Kiting as a Team

. Have to leave the spot because you get overrun? Okay. Well, don't worry about the horde you just fled - seriously - worry about the new groups of zeds that are spawning in front of you or your team that are ready to make a human sandwich with zeddy bread. You can always outrun anything behind you (unless it is a raged fp), but you can't run away from a zed that is in front of you, as that means going back into the original horde that pushed you out of the spot.A classic example of this is Outpost trucks spot. You get 3 fps and 3 scrakes, your crappy firebug rages the lot oh no! Demo tries to be a hero but gets cornered and eaten alive! Time to run! The rest of the team leaves out the right side and up the hill, everyone is focussing their fire back towards the spot to get their share of the kills, not giving half a sh** about the new horde spawning further up the hill and beyond. When it inevitably comes time to fallback further uh oh! The way is blocked by more zeds. rip gg. Drat! Solution? Who gives a rats dongle about the zeds behind you, just concentrate forward and work your way around the map and back to the spot, where you can then safely re-set up the "perimeter", and continue like normal. This isn't to say you shouldn't kill anything behind you when kiting, just don't kill so much that you end up getting large groups spawning in front cutting you off. Its always good to keep making forward progress.Let's say you hear the big zed spawn sound and a moment laterYou do this by lathering butter over your body and relying on luck - which works for some *ahem* - as well as using melee bash to avoid hits from scrakes and if youre the real deal even fleshpounds.This isn't the most ideal solution though. It is best if a SWAT, Sharpshooter or Zerk throws their respective grenade to incapacitate the zeds, giving long enough for hopefully all or at least most of the team to run past safely. If you don't have any of these perks on the team, or none of them have any grenades, the melee bash should be enough, assuming your medic is on the ball and you don't take more than 2 hits by the zeds as you run through.Basically, if a group of big zeds spawn in front of the team, getting past them is the priority. An exception to this is if there is a zed time and you are a Gunslinger / Sharpshooter / Support, in which case you can take out one of those zeds very quickly, reducing the risk of getting past. Once you've gotten past the big zeds, then it is safe to engage.When kiting any map, there is usually one area which is narrow, likely to spawn big zeds and generally sucks. The prime example of this, is the staircase leading up to the courtyard with the fountain on Burning Paris. 9 times out of 10 there will be a big zed making its way down along with more than likely a husk or bloat. Trying to solo your way up this staircase is almost certainly suicide. The bloat can block the way completely, the husk can flame you, the scrake has free reign on you. Even with 2 players its very risky pushing through. Another example is the tunnel with the coach on Nuked.Anyway, in these spots you need the whole team to be pushing. 6 people shooting forwards will eviscerate just about aything regardless of weapon and accuracy, unless you're all playing survivalist then rip. People who are usualy at the front can keep doing as they should but people who are looking backwards should temporarily peel their attention to the choke point. Having multiple people spreads the aggro of the zeds between more players, and theres a higher chance of zeds being bashed or otherwise incapacitated, which may result in avoiding damage altogether. Lots of butter also helps here too.