Back 4 Blood

Back 4 Blood

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A Compilation of Tips & Tricks For Players To Be Better & Make No Hope Much More Fun
By Rest In Peace Ted Kaczynski
This is a guide where I'm going to dump various tidbits of info I've learned when playing. I exclusively play No Hope. I play with friends, I play with randoms, I play with cross players, so I've seen a whole hell of a lot. A lot of right, and a lot more wrong. So with this guide, I hope to pass on a lot of info that will help you be a better cleaner. This game is extremely fun and I enjoy it a lot, and even when ♥♥♥♥ is going south or I have awful teammates, at the very least I learn something new.

Keep in mind that this is going to largely be a dumping ground of info that will be updated and tweaked with time. I have a lot of experience playing this game, but I am not perfect and things will be edited and tweaked in time. Since B4B isn't updated anymore, there is a silver lining in that the game will not have ground breaking reworks, so I'm 99% confident that this info will be up to date until the day server support is pulled (let's hope not)

Also this should be obvious, but the tidbits of info within this guide is targeted towards the hardest difficulty of the game, No Hope. However the info can and will transfer to lower difficulties. If there is something to note with a lower difficulty I will do my best to explain and point it out.
   
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Section 1: General Info About No Hope
Before we get into semantics and hair splitting, it's wise to understand the nature of the beast. No Hope will ♥♥♥♥ you up, even as a great player.

No Hope is a difficulty meant to kick you in the teeth to the point where you will question how fair it is, at least if you never played the pre-rework of OG Nightmare mode. No Hope is a difficulty that requires a complete understanding of the basic and advanced fundamentals of No Hope. You'd think fresh installs and sales players would stick to recruit and veteran for a good while, but no. I've literally seen people with 0.0 hours somehow walk into our No Hope game, and they get utterly raped. It's bewildering really.

If you are a new player and have not played the other Acts, become familiar with the fundamentals, become good with those fundamentals, and learned how to properly cooperate with your teammates, you're going to ruin the game for everyone. You're going to ruin the game for yourself due to being a complete noob getting utterly destroyed at everything, and you're going to ruin the game for others because they will need to carry the dead weight you bring, the resources they waste on you, and the risks they take trying to baby/save you when you go down or die. Do everyone a favor and only play No Hope when you can confidently say you can play veteran well.



These modifiers are not a joke. Do not think you will be able to freely walk into No Hope without good decks, general knowledge of the game, and a willingness to cooperate with your team to the fullest you possibly can.

-Modifiers: No Respawn Points, Lives don't recover, Roaming Bosses
In No Hope, by default, the game will provide no player with downs, meaning if you go down, you're dead. There is no incapacitated state. The only way people will be able to have downs is if certain corruption cards allow it, you have cards in your deck that provide you/your team with downs, or someone plays the Group Hug burner card. And if you do have downs, they will not be restored or replenished by the game. Your character will not recover ammo, health, lives or anything by default in No Hope. How you died or got to the safe house is how you're going to be in the next chapter. Downs can only be restored by people playing another Group Hug(s) (Group Hugs simply add onto the overall collection of downs. They do not restore "real" downs. They are like slapping a bandage on a gaping wound. Any downs provided for via Group Hug are removed the next chapter), healing at a first aid cabinet (which will never be free), have someone heal you with a first aid kit while having the Medical Professional card in their deck, or getting certain corruption cards in the next chapter. Roaming bosses mean there will be 1 boss guaranteed in the chapter. This does not include map bosses, meaning you will have to fight 2 or 3 bosses in some levels. For instance, the 2nd chapter of Act 1, The Ogre is not THE boss you have to fight, he is A boss. You will also have to fight a Breaker or Hag as well within the chapter. Certain maps will only have 1 or 2 or 3 possible roaming bosses, depending on the level.

There is also no respawn points in the level. If you die, you are dead until the next level unless you are revived with a defibrillator or an emergency transfusion. Once you are dead, you are dead. If you are knocked off the map or fall off a cliff, nothing can be done and you are completely screwed until the next chapter.

-Friendly Fire: VERY HIGH
Friendly Fire is an ever pressing threat. Damage WILL scale with how much damage you can deal as is depending on your deck, so you can very easily down/kill a full health teammate in 1 shot. This can lead to screwing the game over, and if you're careless enough, allowing others to kick you for excessive team damage. If you are too scared of hurting others, like many are, they will put on the training wheels and use the Down In Front card, however that also eliminates a valuable card slot in your deck, and ruins an important feature of the difficulty, and if you rely on the card so much, leading to bad habits where you only crouch in the game and turtle around or spam needlessly. Avoid bad habits all together if possible and be actively aware you can murk your teammates so easily.

-Bonus Stats: NONE
On lower difficulties, the game will provide extra cushion in the form of downs, health/stamina/ammo/copper cards and extra trauma resistance that you cannot see. No Hope provides nothing. This ALSO applies to loot within the game. Quickslot items, medical items and offensives will not naturally spawn in the world. They can only be found in areas like Prepper Stash rooms, hives, cleaners/cards that allow drops to happen, and scavenger cards you can place into your deck before the game starts.
NOTE: ONLY FOOD SCAVENGER CAN BE "FOUND" IN THE ACTUAL ACT AS YOU PLAY VIA CARD SHRINES. AMMO, COPPER, OFFENSIVE, WEAPON, SUPPORT, ETC SCAVENGER CARDS CANNOT BE FOUND IN THE GAME ITSELF AND MUST BE ADDED INTO YOUR DECK BEFORE YOU PLAY IF YOU WANT THOSE CARDS TO BE IN YOUR RUN. THIS IS THE ONLY WAY (outside of some extremely rare burner cards) THAT YOU WILL BE ABLE TO "FIND" THESE ITEMS WITHIN NORMAL CHAPTERS.

-Trauma Resistance: VERY LOW
Trauma is going to be a constant and extremely oppressive threat at all times. It is widely believed to be that by default, everyone takes an extra 30% trauma in No Hope, and you will need to be extremely wary of this. Medic builds will need to be centered around blocking trauma damage and healing trauma as much as possible, and people will very often be at their unhealthiest, 40/40 most of the game, making the ridden able to 1 tap you if weak enough and mutations touch of death anyone.

-Ridden Strength: VERY HIGH
-Corruption Card Variety: VERY HIGH
-Event Difficulty: HARD
The common zombies will always be sprinting, and will be their nastiest forms. Charred, Blighted, SWAT/Military, Festering, and Volatile will be in almost every chapter. This also applies to the mutants. They will likely be armored, and have multiple enhancements that will make them harder to kill, and easier to kill you. You will also get extremely rough and game altering corruption cards that will force you to play and plan differently than expected. From simply taking more damage, to forcing warped copper only into the level to maxing everyone's health to 60, to many more, these cards will force you and your team to both adjust during and even beforehand in order to minimize damage.
Section 2: The Basic Groundrules & Written/Unwritten Rules of No Hope
Now that the general mechanics of No Hope is laid out, now is a good time to talk about the mentality and tone you and (hopefully) your team needs to have. This applies to both in the game, and out of the game, since the most important thing you need to do is to create a proper and fitting deck for No Hope.

I want to add this addendum here. While what I'm saying here in this section is true and is solid, it isn't absolute. I am not going to give specific builds/loadouts since I personally feel that defeats the creativity and ingenuity of the human mind. There is copying someone's "meta" deck and using that without any input of your own, there is learning from others and taking inspiration/a helping hand from it, and there is creating your own, custom, interesting and successful deck. What is the point of copying someone elses "tryhard/sweat meta" deck if you're not gonna have any fun with it? I want you to have fun and use your creativity/deduction skills when making your decks so you can add your own interesting and fun spins to the game. That's the point of the game after all, to have fun and entertain yourself. So don't feel like you NEED to copy the most "accepted" deck for No Hope. You can make ANY deck work if you are REALLY good, but more importantly, you need to respect the rules and foundations of No Hope. I have seen players play the "worst" characters with utterly stupid/joke builds like knife only, fist only, firecracker spam, pacifist only runs, and other utterly stupid decks, and actually help the team and survive campaigns from beginning to end.

