Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If specials give you the most trouble, just stack all cards that increase damage, find a sniper rifle and left click them.
Weapon choice is a Deagle + M95. Deagle is primarily for shooting anything not a Mutation. M95 is solely for Mutations although the Deagle can sufficiently fill an all-purpose role indefinitely should I somehow run out of sniper ammo.
Preferred attachments are long barrels, fast mags, reflex or holo-sights, and light stocks.
Preferred items are stun guns, medkits, and flashbangs.
Having superior mobility is a very, very strong advantage and allows you a great amount of freedom in how you can handle the Ridden. Not to mention a mobility-focused deck comes online and starts granting you massive boosts in survivability soon after if not right at the very start of the campaign.
Build is very effective in both completely avoiding Ridden when necessary or desired and kiting and whittling them down otherwise. While you can perform great feats of survivability in the absence of a team, I nonetheless recommend staying within reasonable reach of your team at all times only when safely possible as while superior mobility is a significant combat advantage, you are not Jesus.
Breakers are a notable threat one-on-one should you choose or need to fight them and soloing them can be tricky depending on the surrounding area only due to their endlessly repeated Mutation and Common summoning. Getting caught within the circle alone is a death sentence. Take too long to kill a Breaker and it will summon a new swarm circle to replace the old one although you'd have to be fighting it for quite some time to witness this occurring.
There are certain situations where you cannot or it's highly unlikely you'll survive if your team kicks the bucket. Notable instances that come to mind are Act 1's The Sound of Thunder and Hell's Bells, Act 3's T-5, and Act 3's Road to Hell gauntlets due to endless and continuous streams of Ridden preventing or making it incredibly difficult for you to complete an objective.
During the run, you'll just ignore ridden, ignore exploring, ignore everything, and rush to the end. This is good to farm Supply Points in some maps as well, even more on maps that you don't need to kill or look for things.
All Acts in less than 1 hours in a half.