*Updated for every combination of players*
Team Shopping List and Roles: Solo
The Kite Runner: Thundergun, MP5K
*Essential Perks (in order of importance)* Jug, Revive, Stamina, Speed
*Equipment* claymores, gersch device
Team Shopping List and Roles: Two Player
The Kite Runner: Thundergun, MP5K
*Essential Perks (in order of importance)* Jug, Revive, Stamina, Speed
*Equipment* claymores, gersch device
The Guardian: (flexible) Mustang & Sally (upgraded M1911), Ray Gun, Artful Lawton (upgraded crossbow), upgraded shotgun/python.
*Essential Perks* Jug, Revive, Flopper, Speed
*Equipment* claymores, gersch device
Team Shopping List and Roles: Three-Four Player
The Kite Runner: Thundergun, MP5K
*Essential Perks (in order of importance)* Jug, Revive, Stamina, Speed
*Equipment* claymores, gersch device
The Guardian: Artful Lawton, Mustang & Sally
*Essential Perks* Jug, Revive, Flopper
*Equipment* claymores, gersch device
Defensive #1: Ray Gun, Raid (upgraded stakeout)
*Essential Perks* Jug, Flopper, Revive, Speed
*Equipment* claymores, gersch device
Defensive #2: Ray Gun, Raid
*Essential Perks* Jug, Flopper, Revive, Speed
*Equipment* claymores, gersch device
The Kite Runner
Rounds 1–3:
Shoot and stab, we all know how it goes, right? Good.
Rounds 4–6:
Open the upstairs door between rounds 3 and 4 and buy the MP5k. Everyone. The team organization here is still pretty flexible. To be specific, there are 2 entry points on the flopper platform, a window next to the MP5k, and the outside area of the centrifuge room. Obviously oversee all of these entries and rack up the points. Leave a crawler around round 6 or so and collectively buy your way into the power and juggernog room. Buy Jug, everyone. This is where organization starts to become really important. It would be wise to designate your roles at this point. The goal of the runner is to accumulate as many points as possible. The MP5k is still fine for that purpose, it should still be your primary but a stakeout would be safe to have just in case. The other players should definitely buy a stakeout from the wall and keep the MP5k as well for points sake. Refrain from hitting the box right now, you don’t need it. Kill the crawler and proceed back towards Flopper.
Rounds 7–10:
The runner should be focused on accumulating as many points as he/she can. Oversee the main staircase using the MP5k as much as possible while also alternating with the stakeout to reduce the size of the incoming horde. Buy MP5k ammo off the wall safely when you have a clear path. The partner watching the staircase should be concentrated on stifling the mob with the stakeout. This is especially important when the runner needs to re buy ammo for the MP5K. It’s a joint effort to make the runner as successful as possible in the early going. The other 2 players have it easy. One to each window up on the platform with anMP5K and stakeout should be a breeze. Use your discretion to assist the players guarding the staircase when they need it. You should encounter a monkey round sometime during this step. First one’s cake, everyone guard Jug and you get a free mystery perk out of it. Eventually around round 10 or so, the runner should have enough money to spam the mystery box until they get the desired weapon (Thundergun). Meanwhile the other players on the team should be buying doors to perks and buying perks themselves. Once the thundergun is inevitably distributed, you could take turns at the box or save your money for a pack-a-punch. The priority here is that the runner gets the thundergun. It is still early in the game so there will be plenty of time to get properly setup as the game progresses.
