Post by uwasawaya on Aug 10, 2006 18:30:59 GMT -5
This is long, but I had fun writing it. Gimme your thoughts as they come, I don't expect you to read it all.
Strategy and the Undead Hordes
Modern military strategy, no matter who it is from or what it is designed for, has one common theme running throughout it: that the enemy you will be facing is human and has those qualities that make up a person. It is of particular importance then to note that these strategies largely become obsolete in the face of that which is neither human or an emotional being. The enemy we study today are the specimens of KF2.0.
There are some important things to think about when designing a combat strategy in the post apocalyptic zombie horror, namely, the zombies. Most important, they do not feel fear or pain. This nullifies nearly every conceivable strategy in existence. Burst fire weapons become a liability to the inaccurate, as suppressing fire is rendered pointless. They won't duck. It wastes ammunition. Likewise, ordered, staggered retreats are also less useful, as leaving any member of the squad in place when the rest should move is potential suicide. Ambushes become last stands, as the enemy cannot be surprised or snuck up on. They always know where you are.
Weapons are important to rethink as well. The above mention of the pointlessness of suppressive fire makes the concept of "spray and pray" a liability to your squad. You may deal damage across a greater number of targets, but you waste ammo, and most importantly, accomplish nearly nothing. Wounding a zombie will do no good at all, they must be killed. Concentrated burst fire upon one foe until destruction is assured is more efficient.
Every single zombie you kill, as opposed to the twenty you wounded, is far more a boon to the team. One less set of teeth to avoid. The bull-pup, then, is different from other situations in it's use. If you aren't careful, you will be reloading constantly. You do have the benefit of a large ammo pool, steady and accurate aim, and tracer fire, but it is weaker then other weapons. To maximize efficiency, at least two members of the squad should always be shoulder to shoulder with bull-pups, concentrating ammunition into the weak points of deadlier foes. It is ideal for Bloats and Sirens, as it avoids their ranged attacks.
The shotgun is another weapon to consider. It's heavy, and can slow you down, but is peerless in close range stopping power. It is accurate in the sense that the spray is hard to miss with at any range, let alone close. It is best used as point defense against Crawlers and Stalkers that get too close for comfort, or any heavy creature that may get within striking range.
The Winchester is perhaps the most unusual weapon in the game, and perhaps the crossbow (I haven't used it) as well. It isn't a guaranteed kill, as a decapitation is not necessarily a kill. It is slow to fire and slow to reload. This should not be used in a solo role, and instead employed as fire support, removing the heads of the enemy that poses the most threat.
A team of four or five should have no problem working coherently with a diverse selection of weapons. Ideally, two armed with bull-pups, one with a shotgun, one with a Winchester should be able to hold off most assaults sufficiently. The bull-pup soldiers should be on the outside of the line. The shotgunner should stand between them, mopping up anything that gets close, and the Winchester sniper should be behind them to either side, to allow firing between soldiers. If one needs to move, they should move straight back, so as not to interrupt another's firing lines. In the open, this will prove formidable. In a hallway, this is potentially a meat grinder for the opponents. A fifth soldier might take up the shotgun as well, if space permits, or cover the rear or act as medic. At six a medic is required, full time, and should be lightly armed with heavy pistols for mobility.
Melee should always, always be a last resort. After all, getting close is what they want you to do.
Level layout is important. You should always know your way around, and always ALWAYS have two ways leading out from where you are. Three is better. If you get surrounded at all your location has stopped being useful and has instead become a grounds for slaughter. Shoot your way out and reform elsewhere. Corners are good for setting up a firing point, as it takes time (even the slightest bit helps) for the monsters to get around them, giving you more time to relax and make each shot count.
Welding is a mixed bag. Doors should not be welded for effect... you are accomplishing nothing by delaying confrontation (except by the creatures dying by default, but I don't consider that playing). Welded doors also work on you if you become flanked. You don't want your unit focusing on opening a door they just sealed to escape something they didn't see coming. Welded doors also block vision, which is obvious, but if you are considering it for an escape, you don't know what will be out there. In an emergency, during a retreat for medical treatment, doors should be constantly welded, at least a little, between the unit and the flood of monsters to give the medics time to heal everyone. Every second counts.
Grenades. Amazing little things that they are, they have a purpose: to combat large concentrated groups of enemy forces. You are always, ALWAYS outnumbered and under armed. Use grenades, don't save them. Every grenade you die with is a potential group of creatures dead. You were given more of them in 2.0 and a dedicated hot-key for a reason.
My last rant will be about soloists. This message is to you. If you ever left your team in a firefight, if you ever camped the door to the shopkeeper while your friends were fighting, if you ever ran off in one direction while the other team went another, you are not worthless. You are worth something to the enemy. By your very presence in a team based game, you acknowledge your agreement to aid others. Your presence brings with it more enemies, more damage, more danger, and less weaponry and supplies for the rest of the group. It doesn't matter how many you kill before you die, it doesn't matter how 1337 you are. You are a liability, and are not appreciated. You are not a hero.
Achilles may have slew hundreds, but one man was all it took to kill him. King Leonidas and 299 other Spartans, along with a number of conscripted civilians, slew over 20,000 Persians at Thermoplyae due to discipline, favorable conditions and peerless unit cohesion.
