For armored enemies they have a weak-spot on the faceplate/visor of the helmet. You don't just need a headshot, but a faceshot, right through the visor.
About the scopes... I find them way more efficient than a traditional aim down sights It can trow off people at the beginning but once you got the hang of it you begin to want it for any kind of shooter
Nothing is worse to short stroke the shotgun and trying to fire a spent shell in the middle of a firefight... Always go for the fire selector if you find a shotgun with it Worst case scenario you need to work the pump one time
Thanks for making the video Knox. I've been using the other boot camp videos to introduce people to the game, but as time goes on and the mod changes those introductions come with more and more "So the video says this but in the mean-time the game has changed". It's good to be back up to date on that front.
Thanks, man! Been into HD for a bit now, but it’s just awesome someone made a comprehensive breakdown of its particular mechanics; helps to gradually ease in folks I introduce it to myself. Thanks to you and the HD community, for the cool add-ons and aids.
When a battle rifle refuses to insert a fcking magazine in to it's hole because "breach of the volt end user license agreement" by using ammo magazine not made by UAC™, so you have to forcefully push it all in till it finally clicks, but the rifle then refuses to work properly and you have to manually click hammer for every shot, you know, this is the true futuristic AnCap paradise... The Hideous Destructor is just /k/ that incarnated in to the video game.
I don't use semiautomatic shotguns for a one reason: this mod rerouted my brain to pump shotgun after each shot, so i ending up ejecting each shell to the ground. I recently found a shotgun with it and decided to give it a spin. The results was that i had to pick up all shells that i dropped due to the extra pump i do automatically. I sometimes trying to pump it in other videogames now.
I have read the manual many times and kinda understand how to play, but I was waiting for this kind of video. Good explanation 👍 In my opinion, the Vulcanette is OP and solves many problems. The Liberator seems reliable at first, but I ended up throwing it away because it doesn't fit the assault role, it doesn't fit the DMR role, and it doesn't have enough bullets when you actually need them.
You get it. Ammo scarcity is a large draw back to the Liberator, but I can't put that in the video because ammo scarcity can be counteracted by your Loadout and the ammo drops on the levelset
Quick question regarding the legal disclaimer of the ZM66. I know that reloading the bullets into a mag can cause a detonation. However, isn't it also true that reloading a dirty/used magazine gives the gun the potential to explode while firing? I remember it happening to me before because I kept trying to take the mags out of other ones in order to use them for my main rifle. Ever since then, I've never touched the ZM66 except to use it off a zombie's corpse without reloading or anything like that. Who would make a gun that's not designed to accept external mags? EDIT: Also, I got further along in the video, and noticed something that you didn't. I was messing around with the Vulcanette one time on the firing range. I found that you're actually able to fire it manually without any power source loaded in if you mash left mouse button. It gets a surprisingly high rate of fire, although it's sort of clumsy to do so and it won't autofeed more mags.
The zm66 won't explode in your hand. It will just jam. The lore in the manual answers your question about the ZM magazines. Searching for a fresh battery for a slow firing Vulcanette is an experience that I enjoy when it pops up. But using a battery-free Vulcan is a little in-depth for a quick and brief coverage
@@fort_of_hard_knox I understand. After reading this comment, I read more about the Z66 and experimented with it more, and now I'm much more comfortable using it. Thanks for elaborating!
@@Samarai-hf9si I only dabble in HD but I'm pretty sure a "helmet hit" acts similar to hitting body armor. There's usually blood going on when you're penetrating armor vs being blocked by armor. IIRC the only enemies with helmets are the "Helmet Jackboot" (Visually he resembles a black marine. He's a a variant of the shotgunner with body armor and a ZM66) and the actual enemy marines. (Who are basically the power rangers. Uniform color signifies what weapon they are armed with.) Both of them can have armor. Usually green but rarely blue. Chaingunners and the wolfenstein nazis also wear armor (Nazis always have green) but unlike the ZM Jackboot and Marines they lack helmets and can be headshot easily. In general the legs and helmet VISOR do some dice-rolls for armor strength when hit and shots that would be stopped by armor can slip through if you hit there.
the demons have shields instead of armor. it differs from normal armor in that it can regenerate and get melted by the TBs alt fire mode. it behaves the same way a shield core does. tldr ammos that do best vs shield best to worst 7mm 355 9mm 12 gauge 4.26 explosives/energy heat rocket/bronto bolt both can one shot a cybie. rocket tb alt mode grenade mode rocket frag grenades
Huh, I noticed that the ammo cap doesn't seem to be as much of a factor in this gameplay. For whatever reason, I'm maxed out at only 3 mags for the liberator on hand, the rest need to go in the backpack. Was this tweaked by the mod dev, or a sub-mod?
@@fort_of_hard_knox Thanks..im dumb, you were correct the first time. I thought secondary fire was "Weapon Fire Mode" under HD Options. I had to set my secondary fire mode to the correct key under the normal options menu.
For armored enemies they have a weak-spot on the faceplate/visor of the helmet. You don't just need a headshot, but a faceshot, right through the visor.
About the scopes...
I find them way more efficient than a traditional aim down sights
It can trow off people at the beginning but once you got the hang of it you begin to want it for any kind of shooter
Shotgun section forgot to mention slam firing with the pump action.
Just holding down the trigger and working that pump.
Nothing is worse to short stroke the shotgun and trying to fire a spent shell in the middle of a firefight...
Always go for the fire selector if you find a shotgun with it
Worst case scenario you need to work the pump one time
Thanks for making the video Knox. I've been using the other boot camp videos to introduce people to the game, but as time goes on and the mod changes those introductions come with more and more "So the video says this but in the mean-time the game has changed". It's good to be back up to date on that front.
