Defending
Defending is the core cycle of ZE gameplay. Every round involves a series of holds followed by pushes. Understanding what makes a hold work is the difference between surviving and wiping.
What makes a good defense
Section titled “What makes a good defense”A good defense position has:
- Chokepoints: narrow entrances zombies must funnel through
- Cover: something for humans to duck behind
- Exits: a clear path to back up when the hold ends
- Depth: room for the team to spread out, not a single crowded spot
Positioning at a hold
Section titled “Positioning at a hold”- Get into position quickly when the leader calls a hold
- Don’t block other players’ sightlines
- Spread along the hold line; a compact cluster lets zombies infect multiple players at once
- Stay behind the front line; don’t push into the zombies.
Shooting during holds
Section titled “Shooting during holds”Your job during a defense is knockback, not kills. Zombies in ZE often have high HP. Consistent fire that pushes zombies back buys the team time even if it doesn’t kill.
Focus fire on the closest zombies first, the ones that are seconds from reaching the line. However, be sure to spread focus with your team evenly, so zombies dont sneak past one side of your defense thats getting ignored.
When to break a hold
Section titled “When to break a hold”The leader calls it. If there’s no leader:
- Break when zombies have breached the hold line
- Break when the map event triggers (door opens, elevator arrives, etc.)
- Never break early, it collapses the hold for everyone behind you
Common hold mistakes
Section titled “Common hold mistakes”- Pushing into zombies instead of holding
- Standing too far back (giving up the chokepoint). Being closer will apply more focused knockback to the zombies
- Leaving a gap in the line for zombies to slip through
- Shooting at zombies far away and ignoring the ones at the line