State of Decay 2: Juggernaut Edition
153 Achievements
2,400
316.5-422h
PC
Xbox One
Xbox Series
Forgot My Breaches
You achieved victory in a session of Daybreak without any wall sections being leveled.
10
1.5%
How to unlock the Forgot My Breaches achievement in State of Decay 2: Juggernaut Edition - Definitive Guide
This achievement is doable with only two people (and the best equipment). However you need luck as well because in Wave 5 and 6 things could go out of hand quickly.
1, For the gun bring the Cleo Blast rifle (for finishing Wave 3 20+ times). This gun is just plain OP. One shots anything but the Juggernauts without using zoom when you aim in the general direction of the head. Yes the armored enemies as well! If you can line up (for example at the side of the wall) it can kill 3-4 enemies in one shot. Note: we did it with a C Blast rifle and C Shotgun combo as well. The shotgun is very similar to to the rifle but it has a few differences: can't one shot armored zombies and weak against Juggernauts BUT it shoots much faster so tears through everything else much quicker.
2, Melee doesn't matter because you don't have time to melee. Bring the lightest one because it helps with the overall stamina usage.
3, For explosives bring the rocket pods. Many people say the minefield but the rocket pods are much better. One pod can one shot any Juggernaut!
Preparation: The AI guy should have a rifle. If not then restart. Both players will fight outside the wall. One should be on the left the other on the right side. Drop your cleo gun and ammo somewhere close. Drop the first aid pack at the middle between you and the other player, the bombs you find as well but little away to not mix the two. Drop the bandages at the Tech guy, both players can heal the guy with these but you will probably not need it. You never need a bag of snacks or stamina pills, throw them away and never pick them up from drops. At least one player should keep a repair pack at him all the time but you can drop the rest behind the wall. Try to pile up packs as much as you can because there is nothing more annoying than picking one up when you don't have much time and realizing you can only repair one thing with it. One player should use the shotgun from the left box and the other the sniper from the right box in the first three waves. The reason why I suggest the sniper over the assault rifle (Stormbringer) because it shoots bullets (always use it on single) as fast as the rifle but it has much more power meaning it has a small chance to blast off the head of an armored zombie if you can shoot it in the face. The sniper guy has to be mindful with his ammo.
Wave 1: Really easy. Shoot them in the head. As for the Armored zeds either bring them down with a headshot then finish them off or if they are at the wall execute them from behind. Watch out for the feral, The sniper can shoot it through the windows if he runs past you. Later anyone with the Blast Rifle.
Wave 2: Still easy. Bloaters are priority targets now because they gas the area where they die. You don't want to get cornered because of the gas clouds. When the round ends both players should drop everything but their guns from the inventory and run to open two drops (there are 4 total). Exchange ammo if needed.
Wave 3: There is a Juggernaut at the end. Pick up your rocket pod before it comes. The player who is closer should wait for it to get closer then run up to it, drop the pod, run away and activate. One pod kills any Juggernaut no need to check. In the end there are 4 drops again. The sniper should be almost out of ammo and change to the blast rifle. The shotgunner usually still has a lot and can get away with using it until the first Juggernaut (halfway in Wave 4) but can change as well. Ammo isn't such a big deal with these OP guns. This is the first wave where you may see the repair icon on the walls (but realistically the fourth should be). Always repair them to max, no matter the damage. As there are only two of you you don't have time to repair and there are plenty of kits.
Wave 4: More special zombies and two juggernauts. If the Jug is mostly alone then shooting it with both Blast Rifle takes him down extremely quickly (10-12 bullets overall), then one or two shots to the head blows it off. From now on, only ride the kneeling Juggernaut if his head is completely obstructed (for example kneeling in the wall) or there are too many zombies around and no time to shoot two times without getting grabbed. Riding the Jug in the later waves is very risky because most of the time the player ends in bloater clouds or can catch fire from burning zombies. If you don't have time to deal with him one rocket pod takes it out. You probably found grenades you need to detonate after dropping them. These are very useful but you can miss with them a lot. Three and some shooting (or 4 if you don't have the time) should take out a Jug. Use these first because later you won't have time to wait for these weak explosives. After the round you get 5 drops, but these are the worst in the game. Don't pick up the cleo pistols just unload their ammo (Y) and get back to repair everything. Everyone should have at least 120+ cleo ammo when a wave starts.