Rounds 10+: The Main Strategy
This is the strategy you will employ for the rest of the game. If you are familiar with hording strategies on Kino, this shouldn't be too foreign of a concept to you. The runner with the thundergun should gather up spawning zombies by running circles around the platform. Facing outward towards the map, I’ve seen circles being run both clockwise and counter-clockwise with success so it’s really up to the runner. In my experience, running counter-clockwise seems to fare better for the rest of the team in general. Where is the rest of the team while this is going on? Good question. The rest of the team is in the small room with the flopper machine and the lone window. The key here is for everyone to stay as close to the back wall as possible. The closer you get to the doorway, the more likely certain zombies being “kited” will separate from the group and attack you and the rest of the group nestled safely in the room. This is where the roles becomes crucial. The “defensive roles” should be set on defending that lone window. Their weapons of choice should be something with sheer stopping power in mind. Think raygun, upgraded shotguns, upgraded pythons, etc. The benefit of upgrading the stakeout is that it remains a highly powerful gun late in the game and ammo should never be a problem as you can buy more between rounds. The Guardian has a very important job as well overseeing the runner and being the first one to react if the runner goes down. The guardian is also important in being the first to notice rogue zombies that might attack the group inside. It might seem like a somewhat “boring” job but it’s the second most important position. The Kite Runner is, by far, the most important player on your team. If he/she goes down, your instinct should be to throw a gersch device out there. In fact, if possible, throw enough gersch devices for the player to re buy Jug and return to the pad. The runner’s job is simple. Just as in Kino, the most efficient method of killing zombies in the high rounds is by using traps. Horde the zombies up until they have stopped spawning while spraying the mob behind you every once in a while with MP5k rounds. Have your thundergun out as a primary when you simply cannot dodge spawners while running a circle. Personally, this is a bit more difficult than on Kino because the window of opportunity to squeeze through zombies is a lot tighter. Even having the thundergun equipped could give you a false sense of security and all it takes is a few well-timed shots on their end to put you down. In general though, using your thundergun too liberally is better than using it too sparingly and going down. Anyway, once the entire horde is safely behind, lead them to the gate that accesses the launchpad and activate the trap through the gate. It is important for the rest of the team to stay against the wall in that room until the runner has led the horde a certain distance. The tail end of the horde could separate and come after you if you decide to run outside and foolishly buy grenades or something. After the runner has led the pack through the trap, he/she can then proceed to run upstairs through the main building, exit through the hole in the wall on the right and proceed back to the platform to repeat the process. Buy ammo for the MP5k on your way back to the platform and you should have way more than enough to keep sustaining.
Keep these tips in mind:
–Monkey rounds are a cakewalk with the right weapons. An adequately loaded wondergun takes care of them easily. Don’t underestimate them though. If there’s even a shadow of a doubt that you don’t have the ammo necessary to fight them off, your default perk machine that must be guarded is jug. Fight them off collectively if there are too many weak links. Put your best player(s) on juggernog. You can afford to lose other perks, but you don’t want to be jugless in the middle of a monkey round. It’s a recipe for disaster.
–Claymores are important to place inside the room with the flopper (and the rest of your team). Eventually, the claymores will inflict minimal damage to the zombies, but it serves as an alarm for when the perimeter is breached. if that somehow gets past the guardian, the remaining players in that room should immediately think about throwing a gersch. if you are the guardian and notice incoming zombies, fire the upgraded crossbow out the window and the zombies should leave you alone. Everyone needs to be alert and working as a term. Duh.
–The runner should be somewhat calm and intelligent about how to lead the zombies. “Running in circles” is a bit misleading because the most effective way to lead them around is to zigzag your running patterns and keep them guessing. As predictable as their running habits are, it’s sometimes impossible to gauge just how many there are and the tail end of a horde could end up being the death of you.
–The players in the room, in addition to having weapons with solid stopping power at the window, should also have an emergency gun to clear the room of a stray horde. Ideally, the guardian should have that covered with the artful lawton but shit happens. I’ve found Mustang & Sally’s work wonders even in the higher levels. Ideally, there should also be a couple ray guns in the picture. This is where the flopper makes itself useful. Contrary to popular belief, the flopper’s main benefit is actually the absence of splash damage. so feel free to not have to worry about hurting yourself with the ray gun or any explosive projectiles. Needless to say, if the runner goes down with an entire horde behind, everyone in that room is jeopardized unless a gersch is thrown immediately. The last thing you want to see before you die is a hundred zombies storming your trapped bodies. Hope for the best and expect the worst. But if worse comes to worst and everyone in the room dies, the runner shouldn’t veer from his/her strategy. Finish the round.
–Keep the lander docked. Never use it in the middle of a round to save anyone except the runner. While it may offer you temporary relief to revive other teammates, you’re only shooting yourself in the foot by having to rework your way back to the pad expending crucial Zeus rounds and gersch devices. The docked lander’s controls also serves as an impediment to the zombies running pattern and slows them down while you are leading them around.
–Have a security fund. One or more of your teammates is bound to go down and lose perks, or die and lose everything. Keep enough money to be able to re buy the essentials. Be frugal. If you’re at round 42 and you haven’t invested in a sickle yet, it’ll probably never be a wise investment at that point. Also, don’t be afraid to recycle your weapons. If you have excess money (as you should), you might run into scenarios where your gun isn’t empty, but isn’t exactly filling you with confidence that you could last the end of the round either. this is most important with Zeus cannon rounds. If you know a monkey round just passed and you’re already running pretty low on ammunition, don’t count on a max ammo powerup. Put the entire gun back into the box and spam it until it gives it back to you.
How far you can go will largely depend on how many players are on your team, what kind of communication you guys have, and controlling your margin of error. Obviously a solo run would be a lot easier and faster (and with a pause function!) while multiplayer with 4players could prove to be a more daunting task. Let me know how successful (or unsuccessful) you are. Thanks and good luck.
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