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Strategy is a lot more important such as finding a room or hallway to funnel hordes in one direction. Knowing these spots will probably require you to play the maps a couple time. You can check my screenshots for a list of builds that ive used to clear nightmare and no hope and tune them to your liking, havent updated them to fit the new cards yet though.
I'm not finding shotgun as good for ACT 5 because its more difficult to land every pellet on the new enemy, theyre as tanky as tallboys but same size as commons, sniper seems to be better this time around.
- Do you prefer to race through the level to get minimal hordes while possibly missing some stuff, or do you go slowly and methodically, to minimize enemies surprising you and find everything?
- - - - That plays into what you want for speed and stamina cards, as well as if you need item generation/economy cards (like pinata to generate accessories, or unlimited secondary weapon ammo)
- Are you making the deck for solo or cooperative? If co-op, is it randoms or friends you can discuss builds with ahead of time?
- - - - That plays into whether or not you want economy cards (bots give you all their cash at each level start, so money isn't that important). Ammo also is mostly a non-issue in solo play since bots give you ammo all the time, so you can do silly things like double LMG with admin reload and Two is One, and the bots will cover the ammo you're sucking up.
- How good are you at avoiding damage?
- - - - If not very good, then HOW bad? Can you keep yourself up with just first aid stations? Just first aid stations and Fresh bandage card? Do you require trauma resist or a Doc in the party? How often do you get very low (if often, then -damage resist % and glass cannon isn't for you)?
- Do you like long range, mid range, close range? are you any good at your chosen range?
- - - - Long range will want some ADS speed and some sort of secondary weapon that can keep them up in close quarters during a horde. If you use a phoenix or barrett, you need some reload speed too. Mid range is probably going to want recoil control and accuracy and focus on SMG/assault rifle cards. Close range gives you shotguns as a powerful option, provided you can reload them and have adjusted your accuracy to where you want it (too much accuracy and they're pinpoint accurate, which loses the AoE effect of having a sniper, too little accuracy and you don't kill anything beyond 10 feet away). How good you are factors into other points here as well....if you are great at lining up hits on targets on the move, then weakspot damage is a big deal, if you aren't, then you probably want to lean into other mechanics.
- What role is the deck supposed to fill?
- - - - You can't just smash together features from all the different playstyles and expect to get a deck that is GOOD at anything. If you're a sniper, you probably aren't using damage resist or stamina cards at all. If you're looking to mow down the hordes and let someone else deal with mutations when hordes show, you don't need weakspot damage, and you likely don't even need much +damage. If you're a doc, you'll need to drop a LOT of your combat effectiveness to make sure you can heal effectively as well as generate the copper needed to buy upgrades and accessories.
here is a melee tank build that is capable of clearing nightmare pubs, I see you have 16 pages of cards so you should have everything here
for no hope u can swap out some selfish cards for cards with team wide effects
This deck is 1/10. Your deck is all over the place, and lacks the fundamental need for personal defense, team damage amp and team damage mitigation. All while ignoring the specific combat and specialty fixations of your chosen characters specialties or team buffs.(Heng and Hoffman respectfully.)
However, what you DO have is, two and a half very GOOD decks using my formula for deck building.
Using the core cards Combat knife, Wounded Animal and Battle Lust for personal defense, Down in Front, Confident Killer and Marked For Death for team damage amp and support, and Inspiring Sacrifice, Breakout and Amped Up for Team Damage mitigation, you already have your core tanking and support needs.(Further explanation in the shared guide)
Of the 15 cards you picked, you can use sets of 6 each to make 2 separate decks that do two separate things based on your mood. With the remaining 3 as alternate cards to switch out your support cards. As each deck will have 3 extra combat like cards and 3 more support cards.
So starting with the Ultimate Core 9 Cards, finish out your deck as follows.
Deck 1.Tireless Tank This build focuses on taking less regular or trauma damage, and having more energy to swing that weapon or get from point A, to point B, and back again. And this is the build best for Heng, as he can take more hits over time, raising the chance of having more accessories spawn to improve upon tankiness. Along with a chance to keep reusing those meds to stay in the fight longer.
Build Specific Cards
Main Combat Type
-Body Armor
-Scar Tissue
-Fanny Pack
Less Trauma Damage, a bit more health, and the ability to carry more support items, for as Heng you will be possibly producing more with every hit you take.
Support Type
-Cross Trainers
-Superior Cardio
-Rythmic Breathing
Speed isn't important here, endurance is. As a tank you need to get where you are needed, and still be able to swing a weapon, or suddenly stop fighting where you are and move to the next place to draw aggro, or just survive the horde longer than your team so you can clutch. Or sometimes being the tank means not fighting, but getting their attention and having the endurance to stay one step ahead a bit longer. Like drawing a Hag or Ogre away from the main team without being caught and dying.
Deck 2. Roaming Resupply. This build is best for Hoffman, as his kills with spawn some ammo or offensive accessories. Part of that is getting the field kill count, and one way to so that is having options for weapons, like a sniper rifle AND a shotgun, and the ability to line up shots faster, have more bullet penetration, and effective range. All while helping keep diversity being able to switch between ammo types,and guns, fast as one other type gets lower. Reloading faster also helps get the bullets into enemies sooner. These Cards accomplish that
Main Combat Cards
-Two is One, One is None
-Line 'Em Up
-Cold Brew Coffee
Support cards for this build is being an expert in the field helping out with any misc. tasks. Use speed, revive speed and move and sprint speed to get to the job sooner that you can do faster than most. Between this and resupply , a true support class.
-Screw Driver
-Smelling Salts
-Dash
And of course for either of these builds, you could switch out the Support cards with the Extra Chonky trope support. useful for either, having more Hp, trauma resist and extra lives just means you are in the field longer.
-Durable
-Vitamins
-Second Chance
Thankyou again for sharing you deck ideas. And if you get a chance really look over my Core Deck Building guide to help give pointers on building decks the way you want, in an effective way that enhances your gameplay style.
Rating decks for anything other is stupid. Any deck is good for those difficulties. Even the starter deck gets the job done on nightmare.