I've gotten the GS up to level 20, and this is my opinion of the class and it's abilities, based on performance on 6p suicidal. Let's start by looking at the skills break down.
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Lvl 5 Shoot and Scoot vs Weapon Swap Speed. -I've been trying both of these, and I go back and forth. The weapon swap is nice for canceling the reload animation on your guns and bringing up the next.set, though I dislike it defaulting to the 9mm. Shoot and scoot is nice for the extra moves peed while aiming, particularly when back pedaling and firing.
Level 10 Rack em Up vs Bone breaker -When solo I go with the first, in multiplayer with the latter. It's just so frustrating to miss headshots due to a teammate stumbling a zed, beating you to the headshot, or one of a million other ways things can go wrong.
Lvl 15 Speed Loader vs Penetration -The extra Penetration really isn't necessary so this one's a no brainer.
Lvl 20 Chest Stumble vs Leg Knockdown. -I really like the knockdown here, it's frustrating when someone else stumbles them and starts the cc timer and you can no longer do it, but when you can get it off it is fantastic. A great way to prevent damage to your team if the team is organized against big zeds. I do notice a lot of people stop firing in pubs when it goes down instead of finishing it off though, essentially wasting the time.
Lvl 25 Fire speed vs Uber ammo
Overall the class is fun to play, the weapons feel strong, but it doesn't really fill a role very effectively. A chain of headshots with a good rack em up meter is pretty effective, if somewhat situational.But other then that, it's difficult to be a big zed killer with the class, though the knockdown can be invaluable. Really where the class shines is on medium zeds, being able to take out bloats / sirens / husks with ease. The class is also expensive, requiring t3 and t4 complete to be effective in later waves, and since you only drop one gun when you die, it heavily penalizes death eveb more so than others. I give the class a B overall, fun to play, but not amazing.
What do you think? Do you see gunslinger becoming part of the meta, or more of a side class like commando. Currently the meta is basically just 6 FBs but I suspect that will change in a few months with the next large patch.
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Learn to master the most powerful class in the game. IntroMeta = Most Effective Tactic Available. This guide is intended for players of all experience levels who want to make the most out of the GS class. The Gunslinger CodeHeadshot and headshot only. This is a general rule for KF2, but it's even more important if you want to play Gunslinger well. Not getting headshots as a gunslinger is like not using melee weapons as zerker, or playing survivalist; you just don’t do it. Now you might be thinking, 'But why shouldn’t I just play SS if I need to get headshots?” Life lesson my Padawan: Sharpshooter is for babies who want to sit in a corner and be useless until a big zed shows up. Gunslinger is for badasses who want to excel at killing absolutely everything. BUT ONLY IF YOU PLAY IT RIGHT. The Gunslinger's high mobility and high DPS (damage per second) allow him to effectively kill hundreds of trash zeds and still drop a fleshpound in 5 seconds. BasicsHow to headshot (and why it's important) A. The skill 'Rack em Up” increases the damage you deal every time you land a headshot (stacks for a max of +50% damage. Combined with a level 25 GS's passive damage (+25%), gives you a whopping +75% damage with perk weapons). For hopefully obvious reasons, this is THE most powerful skill in the GS tree. Stacking REU significantly reduces the TTK (time to kill) of both normal zeds, but more importantly large zeds. B. Since GS’s primary weapons are pistols, his ammo pool is lower than most other perks. Scoring headshots as often as possible is an effective and necessary method of conserving ammunition. Practice Makes Perfect Unfortunately, headshots aren’t something you can master just by reading a guide. But I can get you started with tips: First of all ALWAYS TRY TO HEADSHOT. I don't care if it's crawler, a scrake, or a practically invisible stalker (there is only one zed you should not headshot and that's the husk, shoot his backpack). It will only get easier if you TRY. Plus, this is exactly how GS is effectively played. Headshotting every zed you see keeps the REU damage bonus up, which not only makes missed headshots less punishing, but increases your battle readiness in the event that a big zed shows up, thus making your job easier. Additionally:
Your Role Unlike SS and Firebug, a Gunslinger's role is not restricted to just large or small zeds. A good GS excels at both trash clearing (i.e. normal zeds) and large zed elimination. Make no mistake however, large zeds should be your priority when you see them. Dealing with big zeds A number of people have come up with convoluted, 'combos' to quickly kill zeds. In most cases these never actually work out in an real match due to various factors like trash zeds and map design. When a big zed shows up, just remember your training. If you see a fleshpound or scrake approaching, take the following steps:
Protip: Jump as a big zed is about to hit you. This will throw you backwards and make it impossible for them to chain additional follow up hits. Skill SelectionThis is your skill selection. Accept no substitutes. Quick Draw: Gives you a ton of great bonuses. Reduced recoil, additional movement speed, and faster weapon swapping. Rack em up: As I’ve explained, this is GS’s most important skill. You can get up to 50% extra damage versus the measly 20% offered by the alternative skill (and why you would want to do extra damage to limbs is beyond me). Speedloader: This is the only skill in the GS tree that is optional for experienced GSs. Speedloader reduces your reload time significantly, but can be substituted by animation cancelling (See the 'Animation cancelling' section of this guide). Skullcracker: Killing Floor 2 Gunslinger WeaponsThis is a decent bonus since you’ll be getting headshots anyway. 30% decreased speed to zeds isn’t really enough for you to outrun them, but it can still make the difference between life or death by giving you and your teammates some extra time to deal the killing blow. In any case, there is really no benefit to knocking down zeds as it just makes it more difficult to headshot them. Fan Fire: Our final and very useful zed time skill. Naive players may be tempted to choose Whirlwind because INFINITE AMMO, but fail to note that your weapons will still fire in slow motion during zed time. Thus, entering zed time with a full mag gives you more or less the same effect as Whirlwind would. Simply put, you won't be able to fire off enough rounds during zed time for infinite ammo to actually matter. FAN FIRE not only lets us shoot in real time during zed time but reload in real time as well. This means that given the correct circumstances, we can dump a full magazine into an enemy’s head during a single zed time execution (3 seconds) and still be ready and loaded by the time it ends. Note that recoil is greater during zed time with this skill, control your shots. Protip: If you're stuck in a slow animation during zed time with this skill, swap weapons. Boss Strategy (Multiplayer)Your strategy for bosses is.. you guessed it: headshots. Yes this can be a bit more difficult which is why you must pick your shots more carefully. HansHans is a terrible boss to deal with in general. He is much harder to hit than the Patriarch as he likes to slide around in his annoying suit. You want to have your Magnums out to start with, then take slow but steady shots at his head as soon as you see him. You generally want to be at a middle ground in terms of distance. Too far and you won't be able to land any headshots, too close and he'll probably slice you up with his bayonets. In addition, being closer allows you to take advantage of any openings that may appear. For example, a demo's explosion might knock Hans down, allowing you to run up and pop some rounds in his head. A sharpshooter's freeze nade can also briefly immobilize him. Once Hans' shield goes up, you'll want to fall back a bit so that he doesn't grab you. Ideally, your team will break his shield before he can drain someone, but if he grabs someone, make sure it isn't you. As soon as Hans grabs another player, you'll want to pull out your Deagles and run right up next to him and start unloading into Hans' head. Combined with your teammates' support fire, this should break his shield almost instantly. The next time his shield goes up will be a bit more difficult because it can absorb even more damage. You will want to repeat the same general strategy, although you may want to start using the Magnums instead of Deagles to compensate for his stronger shield. PatriarchThe Patriarch is a piece of cake compared to Hans. He moves much more slowly and often likes to stop and stand in one place for a few seconds. The difference here is that his head can be bit difficult to identify since it's practically in his torso. Just as with Hans, you want to start off with the Magnums and take slow and steady shots at his head. In the event that he turns his back on you, you will not be able to headshot him, so feel free to aim for his glowing green arm which is a weak spot. Again, you want to be at a middleground from him, but this time you want to be sure there's plenty of solid cover. If he catches you in the open with his minigun you're screwed, period. With a good team, the Patriarch's health should go down very quickly. As soon as his health bar changes color, you want to pull out your Deagles and just unload on him. It's preferable if you hit him in the head or arm, but the point is to maximize your DPS so you can kill him before he runs away and heals. Once again, this will usually only work if the team helps you out. Smart players will try to box him in by surrounding him and blocking his path and this usually buys enough time to kill him before he can escape. Note that it may be helpful to purchase the M1911s on this final wave for trash killing so that you can conserve the ammo of your more powerful weapons. Animation CancellingBasic animation cancellingis the second most important skill for a GS to master behind headshotting. You may or may not have noticed that when you reload some weapons, the ammo counter will refill before the animation is actually completed. This means