Wave 5: Probably the toughest wave in the game. Wave 6 is hard as well but this takes the cake because the tons of Armored+ zombies. I say plus because while the Blast Rifle takes off the head and the helmet of an armored one from pretty much any direction and any distance, in this wave this rarely works for some reason. One player probably need to fix a wall (usually the middle) once while the other must line up all the heads on the outside and blast down the dozens of zombies to give some breathing room for the fixer. There were times when I blasted a zombie 6+ times from point blank range with the rifle at his head still didn't pop off. If things look bad then sacrifice a rocket pod to hold the line. Share the 6 drops after the round. You will usually get 4 minefields here. drop two in front of the wall then another two halfway or if you are getting overrun. Note that you get knocked down from your mines if someone detonates it in your face and the detonation detonates bloater clouds as well.
Wave 6: Enemies finally back to normal in this round. Fix everything and share all the explosives and ammo. You can and should use up all the explosives without fear because Wave 7 is extremely easy. There aren't any tricks here just a lot of zombies. Take out the bloaters asap or you won't have any place you can go. The firebombs are useless against the Jugs. After W6 there is a 100% chance you get one cleo smg in one of the pods (usually the left) unloading this nets you 128 ammo on it's own and there will be a lot of ammo packs as well. You don't really need anything anymore but the rifle and the ammo (fix the walls of course).
Wave 7: Is a joke with the Blast Rifle. There are only a minimal amount of zombies here and a lot of Juggernauts. One player kills the zombies, the other one kills the Jugs early on, then both the Jugs when there are no one else. When the double Jugs arrive don't gang up on one together but shoot a different one because the rifle stops them in their tracks so one won't reach the walls while you kill the other.
With this tactics there is only a very small risk of damage to the Tech guy, however when you are out gathering drops there is a chance a feral can get into the base. He could kill the Tech guy extremely quickly. For this reason when you share drops it is much better to someone grab the nearest ones to be able to run back asap to the base both for protection and repairs while the other can take his time collecting the further loot.
A last advice for general target prioritization:
1, Feral who is attacking the tech guy
2, Juggernaut at the wall targeting the wall
3, 3+ zombies bashing one section of the wall (damage ramps up exponentially with more zeds)
4, Bloater anywhere anytime you can shoot it (preferably should never reach the road)
5, Juggernaut in the park / on the road targeting a player
6, Feral on the road / inside the wall but targeting the AI soldier
7, Armored zombies regardless of targeting (it depends how dense is the population, if there aren't many zombies it is better to dodge and shoot the ones standing at the wall, if there is no room then thinning the ones who are coming after the player is better)
8, Normal and Plague zombies who are targeting the player (blinking dot on map)
9, Normal and Plague zombies who are targeting the wall in small numbers (green dot on the map)
1, For the gun bring the Cleo Blast rifle (for finishing Wave 3 20+ times). This gun is just plain OP. One shots anything but the Juggernauts without using zoom when you aim in the general direction of the head. Yes the armored enemies as well! If you can line up (for example at the side of the wall) it can kill 3-4 enemies in one shot. Note: we did it with a C Blast rifle and C Shotgun combo as well. The shotgun is very similar to to the rifle but it has a few differences: can't one shot armored zombies and weak against Juggernauts BUT it shoots much faster so tears through everything else much quicker.
2, Melee doesn't matter because you don't have time to melee. Bring the lightest one because it helps with the overall stamina usage.
3, For explosives bring the rocket pods. Many people say the minefield but the rocket pods are much better. One pod can one shot any Juggernaut!
Preparation: The AI guy should have a rifle. If not then restart. Both players will fight outside the wall. One should be on the left the other on the right side. Drop your cleo gun and ammo somewhere close. Drop the first aid pack at the middle between you and the other player, the bombs you find as well but little away to not mix the two. Drop the bandages at the Tech guy, both players can heal the guy with these but you will probably not need it. You never need a bag of snacks or stamina pills, throw them away and never pick them up from drops. At least one player should keep a repair pack at him all the time but you can drop the rest behind the wall. Try to pile up packs as much as you can because there is nothing more annoying than picking one up when you don't have much time and realizing you can only repair one thing with it. One player should use the shotgun from the left box and the other the sniper from the right box in the first three waves. The reason why I suggest the sniper over the assault rifle (Stormbringer) because it shoots bullets (always use it on single) as fast as the rifle but it has much more power meaning it has a small chance to blast off the head of an armored zombie if you can shoot it in the face. The sniper guy has to be mindful with his ammo.