HOWEVER. These are the top of the top players who understand No Hope and respect it. They work with the team, they try, they help out, and they do what they do with stupid/gimmick decks because they are that good and respect the game mode and their team. I want you to be like them where they understand the beast, respect it, but allow themselves to have their own creative freedom and enjoyment with the game. When you need to be more serious and hunker down, you need to do so. However don't feel like you need an absolute tryhard, perfect deck.

With all that being said, here are the both Written/Unwritten rule that needs to be adhered to (or at least respected and acknowledged) of No Hope.

1. Damage and Copper Economy is King.
No Hope is all about being able to kill everything before it can kill you, and there are 2 ways that are the most reliable and needed in order to survive. Being able to dish out more punishment before the Ridden do the same to you, and purchasing armaments, upgrades, equipment, and more cards with copper. If you can kill everything, nothing can hurt you, so you need to have your decks be able to bring the pain as hard as it can. This means taking cards like Glass Cannon, Belligerent, Large Caliber Rounds, Confident Killer, Weakspot damage cards, and other cards that help you keep up the damage. This also applies to Copper as well. Copper is King. Without copper, you and your team cannot afford more cards within the Act, upgrades and equipment at the vendor, and thus, meaning you're going to struggle way more with inferior armaments and being generally unhealthy. You also will need at times to give copper to your teammates, just as they should do the same for you as well. If you find a great card within the level that will benefit your team and your play style, you need to ask for more copper if you cannot afford it. It works the other way too. You will need to cough up copper at times, otherwise your team will suffer by being weaker.

Copper is often seen as yours and yours alone, when that is NOT the case. Copper is your TEAMS. You and your teammates need to be willing to compromise with each other. Sharing copper, pooling resources, and allocating things to the appropriate cleaner and player who will best utilize it. Each cleaner gets copper when the normal, small copper piles are picked up, and in order to maximize your copper economy, you NEED to slot copper cards into your deck. A minimum of 2 is REQUIRED. Copper Scavenger is the best by it spawning more copper into the levels, and other copper cards add onto it. There is much debate on what is the "best" copper card and this is between (in rough order from best to worst), Copper Scav, Lucky Pennies, Money Grubbers, and Share the Wealth. However, all copper cards have their use, and it is very wise to slot an extra copper card in if you feel you really cannot get a good 15th card for your deck. Copper is king and needs to be treated as such, same as how damage is king.


2. Specialize. DO NOT Be A Jack of All Trades.
The reason I say this is because this will tie into the 3rd rule in a bit, however it is needed to be stated and understood. You want to be able to do 1 or 2 things EXTREMELY WELL, vs doing everything alright. The reason this is the case, is because you are fighting the hardest enemies and toughest wrenches that will be constantly thrown at you and your team in No Hope. You will not be getting far if you try to balance many different things sub optimally. If you try to make a deck for example that has a bunch of small, little bonuses like some health, some reload speed, some small healing efficiency, some ammo, some movement speed and other very minute things, you are only hurting yourself since you:
A. Will not have the absolute stopping power or support capabilities you truly need to survive in No Hope
B. Will at best, get a minor effect from resources and at worst, squander/waste resources because you're not going to squeeze every last needed potential bonus/power from the item
C. Will be fighting with your teammates over said limited resources. If everyone is fighting for 1 specific ammo type for example, everyone collectively will be weaker by everyone being low/out of said ammo. When the time comes to kill a dangerous mutant or boss and if everyone is bingo on ammo, you're screwed.
D. Wastes much needed copper by sub-optimally utilizing meds, tools, offensives, etc rather than allowing the best person to use it to its maximum effectiveness.

An easy example to draw on already is how Damage is King on No Hope. If you are making a damage build, you need to squeeze as much possible damage as you can out of your deck. Because the more damage you can dish out, the faster things die, the safer you and your team are. If your deck is centered around shotguns, you are going to need to take damage and shotgun cards, and you are only going to be using shotguns in that run. This also applies to medics. If you are going to be the dedicated medic, you need to be able to squeeze every last drop of healing potency possible out of every bandage, pill, medkit and defib you possibly can. If someone uses a medkit on themselves and they DON'T have any medical cards, that is less trauma restored, that is a wasted down restoration, that is a HORRIBLE waste on everyone. If you throw a pipe bomb just because, rather than giving it to the Hoffman player,
that is squandered potential of not getting extra ammo/offensives due to Hoffman's ability to spawn those items whenever he kills something. This applies to so many things within the game, I could go on this point, because it is SO important.

Whatever you decide to play as/with in No Hope, you NEED to dedicate as strongly as you possibly can. Now this of course isn't absolute, but it damn well is close. You can allow some wiggle room if you really want/need it, but you need to have a main idea of what your build is going to do, how it's going to benefit your team, and how well you and your team can most efficiently utilize your gear and skills.
Section 2 Continued: The Basic Groundrules & Written/Unwritten Rules of No Hope
3. The 4* Roles of No Hope.
Extremely closely tied to number 2, you are mostly going to be playing 1 of 4* roles that each good cleaner crew needs in order to survive. These are:
1. THE TANK/TRASH BURNER
2. THE DAMAGE DEALER
3. THE MEDIC
4. THE SUPPORT

1. THE TANK/TRASH BURNER

The Tank/Trash Burner is someone who's main job is crowd control, dealing with both hordes of commons and (if you are the Tank) "tanking" bosses, dangerous mutants and giving the team a chance to open fire on said threat with your higher damage resistance/sustainability. These are typically either a down in front melee fighter who leeches off of kills from commons like Sharice, Holly, or a Melee Doc. These people will often crouch in front of a chokepoint, making sure the front line isn't broken past them. They rip apart anything that tries to force entry and keeps the weaker, fragile team members out of harms way. Melee players will also have large amounts of trauma resistance because they are going to be on the front lines taking constant punishment, so everything they can get to maintain position is going to be used. This can also be someone like a grenade/molotov Hoffman and to a lesser extent a T5 using Evangelo, who's job it is, is to make sure everything that touches the flames and shrapnel is killed in the fire and doesn't touch the team. Your goal is to "burn" away the trash so your team can focus on more dangerous threats or can reconstitute during a rough time.

2. THE DAMAGE DEALER
This is the player armed for bear. They hit hard as ♥♥♥♥ with pure, raw damage, and to make sure mutants and bosses are purged from the Earth before they get close to the team. These are players who major in 1 specific weapon type. TONS of weakspot damage, and flat multiplicative damage increases. Sniping Jims. Shotgun Talas. LMG Walkers. These are people who squeeze as much possible damage out of their kit to make sure everyone else doesn't get raped and ripped apart by a Bruiser, Ogre, Reeker, or Snitcher before they scream.

