Perks (Killing Floor 2): Difference between revisions
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===Weakness=== | ===Weakness=== | ||
Berserkers can get easily surrounded and overwhelmed if they don’t pay attention to their environment since they have to be close to the ZEDs to maximize their effectiveness. A surrounded Berserker will get ripped apart in short order. [[Mechanics (Killing Floor 2)#Gameplay - Parrying|Parrying]] is a vital part of playing an effective Berserker | Berserkers can get easily surrounded and overwhelmed if they don’t pay attention to their environment since they have to be close to the ZEDs to maximize their effectiveness. A surrounded Berserker will get ripped apart in short order. [[Mechanics (Killing Floor 2)#Gameplay - Parrying|Parrying]] is a vital part of playing an effective Berserker, without it larger ZEDs will be very difficult to deal with. Berserkers can be powerful if used correctly, but learning to do so can be a challenge. A thing to remember: engaging blindly can get you into the trouble with EDARs, Husks and Bloats, which cause problems without passive resistances (damage, sonic and bloat bile), so keep an eye out and don't get blindsided. Numerous ZEDs have to be engaged methodically, and adequate knowledge of their attack patterns and mechanics is required to stay alive when isolated from the rest of the squad. | ||
===Target Priority=== | ===Target Priority=== | ||
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===Strength=== | ===Strength=== | ||
Due to the massive amount of damage they can inflict with headshots, Sharpshooters are especially effective against large ZEDs. | Due to the massive amount of damage they can inflict with headshots, Sharpshooters are especially effective against large ZEDs. As soon as the Sharpshooter accesses the tier 2 weapon [[SPX 464 Centerfire]] or [[Crossbow (Killing Floor 2)|Crossbow]], is able to down nearly all ZEDs with a single well executed headshot. | ||
===Weakness=== | ===Weakness=== | ||
Sharpshooters suffer from a low rate of fire and a need to get headshots to inflict maximum damage, meaning they can easily be caught unawares while reloading or when concentrating on a particular shot. The Sharpshooter also suffers from a relatively low ammo pool at least until he opts for and obtains the [[M14 EBR]], [[FN FAL ACOG]] or [[Spitfire]], and a backup weapon | Sharpshooters suffer from a low rate of fire and a need to get headshots to inflict maximum damage, meaning they can easily be caught unawares while reloading or when concentrating on a particular shot. | ||
Crawlers and Stalkers pose a particularly problem for Sharpshooters in these situations due to their speed and numbers. Sharpshooters must rely on their squad mates to keep ZEDs away from them so the Sharpshooter can place his shots for maximum effect. The Sharpshooter also suffers from a relatively low ammo pool at least until he opts for and obtains the [[M14 EBR]], [[FN FAL ACOG]] or [[Spitfire]], and a backup weapon. In addition, a less-experienced or carefree squad that does not protect their back line and actively aggravates Scrakes and Fleshpounds can cause numerous problems for the Sharpshooter. | |||
===Target Priority=== | ===Target Priority=== |
Latest revision as of 00:59, 29 January 2021
There are currently 10 Perks in Killing Floor 2: the Berserker, the Commando, the Support, the Field Medic, the Demolitionist, the Firebug, the Gunslinger, the Sharpshooter, the Survivalist and the SWAT.
Berserker
Killing Floor 2 perk | |||||
Berserker | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Berserker weapon damage | |||||
• Killing ZEDs near a player with a Berserker weapon | |||||
Starting Loadout | |||||
Crovel Survival Tool | 9mm Pistol | ||||
Lawn Mower Blade | EMP Grenade | ||||
The Berserker is the shield that keeps ZEDs away from your squad by cutting them down like an overclocked lawnmower. All Berserkers specialize in close combat weaponry, but their perk choices let them focus on either being a damage resistant dreadnaught who refuses to go down, or a fleet-footed skirmisher dishing out violence by the truckload. Berserkers can use their melee weapons to block incoming attacks, allowing them to keep ZEDs at bay when things get hairy. They also posses night-vision and cannot be grabbed by Clots.
