Difference between revisions of "Community Zombie Infection strategy"
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* The [[Force-A-Nature]]'s knockback can help keep dangerous Zombies at bay, such as Heavy Zombies, as well as potentially save a teammate by knocking the Zombie back when they're about to hit your teammates. | * The [[Force-A-Nature]]'s knockback can help keep dangerous Zombies at bay, such as Heavy Zombies, as well as potentially save a teammate by knocking the Zombie back when they're about to hit your teammates. | ||
* On more open maps, the [[Shortstop]] is an excellent choice, allowing you to keep your distance while still being lethal. | * On more open maps, the [[Shortstop]] is an excellent choice, allowing you to keep your distance while still being lethal. | ||
− | * The ability of the [[Candy Cane]] to cause a small health pack to drop stacks with the small health pack already dropped by the Zombies, resulting in 2 small health packs. Zombies are unable to heal themselves using these health packs, which means that all the health drops can benefit your team. Additionally, the only | + | * The ability of the [[Candy Cane]] to cause a small health pack to drop stacks with the small health pack already dropped by the Zombies (except for the Pyro Zombie), resulting in 2 small health packs. Zombies are unable to heal themselves using these health packs, which means that all the health drops can benefit your team. Additionally, the only source of explosive damage is the Demoman Zombie's ability, which you can easily avoid as Scout. |
* The [[Pretty Boy's Pocket Pistol]]'s up to +3 health on hit is very useful for keeping you alive while simultaneously still having a consistent damage output. | * The [[Pretty Boy's Pocket Pistol]]'s up to +3 health on hit is very useful for keeping you alive while simultaneously still having a consistent damage output. | ||
Revision as of 08:32, 14 October 2023
This article is about Community Zombie Infection strategy.
General strategy
Humans
- Prioritise shooting Medic Zombies, their healing can undo a lot of the damage done and heals incredibly fast.
- The main objective for Humans is to survive, remember to prioritise surviving over killing Zombies.
- Be wary of staying close to each other, although it is important to stay near your teammates, being too close may be ideal for a Demoman Zombie to charge into you and your teammates.
Zombies
Class-specific strategy
Humans
Scout
- Due to Scout's mobility and unlocks, Scout can easily fullfil different roles, from an aggressive damage-oriented class to a more support-oriented playstyle.
- The Baby Face's Blaster gives you much more speed, but reduces your vertical mobility. With a max speed boost, you are the same speed as a Scout Zombie, allowing you to keep your distance much easier.
- The Bonk! Atomic Punch can save yourself from a tricky situation, but it can also be used as a distraction for your teammates or to block the Zombies from reaching them. Be careful of the movement speed penalty after using it, however.
- The Force-A-Nature's knockback can help keep dangerous Zombies at bay, such as Heavy Zombies, as well as potentially save a teammate by knocking the Zombie back when they're about to hit your teammates.
- On more open maps, the Shortstop is an excellent choice, allowing you to keep your distance while still being lethal.
- The ability of the Candy Cane to cause a small health pack to drop stacks with the small health pack already dropped by the Zombies (except for the Pyro Zombie), resulting in 2 small health packs. Zombies are unable to heal themselves using these health packs, which means that all the health drops can benefit your team. Additionally, the only source of explosive damage is the Demoman Zombie's ability, which you can easily avoid as Scout.
- The Pretty Boy's Pocket Pistol's up to +3 health on hit is very useful for keeping you alive while simultaneously still having a consistent damage output.
Soldier
- Engineer Zombies cannot build any buildings making the Cow Mangler 5000 an excellent choice of primary. The downside of less building damage does not come into play while still keeping the infinite reserve ammo. Be sure to check which Medi Gun your Medic is running, the Kritzkrieg's Critical Hits from the ÜberCharge turn into Mini-Crits instead!
- The Beggar's Bazooka can be a good choice of primary, it allows for a consistent stream of rockets. Note that every shot needs to be loaded first, making it more important to be aware of where the Zombies are.
- The Concheror can be a good supportive secondary, as the passive regeneration along with the healing when it's activated makes you hard to kill. Compared to the other banners, the Concheror requires less damage to be fully charged, allowing for more banners to be deployed. The healing can be of great use to slow classes that are prone to being targeted such as the Heavy or Soldier.
- Due to the lack of objective outside of killing, the Pain Train is essentially reduced to a Stock melee reskin.
Pyro
- The Reserve Shooter can be very effective against pouncing Soldier Zombies. Pyro Zombies are immune to flames, making a bullet-based secondary an ideal choice.
Demoman
- Consider equipping a shield. The infinite Zombie hordes will quickly chew through your secondary ammo and will likely not leave you enough time to set up traps, making a shield a good choice.
- Consider equipping the Ali Baba's Wee Booties or Bootlegger as they provide more health, which is useful for not dying.
- Due to the lack of objective outside of killing, the Pain Train is essentially reduced to a Stock melee reskin.
Heavy
- Consider using yourself as a human shield for your fellow survivors if you have full health and have a healing source nearby, as you can tank multiple hits from Zombies. As a result, you make it easier for your teammates to dispatch the Zombies, as they will have their attention directed at you.
- Natascha's ability to slow down enemies can be very useful to keep Zombies at bay, especially since they respawn endlessly. The slowdown has no range limit, meaning you can assist your teammates in escaping Zombies too.
- The Dalokohs Bar assists in prolonging your survival by providing you with extra health, thus enabling you to stay alive for a longer duration. However, be wary of the time it takes to consume it, make sure you have your team or a Sentry Gun protecting you if you cannot find a safe spot to eat.
- Due to its faster recharge, the Second Banana can be useful once your Medic dies. It heals 100 health less than the Sandvich, but recharges in only a third of the time.
- The Gloves of Running Urgently can serve as a last-resort option for making a quick getaway when you've run out of ammo.
- Zombies are mostly locked to melee combat, consider using the Warrior Spirit or the Killing Gloves of Boxing due to the ability to heal on kill or get crits on kill respectively.
Engineer
Medic
- The Amputator's ability to apply a healing effect to all nearby teammates is useful for keeping your entire team alive at the same time, especially if there are no Dispensers.
Sniper
- The Cozy Camper's health regeneration can assist you in surviving for longer periods of time, which is particularly useful in this game mode, or surviving on your own.
Spy
- The Cloak and Dagger's infinite cloak duration can help you hide from the Zombies for prolonged periods of time, however you should remain mindful of the Zombie Spy's ability to reveal you.
Zombies
Scout
Soldier
- When using your ability, try to jump at the same time. This will greaty increase the height gained and will allow you to deal more stomp damage or get to higher places.
Pyro
- Although you cannot set them on fire and deal less damage, if a Human Pyro has a flare gun equipped they will be unable to deal significant damage to you, making them an easy target.
Demoman
- You can start your ability in mid-air and you won't lose your momentum. Use this as a way to surprise Humans, especially in the top of vertical-oriented maps, like Devastation.
Heavy
Engineer
- If you realise that you are about to get killed by a Human, waste your EMP ability anywhere (if possible, try aiming on a Sentry nest, or any standalone building), to avoid an ammo pack from spawning and potentially giving an extra advantage to the enemy team.
Medic
- Your ability makes you temporarily invincible, but still allows you to attack, use this to your advantage. Remember that your ability also heals those around you.
Sniper
- You can use your spit ability to deny Humans from walking in an area, rather than damaging them, possibly forcing them into an unfavourable situation.