3. THE MEDIC
This player is someone who provides insurance to the team and maintains everyone's health. While in theory if everything is exterminated due to perfect coordination and shooting, that's not how reality works. Mistakes are made, unfair spawns happen, rough corruption cards hit, anything really can happen, causing your team to either be down, dead, or knocking on death's door due to a zombie apocalypse being a zombie apocalypse. Medics are there to restore trauma and make sure people are bolstered for health. A common noob trap for medic players is to only focus on normal healing, not max out healing efficiency capabilities, have no trauma restoration, and to not bring Needs of the Many, but for some reason, bring Medical Professional. These are extremely grave sins to commit as the Medic, because your job is to prevent people from dying and to minimize pain and suffering. Not prolong it or try to cheat it with unorthodox or straight up bad builds. Trauma restoration, tons of overheal, down restoration, and even simply bringing Needs of the Many, is such a vital thing, yet so many players don't do this. They either focus on normal, non-trauma related healing, or they waste everyone's time by not having Needs of the Many, a REQUIRED card in a medic build for No Hope. If no one has downs period, you cannot restore them with Medical Professional. These are almost always Doc players since she has an extra healing efficiency as her bonus, but Prophet Dan, Mom, and even Sharice can be dedicated medics.

I CANNOT STRESS THIS ENOUGH, IF YOU ARE GOING TO BE THE MEDIC, BOTH OF THESE CARDS ARE ABSOLUTE REQUIREMENTS. YOU ARE HORRIFICALLY CRIPPLING YOUR TEAM IF YOU BRING MEDICAL PROFESSIONAL BUT NOT NEEDS OF THE MANY. THIS IS SO COMMONLY DONE AND IT SETS TEAMS UP FOR FAILURE. GROUP HUG IS A TERRIBLE SUBSTITUTE SINCE GROUP HUG CAN GLITCH AND NOT WORK ON NEW PLAYERS LOADING INTO THE GAME FOR THE FIRST CHAPTER AS THEY'RE PICKING THEIR CLEANER. NEEDS OF THE MANY AND MEDICAL PROFESSIONAL ARE THE STANDARD AND IF YOU DO NOT BRING BOTH YOU ARE LETTING THE TEAM DOWN SO ABYSMALLY

4. THE SUPPORT
This is arguably the most flexible cleaner role and has the most leeway in terms of personal adherence. "Support" in No Hope means alleviating pressure off the team in smaller ways, or being a backup system/resource when needed. An example of this is Karlee. Karlee is a fairly niche character, her big Act she shines on is Act 1 with all the use speed requirements in that campaign. Karly also can detect threats and can either warn the team/neutralize them, bring extra tool kits for extra uses at first aid cabinents or bring Stealthy Passage to easily see and identify possible threats that could alert hordes and disarm them for copper and having less hordes to fight. Heng is also another great support character. The additional food spawns allows cleaners to consistently restore some trauma, increase their damage, add healing, and provide combat bonuses with the leftover he spawns. This takes pressure off of the medic, by simply willing more food into each level. Heng also himself can snowball into a powerhouse due to him also getting a copy of each leftover bonus when someone eats food. Support can also be a Pinata Hoffman, who, with some luck and a lot of corpses, can spawn many items that take pressure off the copper economy and medic with how often he (ideally) should be spawning items with the Pinata card.

Really, any cleaner can be support. Simply bringing ammo cards into your Damage Deck alone will allow your ammo economy to be much healthier since you can drop way more rounds for teammates who may not be able to carry so many. Support is very case by case dependent overall, both on the specific Act, and the type of player who is willing to do what they can to help out.

As I said earlier in the beginning part of Section 2, this isn't absolute. You can pretty much get away with anything in No Hope if you're that good. However don't use the first part of that to write off making a good build and not working with your team. You NEED to work with your team, and you need to actually be that good to play with a really stupid/gimmicky build. In order to theoretically get to that point, you need to have the experience and knowledge of the game, and No Hope in particular to get away with said joke loadouts.

*Also as said, this isn't set in stone. You can be decent as 2 different types of "roles" IE a shotgun Tala is meant to deal huge weakspot damage, but she's obviously going to be good with crowds as well since she hits so hard already with her weapons. However you need to focus on the main aspect of your build first, and ONLY THEN if you have any card slots left, then you can maybe give yourself some extra wiggle room. You can also do really niche and interesting roles if you are good and willing to work with your team. For example if you are really good at kiting and dodging zombies, one could make a build centered around avoiding damage by simply being faster than the enemies, however this is something most people cannot do well enough in a No Hope game. There are many other "roles" you could come up with since the game has so much customization with card decks, but just keep in mind the 4 I mentioned are going to be the most reliable, consistent and expect for most players.
Section 3: Loot Allocation & Working With Your Team
Now that we have the proper foundation laid out over what No Hope is, now is a good time to delve into how to effectively work with your team, since it IS a team game after all...

You'd think that the game being a coop, 4 person vs horde game would sort of have the people playing it expect to have some fundamental understanding that they would need to work with their team. Funny how complex, annoying and nasty the human spirit and instinct is however. Some of the nastiest, entitled, elitist and overall scummiest people you will find is on No Hope. Especially Xbox/Playstation players too, oddly enough. And the best part of that is they are almost always bad players too. And not even in a "bad because they're new" aspect. More of a "mediocre skill but with only 1 specific build/deck and if one thing goes wrong in their game whatsoever they crumble like a ♥♥♥♥♥♥♥ cookie" aspect. It's interesting to see. And a massive part of this, is them either being unwilling to work with the team, or the amount of effort it takes for you to have them try and work with with you is so much, the juice isn't worth the squeeze. So, in an attempt to try and mitigate and prevent future players becoming selfish, entitled scumbags, this part is dedicated to the importance of working together, and some of the many ways you can and should do so!

1. Loot Allocation
Loot Allocation simply means giving resources to the player who can best utilize this. This is an extremely important part of No Hope, but a lot of players don't do this. Now, as with everything in this guide, not everything is set in stone and exceptions always exist. For example, in a tight spot, the medic can forgive you popping your pills in a clutch, life or death moment. It's just when possible, it's best to give items to people that can make the most out of them, since on No Hope, resources are scarce and they need every bit utilized out of them as much as possible. A good example of this are medical supplies. When possible, it's MUCH better to give your medic the pills/bandages/medkit you're carrying and have them heal you with it, because they will have so much more healing efficiency than you, meaning you will have WAY more trauma, health, and even a down restored with it. Another is a pipebomb. It's WAY better to give a pipebomb to Hoffman, because his main ability he has is he can spawn ammo and more offensives with them. And if he's running pinata as well, this can mean even MORE offensives, medical supplies and quickslot items. Same with quickslot items. If someone is using magicians apprentice, that card gives a 10% "reuse chance" on ANY item they use. Medical, offensive, or quickslot. This essentially means the item, when used, isn't actually used, and will able to be used again. You can tell when an item has been reused because you'll hear a *SHING* noise, meaning it can be freely used. Some items have default reuse chance within them, depending on their quality like bandages, razor wire and toolkits. However when possible, you should allow the one with magicians to use these items, because that 10% reuse chance DOES STACK on top of any item with a base reuse chance. Purple toolkits to them will have a 55% reuse chance, that is HUGE. You have a casino's odds of winning every time you open a TK room, open a Warped Crate, or a Med Cabinet. That is SO HUGE on No Hope. This also applies to items with no reuse chance but you still have Magicians. Gold Pipes, Gold Medkits, anything can be reused with a little luck when you own magicians, and that is absolutely massive.

Loot Allocation can also apply to more niche and interesting strategies. For example, if you run Stealthy Passage, you cannot carry quickslot items, WITH the exception of Gold Items deemed Quest Items like C4, Duffel Bags, and Blood Containers. This allows your team the ability to essentially have a guaranteed duffel/objective item carrier no matter what, which is really nice, since you can sometimes run into problems where people don't want to leave certain quickslot items behind like Jeff Whistles, Toolkits, Defibs or anything that does have some use, and people will struggle in letting items go at times. Another example is Heng with the food. Heng essentially doubles leftover for the team. He can personally eat the food item in question for double the effects for himself personally, or, and ideally, he should allow someone else to eat the food so they also get the benefit. Some players can really benefit from those extra 3 cans of peaches throughout the level, and the Heng player lets someone else eat those peaches, that is both 15 trauma restoration for both players, VERY big in No Hope.

