Deadswitch 3

Deadswitch 3

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Ultimate Guide PT. 2
By Silvia S15 and 1 collaborators
The 2nd part of the guide, focusing on Maps, Game Modes, and more.
   
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Welcome Back!
Welcome back to the ultimate Deadswitch 3 guide! In this 2nd part we’re going to cover maps, positioning, game modes, and more.

* This is the 2nd part. Check out the first one here in case you missed it or to refresh your memory. Let's pick up from where we last started.
Game Modes
Game modes consist of objectives you’re required to complete in order to win. There are two types of game modes - Team and Solo based.

As the names imply, in team based modes you have to use teamwork to achieve victory, whereas in solo-type every player is for themselves. Finally, there’s a playlist named “Ground War”, which increases max players capacity to 10, instead of 8.

Team Based
Team Deathmatch
Two teams duke it out against each other. Kill the opposing team’s players to increase your team’s score. It’s advised to stick to your teammates instead of rushing for kills.





Domination
3 flags are scattered around the map on fixed locations. Capture them to gain points over time. The more people on the point, the faster you capture it.






Capture the Flag
Capture the enemy flag and bring it to your base. CTF has a greater focus on protecting the flag wielder and your flag simultaneously.





Team Defender
A variation of CTF and Domination - the flag wielder gains points every 3 seconds for holding the flag.





Demolition
Plant the bomb at the designated area. Defenders must prevent it from being detonated, while Attackers push through and ensure it destroys the target.





Headquarters
Capture the headquarters and secure it to gain points; round-based. Essentially Domination but if your enemies regain the flag, they’ll gain 10 points to their score, and a new round will begin. Additionally, all killstreaks you’ve gained will still be available to use. If there's a tie in the last round, there will bie a Tiebreaker.



Assassination
Team Defender but round-based, like Headquarters. The VIP spawns with a P320, Smoke Grenade, Kevlar, Specialist perk, and increased health. One team must defend the VIP, while attackers must kill them. The VIP is very vulnerable to snipers especially if one hits headshots, be cautious whilst fighting.



Hostage Rescue
Another round-based mode which pits two teams against one another; Rescuers and Terrorists. Rescuers must lead the hostages to the rescue zones at all costs, while Terrorists prevent them from doing so.




Solo Based
Free-for-All
Classic deathmatch. First player to reach 30 kills wins the game. Not much else to it, gets chaotic at times.





Gun Game
Get kills to progress through the weapon rotation. Gun game has random weapons in rotation each time. Every X number of kills your weapon will be upgraded. So stupid, thus making shɪtbag look smart




Infected
In Infected, you'll be assigned a random weapon and equipment type. Out of 10 survivors, one is chosen as Infected, and must infect other survivors. Infected move faster, have Tactical Insertion as equipment, and Juggernaut as their player perk.

The final survivor is given Sleight of Hand and Ghost - with each player infected, the length of the game is extended.
Spawning
Knowing where spawn points are can give you an idea of how to approach almost any situation. Here we'll detail how spawning works for each game mode:

Team Deathmatch
In TDM, you'll spawn in an area which isn't populated with players. This gives you some room to breathe and regenerate health before engaging. If the entirety of your team is present on a specific location on the map, you'll spawn next to them. This can be used for spawnkilling rather easily.

Domination
Spawns are determined by how many flags you've captured. You spawn next to a flag you currently hold, but if you don't hold any then you'll spawn on either the right or left sides of the map. When the enemy has captured flags A and C, you'll always spawn on the B flag.

Capture the Flag
If there aren't any opponents near your flag, you'll spawn next to it. Otherwise, if they've pushed through your defenses just enough, you'll be located near their flag instead.

Demolition
In Demolition, you'll spawn on the opposing side of the map from the enemy. This can give them enough time to ready up for an ambush, preventing your team from defusing/planting the bomb.

Hostage Rescue
If enemies aren't in your base, then you'll spawn there. Otherwise, you'll be located to the other edge of the map.

Assassination / Team Defender
TDM spawn rules also apply to Assassination and Team Defender. Make sure to stick near the VIP/flag holder in order to protect them from dying!