that the weapon actually IS reloaded at that point, but how do we shave off those extra seconds of animation? In order to do so, simply hit the bash key (defaults to V) once the counter updates. Note that if you do this too early, you will have to restart the reload, so practice your timing. Almost all class weapons allow this, but because of their low ammo pool, Gunslingers benefit the most from this technique. Combined with the Speedloader skill, a GS can almost always have a full mag ready because animation cancelling brings his reload time down to a mere 1-2 seconds. Animation cancelling is actually easiest using GS weapons because the weapon is loaded as soon as you hear the first magazine click into place. Use this as a reference point for timing your bash. Note that an animation cancel will not work on the Magnums using Speedloader (the reload time is the same as the animation). Advanced animation cancellingThere is, in fact, an even faster way to cancel animations. To do so, press and hold mouse 1 after you start the reload. As soon as the ammo counter updates, hit V (bash). This will skip the bashing animation and immediately fire the weapon. Protip: Swapping weapons after the counter updates also cancels the animation but leaves the weapon reloaded. Use this to quickly reload all weapons in your inventory. Weapons OverviewSince the cross perk update, GS gained bonuses with a lot of new weapons. The only weapons you should be using if you want to play seriously however, are the pistols. The following overview covers only these weapons. 9MMYou start with one of these. Reliable fallback, but don't use it as a primary. Do not buy dual 9mms as their minimal damage isn't worth the cost. 1858You start with these. Many players seem to hate them but they are actually decent on the first wave but will inevitably run out of ammo before it ends. Use these over the single 9mm because they have higher DPS and be sure to make use of animation cancelling to skip the long reload. Sell immediately. M1911My least favorite weapon. High fire rate, decent damage, but the recoil acts differently than on other GS pistols, thus making it difficult to control. It's better to upgrade straight to the Deagle. DeagleAll-rounder and your best friend. The Deagles are every good GS's bread and butter. Good fire rate and great damage allows the Deagle to excel at trash disposal and is quite reliable against tougher enemies too. 500. MagnumThe most powerful handgun in the world GS's arsenal. As you'd expect, they do incredible damage for their pricetag, but reload rather slowly and only hold 5 bullets each at a time. Use only for big zeds. Nail BombThis is your class specific grenade. It can stun things but isn't very reliable at doing that. Use it like a normal grenade and be careful not to stand too close. Loadout & Buy OrderSome people like to use really strange and expensive loadouts often involving off-perk weapons and other things, but the best loadouts for GS contain nothing but the weapons you will be using the most. By Wave 10, your loadout should contain at minimum the following: Dual Deagles + Dual Magnums (optionally: + Medic Pistol) If you're doing things right, you don't need more than this, and anything else you buy is just money wasted that could have gone to your teammates instead (what exactly do you plan on doing with that $600 katana?). My recommended buy order is the following (assuming 7-10 wave matches):
Your first purchase is the Deagle as it does excellent damage for its price. By the 3rd wave you should already have Dual Deagles. After this you want the 500 Magnums, again buying only one at a time. I recommend that you try to avoid using it until you have two of them. By wave 7-8 you should have finalized your loadout with Dual Deagles + Dual Magnums.
New punjabi movies 2018 download hd 1080p full. Pictured above: Tripwire's David Hensley, John Gibson and Bill Munk holding weapons that appear in Killing Floor 2.
Tripwire Entertainment knows a thing or two about guns—both the real deal, and the ones they create in video games like the upcoming Killing Floor 2 . In 2006, as a mod-team-turned-development studio working on World War 2 shooter Red Orchestra , they managed to create reload animations smoother and more detailed than the large teams developing Battlefield and Call of Duty.
'[Back then] we heard 'how come these guys' reload animations are better than yours?' says Tripwire's president, John Gibson, thinking back to the competitive World War 2 market in 2006. 'We heard the same thing about our sounds. We had pretty good sounds in the first Red Orchestra game. And the DICE guys actually said that motivated them to want to do better, and that's why Battlefield Bad Company had such amazing sounds. They were like 'crap, we have to do better than these guys.'
For Red Orchestra and Red Orchestra 2 , Tripwire earned a reputation for authenticity. With Killing Floor , Tripwire's wave-based co-op shooter released in 2009, fans started calling Tripwire's digital firearms “gun porn.” Killing Floor players praised how fun the guns were to fire and how detailed and different each firearm was. Killing Floor also let Tripwire get weird, with completely fictional weapons like the Zed Eradication Device.