UA-cam: This is a minecraft video
Thanks, man!
Been into HD for a bit now, but it’s just awesome someone made a comprehensive breakdown of its particular mechanics; helps to gradually ease in folks I introduce it to myself.
Thanks to you and the HD community, for the cool add-ons and aids.
If the mod creator hasn't hired you yet, they should. Thanks for the video!
When a battle rifle refuses to insert a fcking magazine in to it's hole because "breach of the volt end user license agreement" by using ammo magazine not made by UAC™, so you have to forcefully push it all in till it finally clicks, but the rifle then refuses to work properly and you have to manually click hammer for every shot, you know, this is the true futuristic AnCap paradise... The Hideous Destructor is just /k/ that incarnated in to the video game.
I don't use semiautomatic shotguns for a one reason: this mod rerouted my brain to pump shotgun after each shot, so i ending up ejecting each shell to the ground. I recently found a shotgun with it and decided to give it a spin. The results was that i had to pick up all shells that i dropped due to the extra pump i do automatically. I sometimes trying to pump it in other videogames now.
I'd love to see the Brontornis utilized in your runs more. But maybe I just haven't found the right video lol
Missed this thing, time to get back to it!
I have read the manual many times and kinda understand how to play, but I was waiting for this kind of video. Good explanation 👍
In my opinion, the Vulcanette is OP and solves many problems. The Liberator seems reliable at first, but I ended up throwing it away because it doesn't fit the assault role, it doesn't fit the DMR role, and it doesn't have enough bullets when you actually need them.
You get it. Ammo scarcity is a large draw back to the Liberator, but I can't put that in the video because ammo scarcity can be counteracted by your Loadout and the ammo drops on the levelset
Quick question regarding the legal disclaimer of the ZM66.
I know that reloading the bullets into a mag can cause a detonation. However, isn't it also true that reloading a dirty/used magazine gives the gun the potential to explode while firing? I remember it happening to me before because I kept trying to take the mags out of other ones in order to use them for my main rifle. Ever since then, I've never touched the ZM66 except to use it off a zombie's corpse without reloading or anything like that.
Who would make a gun that's not designed to accept external mags?
EDIT: Also, I got further along in the video, and noticed something that you didn't. I was messing around with the Vulcanette one time on the firing range. I found that you're actually able to fire it manually without any power source loaded in if you mash left mouse button. It gets a surprisingly high rate of fire, although it's sort of clumsy to do so and it won't autofeed more mags.
The zm66 won't explode in your hand. It will just jam. The lore in the manual answers your question about the ZM magazines.
Searching for a fresh battery for a slow firing Vulcanette is an experience that I enjoy when it pops up. But using a battery-free Vulcan is a little in-depth for a quick and brief coverage
@@fort_of_hard_knox I understand. After reading this comment, I read more about the Z66 and experimented with it more, and now I'm much more comfortable using it. Thanks for elaborating!
Holy shit... a decent video on HD
Nice and comprehensive, plan to explain more items in the mod?
Yes
I'm almost done with the items video. It's coming next
Wait a minute, enemy helmets actually matter? And here I thought I just suck at hitting their heads...
They do. Aim for the faceplate
@@fort_of_hard_knox Dang. Is there any visual indication for when you're hitting a helmet as opposed to the faceplate or their armor?
@@Samarai-hf9si I only dabble in HD but I'm pretty sure a "helmet hit" acts similar to hitting body armor. There's usually blood going on when you're penetrating armor vs being blocked by armor. IIRC the only enemies with helmets are the "Helmet Jackboot" (Visually he resembles a black marine. He's a a variant of the shotgunner with body armor and a ZM66) and the actual enemy marines. (Who are basically the power rangers. Uniform color signifies what weapon they are armed with.) Both of them can have armor. Usually green but rarely blue.
Chaingunners and the wolfenstein nazis also wear armor (Nazis always have green) but unlike the ZM Jackboot and Marines they lack helmets and can be headshot easily.
In general the legs and helmet VISOR do some dice-rolls for armor strength when hit and shots that would be stopped by armor can slip through if you hit there.
so whatcha saying, that i can charge the batteries with the BFG?
yay, i can finally drop the fucking excess batteries
What's the map at 2:30? The sorta apocalyptic one.
Just wondering, does anyone know if the bosses or non zombie enemies have "armor", for example the cyberdemon, arachnotrons or hell nobles?
the demons have shields instead of armor. it differs from normal armor in that it can regenerate and get melted by the TBs alt fire mode. it behaves the same way a shield core does.
tldr
ammos that do best vs shield best to worst
7mm
355
9mm
12 gauge
4.26
explosives/energy
heat rocket/bronto bolt both can one shot a cybie.
rocket
tb alt mode
grenade mode rocket
frag grenades
Huh, I noticed that the ammo cap doesn't seem to be as much of a factor in this gameplay. For whatever reason, I'm maxed out at only 3 mags for the liberator on hand, the rest need to go in the backpack. Was this tweaked by the mod dev, or a sub-mod?
It's an option in the HD options menu now
Game is overwhelming..cant even get the boss rifle to chamber a new round, says use secondary fire but it does nothing?
Ignore the first message, it should cycle if you fired it or not
@@fort_of_hard_knox Thanks..im dumb, you were correct the first time. I thought secondary fire was "Weapon Fire Mode" under HD Options. I had to set my secondary fire mode to the correct key under the normal options menu.
mk
repairing the Vulcanette
but it takes a long-ass time to repair it
Yeah don't evne bother. 's too long, just grab a new one first chance you get.