Daily Horde and Escape Challenge Map, Modifiers, and Rewards

I always found it very useful, though not as useful as boom, frags, and salvo of course. It’s useful in the big blue mines room before saferoom where it’s hard to miss with because the enemies get bunched up. In first big room after saferoom, when aimed the corner pillars, it can also take out a DR-1 right off the bat and thin what’s around it too. I usually take a couple deebees and an elite drone with the DR-1 too. However, I think I’ll still prefer salvo, boom, frags for the sentinels rooms since I don’t really have time for aiming. As for torque, I think on best teams Marksman should be taking it. If he isn’t taking in it then IMO that’s a warning signal of incoming trouble.

I do agree with with this, 100%. Never said I didn’t. Just found it odd how Demo of all things was singled out as a special priority. But fair enough.

I’m glad we can agree here, even with at least just half.

Yep, so true. Yeah, randoms can make it pretty difficult though, I know.

Oh yeah, definitely a lot of transferable skills from Escape to something like this. IMO all CQC classes need these skills to survive out there in Horde as well. Kinda fundamental I think.

Agreed here for sure. I never expect Tactician or Gunner to just not deposit at all. Like you said here, they literally can’t even immediately perk up wave 1 anyway. Like everyone else they still need to deposit at first. But they should get to perk pretty fast afterwards most of the time.

Funny, guess what? Split is actually the daily, haha!

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Speaking of The Split for Escape, one little thing my Tactician friend Siul does is when we get to the final encounter with the bunch of DR-1s, we will plant a bunch of Frags at the entrance we just came through. This helps weaken the Sentinels that later show up after the venom disturbs their spawn point on the other path.

You can literally just close the door behind you, problem solved.

You don’t just close the door behind you? I guess if you’re after the extra points for killing them. But I find the last fight to be a real ordeal, so I wanna just lock them in to be honest!

To be honest, I completely forgot about closing the door. I was thinking of the Score run lol.

Tried it once. I was planning to do my usual as Tactician, but the host was already Tactician, so quickly changed to Anchor. Wanted to test him out anyway. It was going very well at first. Tactician and me with the shield were clearing everything. We hardly noticed that the third guy, who was Medic, wasn’t really doing anything. It became apparent in the second act however, when we needed him to do something other than die immediately. His only idea seemed to be to run out and get killed so he could trigger his ultimate, team revive, even though we didn’t need it. He would literally run out into the open and get himself killed on purpose. Just us two, we got to the final battle, even cleared it, and then had a mad rush to the LZ, but we got cut down by the mob that spawned as the doors were closing. I could tell the host was getting angry with the Medic and ended up kicking him after the second second act fail. By that time I was already exhausted though so I left too.

Hehehehe!!!

I AM THE PROFIT!!!

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Well in that case…
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It’s…

BETWEEN YOUR COUCH CUSHIONS!!!

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I’ll put in a plug for Gunner with a Tri-Shot build using weapon lockers instead of the chain gun ammo perk on Incon Frenzy.

Here’s my reasoning after struggling through a lot of games trying the perk route: you don’t regenerate ammo quickly enough until it’s no longer worth it.

The Tri-Shot burns through ammo so quickly that even by the end of wave 1 you’re usually almost dry. Which means you have to dump all your energy into the regen perk, which only works while you’re actually holding it. So for waves 2-4 you’re desperately trying to conserve ammo and only go for headshots, which makes it difficult to actually be responsible for a lane. Then a boss comes and one-shots you because you didn’t have any ammo left and didn’t perk up health. Or by wave 7/8 you’re not even doing enough damage to be useful because you couldn’t perk it.

In another world, (assuming there’s an engineer) you deposit 6k and have them build a level 1 weapon locker at the beginning and then buy your first tri-shot. Use it up, put it in the locker at the end of wave 1, and use the torque bow for a while. Swap back, it’s already fully reloaded. Later on in the game have them upgrade the wep locker and buy another tri-shot to switch out for. You’ll never run out of ammo and can actually deposit energy / perk up damage or health to help you be more effective.

Same with the Demo mate. Once the ultimate cool down is maxed every bit of damage you do and it’s a lot of damage your ult comes back almost instantly. You can get it up to four times per wave on a big boss.

This is why we always run spotter support and if one of us is playing Keegan they put on that…sorry can’t think of it right now(Card that marks sheeeeyat when you meatshield)

Theres many different styles of play as you know. People say that Demo is easy to play or boring. I don’t think it’s either. Every random person that we have played with in OP 5 who went Demo, could not play that class or did not know how to kill bosses and these are people that had high re-ups and high lvl Demos.

Every time we play a Robotics Expert is used with lvl 6 cards and Demo with lvl 6 cards. The overclock on the lockers is Amazing and recharges all booms in no time. We don’t play 50 wave anymore, only frenzy.

This is why we use this strategy. Robotics Expert gets a full lvl4 locker out and some lvl1 spikes (Everybody needs to deposit the 10k even the demo on 1st wave) Demo kills himself 3 times, locker full of Booms. Use fire frags as you only need one to kill yourself and give or plant the other.

From wave 2 Demo don’t put any energy in until cool down is on 10 the rest do their perks and put in as much as they can. Spare energy is given to Demo directly by the whole team. Perks like cool down and critical maxed out by wave 6 on Demo. Once that’s done spare energy is given to whoever wants their perks done.

This is what we call teamwork. You can only do this unfortunately with people you know.

They should honestly ditch the stingy coin rewards and stick with cards and CXP. Any day I see coins as the featured thing i don’t even bother playing. The modifier sets are also getting quite stale yet again, feels like I’ve been seeing the same aggressive enemies modifier set several days in a row now.

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I would agree with this most of the time but as a blademaster user, I really need some of those perks early on to be effective. Ideally I need to get level 10 bleed as quickly as possible.

But for literally every other class, I agree.

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The Split is @SPARGELKOHL favorite map ;).

I’m actually starting to enjoy it more and more each time I play it.

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Agree there mate. Not many of us really play Blademaster but if we did it makes sense.

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Is it three days in a row now?

Are you sure about that? :smirk: Did you not loose most of your hair and sanity trying to solo that hive?

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Managed two Master completes for the daily, and two second act fails for the six total cards. One complete as Anchor with Tact and Demo, second complete as Marksman with Tact and Brawler. With Anchor, I was able to do plenty damage with my shield and bloody boltok, and even with a spare salvo the damage is quite high with Adrenaline Junkie and Shield up. The shield means we can easily advance to better positions in the big battles where normally we’d be hiding behind cover too. Wasn’t very happy with my Marksman performance, however, as I got frozen before final battle. Thankfully the Tact had it together. Actually, if he times everything right, it’s possible for Tact to clear final battle by himself. Strangely, this Tact didn’t want to use the GL and favored the Torque. So now I have seen evidence, @Ektope, it’s equally doable favoring Torque over GL as you say, but when I do it I favor the GL and drop Torque. I find I can’t always aim and shoot fast enough with the freezing snipers threatening. This Tact did get frozen a couple times and restart second act too, but eventually things clicked. It’s the same reason I’m much better as Tact or Anchor than Marksman on this map too. Also, considering how things went today vs yesterday I stand by my statement that The Surge is a much more difficult map than Split. At least on the Split fails, it always felt like we were missing one small piece. On the Surge fails it basically felt hopeless in second act.

I’d call it my favorite too, as in favorite when looking to be challenged. Overall favorite, as in plain fun to play, I’d probably give to The Mist. The Surge is apparently my kryptonite, lol.