New Character Killing Floor 2 Level Up Again

Chiliadilling Floor 2 is arguably the nigh satisfying teamwork you can experience on a wave-based – zombie-annihilating FPS! The primary reason is the wealth of classes available in the game, known as "Perks". Every bit you would expect in a course-based game, your team formation will become a long way into how much you can attain & how much you can relish the game.

The community of KF2 is ane the best FPS communities out in that location! Toxic people are rare to find, and fifty-fifty though most of the role player base is dedicated (and they will accept for granted y'all know equally of this guide past heart), it'southward to everyone's best involvement to cooperate with the squad, if yous're going to go far out alive!

Without further ado, let's suspension down all 10 classes/perks of Killing Floor 2, so you tin get more accepted to each ane'southward priorities, gameplay & weapons.

Berserker

Berserker Perk Overview, Killing Floor 2

Berserker Perk Overview, Killing Floor 2

Loftier

  • Stalker
  • Siren
  • Scrake
  • Fleshpound
  • Quarter Pound

Medium

  • Alpha Clot
  • Slasher
  • Rioter
  • Gorefiend
  • Gorefast

Low

  • Crawler
  • Elite Crawlers
  • E.D.A.R. Blaster
  • Eastward.D.A.R. Bomber
  • E.D.A.R. Trapper
  • Bloat
  • Husk

Berserker is the tank perk of Killing Floor 2, using melee and ranged decapitating weapons. He is provided with more damage resistance than other perks, then he can aggro and slay big groups of Zeds in close combat.

The priorities that a Berserker should have to revolve around the right positioning to foreclose large groups of Zeds and enraged big Zeds to corner your allies. Holding doors and tight corridors tin forbid these situations, also as kiting zeds out of close quarters.

Also keep in listen that when yous reach 15 level, you tin can choose to become extra damage output, assail speed, and 40% reduced damage taken, later blocking an assail. By using this ability you lot tin can kill large Zeds fast, and trash even faster!

When you encounter more than one big Zeds, don't enrage them all at once, as it will cause them to flee enraged, onto you or some ally that is much more vulnerable in this kind of close gainsay. Try to kite big Zeds on your side and decapitate them one after the other.

Weapon Strategy

Katana, in my opinion, is the well-nigh efficient manner to kill trash-zeds and an Eviscerator should do the job on whatever big Zed. Of class, a Pulverizer is more than efficient on Fleshpounds and Quarter Pounds, since they are more vulnerable in explosives, merely still, just two or three headshots with an Eviscerator is enough for any large Zed. Also, Eviscerator helps y'all bargain with raged Zeds, while being in a longer range than usual, plus the alternate fire of it, which is a spinning saw blade, can assistance you deal with Zeds in brusk range.

On Boss waves, I strongly suggest Eviscerator and Katana. Keep kiting and shooting Dominate with Eviscerator blades. By doing this you lot assistance allies to be steady somewhere safe and shoot the Boss on a long-range, equally well as keeping you lot safety from modest Zeds that might come to attack you. Keep in mind that Berserkerstin't get grabbed by clots, so don't focus on them too much, except your life's depending on killing them.

Suggested Build

  • Skirmisher:Move 20% faster and sprint 25% faster when using a perk melee weapon. Y'all also regenerate two points of wellness every second
  • Butcher:Attack 20% faster and do 25% more damage with perk melee weapons
  • Parry:Parrying an attack with a perk melee weapon reduces incoming damage by 40% and increases both melee attack speed 5% and melee damage 35% for ten seconds.
  • Massacre:Light attacks with Berserker melee weapons do 30% more than damage and are 5% faster.
  • ZED TIME – Spartan:During Zed time, y'all attack with perk weapons and move in real-time.

Commando

Commando Perk Overview, Killing Floor 2

Commando Perk Overview, Killing Floor 2

High

  • Alpha Clot
  • Slasher
  • Crawler
  • Aristocracy Crawler
  • Stalker
  • Gorefast
  • Gorefiend

Medium

  • Due east.D.A.R. Blaster
  • East.D.A.R. Bomber
  • E.D.A.R. Trapper
  • Bloat
  • Siren
  • Husk

Low

  • Scrake
  • Fleshpound
  • Quarter Pound

Commandos are mid-ranged soldiers with assault rifles and stiff grenades that make clean all the mess that small Zeds make during a bloodthirsty boxing. While on a showtime look anyone would say that he is pretty similar to SWAT, he has many unique abilities that brand him much more unlike, even though both are trash-killing perks.

