@ubi, I am not sure what could be changed really. I normally don't complain about the way things are if I don't have a suggestion but this might be one of those times. Partly, I don't really play many horde mode games overall.
I kinda wish we could play it more like it was probably intended and just see how far we could go. Maybe something like every 5 waves is a 'save' wave and if you die, you go back to that wave. Every 10 waves after 20, you get another 'life'. So, for instance if you are on wave 29, and you got killed, you'd be kicked back to wave 25, and be out of spare 'lives'. But, if you made it to 41 and died, you'd be kicked back to 40 and still have another life. Of course it might be such that above a certain point you don't get wave-based commendations if you get killed too many times, but the way it is you make one mistake and you just wasted 30 minutes for no reward. Actually, I guess it is like survival in that regard.
The contamination waves are rough solo. In a group, you can alternate support station / immunizer but solo I usually am in rough shape. I love my D3 build and usually get to wave 20 with ease but hunters and contamination often gets me. Not because the hunters are that hard against a D3, but because the @#*(@)(& run and hide and I eventually contaminate to death, even running predatory, 15% health on kill, etc. But, when they run and hide and self heal, then I run out of healing. I normally kill all but the last one and can't ever get him down before I die. Perhaps contamination can be related to number in party?!?!?
It is far easier in a group if you have one person who has a reclaimer setup rather than messing about with unbonused support stations, etc. full on reclaimer is pretty much a waste on resistance but there are various ways of having a useful enough support station while having good utility or good damage capability as well. Some people moan at me for not running pulse as Reclaimer but I go with all turret mods, all DtE and 340K Skillpower/10K electronics with a lightweight M4 instead of Caduceus and I'm usually out damaging all but min/maxed Strikers while still having a support station with all modifiers, pretty much instant redeployment if it gets popped and heals enough to tank contamination ticks while lasting through a whole wave.Originally Posted by Bambihunter1971 Go to original post
Hi all,
Thanks for all of your responses. I was able to follow some of your tips snd reach wave 15 at carrier yesterday. I was able to unlock the shield. But I died at wave 15 in the hands of the hunter. Is this hunter same as underground hunter? Need some guidance regarding him. I need to kill 5 hunters to unlock another shield I guess.
Thanks and regards
Niladri.
Yes, the hunters are universally the same in their motions, tactics, healing, etc. However, as the waves progress, they get tougher and tougher. As you probably know, the number one thing about hunters is unless you are 9k pred, nomad (for one proc), or preferably D3, then stay out of reach of them. I have discovered once their animation of the attack happens, they get you regardless of how fast you are. I can roll away from legendaries almost always (if I see them of course). Also, if playing in a group, watch their melee attack for AoE (area of effect) because it is a ridiculous sized area. Once, we had a group of 3 others plus myself in the underground. We correctly predicted they were going to spawn and we went down a shallow hallway with our backs to the wall. A hunter started to charged towards me so I stepped out in front of the group by a few feet basically to draw aggro. The hunter melee's my shield and all 3 of the other players behind me go down (one to my left, two to my right, but all 3 were behind me by 3+ feet. I I prefer running D3 against them because I can take at minimum 3 melee hits, I can stagger and down them when they come in for the attack, and their EMP doesn't affect the D3 if your shield is already out.
Second, if you are skill based, try to deploy your skill before you encounter them since they disrupt them. In resistance there isn't much of a 'tell' that they are spawning but on boss waves know that it is an option after wave 15. In the underground, the way you can tell they are about to spawn is watch your objective indicator at top. Normally, as soon as you finish a room, it will update with the next objective. If there is a delay and it doesn't say what to do next then it is either end of phase, or hunters are about to spawn. In the UG, when you see that, drop your skill(s) immediately. Sometimes they EMP, and there is only a little time between the end of one EMP and the start of the next one. This way your skill is already active and ready to work once EMP wears off.
Thanks a lot for replying. Well ug hunters are not an issue for me now. I have killed more than 50 I guess. This is the first time I faced hunter in resistance.
I always play solo mostly with 9k striker build. I will try again to complete wave 15 and kill hunter following your suggestion
Thanks and regards,
Niladri.
Don't forget the hunter's health station is easy to destroy even though it has significant healing - frustrating to see 9K stamina strikers sitting there plinking away at hunters they aren't even close to killing while the clock runs down and it ends up me - the squishy reclaimer or tactician that tries to pop the support stations
Also frustrating when people can't figure out when to leave the last NPC on a wave alive so as to regroup or open rewards, etc. if the other 3 people in your team have stopped shooting it is probably for a reason!
Hate failing on resistance due to bugs and the like - 3rd time in a row almost we've wiped on a contamination wave due to a delayed heal when I'm playing as reclaimerthe change to can't use heals in ADS is kind of meh when the game is already somewhat unreliable when it comes to how quickly heals kick in now you get added randomness with the coming out of ADS delay/animation.