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Yea, but there is just too many small tips for explaning all of them outside of the game.
Can you ask more specific advice about certain game situation? (or couple of them)
A single mission is enough. This would allow us to give advice specific to you. Otherwise, it's just going to be general info and keep practicing at H3 or "git gud"
Or even have a more experienced team then what you joined play with you with the specific purpose of mentoring you.
If you can at least provide the (class lvl and build) that you prefer we can make sure you aren't hamstringing yourself.
You already know you'll have to learn your distance and timing which will come naturally with practice, always be moving. Plus finishing missions more quickly will help in the long run too.
Don't spend too long in one area, clean up most of the minerals then move on asap.
General tips:
hazard 4, you should have at least 50% of all upgrads or even 75%, you can do it wihout them but it's harder
Perks, they really help
Manage ammunition, use both guns and grenades
Know how to play your class
Small enemies kill/damage your more than the big ones, use the sound cues
Use the X button a lot, it shows where your team is, you mark stuff with it and you also speak
Follow the dirt to new areas.
i have one haz 5 where we got 25k Exp, went much more smothly, practice makes perfect. I only played with randoms
https://www.youtube.com/watch?v=xdykQezENRU
1. Damage
The bugs' damage in Haz 4 is just slightly higher that Haz 3, but the problem is that the attack of many bugs can breach your shield in just one hit, and would actually damage your health. Know which attack you can or cannot take, and make up your priority during the fight. For example, target acid spitters asap, as their attack is very dangerous, plus they are difficult to spot at times. Save and use your power attack as a tool to avoid damage, for example to stun slashers.
2. Ammo
The amount and toughness of bugs in Haz 4 makes ammo more likely to be an issue. A sloppy scout in Haz 3 doesn't do much harm, because the team do not need a hell load of ammo to clear the bugs, and they'd run into enough nitra anyway. However, teams that do not actively look for nitra might have a bad time in Haz 4. Scout should always use his flare gun and grappling hook to help the team get enough nitra. I'd also recommend to resupply frequently. You never know when you'd run into a crazy weed, or when swarm hit while a member or two died in a hard to reach spot. Be prepared for the worst.
3. Terrain
Swarms in Haz 4 is serious business. You have to choose a good place to fight. Bad examples are plentiful: Fighting shellbacks or oppressors in a narrow tunnel, fighting dreadnought in a vertical cave system, staying on a tiny ledge in exploder infestation mission, or bunkering with a greenbeard engineer using Fat Boy... I'd personally recommend 2 types of terrain that is best for swarms: Some very open flatland, or a wide tunnel with just enough height (for jumping) and width to kite.
4. Friendly fire and environmental damage
Actually a bigger problem in Haz 5, but still you should be aware that they do more damage in Haz 4 compared to Haz 3. Try to avoid them, especially in shield disruption missions.
Enemies in hazard 4 and 5 do a lot more damage and you need the extra abilities from your weapons to survive it, otherwise you'll find yourself running constantly out of ammo with no real dent in the bugs. Having all the perks on a gun makes a huge difference.
Well, I'm just not sure how to dodge bugs, even though I mostly play as scout. I'm using my grapling hook to evade them but often I get cornered and killed.
Sorry, can't record a video :(
Currently I play mostly as a scout, primary weapon is that rifle, secondary is double submachine guns, I have all upgrades on these weapons. For perks I use increased running speed, quicker refill at supply pods and ability to quickly revive teammates.
Sounds alright. A good scout will definitely make life way easier for a team though you'll have to pick your targets.
You don't have the ammo to wipe a swarm though your burst is high so you'd want to focus down spitters, wardens, the specials really.
Grenades while not doing damage on their own can make handling swarms very easy if well placed for your team, especially at good defensive locations like someone mentioned. Some people consider the starting IFG grenade the strongest of the bunch since you get so many and it lock down an entire tunnel or make kiting much easier in an open field.
Last but not least....use your flares. It really makes life easier for your team, don't underestimate its value.
Otherwise, if in doubt, mine your ears off. Keeping your team supplied and completing the objective more quickly may not sound glorious but it means your team has bullets and less enemies to waste bullets on overall.
You see, scout is a class who counts on the others to clear the swarms. Scout has almost no AoE so his main purpose is do main objectives, light up the caves, clear the cellings from leeches, kill spitters and high priority targets, and, at the end, revive teammates.
So, you must prefer open spaces to fight, if you can, must use your hook to lure hords of common grunts or swarmers into your teammates, who are more capable to deal with them, while you cover their back from the spitters and grabbers.
But the problem is, if your team is hopless there is no much you can do, especially on Haz5. You can revive your teammates a couple of times but if they can't stand and fight after that, you in a trouble, due to single-target nature of scout weapon. Obviously you can't dodge forever.
So, if you want to carry game all by yourself, scout is probably not the best choice. But if you fine with support role, then just do your best and hope that your team know what they are doing.