This is a big topic but i’ll try to rehash some of the important stuff I picked up.
For locations it’s good to pick spots that have few access points and a roof over your head for when a Kestrel or Guardian spawns.
I tried to find some maps but didn’t have such luck.
I pick the spawns of the map. I like to put the fabricator not against the back wall but behind the fountain/block on the spawn side. The other side of this cover is the ammo box. It’s close enough to stop the swarm from spawning into the little room on the side so they can only spawn on the tracks or other side of the map.
I put the fabricator upstairs. The only 2 ways up there are the steps and across the catwalk with the lasers. Only 2 entry points. It can get crowded but you have the high ground. Things beneath you will have to take the stairs to get a shot on you unless your near the edge.
Spawn sides. Ill put the fab closer to the ramps to stop things from spawning at our sides. If it’s placed in the very back they will spawn all around you.
I’ll put the fab in our spawn cause it has a roof over our heads. I will slowly branch out towards the center area across the hall from us. It’s high ground and we can cover most angles of entry. If there’s flyers we can safely fall back to the room with a ceiling.
Sound like a broken record but near the spawns. Let them come down the middle and shoot out the ice beneath them.
If there’s a Jack get the forge asap. The sooner it’s out the more money you get cause those guns disappear. If everyone is contributing I upgrade it to lvl 4 before everything else. So long as the team isn’t having issues killing. That’s about the only thing I absolutely build first. The rest I play/upgrade by circumstance.
After the forge try to get a weapon locker and upgrade it to lvl 2 for JD before wave 10. Upgrade it as money comes in. Kait can share it with him until she gets her own. Everyone else can use ammo boxes. If you have a Fahz he will need one eventually for his rifles. A spare for you or anyone else who needs to use heavy weapons.
Once we have 1 locker I do barriers next. Instead of using a tier 3-4 fence I prefer tier 1-2. When the fence is tier 3-4 it stops them from crossing but they are forced to dmg it. They will sit there until they die or the fence is destroyed. Requires a lot of repair. The lower tier fences slow them down but they won’t stop to destroy it. With enough firepower they will die before crossing and they require little maintenance. I only use a tier 3-4 fence if I certainly don’t want anything to cross that area. Like a back door or a piece of cover I don’t want those pesky leeches vaulting to interrupt me. I tend to build 5 to 6 tier one fences to create what I like to call “The Box”(see below for details)
Sentry. Once Jack is smelting or you have a tap, there’s a locker and all entrances are blocked by barriers start building sentrys. Mostly to help kill things or to cover a section a person isn’t watching. They don’t need to be lvl 4 as soon as you build them. Id build 1 for each entrance before upgrading them.
Shock turrets after sentries. These things have a farther range and they stun things. Even wardens. Gives everyone else time to react and kill.
I’ll build a decoy and put it in front to draw attention but it will be behind a barrier. They can’t get to it right away and it takes attention off everyone else for you and the sentries to kill it.
Once all the above is built I will start upgrading. usually lockers first. Then the sentries+shocks. The barriers in the box will need to be upgraded to tier 2(barb wire). I don’t exactly upgrade 1 specific thing to max. Rather those are my priorities and I upgrade depending on the income.
Some general tips for building.
When building barriers I like to use “the box” method. I will plant several lvl 1 fences long ways not side ways. This creates a rectangle of slowness. Unless a warden, a matriarch or a carrier stomps down on them they won’t get destroyed if you keep them repaired in between waves.
Don’t put sentrys/shock turrets behind or in front of each other. They need clear line of sight to target. When putting them side to side try to leave enough room for people to get through.
Whenever possible try to put sentrys, fences, decoys just around cover. You can take cover and blind fire your repair tool to fix them. You will still get shot cause cover sucks in this game but it’s better than being out in the open.
You can place the fabricator side ways in some hallways to stop “most” things from crossing. Sires hop over it and juvies/leeches can sometimes squeeze through. It will stop scions and stuff and it can’t be destroyed.
Picking up a fort and placing it somewhere it can’t be will highlight it Red. It can’t do anything but most importantly they can’t be dmged. If a matriarch is coming Ill pick up the good ■■■■ and move it into a wall so she can’t destroy it. If I’m jack ill leave the forge out where the enemy dies so it’s less traveling to smelt weapons. Then when the next wave starts i’ll put it back in red somewhere.
Last if you have a surplus of money buy something but leave enough for repairs. Add an extra sentry to the front or shock turret. I like to build extra sentrys and have them pointing inside our spawn so if something like a guardian or snatcher gets through we have a fall back spot.
When I search a lobby for Masters I see a lot of people playing on The Forge. Reason being is they will setup Helms Deep in the upstairs area where the switch is. You will rarely get kills with the switch but that’s not the point. That section of the map is a big U shape. Plant the fabricator sideways to block one of the entrances while most people manually cover the other side. After the good stuff is built they will build spare sentrys inside the room with the switch for when a guardian flys in.
Basically once your setup the only thing you have to fear is a bastion shielding a scion, a snatcher, matriarch. Swarmak is only a problem is JD/Kait can’t kill it by the time it gets to the base. Same with Carrier. Kestrel you can hide inside and kill everything else, saving it for last.