Commando has the ability to see a health bar over Zeds' heads, which helps him finish off fatal wounded Zeds and see Crawlers easier due to this health bar over their heads. Proceed in listen that Zeds don's spawn with the health bar visible, they have to take even a slight amount of harm beginning.

Also, he tin passively reveal Stalkers, and that'south why Stalkers are his superlative-trash-priority. The best power that a Commando has, in my stance, is that while he shoots headshots and kills Zeds during Zed Time, Zed Time can extend up to half dozen seconds. This way you can help 25 level allies, to take advantage of this time bonus and apply their Zed Fourth dimension abilities for a brief length.

The most important thing for a Commando is to misjudge his strength and attempt to take down big Zeds. Fleshpounds demand a good corporeality of grenades and Scrakes demand a couple rounds of ammunition. If the health bar shows that some Scrake or Fleshpound is fatal wounded, then get for information technology. Otherwise, you should continue your ammo to keep trash away from camped Sharpshooters and Demolitionists.

Weapon Strategy

Mkb.42(H) Carbine Rifle andSCAR-H Assault Burglarizeis the best weapon build to deal with any situation. I commonly proceed both weapons on single-fire fashion, by and large because extending the Zed Time isn't like shooting fish in a barrel when I use default full-car manner. For the extent of Zed Time y'all need to impale zeds with one headshot and then wait a while before executing the adjacent 1, so it's easier to accomplish that with unmarried-fire.

If it is possible, try to apply or swap toSCAR-H Assault Riflewhen the Zed Time comes. Yous can one-shot in the head the weakest Zeds with Mkb.42(H) Carbine Burglarize, butSCAR-H Assault Rifleneeds a couple of headshots for killing a flake stronger Zeds like Sirens or Bloats. If you were trying to kill Sirens or Bloats and extend Zed Fourth dimension past using Mkb.42(H) Carbine Rifle, information technology would not be successful, because of its weak penetration in comparison to SCAR-H Assault Burglarize.

During the Dominate waves, take care of the trash Zeds that spawn, and focus on extending Zed Time. There's no use to waste product ammunition on Boss. Focus on keeping you Sharpshooter and Demolitionist condom to practice the hard job.

Suggested Build

  • Tactical Reload: Increment reload speed with perk weapons.
  • Fallback:Increase damage with your 9mm pistol and pocketknife 110%, and increase weapon switching speed l%.
  • Prepared:Carry up to 20% more than ammo for each perk weapon.
  • Hollow Point Rounds:Increase damage of perk weapons 25% and reduce their recoil 50%.
  • ZED Time – Tactician:During ZED Fourth dimension, you lot reload perk weapons at full speed and switch perk weapons twice as fast.

Support

Support Perk Overview, Killing Floor 2

Support Perk Overview, Killing Floor 2

High

  • Gorefast
  • Gorefiend
  • Rioter
  • Siren
  • Husk

Medium

  • Alpha Clot
  • Slasher
  • Scrake
  • Fleshpound
  • Quarter Pound
  • Eastward.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper

Low

  • Crawler
  • Aristocracy Crawler
  • Stalker
  • Bloat

Supports are armed with high-penetration shotguns, which allows them to a line-shot big group of Zeds. They have increased weight and ammo capacity, and they are considered every bit a top priority in squad compositions, every bit he can provide ammunition to allies once per circular.

Their ability to weld doors faster and repair them makes them the leader of positioning in a team, as he should be the ane who decides which doors need to exist weld. Welding doors can atomic number 82 either to a massive Zed killing either to a big squad massacre. Support should be actually careful of the doors he is welding, every bit he has to always secure that in that location are exits bachelor. Don't weld doors without having a good noesis of the map you're playing on.

Supports should measure their priorities due to situations. When the trash-Zeds overwhelm the place, it'south a damn wrong selection to hunt down and rage that Scrake. Meliorate focus getting Zeds lined up for multiple headshots, and keep the surface area clean from Rioters that enrage Zeds or that expiry-threat-spinning Gorefiend.

