Survivalist
Killing Floor 2 perk | |||||
Survivalist | |||||
General Information | |||||
XP Objectives | |||||
• Dealing weapon damage with any weapon. | |||||
• Killing Clots with any weapons. | |||||
Starting Loadout | |||||
Random Weapon | 9mm Pistol | ||||
Gore Shiv | HE Grenade | ||||
Perk Information | |||||
Role | |||||
• Varies by Perk and Weapons Selection | |||||
• Fill in For Whatever the Team is Lacking | |||||
Strength | |||||
• Unmatched Versatility | |||||
• Variety of Weapon Selections | |||||
• Tenacity | |||||
Weakness | |||||
• Jack of All Trades, Master of None | |||||
• Variety of Weapons Limited by Dosh/Weight | |||||
Target Priority | |||||
SURVIVALIST EFFECTIVENESS AGAINST ZEDS IS DETERMINED BY THEIR SKILL AND WEAPON CHOICES | |||||
Related Achievements | |||||
Console Achievements / Trophies | |||||
The Survivalist perk is the utility team member who can fill in for several roles on a team depending on the skill and weapon choices of the Survivalist. While a Survivalist is never going to be as effective at a perk's specialty as that perk, they can get close while at the same time also bringing several other perks' strengths to the table. Survivalists can use nearly any weapon effectively, allowing them combinations of armaments that no other perks can wield efficiently.
General Information
The Survivalists are the copycats / mimics of the team. They has no dedicated role and so specific perk setups but instead their skill choices offers them a bit of everything from the other perks. It's up to the player to chose their skills and role.
It should be noted that while trying to be good at everything the Survivalists will never actually be better in any given role than a dedicated perk.
Weapon List
1100 |
7 |
Freezethrower | ||
1500 |
9 |
HRG Arc Generator | ||
2000 |
8 |
Killerwatt | ||
--- |
--- |
Gore Shiv |
The Survivalists has few perk-specific weapons, rather they utilize weapons of the other perks. Their passive bonuses work with all weapons. They have access to Molotov cocktail or Healing grenade upon reaching level 15 from their perks. Other than Freezethrower and Gore Shiv, the Survivalist has the Killerwatt and HRG Arc Generator.
Bonus Experience
Survivalists receive bonus XP for killing Clots, just like SWAT players. Similar to Berserkers, Survivalists also receive an additional XP rewards when killing ZEDs that are close to player's teammates (not further than 2 meters away).
Perk Bonuses
This table represents the passive stat bonuses the Survivalist receives.
Weapon Damage
|
max. 15%
|
( Increase weapon damage 0.6% per level )
| |
Global Damage Resistance
|
max. 25%
|
( Increase resistance to all damage 1% per level )
| |
Heavy Body Armor
|
max. 25%
|
( 1% every level (max 25%) take no health damage if you have armor )
| |
ZED Time Reload
|
max. 75%
|
( Increase reload speed in Zed time 3% per level )
| |
Perk Skills
This table represents the active abilities the Survivalist has access to. You have the option of choosing one per tier.
