Back4Blood (not) is a gun and run game. It is a min/max management game with a strong economy core.
Your goal is to spend the least resources possible, trigger as few Hordes as possible, and complete the map. This will allow you to accumulate key resources that can be used to counter enemy threats.
Take the time you need to look at each character in the menu. Learn their abilities as well as starting loads.
Take a look at all the deck cards, as well as all the burn cards. Know what's available.
Make sure to take the time necessary to build a deck that best suits your character. You can make a list of the cards that you would like to have in your deck, but they are not available. Each card costs 500 Copper, so you will want to save enough Copper if you can to purchase at most one card in map.
Take a look at each Corruption card and consider which Burn cards to use to help your team.
You can either save your money or make it, but you'll end up spending it.
You can upgrade the quality and quantity of your slots for 1500 Copper.
You can buy Stamina, Health, and Ammo & Damage from 1000 Copper.
Upgrades are almost always more beneficial than items. You can purchase items from the map. The map does not allow you to get upgrades. Once you have multiple slots Quality is almost always greater than Quantity.
Attachments should be purchased only if they are crucial to your build or replace broken attachments.
You should only purchase the essential items need. not should also be filled with your inventory, as items will spawn on map.
The Corruption Cards and the map will give you information about what you need.
Boss cards? Flashbang.
Inner Hive Frag grenades.
Tattler Snitches? Firecrackers.
Map with Nest events Razor Wire.
If you're in the front, crouch. If you're in the back, stand.
Players in front crouch to light a fire and then reload. The Players in back light while the Players infront reload. Staggering Player fires while the Players in front reload, preventing the Ridden to close the gap and take damage. Similar to the above, when enemies approach behind you, the Players in your back crouch so that the Players ahead can turn around, shoot over their heads, and not hurt their teammates.
Nightmare has more Mutations and the Common than Nightmare. Friendly fire does more damage in Nightmare than the Common. No Hope is where friendly fire will kill you. Jumping and shaming can get you killed. Put your feet up and enjoy overlapping fields of flame with clear lanes.
Players with a Sniper Rifle should be attentive to Mutations and keep an eye out for them. Your goal is not to disrupt the team, but to identify and spot them. To protect the frontline, back line should focus on the AOE Common (Toxic, Headpoppers) It's about less about minimizing ammunition spendings and making sure that you have the most ammunition to eliminate Mutations as quickly as your teammates clears the Common Ridden.
Clear each sector to proceed. If you don’t, the Ridden could attack you from the behind if you activate a horde.
You can pool all your resources before to get the help you need.
Pay attention the map timers.
Know your map triggers
There are many Tank options, but they all boil to clearing the frontline Common Ridden during Hordes. They cause temporary health by killing Common. Some players prefer to clear Ridden waves in the same way as others with SMGs, Shotguns, and other guns.
They are usually specced for their ability to absorb damage and produce temp health on kills. Their friend is stamina. Melee often lack long-ranged weapons. You will need a strong defense against Spitter and Boomer variants.
Non-Belgian shotgun makers are known for their fast reloads. SMGs typically rely heavily on their move speed. These builds are not common in Nightmare but you might see them occasionally with Tac14 builds. Sometimes, you will see Tec 9 build with Ammo Stash (or Highwayman) to generate Razor Wire and Molotovs to control the Horde.
Nuke it from orbit if in doubt It's your only way of being certain. Pinata allows you to spam and generate items for your teammates using the AI Assistance module and Pinata.
Many bullets, rapid-fire, suppression fire.
ADS, Weakspot Damage. Reload speed speeds up the cycle time of bolt action rifles. You should eliminate Mutations as quickly as possible to prevent them from doing damage.
Tac-14 & Belgian
Fast reload speed and high weakspot damages, geared towards focusing down Mutations at a point blank range.
Clear the horde. then revive Keep your place in the middle. Protect your fellow members when enemies approach. There is no need to take your meds. . Most Doc players swap between their pistol and their SMG to ensure they don't have the same ammunition.
Usually on Doc. Focus on the three Trauma Heal Card categories: Medical expert (15, Field surgeon (3 -), and Medical expert (1 – with healing effectiveness). This build is recommended to ensure you have enough Support Items available to remove Trauma Damage whenever possible.
Extra lives and a chance to revive. Usually on Mom/Dan. These builds do not work well on Nightmare, where Trauma Damage may be a significant limiting element.
