blocking reduces damage taken by 50%, parries reduce it by 60% explosive heavy attack that deletes Quarterpounds in two hits (very important) and clears crowds in a 150 degrees radius in front of you This i think is the best utility melee which makes it best for a range-based build. In short, effective in combat while also being one of the very few sources of self-healing. Note: you need to hit a player or zed for the explosion to occur heavy attack, while you have the weapon reloaded, will cause an AOE gas explosion which heals yourself and teammates for 15hp in a radius, light attack will heal teammates by 30hp, the gas explosion will damage nearby zeds and is best used against crowds of trash. by far longest reach from all melee weapons It's much better to learn how to avoid damage entirely and spend your precious HP wisely. In my opinion it's a crutch that should be avoided, hemoclobber teaches you to play with brute force, healing the damage you're taking unnecessarily. Hemoclobber is the best weapon to use as a purely offensive melee tool. Buy if it's wave 3 and you still don't have a parry tool. If you spawned with it then keep it until you're upgrading. heavy attack will one-shot rioters with a headshot (with melee expert skill) blocking reduces damage taken by 40%, parries reduce it by 50% Not bad as a combat weapon in waves 1 and 2. Survivalist thrives on having multiple loadouts and experimentation.Ĭheap and light parry tool. Using melee as primary weapons also makes you incompatible with precision perk and (in my opinion) stagnates your growth as a player. In close combat you'll take damage that should be avoided, in later rounds where you'll be investing into armor you should do your best to keep it for emergencies. With that being said it's a playstyle that i suggest you distance yourself from. Survivalist can quite effectively use melee weapons as primary sources of trash killing. When playing this perk past wave 3 you should always have a melee weapon. Melee weapons as primary weapons and utility: Lockdown is great as a general team support perk, it lets you stun raged fleshpounds with your starting pistol and it allowed me to save teammates from rough situations multiple times. ZED TIME - Madman | ZED TIME - Lockdown.30% doesn't sound like much but it props very often considering you'll be killing ~500 zeds each game. Raged scrakes and calm fleshpounds can get stunned as well, this will buy you time and open up for quick take-downs. It massively increases your trash killing capabilities, it often kills crawlers and clots with the explosion and the rest gets stunned for easy kills. Spontaneous Zed-plosion | Make Things go Boom.you can safely rely on your knife to carry you through the first round. Speed is very beneficial in this game and so are berserker weapons for survivalist. You'll switch between these based on the weapons you use. Tactical Reload | Heavy Weapons Training.Nobody cares in the early game but later it becomes a useful resource worth preserving.ģ5% might not sound like much but it applies to both the put down animation of your current weapon and to the pull out animation of the weapon being equipped which translates to approximately 54% faster switch. Your armor goes up to 125 and if you have it you won't take hp damage (with the exception of siren scream which penetrates armor).
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