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I practice and strongly recommend the same. If there is ever a horde or boss encounter in the swamp, you drop everything and immediately haul it back to the houses as fast as you can. I've found choosing to stand your ground in the swamp to be more often than not a sentence to death at worst or severe injury at best.
From my experience, this spot is so good to hold up on that you don't even need the minigun for supporting fire. As long as you have one person keeping an eye out for the ranged mutations, you just camp until the gravel pile seems high enough.
I've seen the gravel run handled well enough two ways. The first is where everyone beelines it to the Safe Room preferably tossing out firecrackers or pipe bombs along the way although it's not necessary due to Ridden aggro being spread across multiple people. With this method, it's likely that the stage will be cleared although not with everyone making it.
The second way is by having one person, preferably running mobility cards, beeline it to the Safe Room themselves killing as little as possible. After securing themselves, the rest of the team can follow behind with little to no resistance as hopefully most if not all of the Ridden spawn cap will be fruitlessly bashing away at the Safe Room door.
I like the second method better as it's not only easier on the team's health and resources but also permits the last portions of the stage to be safely looted for resources that'll no doubt come in handy for The Crossing coming up next.
Unless you know with certainty that you're in a team with high DPS, you should always beeline it away from the Breaker the instant he goes in for his first leap. Even if you still aren't far enough, you have until he finishes his first summoning call to ensure so.
The locust swarm is the second worst aspect of the Breaker next to his ability to infinitely and frequently summon hordes until death. Luckily, this annoying aspect of his can be nullified entirely by being within the swarm before or soon enough after it appears. If this turns out to be unintentional and gets fixed later on, oof because this tactic has been the sole reason I've seen the majority of Breaker fights won.
Two important things of note are that if you are fighting the Breaker for an extended length of time (I think 30-45 minutes? Never timed it but it sure felt like a while.), he'll eventually disperse and recall his swarm around his current location which can royally screw up whatever kiting path you and/or your team have been handling him on. Additionally, once you've made it quick enough into the Breaker's swarm, you must not even so much as touch the clear circle otherwise you'll no longer be able to safely move within the swarm.
Yeah, I agree. I'm not a fan of this spot because the choke point cuts both ways given the infinite horde. You can however effectively buy an opening with a firecracker or pipe bomb as long as you've cleared out any nosy mutations at the door first.
I believe this happens when someone dies too soon after being Hocker pinned? They're technically dead but their last location before death will still draw Ridden aggro. I've also occasionally seen the bleed-out bar completely disappear with incapacitated players for unclear reasons seemingly rendering them immune to both Ridden and bleeding out short of manually triggering it themselves.
Yes. I learned that from a video playthrough. I used one cracker before climbing up the last wagon and the other one before reaching the last stairs inside the house, because in both cases I was getting swarmed. I think I was also lucky to not get blocked by a mutation inside the house.