Headquarters
If you've captured the headquarters, allies will spawn near it. If it's flooded with enemies, however, you'll spawn near the edges of the map.

Solo Modes
This includes FFA, Gun Game, and Infected. Enemies can spawn almost anywhere, even behind you. Watch your back at all times.

best way to make someone mad is to place a sentry turret right onto their spawn, making it difficult to avoid getting killed by
Maps
Maps are the environments in which you fight on. As of writing this guide there’s a total of 12 maps, consisting of small, medium, and large sized ones. The majority of them are symmetrical. We’re going to list points of interest (POIs), details, & layouts of each map.


Riverside











Riverside is a small-scaled map with open sightlines and plenty of high ground positions. It features frantic action due to the way spawns work, often leading to quick spawn trapping kills.

POIs include the towers from which you can lay down suppressive LMG fire against enemies, but leaves you vulnerable due to lack of cover.
The underground tunnel is great for taking cover from snipers or helicopters, but is quite tight, thus gunfights are much more intense.

Additionally, the bridge on top of the river allows for high ground advantage, while the sandbags near the edge of the pit provide some cover.



District











District is another small sized level, but unlike Riverside, District features more cover. Shotguns are more effective here because of tight corridors. Air support won’t be as useful in comparison to other maps.

POIs consist of the central hallway, where enemies are very likely to be present in holding a position/camping. Alongside that, the structure in the middle on the top layer provides excellent view distance for killing unaware enemies.

Finally, there’s a small section which allows you to move quickly from the tunnels to the middle of the central hallway which we mentioned earlier.



Warehouse











Warehouse could be described as “Riverside, but smaller” to some extent. For starters, there are plenty of ladders present in this map, and for a good reason - ambushing your enemy.

POIs consisting of the center of the map can be used to lay down fire with LMGs, spawn trapping enemies. Make sure your head isn't exposed.

Also, the tunnels offer great cover against enemy air support.



Outpost











Medium sized winter themed map. POIs include the central tower, which allows you to hit enemies at further ranges, but is quite the bullet magnet. The small buildings on either side of the center bridge are powerful positions. With a long range weapon, they are extremely hard to approach from the front (unless you catch a rocket to the face), forcing enemies to go around and flank.



Factory











A medium sized industrial map with two strongholds. Features some cover and a central shack. POIs include the towers, which leave you exposed for being gunned down, but you can snipe off enemies at range. The underground tunnels are perfect for constant MG suppressive fire, ensuring your team can safely push towards the objective.

The boxes to either side of the central building are just tall enough that if you stand straight up, you can fire over them.



Estate











One of the two non-symmetrical maps as of writing the guide, Estate features a large building and an underground tunnel.

POIs include the small shack near the B flag, from which you can fire at enemies who spawn near the edge. The balcony provides a clear view of enemies who rush towards the Estate, however it does leave your head exposed for sniper fire. Finally, there’s the roof, granting you the highest point in the map, but you’re vulnerable to helicopters.



Downturn










Large size map with flanking routes. The two buildings within the edges of the map are a solid spot for protecting the VIP in Assassination game modes, while there are viable positions the buildings near the center of the map offer a high ground advantage. The best map for Terrorist Survival.


Sandstorm










Large desert environment. Features high ground positions and a large underground tunnel, the latter of which is perfect for taking cover from enemy air support.

Unlike other maps, Sandstorm provides three primary routes to the other side, meaning flanking is often an effective tool. But this also means the center spot becomes a huge choke point.



Overgrown











Large rural map with open sight-lines. The building in the middle has plenty of tight corridors, with ladders leading directly to the sewers. The other two buildings allow you to get some high ground and inflict damage against enemies behind doors.



Airport









Airport is a large map with flanking routes and long tunnels. You can use the ladders tied to the airplane in order to surprise attack your enemy, hold the objective in the center of the map, or rush towards the enemy spawn.

The center of the map is surprisingly open, both above ground and underground. If a smart team of players knows to maintain control of both the area under the plane and the bottom of the terminal, they become very hard to approach.
Positioning
Now that we've covered all of the maps and their layouts, we're going to list several ways for positioning and flanking in-game.