Loot Allocation can even be applied to yourself selfishly. If you unfortunately have a noob or ♥♥♥♥♥♥♥♥ on the team, you can simply not give them things they are clearly needing for simple self preservation. It sounds cold, but at times, you'll realize that the resources you have will be better used towards yourself than towards them. Odds are, if the noob is going to die and then ragequit no matter what, what difference is giving them your pills REALLY going to do? You're going to just starve yourself on important meds you will otherwise need later on. If that ♥♥♥♥♥♥♥♥ on your team who just will not cooperate with the team no matter what and is swearing at you goes down from being stupid or is in a really awful spot, should you REALLY risk your neck out to save them? If they die, should you REALLY use your one down you have and emergency transfusion them? If ♥♥♥♥ is going South and you need to use your dying, screaming in agony teammates as distractions, will you be able to do that? When will you know when to run vs when to try and save the ship? These things will happen if you are sadomasochistic like me and play pub No Hope, and you will need to know when to hold off on helping someone. Keep in mind that this is NOT an excuse to do this as the norm. Sometimes, you will need to do this, but not all the time. This is a very, case by case basis thing that you will need to do on your own.

2. Manners.
You'd be surprised how far simple manners will get you in a cooperative game. By being nice and showing an act of good faith will make the game SO much better. A simple act of healing someone with your meds in a bad moment, dropping ammo for them, dropping some copper for them, apologizing when you shoot someone, accepting an apology when they shoot you, and overall being nice once will start a wonderful chain reaction within the team where people will be more likely to open up, work together, and just have things be a lot calmer. The game can be hard enough trying to focus on so many things that it can lead people to being tense and concerned. Saying thank you when someone does something nice for you goes very far. Even using the radial menu with the thumbs up shows to others that you're an actual person in the game, and not just a glorified NPC, and that will mean so much more to them. They'll be more likely to actually treat you as a human! How nice of them! Of course I'm not advocating you need to be a pushover, if someone has shown time upon time that they're just a scumbag, at what point will you realize that they see you as a mere resource they can use and not a person playing a game for fun with them. Until proven otherwise, you should treat any initial ♥♥♥♥ ups or slips as ignorance, not malice. Only after repeated examples of their character should you decide to act accordingly.
Section 3 Continued: Working With Your Team
3. Communication
Communication is key. Not everyone will be as smart and good as you are in the game, and not everything is obvious to them. So you will need to acknowledge that and be willing to ask and have patience with people. Sometimes you will need to ask someone for copper, sometimes you will need to ask if they need anything, sometimes you will need to ask for clarity, and sometimes you will need to do something you kinda don't want to do. It's just a facet of a cooperative game, you NEED to be able to work with your team when asked for something. At the VERY least, if you're not gonna actively communicate with them, you need to listen and cooperative when they talk to you. Otherwise it's gonna lead to an overall bad time for all.

A GREAT habit you should do is when playing with people for the first time of an Act, whether you join someones game, they join yours, or you have multiple people selecting their character with you, you should ask what builds/weapons they are going to play. This allows people to make picks that compliment each other. You should also ask what weapon type they're planning on using, so this helps avoid everyone fighting for the same ammo source. For example, when picking a character, you should tell everyone how you're going to play and what gun you're using. Saying like "I'm playing melee Holly" means that the rest of the team will know beforehand what you're likely going to be doing, being a tank holly that is going to kill commons with melee, and that allows them to plan accordingly. Also if someone doesn't say in specific what they're going to play but picks a character, they're likely going to play a playstyle that synergies with their character. A Holly or Sharice is likely going to be a melee character, Doc and Dan is likely a medical build of sort, Evangelo or Karlee is likely an SMG build, Tala, Jim or Walker is likely a gun build with a lot of damage. However it's still a good idea to ask what your team is going to do, and you as well. This helps flesh out the team a lot more and lead to a lot less headaches.

Another good habit is if you join a game, is to ask what type of player the team needs. If they say a medic/doc, it's a great time for you to whip out a great medic build and help them out, since this is a cooperative game after all. And the inverse is true as well. When someone joins your game, you should tell them what you're using during the act. Saying "Im running Evagelo with SMGs, T5 and I have stealthy passage, Jim is sniping and Karlee is using LMGs" tells the new player roughly what the team composition is and what they should pick in order for them to also have a good build that isn't going to conflict with anyone else.

4. Good/Bad Teammates
With any multiplayer game, you're going to run across good and bad players, both in terms of skill, and in terms of attitude. And you're likely going to come across both when playing No Hope. It really brings out the best and worst from the woodwork. This is where you as a player will need to determine if it's even worth sticking around in the game. At times you will come across "God" players who are so good and seemingly never mess up. Dealing tons of damage, never getting pinned, always having copper, etc. However they kinda act scummy. Elitist, seeing the game as a solo game and the human teammates they have are supercharged NPCs who will help them but they won't help you. You will also come across players thinking they're the hottest thing since sliced bread, but you're running laps around them in every way. These are the games you'll need to weigh if it's REALLY worth sticking around to deal with these types. Both these types are annoying to deal with. The "Gods" are great at the game sure, but they don't really treat the game right, they kinda look down on you, and you get this feeling of you're along for the ride, and not actually a part of it. And with players who think they're all that but they're really not, they are also not fun to deal with. Nothing is worse than something thinking they're hot ♥♥♥♥ because they have 50 more common ridden kills than you, but you are actually helping and working with the team, and you're the REAL reason the team actually barely scraped to the safehouse/hive. So you'll may decide it's best to dip.

Now in a sane world, a kickvoting option would exist in the game, but for whatever reason, it's not added. Sometimes you just need to kick dead weight or some ♥♥♥♥♥♥♥♥ being a total pain in the side, but you can't. HOWEVER, there are workarounds. If you host/have been playing the game for longer than the other player has who is a problem, what you can do is wait till the end of a chapter after you complete it, and then back out of the game. After you do this, simply re-que for the game you just left, and you will have left the dead weight/toxic player behind, with none of your progress gone. Now if you are playing with decent randoms or friends, you'll need to invite them to Fort Hope with you before you continue again. Their progress will be saved as well, since the game saves the card loadouts of each player until a new one joins and takes their place while picking their own loadout/character. So don't fret thinking you'll lose any progress or continues, you'll be completely fine. Just make sure you do this after you finish a chapter or are in the safehouse before you start the chapter by leaving, otherwise, if you leave you'll lose a continue.

Sometimes the best chance of beating a No Hope run is cutting out the tumors of the team. Tumors come in many shapes and sizes, be ready to remove them as needed. I personally would prefer a bad player but is actively trying and is working/communicating with the team over some "God" who belittles or disregards his team any day of the week. If someone is actively trying and isn't just someone who is clearly a fish out of water, that is all one can ask for, and I'm more than happy to play with them. Them at least trying tells me they're worthy of my respect and time and that is always great to see.
Section 4: Various Tips/Tricks
This is where I'm going to jot down a bunch of tips and tricks that can help you when playing No Hope. The original intention of this guide I was writing was to be just this section; a big dumping ground of the many tidbits I've picked up and learned when playing. The guide became a lot more in depth and thorough than I intended, but that isn't a bad thing of course. These tips won't be for one specific cleaner/act/build type/etc. Nothing but good ol' handy tips!

