All righty, I got about 8 hours of Back 4 Blood in my system last night and it has been quite the experience. I'm not going to go too much into the reviews of the game since Beta because it's awfully hard to decipher who is a L4D purist and who is a casual L4d player. I enjoy it, it's not a re-imagining of L4D but B4B has several mechanics that add way more layers to an otherwise mindless game. Also, if I fire up L4D right now I highly doubt I will have such an intense, comical, silly, and amazing campaign runs that I have had in 8 hours of B4B. Why? Because there are shitloads of folks playing it. Anyways, the tutorials in the game kind of remind of State of Decay and just either don't get to the point (like my writing) or have an over-abundance of footage that it just does not sink in. SO here is my collection to share with y'all: +Settings+ Turn off motion blur and movement blur Bump up the brightness a bit Disable subtitles but keep ambient on this way you can see the Special infected call-outs +Campaign+ Solo - You do not receive any progression, supply points, character, act ect. Nothing. The only way to advance is through multiplayer Quick Join - As long as you are not too late to the party you can gain supply points. If you get into a map early enough you have a chance to complete some campaign progression... but Campaign - The best way to unlock characters and ultimately open up the new acts is to host your own campaign from the beginning. There are so many players you wont be alone long. Difficulty - Unless you are brand new to FPS you want to get out of rookie asap and get into Normal difficulty at least. You get better rewards, better lobbies, and you can actually hone your skills. I will not play above Normal unless I had a pre-determined crew for it +Characters+ Halfway through Act 1 (~30 minutes) you will get to the bridgehead. When you complete this you will unlock the last 4 Characters. Rookie/Normal - each character receives bonuses with certain weapons and items. Pick whoever you want as the bonus isn't enough to make a difference in rookie, consider it in normal. I broke the characters into two camps - Offense / Defense. There is really no support because almost all characters provide some sort of team bonus. Offense: Holly - gains 10 stamina per kill, 10% damage resistance. Team: +25 to stamina Jim - headshot kills increase damage by 2.5%, 25% ADS speed. Team: Increase weakness dam. Walker - headshot kills increase acc. 20%, deals 10% more damage. Team: +10 max health Karlee - Sense hazards, +1 quick inv slot. Team: +50% Use Speed Defense: Hoffman - Find ammo when killing Ridden, +1 offensive inv slot. Team: 10% Ammo Capacity Doc - Heal teammates once per episode with out medical supplies. 25% increase healing. Team: Increase Team Traume resistance Mom - Instant revival 1 teamate per round. +1 support slot. Team: 1 additional life Evangelo - Breakout of holds once per 60 seconds, 25% stam regen. Team: +5% movement speed The defensive characters ends up being more useful most of the time especially regarding Ammo and healing. But Jim's teamwide bonus can be especially useful when the whole team is focused on hitting weakspots. If you are new Evangelo can be the most useful due to speed bonus plus free breakout as you will make mistakes. If you are familiar to L4D series and comfortable playing a full blown healer, start with Mom then when you unlock Doc use her. +Supply Points / Deck Building+ Every episode you complete you will receive supply points. Don't save just spend them. Start with Crows next and unlock that line as it has some good starting mobility cards. When you add cards to a deck - the 1st card will always draw but the rest are randomized except the cards in slot 2 to slot 10 have a higher chance of drawing. So cards you want to use put them there. Multiple copies of a card will increase the probability obviously. Do not under estimate the power of putting 10 Ammo Capacity cards into a deck and selecting a bunch of them - ammo is scarce. Prioritize cards that offer Team bonus. +Game Play+ You can melee through a reload and reload wont cancel Melee attack is a punch, it slightly staggers but it does not push like L4d. Melee Card changes your melee attack to a knife attack which is one hit kill on a single-target. Powerful. Cars with tinted windows dont have loot. DO NOT FUCK WITH THE BIRDS. Just dont, leave them be. Prioritize ammo and shop for other ammo types so you can share with tea, Tab opens inventory, clicking drops a stack Share copper at safehouse and buy team upgrades Pills add temporary healing - use prior to taking damage Med bags refill health, but not trauma damage - use after taking damage 1 or 2 people should always have a Toolkit - locked rooms tend to have good loot and chance of cards Every couple saferooms have a medical station like L4D - each member can heal once at it for free then top off at store. There is no reason or advantage to ever leave a safehouse without filling health. No amount of pipebombs or shotgun attachments will save you from death. Pipebombs distract and then kill. Firecrackers just distract. Pipebombs better. Focus special infected and target weak spots Infected can destroy alarm doors so if you kite them into it they will destroy it and not set off the alarm Horde Procs- From what I can tell if you back track I would say like 100m the Directory typically spawns a horde from where you left, then another immediately where you are. If a player roams away it appears the director will send a special infected to target which ever player is in front and then immediately after the player that strayed too far. Also, if you stand about and don't interact with crate,doors, ect it looks like the directory will spawn a hoard in about 1-2 minutes. Theoretically you can jockey with shit to prevent this. Friendly-Fire is on at 33% in Normal Difficulty - thats quite a lot so be mindful +Ridden+ Some slow, some fast but they have a little more lunge distance than you will think Ridden AI just like L4D can be gamed - example, the ridden do not have a fluid animation when climbing or dropping down so by simply jumping onto stuff and then off will slow them down Since there is no push mechanic, a melee player using a bat is the best door horde defence. Special infected are neat but just know there isn't alot of special infected that can down a player. They are more likely to disperse the group which means a lone player is more likely to get surrounded by ridden. Works differently, not the most dramatic gameplay but I sense they will change that. Theres a few different sub-classes of each special infected- birds - Bypass is the best bet. If you have to kill the flock then try to use molotov or gas cans snitcher - If you shoot a snitch it will call a horde. They are blind so either bypass or attempt to melee to silence them tallboys - Only attack is a overhead strike, strafe left or right and easily dodge. The bruiser has an aoe attack all around it which can push folks back. The crusher can charge a player and down the,. Take them out quickly Reekers - Exploders charge at you and blow up. This can knock you off a ledge. The retches poison spit which leaves a ground DoT. This is devasating in a tiny room. stingers - Throw something at you from a distance. THe hocker can incap you from a distance and the stalker can pounce and incap drag you away breakers - Jumping AOE attack. Only spawns from cards - pretty hefty damage absorbers Hag -Another card infected - one hit incap if you get bitten. Think witch. Sleepers - When a sleeper is touched or takes damage is calls a horde. YOu can bypass or team shoot.
