安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









If you need to widen the spread for trash cleaning, do it by taking a shotgun that has a wider native spread of pellets (HZ-12, S12, Nailgun). Not taking "Tight Choke" will make the entire loadout less effective against large zeds.
I will also reiterate that "Concussion Rounds" is the best choice for each wave that can spawn large zeds. In long HoE games, even the 3rd wave can already spawn a Scrake, so it's safe to say that the right-side skill is better for pretty much all waves other than the first 2.
https://www.youtube.com/watch?v=aa9ZL1OBmOI
Also, [AA-12 + M4] has been a suboptimal loadout since the dawn of time. It leaves no space for the Double-Barreled Shotgun (DBS) that lets you stumble enraged Fleshpounds. Here are some examples of better loadouts:
- AA-12 + T3/T4 DBS + Desert Eagle/HRG Buckshot + HMTech-101
- M4 + T3/T4 DBS + HZ-12 + Deagle/HRG Buckshot/HMTech-101
- M4 + T3/T4 DBS + HMTech-301
- AA-12 + DBS + HZ-12
A better decision would be to take "Tactical Reload" for M4 or replace it with a shotgun that scales better with "High Capacity Magazines", such as VLAD Nailgun, HZ-12, or S12.
Planning on adding alternate loadouts I discovered which again, if it doesnt suit you. Its okay. I am aware some loadouts I have has pros and cons too. I also have been taking notes from these tests I made as well. I'll keep noted on your comments as well in regards of it.
1. Frost Fang is meant to be used mainly large zeds. You can freeze them on top of it so it helps.
2. Famas I have recently tried it out and admit it MAY be a bit inaccurate on some parts (I thought it does, I've tried it. But I havent been looking closely that I was getting assistance).
3. HM-Tech Shotgun is more of a "extra gun" used when out of ammo. But for the most part, they are all fairly useful on any zeds. But Famas imo, is more harder to kill unless Zed Time is used.
1. The Double-Barreled Shotgun or a Doomstick: this is what you use to stumble Fleshpounds and kill Scrakes safely, without spending too much ammo.
2. Filler weapons to start large zed takedowns with as well as to save ammo:
- AA-12 + (off-perk Desert Eagle or HRG Buckshot). Pick off slow & weak zeds with your handgun of choice to conserve AA-12 ammo.
- M4 + (HZ12 or HMTech-301). A build with 3 shotguns that offers plenty of ammo. Use M4 & DBS/Doomstick for large zeds and use HZ12/HMTech-301 to save ammo and mag-dump during the Zed Time.
Upgrade the Double-Barreled Shotgun once or twice (optimal) in 6p multiplayer games on HoE. In solo modes and on the lower difficulties, you can just take the good old (AA-12 + DBS + HZ12) combo.
1. These skills are useless anyway.
2. The right-side options make a much more significant difference.
Here's a compilation of large zed takedowns by RykerZzZ: https://www.youtube.com/watch?v=lcZ7zTO1MCA&list=PLwAfSBqB7sbORjA_Gle1Vi2QralH5waAo
(keep in mind that the DBS in videos by RykerZzZ is roughly equivalent to the DBS upgraded twice after the Summer Sideshow update of 2018, or once, depending on the settings)
Look at all those large zed takedowns done up close. This is why you need "Concussion Rounds": this skill lets you stumble Scrakes early enough as well as stumble enraged Fleshpounds with the DBS and Doomstick consistently. It serves as the main combo enabler. You can switch to "Resupply Pack" during Trader Time, overcap your guns, and let teammates take extra ammo from your backpack. Then switch back to "Concussion Rounds" before the Trader Time is over.