Wave 1: Really easy. Shoot them in the head. As for the Armored zeds either bring them down with a headshot then finish them off or if they are at the wall execute them from behind. Watch out for the feral, The sniper can shoot it through the windows if he runs past you. Later anyone with the Blast Rifle.
Wave 2: Still easy. Bloaters are priority targets now because they gas the area where they die. You don't want to get cornered because of the gas clouds. When the round ends both players should drop everything but their guns from the inventory and run to open two drops (there are 4 total). Exchange ammo if needed.
Wave 3: There is a Juggernaut at the end. Pick up your rocket pod before it comes. The player who is closer should wait for it to get closer then run up to it, drop the pod, run away and activate. One pod kills any Juggernaut no need to check. In the end there are 4 drops again. The sniper should be almost out of ammo and change to the blast rifle. The shotgunner usually still has a lot and can get away with using it until the first Juggernaut (halfway in Wave 4) but can change as well. Ammo isn't such a big deal with these OP guns. This is the first wave where you may see the repair icon on the walls (but realistically the fourth should be). Always repair them to max, no matter the damage. As there are only two of you you don't have time to repair and there are plenty of kits.
Wave 4: More special zombies and two juggernauts. If the Jug is mostly alone then shooting it with both Blast Rifle takes him down extremely quickly (10-12 bullets overall), then one or two shots to the head blows it off. From now on, only ride the kneeling Juggernaut if his head is completely obstructed (for example kneeling in the wall) or there are too many zombies around and no time to shoot two times without getting grabbed. Riding the Jug in the later waves is very risky because most of the time the player ends in bloater clouds or can catch fire from burning zombies. If you don't have time to deal with him one rocket pod takes it out. You probably found grenades you need to detonate after dropping them. These are very useful but you can miss with them a lot. Three and some shooting (or 4 if you don't have the time) should take out a Jug. Use these first because later you won't have time to wait for these weak explosives. After the round you get 5 drops, but these are the worst in the game. Don't pick up the cleo pistols just unload their ammo (Y) and get back to repair everything. Everyone should have at least 120+ cleo ammo when a wave starts.
Wave 5: Probably the toughest wave in the game. Wave 6 is hard as well but this takes the cake because the tons of Armored+ zombies. I say plus because while the Blast Rifle takes off the head and the helmet of an armored one from pretty much any direction and any distance, in this wave this rarely works for some reason. One player probably need to fix a wall (usually the middle) once while the other must line up all the heads on the outside and blast down the dozens of zombies to give some breathing room for the fixer. There were times when I blasted a zombie 6+ times from point blank range with the rifle at his head still didn't pop off. If things look bad then sacrifice a rocket pod to hold the line. Share the 6 drops after the round. You will usually get 4 minefields here. drop two in front of the wall then another two halfway or if you are getting overrun. Note that you get knocked down from your mines if someone detonates it in your face and the detonation detonates bloater clouds as well.
Wave 6: Enemies finally back to normal in this round. Fix everything and share all the explosives and ammo. You can and should use up all the explosives without fear because Wave 7 is extremely easy. There aren't any tricks here just a lot of zombies. Take out the bloaters asap or you won't have any place you can go. The firebombs are useless against the Jugs. After W6 there is a 100% chance you get one cleo smg in one of the pods (usually the left) unloading this nets you 128 ammo on it's own and there will be a lot of ammo packs as well. You don't really need anything anymore but the rifle and the ammo (fix the walls of course).
Wave 7: Is a joke with the Blast Rifle. There are only a minimal amount of zombies here and a lot of Juggernauts. One player kills the zombies, the other one kills the Jugs early on, then both the Jugs when there are no one else. When the double Jugs arrive don't gang up on one together but shoot a different one because the rifle stops them in their tracks so one won't reach the walls while you kill the other.