Keep focusing on property Zeds back to enter your territory by fighting in front of doors and corridors. If a passage y'all are holding gets out of paw, simply weld it speedily and prepare your explosives. Demolitionists can besides add their specialty on trapping the doors, so they can insta-explode when the door breaks down.

Weapon Strategy

Support's should first consider ownership a Double-barreled Boomstick for starters, as it can surely do the task on either large or small-scale/medium Zeds. Therefore, y'all should focus on getting an AA-12 Auto Shotgun, and starting to useDouble-barreled Boomstick, as a secondary weapon, and start to feel more confident in fighting with large zeds with the auto-shotgun.

I ever use the AA-12 Auto Shotgun on semi-auto fire to save every bit many bullets as I can, and mostly considering I find it more constructive to aim properly. As for the Double-barreled Boomstick, I only utilize single shots, except situations equally if a lined upwards group of Zeds spawns, or if machine-shotgun is on limited/no ammo and a large Zed needs to get downwardly.

On Boss waves, yous should mensurate what the team would demand. If you recall y'all should accept a more supportive role you should stay with your weapons, and also purchase a HZ12 Multi-Activity, to keep the heal persistent. If you judge that more than damage is needed, I would propose RPG-7. On both situations, yous need to strongly focus on Boss, equally long as your team has at least on trash-killer.

Suggested Build

  • Tactical Reload:Increase reload speed with perk weapons.
  • Salvo:Increase impairment of perk weapons 30%.
  • Armor Piercing Shot:Greatly increase penetration with perk weapons.
  • Resupply Pack:Your teammates can get thirty% ammo and 20% armor restored by interacting with you lot once per wave. You tin can carry up to 20% more ammo for perk weapons.
  • ZED Fourth dimension – Penetrator:During ZED Time, your perk weapons penetrate through whatever targets they hit.

Field Medic

Field Medic Perk Overview, Killing Floor 2

Field Medic Perk Overview, Killing Floor 2

High

  • Alpha Clot
  • Slasher
  • Crawler
  • Elite Crawler
  • Stalker

Medium

  • Gorefast
  • Gorefiend
  • Rioter
  • Bloat

Low

  • Siren
  • Husk
  • Scrake
  • Fleshpound
  • Quarter Pound
  • E.D.A.R. Blaster
  • Due east.D.A.R. Bomber
  • E.D.A.R. Trapper

Field Medic keeps your team live with healing darts, that come out of his mid-ranged weapons, and also past using AOE healing grenades. The medicine that keeps his allies live, poisons Zeds, causing them to flee away for a while.

Depending on the build, he can exist super resistant to damage, either boost your allies with increased movement speed, impairment resistance and impairment done to Zeds. The "harm-resistance" build is not suggested for a multiplayer game though, except if there's another healer around to focus on allies.

This perk should be positioned in back lines, then he can have a large field of view and be able to help when it is needed. His weapons are strong enough to kill pocket-sized Zeds, and you can requite a bit of your attention on trash-killing.

It's strongly suggested not to endeavor and kill big Zeds by yourself. None of his weapons are strong plenty to deal with a Fleshpound or a Scrake. Focusing on healing the Berserker or theDemolitionist of the squad. It is far more effective confronting the deadliest Zeds than trying to eliminate them with the firepower medic's weapon accept.

Weapon Strategy

A med should prioritize to buyHMTech-501 Grenade Rifle equally primary and aHMTech-301 Shotgun or a Hemogoblin as secondary weapon. The choice between HMTech-301 Shotgun and theHemogoblin depends clearly on your play-mode.

HMTech-501 Grenade Rifle, is pretty similar to the classicHMTech-401 Assault Burglarize, except that it does non burn down healing darts but instead, information technology launches a limited number of healing grenades. It is long ranged and has no alternate fire way.

HMTech-301 Shotgunis the perfect option to deal with Gorefiendand other kinds of medium-power Zeds. Mostly effective on head and legs, and as all of the med'southward weaponry, it has no alternate burn down style.