+Weapons+ Well placed, deliberate, and consistent shots seems to be more effective than mag dumping. conserve ammo by focusing head shots during transitions mag dump red blinking weak spots hipfire is a lot more accurate than it looks You can carry one primary weapon and one secondary (melee/pistol) but there is a powerful card to carry two primaries SMG - Unless you are planning on using a melee weapon SMG is not worth pairing with a pistol as its the same ammo. Vector: Stupid fast RoF - strong against weak points but you will end up overshooting your intended targets and wasting too many bullets Uzi: Slower rate of fire but really good hipfire accuracy. I like this more than the mp5 Mp5: Higher rate of fire and good range. Sometimes still tend to shoot too many bullets. UMP: A lot of damage and really good recoil control. My preference. AR - Every AR is good so pick one that suits your playstyle Ranch - Semi-Auto hits like a truck, very good bonuses from attachments. My favorite. M16 - Burst ends up putting more bullets down range than you need. Great special infected killer. Pair with pistol for transitions. Ak47 - Slower rate of fire is a good thing, long stretches of auto-fire is the best bet. Good all 'rounder Scar - High damage and good range, need a mag attachment to make it useful M4 - Very low recoil and very good hipfire. LMG - Puts more bullets down range than you need, good for episode finales where hordes are bigger M249 - High rate of fire, low damage. RPK - Low rate of fire, high damage... No reason to use the M249 over this. Shotguns - Good blend of area attacks or single target damage 870 - Pump Action - 8 rounds and a very good spread makes this a balanced shotgun. Balanced between single target and crowd clearing Tac14 - Pump action - 3 rounds, this is the highest damage single target shotgun AA12 - Auto-Shotgun, devastating crowd clearing Super 90 - Semi-auto, very good crowd clearing and tighter spread makes it quite viable against specials. Sniper - I will argue the effectiveness of a sniper rifle all day long. Outside of special infected I dont see the point/ M1a - Semi-auto, 1 shot kill everywhere. This is the only one worth running especially if you have a team all using ARs and Shotguns 350L - Bolt-action, its short pull so its pretty quick. 1 shot kill everywhere, small mag. M95 - Bolt action, long pull so its really slow. 1 shot kill everywhere, bigger mag. Pistols - I suggest getting good with two styles this way you can compliment your loadout. Yes pistols are strong 357 Magnum - Extreme damage. Accurate, Range, but slow rate of fire. (uses rifle ammo) (good pair with cqc SMG) Deagles - Extreme damage, CQC pistol. (Uses sniper bullets) (good pair with a long range SMG) M9 - Big mag easy to use - balanced. My preference. M9 Burst - Burst means you end up wasting a lot of rounds on ridden during transitions. Great against spec. infected. Glock 23 - Good damage and range. Automatic version is awesome when fleshing out loadouts. 1911 - All around good pistol, mag is a little small Tec 9 - Fun automatic weapon with low damage. Obviously the best choice if you are using a semi-auto rifle. Belgian - Double barrel shotgun that fires both rounds. Great single target damage but having to reload everyshot is not worth it. Melee Weapons - Easy to use, almost mandatory in Normal to have 1 player with an AOE Bat - AOE, lower damage but knockback (Best Choice for Area Targets) Machete - AOE, higher damage but no knockback Fire Axe - SIngle target, slow but extreme damage Hartches - Single target, very fast but less damage (Best Choice for Single Target) Knife - With the melee card turning your bash into a knife attach is 1 hit kill to a single target.
+Accessories+ Offensive Slot Pipe Bomb - Lures ridden, distracts specials, and then explodes. Firecrackers - Lures ridden for slightly longer than a pipebomb. Flashbang - Stuns ridden and specials and they take more damage from all sources... really good against hags Frag - It has a little bounce in to, lots of damage Molotov - Create a fire dot on the ground. Maximize the damage by actually hitting a target with the cocktail. The ground dot doesnt do that much damage Razor wire - placeable barbwire, about the size of a doorway. Slows and damages enemies. Support Slot Bandage - Heals about 15% of health Medkit - Heals about 70% of health (doc gaines 20% healing bonus when healing others!) Pain Meds - Adds temporary health (25%) this health fades slowly. Use these before combat to gain defense against Trauma Quick Slot Defibrillator - Use quick slot button (default 5) to revive 50% faster. Very handy to have in clutch situations Stun Gun - Instantly breaks out of a grapple. If you have weak team mates or bots this is a must have. Evangelo has this as a passive skill fyi. Ammo Pouch - drop to provide ammo. Currently splits the ammo across all of types so its usefulness is questionable. Tool Kit - 1 player should have this, better 2. Opens marked rooms which have very good loot, healing, and chance of cards.