-Police cars can be destroyed with explosions if you're over 28m away from them and you chuck a nade at them. You can also shoot out the glass without the paddy wagon going off if you just shoot the glass itself. This will allow you to loot whatever may be in the car without needing to piss off a horde.
-Stealthy Passage is a great card. If you're really struggling to add another card or two in your deck, slot in Stealthy Passage. Every threat disarmed gives each team member 25 copper per disarmament. This is 100 copper into the team's economy. That adds up FAST on No Hope! This also helps the team by not having to fight DOZENS of less hordes over the course of an act due to being able to properly disarm alarms that are impossible to walk past without breaking and triggering.
-Stealthy Passage is NOT affected by use speed cards. You will attempt to disarm a trap at the same speed no matter what. If you're hurt while trying to disarm something, it WILL go off.
-Your team can re-use disarmed cultist bear traps when someone with Stealthy Passage properly salvages them. This is a nutty card for those corruption cards or chapters where you're fighting cultists.

-Bounty Hunter/Confident Killer are really weak on lower difficulties due to the lower spawn rate of mutants, but gain MUCH more appeal on No Hope where the game is CONSTANTLY throwing muties at you.
-Sharice has a "hidden" ability where she is the only way she can cause armor to spawn within the world.
-Evangelo's breakout ability is the fastest breakout ability. If one slots the card into their deck, it IS affected by use speed, meaning you can still die to certain pins due to them dealing so much damage you won't be able to break out in time. However Evangelo's breakout is REALLY fast even without use speed cards.
-Cost of Avarice has a max speed penalty of 30 (60% speed debuff), meaning what you can do is have one cleaner be a designated "Copper Mule" where they carry everyone's copper and they give it back to them in the next chapter. This allows the rest of the team to at least be mobile while the one cleaner can just stay back and let everyone else clean up house.
-Dropping your copper will get rid of the speed penalty, but it will NOT remove the trauma/damage debuff from warped copper. That only goes away when the chapter completes.
-A common tactic people will do when they need to drop their copper during the Cost of Avarice Corruption Card is put their spray down and then place their copper onto the spray. This helps identify people that the copper is someones and it will be easier to find when things calm down and the team can move on.
-Healing Efficiency DOES affect Trauma restoration. This means you can get over 12 trauma restored with the right build/cleaner/sets of medical cards. PER item used too!
-Temp health blocks ALL trauma damage. However one must have temp health in the first place of course.
-Stumble damage is an invisible bar all enemies have, where once they take enough stumble damage, they will stumble (flinch/stop moving) every time the threshold is met. Higher hitting weapons like shotguns and snipers can cause stumble easier, and are GREATLY boosted by the stumble damage part you can put onto your weapons.
-If a horde is triggered, you should shoot/disturb as many alarms/horde triggers as you possibly can. When a horde is called, the horde time will simply start over again. This means it's better to "rip the band-aid off" and just neutralize the threats by shooting them. You'll get rid of many risks by simply shooting them and only having the horde be extended by a few seconds.
-HOWEVER. If you have a timed horde event, like timed reekers, stingers, etc and you shoot a door, you will have BOTH a horde AND the mutants. However if you let the timer go off normally, you'll only have to fight the immediate commons and the rest will be the normal timed horde.
-When a horde is happening, commons can destroy armed doors. This can allow you to have commons break through alarmed doors that are impassible without shooting them. This is GREAT to know, especially if you have a Silence is Golden secondary objective you still have active.
-Getting pounced by a sleeper and killing a Lights Out Snitch before it screams will NOT invalidate Silence is Golden. Meaning sometimes in order to get past a security door, you will need to trigger a horde and intentionally get pounced. A good chapter to practice this on is the first chapter of Act 1. You can complete that chapter without bringing Stealthy Passage or using Tool Kits by simply allowing yourself to get pounced by sleepers and when freed, stand close to the door to allow commons to damage them. If a common damages a door whatsoever during a horde, this will neutralize the alarm and you can shoot the door safely.
-Talas bleed ability happens to EVERYTHING she does. Shoving, meleeing, shooting, placing razor wire, EVERYTHING. It's wise to have Tala place wire when needing to hold out for this specific reason.
-The Walking Stick is CRIMINALLY underutilized. The ability to have an extra 20/30% of walking speed is MASSIVE. I HIGHLY recommend you put a walking stick stock on your secondary and when you're out of stamina from running, swap to your secondary. This will allow you to maintain a good speed when moving and allow your stamina to recover.
-Especially during the first few chapters of an act, use your secondary when dealing with commons and save your primary's ammo for hordes and serious threats. Otherwise you'll be out of ammo at a crucial moment and likely lead to a failure.
-Sprint speed and move speed are two different things. Sprint speed only applies when you sprint, and move speed is your walking/directional speed. This matters when making builds where you want to specialize in sprinting fast or using certain stocks.
-If you're playing Doc, her free healing ability should be used before you walk into the safehouse, because you will gain the ability to re-use that ability again on everyone on the next chapter. It's a very "use it or lose it" thing and should not be squandered.
-You can swap weapon parts off of other weapons by either dropping your unbolted weapon's attachments, or swapping the part you want with a spare attachment that shares that slot. This is really good to do especially when opening Tala crates in hives. You should comb over every weapon that comes out of these crates because they could have top tier attachments like less is more, sharpshooters monocles, walking sticks, etc. This also applies to normal attachments as well.
-A weapons quality affects every aspect of it. Damage, reload speed, mobility with the weapon, recoil control, etc. You should upgrade your weapon's tiers when you feasibly can.
-If you're a medic/someone who doesn't have a specific weapon they need to use, you have the luxury of using a weapon type no one else is using. If you aren't bringing the pain, a good weapon to use is a Tac 14 or a sniper rifle. These are good damage dealers and also are ammo efficient, so you won't be a resource drain on the ammo economy.
-Reload Speed cards affect more than just the time it takes to reload a weapon. This also applies to how fast you pull back the bolt from rifles, racking shotguns, and pulling the hammer back from the revolver.
Section 4 Continuted: Tips & Tricks
-Money grubbers is misleading. The card ADDS onto each time copper is picked up. First copper pile will have +3 on it, second copper pile will have +6, third +9, etc. This will happen 25 times, and after that, grubbers will not work until the next level. Meaning you can have an additional 975 possible copper per level. That is a REALLY great card to add onto your load out, especially with other copper cards! AND this works with Lucky Pennies BEAUTIFULLY. Money Grubbers is an amazing card to add if you are struggling to find another card to fill.
-Tala crate debuffs CAN stack, so be careful when opening crates without a toolkit.
-Cursed Keys when they fail WILL kill the user. HOWEVER, if one has armor on, it WILL prevent death. HOWEVER AGAIN, it will wipe EVERY down the user has.
-Prophet Dan's lives he can give when someone is picked up doesn't carry over to the next level. All his bonuses are for that level only.
-Armor doesn't transfer between levels, so don't overbuy armor.
-Food bonuses don't transfer between levels.
-Ravenous can be used as a way to properly heal all the way to full hp when you have a Heng player or not a full game of actual players. When full, you will slowly restore hp and trauma based on how full and satiated you are. Always stay well fed when possible during ravenous.
-The combat knife has 1 advantage over bashing (bashing is overall preferred due to being faster, lighter on stamina and not taking a card slot). You can knock back soldier ridden and knock armor off of them with the knife, making them MUCH easier to deal with.
- (NOT CERTAIN ON THIS TESTING IS REALLY WONKY AND HARD TO DO ON THIS TIP HOWEVER I AM 85% CERTAIN THIS IS RIGHT, WILL BE FIXED IF WRONG)
There are TWO different type of damage cards, there are the MULTIPLICATIVE cards that give a MULTIPLYING effect to damage, and there are ADDITIVE cards, that only give the FLAT VALUE of damage when in your deck.

