![]() In fact it isn't uncommon for the Berserker(s) to deliberately bait and abandon their teammates so they die, leaving them to kite around the map more easily. Well, for skilled players I would probaly rank them:īerserkers are overpowered since they are way too hard to kill, and one who has any rough idea what he is doing can easily survive on his own. Can kite Fleshpounds allowing them to solo kill them. Good damage (and the ability to stun scrakes) Have to pick your shots and wait for clusters of enemies to be effective. They are a must have on smaller maps with lots of corridors. Piercing attack lets them hit multiple Zeds. Support: Basically a close range alternative to Commando. (SCAR is decent when headshotting but still weak) Great for cleaning up weaker ZEDs and protecting Xbow users while they snipe stronger ZEDs. to prevent teammates from being swarmed, and allows Sharpshooters clear shots at bigger ZEDs. Headshots are a requirement so spam-firing the M14 at the body will leave you without ammo about 1/2 way through the later waves.Ĭommando: Focuses on weaker ZEDs. Good for cleaning up weaker ZEDs from far away. Sharpshooters (w/M14 & LAR): A close range alternative to the XBow. They don't have much ammo for this and headshots are a must to survive. The XBow takes up so much weight they are stuck with handcannons or a katana for up close work. If you have a pair of SS on your team you could even 3x headshot Fleshpounds before they get close. Piercing attack lets them hit multiple Zeds at once ![]() Great for sniping Husks, Sirens and Scrakes before they can get close enough to cause damage to your team. Sharpshooters (w/XBow): Heavy lifter of the team. ![]() Between the 3 you will be set in most all situations. Beserkers are great at surviving and kiting, Commando is great at killing small critters, and SS great at killing large. I would recommend leveling, Beserker, Commando, and Sharpshooter. ![]() I would also recommend avoiding Firebugs for similar reasons. While no one will argue against the logic of explosives being fun, they don't do enough damage on HOE and tend to create a smokescreen that prevents other teammates from being able to see incoming ZEDs. That being said, it is generally agreed by most of the community that you should avoid playing Demolitions at all cost on HOE. There is no single 'best' class in Killing Floor as a good player can perform really well with any of them. The best class to play on HOE comes down to a variety of factors namely, your play style, your teams needs and the map you are on. I'd recommend playing more hoe games both by yourself and with groups. It is evident to me that you have little experience playing more than just berserker. ![]() More so than any other class in large games. The demo, while having a huge vulnerability in closer ranges, is extremely effective in crowd control and fleshpound elimination. Commando is also far more effective at supporting a team, as their dps isn't sufficient in higher waves relative to stronger classes. A medic is a class built around supporting, therefore in a solo game would find much greater difficulty than if with a high dps team. However a berserker or a sharpshooter would more than likely prefer to move and run around a map, both being very effective regardless of difficulty but both needing a lot of breathing room. I've beaten every map with two exceptions as a solo support specialist, just by finding a great spot to hold. There are so many variables to consider, including map and topography, number of players, strategy, weapon choices, and personal class proficiencies.Ī support specialist is absolutely phenomenal in camping small, enclosed space in HOE. Firstly, you cannot, CANNOT, generalize and then classify the effectiveness of each class simply by the HOE difficulty. ![]()
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