Lawyer Kick'n

Spectacularly Lethal Soldier
Are they doing a lot of the procedures we do in the video? Because the gate defense (gathering cans, killing stray commons, molotov-ing the walkway) and making sure you've got 3 people spraying the keep door at all times is really important.

It's basically the "next to the last part" (where we have to defend the front of the hall doors for a bit before resting up to mount our "horses") where we are having trouble at. They seem to overwhelm us as the last min of defense on that part.

Other than that, beginning is pretty easy till that point. It's where I think we're getting bad luck.
 

DaivdBaekr

Moderator
Contributor
It's basically the "next to the last part" (where we have to defend the front of the hall doors for a bit before resting up to mount our "horses") where we are having trouble at. They seem to overwhelm us as the last min of defense on that part.

Other than that, beginning is pretty easy till that point. It's where I think we're getting bad luck.

So the last stage of the keep defense after the armory locks? (20:00 - 25:00)

Yeah an unlucky streak of specials can wipe out any team, but the important thing for that is to have moved the weapons outside the armory doors so they're usable after the horses rampage. Besides that just keep spraying anything that goes through the doorway with all four players and hopefully it's enough.
 

Lawyer Kick'n

Spectacularly Lethal Soldier
So the last stage of the keep defense after the armory locks? (20:00 - 25:00)

Yeah an unlucky streak of specials can wipe out any team, but the important thing for that is to have moved the weapons outside the armory doors so they're usable after the horses rampage. Besides that just keep spraying anything that goes through the doorway with all four players and hopefully it's enough.

Yep that part.

Pain in the ass. But the next time we do that map, I'll give them your advice. Thanks Daivd.
 

ModSe7en

Legendary Skial King
Contributor
I'll post this while it's not too terrible of a necro:
1. Stockpile weapons at the doors before the map even begins. It's worth the time.
2. On the wall at the start, HAVE EVERYONE ON A MACHINE GUN! I can't count how many times I've had to restart because of people thinking their AK is better than an infinite ammo rape cannon.
2a. Tap M1 each time you want to fire at zombies. For fuck's sake, please do not hold it down and overheat the MG. It's not hard.
3. There's a custom revive system for a reason. It's often better to leave people down than kill yourself helping them up.
4. Molotov > Pipe bomb
 

DaivdBaekr

Moderator
Contributor
Here's our way of going about it, supplementing the video from page one.

1. Map start, two people off to the right on machine guns, two people on the left using throwables and the sniper rifle.
2. At first tank, the people on the left should regroup on right and deal with the tank as it reaches the top of the wall.
3. Use any combination of mounted machine guns and regular primaries to hold out for a few minutes.
4. At 3:30 grab ammo and make sure you're at the right end of the wall. It blows at 4:00.
5. After the wall blows you have another few minutes to defend this area. Ammo is still in back if you need it, but preferably conserve what you have. Make sure someone's using those mounted guns and softening up tanks as they come in. Don't let anyone get dragged off by a special.
6. Your cue to back out's at around 6:30. Set the wall's gap on fire, grab any supplies you need in back (this includes fuel / fireworks boxes for later), and make your way to the staircase in the corner.
7. At around 7:00 you're told to fall back. Get up the stair case and immediately heal the lowest health member of your team while another keeps the staircase clear. Grab the replacement FAK and pills and everyone hop over the burning haystack when you're ready to move on
8. Everyone get to the front where your new gate to defend is. Grab laser sights and supplies and drop your fuel/fireworks boxes at the top. Designate one or two people to grab more fuel cans at this time, the majority are off to the right.
9. After prep time you'll get an alert, "They are coming". Designate one person to throw and ignite fuel / fireworks onto the narrow walkway below. If the box bounces away, don't panic, throw a molotov. Another player should be gathering remaining cans at this time and generally helping the first player. The two remaining players should be below, shooting commons if a bad throw ends up with some stragglers.
10. Space out your fires so you get the most possible time out of them. To be clear you're defending this gate for optimistically six minutes. That will be an eternity if you're careless. Time your fires well and do not under any circumstances let a common break that door.
11. Let's say the worst happened and a common broke the door. Ya blew it. However your team may still have a chance if you're past the 12 minute mark. Fall back to the next door, dispense incendiary ammo and get whatever you still need. You're going to need to defend yourselves until 15:00. Many teams will die at this point, especially if you're new to HDR. For best results, skip this step entirely by doing the previous step better.
12. At 15:00, the door will open and a witch will be in your way. Kill her quickly, preferably by having a shotgun player doing a crowning. Get someone on that mounted gun and keep the doorway clear for the next step.
13. Like Mod said, designate someone to grab every gun in the armory, equip them with laser sights, and drop them outside the armory door. This is absolutely necessary. The remaining three players need to keep the door clear, though someone taking a moment to heal and reload is fine as long as you announce it via mic.
14. This is without a doubt the hardest part in the entire map. Keep 3 players at the front at all times liquefying whatever comes through the doorway, every opportunity swapping out with the fourth to reload and get supplies. You should get a notice the armory's closing. You have until 20:00 to get what you need out of there before the doors are blocked.
15. So the armory doors are blocked by panicked horses, and by now that mounted gun should be on fire. Thankfully at this point you should need neither of those. Keep up what you're doing by making sure nothing gets through that doorway and taking turns to swap guns and heal. There's still five more minutes of this.
16. At 25:00 the pathway upstairs is opened. Get up there and raid all the pills you can before making it up the spiral staircase to Gimli. If you've made it this far it's safe to unclench your butt cheeks, the hardest part is over. Gimli will teleport you to the armory. Refill your ammo and heal as quickly as you can. Make sure you've all got melee weapons.
17. Your team will be teleported outside the armory with the door shut again. Get your melee weapons out and when the door bursts open, slice your way through the commons until you reach Gandalf outside the starting wall. Tanks and commons will start showing up, but if you've made it this far you'll handle normal difficulty tanks out in the open easily. Defend yourselves from tanks and spontaneous slow-mo breaks until all tanks are dead. You've successfully gotten through HDR and burned through 30 minutes. Congratulations.