Here are cards that apply MULTIPLICATIVE damage and they transfer to ALL actions you do, meaning things like grenades/offensives, melee, bashing, fire, razor wire, etc
-Glass Cannon
-Shredder
-Over Protective
-Marked For Death
-Experimental Stimulants
-Belligerent
-Confident Killer
-Chemical Courage
-Ammo for All
-Fill em' Full of Lead
-Avenge the Fallen

Meanwhile cards that SAY they add like "10% bullet damage" is ADDITIVE, meaning it only adds a flat 10 damage to all bullet damage you deal. Cards like this are
-Ammo Pouch
-Shell Carrier
-Mag Carrier
-Silver Bullets
-Large Caliber Rounds
-Combat Training
and all other cards that say they give "x% bullet damage". These cards are by no means bad, don't be dissuaded from using these if you want. Large Caliber Rounds is really good for shotguns and LMGs for crowd control. However just be aware that these are misleading and if you're trying to make a really hard hitting deck, you really want to use the 11 multiplicative cards over the minor bonuses from the other cards that are only additive.

-If struggling to hit the weakspots of mutants, it's better to just mag dump/repeatedly shoot the mutant. With how dangerous every mutant is and most having the ability to just 1 tap the whole team, it's better to spend 10 extra seconds pelting it in the body with rounds vs spending 30 seconds trying to hit some perfect shot. Mutants are too dangerous to leave alive, the sooner they're dead, the better.
-Crows will be spooked if you walk closer than 5m to them, or 3m if you crouch. This allows you to "disarm" the birds with Stealthy Passage.
-The Experimental Stun Gun is the only gadget card that will spawn items with Pianta. T5, Sonic Disruptor, etc will not.
-When you unlock all deck cards, cosmetics, etc from Duffel Bag Drops, you will start to get a random burner card at the end of every chapter someone carries a Duffel to the end. This DOES include the Skull Totum only cards like Primary/Secondary Weapon Upgrade, Offensive/Support/Quickslot Upgrade, and all the other game altering burner cards.
-After you reach the max of a burner card you can have at one time (999), you will not get that card anymore from Duffel Bags. So this increases the odds of a better burner card to be given to you at the end of a chapter, so it's a great idea to keep buying burner cards from the trade routes to get there even faster. It's faster than you think, especially since some are really easy to get to max, like group hugs, dusty's customs and slippery when wet.
-If you are carrying multiple cursed keys, drop all but 1 key when trying to unlock something. If you have the stack in your inventory, it will break and that includes all keys actively in your inventory.
-Volatile Ridden can kill other zombies when their heads are popped near them.
-The Shredder card works REALLY well with shotguns, since each pellet counts as 1% damage to whatever you're shooting, so you can max the damage on your target after 1-2 shells easily.
-When making decks, it's better to take the cards that will heavily help your build/team, than taking smaller upgrades and hoping you can get lucky finding the card in the Act. For example if you REALLY need reload speed, it's better to take mag coupler if you don't care about ADSing vs taking a 20 or 30% increase speed. The amount of reloading you're going to be doing in a game makes the best bang for your buck card more valuable. This applies to all aspects to deck building. Reloading is just the example here.
-Don't assume that someone not using a microphone isn't listening or working with the team, and don't assume the person using a microphone knows what they're doing. Treat each player to a fair shake and see how they play. You'd think this would be a common sentiment, but people with mics usually have a bigger pull on how the team is going to tackle a chapter. In my experience, people who use mics are more dumb and hot headed This isn't always the case, but the loudest are usually the stupidest.
-Fit as a Fiddle and Well Rested are a WONDERFUL combo for a medic build. These cards allow you to use a medical item on a teammate no matter what, thus leading to both trauma restoration AND a bunch of overheal that will last a good while. Even BETTER with a Sharice on the team. If your team can find both of these cards in the act, EVERYONE buy them, the medical items will become next level nutty.
-Hives can be used to skip level crescendos/difficult parts. If things are looking grim, it's better to take a hive to skip the rest of the level in order to not have everyone die. This, on top of the gear the hives provide, lead some to say the DLC of the game are pay to win.
-If playing the medic/not specializing in offensives, it's better for you to carry a support grenade rather than a lethal one. Bairjars, flashbangs and smoke bombs are great due to them providing a utilitarian use over raw damage. Flashing a boss or bunch of zombies in a corner gives you and your team a few precious needed seconds to gun down threats, smokes give you a moment to reload or recollect in a massive horde, and bait jars allow you to take some pressure off of the team with some commons going after whatever is soaked in bait (piss). The slowdown can also help make distance from scary threats like reekers, tallboys and hags when distance is needed.
-Hags don't need to be killed. The biggest threat of a Hag is shooting one at a not opportune time. Especially at the beginning of an act, where damage isn't at peak for everyone, a Hag can devour and kill a teammate if the team isn't ready. HOWEVER, you can work with a Hag. As long as a hag hasn't actually swallowed someone and is in their stomach, you can spook a hag with enough damage to where it will retreat. This is about 1/3rd of it's health, so if the team can damage the Hag enough before it tries to eat someone, it will run away. Hags will not return either if it's a random boss so once it burrows, it can be written off as defeated.

Section 4 Still Continued: Even More Tips & Tricks
-You can breakout of a Hag with the breakout card/stun gun/Evangelo. Evangelo should be the one to startle Hags because of this, 95% of the time the team will have enough time to deal enough damage after the Hag starts to eat him, and is recovering from getting broken out of.
-All zombies can be stumbled with direct hits from throwables. A simple pelting of a smoke grenade can give a cleaner that precious second to round the corner, run away or just give another window for players to kill the threat. This DOES apply to bosses, including Hags. Breakers however will only stumble when they take a large portion of weakspot damage in a short period of time.
-If someone has been swallowed by a Hag, the Hag HAS to die, otherwise, it won't drop its victim and they will die after burrowing.
-The odds of leftovers being turned into a mediocre meal is 70% with a bash and 30% with a gourmet meal. With the Combat Knife, the odds become 60% mediocre and 40% for gourmet. With Heng, you will be swimming in leftovers, so you'll still have lots of food to play around with over the course of a game if you use these cards.
-Needs of the Many and Med Pro CAN be slotted into a loadout if you're not sure what other cards you want to use. It's a good combo for 2 card slots. While it won't be topping up the team to max HP, it can allow the harder chapters to be brute forced by simply patching up downs.
-Magician's Apprentice DOES work with medical supplies and quickslot items, however for medical items, you won't hear the "shing" noise when it happens.
-The Combat Knife doesn't deal friendly fire damage, so if you WANT, you CAN have a knife only melee build and not slot in Down in Front simply for the card save slot.
-When possible, let the Host (whoever started the run) grab the team upgrade card shrines like Smells Like Victory, Emergency Transfusion, Unnatural Healing, etc. This is because they're most likely going to be the one to play the whole campaign, and if someone who grabs that card leaves and another player takes their slot and replaces their deck, that card will be gone and will need to be grabbed again, leading to a possibly lost normal card shrine opportunity.
-Knifing the heads of Volatile commons WILL detonate their heads, leading to huge chunks of damage.
-Bots with Toolkits can be used to open doors and alarms by simply pinging said door, however the game will often only allow certain usages per bot with that toolkit. You cannot go around pinging every alarm to disarm everything, so keep that in mind. Also sometimes, some Prepper Stashes will just not work with bots for whatever reason. The Car Parking in Act 2 Chapter one Prepper Stash is a infamous one where bots will not open the TK room no matter what, but some others do exist.
-Repeated player pings is often a sign that something needs to be paid attention to, whether that be a threat, a signal to retreat, a location that would be good to hold up at, or something they drop and want you to carry/have. Most of the time constant pinging is a sign of a problem and is faster than typing or even saying something on the mic in the heat of the moment.
-Bots can use med cabinets as many times as you want them to, however they have a cool down period to when they will use it again. So if you want you can hang around for a few minutes at a med cabinet and have bots restore their downs naturally.
-If you die and play as someone else's character if they left/ragequit, you can hit tab while playing as their bot to see their loadout. This is usually done to see how truly bad someones build is and the rest of your friends can circlejerk over how lame it is. But it can also be used just to see what type of playstyle they were going for.
-Reload speed DOES factor into admin reloading, so it isn't a bad idea to get one or two reload cards if you REALLY like swapping guns repeatedly
-Shoving zombies that are climbing won't do anything, it's better to shoot them.
-Some medical cards AREN'T affected by healing efficiency, they provide a flat amount of healing or temp health. While this sucks normally, this also is good to counter the Pure Chaos corruption card. Since those cards aren't affected by healing efficiency, they won't be reduced in their healing.