Flanking
When you're either pinned down by gunfire or about to be ambushed, plan out how to approach the enemy while they're distracted. This can give you an opportunity to flank and catch them by surprise (for this play-style we encourage using the Ghost perk).
Having a good knowledge of maps comes in handy by knowing where your enemy could possibly be. Additionally, when the enemy team spams air support, the underground tunnels are your best friend for hiding from them.

Vaulting
Certain maps have hidden ladders that you can use to climb a ledge or get on top of a building quickly. For example, if you jump onto the roof of the Estate's center shack from the right side, you can climb up the ledge without having to go around and take the usual ladder.

Experiment around with leaping onto roofs and see if you can climb up them. Knowing these special spots can give you an advantage over someone not expecting it.







Explosive Barrels
Explosive barrels are very lethal. Take some distance from them, and, if you can, lure enemies near the barrel, shoot it, and get a quick kill. Some players will simply shoot explosive barrels right at the beginning of the game so that they are not unpleasantly surprised later on.

Using Doors
Doors can be used to defend yourself during a pinch. Note that anyone with a high penetration weapon can breach through doors with ease. Getting to know how and when to use them can be a life saver.

Bots
If you are in a game with bots, knowing which paths the bots will take can inform you greatly on where you should go yourself. Bots always take the shortest path to their objective, which means in most cases they take the bottom route. If in a Team Deathmatch, this might mean your chance to take them all out at once with a well-placed RPG. Or in a game of Capture the Flag, this could be your way to sneak into the enemy base without meeting a wall of bullets.

Power Positions
As we've mentioned in the previous part, power positions allow you to control certain areas of the map. There are ways to counter a player who utilizes a good power position.

Let's go over and analyze them.

Outpost's Center

Overview
From here you can take cover by the sandbags, jump shot towards enemy spawns, and secure the objective.

Counters
Use the buildings which are located at the very edges of the map, and aim towards the center area - to ensure killing anyone who's camping, use an RPG or MATADOR.


Estate's Rooftop

Overview
Rain down fire from here using LMGs and Snipers to prevent anyone from taking control of the building.

Counters
Use airstrikes, helicopters, and grenades to flush out enemies from camping up top. If all else fails and you need to approach them directly, a one shot weapon like a bolt action sniper or RPG gives you the best chance of taking them out.


District Central Building

Overview
From here you can spot and damage enemies who are climbing ladders leading to the buildings, or fire down anyone who’s attempting to get in the central hallway.

Counters
Use Stun grenades to incapacitate them from moving and/or riot shields to avoid getting shot.

Sandstorm Center

Overview
The center of Sandstorm above ground provides an unobstructed sightline directly into the enemy base. Plus, since the area is sunken down a little you can always move backwards out of any enemy’s line of sight.

Counters
Flanking via the hills above or the tunnels below provides a good way to get close enough to ambush them, although approaching from the top is usually more reliable (because bots usually crowd in the tunnels, and because HIGH GROUND). But if they are hardy defenders and these methods don’t work, a well-placed stun grenade can give you enough time to advance on them through the center hallway and take them out.


Center of Warehouse

Overview
This spot behaves almost the same way as District, especially with LMGs. From here Lay down suppressive fire to get hold of the Domination flags.

Counters
Get up top of the buildings and fire down at the enemy, who are more vulnerable to headshots and explosive weapons. Otherwise use the tunnels and ambush them with a full-auto shotgun.
Additional Tactics
-----------Advice #10------------
Reload Cancel
By pressing V whilst reloading, you’ll cancel the action immediately. Not as useful for weapons which are manually loaded (such as the M40A3, R700 and majority of shotguns), but works great for when ambushed mid-reload with a slow reload weapon.


-----------Advice #11------------
Pre-Fire
Pre-firing means you fire towards an area your enemy will likely come to. Quite useful when trying to prevent someone approaching your position. It’s less useful when dealing with a person camping a ladder, thus they can jump shot at you. Being able to fire the first few rounds can determine whether or not you’ll win that particular gunfight.