Deck specced with the cheap and efficient Pain Pills. Trauma injury is also not a good idea for Nightmare.
Know the Terrain
Each map is a*signed several unlockables. These unlockables may require Tool Kits. Tool Kits can be purchased for 350 Copper each. Below are the Acts' requirements. Extra Toolkits can be used in order to unlock free first aid cabinets. 50 copper is saved by adding an extra tool kit to a cabinet. 350 copper is wasted by not using a Tool Kit.
Competant teams should not be able to need Unlock any Miniguns/Pa*sages on Recruit, Veteran or Nightmare. Miniguns no longer can be used to block Ridden/ Mutations from pa*sing through doors. You can't use them to jump over higher terrain.
Each unlockable pa*sage needs to have at least one safe spot where the team can gather and focus fire a single point. You can add explosives and throwables to this.
Know the enemy
Common Ridden comes in many flavors. Vanilla Common aren't usually considered a danger.
Melee Players are countered with AOE and crowd control by the Charred. Toxic, Headpopper RIDDEN, and Toxic. If you have Melee damage, hold a choke point, and are not Weakspot damaged in Mutations, your primary targets must be the Charred or Toxic Headpopper Ridden. They can help you prevent any damage to your Melee-tank.
Your Melee tanks will likely be specced in line with their roles, but every bit counts. They will gain some life by killing Ridden. And you can deny them any life by also killing the Vanilla Ridden. If Ridden flanks and attacks from behind, then don't do so.
There are many Ridden. They are the danger and all else is a distraction.
Your order if threats
1. Most threatening – Slasher
2. Spitter variants
3. Everything else is Mutation. Not kidding.
A single Slasher, with any upgrade, will wipe out a team. If the team fails to focus down quickly, the Slasher’s Bleed may kill downed members if you revive them before that Bleed ends.
Spitter variants disable players and can usually do so from a reasonable range. Spitters are usually immune as most of the team use short-range weapons. If you have a long range weapon and hear a Spitter approaching, you should actively hunt the Spitter and call out the direction.
Managing Mutation Aggro
The Tallboy merits special mention as the Weakspot hides behind the shoulder of the Tallboy. If you attempt to aggro the Tallboy it will approach you. You should flank the Tallboy and attack from behind the weakspot.
Once activated, the Exploder's run will be straight. Once the Exploder activates and you stop shooting it, let your teammates get out of the way and escape the explosion zone.
Flashbang Ogre to inflict severe damage on the Weakspots. Will burrow at 50% health and return later in this map. Alternately, you could use map choke points in order to coax Ogres into favorable positions and then shoot them with impunity.
Note: Ogre can grab armor and throw it at the Ogre to consume 1 armor. Make sure you say "Whee!" You can use voice comms for this. It is also a nice gesture of thanks to leave 100 Copper for Ogre.
Sometimes they work in pairs or solo. If they're above ground, it will cause an AOE injury. Use grenades to target them one by one. If you are in the Inner Hive, they won't cause the AOE Effect.
You should not attempt to coax the Breakers into chokepoints. This will result in the AOE areas being divided into two halves. The choke point will make you a savage.
Note: You can pipe your garage before opening the gate. This will trigger the Breaker. The watch towers and roof-setters will kill it.
Alerting a Snitch triggers a horde. Check the Corruption card to see if they have Tattlers. If you do not have Tattlers, you can snipe or use group fire to quickly kill them.
Flashbangs with focus fire and Stun Guns. Weakspot lies in the back. Burrows at half of the map's health and returns later.
If a sleeper grabs you, it will cause a horde. Sleepers are perhaps the most sneaky bosses in game because it is more difficult to stop a horde from forming than most bosses. The fact that there are many of them makes them even more insidious.
You can hear sleepers and punch them through walls. Also, your Sleeper spots are predetermined. Learn them and fire them whenever possible.
Nightmares can only be accomplished if your opponents, yourself, and the map are understood. Preparing well lets you coordinate your deck, roles, and other details with your teammates for each campaign. Understanding the Corruption cards helps you coordinate your purchases, so you can only spend what's necessary. It is important to ensure that each map section is executed correctly to maximize your loot.
And here is the end of the post, i hope you enjoy Back 4 Blood – Basics . If you believe we mistake something or we forget to add some content on the post let us know via Comment. The original post can be found here
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