**OP5**HORDE** -help with Classes Overview/ Guide by Hu1k Daddy

If you freeze the enemies on wave 11+ the active Longshot or Torque headshot them, it will do wonders to your X Ray cooldown. Especially if there’s things to blow up nearby.

You can’t one shot Scions on waves 1-10 with an active Longshot using only Level 5 Ambush and Level 6 Exploit though, outside of X-Ray.

@Hu1k_Daddy For support class, wich is better ? Tactitian, Jack or Medic ?

I honestly wouldn’t put any emphasis on the class categories (Offence, Support, Tank). They genuinely mean very little. The classes are the same as the Hero characters before, so the question you need to think about is what kind of role you want that class to perform.

I mean, Tactician is pretty similar to Demolitions, but with some skills that can help synergise and buff the team (marking targets etc) plus resupply ammo. JACK is totally different and is a good money maker with smelting weapons; is a good medic; and now has better offence capability with Hijack which can cause bleed. The Combat Medic is a bit ho-hum - doesn’t stand out in any real way, but can be quite tanky and can supprot the team with stim (Helpful Headshots card).

Similarly within the Offence category, you have Demolitions who is very much explosives based; the Infiltrator who is close-quarter shotguns; and the Marksman who is long-range sniping. They’re all extremely different classes.

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If you like to mess around with classes

anchors bloody shot is pretty weird with other pistols if not funner

Don’t expect much without the ammo regen though

You don’t need it to one shot a swarmak. Have someone like Mac start it’s bleed, and you obliterate it with the full stim build.

No gnasher card needed.

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Hey there,

I agree with @Bleeding_Pepper in what it is your team really needs. Jack is pretty much good all around support class.

Tactician is good as well but more focused on damage dealing. Example, Demo and this class work really well together.

If playing with mostly Randoms, Combat Medic is your good all around class with no great weakness or no great strength. It’s a good class if the rest of your team is damage focused as they will be squishy and will allow you to play more defensive while keeping them alive.

Cheers!

Maybe someone can confirm/deny something for me.

I was looking at the description of my level 6 officer’s prerogative and it says:

Atrillery will fire 6 additional rounds at marked targets.

I could swear before it said “at target MARKED BY JD”.

Does that mean spotter support targets will get the extra rounds too, now?

I can confirm that it did say only marked by JD.

Ok, so i did some experiment in private and i discovered the following:

The benefit given by JD’s gold card is nonZero, BUT it is largely irrelevant given how quickly his ultimate recharges with damage inflicted. Specifically, the time gained with a level 4 Gold card and 3 kills by artillery was about equivalent to the benefit gained from the damage inflicted by 1 active boomshot round fired at a scion/DR1.

So unless you are pairinf off with a Keegan using interrigation, IMO, the gold card isnt worth it… Just fire an extra active Boomshot round, and you have another card slot to use… So if i was to run JD again, i would do bleed, officers pregorative, spotter, and custom boomshot and custom GL: the latter two to help recharge artillery fast…
The inability to quickly mark multiple targets and the bug in mark duration (they do not last 20 seconds, TC) makes this class annoying to use, IMO. (Effective, but annoying).

I did some experiments with the new Keegan, and i can confirm, the assault rifle perk DOES increase the damage of the GL rockets.

In my tests, using a level 5 bleed card (all damage includes bleed damage: i was shooting at a boss, and waiting 5 seconds for max bleed) i got:

Non active GL volley, no rifle perk: 22K damage

Non active GL volley, maxed rifle perk: 35k damage

Active GL volley, maxed rifle perk: 35K damage…

I tested boomshot damage. I got non active boom into a swarnak: 11K. Active Boomshot! 20K

I got curious about this active GL so i re- run the tests with a carrier…
I got 14K and 17K damage non active… (Guess some rockets missed). Active: 17K

So it is confirmed: doing an active on a GL does NOT increase the damage of the GL rockets.

I also rerun the boomshot test, also confirmed… Active boomshot does about double the damage of non active, with my bleed…

Edit: the above is for Keegan. When you look at JD, you see a different story.

With a level 6 custom GL card, and level 5 bleed, a single non active vollet did about 70K damage. A single ACTIVE volley did about 95K damage.