-----------Advice #12------------
Save your Killstreaks
Be aware of when killstreaks are most needed - using Airstrikes to deal with air support, sentry guns to defend a point, etc. Don't waste your streaks unless they're absolutely necessary.
Survival: Introduction
Survival pits you and other players against an endless swarm of enemies. They will gradually grow in numbers and strength, thus you need to set up defenses to improve your chances of survival. Enemy variety depends on which survival mode you’ve selected; for example, Undead Survival includes Zombies and Infestors, whilst Terrorist Survival features Humans and Helicopters. We’re going to list strategies for how to survive longer, its enemy roster, and showcase each mode.

If you can, group up with other players in Multiplayer. Inviting your friends will allow you to hold out longer + more fun.

Support Items
Support items consist of Airdrops, Helicopters, Turrets, and other utilities. These can provide extra backup when you deal with swarms of enemies and can't just relay on your guns. Here are a few examples that can aid you:

* Ammo Airdrops ($500) - Cheap and straightforward, resupplies both ammo and reserve equipment. Useful when you don't have enough money to fully restock or when in a pinch.

* Predator Missiles ($1,000) - Control a single predator missile that detonates with the use of LMB or when in contact with a nearby enemy.

* Stim Shots ($1,000) - An absolute must during later waves, stim shots prevent you from death during a close call if you're especially low on health. You can carry two of them at a time.

* Airstrikes ($2,000) - Drop several bombs at the designated location. Beneficial at stopping enemies from approaching you and dealing with brute-strength opponents.

* Sentry Turrets ($4,000) - Sentry turrets fire towards enemies that are in their sight. Best They're a good option for laying down fire, giving you cover to regenerate health or revive a team-mate.

* Cobras/Pave Lows ($8,000/12,000 respectively) - Very useful air support to back yourself up. The Cobra always follows you around and fires bullets at nearby enemies, whilst the Pave Low will seek and kill other enemies that are nearby.

* Reapers ($30,000) - Take control of a Reaper drone that fires high damage rockets. Can take care of King Infestors more easily, but can get one-shotted by an enemy SMAW.

* Upgraded Cobras ($30,000) - Become the pilot of an Upgraded Cobra, being able to fire both rockets and bullets. When spam fired these helicopters can prove very useful against stronger enemies.

* Deadswitch ($50,000) - Clears the entire map of enemies and gives you some time to breathe before enemies respawn. Expensive, but will save your life at the right moment.

Earning Money
Money Multiplier
Your money multiplier determines how much money you get per kill. When starting a game your multiplier is set to 0. Getting Headshots, Melees, and multi-kills will increase said multiplier by a certain amount. Be careful however, getting a regular body shot will reset back to 0.
If you manage to get all kills within a round count as Headshots and/or Melees, you'll be awarded with a "Perfect Wave Bonus", simply increasing everyone's multiplier in-game by 1.0. Keep your multiplier high to survive.

It should also be noted that Sentry Guns and Player-controlled turrets don't reset your Money Multiplier.

Melee Weapons
You'll see that we mention Melees often in the Survival section. By default you have three of them unlocked: Combat Knife, Bowie Knife, and Machete. Pick the one which suits you best. Once paired in conjunction with Aggression, they become even more powerful. Do note that you'll have to get up close to maximize efficiency.
Survival: Pro
Face endless waves of Zombies, Infestors, King Infestors, Humans, Helicopters, and Heroes. Pro is somewhat similar to Chaos as guns are provided at the very start when you spawn. However, it adds Heroes to the roster and enemies are generally more aggressive. Heroes are tank units that can absorb lots of punishment because of their Juggernaut perk; getting perks yourself is pretty much a necessity for going up against them.

TouhouHijack -
Armed with a Full-Auto FAMAS and Semtex Grenades. Overall not too dangerous, but be careful not to get shredded by their rifle.





Arachnid -
Armed with Intervention and Stim shots. Arachnid can be annoying to go up against as when you get them low enough on health, they'll immediately use a Stim, instantly regenerating back to max HP. Fortunately they have only one stim in reserve, and melee weapons are effective.











