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12-26-2008, 11:44 AM
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#1 (permalink)
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Join Date: May 2008
Location: Maryland
Posts: 2,695
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Team Weapon Loadout
Zombies all around, no hope. But lookie! A small weapons cache! Your team only armed with pistols clamors for the weapons but suddenly stops. What should each member carry to be most effective? The shotgun has stopping power, but at low ammo takes forever to reaload and lacks long range fire. The uzi has long range, but is a bullet guzzler without controlled burst fire.
At the beginning, I think the two shotgun two uzi combo gives you the best of both worlds. You have the stopping power for the rushes, but also the long range incase of smoker intanglement and to take out a boomer long range.
You team struggles. But what a stroke of luck! Another ammo cache with shiny new weapons. The problem comes up again though, what to bring? The auto-shotgun has even more stopping power then the original, and can easily unload into an oncoming zombie horde. But, reload time is still long and it still lacks long distance fire. The assault rifle is a powered up uzi; it has longer range nd more accuracy. Best of both worlds it seems? But like the uzi, it still lacks additional ammo without controlled burst fire. The hunting rifle is a new addition. It has the powered to fell a zombie in one hit, but at close range the slow fire is often ineffective.
I like either the auto-shotty, two rifle, and hunting rifle or the two auto-shotty, one rifle, and hunting rifle. But it really depends on the team itself. If you have someone who enjoys the hunting rifle have them bring it! BUt don't assign it simply to have some. Same with all the other weapons. My combo brings a nice taste of everything. The rifle is my weapon of choice, but if no one is carrying the auto-shotty it is a neccecity.
What do you like to bring?
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12-26-2008, 01:15 PM
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#2 (permalink)
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Join Date: Aug 2007
Location: Ireland
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Re: Team Weapon Loadout
In versus it hardly matters too much unless everyone is carrying hunting rifle. you're moving more quickly so while you mightn't be able to take out a long range smoker or hunter a boomer takes 2 pistol shots which should be easy enoguh once you crouch. Also if you have two pistol there is even less need to spread the weapons around.
In campaign where you go slower it's better in my opinion to have a good spread of weapons. Hunting rifle is good for long range and can clear an area very quickly. Which is key if you are in expert. Then you can use wither 2 shotguns or 2 ARs.
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12-27-2008, 03:58 PM
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#3 (permalink)
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Join Date: Apr 2007
Location: On your six
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Re: Team Weapon Loadout
Sorry, but I'd just like to say it now: Hunting rifles are a burden in vs. I STRONGLY dislike when somebody uses a freakin hunting rifle on Hospital or something similar...
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12-27-2008, 06:46 PM
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#4 (permalink)
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Join Date: Apr 2007
Location: Milky Way Galaxy
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Re: Team Weapon Loadout
The only use I've found for the hunting rifle in vs. is the last level in blood harvest until you get to the finale house. Even then there should be 1 maximum.
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12-27-2008, 10:04 PM
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#5 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
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Re: Team Weapon Loadout
Quote:
Originally Posted by TheSkudDestroyer
Sorry, but I'd just like to say it now: Hunting rifles are a burden in vs. I STRONGLY dislike when somebody uses a freakin hunting rifle on Hospital or something similar...
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In vs, I agree, except for NM4. You can shoot through so many walls based on the sound alone, and the narrow corridors mean that the HR holds its own against the horde because of its penetration. Ideal vs setup: 3 shotguns, 1 assault rifle or four shotguns. The autoshotgun is just too good against tanks, hordes, and specials while on the move to be left behind.
In campaign, though, one HR is very useful since everything moves so much more slowly. Also, the shotgun becomes a teamkilling monster on expert. Ideal campaign: One shotgun, one hunting rifle, two of personal preference.
Last edited by Razcsak; 12-27-2008 at 10:52 PM.
Reason: 4 =/= 3
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12-28-2008, 02:53 AM
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#6 (permalink)
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Join Date: May 2003
Location: Kansas City area (U.S.A.)
Age: 37
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Re: Team Weapon Loadout
I've never really had a problem with the hunting rifle, even in vs. Granted, I tend to use my dual pistols most of the time. When a rush comes, that hunting rifle punches through a LOT of undead, so you can fire slower. It allows a long range shot to help someone, or a shot THROUGH a wall or lots of undead to save someone from a smoker or a hunter.
It depends on what someone is good with. I think someone who isn't good with a hunting rifle in vs may be a big detriment, but someone good with it can be useful.
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12-30-2008, 12:59 AM
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#7 (permalink)
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Join Date: Jan 2006
Posts: 789
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Re: Team Weapon Loadout
I think basic setup should always be at the start:
4 SMGs (uzi)
As for Advanced weapon setups it depends on the team you have in terms of weapon skill. For a generic team:
2 automatic shotguns
2 assault rifles
and you should have no issues. But what if we got down to specifics, like the map level, and potential infected encounters (tanks/witches), now you might want different kinds of setups:
3 auto-shotguns
1 assault/sniper rifle
To me, it doesnt really matter in the end what people use. With an average skilled group of TG players, I think the best setup would be the person's favorite weapon that lets them take the least amount of damage.