Hemogoblin is a medium damage, slow firing hitscan ballistic rifle that debuffs enemies by applying damage over time and unique haemorrhage incapacitation. It'south useful for helping allies finish off enraged Scrakes or Fleshpounds, simply every bit said, it does not inflict plenty harm to kill a Zed, without wasting more-than-needed ammo.

On Dominate waves, I propose going for theHMTech-501 Grenade Burglarize and theHemogoblin. Focus mostly on healing and getting boss wounded, by using the Hemogoblin.

Suggested Build

  • Symbiotic Wellness:Increase total Health 25%. Healing teammates will heal y'all ten% of your full Health.
  • Adrenaline Shot:Shooting teammates with healing darts increases their movement speed ten% for 5 seconds. This can stack upwards to a 30% bonus.
  • Focus Injection:Shooting teammates with healing darts increases the harm they inflict 5% for 5 seconds. This can stack up to a 20% bonus.
  • Coagulant Booster:Shooting teammates with healing darts increases their impairment resistance 10% for v seconds. This tin can stack upwardly to a 30% bonus.
  • ZED TIME  – Airborne Agent:You release a healing gas During ZED Time, healing teammates close past.

Demolitionist

Demolitionist Perk Overview, Killing Floor 2

Demolitionist Perk Overview, Killing Floor 2

High

  • Scrake
  • Fleshpound
  • Quarter Pound
  • Eastward.D.A.R. Blaster
  • Due east.D.A.R. Bomber
  • E.D.A.R. Trapper

Medium

  • Alpha Jell
  • Slasher
  • Rioter
  • Gorefiend
  • Crawler
  • Aristocracy Crawler
  • Gorefast

Armed with a diversity of explosive devices, Demolitionist, can cook a big number of zeds, either a killing Fleshpounds and Scrakes, with just a rocket! He provides grenades to his allies, keeping them armed and ready for any state of affairs! Their welding gun tin can enable explosive traps to the doors, eliminating whatsoever Zed that might manage to get through the door! Then team uo with the support of the team and then he can protect you in close combat, and door-trap Zeds together!

Depending on the situation, Demolitionists tin focus either on trash-killing, either on killing larger Zeds. Whatever yous decide to focus on, Demo'due south abilities can get his AOE damage higher, so you lot can effectively demolish groups of Zeds, either increase your damage done in critical areas, so you can focus on Scrakes, Fleshpounds, etc.

The best positioning for him is by the side of the Field Medic, and his first priorities are obviously Fleshpounds and Quarter Pounds, as they are very vulnerable to explosives, and one-(head)shot Scrakes! Avoid Sirens as they can destroy explosives, and Bloats, every bit they take a while to explode.

On Boss waves, give all you've got on Boss and only! Demo's explosive damage is on the top-ranked in Killing Floor 2, and it's a shame to become wasted on Clots, etc. Always keep a safety distance and become a practiced field of view.

Weapon Strategy

Weapon strategy for this perk is meliorate to be adjustable to the lacks of the squad. If your team lacks trash-killers, improve get theM79 Grenade Launcheror theM32 Grenade Launcher, for ranged attacks to a group of Zeds incoming, and also the M16 M203 Assault Burglarize, then you can take a shorter range solution.

Keep in mind though, that on late waves your explosive damage will be needed. Besides, Demo is non originally a trash killer. When things start to become tight, go on yourM79 Grenade Launcheras a secondary weapon, and grab yourself an RPG-7to get rid of larger Zeds. Yous tin can keep these weapons for Dominate wave as well.

Suggested Built

  • Bombardier:Increase damage of explosive perk weapons by 25%.
  • High Impact Rounds:Increase direct striking damage with explosive weapons past 25%.
  • Fragmentation Rounds:  Increment area of result of explosive perk weapons by 50%, just decrease harm by xxx%.
  • Concussive Rounds:Increase reaction, stun, stumble, and knockdown power of perk weapons by 50%.
  • ZED Fourth dimension – Destroyer of Worlds:During ZED Time, your explosives dish out massive radiation damage, poisoning ZEDs, and explosive rounds volition explode at any range

Firebug

Firebug Perk Overview, Killing Floor 2

Firebug Perk Overview, Killing Flooring 2

High

  • Alpha Jell
  • Slasher
  • Crawler
  • Elite Crawler
  • Stalker
  • Gorefast
  • Gorefiend
  • Rioter

