Difference between revisions of "Community Zombie Infection strategy"

From Team Fortress Wiki
Jump to: navigation, search
m (Auto: EnforceCapitalization(Baby Face's Blaster), EnforceCapitalization(Force-A-Nature), EnforceCapitalization(Mad Milk), EnforceCapitalization(Sandman), EnforceCapitalization(Scout), EnforceCapitalization(Scouts), EnforceCapitalization(Heavies), ...)
m
Line 4: Line 4:
  
 
== General strategy ==
 
== General strategy ==
 +
=== Humans ===
 +
* Prioritise shooting Medic Zombies, their healing can undo a lot of the damage done and heals incredibly fast.
 +
 +
=== Zombies ===
  
 
== Class-specific strategy ==
 
== Class-specific strategy ==
 
=== Humans ===
 
=== Humans ===
 
==== {{class link|Scout}} ====
 
==== {{class link|Scout}} ====
Due to retaining all the abilities from standard TF2, Scout remains an oppressive and mobile force in zombie infection. His speed combined with his wide variety of unlocks lets him slot well into almost any role, switching from an aggressive frontline foe to a backline support specialist. Since most zombies cannot easily hit a dodging Scout, he serves as both a distraction and irritation the zombies can't ignore.
+
* 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 Baby Face's Blaster, especially if combined with unlocks such as the Wrap Assassin or the Flying Guillotine, enables you to take far more risks while remaining just as, if not more, safe due to the speed boost. If a Scout is the last one alive, it can also help him outpace enemy zombie Scouts to clutch a win.
+
* 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.
*The Bonk Atomic Punch, while gimmicky, can save his team against charging zombie demos, forcing their charge to stop with him and protecting the other classes from a potential wipe.  
+
* On more open maps, the [[Shortstop]] is an excellent choice, allowing you to keep your distance while still being lethal.
 
 
*The Force-A-Nature, while dealing much less damage overall, can help stall out zombie Heavies and keep members of the team who get in over their head from being turned. if using this weapon, it is recommended to play a more hit-and-run role, using support items such as Mad Milk and the Sandman to further keep the team alive.
 
  
 
==== {{class link|Soldier}} ====
 
==== {{class link|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 secondary 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!
  
 
==== {{class link|Pyro}} ====
 
==== {{class link|Pyro}} ====

Revision as of 13:23, 12 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.

Zombies

Class-specific strategy

Humans

Leaderboard class scout.png 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.

Leaderboard class soldier.png 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 secondary 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!

Leaderboard class pyro.png 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.

Leaderboard class demoman.png Demoman

  • Consider equipping a shield, as it blocks 50% of the damage from direct Zombie attacks. 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.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy

Zombies

Voodoo-Cursed Scout Soul Scout

Voodoo-Cursed Soldier Soul 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.

Voodoo-Cursed Pyro Soul 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.

Voodoo-Cursed Demoman Soul Demoman

Voodoo-Cursed Heavy Soul Heavy

Voodoo-Cursed Engineer Soul Engineer

Voodoo-Cursed Medic Soul 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.

Voodoo-Cursed Sniper Soul 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.

Voodoo-Cursed Spy Soul Spy