Weapon Handling
| ||||
Tactical Reload | 5
|
Heavy Weapons Training | ||
Increase reload speed with Commando, Gunslinger and SWAT weapons. | Increase reload speed with Demolitionist, Sharpshooter and Support weapons. | |||
Survival Techniques
| ||||
Medic Training | 10
|
Melee Expert | ||
Increase the potency of all your healing 30% and decrease the cooldown of your syringe and healing darts 50%. | Increase melee attack speed 20%, inflict 75% more damage, and move 25% faster when using any melee weapon. | |||
Equipment
| ||||
Ammo Vest | 15
|
Weapon Harness | ||
Carry up to 15% more ammo for all weapons and your grenade becomes a healing grenade. | Increase carrying capacity by 5 and your grenade becomes a Molotov cocktail. | |||
Destruction
| ||||
Spontaneous Zed-plosion | 20
|
Make Things go Boom | ||
Zeds you kill have a 30% chance to explode, damaging and stunning nearby Zeds. | Increase explosive resistance and area of effect of all Explosives by 40%. | |||
Specialist Training
| ||||
ZED TIME - Madman | 25
|
ZED TIME - Lockdown | ||
During Zed time, all your weapons shoot 3x faster. | During Zed time, all your weapons can stun any Zed. |
Actual Stats
Ammo Vest (extra maximum spare ammo) | 15% |
Ammo Vest (player utilizes Healing Grenades) | yes |
Heavy Weapons Training (faster reloading) | yes |
Lockdown (snare power, add, per hit) | 20 |
Lockdown (stun power multiplier) | x5001 |
Lockdown (stun power, add to any weapon, after multiplier) | 5000 |
Madman (resistance to slow-mo, on firing) | 50% |
Make Things go Boom (explosion radius multiplier) | x1.4 |
Make Things go Boom (explosive resistance, adds) | 40% |
Medic Training (diminution of healer recharge time) | -50% |
Medic Training (heal amount multiplier) | x1.3 |
Melee Expert (extra melee damage) | 75% |
Melee Expert (melee duration, diminution) | -20% |
Melee Expert (speed multiplier, with melee weapons) | x1.25 |
Spontaneous Zed-plosion (chance) | 30% |
Spontaneous Zed-plosion (explosion damage) | 50 |
Spontaneous Zed-plosion (explosion falloff exponent) | 1 (linear) |
Spontaneous Zed-plosion (explosion radius) | 250 |
Spontaneous Zed-plosion (melee hit power) | 500 |
Spontaneous Zed-plosion (stumble power) | 500 |
Spontaneous Zed-plosion (stun power) | 500 |
Tactical Reload (faster reloading) | yes |
Weapon Harness (extra carrying capacity, blocks) | +5 |
Weapon Harness (player utilizes Molotov Grenades) | yes |
Perk Notes
- Damage modification (passive + skills): Passive damage bonus affecting damage of all weapons. Melee Expert skill further increases damage of all melee weapons. Damage ROUNDED. Just like with the other perks, damage bonuses are additive, meaning that there will be 15% more damage from the passive (of default damage value) plus 25% more damage of default weapon value if this weapon is a melee.
- ZED Time reload (passive): For the duration of ZED Time with each level it takes 3% less time to play the weapon reload animation, up to 75% less time (i.e. 1/0.25 = 4 times faster) at level 25.
- Heavy Body Armor of the Survivalist absorbs 100% of all incoming damage and has improved durability - it decreases all incoming damage towards it by 35% (x0.65 damage multiplier).
- Skill (Lockdown): This skill first multiplies weapon's stun power by x5001 and then also adds flat +5000 points to it allowing weapons without any stun power to stun ZEDs.
- Skill (Make Things go Boom): This skill works only with ballistic-explosive projectiles (HX25 Grenade Pistol, M79 Grenade Launcher, Seal Squeal, M16 M203 Assault Rifle (grenades), RPG-7, Husk Cannon, Seeker Six, M32 Grenade Launcher), C4, Pulverizer and Hemoclobber.
- Skill (Medic Training): Skill modifies recharge rate and heal amount of the Medical Syringe and all Field Medic's weapons. With this skill it takes 25% less time to recharge the healers which effectively increases recharge speed by 33.3%.
- Skill (Melee Expert): Extra movement speed there only when holding melee weapons.
- Skill (Spontaneous Zed-plosion): This skill is identical to Firebug's ZED Shrapnel counterpart.
On-perk Weapons
For Survivalist every weapon and damage type is on-perk in terms of passive bonuses.
Strategy
Try to fit into the role your team needs most. If your squad having hard times killing big ZEDs, always low on health or constantly being overrun by groups of small ZEDs you might consider bying RPG-7, HMTech-401 Assault Rifle or Flamethrower and don't forget that the proper skill choice will enhance your weapon abilities.
Trivia
- Almost every character in the game has a wide variety of favourite weapons that belong to the different perks (Badass Santa for example) hence every player might be considered as a team's Survivalist. However some characters like Ana Larive and Hayato Tanaka are heavily twisted on only few types of the weapons which likely gives them a specific roles.