With this tactics there is only a very small risk of damage to the Tech guy, however when you are out gathering drops there is a chance a feral can get into the base. He could kill the Tech guy extremely quickly. For this reason when you share drops it is much better to someone grab the nearest ones to be able to run back asap to the base both for protection and repairs while the other can take his time collecting the further loot.
A last advice for general target prioritization:
1, Feral who is attacking the tech guy
2, Juggernaut at the wall targeting the wall
3, 3+ zombies bashing one section of the wall (damage ramps up exponentially with more zeds)
4, Bloater anywhere anytime you can shoot it (preferably should never reach the road)
5, Juggernaut in the park / on the road targeting a player
6, Feral on the road / inside the wall but targeting the AI soldier
7, Armored zombies regardless of targeting (it depends how dense is the population, if there aren't many zombies it is better to dodge and shoot the ones standing at the wall, if there is no room then thinning the ones who are coming after the player is better)
8, Normal and Plague zombies who are targeting the player (blinking dot on map)
9, Normal and Plague zombies who are targeting the wall in small numbers (green dot on the map)
9 Comments
Hello, do you need to host for this achievement? We did this in match making and it didnt pop.dor me
By brayarg on 18 Feb 2020 00:25
I did it by starting a game and inviting my friend. We both got it. The game is very buggy, updates regularly break things so it might be that.
By HUN playmore on 18 Feb 2020 08:08
The achievement description may be misleading, especially in some translations. You need to achieve victory without any wall being destroyed.
So I recommend you repair them when they are orange, don't wait until they are red to be repaired, it's a high risk.
So I recommend you repair them when they are orange, don't wait until they are red to be repaired, it's a high risk.
There is a way to build up your ammo and explosives right away at the beginning of the game. In a multiplayer game, you can drop your ammo, explosives, wall kits, first-aids or guns then quit the match. You can then have the host invite you and the party back to the match.
Even if you are playing with just 2 people and strangers having the extra good fire power is essential. By good fire power I mean CLEO blast rifle, CLEO shotgun or CLEO heavy sniper. The extra big explosives are going to be crucial for rounds 5+6. You should be able to get through round 3 without using any explosives and maybe only using 1 in round 4.
The rocket pods are a 1-hit kill for any juggernaut, pair of juggernauts and anything else in the area. The pair to go with is the blast rifle and rocket pods. If you are in a group doing this, having one person off to the side using the heavy sniper. On the street in a corner, they can hide without attracting anything, head-shot armored and take down a juggernaut in 4 head-shots.
Even if you are playing with just 2 people and strangers having the extra good fire power is essential. By good fire power I mean CLEO blast rifle, CLEO shotgun or CLEO heavy sniper. The extra big explosives are going to be crucial for rounds 5+6. You should be able to get through round 3 without using any explosives and maybe only using 1 in round 4.
The rocket pods are a 1-hit kill for any juggernaut, pair of juggernauts and anything else in the area. The pair to go with is the blast rifle and rocket pods. If you are in a group doing this, having one person off to the side using the heavy sniper. On the street in a corner, they can hide without attracting anything, head-shot armored and take down a juggernaut in 4 head-shots.
I find matches go far easier if you take a good gun from the start screen and then just equip either the wolverine (shotgun) from the left most crate, or the stormbringer (assault rifle) from the center crate. That way you shouldn't have to worry about ammo or stamina to much. Once a wall is on the second level of dammage (with about 5 planks missing) then is when I advise repairing it. That way you shouldn't have problems running out of repair kits while not letting the wall get to damaged that it might be destroyed while you're repairing it. Though when you start repairing make sure to spray the zeds with the crate weapon so you have time to repair the wall before they can destroy it.
According to the developers, there are two wave types: 1-2 players, and 3-4 players. The zombie count roughly doubles in the 3-4 player scheme, but 2 players has the same enemy count as a 1 player playthrough. On top of this, there is a bug where having a higher player count will cause the game to boot players. 4 players is high boot risk, and while the game will adjust the enemy count, double enemies with 3 players is not reasonable. I've reached wave 5 with randoms and constantly had one or two players leave in the middle of a wave. Certainly not ideal for such a pivotal wave. A 2 player scenario still has a boot risk, but much less than a 4. At this time, 2 players is better than 4 players, due to the boot bug. Walls WILL crash down when players leave in wave 5 and there ain't much you can do, until the bug gets patched.