Now Tripwire is developing Killing Floor 2 with eyes on an Early Access release for SteamOS and Windows. The crazy mutant freak hordes of Killing Floor and its sci-fi trappings don't mean Tripwire is giving up on accurately rendering real-world weapons, though. Gibson just wants every single gun to be cooler than ever.
Animated fire
Before making Red Orchestra 2, Tripwire's developers fired dozens of guns to record audio of each weapon and study how it performed. They used their study session to create more accurate recoil for machine guns. Killing Floor 2's larger budget means the team can go one step further: full motion capture for insanely high framerate reload animations.
'Guns shoot at such a high framerate, if you animated the gun at 30 frames per second, you're only going to get six frames per second when you go into slow-mo in detail to show that gun animating,' says lead animator Bill Munk. At 30 fps, most gun animations just show a 'generic forward and back motion.' For KF2, Tripwire committed to higher framerate animations that would preserve the details of firing and reloading even in Zed Time, the slow-mo system that kicks in when cool things happen in Killing Floor.
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'Using the Bullpup as an example, we animated at 242 frames per second, which gives us 22 frames per shell that ejects out of the weapons,' Munk tells me. 'The weapon shoots at 660 rounds per minute, which equals 11 rounds per second. In slow-mo you can actually see every kickback. In realtime you can't see these details but it makes the guns feel more powerful. We've come up with a formula to calculate: we have a weapon, this is its rate of fire—how many frames to do want to have per actual kickback, to make sure the fidelity of it is absolutely perfect? To my knowledge, no game is doing something like that, or would even think it would be worth doing something like that.'
Gibson breaks it down. 'At this rate of fire, you'd have one frame of animation to shoot. To put that in perspective, if you've ever done one of those little flipbook animation things, a frame is essentially one page. So you'd have one page to represent the barrel wiggling, the shell ejecting, the bolt moving back. It's a small touch, but it adds to the feel of it really happening.'
Gibson gets even more excited about KF2's new gun technology when he talks about weapon accuracy and recoil. Most games, he explains, represent accuracy with a bullet spread. Less accurate guns will have a wider spread on their bullets, so planting your crosshair dead center on a target doesn't guarantee a hit. 'We wanted to actually have the gun physically move instead of having some magic number that you tweak that makes the bullets go in random directions. Skyrim item code lists. The gun's accurate; if you can manage to keep your sights on an enemy, you will hit it. The crosshair's just moving around, but wherever that crosshair is, that's where the bullet's actually going.'
For the motion captured weapon reloads in KF2, Tripwire researched speed reloads on Youtube , watching and imitating the reload tricks of modern gunslingers. Each gun in the game has four different reload animations: two regular and two faster 'elite' reloads, based on whether a magazine is partially full or empty. The elite reloads are locked behind perk abilities: you'll have to earn them.
There's a noticeable difference in speed between the regular reloads and elite reloads with rifles like the Bullpup, which will be a lifesaver in tough Killing Floor 2 matches. Munk promises that other weapons will have reloads that are as ridiculous and badass as they are useful.
Tripwire motion captured every reload to create third person animations. But Killing Floor is a first-person shooter. Munk is proud when he talks about how they used the motion capture recordings.
'The raw mocap data just gets authored two separate ways to create the third- and first-person [animations],' he says. 'Creating third [person] is actually way easier. If a guy's moving and shifting his weight, it's great, but in first person it's really weird..it feels really awkward and stiff. That's one reason why Arma feels really awkward. In third-person they're using the first person animations, so it doesn't feel like it's been specifically edited for that. We've massaged it so it's perfect for what we're doing.'
Weapon balance
Despite Killing Floor 2's over-the-top sci-fi tone, Tripwire still aims to keep its weapons fairly true to life. The designers match rate of fire with real guns and have gone out of their way to correct some lingering inaccuracies from the first Killing Floor and its progenitor, an Unreal Tournament 2004 mod. In KF1, a round from the 9mm pistol actually dealt more damage than a bullet from the Bullpup rifle. That's not true in KF2.
Weapons are also being balanced more carefully. Each perk has four primary weapons, ranked weakest to strongest, and no future DLC weapons will change that tier system. The most powerful assault rifle will stay the most powerful assault rifle, but 'sidegrades' will offer more options—higher rate of fire but lower damage, higher stun or knockback against the Zeds. Damage values aren't rigorously beholden to the real-world weapons.
'With RO2, the model is, make it just like real life,' Gibson says. 'The recoil, the way the gun moves when you shoot, the accuracy of the weapon, the damage of the weapon. For the most part we model reality.'