These cards are NOT affected by healing efficiency:
-Fresh Bandage
-Saferoom Recovery
-Poultice
-Fire In The Hole
-Amped Up
-Inspiring Sacrifice

Similar note, These medical cards are unique with their own quirks:
-Charitable Soul does NOT give trauma healing, ONLY normal healing
-Group Therapy does NOT give trauma healing, ONLY normal healing
-Experienced EMT is NOT affected by healing efficiency and is ONLY a flat 10% max hp, stamina and stamina regeneration
-Pumped Up DOES stack with Mom's team buff of decreasing temp health decay by 20%
-Holly's health on kill IS affected by healing efficiency

-Doors can be determined if they can be opened or need to be shot. Locked doors with ALWAYS have a deadbolt above the handle, meaning the door needs to be destroyed. Doors without the bolt can be opened and closed as desired.
-Wooden doors can be used as a buffer when closed since they can be shot through. Metallic doors will never have holes appear in them and will break.
-Shooting a door's handle is the most reliable way to open the door by force since you won't be needing to target another part of the door after it breaks off.
-Each cleaner has a unique knife when they have the Combat Knife card in their deck.
-Gas Cans and propane tanks ARE affected by cards like pyro, offensive accessory damage, multiplicative damage cards, and pinata. It's wise to let the heavy hitters or people who have those cards to be the ones to detonate them when possible.
-Walker's pinging ability DOES work with the same ping as the Marked for Death card. It's very wise to slot this card in any Walker builds.
-The Witness sniper rifles does NOT sync with Marked for Death. You will need to shoot and THEN ping the ridden manually in order to apply both damage debuffs on them. Why this is the case, who knows.
-Assume ignorance over malice when people shoot you, down you, take an item you also want, etc. Most of the time, people kinda have to be scummy in order to get what they want, so they're sort of justified in being the way they are. However by showing simple signs of good faith and saying sorry or thank you will go a lot further than getting mad and belittling someone any day of the week.
-At the beginning of the 3rd chapter on all acts (with the exception of Act 4, 5 and 6 spawning Purple on 4 and 5 and 6 spawning blues from the get-go) blue weapons will spawn from Dusty's customs, so that is usually a good time to try and get a specific weapon you want from that category, because after you get it, you can upgrade it to purple with a primary/secondary weapon card in the next chapter and you'll have an amazing weapon for the rest of the game. One less thing to worry and micromanage over.
-Out With A Bang is a card that can be upgraded with each person who has it in their deck, meaning the quality of the bomb will go up with each person who owns a copy. 1 person means a white color pipebomb will drop when someone's downed, 2 it will be green, etc. However unless everyone has this card, it's wise to avoid it since the pipebomb can lead to problems like if a bot revives you too fast, the bomb can actually down you AGAIN since the bomb DOES apply team damage. The pipebomb can lead to other problems like a downed victim being surrounded by zombies, and if it's a bunch of military/SWAT zombies, they may not even die to the bomb if the player's deck/pipe bomb quality isn't high enough. Out With A Bang is NOT as good as you may think and while it has it's use, it's not as amazing as one would think, it can cause a lot of unintentional problems.
Section 4 Even Still Very Much Continued: Tips & Tricks
-It's generally a bad idea to play a bot deck when you load into a mission midway. First because downs you suffer as the bot WILL transfer towards your actual deck and second, if you buy any cards in that chapter as a bot, it will stay as that bot's deck and will go away when you pick your proper character and build. Very common trap people fall into.
-Power Strike has a really stupid glitch where if you punch a teammate with a charged strike, you can strip their armor off of them. Why this happens, who knows. Likely an oversight. 9 times out of 10 you're likely not going to buy Power Strike from a card shrine, but it's something to be aware of.
-Phosphorus Tipped is considered an accessory by the game code, so aside from pyromaniac, it scales in damage with accessory damage cards.
-Phosphorus Tipped DOES spawn items with pinata but it is extremely rare due to how rare things actually die to the low damage of fire damage they do.
-Luck Pennies is supposedly bugged partly. It's hard to tell exactly, however Lucky Pennies will compound/bounce off of other players who are also using Lucky Pennies to where the copper effects can stack on top of each other. This can lead to a game where people can be drowning in copper, however testing on this is really finicky due to the nature of lucky pennies being a RNG card at the end of the day. The magical number of Lucky Pennies supposedly outperforming Money Grubbers is at 2 or 3 players on a team using it.
-Money Grubbers shines extremely well on Cost of Avarice events since you have a 35% chance of getting someone else's corrupted copper pickup of 100 copper without taking a damage penalty.
-These cards do NOT trigger/work when entering a hive, since the game does not consider a hive entrance a safehouse:

*Saferoom Recovery
*Fresh Bandage
*Share the Wealth
*Hazard Pay
*Compound Interest

