In part 3 of the combat system in UN, I wanted to talk about the PvP defense (aka Raid defense).
Now, in all fairness, any game that has any PvP element has some form of strategy, I just find this one a bit more interesting than others.
(While I don’t cover it in detail, the basic idea of the mechanics is pretty similar to that of Urban Warfare defense).
So where should I start?
First, the obvious is that exception of the setup, you don’t have any control of the combat. This means that you have to think of things like, the room layout, synergy of the team within the room, with the trap, which traps you use.
Second, as it is a PvP, you are against different players, meaning that each characters will be of higher caliber, and a smarter person behind the attack.
So, let’s start with the first part, the room layout. – the game doesn’t have any defensive rooms, so the only things you have to consider is the layout, where to use the single, double or triple rooms.
Triple rooms are useful in creating triple teams, and recently I have started to test the first of the room to be a trap, and I leave something like col Colbert at the back line to try to pick a few units out.
Single room has been used quite efficiently to either buy time, or to line up units to set traps. The most common use of the single room seems to be dropping a Helen in there, which can be pretty annoying.
Traps – obviously this is where traps comes in heavy and handy. To be perfectly fair and honest, I am a heavy user of the flashbang and snare traps, as this causes stun-like effects. Bomb traps have caught me to finish off some of my survivors that just didn’t have enough hp, and this together with acid spray seems like a good combo. Undead troops are useful to distract survivors or simply Jay.
Finally survivors. I covered synergies in a separate post, so I won’t go into detail here, but from what I’ve seen, there are a few survivors that I’ve seen are good (and by that, I find annoying going against)
Deborah – I think it’s a no brainer – any tank that can DPS, is always annoying.
Daniel – reasonable DPS and good range (his pop up gun anyhow) makes him a formidable foe. (At lease let’s be honest, he’s much more useful as a defense than offence). The pushback is good too.
Helen – She’s a walking trap, and I feel that she’s much more useful as a defense than offence. Her “revive” allows a rare 4-man team as a defense.
Soldier #47 – She’s great in either offence or defense. Her stun grenade works as a group CC, also her innae ability to step back and drop a grenade is not to be ignored.
Julia – I debated, but decided to include her in the list. Her ability to resist stun and high damage AOE makes her an ideal sacrificial AOE.
The Skillet – I love and hate him, but once I figured it out, I lean towards loving him. His “provoke” skill basically is a human version of the “zombies in a bag” tactics. He can counter Jay, or help other mobs to kill while he distracts.
Col Corbet – His strength and weakness puts him as a more defensive units than an offensive. Just like how the concept of machine gun goes, he takes time to set up but rapidly fires. With one of the highest DPS in the game, some snare with a good tank does wonders.
Lucas – I came against him when he first came out, and thought – yeah, he’s alone in the end, I’ve got this. WRONG. If he’s on 5 star, any unit that has a chance to dying from his attack will trigger his multiple attack and possibly a wipe.
Hopefully, this also gives you an idea on how to counter certain defenses.
Happy hunting