Role
Berserkers are most effective at point blank range, bashing ZEDs in the brainpan. They are best suited to keeping ZEDs away from allies who need time or space to be most effective, particularly Sharpshooters and Demolitionists. A good Berserker will prevent the team from being overwhelmed by drawing the attention of incoming ZEDs and giving others the breathing room to fire.
Strength
Through sheer toughness or practiced agility, Berserkers can go toe to toe with even the most powerful ZEDs. They can take a beating, dish our respectable damage, and most of their weapons never run out of ammo. Berserkers are most effective against weaker ZEDs that they can hack down before the ZEDs can act. The Berserker’s grenades and Static Strikers release an EMP pulse that can disorient ZEDs, allowing the Berserker time to strike or escape as needed.
Weakness
Berserkers can get easily surrounded and overwhelmed if they don’t pay attention to their environment since they have to be close to the ZEDs to maximize their effectiveness. A surrounded Berserker will get ripped apart in short order. Parrying is a vital part of playing an effective Berserker, without it larger ZEDs will be very difficult to deal with. Berserkers can be powerful if used correctly, but learning to do so can be a challenge. A thing to remember: engaging blindly can get you into the trouble with EDARs, Husks and Bloats, which cause problems without passive resistances (damage, sonic and bloat bile), so keep an eye out and don't get blindsided. Numerous ZEDs have to be engaged methodically, and adequate knowledge of their attack patterns and mechanics is required to stay alive when isolated from the rest of the squad.
Target Priority
HIGH | |||
MEDIUM | |||
LOW |
Commando
Killing Floor 2 perk | |||||
Commando | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Commando weapon damage | |||||
• Killing Stalkers with Commando weapons | |||||
Starting Loadout | |||||
AR-15 Varmint Rifle | 9mm Pistol | ||||
KF-BAR | HE Grenade | ||||
The Commando is the eyes of your squad, providing vital information to your teammates while cutting down hordes of ZEDs. Commandos have the unique ability to make Stalker ZEDs visible to your teammates so they can be dealt with. Commandos can also see the remaining health of ZEDs, giving them vital insight on which ones are close to death or are close to becoming enraged. Both of these abilities have a limited range, but it increases with each level the Commando gains. In addition to providing valuable information to your team, Commandos are masters of assault rifles, allowing them to deal with most weaker ZEDs with ease.
Role
Commandos are a mid-range sustained damage dealer, effective against weaker ZEDs like Clots, Crawlers, Stalkers and even Husks. Commandos should place themselves at the front of the firing line while simultaneously aiming to keep ZEDs at range. They should be close enough to spot Stalkers and reveal the health bars of their targets, but far enough away to stay out of reach.
Strength
Commandos carry large quantities of ammo and have rapidly firing weapons as well as have an acess to multiple cross-perk weapons from different classes, allowing them to put a lot of lead in the air and clean out weaker ZEDs while maintaing multi-task roles. The relatively large magazines of their assault rifles combine with a priority for damage-per-shot, which allows the Commando to neutralize large quantities of zeds both quickly and efficiently, with the most consistent damage at any range, and depending on the Commando player's discipline, in any given situation. Maximum trash-killing efficiency is a high priority for any skilled Commando. They are the best at dealing with Stalkers due to their ability to see through stealth, and are extremely effective against Crawlers. Their grenades are powerful with a short fuse and do a lot of damage, but only to a limited area, making grenades the Commando’s best tool against Fleshpounds and for instantly clearing a tightly packed group of ZEDs when necessary.
Weakness
Aside from grenades, the Commando has no effective weapon against larger ZEDs like Fleshpounds with the exception to M203 grenades which, even with all the damage bonuses perk provides, still not as effective as dedicated Fleshpound killer classes such as Demolitionist. Commandos must rely on their squad against such threats, instead clearing out the weaker ZEDs so their squad mates can focus on the larger ZEDs. While the Commando has a high damage per second against weaker ZEDs, they are neither tough or fast enough and lack any effective strategy to deal with Fleshpounds (with the exception of multiple grenades) and, to a lesser extent, Scrakes. Due to this shortcoming, a Commando is best accompanied by teammates who are effective in dealing with such large ZEDs.