Moussa / Yung Wolf / Ari -
Armed with assault/sniper rifles respectively and Throwing Knives. This trio behaves just like Arachnid, just that they use Knives instead of Stims. Use Ninja to counter them!


Wild West Wrangler - Armed with a Stoeger. Simply keep your distance from them to take less damage.







Eric - Armed with an SR-25, Specialist perk, and a Trophy System. A less powerful AETIC, Melee Weapons work best against them.





Peacekeeper - Armed with a rapidfire M60E4, Specialist + Aggression perks, and Semtex Grenades. This is where things get tricky - on one hand explosives and fire are almost useless against Peacekeeper as Specialist gives them greater resistance to said effects. On the other hand, if you try to get in close range for melee attacks, there's a chance they'll 1-Hit Kill you, unless you use Juggernaut. Best option is to use a range melee weapon and kill them from a distance. Check out the "Weapons & Gimmicks" section for more details about this.



Justin - One of the strongest enemies in the game, Justin Wilkin uses an SR-25 as primary and M202 as a backup weapon. Just like Peacekeeper, Wilkin also possesses the Specialist perk. The strategies used to deal with PK can be used here, too.



AETIC - Who thought it was a good idea to bring Green Toaster Man a railgun? *Sigh* Whatever. AETIC uses a railgun weapon which is extremely effective even against Juggernaut wielding players. If that wasn't enough they also use Specialist, Hard-Headed, and Kevlar. Use Specialist perk to counter the railgun's damage.


Should AETIC drop their gun (which has a very low chance of occuring) just note that it's not as useful against Heroes. It does drop other enemies like flies, though.





Alexsei - One of the two new Heroes in 1.6.8, Alexsei uses their signature AK47, RPG, and Incedinary Grenade. The AK is espeically deadly so get Juggernaut as soon as you can to mitigate its damage. Alexsei is one of the few Heroes that have a Launcher as a secondary, meaning should there be a helicopter in their close vacinity, they'll pull out the RPG and shoot it down. Anything will work effectively on them.


UPBoss111 - The second new Hero introduced in 1.6.8, UPBoss111, is armed with an Ultimax MK5 and L115A3. Weapon-wise it's relatively easy to handle against them. UPBoss shares characteristics of PK and Arachnid: they have specialist so they take significantally less damage from explosives, and when they get below 50% HP, UPBoss will immediately pop in a stim (once per life) - recovering all of their health. Melees are best suited against them.
Survival: Enemies
In here we'll cover each enemy type within Survival - their characteristics, strengths, and weaknesses. Note: In order to avoid repetitiveness, all Helicopters are vulnerable to Launchers with Explosive ammo. No need to repeat that over and over.

Undead
Outlast against waves of brainless Zombies and spider-looking creatures nicknamed "Infestors". Undead survival also includes a dark night theme.

Zombies - Appear from the very start, Generic Zombies don't oppose much of a threat at first glance, having low health and speed.
As you progress through waves, they'll continually get faster and stronger. By Wave 4 it's quite likely Generics will carry around a Melee weapon (either Combat/Bowie Knives, Machetes, and even Hatchets). Those oppose much more of a threat as they can one-hit kill you when not dealt with properly. Additionally, Generic Zombies can spawn using an RPG at Waves 10+. Their rockets are equipped with Explosive ammo, thus they're more lethal. Best way to neglect their main source of damage is to use Specialist perk!


Fat Zombies - Fat Zombies first appear during Wave 3. Unlike Generic Zombies, these guys can take more punishment, but usually move slower than most other zombies. Fat Zombies can carry Melee Weapons, Shotguns, and even Grenade Launchers at later waves. This time around using things like Explosives and Melees can prove to be more effective - a loadout for this would be any Melee with Aggression perk, combined with an M32 MGL attached with Explosive ammo. With this you can kill them a bit easier.

Sprinters - Make their debut at Wave 5, Sprinters are stronger than Generics, in the form that they inflict more damage and move faster than them. Like with Generics, Runners can equip Melee weapons. Be very careful when approaching one, don't get too close range otherwise you'll die.

Exploders - Appear in Wave 6, As the name implies, these Zombies simply explode when they either die or are in close proximity near a player. Not much to say about them, they don't spawn with any weapons. Do mind that the explosive damage is fairly moderate, however.