Strategy and the Undead Hordes
Modern military strategy, no matter who it is from or what it is designed for, has one common theme running throughout it: that the enemy you will be facing is human and has those qualities that make up a person. It is of particular importance then to note that these strategies largely become obsolete in the face of that which is neither human or an emotional being. The enemy we study today are the specimens of KF2.0.
There are some important things to think about when designing a combat strategy in the post apocalyptic zombie horror, namely, the zombies. Most important, they do not feel fear or pain. This nullifies nearly every conceivable strategy in existence. Burst fire weapons become a liability to the inaccurate, as suppressing fire is rendered pointless. They won't duck. It wastes ammunition. Likewise, ordered, staggered retreats are also less useful, as leaving any member of the squad in place when the rest should move is potential suicide. Ambushes become last stands, as the enemy cannot be surprised or snuck up on. They always know where you are.
Weapons are important to rethink as well. The above mention of the pointlessness of suppressive fire makes the concept of "spray and pray" a liability to your squad. You may deal damage across a greater number of targets, but you waste ammo, and most importantly, accomplish nearly nothing. Wounding a zombie will do no good at all, they must be killed. Concentrated burst fire upon one foe until destruction is assured is more efficient.
Every single zombie you kill, as opposed to the twenty you wounded, is far more a boon to the team. One less set of teeth to avoid. The bull-pup, then, is different from other situations in it's use. If you aren't careful, you will be reloading constantly. You do have the benefit of a large ammo pool, steady and accurate aim, and tracer fire, but it is weaker then other weapons. To maximize efficiency, at least two members of the squad should always be shoulder to shoulder with bull-pups, concentrating ammunition into the weak points of deadlier foes. It is ideal for Bloats and Sirens, as it avoids their ranged attacks.
The shotgun is another weapon to consider. It's heavy, and can slow you down, but is peerless in close range stopping power. It is accurate in the sense that the spray is hard to miss with at any range, let alone close. It is best used as point defense against Crawlers and Stalkers that get too close for comfort, or any heavy creature that may get within striking range.
The Winchester is perhaps the most unusual weapon in the game, and perhaps the crossbow (I haven't used it) as well. It isn't a guaranteed kill, as a decapitation is not necessarily a kill. It is slow to fire and slow to reload. This should not be used in a solo role, and instead employed as fire support, removing the heads of the enemy that poses the most threat.
A team of four or five should have no problem working coherently with a diverse selection of weapons. Ideally, two armed with bull-pups, one with a shotgun, one with a Winchester should be able to hold off most assaults sufficiently. The bull-pup soldiers should be on the outside of the line. The shotgunner should stand between them, mopping up anything that gets close, and the Winchester sniper should be behind them to either side, to allow firing between soldiers. If one needs to move, they should move straight back, so as not to interrupt another's firing lines. In the open, this will prove formidable. In a hallway, this is potentially a meat grinder for the opponents. A fifth soldier might take up the shotgun as well, if space permits, or cover the rear or act as medic. At six a medic is required, full time, and should be lightly armed with heavy pistols for mobility.
Melee should always, always be a last resort. After all, getting close is what they want you to do.
Level layout is important. You should always know your way around, and always ALWAYS have two ways leading out from where you are. Three is better. If you get surrounded at all your location has stopped being useful and has instead become a grounds for slaughter. Shoot your way out and reform elsewhere. Corners are good for setting up a firing point, as it takes time (even the slightest bit helps) for the monsters to get around them, giving you more time to relax and make each shot count.
Welding is a mixed bag. Doors should not be welded for effect... you are accomplishing nothing by delaying confrontation (except by the creatures dying by default, but I don't consider that playing). Welded doors also work on you if you become flanked. You don't want your unit focusing on opening a door they just sealed to escape something they didn't see coming. Welded doors also block vision, which is obvious, but if you are considering it for an escape, you don't know what will be out there. In an emergency, during a retreat for medical treatment, doors should be constantly welded, at least a little, between the unit and the flood of monsters to give the medics time to heal everyone. Every second counts.
Grenades. Amazing little things that they are, they have a purpose: to combat large concentrated groups of enemy forces. You are always, ALWAYS outnumbered and under armed. Use grenades, don't save them. Every grenade you die with is a potential group of creatures dead. You were given more of them in 2.0 and a dedicated hot-key for a reason.
My last rant will be about soloists. This message is to you. If you ever left your team in a firefight, if you ever camped the door to the shopkeeper while your friends were fighting, if you ever ran off in one direction while the other team went another, you are not worthless. You are worth something to the enemy. By your very presence in a team based game, you acknowledge your agreement to aid others. Your presence brings with it more enemies, more damage, more danger, and less weaponry and supplies for the rest of the group. It doesn't matter how many you kill before you die, it doesn't matter how 1337 you are. You are a liability, and are not appreciated. You are not a hero.
Achilles may have slew hundreds, but one man was all it took to kill him. King Leonidas and 299 other Spartans, along with a number of conscripted civilians, slew over 20,000 Persians at Thermoplyae due to discipline, favorable conditions and peerless unit cohesion.