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Stealth: Look for a path that lets you approach an enemy that isn't just a 20m beeline for their face.
I believe i got shot up more in the Kurbel.
Crouching doesn't guarantee it as quiet unless you meant from the back.
Better to take them out without them seeing you.
The 2nd tip is pretty good though
Best case scenario is that you die behind the same cover that one of your team is using, or next to a bot. The bot will basically suicide to revive you, so being close to them is almost a guaranteed revive.
And a related note: don't run off looking for shiny things and die half way across the map from your team.
Stealth: Don't stealth kill enemies when they're in the yellow unless they're very, very isolated.
Demo: If you want to play shotgun guy, get used to switching weapons a lot or pack a lot of Bulletproof/Evasive.
Demo: Don't underestimate this class' hidden identity as the thief.
A level 40 Recon will kill all enemies on screen before half of a full length warcry is finished, it is better to put points into headshot refil and weapon damage so you're constantly bursting down groups often with SMGs. Though at first you might think its worth putting points into length because the autoaim goes for bodyshots only and the extra length is required to clear a good crowd, later levels will have the Recon headshot enemies during his warcry, and that's when the length of it is majorly wasted, either be prepared to spend 100 Gold in retraining once you hit level 40, or go for headshot and long rage kills filling the meter up faster from the get-go.
A level 40 Assault will heal the entire team for a LOT of health which is, at this point in time, simply way too valuable to invest points into anything else. Seriously, this will let you carry even the lowest of level players on Very Hard if you know what you're doing.
A level 40 Insurgent actually benefits the most from the increased length because its more time spending while being invincible and thus hunting down enemies around, picking up health and ammo, and generally relocating from anywhere on the map to any other where you wish to be before the invincibility runs off. Though ultimately it might come down to personal preference, but I did find the lengthier invincibility useful in clearing the area around me and my teammates thanks to Batman vision, as well as being able to pop the war cry and revive somebody who is downed in the middle of a bunch of enemies after thinning the horde out a few.
A level 40 Demolitions you might think is worth putting points into the length so that the damage reduction lasts longer, but that is a trap because there is seldom any time you are going to be letting yourself take damage uninterrupted for a whole 15 seconds without finding some sort of cover from it. In that case, a bigger damage reduction helps much more in getting a teammate out of a pinch so he may run away to a more safe spot while taking minimal damage, as well as can save a teammate from a Sniper's second shot since on Very Hard they tend to deal about half a player's damage, and a non upgraded damage reduction won't protect a teammate out in the open from enough damage from the second shot to not put him down.
Most excellent tips. I'll try to make a beeline only when there is a cooldown until the next horde comes.
I' like to open and lockpick the boxes before-hand (Prepping!) just in case i need the supplies in it. (In stealth just in case it goes loud. or vice versa)
But using the supplies on the ground is a very good idea.
It's nice to kinda camp somewhere and make a nice stockpile.
That's another good tip better to let him walk away to do with later. Than c♥cking it up now.
Yeah at this point i find the Springfield and Mosin (Havent tried yet) VERY SITUATIONAL.
I like to pack a scope for those nasty snipers but they are best used with iron sights (if you can get used to em) or it very medium to long maps.
Heck i've just found semi-recently even the Sten is more effective at keeping them of your back if you can short hold spray the recoil.
I would just like to start off that this is a really well written post.
I've retrained about twice i think. And i've found much to my preference / playstyle that i like the warcry to be as spammable as possible for me anyways.
I find a more spammable assault is better. However i'd like to ask- Is it also worth it to invest some points into Team heal as well? I don't see the point in adding duration. Does it give more hp with duration? If not i wont bother with duration.
I have also thought about this somewhat. It would appear having a lengthy warcry for this class as the most optional for incase you need to make a mad dash / obj/ revive it just serves more utility in that regard.
Again with my playstyle i prefer more spammable grenades. Since i think the dmg resist is alright with me.
I just like tossing a nade then popping my warcry to get it back again.
Flamers: A nade will always stun them for about 1-2 seconds.
Just don't try to throw it while he's roasting you (in your direction) since the flames can prematurely set off the nade.
Better to toss the nade behind or aside the flamer.
Also i dunno if this is a good idea. But i like running around the flamer[after stunning them usually] (abusing his slow turn rate) at my own risk hopefully with alot of space..
The main idea with this is to juke em and hit their back-pack and or head.
Also you can aim for their fuel tanks in the front if you aim a bit right or left of their shoulders.
That's a very good point. But unless you set crouch to toggle that's quite a bit more button pressing.