On a mildly related not... FUCK the last room of that Heist. What am I supposed to do with Bulldozers coming from opposite sides, shield dudes clogging every hallway, and snipers all over the surrounding roofs in a box that's literally like ten feet square with barely any cover in it game!?
On a mildly related not... FUCK the last room of that Heist. What am I supposed to do with Bulldozers coming from opposite sides, shield dudes clogging every hallway, and snipers all over the surrounding roofs in a box that's literally like ten feet square with barely any cover in it game!?
Personally I don't play DW but I've heard the go-to loadout for DW is two thanatoses, one KSP, and a CAR-4, since it can be modded to hit the 40 damage breakpoint and still be plenty accurate. Have a couple people bring HE Sweepers for shield busting/stunning dozers. You'd probably want two people with aced inspire and aced medkits. After that, it just comes down to teamwork.
Personally I don't play DW but I've heard the go-to loadout for DW is two thanatoses, one KSP, and a CAR-4, since it can be modded to hit the 40 damage breakpoint and still be plenty accurate. Have a couple people bring HE Sweepers for shield busting/stunning dozers. You'd probably want two people with aced inspire and aced medkits. After that, it just comes down to teamwork.
In other words: It's suicide if you try to do it in a pub.
I don't play DW anyway, OK is the max I do, but normally very hard, but even on OK that last section is BRUTAL.
In other words: It's suicide if you try to do it in a pub.
I don't play DW anyway, OK is the max I do, but normally very hard, but even on OK that last section is BRUTAL.
Dozers can be easily dealt with if two people pour into his face at once, especially from opposite directions. Shields can be taken out the same way, or someone can bring a sniper rifle to make them a total non-threat. Snipers can be taken out by anyone with a decently accurate gun, and in the hall just outside the penthouse, crouching protects you from all but one of the snipers.
Dozers can be easily dealt with if two people pour into his face at once, especially from opposite directions.
The area you're fighting is in tiny and they spawns more or less on top of you, so they can appear at more or less point blank range for several directions. They're within weapons range more or less the instant they appear so if missed for even a moment they'll tear through anyone near them in seconds on higher difficulty.
Shields can be taken out the same way, or someone can bring a sniper rifle to make them a total non-threat.
Again the smallness of the area, it's layout, and the fact that all the enemy spawns put them very close to you instantly is the problem. You can't engage shields from "opposite directions" because the opposite direction they're coming from is off the side of a high rise. In many cases it's hard to even get enough lateral dispersion to shot around the shield due to how cramped the area is. You're basically spending 90% of your time on this section in one hallway with two small, closet sized rooms on either end. The central room and Balcony's off it being A. periodically set of fire by helicopter missiles B. basically devoid of cover C. within a dozen meters of three enemy spawns and open on all sides with half a dozen sniper spawns on nearby roof tops overlooking it.
A sniper is indeed nearly required to try and keep them pruned as they funnel down in your small 'safe area' from outside, but the sniper rifles are: 1. DLC and 2. kind of shit in all other aspects of the mission since it's a hold out scenario in a tiny area with multiple entrances and swarms of enemies. A flechette or HE loaded shotgun might be more viable, but that's DLC too... That's one of my bigger beefs too, that the mission pretty much requires other DLC just to have a chance.
Snipers can be taken out by anyone with a decently accurate gun, and in the hall just outside the penthouse, crouching protects you from all but one of the snipers.
Of course the snipers alone aren't the problem, they're weak and not super far away. The problem is they spawn endlessly, they're loads of them, and if you miss that spawn in for even a moment when distracted by the hordes of other enemies in your face they can easily down you almost instantly on higher difficulties.
No enemy in the game is super strong on it's own in pure isolation, and in pure isolation it's easy to talk about the 'optimal' way to kill. The problem is always in how they combine with the objectives, terrain, and each other and at high difficulty levels that final section of Hotline is diabolical. The enemies spawn very close from multiple directions, there's effectively no cover around the actual objectives and the entire area is wide open to snipers forcing you into a very confined 'safe zone', the area around the objective is periodically made inaccessible and deadly (too you, not the cops!) forcibly extending the time you have to hold out and allowing huge swarms to build up, and then at the end you have to fight a pseudo-boss with a powerful weapon and a zillion HP while the cops are still swarming in and THEN if you want any decent reward you have to try and load loot into a drop zone that's directly NEXT to one of the primary enemy spawn points and open to snipers on all sides and regular cop fire from the roof above it.
Even on only very hard I don't think I have even a 50% clear rate on that last room in pubs even with players that are like level 60+ on average.