- Matches share your setup room (truck for attackers, cyberpunk basement thing/cage for defenders) until matches switch sides (which happens every 3 rounds). Make sure to budget what you’ve got in your setup room across those three rounds. Surviving players from a round keep whatever equipment they were holding when they enter the next round, unless they’re switching sides.
- On the round before you switch sides, you might as well go all-in on your remaining supplies. (Just grab that auto-shotty; no need to hum and haw over whether or not you’ll need it more later.) You also might as well kill your teammates after winning that last round, so long as you know they’ll take it in good humor.
- Players can shoot and see through windows and fans.
- Wall charges *usually* only work on interior walls. They also work on doors (where you usually should use door charges or kicks), shutters (like in the convenience store), and dock doors (where you see trucks docked for loading on the outside of the factory). They may not work on some internal walls in experimental levels, but those walls should be clearly indicated on the map (e.g. a room that says “these walls are unbreachable” on the inside).
- You can use door charges on shutters and dock doors to poke a smaller hole through them: you may not be able to jump through it, but you can still shoot through.
- Some walls may be wall-banged with rifles. Other internal geometry typically doesn’t wall-bang, but some can (e.g. bathroom stall walls).
- Attackers are much less sensitive to flashbangs. (I assume they’re wearing Knight Visions?) You can rush into a run right after you throw the flash in, and probably should.
- Barbed wire doesn’t do damage; it just slows anyone who tries to walk through. When you place barbed wire, it tends to land right under your feet–bear that in mind if you want to avoid leaving gaps an attacker can tiptoe around.
- You have three firing stances: hip-fire, ADS, and bracefire. If you hold both your sprint key and your ADS key *or* hold your bracefire key (which is unbound by default), you assume the brace stance. Some weapons have special features when bracefired (e.g. switching from a scope to an ironsight, turning on a laser sight). You typically want to ADS or bracefire most of the time.
- You can pick up and use any equipment the other team drops on death. This might be useful for smoke grenades, frag grenades, molotovs, night-vision goggles, roadflares (so-so) and weapons. It can sometimes be useful to pick up door/wall charges and clackers if you’re on defense (you can use them to blow up attackers as a swag strat), but you risk giving those explosives *back* if you die early. Attackers probably shouldn’t bother keeping barbed wire, and defenders probably shouldn’t bother keeping flashbangs.
- Attackers can enter through the skylight in the convenience store. (If you want to take this route on the attack, look for a staircase to the roof on the outside of the building.)
- Don’t take both clackers on one run, have a designated clacker to clack all the explosives
Apart from this guide, if you want us to cover any other guide related to the game “Due Process” do let us know in the comment section. We’re happy to do that for our readers. We’ve also covered few more guides related to this game, kindly check the related posts section below.
Written by: nfd