EDIT: Just got it with two players with a session player, first try.
For the first three waves, one player equips the shotgun and the other gets the rifle. Both can have CLEO weapons to start with, but use the initial weapons and ammo and preserve CLEO ammo for waves 4-7, as well as explosives. I started with the rocket pods and the other had minefields.
Start each wave with both players on the other side of the wall, on the other side of the sidewalk, one player on the left side of the center rock, and the other on the right side of the center rock. This positioning will spawn zombies from further away, allowing your spare AI player to pick them off from afar, as well as both human players. Batches of zombies spawn every 30 seconds, and if you're able to clear a batch off before 30 seconds, move up to the map, beyond the sidewalk. This will further increase the distance between the zombies and the walls. Ideally, you won't go beyond the big rock in the middle of the sidewalk, but sticking to the left of the rock gives you great access to picking off zombies that you normally wouldn't be able to, due to the rock blocking your view, located to the left of the sidewalk. Same thing with the right side of the center rock. It's a great, open view to pick off zombies from afar.
With this greater distance, you lose sight of your wall, but if they aren't getting past you, then there shouldn't be a lot of worries. But if they do slip by, and an orange repair symbol pops up, communicate your intentions to repair the wall! This will allow your second player to fall back and cover the wall you are repairing, if said player has the capacity to provide that support. If not, remote grenades can be tossed at the wall, from behind the wall area. Detonating them behind the wall WILL splash damage zombies and provide a moment of peace to repair the wall. After the wall is repaired, jump back outside if the area is clear. If zombies are attacking other walls, stay behind the wall and clear them out with firepower or explosives. Patch other walls that need attention.
With wave 5, deploying both minefields on the road is a good way to start the wave. But if you want to save it for the second 30 second wave, that's not a bad idea either. When the Juggernauts pop up, I wait for it to run to whatever section of the wall, drop a rocket pod and immediately detonate it. This will one shot a Jug, as well as clean up the area of zombies. While it's detonating, check on your other player and provide support. If things are good on the other player's side, check for wall health. Repair when you can. Repeat this step for the second Jug for wave 5.
For waves 6 and 7 are cake. Use your minefields to start 6 and use your pods for the Jugs. Simple enough.
General tips: incendiary grenades are great for a couple of applications. Ferals will stop in their tracks if you throw one at them, allowing you to position yourself a nice, clean shot. And for groups of zombies attacking a wall, I reserve the incendiaries for groups of three zombies attacking a wall. If zombies are chasing you and won't allow you a moment to get your aim right, toss an incendiary at the wall. But note that while it will disrupt armored zombies for a moment, incendiaries won't damage armored zombies. It's not worth the expendable to NOT cause damage, but if you're in a tight situation and you need to break up a group, incendiary it.
Know your explosives. If you need to use a remote grenade, but you laid down a rocket pod a moment ago, the detonation input will cause the first deployment (in this case, the rocket pod) to go off. The rocket pod has a long animation, and as long as that animation is in effect, the remote grenade you tossed will NOT go off. Sometimes, I wanted to toss a remote grenade and laid down a rocket pod by accident. Switching to the remote grenade, tossing it and detonating it would case the rocket pod I had laid yards away from any zombie activity to go off, not contributing to a beneficial cause. I'm still mashing at the remote detonation input, while a group of zombies are bashing a wall down, and by the time I'm able detonate the actual explosive I had intended to use, my controller is already out the window. KEEP AN EYE ON YOUR EXPLOSIVES!
Melee weapons are very important, but if armored zombies are giving your trouble, blast their heads and hope a headshot takes. If it doesn't, they usually fall down. RT + X a downed armored zombie to kill them. Always take the time to kill a downed armored zombie, because if your AI partner is locked on to them, they won't ignore it until it's dead. 10 zombies may be clawing at a wall, but if your AI partner locks on to an armored zombie from halfway down the map, it's gonna stick with it. Kill them asap so the AI can work it's magic on other zombies.
I prefer to detonate minefields in the street. Even at that location, they can launch several over the wall, allowing for some protection against loose Ferals. Some prefer to have them detonated behind the wall, but if they help protect the wall, they aren't needed behind it. I think the sweet spot for detonations are on far side of the sidewalk, a touch to the right and left of the center wall. This way, mines cover the middle three areas well, and some reach out to the outer walls, and some will make their way to the other side of the wall, for peace of mind.
