If you don't have 100% confidence in parrying the next heavy attack, just do a normal blocking and back down to catch up the tempo, don't risk taking full damage, or you'll drive your medic mad. Most melee weapons can use reload button to cancel the blocking recovery animation, which can decrease the time you need to begin the next parrying animation. Same applies to FP, unless you absolutely need to solo it with Pulverizer or hold it off, just take a single hit to derage it and get away immediately so your teammates can get another shot at it. You should also take action accordingly, don't face hugging every single zed you see, especially when your sharp/demo needs only one headshot to kill SC, they can't get a clear shot if you send the SC into various of unpredictable animations. So a common tanking tactic is to activate red eye by parrying, then switch to Bone Crusher blocking for maximum damage mitigation. I like to freeze them with the freeze nades then spam shoot them with the mk14. DBS Best way to kill scrake staggers them too. You will trigger it 100 of the time with any of the 3 attacks out of the katana. The red eye buff gives you 40% extra all-damage resistance, which can be combined with other resistance. Melee hit flinch have an internal cooldown of just 1.3 seconds. Remember in kf1 when a single commando, beserker, or support could kill a scrake without too much effort even on higher difficulties. Most weapons block more damage when parrying than simply blocking, except Bone Crusher, which does the exact opposite.
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