Medium

  • Bloat
  • Siren
  • East.D.A.R. Blaster
  • Due east.D.A.R. Bomber
  • E.D.A.R. Trapper

Low

  • Scrake
  • Fleshpound
  • Quarter Pound
  • Husk

High

  • Siren
  • Husk
  • Scrake
  • Fleshpound
  • Quarter Pound
  • Rioter
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper

Medium

  • Crawler
  • Elite Crawler
  • Gorefiend
  • Gorefast
  • Bloat

Low

  • Alpha Clot
  • Slasher
  • Stalker

Firebugs are the number 1 choice on small maps, where y'all demand a very fast and effective trash-killer. All his weapons and his grenades are spitting burn down, burning to the bone small and vulnerable zeds that set on in big groups, threatening camped teammates. Recently, the perk got some new weapons that are very effective confronting large Zeds besides, making him a life savior of all times and situations.

Firebug'due south position is in the front end line, helping the Berserker keep back all the big groups of Zeds. Microwave Gun, which is a perk weapon, also helps eliminate E.D.A.Rs and any other specimen with metal on its body, like Husks, Fleshpounds, etc., much easier and faster than any other weapon. If you are equipped with anything else than a Microwave Gun, don't try to deal with large Zeds, as you are only going to rage them.

Weapon Strategy

Firebug used to be only trash-killer, simply his knew weapons came to restore his bad reputation on "merely raging" large Zeds. But all the same, he is far more than effective in called-for downwardly small Zeds. And so prioritize weapons wisely, by pickingDual SpitfiresorFlamethrowerfor the starters. Aiming the floor is ever more effective, and information technology doesn't blind your allies.

When things starts to get nasty, buy the powerful Microwave Gun, to deal with metal-armored Zeds, either big or pocket-size. Use the alt-burn on close range and focus big Zeds with it. Y'all can utilize the same weaponry for the boss waves. Again, focus on trash-killing more on Boss.

Suggested Congenital

  • Bring the Heat:Increase damage with fire weapons 35%.
  • Basis Fire:Basis fires practice massively increased damage and reduce ZED movement speed.
  • ZED Shrapnel:ZEDs you lot kill with burn down take a twenty% adventure to explode, damaging and knocking downwardly nearby ZEDs.
  • Estrus Moving ridge:ZED struck at bespeak-blank range with fire will stumble back.
  • ZED Time – Pyromaniac:During ZED Time, you attack with perk weapons in close to real-time and never run out of ammo.

Gunslinger

Gunslinger Perk Overview, Killing Floor 2

Gunslinger Perk Overview, Killing Floor 2

Loftier

  • Siren
  • Husk
  • Scrake
  • Fleshpound
  • Quarter Pound

Medium

  • Alpha CLot
  • Bloat
  • Slasher
  • Rioter
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper
  • Gorefiend
  • Gorefast

Depression

  • Crawler
  • Elite Crawlers
  • Stalker

A Gunslinger can be considered as a shut-range Sharpshooter, on a college fire rate. He is the kiting material of the team, lining up the Zeds, head-shooting them one afterward the other, cleaning the battleground dorm the nigh dangerous Zeds. He has a good amount of ammunition, except the 9mm, which recently got nerfed. Better use your ammo wisely, as if you get yourself to have fun with Clots and Slashers, you won't take enough armament to bargain with something more than deadly and enraged that might get yous off guard.

Gunslinger is the fastest perk, which makes him the no.ane enemy of an enraged Scrake, Fleshpound, or even Bosses. His weapon shots are most effective when you aim for the head, otherwise, yous will be left with no ammo before the wave comes to an terminate. His grenades stun Zeds for a brief fourth dimension, giving you the infinite to reload or to escape from a harsh situation, and start to line 'em up again.

He is mostly in the frontlines, lining upward in the zeds, and so he can achieve multiple headshots, and helping Demolitionists and Sharpshooters to have a articulate view of their shots. Even if he is effective for almost all Zeds, and as nosotros said, his armament capacity is pretty high, a Gunslinger must keep his bullets for harsh situations. Don't bother with Crawlers, no thing how good of an aimer you are!