Gibson explains that Red Orchestra's balance comes from controlling access to weapons. 'Some games have unlimited snipers! Not in RO2. There are a couple snipers on a team, a couple machine guns, and we try to take a realistic format that was fairly balanced in the real world and apply it to the game. What we've always said about the RO franchise is we take the fun parts of realism. It is not fun to be cowering in a trench getting artillery dropped on you for hours on end and crapping your pants. But it is fun to line up a shot on a distant target while your guy's breathing and you finally nail that long distance shot and you know that it was challenging and rewarding to do.'
With four weapon tiers spread across a planned 10 perks, plus backups like pistols and melee weapons, balancing Killing Floor 2's entire arsenal will be a big job. So far, Tripwire isn't talking about most of the game's arsenal. The SCAR 17, AK-12, Bullpup, and 9mm AR-15 are Commando weapons already implemented in the game. The Mossberg 500 shotgun will also make an appearance.
Tripwire knows how to nail the feel of KF2's weapons, but perfect balance can only come from large scale playtesting. Enter Early Access and the Killing Floor community.
'It's about getting the players' feedback and letting that inform us to make smart decisions for what becomes the full release,' Gibson says. 'We're excited to get it into peoples' hands. We don't want to wait..we want to see their reaction, get their feedback. That's a big driver to do Early Access.'
Tripwire won't say when Killing Floor 2 is coming, but its weapons may set a new bar for FPS fidelity. If, in a couple years, you're playing the next Battlefield and notice that the reload animations are especially detailed, you'll know who DICE was hellbent on beating.
For more on Killing Floor 2, make sure to read our exclusive reveal feature .
I have nearly 700 hours of experience in Killing Floor 2, and have gotten every perk to at least level 25 legitimately. This guide, based on my experience, will briefly cover all 10 perks. I will go over what role each perk plays in a cooperative setting, a recommended loadout or two, and some actually helpful tips. While this will most likely be most useful to newer players, if you've played for awhile but ignored a couple of perks or just never got a good enough feel for one, maybe this can help you as well. This guide will not go into extreme detail of any one perk, because there are other guides for that. This guide will also not cover most gameplay basics or terminology (i.e. zed names), as those are best learned by playing the game anyway. Also as a general pointer, if you have room for a medic pistol, carry one. It's only 1KG and £200, and always useful. I won't list it in any recommended loadout, as you should always have one if you can. The BerserkerThe Berserker's Role The Berserker plays the role of a traditional tank. His skills will make him extremely durable, and being melee oriented will generally make him the center of the zeds' attention. The Berserker should soak as much damage and aggro as safely possible, especially for big zeds. While there are a couple of ranged options available, the Berserker is best played with a melee style. Berserker Priorities
Recommended Loadout
The Pulverizer/Eviscerator is the main tool for dealing with big zeds. The Pulverizer has great knockdown power, explosive damage with the alt-fire (great for fleshpounds and sirens), and the bludgeoning type damage is particularly useful against scrakes. The Eviscerator's primary fire deals a ridulous amount of damage, but you have to hit headshots to get much use out of it. You can get more damage out of it, but you lose the knockdown and stun potential of the Pulverizer. Which of these two you use is preference, both can work. The Katana/Zweihander is for dealing with smaller zeds. It's going to be based on which weapon you chose for big zeds, because of the weight. The slashing damage is useful against almost all trash zeds, no downtime for ammo or reloads. General Tips and Advice
The CommandoThe Commando's Role The Commando is a good trash zed killer, but with a couple of unique abilities that differ from the similar SWAT. The Commando's unique traits are the abilities to reveal stalkers passively and make them glow red, to personally see the health of any damaged zed, and to extend zed time multiple times over. While best at killing trash zeds, the Commando is actually very flexible, able to contribute to almost any scenario the team might be in. If the Commando tries to bite off more than he can chew, though, he can get punished hard for it. Commando Priorities
Recommended Loadout ![]()
The SCAR-H vs. AK12 is a matter of perference, though the SCAR-H is objectively better. The SCAR-H has high recoil and a smaller magazine, which means it's best used like a DMR, set to single fire. It can kill any trash zed with 1-2 shots to the head, and when used in single fire, consumes ammo much more efficiently. The AK12 can only be fired in burst/full auto, but may be more comfortable to use for some people. It has a larger 30 round magazine and less recoil, allowing a larger margin or error, as well as the weapon's cheaper cost. The M16 is an all-round superb second assault rifle. It lacks the damage of the AK12 or SCAR-H, but the ammo is cheap and more importantly, it has an underbarrel grenade launcher. The grenades are also cheap and incredibly useful for killing sirens and gorefiends in a pinch, as well as contributing damage to fleshpounds. It still leaves you some leftover inventory space for a med pistol and a more powerful sidearm, if you want. General Tips and Advice
