facing and how the game is playing out.
All: I usually go double pistols early unless we are bringing in super quick money. Double pistols are surprisingly good weapons and can carry you through most of the game. I'd rather double pistols then equipment for sure. I usually don't bother with mods on them as I plan to replace them later. If sharks are letting your team get quick money I sometimes don't bother as I can jump to better weapons soon enough anyways. I rarely but equipment early game as it delays better weapons which I find more important. It's ok to go down early game as diver since divers scale better late game. Early game focus more on survival and gold.
Thresher: ADS against a good one, usually with tagging but sometimes bleed or toxic on certain maps. I don't particularly find splitting to be worth it. Against a less good thresher I usually will use whatever I'm using against the other shark. Harpoon can be good against lower end threshers, but a good thresher will make it hard to hit. Explosive harpoon can be good if you can get the money.
Mako: The better they are the more likely I am to lean ADS, the worse the more likely I am to lean Harpoon. Speargun can also be good if you are low on money and don't need the extra damage for the other shark. Explosive harpoon is also a great way to punish makos, especially on some maps, however it isn't great against a good mako as it's so slow. Not that a good mako will usually even let you afford it.
Hammerhead: Netgun and harpoon. Penetrating when I can get it. Usually I'll jump straight to harpoon, but if things are looking bad early I'll hit that netgun when I can.
Great White: ADS or Harpoon depending. Really though fighting the GW is less about the weapon and more about the dodge. Since they stam out so easily with right click they tend to not use it, and when they do they tend to stam out. This means either their choice is to be easy to dodge or to stam out. So really it's about whittling them down with whatever you can. Penetrating harpoon is great as it can one shot if they don't have up their ability. This is a great way to shut them down on their life making later trades still in your favour. It also forces them to use their ability early to preempt the harpoon. With two or more harpooners the GW's giant slow targetness make it mince meat. ADS also works but it relies on pure DPS rather then hitting that high burst.
Tiger: Anything really works, but harpoon is best. You often have very little time to react to a tiger and having a one shot is your best chance to take that opening. Not only that but since they are not particularly small or quick a harpoon can be great to hit them when they are feeding on a teammate (and thus most visible) or if they miss you. They just don't have the escape power of mako/thresher allowing you to make good work of them once you do spot them.
Most of these are more tips rather then tactics, but some are tactics. They are all worth mentioning.
- Early DPV is important. Even if the DPVer is dying he's distracting the sharks when the diver team is weakest. Sharks need to kill hard early game, but they also need to shut down the goldflow. A good DPV makes both hard. It may split up the diver team, but it also splits up the shark team. If they don't split then either they aren't killing the core diver group or they are allowing divers quick gold.
- Dodge when you hear a shark lunge at you even if you don't see him. Better to get the lucky dodge then give them the easy nab.
- Learn to listen. You generally hear sharks well before you see them. When you can locate the general direction of a shark through sound your chance of spotting them is increased tenfold as the are you need to scan shrinks to not much larger then your fov in some cases.
- Learn to love open water. Yes open water means more angles of attack, but if you've learned to locate sharks it also means you can spot them from further away giving you more time to react, aim, shoot, and dodge. It also reduces the sharks ability to escape as cover is further away. The slower shark the truer this all is. Tiger can on some maps is very easy to spot in open water, but on others he can make open water a bad idea. Mako is generally the worst to face in the open and is often best to avoid open water against them specifically. The more GOOD teammates with you the better the open water is. That said open water is only good if you are able to locate sharks well and have decent aim.
- DPV can be a great way to set up a nice shot. If you have a shark on your tail change direction abruptly, switch to your weapon, turn around and dodge backward. If you can do this quickly and fluidly you can put some distance between you and the shark and have your gun trained on them before they can react.
- Place buoys next to the kind of geometry the sharks get caught on, and place them slightly away from the team but within line of sight. This forces sharks to either ignore them or risk giving you a good chance for some damage.
- Place flares outside the room and as much in the open as possible. While you need to place buoys with protection in mind flares can be placed for optimal vision.
- Place mines slightly inside the doorway or window. This will make it so sharks can't explode them by swimming by, instead they have to commit to entering the room. not only that but when they do they will have to commit further in.