Weapon Strategy

Since1858 Revolver, the starting weapon of Gunslinger, recently got buffed, and they're much more than capable of property you upward for the first rounds. The get-go pick should be the Dual M1911 Pistols. These handguns have pretty low recoil and a high enough fire rate, to help you deal with the trash that overwhelms the place on fresh starts.

Side by side pick should exist theDual .50 Desert Eagles, that I usually use on medium-power Zeds, like Gorefiends, Rioters or Husks. They are also capable of taking down Scrakes or Fleshpounds, simply this is a job better washed byDual .500 Magnums.

Since your Dosh will be plenty to equip yourself with finer weaponry, it'southward time to get the all-fourth dimension favorite and previously mentioned Dual .500 Magnums. Their damage output is not something that a large Zed will exist able to deal with. E'er remember to aim for every Zed's weak spot.

For Boss wave, equip yourself with simply an HMTech-101 Pistol, to requite a helping paw if needed. As well, even if I will suggest Rack Em Up power in the following build strategy, i prefer to employ Bone Billow for Boss, as if Patriarch comes out, headshots cant come like shooting fish in a barrel and frequent.

Suggested Build

  • Quick Draw:Reduce recoil penalty for shooting from the hip, increment move speed 5%, and switch perk weapons 50% faster.
  • Rack 'em Upward:Consecutive headshots with perk weapons increases impairment x%, to a maximum of 50%.
  • Speedloader:Increase reload speed with perk weapons.
  • Skullcraker:Headshots with perk weapons boring ZEDs 30%.
  • ZED TIME – Whirlwind of Lead:During ZED Time, your perk weapons tin can't run out of ammo.

Sharpshooter

Loftier

  • Husk
  • Scrake
  • Fleshpound
  • Quarter Pound

Medium

  • Bloat
  • Siren
  • Rioter
  • Gorefiend
  • Gorefast

Depression

  • Crawler
  • Aristocracy Crawlers
  • Blastoff Clot
  • Slasher
  • Stalker

Sharpshooter is the sniper-class in Killing Floor 2, making Husks explode and Scrakes running their last steps around decapitated, with simply 1 shot! Sharpshooter's weapons take massive penetration and no large Zed tin resist a good headshot, but still, information technology'south all about positioning that gives him the condom space that a sniper needs.

Sharpshooter should always stay abroad from the Zed's spawn points, and army camp in long distance. He shouldn't exist bothered by the trash-Zeds, and the main targets are large Zeds and Husks. They are equipped with freezing grenades, that immobilizes Zeds for a brief time, giving you the chance to position well and to aim for the caput past long altitude. Freezing grenades can likewise salvage Sharpshooters from whatever mass-trash-attack, and give them the chance to escape.

Sharpshooter's time to smoothen is definitely on Boss waves, equally the trash-spawning on Boss waves is far decreased than the regular waves, and he can exist far more than independent and distant from the team that fights in closer combat.

Weapon Strategy

Personally, I tin can survive the first rounds with no struggle with theWinchester 1894, which is the starting weapon of Sharpshooter. It's non suitable for dealing with large Zeds, only it tin can get you lot through the necessary med-ability Zed slaying that is needed in the first waves. If you lot tin become really accurate with your shots, try to be inexpensive on ammo as well. Also, 9mm Pistolcan assist you with Clots, Slayers, etc.

Next, I focus on buying the M14 EBR, as its high fire rate helps me a lot to deal on harsh situations every bit a raging Scrake or Fleshpound.It is also the key for hitting the backs of Husks from distance, causing them to explode earlier they come up as well close to you lot or your allies.

Terminal but non least, I choose to buy FN FAL ACOG, mostly considering it can be my emergency weapon for dealing with Zeds every bit Gorefiends, etc. if they manage to come up upwards shut. I usually use information technology on single-fire way, equally it helps me to proceed track ofw headshots.

Now for the Boss, for me, information technology gets kind of complicated, equally it would be perfect if you knew what Boss awaits, so you can prepare yourself properly. But plainly y'all don't, and that'southward kind of a gamble here. I usually choose to move on to Rail Gun that exclusively utilize on whatever Boss' weak spot, a.500 Magnum Revolver for dealing with all the other Zed that spawn during the Boss wave, and anHMTech-101 Pistol, because if you tin behave information technology, y'all got to have it, no thing the perk.