Target Priority
HIGH | |||
MEDIUM | |||
LOW |
Support
Killing Floor 2 perk | |||||
Support | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Support weapon damage | |||||
• Welding doors | |||||
Starting Loadout | |||||
SG 500 Pump-Action | 9mm Pistol | ||||
Machete | Frag Grenade | ||||
The Support is guardian and logistician, ensuring that no ZEDs breach the killing zone and issuing ammunition to squadmates to keep the fight going. Armed with a variety of shotguns, the Support’s ballistic penetration power allows them to deal with groups of ZEDs quickly. Supports can also weld doors with increased speed, allowing them to more easily block off additional approaches and create the choke points they thrive on. They are also notable the only perk able to repair destroyed doors, and also possess an increased weight limit that allows them to experiment with different hybridized loadouts, or simply carry additional buckshot firepower.
Role
Supports are most effective at controlling choke points, such as hallways or doorways. The Support ability to quickly seal doors via welding allows them to funnel ZEDs into your squad’s desired fields of fire. They resupply valuable ammunition to the rest of the squad, granting them an economic advantage especially in higher difficulties where ammo becomes increasingly scarce and ZED hordes are more numerous. They also repair destroyed doors during breaks in combat.
Strength
Support weapons have high penetration, allowing them to cut through lines of ZEDs and deal significant damage to the largest ZEDs. The Support’s top tier weapon, the AA12 automatic shotgun, is able to topple even the largest ZED through overwhelming firepower. Supports are especially effective against Gorefasts - able to intercept them as they close the distance, and should always prioritize them as targets. Additionally, the cross-Perk weapon system allows the Support some flexibility with the Dragonsbreath, VLAD-1000 Nailgun and HMTech-301 Shotgun, which allows them to engage ZEDs at further ranges with the Dragonsbreath, VLAD-1000 Nailgun for hallways, doorways and neutral funnels or heal teammates as necessary with the HMTech-301 Shotgun. Lastly, their vastly-increased weight limit allows them to carry certain utility weapons like C4 Explosives or a backup weapon.
Weakness
Supports suffer from long reload times, particularly with their lower tier weapons. Shotgun ammunition is expensive and limited, so Supports must make every shot count. Between long reload time and limited ammunition, the Bloat is particularly troublesome for Supports due to the many shots its body soaks. Dealing with Stalkers and Crawlers can similarly consume excess ammunition unless the Support gets a solid hit. Against these ZEDs, Supports should rely on their squad mates.
Target Priority
HIGH | |||
MEDIUM | |||
LOW |
Field Medic
Killing Floor 2 perk | |||||
Field Medic | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Field Medic weapon damage | |||||
• Healing teammates | |||||
Starting Loadout | |||||
HMTech-101 Pistol | 9mm Pistol | ||||
Scalpel | Medic Grenade | ||||
The Field Medic is the guardian angel that keeps your squad fighting where they should be in pieces scattered across the killing floor. Field Medics have access to a diverse selection of weapons, all of which have an alternate fire mode for deploying healing darts and grenades to aid your comrades, allowing Field Medics to stay back from the front lines while keeping your squad in fighting shape.
Role
Field Medics are most effective in the rear ranks of your squad where they can see the battle as it unfolds and heal those squad mates most in need of assistance. Field Medic grenades release a gas that both heals your squad mates and poisons ZEDs, allowing Field Medics to quickly help out allies who are getting overwhelmed. When not healing, Field Medics are most effective against lower level ZEDs, though the specific type depends on their weapon selection. They also possess thick body armour and movement speed, aiding them in their own survivability so that they can continue to ensure that of others. Should the frontline ever fall, the Medic should stand ready to bear the brunt of the next assault so that their squad can recover lost ground before the Medic's armour gives way.
Strength
Field Medics can do more to keep their team up and fighting than any other perk. Their weapon selection is versatile enough to handle close and medium range combat. Their grenades also allow them to disperse an AoE of constant healing that can save isolated squadmates surrounded by ZEDs. Last but not least, their increased healing potency, fast movement speed and thick armour allows them to soak a very high amount of damage in a pinch, easily rivalling that of an unsupported Berserker.