The SupportThe Support's Role The Support's most useful trait is the ability to give out ammo mid-wave. He can also weld doors more quickly, and after a door breaks, can repair it (this is a slower process, best done beween waves.) Aside from the utility that the support brings, shotguns are solid weapons that can kill groups of trash, and the AA12/Doomstick are excellent for killing big zeds. He also has the unique trait (minus the survivalist) of gaining carrying capacity every 5 levels, up to 20KG total. Support Priorities
Recommended Loadouts
The AA12 is one of the best weapons there are for killing big zeds, especially scrakes. The ammo is expensive, so it's best used only on big zeds if possible. Running only an AA12 before buying a secondary shotgun is possible, just mind the ammo. The Doomstick offers a different approach to the same role, best used by firing all four barrels at a big zed's head. In general, the AA12 is more reliable, but both can work. The HZ12 vs Double Barrel is a matter of preference as well. The double barrel has better damage and a larger spread, more useful with a bunch of trash zeds in your face. However, you have to reload more often, and be closer to deal lethal damage. The HZ12 has a longer effective range and large magazine, with a tighter spread and less damage per shot. Both are usable secondary weapons, and at higher levels you might want to run an M4 shotgun if you like it. General Tips and Advice
The Field MedicThe Field Medic's Role The main role of the Field Medic is straightforward. All of his perk weapons fire healing darts with their alt-fire, his job is to keep teammates alive. However, the Field Medic also gains high movement speed and additional armor fairly quickly, and in combat can play similarly to a Commando or SWAT. He is capable of tanking if he needs to, though generally shouldn't, and is arguably the hardest to kill. Field Medic Priorities
Recommended Loadout
The Field Medic doesn't specialize with any type of weapon, so your have a choice of different types of medic weapons, starting with a pistol. Most importantly, higher tier medic weapons heal more and recharge their darts faster. The assault rifle has solid damage and the highest healing output by far, and is also the most flexible perk weapon available. You can reliably defend yourself from trash zeds and save teammates from death with it. If you really don't like it, the shotgun can also work, though it works against your role with less healing output and generally less damage. The Hemogoblin is used to debuff zeds. Debuffing trash zeds is generally unnecessary and at times difficult to do, so it's best used when the team is focusing on big zeds. Hitting big zeds with a few darts (it takes more than one, I think three but I honestly can't tell) will do the following: reduce their movement speed, reduce their damage, drain some health, and make the effects very visible to teammates with an icon and other changes to the zed (very pale skin and shrunken limbs). I used to prefer the shotgun as a secondary weapon, but the fire rate was reduced and I stopped using it as a secondary weapon. It's still usable, just not as useful as before. General Tips and Advice
The DemolitionistThe Demolitionist's Role The Demolitionist is a supporting role, capable of awesome damage output, but his weapons can be difficult to use and he generally requires some protection from teammates. He is suited for killing big zeds, especially fleshpounds because of their explosive vulnerability, as well as concentrated groups of trash zeds. Additional abilities are the ability to set door traps by welding a door about halfway; this will create an explosion when the weld is broken, killing most trash zeds instantly and destroying the door. He also has reactive armor, which will create an explosion around him once per wave if a hit would kill him, leaving him with 1-5 health instead. He also can supply teammates with one grenade per wave. Demolitionist Priorities
Recommended Loadouts ![]()
I'll preface by saying C4 and the Seeker Six aren't useless, but I never figured out how to use them comfortably. Both can kill stuff just fine, and maybe you'll prefer them. The RPG-7 is your tool for killing fleshpounds. The rocket will generally travel in a straight line, possibly diverting slightly in another direction, though at mid range this won't matter. It will take 2-3 rockets to kill a fleshpound from full health, depending on player count and difficulty. Also, be aware that explosive weapons CAN headshot, and doing so actually does a lot of extra damage. Aim for the head when it makes sense. Must travel a minimum distance to explode, but if it doesn't, the rocket hitting a big zed in the head will still do a lot of damage. Don't use the RPG to kill trash zeds unless you