Suggested Build

  • Sniper: Increment impairment 25% while stationary and using perk weapons.
  • Ballistic Shock: Increment the stun power of perk weapons 100%.
  • Rack 'em Upwardly: Each consecutive headshot with a perk weapon increases impairment 10%, upwards to a maximum of fifty%.
  • Always Prepared: Acquit up to 25% more ammo for perk weapons and grenades.
  • ZED TIME – Assassinator: Any headshots with perk weapons have a 5% chance to trigger ZED Time. During ZED Time, your headshots with perk weapons volition stun any ZED.

Survivalist

Survivalist Perk Overview, Killing Floor 2

Survivalist Perk Overview, Killing Floor 2

Survivalist is the perk that can adapt like more powerful support, either as an extra damage distributor, or maybe both! As a filler perk, he can use all weaponry as effectively, and emphasize either on damage buffs like enhanced AOE explosives and increased incapacitation ability, or emphasizing on existence able to heal allies past having more consistent healing darts and healing grenades, just notwithstanding being a pretty effective trash-killer.

Giving a bit of a balance to the abilities of this perk, in my instance of game mode, doesn't suit me. I like either playing more supportive or more aggressively. If I endeavour to residuum between those two, I end upward realizing that I need more damage or more than heal for my allies and myself. I've seen information technology work, only certainly, it doesn't arrange me.

Feel free to adapt your abilities by analyzing the situation yous are in every wave, on the kickoff rounds, if there is a Field Medic, healing grenades might non be that useful, only getting rid off a group of Crawlers and other trash-Zeds with merely a Molotov is more than of a something!

Weapon Strategy

I don't really have a standard weapon strategy that I use for Survivalist, as I like to alter weapons as much as I tin can. But the just thing that it should be taken for granted, is to arrange your weapons to the abilities that yous've chosen.

If yous go for the " Tactical Reload", which gives you lot reload speed onCommando, Gunslinger and SWAT weapons, you lot probably aiming for trash killing. In this case, I would focus on Commando and Gunslinger weapons. The commencement selection though, is a SWAT weapon, theMac 10, every bit it suits me perfectly for first-to-mid waves trash-killing. Then I mostly aim for HMTech-501 Grenade Rifle, because if I choose trash-killing method, I will about probable use healing weapons and go for the healing abilities of the perk, to enhance the supportive role I've called.  For the "tough-gun" I choose to purchase .500 Magnum Revolver, every bit its impairment tin be enough to save me if I accidentally become into some trouble with aScrakeor aFleshpound.

If there are already ii Field Medics, or you judge that only ane is plenty, I would probably advise a SCAR-H Assault Rifle and theMkb.42(H) Carbine Burglarize, in the exact same style I use them for Commando. I always similar to keep the healing grenades up in any occasion. Nothing tin go wrong by having a couple of extra healing grenades. From the Gunslingercollection of weapons, I have to cull the.50 Desert Eagle, because I don't want to trade healing grenades for capacity and Molotovs, so I cede .500 Magnum Revolverfor the.l Desert Hawkeye, fifty-fifty though I find information technology slightly different to comply with the impairment output divergence these two weapons have.

The other case is ongoing for the " Heavy Weapons Training", that gives you increased reload speed with Demolitionist, Sharpshooter and Support weapons, which means yous chose to emphasize on harm to large Zeds. In this instance I first aim for AA-12 Auto Shotgun, as it never fails and ever keeps the fight going. I always use it on semi-motorcar mode, and my goals are from med-powered Zeds to Scrakes and E.D.A.Rs.

As soon as it is possible, I will buy the RPG-seven, more often than not for Fleshpounds and Quarter Pounds. Y'all can also one-shot a Scrake during Zed-Time with the"Lockdown"ability, besides as insta-kill large groups of small Zeds. Also feel gratuitous to utilize Survivalist'south knife, theGore Shiv, every bit information technology's very effective against trash that might approach y'all unexpectedly, specially if you utilise the "Melee Adept"ability.