Weakness
Field Medics do not have any hard-hitting weapons, meaning they are not very effective against larger ZEDs. Also the Field Medic’s variety of weapons means they may end up with the wrong weapon for the situation they find themselves in. Keeping a Field Medic’s squad healed relies on constant vigilance, which can take some time to master, but nothing ensures the longevity of your squad like a well-trained Field medic.
Target Priority
HIGH | |||
MEDIUM | |||
LOW |
Demolitionist
Killing Floor 2 perk | |||||
Demolitionist | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Demolitionist weapon damage | |||||
• Killing Fleshpounds with Demolitionist weapons | |||||
Starting Loadout | |||||
HX25 Grenade Pistol | 9mm Pistol | ||||
Utility Knife | 1/2 Stick of Dynamite | ||||
The Demolitionist is the storm that flattens masses of ZEDs with each stick of dynamite, grenade, or rocket. Armed with a variety of explosive devices, Demolitionists wield an immense amount of destructive potential and can quickly turn around an entire battle with a few well-placed shots. Demolitionists can supply your squad with additional grenades while in the field and add explosive traps to any welded door, allowing them to unleash explosive hell regardless of their current position.
Role
Demolitionists are most effective staying in the back of your squad to shell and scatter the ranks of ZED waves. Demolitionists can also shore up any welded doors by adding traps to them, making them excellent partners for Supports. In addition, the Fleshpound's weakness to explosives means that the role of taking them down often falls on the Demolitionist's shoulders, and he has a responsibility to ensure he is well-equipped to topple them before they pound their squad into the ground.
Strength
The Demolitionist is the master of taking out groups of ZEDs quickly and dealing with Fleshpounds. Fleshpounds are vulnerable to explosive damage and should be the priority target for the Demolitionist as soon as one appears. With regards to Scrakes whom boast resistance to explosive weaponry, the RPG-7's ballistic impact deals 400% damage on a Scrake upon a direct hit (allowing with a very high stun or knockdown rate), rendering the weapon a fair means of helping to dispatch them if no better options are available.
Weakness
Several Demolitionist weapons will not detonate if they hit a target at close range, inflicting impact damage to the ZED struck but not exploding. Due to the minimum range on some of their weapons, a low rate of fire, and a limited supply of ammunition, the Demolitionist is vulnerable in close quarters. The Demolitionist must rely on the rest of your squad to keep the ZEDs at bay so he can place his explosives for maximum effectiveness. Siren screams will destroy explosives, so Demolitionists without the Sonic Resistant Rounds perk must time their shots for when the siren is not screaming, or rely on a Firebug to keep her occupied. Scrakes are resistant to explosives and should be avoided at all costs. Even with the RPG-7's unique 400% impact damage, it is still uneconomical to engage them with such, and the resulting smoke cloud may cause more harm than good for friendly Berserkers, Gunslingers and Sharpshooters preparing to take them down.
Target Priority
HIGH | |||
MEDIUM | |||
LOW |
Firebug
Killing Floor 2 perk | |||||
Firebug | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Firebug weapon damage | |||||
• Killing Crawlers and Bloats with Firebug weapons | |||||
Starting Loadout | |||||
Caulk n' Burn | 9mm Pistol | ||||
Fireman's Knife | Molotov Cocktail | ||||
The Firebug is the flame-spewing maniac that keeps ZEDs dancing on the coals of hell. Armed with a variety of pyrotechnic weapons, the Firebug can panic swarms of ZEDs by keeping them burning until they are little more than cinders. As they hose down large numbers of ZEDs with their gouts of problem-solving fire, Firebugs are more likely than other perks to lead in assists due to the majority of their weapons relying on damage over time in a wide area-of-effect. If the team gets into an overwhelming situation where you face the risk of defeat, an effective Firebug is, more often than not, your best chance at survival in that they are able to quickly distract and weaken a large group of zeds - Firebugs are well-equipped to excel in even the most chaotic and unpredictable of situations, thanks in large part to their area-of-effect attacks that are both persistent and continuous.
Role
Crowd-control is the Firebug's forte, using the panic reaction ZEDs have to fire to keep them occupied. While the ZEDs panic, rest of your squad can deal with them using more traditional, bullet-based means. Although the Firebug doesn’t kill ZEDs quickly, even the largest ZEDs can be kept at bay by the Firebug’s focused attention.
