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The DO utilizes ammo to its near fullest potential similar to the marksman. This class is candy for any boss kill by making sure a boss is where it needs to be.
to flare for you since he has other priorities as well. Flare in conjunction with Smoke Grenade increasingly slows the zombies to 95% in which case that Combat Maneuvers may be preserved for another scenario. It can also be used it to scout for bosses if the forward observer is not; finding any boss early gives time to react from that direction. This ability is also decent for scouting terrain for items and above hills before you go up them which spares you form the danger of any zombie hitting you and giving you an alignment. Covert Operations Skills (5) Camouflage 20 Second Cooldown (16/14/12/8 ) Gives invisibility to self towards zombies. Level 1 - Learns Laser Designation; Reduces armor of target by 5, as well as illuminating the targets vision to the player, if Communication Array is active, everyone can see the target. Also posts a message in chat of targets name. Very useful for players who dont play with microphones. Level 2 - Learns Combat Maneuvers; Slows the speed of all zombies by about 80% within a short radius of the Delta Operator. Level 3 - Learns Laser Sight; Reveals invisible zombies in about the same range as your sight. Useful if there is no forward observer to give permanent intelligence. The effect can be enhanced by a Combat Engineer with the Communications Array, so that the rest of the team can also see them as well. Level 4 - Learns Expert Weapons Handling(80% chance to stun and deal 25 additional damage), and reduces load time by 1.2 seconds. This is an absolute must no matter whatever your setup is, this self buff on damage and reload is amazing. Faster bullets, stronger bullets, more bodies on the floor quicker. Level 5 - Learns Smoke Grenade; slows zombies by 50% for 40 seconds, cooldown 45 seconds. 15 Mana Very useful for wave control, as it can be put in a key area to slow every zombie, making itme. greatly easier for others to react to the incoming threat. This ability is amazing but not absolutely necessary, everything in the game can be handled without it, but instead requires more out of the marines in the game as it will often force the marines to leave their position and face death several times in order to accomplish an easy mission
Combat Maneuvers
This ability is nothing short of amazing when it comes to making sure nothing gets near anyone, but there are certain cautions that come with slowing everything down. When you slow a boss down you slow your allies down too, and the problem being that half bosses typically move faster. Be aware that although your movement is impaired, your jump is not, so use it when necessary. Combat Maneuvers during ETA should only ever be used if eta is chomping on a marine or convoy truck and not near any players, or civilians if you can help it. During Combat Maneuvers it is recommended that you smoke directly where eta is, then flare 1-2 seconds before combat maneuvers dissipates. The flare is only ever necessary with high squad ranking groups where ETA has a lot of health and
regen, with invisibility, but should still be done in case marines attention was directed elsewhere. Combat Maneuvers should also not be used during Osi, Loki, or Cerb, these bosses move at much greater speeds making it easier for them to kill the group, rather than the other way around.
decides to do air force defense. Chapter 2; Revelation - Expected to flare when osi comes to slow his movements, all other bosses must be slowed. Chapter 2; Night Stalkers expected to flare whenever a Minos shows up, allow the other members to gather the E-cells, since you must be keeping the Minos in position. Chapter 3; Magnificent Bastards Air strike ability command on incoming bosses, flare and smoke when prom is near raven for CAS users to bomb him. Chapter 3; Containment Same as everyone else Chapter 3; Lost Cause If there is no forward observer you are to airstrike the hell out of Ravenholm. Also smoke bottom of hill to stop flamers and riflemen from getting up. Do not use flare near the hill.