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Takeaway:

Pretty good, maps got repetitive but I’m sure that’s because it’s beta. Not better than versus campaign mode because that L4D classic is the GOAT. But, versus is easier to market as an esport game mode, both teams stay in the same area and get the same amount of zombies unless upgraded otherwise competing for times. Where as L4D there were a lot of hop-up, glitches and exploits to clear the level now with the right rules in place this can be avoided but to keep it simple it just takes too long to clear a whole level compared to swarm making it harder to market / keep viewer interest. They might add campaign mode versus later when the swarm fan base dwindles from recreational/weekend warriors to every lobby is a sweat GB team and because some new BR dropped people just found something new and then to to keep the game hot they’ll introduce their campaign mode. Thats my takeaway.

Pros:

-Quick and Easy. Even the newest of players can find a sense of belonging as an exploding ridden which is the least skilled ridden but still great to use in the right situation.

-Balanced mostly. The only thing that is not is the loot spawns, too much rng which needs to be addressed for this mode to become more competitive.

-Fun and Fast. My friend and I would constantly communicate, make callouts, team shoot certain riddens, would use ridden comps that were op like double bruiser or hoker bruiser, would pickup loot we may need and dump it center map so all the heals and ammo would be on the ground center map, and would come with Strats to use against certain ridden. Basically it was non-stop action as a cleaner.

Cons:

-Could be just because of beta but better matchmaking. We held several teams to under a minute and a lot of it has to do with understanding the game more than someone who is trying it out for the first time and we were also 3 stack.

-Add leaving penalty for comp mode of swarm. Tooo many leavers but it is just beta.

-Too much RNG not good.

-Consider giving ridden something to do to prep whether it’s collecting very small amounts of points but just something to do while ridden wait for the card choosing phase and scavenge phase to end. My friend and I would just follow someone around looking for the person with the best gun and then the best character to take out.

Ridden Meta/Tips:

Early rounds- Double Bruiser, Hocker, Stinger or Reek (if playing indoors change hocker and stinger to 2 exploders)

Late rounds- Triple Bruiser and Hocker.

Bruisers should be using their sprint and knock back attack constantly to hit the cleaner into the storm and keep hitting them deeper and deeper into the swarm. Let the swarm do the work for you. Only use AOE ATTACK IF THE CLEANER IS CORNERED

Cleaner Meta/Tips:

-Outside/Open area is better than indoors usually.

-Use explosives only to kill Bruisers. Grenades can 1 shot early game, late they can hit bruisers for half health.

-M1A, LMG, AA12 are the best for killing bruisers.

-If a Bruiser hits and starts using knock back spam do not shoot back at it unless it low health just turn around and sprint away from it. Once you got some distance then shoot.

-Dump all ammo, heals and grenades in the center of the map don’t be greedy.

-Kill Bruisers.

-Don’t forget to adjust. If the other team decides to run 2 Hockers, 2 Bruiser consider staying ina building and team shooting the bruiser if they come in. And if you see the Hocker in killing range just rotate outside before it can jump away get the kill and go back inside. The moment 1 of those 2 hockers change to reek, exploder or bruiser rotate out.

Nerf:

-Bruiser knockback a cleaner distance

-Bruiser respawn time 1 second

-Hocker spit damage slightly

Buff:

-Bruiser AOE attack

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over 2 years ago - /u/TRS_TheGentlemanSQ - Direct link

Great write up, thank you!

over 2 years ago - /u/TRS_TheGentlemanSQ - Direct link

Originally posted by Chad_illuminati

Ran 4 stacks for the full Early Access Beta, almost exclusively in PvP.

OP covers effectively everything we gathered as well. Great post.

A few notes:

1) Upgrading horde is huge.

2) Prioritize offense on Hockers/Stingers, Utility on Retch/Exploder, and Defense on Tall Boys. All stats are important, but those are the priority ones for best effect.

3) Double primaries is huge -- keep something with lots of ammo/good range in your second slot. If you go down you can still lay down heavy fire for your team and keep them covered to res you.

4) Pills and related cards are OP. Between numb and the crouching card (forget the name) you can get a ton of flat damage reduction.

5) Bomb Squad is a fantastic card -- makes your explosives mow through enemies, and makes you survive accidental explosions as well as Exploders themselves.

6) Have a "medic" on the squad focused on keeping people up. They should be tanky as well.

7) Retch can lay down tactical "no man's land" zones with the utility upgrades. The slow is super potent.

8) Once 1 person is down, don't underestimate Crushers. They can't stand up to a squad, but as soon as someone is down they can 100% another cleaner who has already used their Breakout/Stun.

9) Breakout is mandatory. Stun Guns are equally valuable.

10) If you are the last survivor, unless you have quick res....just run. Burn the timer and lead them on a chase.

Unrelated high points:

Got to an 8:38 time as survivors.

Downed 3 people at once with a single bruiser because they positioned badly.

Good stuff, thank you!