![]() If anyone disagrees, please submit your complaints in writing. ![]() Dump it as soon as you can for real weapons. ![]() The 101 Pistol is pretty much there to be used by other Perks so they have a means of off-healing (it's cheap and only weighs 1). Its dps isn't high enough once you start seeing medium and large zeds. The 201 SMG is useless past the second wave. It doesn't do well against large zeds, but that's not what the Medic is for anyway. It can wipe out huge swaths of small zeds while simultaneously healing teammates. The major downside of this combo is that both weapons' ammo pools are not particularly large, so ammo management is key. The 301 Shotgun (I think) has the smallest pellet spread of any shotty, making it super accurate and I've decapitated many a Scrake with it (though I would not recommend this on HoE difficulty). The Hemo has enormous range and is powerful enough to take down QPs with 1 or 2 clips if you're using the XRRRX skill setup. If you're looking to keep your kill count up while also healing, I personally love the Hemogoblin + 301 Shotgun combo. The Mine Reconstructor is a gimmicky weapon, but it does have its uses when you know you're going to be able to kite zed swarms or hold a chokepoint. ![]() So you're losing dps but gaining unlimited healing with the darts. The 401 is basically a weaker 501 but with healing darts instead of grenades. The Incision is best used with the Acidic Rounds perk skill. The Vampire is trash and the Corruptor Carbine is better suited to a Sharpshooter on the higher difficulties. The extra heal grenades (which actually heal more than standard heal grenades) are useful if you know you're going to be set up at a chokepoint with your team, but still. Should make it easy to jack them up to level 5 or 10 quickly, so you can get a better feel for whether you like the perk or not without grinding an eternity.Personally, I've never liked the 501 because with its rate of fire and small clip, you're reloading constantly. If you want to grind a couple levels quickly to get over the slow start, the first five waves of endless will let you fight a boss with reduced HP for full Boss XP at the end of 4 very easy waves. Also works while firing downwards during jump to give you extra height or during a fall to reduce fall damage. Similarly, if you jump backwards while firing all barrels of the Double- or Quad-Barrel shotgun (alt fire), it will catapult you backwards, which is a very safe way to fight big Zeds. If you jump while parrying the hit, it will push you back, clearing you of any follow-up hits. You can parry a raging Fleshpounds attack with a well timed knife block (alt fire), reducing a lot of its damage and de-raging them. If a Gorefiend helicopters you into mortadella slices, it might be safer to interrupt their attack with a gun bash than just trying to kill them while eating the damage. It can get Zeds off you, Stumble them back, interrupting their attacks or make them stop blocking and it's the only way to pass a Scrake closely without getting hit. Shoot their gauntlets to freeze without enraging. To freeze a Fleshpound with freeze guns, you need to not deal enough damage to enrage, as freeze power of shots remains the same, regardless of damage dealt. Stuns and freeze will not work on raging Fleshpounds or when Zeds are in a stumble animation.
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