absolutely have to, because you simply don't carry enough ammo. The M79 or M16 will be your tool for killing trash zeds, and the backup plan if you run out of RPG ammo. The M79 will sacrifice the ability to defend yourself easily for more explosive power. You can carry a large stockpile of grenades, and it has a larger lethal radius than the M16's grenades. You can still defend yourself by jumping, and shooting the ground near you (bear in mind it must travel the minimum distance), and this will kill most trash zeds or at least knock them down. You'll hurt yourself a little bit doing this. Headshots with a grenade are usually still lethal, even if it doesn't explode. The M16 will be more useful for defending yourself, best in solo play or if your team is otherwise ignoring you. The fully automatic assault rifle makes it easier to kill small zeds that come your way, but keep in mind most of your skills won't apply to the rifle, only the grenade launcher. You carry fewer grenades than the M79, and their radius is much smaller. I prefer using the M79, but this won't really work without a medic or at least a coordinated team. General Tips and Advice
The FirebugThe Firebug's Role The Firebug uses flamethrower-style weaponry to deal high amounts of damage over time and provide crowd control. By covering an area in fire, zeds that pass through will be damaged and possibly panic, moving around randomly and not attacking. The Microwave gun can also be very useful against specific zeds, including fleshpounds and sirens, though support of the team is still needed. The Firebug is, unlike most perks, at odds with another: the Sharpshooter. While this won't necessarily always be a concern, all the fire and random movement may make it much more difficult for a Sharpshooter to do their job properly. Just be mindful if you have one on your team, and make sure you're not making their life difficult. Firebug priorities
Recommended Loadout
The Microwave gun is going to be your tool to help the team with big zeds. The damage over time is high, but it lacks outright killing power. You'll want to be sure your team is ready to follow up or are already focusing the big zed down, or it'll likely hit you a couple of times before you kill it. It has an area of effect, which might aggro other nearby big zeds. It's specifically effective against zeds carrying metal, which include: scrakes, fleshpounds, sirens, gorefasts, gorefiends, and EDAR robots. The Caulk N' Burn is your starting flamethrower. While it has a smaller fuel tank and less damage than the Flamethrower, it ends up being almost functionally identical, while being incredibly cheap to use. This however heavily relies on you using the skill which boosts your ground fire, which will become the main source of your damage. Otherwise, any of the ballistic perk weapons (M1897, spitfires, and Mac 10) should work well enough instead. Use it as described above, to set ground fires in choke points and kill trash with the burning damage over time. General Tips and Advice
The GunslingerThe Gunslinger's Role The Gunslinger is a very versatile class, but also one of the least team oriented. He specializes with powerful handguns, and an increased movement speed. At higher levels, the Gunslinger can outrun enraged big zeds indefinitely. The Gunslinger has incredibly high damage potential, but requires accuracy and solid map knowledge. The Gunslinger is best when left alone, to kite large amounts of zeds and wear them down with headshots. While most of the team is holding ground somewhere, the Gunslinger can kill a large portion of the wave by themselves elsewhere. He can kill big zeds with relative ease with his more powerful weapons. Playing with the team is possible, but generally works against the perk a bit. Gunslinger Priorities
Recommended Loadouts
For this loadout, the dual Desert Eagles and 1911s are the core weapons. The M1911s should be used first, as they have the largest magazine size and enough stopping power to kill trash zeds in 1-2 headshots. The Desert Eagles are for either killing big zeds, or as a backup pair of pistols when the 1911s run out of ammo. The single SW500 is another backup, in case both pairs of handguns run empy. You can aim precisely with the ironsight, and kill almost anything with a single headshot. It also goes through ammo slowly, which means if you end up being the last one alive, you can use it for much longer and stand a better chance. As a solid alternative, you can choose to run a pair of SW500s or Desert Eagles with an RPG-7, specifically for fleshpounds. Running a pair of 1911s likely won't provide enough power, but it is still possible. Glunslinger loadouts are extremely flexible, due to pistols having low weight in general, and the perk's passive benefits apply when using off-perk weapons. General Tips and Advice
The SharpshooterThe Sharpshooter's Role The Sharpshooter seeks to eliminate key threats to the team quickly and efficiently, at the cost of poor general damage output. The sharpshooter uses the strongest damage-per-shot weapons in the game to precisely kill big zeds, and other important targets in a crowd. Some protection and cooperation from the team is required to make life easier, but arguably, if you can land every shot, it's the most powerful perk in the game. Sharpshooter Priorities
