Post by uwasawaya on Aug 23, 2006 17:32:39 GMT -5
Ok folks, as a member of the XPC I am noticing something alarming. That is death, and it's abundance within our ranks. With that in mind, I propose we start strategizing our approach to certain maps. First up: Swamp. Sorry these are long, I like detail.
After obsessively playing it all last Saturday and Sunday with the XPC, we proudly managed to get to (what I think was) the 9th wave out of 18. Does that terrify anyone else? So I sat down with my mate Caesar (well, killed crap with him) and thought up some ideas.
Essentially, every time we finally succumbed to the waves of naked horror, it was because of that god damned side door on the house.
Before, we had two on each door and two upstairs... which didn't really work, as we all died anyway.
Here's my idea. At the beginning of the map, we have one person grab the weapon at the top of the little swamp outpost, and one run to the crate depot to the left of the spawn ASAP for that weapon. A third is upstairs, that is three people armed. I don't think anyone should buy anything for the first wave. At the second, assuming everyone kept the weapons they found and started with $300, we sell what we can afford to sell (i.e. everything) and those that can afford it buy Hunting Shotguns. The rest can probably deal with regular shotguns for the moment. We might be able to make a second wave without them though.
At this point, two people with hunting shotguns and a medic should stand ready at the back door. This job is going to suck at first. They will constantly weld the door as long as the three of them can. This frees up the sniper and the front doorsmen to whittle them down awhile from their respective spots.
Now the difference in what we did before. When the side door falls, the three on that door greets them with hand grenades and shells, and then goes OUTSIDE the house, just outside the door. There aren't many approaches to that door, so it should be easy (figuratively) to hold for awhile. The sniper should focus everything he has at this point on Sirens, prioritizing the ones on the side door, as they hurt outside shotgun range.
When those three are forced back into the house, that is when those at the front door will fall back... no later, because once the monsters gain the house those still in the front are dead. After that it will be a rotation upstairs, alternating (very important) shotgun fire to conserve ammo and an occasional grenade.
Focusing on the side door is key in my opinion. Load outs will be simple, shotgunners should have at least a hunting shotgun, with a regular combat shotgun for backup. Every round they should start with full ammo for the hunter and full grenades. The sniper obviously should have a Winchester and possibly a combat shotgun for when the shit hits the fan. A Handcannon might help his long range ability more though. He will NEED to pay attention to weapon and ammo spawns upstairs.
The Medic is the big one... kind of a toss up. On one hand, I think she should always carry a Winchester, loaded, for the sniper to swap with. On the other, a shotgun or at least a Handcannon will make her more useful for holding the door.
The side doorsmen will have to be very very good about reporting over voice what is occurring with them, so that the front doorsmen can retreat when needed.
Only things I wonder are whether or not both grenades and the Siren's scream can hurt doors.
After obsessively playing it all last Saturday and Sunday with the XPC, we proudly managed to get to (what I think was) the 9th wave out of 18. Does that terrify anyone else? So I sat down with my mate Caesar (well, killed crap with him) and thought up some ideas.
Essentially, every time we finally succumbed to the waves of naked horror, it was because of that god damned side door on the house.
Before, we had two on each door and two upstairs... which didn't really work, as we all died anyway.
Here's my idea. At the beginning of the map, we have one person grab the weapon at the top of the little swamp outpost, and one run to the crate depot to the left of the spawn ASAP for that weapon. A third is upstairs, that is three people armed. I don't think anyone should buy anything for the first wave. At the second, assuming everyone kept the weapons they found and started with $300, we sell what we can afford to sell (i.e. everything) and those that can afford it buy Hunting Shotguns. The rest can probably deal with regular shotguns for the moment. We might be able to make a second wave without them though.
At this point, two people with hunting shotguns and a medic should stand ready at the back door. This job is going to suck at first. They will constantly weld the door as long as the three of them can. This frees up the sniper and the front doorsmen to whittle them down awhile from their respective spots.
Now the difference in what we did before. When the side door falls, the three on that door greets them with hand grenades and shells, and then goes OUTSIDE the house, just outside the door. There aren't many approaches to that door, so it should be easy (figuratively) to hold for awhile. The sniper should focus everything he has at this point on Sirens, prioritizing the ones on the side door, as they hurt outside shotgun range.
When those three are forced back into the house, that is when those at the front door will fall back... no later, because once the monsters gain the house those still in the front are dead. After that it will be a rotation upstairs, alternating (very important) shotgun fire to conserve ammo and an occasional grenade.
Focusing on the side door is key in my opinion. Load outs will be simple, shotgunners should have at least a hunting shotgun, with a regular combat shotgun for backup. Every round they should start with full ammo for the hunter and full grenades. The sniper obviously should have a Winchester and possibly a combat shotgun for when the shit hits the fan. A Handcannon might help his long range ability more though. He will NEED to pay attention to weapon and ammo spawns upstairs.
The Medic is the big one... kind of a toss up. On one hand, I think she should always carry a Winchester, loaded, for the sniper to swap with. On the other, a shotgun or at least a Handcannon will make her more useful for holding the door.
The side doorsmen will have to be very very good about reporting over voice what is occurring with them, so that the front doorsmen can retreat when needed.
Only things I wonder are whether or not both grenades and the Siren's scream can hurt doors.