At the end of waves, one player should be designated as the wall repairman and tech healer, and the other drops their items and grab CLEO drops. When the first player is done repairing and healing, they go out and help grab CLEO drops. Coordinate where the CLEO runner goes. Don't EVER run down the middle of the map, looking for CLEO drops. Either for hard left or right. The wall repairman, when able to make CLEO runs, will run to the other side of the map. And when the waves start, the repairman should ALWAYS have repair kits on their person. Don't need to waste time finding kits and figuring out what needs to be dropped to make room for kits.
EDIT: Just got it with two players with a session player, first try.
For the first three waves, one player equips the shotgun and the other gets the rifle. Both can have CLEO weapons to start with, but use the initial weapons and ammo and preserve CLEO ammo for waves 4-7, as well as explosives. I started with the rocket pods and the other had minefields.
Start each wave with both players on the other side of the wall, on the other side of the sidewalk, one player on the left side of the center rock, and the other on the right side of the center rock. This positioning will spawn zombies from further away, allowing your spare AI player to pick them off from afar, as well as both human players. Batches of zombies spawn every 30 seconds, and if you're able to clear a batch off before 30 seconds, move up to the map, beyond the sidewalk. This will further increase the distance between the zombies and the walls. Ideally, you won't go beyond the big rock in the middle of the sidewalk, but sticking to the left of the rock gives you great access to picking off zombies that you normally wouldn't be able to, due to the rock blocking your view, located to the left of the sidewalk. Same thing with the right side of the center rock. It's a great, open view to pick off zombies from afar.
With this greater distance, you lose sight of your wall, but if they aren't getting past you, then there shouldn't be a lot of worries. But if they do slip by, and an orange repair symbol pops up, communicate your intentions to repair the wall! This will allow your second player to fall back and cover the wall you are repairing, if said player has the capacity to provide that support. If not, remote grenades can be tossed at the wall, from behind the wall area. Detonating them behind the wall WILL splash damage zombies and provide a moment of peace to repair the wall. After the wall is repaired, jump back outside if the area is clear. If zombies are attacking other walls, stay behind the wall and clear them out with firepower or explosives. Patch other walls that need attention.
With wave 5, deploying both minefields on the road is a good way to start the wave. But if you want to save it for the second 30 second wave, that's not a bad idea either. When the Juggernauts pop up, I wait for it to run to whatever section of the wall, drop a rocket pod and immediately detonate it. This will one shot a Jug, as well as clean up the area of zombies. While it's detonating, check on your other player and provide support. If things are good on the other player's side, check for wall health. Repair when you can. Repeat this step for the second Jug for wave 5.
For waves 6 and 7 are cake. Use your minefields to start 6 and use your pods for the Jugs. Simple enough.
General tips: incendiary grenades are great for a couple of applications. Ferals will stop in their tracks if you throw one at them, allowing you to position yourself a nice, clean shot. And for groups of zombies attacking a wall, I reserve the incendiaries for groups of three zombies attacking a wall. If zombies are chasing you and won't allow you a moment to get your aim right, toss an incendiary at the wall. But note that while it will disrupt armored zombies for a moment, incendiaries won't damage armored zombies. It's not worth the expendable to NOT cause damage, but if you're in a tight situation and you need to break up a group, incendiary it.
Know your explosives. If you need to use a remote grenade, but you laid down a rocket pod a moment ago, the detonation input will cause the first deployment (in this case, the rocket pod) to go off. The rocket pod has a long animation, and as long as that animation is in effect, the remote grenade you tossed will NOT go off. Sometimes, I wanted to toss a remote grenade and laid down a rocket pod by accident. Switching to the remote grenade, tossing it and detonating it would case the rocket pod I had laid yards away from any zombie activity to go off, not contributing to a beneficial cause. I'm still mashing at the remote detonation input, while a group of zombies are bashing a wall down, and by the time I'm able detonate the actual explosive I had intended to use, my controller is already out the window. KEEP AN EYE ON YOUR EXPLOSIVES!
