Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
now zombies do more dps and hae special variants. So you'll need to put in there more %stun threshold / recovery to not get stunlocked by bosses or even curse of comer zombies. Also investing more in stun / knockback distance / duration to keep zombies at bay hit and run tactics.
normal zombies but mutant boss status (1 for each special damage type making it 4 different types) like the slightly bigger/taller ones in lvl 1-5 areas
spiters
stalkers if they're not chasing you directly
Chiors will gain an advantage if you're close range
Mothers can sadly one shot you (seen it happen if you survive you can get black and white status easily)
Fingers can do some damage at close range + they can have the added bonus of blinding you if you look too high up
roid hulks will mess you up at close range
tendrils too but they have the b.s. long arm range of 1-2 counter tops
With more special infected being added chainsaws may be worth more for special infected zombies than mutants bosses
with the new assault rifles on the way, they'll give chainsaws a run for their money.
To add headshot damage is better for bosses than body damage. Even with high body damage it's still better to headshot them.
Chainsaws also have a hidden bonus of (idk if bug or feature) stun locking normal zombies with a high enough knockback. Bosses sadly have a knockback cooldown especially tendrils since people used to cheese them with melees.
Apwn capped it but yeah its basically ALMOST unlimited sprint. Though with high sprint duration and speed you can literally never need to rely on cooldowns b/c you can cover the equivalent of 1 block at half the sprint bar in like 10 seconds.
It's sorta like in DF1 where people would tap run only when bosses would attack especially titans who would easily out last you but you could out sprint them before their attacks registered.
https://www.df2haven.com/community/viewtopic.php?t=58&start=10