Once familiarity increases, then you can outfit a group with say, 4 auto shotties (close group, tank/witch killer) or 4 assault rifles (tank killer/kiting, anti-smoker, etc), or a mix of anything inbetween.
There really isnt a wrong choice I think, as long as they are comfortable with their gun.
Further, the hunting rifle is rockin in versus. Just gotta put it in the hands of those who can use it and its like an autoshotty assault rifle.
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01-03-2009, 02:33 PM
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#8 (permalink)
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Join Date: Aug 2008
Location: Bloomington, IN
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Re: Team Weapon Loadout
HR, 2 Auto Shottys, 1 Assault Rifle. 2 Molotovs, 2 Pipe Bombs.
when a horde rush comes, the guy with the Assault Rifle stands at the door and melees back, while the other 3 (2 shottys/HR) stand behind and deal the dmg.
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01-14-2009, 02:30 PM
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#9 (permalink)
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Join Date: Sep 2008
Location: Gaithersburg, Maryland
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Re: Team Weapon Loadout
I usually bring an Auto-Shotty, and the rest of my team usually goes with another shotgun and 2 uzis/assault rifles. Plus, on the explosives end, you can't go wrong with 2 pipes and 2 molotovs.
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01-14-2009, 05:00 PM
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#10 (permalink)
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Join Date: Jan 2006
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Re: Team Weapon Loadout
I am starting to feel 4 Uzi's and 4 assault rifles is the best balance between distance, damage, stopping power, tank killing, witch killing, horde killing, clip size, piercing, and reload speeds.
I see on the forums that people favor the autoshotty. I see by weapon statistics on servers, people actually favor assault rifles slightly more.
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01-14-2009, 05:34 PM
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#11 (permalink)
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Join Date: Sep 2008
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Re: Team Weapon Loadout
Quote:
Originally Posted by Avs
I am starting to feel 4 Uzi's and 4 assault rifles is the best balance between distance, damage, stopping power, tank killing, witch killing, horde killing, clip size, piercing, and reload speeds.
I see on the forums that people favor the autoshotty. I see by weapon statistics on servers, people actually favor assault rifles slightly more.
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It's really dependent on your team, I would suppose.
AR's require a concious understanding of 'saving ammo' and a good bit of teamwork to filter out the zombies from afar, rather than wating till last second to go toe to toe with a horde.
Auto Shotties require, in all honeslty, simply the ability to aim and click fast. Which is also an advantage, because it is all the less likely you will run out of ammo and is very likely that you will be scoring a lot more kills than a single AR-using survivor.
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01-14-2009, 07:33 PM
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#12 (permalink)
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Join Date: Dec 2005
Location: the Mutara Nebula
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Re: Team Weapon Loadout
I looove the hunting rifle, regardless of whether I'm playing close quarters or not. It's penetration is great, is extremely helpful to help friendlies from afar, and doesn't waste ammo. I generally prefer:
2x auto-shotguns
1x M16
1x M14
Like the auto-shotgun, the M14 also becomes a teamkilling machine on expert. With it's extreme penetration and 60% damage (I believe) you can really mess up your team if you start freaking out and firing blindly.
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01-15-2009, 02:57 AM
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#13 (permalink)
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Join Date: Jan 2006
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Re: Team Weapon Loadout
Yeah, I guess the AR loadout really depends on your team. But now that smokers are so dangerous, wouldnt you want the AR to break tongues and kill smokers from afar?
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01-15-2009, 07:39 PM
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#14 (permalink)
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Join Date: Jun 2008
Posts: 75
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Re: Team Weapon Loadout
I've found one autoshotty very useful for quick witch kills. Don't want to lose momentum in versus or risk an incap. Though otherwise I encourage anyone who can aim to get ARs. Especially if they're strangers and I expect them to be falling behind and getting pounced and need the long range killing.
And doesn't friendly fire not apply if the bullet is penetrating a static object?
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01-16-2009, 01:38 AM
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#15 (permalink)
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Join Date: Dec 2005
Location: the Mutara Nebula
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Re: Team Weapon Loadout
Quote:
Originally Posted by Transcendant
I've found one autoshotty very useful for quick witch kills. Don't want to lose momentum in versus or risk an incap. Though otherwise I encourage anyone who can aim to get ARs. Especially if they're strangers and I expect them to be falling behind and getting pounced and need the long range killing.
And doesn't friendly fire not apply if the bullet is penetrating a static object?
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That's true, but it can penetrate any number of zombies and still hurt friendlies. So if you get boomered don't start blind-firing!
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lTG-6thl NardDawg
I should hook you up with my German friend Nadia. She's into handcuffs and things. And slightly mentally unstable. Good times.
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