Melee weapons are very important, but if armored zombies are giving your trouble, blast their heads and hope a headshot takes. If it doesn't, they usually fall down. RT + X a downed armored zombie to kill them. Always take the time to kill a downed armored zombie, because if your AI partner is locked on to them, they won't ignore it until it's dead. 10 zombies may be clawing at a wall, but if your AI partner locks on to an armored zombie from halfway down the map, it's gonna stick with it. Kill them asap so the AI can work it's magic on other zombies.
I prefer to detonate minefields in the street. Even at that location, they can launch several over the wall, allowing for some protection against loose Ferals. Some prefer to have them detonated behind the wall, but if they help protect the wall, they aren't needed behind it. I think the sweet spot for detonations are on far side of the sidewalk, a touch to the right and left of the center wall. This way, mines cover the middle three areas well, and some reach out to the outer walls, and some will make their way to the other side of the wall, for peace of mind.
At the end of waves, one player should be designated as the wall repairman and tech healer, and the other drops their items and grab CLEO drops. When the first player is done repairing and healing, they go out and help grab CLEO drops. Coordinate where the CLEO runner goes. Don't EVER run down the middle of the map, looking for CLEO drops. Either for hard left or right. The wall repairman, when able to make CLEO runs, will run to the other side of the map. And when the waves start, the repairman should ALWAYS have repair kits on their person. Don't need to waste time finding kits and figuring out what needs to be dropped to make room for kits.
*Update 6.0* Ever since new update this achievement has become a lot tougher than what it was before hand. HOW? Wave 5 has now twice as much armored zombies, and ONLY the host can heal technician. Not much of a solution was ever written for this achievement, so I can write out a survival guide for this.
1.) EVERYONE MUST HAVE AND/OR MOST WEAPONS UNLOCKED!!! That means every player must have cleo axes, and weapons unlocked up to CLEO Blast Rifle or better CLEO HEAVY SNIPER.
2.) You must have 4 players to make this doable. 1 is impossible, 3 is too overwhelming, 2 you can make it but wave 5 is your breaking point. So 4 good players will have to tackle this.
3.) 3 players must use minefields, while 1 use rocket pods. Also you can put explosives behind the wall and detonate it this will provide some breathing room for zombies and jugs.
4.) Back to previous point number 2, atleast 2 players must have and use CLEO HEAVY SNIPER RIFLES. 1 player can take out Juggernauts by themselves by using this weapon since it can knock them back, however one shot loses 2 bullets.
5.) And at last, ALL PLAYERS ARE FIGHTING OUT OF THE GATES. No player should be sitting back just focusing on walls. This method has failed numerous times with groups I ran with as someone ends up running out of ammo and or death which results in extreme amounts of bloaters, armored zombies hanging around the gates ready to destroy the walls. So everyone is fighting and keeping an eye on the health bar. ALWAYS COMMUNICATE what resources your carrying like wall repairs, health, etc.
Happy hunting, this achievement drew me up a wall and causes a lot of stress and frustration. But you will most likely get this before the 343 waves.
1.) EVERYONE MUST HAVE AND/OR MOST WEAPONS UNLOCKED!!! That means every player must have cleo axes, and weapons unlocked up to CLEO Blast Rifle or better CLEO HEAVY SNIPER.
2.) You must have 4 players to make this doable. 1 is impossible, 3 is too overwhelming, 2 you can make it but wave 5 is your breaking point. So 4 good players will have to tackle this.
3.) 3 players must use minefields, while 1 use rocket pods. Also you can put explosives behind the wall and detonate it this will provide some breathing room for zombies and jugs.
4.) Back to previous point number 2, atleast 2 players must have and use CLEO HEAVY SNIPER RIFLES. 1 player can take out Juggernauts by themselves by using this weapon since it can knock them back, however one shot loses 2 bullets.
5.) And at last, ALL PLAYERS ARE FIGHTING OUT OF THE GATES. No player should be sitting back just focusing on walls. This method has failed numerous times with groups I ran with as someone ends up running out of ammo and or death which results in extreme amounts of bloaters, armored zombies hanging around the gates ready to destroy the walls. So everyone is fighting and keeping an eye on the health bar. ALWAYS COMMUNICATE what resources your carrying like wall repairs, health, etc.
Happy hunting, this achievement drew me up a wall and causes a lot of stress and frustration. But you will most likely get this before the 343 waves.