Spitters - Make an entrace during Wave 6, Spit projectiles every few seconds when a player is in their line of sight. Spitters have moderate health, speed, and projectile damage. Overall they should be taken care of with caution.

Mutated Runners - Mutated variant of the regular Runner, first appears during the 7th Wave. Moves faster, hits harder, all while sporting more health. Aggression with Melee is surprisingly very good against them, if you don't have that then make sure to set up some Sentry Guns and have Grenade Launchers ready.

Infestors - Spider-looking creatures that first arrive at Wave 10. Use "claws" to attack nearby players. Move exceptionally faster than the majority of other Zombies, so use Stopping Power perk to stop them dead in their tracks before they can get to you.

Mutated Exploders - Mutated variant of the regular Exploder, first appears during Wave 12. Retains the ability of exploding when dying/close to a player, but the explosion is so strong that it stuns you, too. The only effective way to counter these guys is using the SitRep perk, reducing the stun effect.

Mutated Spitters - Mutated variant of the regular Spitter. Have more health, move faster, and attack more rapidly than a regular one. Once again, using Explosives is the best way to get rid of them.

Juggernaut Zombies - A counterpart of the original Fat Zombie, now wearing a Juggernaut suit. Besides just visual change, Jugg Zombies can spawn with M240 machine guns, Striker shotguns, and Barrett M82 rifles. Additionally, they have SMAW rocket launchers as their secondary. Meaning, if there aren't any players in their line of sight, they'll automatically target your air support. Finally, they have Throwing Knife as equipment - the catch is their knives are much stronger than yours. To counter Jugg Zombies: A.use Ninja, that way you'll neglect Throwing Knife damage, and B. use Launchers with Explosive ammo.

Shield Zombies - Armed with Riot Shields which block bullets. Use Explosives to deal with them.

Mercenary Juggernauts - A variant of the Juggernaut Zombie, now equipped with a Katana. Moves incredibly fast and can easily 2 hit kill you even with Juggernaut perk. Use Stopping Power and Explosives to prevent them from reaching you.

King Infestors - The final enemy type introduced, first appearing in Wave 15. King Infestors are essentially Infestors, but can 1-one hit kill anyone who isn't using Juggernaut perk. Not to mention their sheer size. Be careful when dealing against them.

Terrorist
Outlast against waves of Terrorists and Helicopters.

Basic Soldiers - The first enemy type that makes their debut in Terrorist Survival, Basic Soldiers are armed with pistols from the very start, have low health, and move slowly. As waves pass they'll spawn with automatic weapons and be tougher to kill. Additionally they can plant Claymores from Wave 8 onwards. Use Sentry Turrets and Explosives to deal with them.

MH-6s - Light attack helicopters that always search for players and attack them when close. Not too threatening, but make sure you get them out of the way so they won't cause any trouble.

Juggernauts - Two Juggernauts first spawn at Wave 10; They have moderate/high health and powerful weapons equipped. Use Explosives (and Melees if you're confident in your aim) to kill them. Also keep in mind they have SMAW rocket launchers that lock onto air support.

Mercenaries - Distinguishable from others as they wear a Mask on their face and use Machetes. Mercs move fast, hit hard, and are quite dangerous when not dealt with properly. Use Stopping Power paired with Sentries to stop them dead in their tracks + yet again, Explosives.

C4 - Rush towards players and explode when in close proximity/killed. Specialist neglects explosive damage received.

Cobras - Well then, they've advanced their arsenal. Appear at Wave 15, enemy Cobras have more health than MH-6s and attack faster, too.

Pave Lows - Fire high caliber bullets and rockets which have homing capability. Take cover in buildings in order to avoid getting yourself killed. Use Explosives at a distance to deal with them.

Rocketeers/Grenadiers - Use Rocket and Grenade Launchers, respectively. The Grenade Launcher ones are especially more lethal, so take them out with caution.

