Why Anne co-op suddenly wipes: five common reasons
Usually progress, grouping, or revives are fighting the plugin checks. Compare against the timeline and distance bands.
One person rushes ahead and the countdown still will not move
Progress uses the team's lower-median Flow. If the back half of four has not moved, the countdown still treats it as a stall. Reaching the next supply does not reset the wave.
You also left grouping range. Isolate someone past 1200 and Hunter and Jockey pick them. One rusher and three lagging often downs one first, then the immediately released next wave cleans up.
Healthy grouped stalling for too long
The 16 seconds restart after kill observation. Healthy, grouped, and stalled for 2 seconds enters an uncapped hold at the deadline. The wave drops when you start walking. Often exactly on the step out a door, onto an elevator, or across a street.
Stopping to reload or heal is fine. If you stop, stagger positions. Four people stacked at an elevator door or behind a truck is the classic hold-then-release.
Chasing SI while someone is already down
Down, ledge, and pin all count as vulnerable. If they appear after the timeline is due, the next wave drops immediately. Break the pin, get them up. Four people shooting the downed player usually leave the side spawn unwatched.
One person revives, two watch around. Rear calls halt first, then revives.
Treating a door like a saferoom
Spots within 250 of any survivor are hard-excluded. Point-blank spawns do not exist. If it pops from behind a door, it left a legal high spot or corner and closed immediately. Boomer preferred 250 to 550 covers one door away. Smoker minimum 500.
Listen before doors and corners. Packing the team into one bathroom to reload lets one Boomer seal the hallway.
Running dry: the slowest way to die
The first four are all sudden collapses. There is another kind that dies slowly: you overspend slightly in each of the first three chapters, arrive at the fourth with no medkits and no throwables, and then any small mistake is unrecoverable.
This kind of wipe is easy to recognise: nobody has much health when it happens, nobody can afford to pick anyone up, and afterwards you cannot name the wave that went wrong. Usually it comes from these habits:
- Healing as soon as health drops:80 health is still healthy here. Medkits exist for black-and-white players, not for comfort.
- Throwing a pipe bomb at every horde:A handful of commons is a gun problem. Save the bombs for when they stack into a wall and for clearing a path to a revive.
- Using a molotov on every Boomer:Most Boomers go down to footwork and one shot. Save the gas for the Tank.
- Leading a revive with a bile bomb:Bile is the last resort when you are boxed in. If the crowd can be shot open, shoot it open.
A simple self-check: halfway through a chapter, the team should still hold more than half of what it started with. If not, you spent the first half buying with supplies what movement could have bought.
How to review afterwards
In the moment of a wipe the cause is rarely clear. Running through these questions together before the next round beats blaming each other.
- How did the first person go down?
- Pinned with nobody to help, or standing too far forward? That alone usually tells you whether it is a positioning problem or a coordination problem.
- How long from the first person down to the whole team down?
- Very short means everyone rushed the revive and nobody covered the flank. Very long means you were ground down slowly, which is a supplies and pacing problem.
- What were you doing in the thirty seconds before it?
- Pushing forward, topping up in place, or stuck at a doorway you could not get through? The stuck case is the most common.
- How many medkits and throwables were left?
- Plenty left means you held on when you should have spent. Nothing left means you spent too early.
- Did you talk in the saferoom before this chapter?
- If not, add that step before the next round.
Most wipes map onto one of the above rather than luck. Falling in the same spot twice in a row all but confirms it is how you are playing.
The tier is higher than you think
Leaving the saferoom locks the round tier. Adding a player after you leave will not instantly make it easier. Extreme Hunter air speed 900, Tank bunnyhop cap 1050, acquire-target wait 0. Regular-campaign spacing will not shake them on the flat.
Type !xx when you join. Standard Anne co-op, Hardcore, and Neri are not the same forgiveness. If one person wants Hardcore and three are still learning maps, the first two chapters can end the game.