Suggested Build

For Supportive Role

  • Tactical Reload:Increase reload speed with Commando, Gunslinger and SWAT weapons.
  • Medic Grooming:Increase the potency of all your healing twenty% and decrease the cooldown of your syringe and healing darts 25%
  • Ammo Vest:Carry upward to fifteen% more than ammo for all weapons and your grenade becomes a healing grenade.
  • Spontaneous Zed-plosion:Zeds you lot kill have a 20% chance to explode, damaging and knocking down nearby Zeds.
  • ZED Fourth dimension – Madman:During Zed time, all your weapons shoot 3x faster.

For Impairment Function

  • Heavy Weapons Training:Increase reload speed with Demolitionist, Sharpshooter and Back up weapons.
  • Melee Good:Increment melee assail speed fifteen%, inflict 10% more damage, and motility 25% faster when using any melee weapon.
  • Weapon Harness:Increase conveying capacity by 5 and your grenade becomes a Molotov cocktail.
  • Brand Things go Boom: Increase area of effect of all Explosives 25%.
  • ZED Time – Lockdown:During Zed time, the ability of all incapacitation methods are increased 200% for all weapons.

Swat

SWAT Perk Overview, Killing Floor 2

SWAT Perk Overview, Killing Floor 2

High

  • Alpha Clot
  • Slasher
  • Crawler
  • Elite Crawler

Medium

  • Stalker
  • Rioter
  • Scrake
  • Gorefiend
  • Gorefast

Depression

  • Fleshpound
  • Quarter Pound
  • East.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper
  • Bloat
  • Husk

Swat has low recoil and rapid-fire, sub-machine guns and grenades that stun Zeds, making him one of the most constructive trash-killers, along with Firebug and Commando. His weapons are close-combat designed, so he can simply erase groups of Crawlers or Clots, and he tin be safe by extra armor, or motion speed, depending on the player choice among the abilities.

Keep in mind that even if SWAT is very effective with a grenade-headshot philharmonic against a Scrake, he needs a noticeable amount of ammunition to deal with him. Utilize your grenades to save allies and stop off when needed, and keep focusing on the trash-killing. Any other mode you try to use him, its less effective, at least team-wise.

In Dominate waves, he tin finer focus on Boss, and use the grenades to stun the groups of Zeds that spawn while the Boss wave is on.

Weapon Strategy

Personally, I can survive easily the first rounds with the starting weapon, theMP7 SMG. It is effective enough for the starting round's necessary trash-killing. I as well apply the"Close Combat Training", to help me with the early-trash-killing, which provides me with Double 9mm Pistolsat the beginning of the fame, and also gives me 110% actress damage onDouble 9mm Pistolsand Tactical Pocketknife, which is the perk pocketknife of SWAT.

Effectually middle-game, I choose to buyHeckler & Koch UMP, which is like the "large brother" of the MP5RAS SMG. If you can stand to alive onMP7 SMG for the outset round, exist patient and buyHeckler & Koch UMP, don't waste money onMP5RAS SMG, as it is far less effective. The only thing that might annoy ane is the recoil, which can be significantly reduced by using semi-auto manner.

Of course, mainly I get for the all time favorite, Kriss SMG. Information technology is fitted with reflex sight, its forepart fe sight is folded just it completely lacks rear sight. It is highly effective on full-auto mode, to fast-swipe large grouping of small-scale Zeds, and even a Scrake if it's required. I sometimes use information technology on single-fire besides, if i tin take my fourth dimension to focus on headshots from distance.

Suggested Build

  • Heavy Armor Grooming:While you have body armor, you lot only take Health damage from sonic attacks and clots can't grab you lot. You brainstorm each game with 50% Armor.
  • Close Combat Training:Increase damage with your 9mm pistol and pocketknife 110%. You begin each game with dual 9mm pistols.
  • Ammo Vest:Carry up to xxx% more ammo for each perk weapon.
  • Assail Armor:Maximum Armor increases by l%. You begin each game with l% Armor, which stacks with Armor gained from Heavy Armor Training.
  • ZED TIME – Rapid Assault:During ZED Fourth dimension, when using perk weapons you have unlimited ammo, shoot in near real-time, and increase stumble power past 100%.

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Source: https://altarofgaming.com/killing-floor-2-ultimate-perk-guide-class-priorities-roles/

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