Strength
Most of the Firebug’s weapons affect an area, allowing them to easily ignite large numbers of ZEDs, and Firebugs get bonus experience points for assisting in ZED kills. The Firebug is especially effective against large, tightly-packed groups of ZEDs. Firebugs are able to prevent ZEDs from pursuing their intended targets by not only causing them to panic but by painting walls of ground fire that damage zeds over time as they walk through it. Once the Firebug gets the Microwave Gun, they can deal out massive amounts of damage to any ZED with metal in their body, such as Fleshpounds, Husks, Sirens and Scrakes. The Firebug has the added benefit of being able to substantially reduce the threat level of Scrakes and Fleshpounds through their Heat Wave perk or the Microwave Gun's alternate-fire, which stumbles and knocks down even the largest of ZEDs.
Weakness
Firebugs can have difficulty killing ZEDs alone, taking both valuable time and ammunition to do so. They work best in a squad, the Firebug keeping the ZEDs occupied while the rest of the squad attacks. Sirens can be disabled temporarily with fire, but they can be relatively difficult for a Firebug to kill; they lack any form of resistance to a Siren's scream, and need to be within a Siren's damage range to kill them. Due to their high fire resistance, Husks are best left for another team member to eliminate; although drawing a Husk's attention is a good strategy since the Firebug is also resistant to fire-based attacks. While the Microwave Gun is powerful, against ZEDs with no metal in their bodies it is of limited effectiveness in relation to its tier, so the Firebug should rely on lower-tier weapons to deal with such threats.
Target Priority
Flame Weapons
HIGH | |||
MEDIUM | |||
LOW |
HIGH | |||
MEDIUM | |||
LOW |
HIGH | |||
MEDIUM | |||
LOW |
Gunslinger
Killing Floor 2 perk | |||||
Gunslinger | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Gunslinger weapon damage | |||||
• Head shots with Gunslinger weapons | |||||
Starting Loadout | |||||
Dual 1858 Revolvers | 9mm Pistol | ||||
Bowie Knife | Nail Bomb | ||||
The Gunslinger is the bullet-dispensing carnage machine that carves up ZEDs face to face. Gunslingers are masters of dual wielding pistols, putting lots of damage down range quickly while carrying enough ammunition to stay in the fight long term. The Gunslingers are highly mobile, short-range combatants who deals damage quickly and get out before any ZEDs can respond.
Role
Gunslingers are high-damage dealers that occupy a middle ground between the Commando and Sharpshooter, mixing the rate of fire and high ammo count of the Commando with the power and accuracy of the Sharpshooter, while being able to kite and engage ZEDs at closer ranges with much more comfort. Similarly to Berserkers, their fleet-footed nature allows them to function as extenders and spread out ZED waves. Despite their high damage, they also possess good stopping power and can intercept sprinting ZEDs in a pinch.
Strength
Gunslingers have a high rate of fire, high damage output, and a large amount of ammo on hand, allowing them to inflict a lot of damage quickly. No ZEDs are particularly resistant to the Gunslinger’s damage. What they cannot kill, they can easily stun - through usage of their Nail Bomb and chest/leg-targeted shots when the luxury of ZED Time is not available to line up perfect headshots with.
Weakness
When dual wielding, Gunslingers can have problems with accuracy and reload times. Gunslingers must manage their magazines carefully so they do not get caught empty at the wrong moment; reloading two guns takes about twice as long as reloading one. During these vulnerable moments, the Gunslinger’s best defenses are his squad mates.
Target Priority
HIGH | |||
MEDIUM | |||
LOW |
Sharpshooter
Killing Floor 2 perk | |||||
Sharpshooter | |||||
General Information | |||||
XP Objectives | |||||
• Dealing Sharpshooter weapon damage | |||||
• Head shots with Sharpshooter weapons | |||||
Starting Loadout | |||||
Winchester 1894 | 9mm Pistol | ||||
Kukri | Freeze Grenade | ||||
The Sharpshooter is the sniper felling his foes from afar, toppling ZED after ZED with well-placed headshots. The Sharpshooter is the far end of the Commando-Gunslinger-Sharpshooter continuum, trading the rate and fire and mobility of the other perks for increased damage and accuracy, especially at long range. The Sharpshooter is particularly adept at killing large ZEDs, dishing out impressive damage with each headshot.