Reapers - And finally, the last enemy type in this Survival type: The Reaper. If you have Juggernaut, it takes about 3 rockets from a Reaper drone to kill you. If that wasn't enough the firing delay of rockets is very fast, I've seen my fair share of matches in which I saw a guy setting up defense in the open, then suddenly getting swarmed with a burst of rockets because of a Reaper.

Stakeout
Stakeout survival is different than its counterparts, because it doesn't feature a Tactical Crate via you can purchase items. Instead, Airdrops and Escort Airdrops are deployed every few waves, containing random things (weapons, equipment, perks, and killstreaks). Getting to higher waves is more dependent on luck.
Survival: Weapons & Gimmicks
Before you hop into a survival game with your new knowledge, there's something we need to discuss. You can definitely survive by using "default" unlocks, such as the M32 MGL as it's very good, but then there's Perks and Support. Some of the most important things are locked behind a pay-wall, which is a bit frustrating, but with the first part of the guide now out, you should be able to get just enough shards for stuff you need here. If you don't buy these then you won't be at too big of a disadvantage, but if so then you should pair up with other people to last out longer.

Additionally, you'll need to get a decent loadout for surviving the incoming hordes. We're going to list several weapons which you should aim to get while playing.

Beginner Friendly
If you're still learning the ropes of the game, pick either of the following guns. They're easier to control and get the hang of.

LMGs
Boast large magazines for sustained fire against tough enemies. Suggested attachments for them are: Speed, Extended, and Laser.

* MG4 ($1,000)
* M60E4 ($2,500)
* M249 ($4,000)

Shotguns
Strong powerhouses up close. Note that you'll have to get in close range to make the most out of your buckshot. Suggested attachments for them are: Speed, Laser, and FMJ/Extended.

* M1014 ($2,000)
* SPAS-12 ($3,500)
* AA-12 ($5,000)

Intermediate Usage
If you have a decent amount of experience in the game, pick guns from this category.

Launchers
Deliver explosive damage within a specific radius. Pretty much everything benefits from the "Explosive" ammo attachment as it increases damage by a lot. Quite expensive though.

* Thumper ($4,000)
* RPG-7 ($6,000)
* M32 MGL ($8,000)

Frequent Usage
By "frequent" we refer to the most frequently seen weapons used by the playerbase, based on observations we've made.

Melee weapons are one of the best ways to not only increase your multiplier, but also inflict more damage to enemies whilst using Aggression perk. Getting in close range could be a problem, thus there are two methods for improving melee range (These only apply to multiplayer!):


















You must perform the next five steps before attempting one of the methods.
1. Access the Tactical Crate.
2. Select either of the two buttons, Primary or Secondary weapons.
3. Click "SMGs" and buy an MP5.
4. Then click on your MP5 and buy a melee of your choice - after doing so you should be able to see four gray boxes below your Melee weapon.

Now onto the methods themselves!
* Method #1: Single Fire - The cheaper alternative to increase your melee range. Note that once you bought SF as base attachment, buying any other base attachment will replace it.





















Press on Base, and purchase Single Fire.

Now your melee can attack much faster when spammed with slightly better range. Note that your crosshair will be colored gray when you're in effective range.

* Method #2: Accelerator - I've found out a glitch around two weeks ago (as of writing this part) that allows you to attach unique attachments for certain weapon classes. Such examples are Suppressors on LMGs, M203s on Shotguns, and so forth. This glitch also applies to Melee weapons, too. Here's what you need to do:





















Press on Barrel, and purchase Accelerator.

After testing this for some time now, I am confident that Accelerator increases the range of your melee even more compared to SF. This also removes the need to spam click! Despite this it's a little more expensive than said attachment, pricing at $3,000.

Furthermore, you can buy a base attachment for your gun and the Barrel mod will remain the same.
Closing Notes
That concludes the end of the guide, as we've covered pretty much everything you need to know. Special thanks to shɪtbag for helping with the “Spawning” section, and thank you for reading! We hope that this guide helped you with learning the ropes and mechanics of the game, coming up with new strategies, educating yourself with something new, and above-all-else having fun. If you have any other questions, feedback, etc. feel free to post them in the Comments.

While you're at it, join the community Discord server![discord.gg]

Good luck and we'll see you in-game!