-Hazmat Specialist is considered a team card. The more people who have it, the more likely a bait jar is likely to drop from a special infected. with all 4 using hazmat specialist, a single mutant can drop 4 jars of bait when one is killed while soaked in it.
-If everyone has compound interest, one person can carry everyone's copper at the end of a level, that way they alone will get a bigger bonus of 20% extra copper since compound does stack.
-If both of your weapons are unbolted, you can right click the attachment you wish to swap on your gun and they will swap. Helps if you don't wish to drop the weapon.
-Grenade Pouch DOES have a hidden team bonus where the discount to offensives applies to the team as a whole, and it DOES stack with each player who owns a copy.
-Sleepers will die to any unit of damage, as long as they're hit they will die.
-Sleepers and some mutant spits WILL clip around some corners or edges. It's not terribly bad, but it can happen.
-You can lead a shot from all zombies, where at the last second, before they actually spit at you, you go in the opposite direction, and the zombie will miss. They track a player once getting ready to attack and will fire at the location it was honing in on.
-A "team card" is a card that lists an effect for your whole team. You can easily see what is a team card because if I slot for example Ammo For All into my deck, but no one else has it, you can still see the card when you hit tab and look at your deck and see Ammo For All there. If multiple people are using a team card, it will show how many have it. 2x means 2 players have it, 3x means 3, 4x means 4, 1x means one. That, and the card will have a "Team Effect" on the bottom that explains what it does for the team.
-You can destroy the Ogre's meatball with gunfire. It doesn't have as much health as one would think, so it's very wise to shoot the meatball if you cannot get behind safe cover.
-The explosive resistance from Bomb Squad also applies to exploders and the Ogre's meatball.
-With the Damnation and Cleansing Fire, you can have a permanent 25% damage resistance with fire. You can even make this permanent with Crones that have fire tipped arrows. By allowing yourself to burn with the shotgun out, you will gain a 25% damage resistance and always burn away many negative effects.
-Buckshot Bruiser does NOT work with kill shots, only shots that damage ridden.
-Armor will block a "large portion of damage", meaning depending how vulnerable you are, common zombies can chip away at armor slots. Extremely important to know on Cost of Avarice.
-Stalkers and other leaping zombies can be shoved/stopped mid leap with enough damage.
-Once a Nursery wall has been blown up, commons will spawn throughout the level, even after a horde is long gone.
-Molotovs/Grenades can be used to attract zombies to them if there is nothing else to get their attention. This means a far away molotov thrown at a far away group of zombies can attract the zombies into the fire on their own, but they mustn't be disturbed after the throwable is thrown.
-When someone is downed, do NOT immediately revive them unless they are going to die. If you revive someone during a horde or nasty moment, you will cause them to get downed again. When someone is downed, they have a bleed out meter that does not transfer to their actual health whatsoever. So when there is a horde or otherwise dangerous moment going down, it's best to have their bleed out health tank the damage and only THEN revive them once everything is dealt with.
-If you have a dedicated medic on the team with spare defibrillators, you don't need to worry about picking someone up in case they were to die, since a defib can restore a down with medical professional.
-Hags in the Nursery NEED to be killed, they will not be spooked and burrow after taking enough damage. Whoever pisses them off will need to be wary if the team can't deal enough damage to them at that time.
-The Lockjaw DOES stack with Sharice and can cause multiple armor plates to be made from a single chipped armor off of a zombie.
-Every time Jeff "dies", he will count as a mutant killed by the team, increasing the counter of Confident Killer by one, up to the card's max of 15.
-Extremely similar to loot management, you can carry a specific item/weapon for someone else if they need it. For example, if you don't explicitly need pills or bandages, you can pack mule first aid kits for the medic, and drop them for the medic when they need to use one. This can also apply to people who need a specific gun/part for their build but they're dead or just joined. You can carry that weapon for them and give it to them in the next chapter. Melee players are great for this, since their main weapon is obviously not going to be a gun.
-If something is really far away and you cannot tell what an item is at first glance, ping the item. If you successfully ping it, it will have an icon showing what it is. Helpful to know what's ahead in advance or to simply save time by not having to go over and see what it is up close.
-Dying by falling to your death, slipping off a ledge, or getting devoured by a Hag will not get rid of a down.
-Accessory damage cards WILL increase the radius of explosions and molotov burn fields on top of the quality of the throwable the team has.
-The Breaker's swarm will spawn only after the Breaker has either leapt and screamed for horde backup, or after it's otherwise "properly" engaged with a player or the team. If a team is slippery and fast enough, they can outright speedrun to the safehouse before the swarm actually spawns and starts hurting everyone, or allows the team to fall back as far as they want to in order to set up at the best defensible position they can get to.
-Explosives and fire can destroy armor that is on mutants. Weak explosions can only knock off the armor of police and military ridden. Fire however cannot do that.
-Bruisers are the only tallboy variant that cannot charge in any capacity.
Section 4 Thus Always To Continuation: Tips & Tricks
-When coming across spare ammo cans, open them up before moving on, since higher quality cans have a chance of dropping a throwable.
-Prophet Dan's RICHES card drops copper like how a player would drop copper, meaning it isn't effected by any copper cards a player has so any player can pick it up.
-The Caustic Cesspool hive has acid that isn't as dangerous as one would think. It only does 1 unit of damage, so if you need to cut through the acid to get something or move to a better place faster, it's wise to do so.
-When possible, drop crucial items onto the floor during hordes, crescendos or boss fights. Things like Defibs, extra meds and throwables because if you die, those items are tied to your corpse. Unlike L4D, items in your inventory (excluding quest items like C4/Bloodbags/Duffel Bags) go to the grave with you. So if there is a real threat of you or someone else dying, it's better to leave the defibs on the ground so the survivors of the horde can revive the dead.
-Non unique gold attachments provide 2 good bonuses, however the purple ones excel in their specific field better. Meaning for example, if you have an 'Extended HP Mag' it will provide a 50% bonus to both magazine size and stumble. However if you really want a larger magazine, the purple one will be better as it provides a 75% magazine size or stumble damage.
-Card Shrines are entirely random, so it is possible for a level to have 2 or even more duplicates within the same level.
-Card duplicates in Card Shrines can appear in other levels of the act.
-Food Scavenger WILL spawn more food into the levels the more players have the cards in their deck. This also applies to all other scavenger cards as well.
-Charred Ridden CAN detonate propane and gas cans if they walk into them or are "hit" with them by players.
-Food effects do stack, so don't be afraid to eat 10 boxes of power bars in a level, that's an extra 10% damage. Very good.
-When using 2 is 1 and 1 is none, if you go down, you will use whatever weapon is in your secondary slot as your fighting weapon.
-When people die, their corpses are client side, so sometimes some players cannot revive you due to the corpse being in a part of the map that won't allow them to revive you. This means someone else will need to revive you due to your corpse being in a different spot or angle for them where they can actually revive you.
-Certain burner cards can only be played once per chapter by one player. Burner cards like Squad Armor, item quality upgrades, and Hell Can Wait can only be played once per chapter.
-When playing cards like item quality upgrades, weapon quality upgrades and dusty customs, if you fail the chapter, those cards are seen as spent from the previous attempt. Meaning the act progress isn't saved, so you will have to replay another card in order to get the desired quality/weapon.
-When someone leaves the game, this will also apply to their item quality upgrade cards, team effect cards, and anything else that was exclusively brought by them. For example if I played 4 Offensive Item Quality upgrade cards and we had purple tier throwables, only for me to leave and have someone take my spot, then the other players in the game will have the quality revert back to white, and will need to be upgraded again. This also applies to things that give the team bonuses as well. Needs of the many, share the wealth, empowered assault, compound interest, etc.
-Quality upgrades that are bought in the safehouse vendor will stay no matter who bought them.
-It is possible to upgrade the quality of an item twice in a chapter, once from a item quality upgrade burner card, and buying it again from the safehouse vendor.
-Gadget cards DO stack, however their ammo cost will go up with it, so gadgets can become extremely expensive, ammo-wise.
-If using 2 is 1 and 1 is none, if you play a primary weapon upgrade card, BOTH weapons will upgrade. You can even have a teammate drop their gun if you need to play the card again to the next chapter, use it again, and you can really minmaxx the usage of the primary weapon upgrade card!

More tips will be added in time, if you have a neat tip, leave it down below and I can add it here!
Conclusion
In conclusion, I hope this guide did give you some hope for No Hope. The difficulty is extremely fun. There's a reason why I only play this difficulty because it provides the only real challenge and excitement to me that the other difficulties cannot. I remember when I first got into B4B, the game whooped my ass on veteran and nightmare. However those difficulties are baby mode to me now. After learning the basics of the game, combined with the extremely creative and interesting ways you can make builds in the game, it leads to such an incredibly fun game that each run will always be different. I'm glad Turtle Rock decided to try and salvage the game when it flopped as hard as it did initially. It would've been extremely easy to just sweep the game under the rug and hide off to lick their wounds, but they turned the game around to be a flawed, but still very fun game. Without flaws, we wouldn't appreciate the good in the world, and that applies to Back 4 Blood. For all its issues, it's still a freakin blast to play, and I have the biggest blast on No Hope. I do hope this guide helped you, whether you're new or a seasoned player. See you in game, and I can't wait to see how amazingly good/bad your deck is...

adamcontribution.
3 Comments
Quickfingers 28 Oct @ 6:01am 
Wow nice
hate 13 Oct @ 3:48pm 
my goat guide.... wtf...
adam 10 Sep @ 4:42pm 
and i agree