- Mines next to each other will not deal more damage. If one mine can cause another to explode then they will never deal more then the damage of one mine.
- Staggering mines in hallways far enough away so as to just not quite set each other off can be a great way to shut them off completely. A shark that bursts past one will run into the next, but one which hits the first will still leave the others in the hall.
- Two overlapping but separated shark shields can bait an easy kill. When the shark destroys the first the second will pop up immediately. You now know the sharks location and still have a shield.
- Turn off your flashlight when inside shark shields. Sharks can spot the light and use that to locate you.
- Shark shields are hard to see into from outside but not hard to see around once inside. Place the shield in locations which force the shark to come inside before they can see.
- Shark shields are a VERY strong delay tactic. If you are down tickets on the last safe or run to the boat but have enough to potentially make it, use sharks shields liberally. Even if you aren't getting kills the more you slow down the sharks the better chance you have of making it to the boat.
- If you have no respawns, once steve is on the magnet, get the ♥♥♥♥ away. The sharks still have time to kill you while he pulled up. Make that more difficult. Better yet a leave a tiny bit before he hits the magnet. This gives you time to leave their detection range. If they go for steve you'll still have time to slowly approach and keep proper distance. You know where they are, they may or may not know where you are. Even if they do there is plenty of open water between you. If you can hide, then come back and harpoon both that'll give steve the time he needs to recover and finish the distance. You can use this tactic multiple times if needed, picking the fight rather then sticking where the sharks can easily find you.
- You can double up on the same weapon for more firepower. It's quicker to switch weapons then reload. While you will need to reload the second weapon when it's shot/empty you essentially have one double sized clip.
I'm sure I have plenty more I'm not thinking of atm. But I think the single best strategy really boils down to SHOOT! It's better if you miss some shots then never shoot period. If you think you might have a shot take it. Openings in this game can be very short. Take your chances as you have 0% chance to hit if you don't shoot.
4 Penetrating Harpoons in the "general case". The burst damage can devastate the larger sharks, and the multiple shooters means smaller sharks are more likely to take that one fatal blow. Really though it's less about the specific loudout and more about skill. Use what works best for you on that map against those sharks.
(EDIT) Nvm I looked up items divers use. Now I know. I'm used to ADS meaning Aiming Down Sights (instead of shooting from the hip) for FPS games.
Against the weaker sharks like Mako, Tiger and thresher I'll generally go for APS or speargun almost always with tagging. Going against the more tanky sharks Hammerhead and GW, its a combination of ADS/Net Gun/Bangstick/Penetrating Harpoon. Really just depends on how much gold we have and how well we're doing at the time.
Also I like using the dual spear pistols with drag and tag as well, which works for all the sharks.
Also, is there a map of stats for weapons and life? How much damage weapons deal and how much life Sharks and Divers have?
Match starts, I get as much gold as I can from the direct vicinity of the first safe, drop the buoy in the room then wait to see what kinda sharks are out.
Mako/Thresher/Tiger combo: Splitting ADS, Sensor
Double tigers: Bleed/Tagging ADS or Harpoon, Sensor to try to get the drop on them.
HH: Penetrating Harpoon (I'm not that good with nets), Sensor
GW: Penetrating Harpoon, Sensor
If GW/HH with smaller shark, I usually bust out the ADS with Tranq or Splinter if the mako/thresher poses the biggest threat.
In case of GW/HH combos, I get on the dpv to rush the harpoon. If forced to play conservatively, I akimbo the SPP1 with whatever modifier better suit the current game.
And when I reached my desired loadout, I always buy 3 Sonar Buoys on respawn (or mines if Devil's Head. Planting them in the destructible doors is just so fun) to put around the room and on Steve' return path.
For the bangstick, I reserve it against bigger threats, get a dpv as soon as I can to get some gold and easier acces to ammo boxes. If I can surprise a shark from behind with my stick get the drop on a shark, I try to finish him directly with the knife (2 strikes against a banged HH or not juggernauting GW).
I'm not a fan of net + bangstick, takes so long to reload.
Ask and you shall receive
http://steamcommunity.com/sharedfiles/filedetails/?id=480528409
Diver health is 100 points. Razor finning takes out 1/5 of a diver health.