BUT i didnt see any increase in damage from JD’s assault rifle perk, hahahahahaah

So if you are shooting the GL as JD, get actives, dont bother with the perk. If toy are keegan, dont worry about actives, but upgrade your rifle perk :grin:

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Firstly thanks to OP for putting this information out there.

Just a few things I’m not sure about:

With Keegan what card is used to reload explosive ammo in horde?
I had put on Vemon Explosive resupply but that didnt seem to do anything. Should I be putting on something else to reload explosives or is it just a JD thing?

What is the point of leveling up the Resupply Speed Loader card? Does it just affect the speed at which you can shoot the next shot?

Is Huddle Up worth using in a horde set up or best to just use set up’s listed in this thread?

Thanks.

None. There’s no card like that for Horde and it only works in Escape (as it requires venom).

However TC did add a perk for Horde which allows you to resupply explosive ammo. It’s very slow to begin with on lower levels, but once you get to the higher ones it will replenish ammo faster than you can fire.

The same applies to other classes who have venom-based cards - Mac/Anchor; and Lahni/Blademaster.

Thanks for the quick reply and information.

I thought they might have made the venom cards effects work in horde after an update.
That explains when I joined a horde match there was a Keegan already in there and when he set off his ULT my boom shot was reloaded super quick, when I did it I don’t think anything happened. Got me thinking what am I missing!

Cool, so venom cards are useless in horde.

Thanks again

That’s some great info and testing, thanks. It seems we like to play JD in a similar fashion. I will swap my grenade satchel for the spotter.

Hey Danny,

Please do. Some hidden update change some things from my initial testing for the Demo. Will need to retest but from what @Omen_LP has laid out this seems to be working good.

Also, did a Master run with your River outline- worked like a charm!

Cheers!

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Excellent, glad it worked, my run with the host setting up in the tower was 3hrs and 1m and it’s so much harder to hold a tap. The method I saw that other team use you can hold them easy :slight_smile:

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Where was my invite?

(Sorry re typos, small phone keyboard, big fingers)

Ahhh, thats an interrsting card… It makes the active bar bigger so it is easier to get actives… Not a huge thing, right?

BUT once you get that card to level 5 it auto reloads your weapons during the uktimate, and at level 6 it auto reloads your weapons WITH ACTIVE ROUNDS.

So once you level up your explosive reload perk and if yoy have this card at level 6, you can shoot your boomshot in fully automatic mode (like a salvo) and each shot will be active. I measures and with max ultimate duration you can do about 300, 000 damage with the boomshot like that in the 30seconds (I think) your timate runs.

BUT: with op5, keegan’s timate now reloads GL rockets, and those do about double the damage of the active boomshots, once you level up ypur rifle damage card… So the speed loader is no longer a must (it was for me until now).

Also, i mentiones in the bugs thread: keegan’s card which lets people recharge their ult faster based on killing keegan’s markes targets: doesnt work on KILLS, it was based off of the DAMAGE: if you kill a full health enemy in one shot, you get full benedit. If you kill a crawling or badly damaged enemy, you get almost no benefit).

Just FYI

Never noticed this with Recharge Bounty occurring. Is it a bug introduced with Op 5?

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I thought it was both? I have to admit, I’m not so sure of Keegan’s passive skill alone (which grants a 5 second reduction) because it’s so small, but with Recharge Bounty, it definitely gives you a consistent reduction in X-number of seconds per kill. I’ve seen it after I kick and kill Leeches, and they have tiny health.

But equally all characters get some ultimate ability cooldown based on damage done, so Keegan could for example, Salvo spam a boss enemy and get his ultimate back quickly too without killing anything.

I was experimenting with it in private last night and i was sure i saw that… Never tried it before so i dont know how it worked before op5.

I got some video clips, i will review them latee today, i might have made a mistake but the behavior i saw was like what i saw with cogvs frag kill cooldosn reduction card too, in past, before i compained and they fixed it…

Easy to test, go into a private intermediate with exec rules, wait until a bot downs an enemy and then you mark and kill with the boom, see what happens to the ult recharge timer…

With full benefit, max card, and max perk, i need about 3 full health marked kills to fully recharge my utl… But when killing downed enemies i wasnt seeing that…

If you say you are sure it workes before then i will retest tonight (i was mostly teating the explosive damage, this was just something i noticed on the side)