Recommended Loadouts
Both of these loadouts conform to a 'One shot, one kill' style of play. A more versatile playstyle is possible, but I find it walks an uncomfortable line between Commando and Gunslinger. Maybe it's just not for me. For that playstyle, I think an MK14 EBR paired with an AK12 or SMG would be best. The Rail Gun or M99 AMR is your big zed killing tool. This will require a certain level, and appropriate skills depending on the difficulty. Scrakes are easier to kill than fleshpounds, given their slow pace before they're enraged, and bullet vulnerability. At level 25 and with all appropriate skills, the Rail Gun can kill a scrake with one headshot at any difficulty or player count. Fleshpounds will usually take two headshots to kill; the easiest way to hit both is to shoot him once when he's calm, wait for him to pound the floor, and then shoot the same spot again when he stands back up. You just need to get the timing down. The M99 AMR is another single shot weapon, functionally identical, but with higher damage and more weight. You can use it to compensate for the lack of skills and kill even fleshpounds with one headshot, at the cost of higher price, and higher weight. I generally stick to the Rail Gun/Winchester 94 myself, but if you have a solid team at your back, go all in with the M99. As far as the secondary weapon goes, the SPX 464 Centerfire is an upgrade to your starting Winchester. I use the Winchester anyway because with the correct skills, it can kill anything up to a siren with one headshot, and is much cheaper to run. If you need some more damage or hate the ironsight, use the Centerfire. If you want to save money, use the Winchester. The SW500 is best used with an M99, but if you like the gun anyway, it's a solid secondary and leaves room for a medic pistol. General Tips and Advice
The SWATThe SWAT's Role The SWAT is the definitive trash killing perk, with a couple of other useful abilities as well. The SWAT specializes in using submachine guns, low damage high volume firepower. With a higher level, he becomes much more capable of sustained firepower with ridiculous magazine sizes, and becomes pretty tough to kill as well, through a couple of armor skills. He can also start with a little extra gear, which grants some more breathing room in early waves. While not great at killing big zeds himself, he can set them up for the rest of the team to kill with ease, and take care of a couple per wave if he has to. SWAT Priorities
Recommended Loadout
The Vector is, despite being more powerful, best used as a backup weapon because of how quickly it goes through ammo. If you have to kill a big zed yourself, stun it with a flashbang, and hose its head down with the Vector. If you run out of ammo for your other SMG, then it's devastatingly effective against trash zeds. The P90 or UMP45 is what you'll want to be using most of the time. For these two, it's a matter of magazine size vs. damage per bullet. Given the P90 is slightly cheaper and has a far larger magazine, it's my pick of the two. The UMP45 has a higher damage per shot, and will kill a couple of zeds with one headshot instead of two. Try them both, use whichever is more comfortable. The dual 9mm pistols are just because of the skill that increases the damage of your knife and sidearm. You should still have room for a medic pistol. General Tips and Advice
The SurvivalistThe Survivalist's Role The Survivalist doesn't commit to any one perk, but is the jack of all trades. He borrows most of his skills from other perks, and can use any weapon without penalty, but also without benefits as strong as the appropriate perk. In general, the Survivalist is, true to his name, very hard to kill. He has a global damage resistance, AND the equivalent of the SWAT's armor skills passively. He only has access to one unique weapon, the Freezethrower, which can be useful for crowd control in a multiplayer setting but not much else. The Survivalist can fill any gap in a team. Survivalist Priorities
Recommended Loadouts Note that the effectiveness of these loadouts depends on the skills you choose. Commando/Demolitionist/Sharpshooter Killing Floor 2 Gunslinger Weapons 1
The SCAR-H is capable of efficiently dispatching most trash in a single shot to the head, while the M16 is a perfect alternative for someone who wants to use automatic fire. Both can do serious damage to a scrake with headshots, the SCAR-H capable of killing one outright if every shot hits the head. The RPG-7 or Railgun is just for Fleshpounds. The RPG is likely a better choice without the specific benefits of being a Sharpshooter, but the weapon is still usable if you prefer it. Crowd Control
The Freezethrower is, of course, used to freeze enemies. It can kill trash, but not as effectively as other weapons. It's best used to freeze enraged big zeds to give your team some breathing room. The M79 also has plenty of knockdown power, and can kill groups of trash zeds. This loadout is best used in a more coordinated team, as you'll have a bit less ability to fend for yourself. Sharpshooter/Medic
![]() General Tips and Advice
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