Role
The Sharpshooter belongs at the rear of your squad picking off large ZEDs and other major threats with careful headshots, inflicting massive amounts of damage and stunning ZEDs who aren’t outright decapitated. While Sharpshooters can deal with weaker ZEDs, it is often not an efficient use of their ammunition or damage output. The Sharpshooter’s freeze grenade stops ZEDs in their tracks, allowing the Sharpshooter and his allies to quickly line up headshots.
Strength
Due to the massive amount of damage they can inflict with headshots, Sharpshooters are especially effective against large ZEDs. As soon as the Sharpshooter accesses the tier 2 weapon SPX 464 Centerfire or Crossbow, is able to down nearly all ZEDs with a single well executed headshot.
Weakness
Sharpshooters suffer from a low rate of fire and a need to get headshots to inflict maximum damage, meaning they can easily be caught unawares while reloading or when concentrating on a particular shot. Crawlers and Stalkers pose a particularly problem for Sharpshooters in these situations due to their speed and numbers. Sharpshooters must rely on their squad mates to keep ZEDs away from them so the Sharpshooter can place his shots for maximum effect. The Sharpshooter also suffers from a relatively low ammo pool at least until he opts for and obtains the M14 EBR, FN FAL ACOG or Spitfire, and a backup weapon. In addition, a less-experienced or carefree squad that does not protect their back line and actively aggravates Scrakes and Fleshpounds can cause numerous problems for the Sharpshooter.
Target Priority
HIGH | |||
MEDIUM | |||
LOW |
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 | ||||
The Survivalist perk is the utility team member who can fill in for several roles on a team depending on their perk and weapon choices. The jack of all trades, they are also truly the master of none. Survivalists can use nearly any weapon effectively, allowing them combinations of armaments that no other perks can wield as efficiently.
Role
- Varies by Perk and weapon selection
- Fills in for whatever the squad is lacking in, such as crowd-control, headshot firepower, healing and damage soaking.
Strength
- Unmatched Versatility
- Variety of Weapon Selections
- More tenacity than supportive roles, more survivability than damage roles
Weakness
- Jack of All Trades, Master of None
- Variety of Weapons Limited by Dosh/Weight
- Notably less effective with the Firebug's Molotov Cocktail, Caulk n' Burn, Flamethrower and Microwave Gun due to their reliance on Firebug perks for effective usage.
Target Priority
Survivalists Effectiveness against ZEDs is determined by their Skill and Weapon Choices.
SWAT
Killing Floor 2 perk | |||||
SWAT | |||||
General Information | |||||
XP Objectives | |||||
• Dealing SWAT weapon damage | |||||
• Killing Clots with SWAT weapons | |||||
Starting Loadout | |||||
MP7 SMG | 9mm Pistol | ||||
Tactical Knife | FlashBang | ||||
The SWAT perk is the close-range combatant who hoses down ZEDs with sub-machine gun fire. Using a variety of rapid firing weapons, the SWAT perk has the highest rate of fire of any perk- though individual shots are weak, and is good for picking off smaller ZEDs. Similarly to the Firebug, they are masters of crowd-control, but instead to prefer cutting through swarms of ZEDs like a scythe through wheat.
Role
The SWAT perk is a short range, frontline combatant that keeps weaker ZEDs from swarming or flanking your teammates. The SWAT favors rate-of-fire and low recoil over damage-per-bullet, which allows them to fire a consistent stream of bullets in full-auto without having to manage recoil. The SWAT's enhanced mobility or armor, depending on player skill choice, allow them to engage ZEDs at close range while remaining both effective and out of danger.
Strength
The SWAT is a methodical crowd-control and close-range ballistic damage dealer. Well-equipped to rapidly fell suddenly-appearing waves of lighter ZEDs, the crowd-control abilities of the SWAT also extend to larger ZEDs, with their immense stopping power allowing them to intercept, interrupt and impede a sprinting enemy with a crippling barrage of bullets to their chest or legs. The very low recoil of their weapons, and optionally also the SWAT's ability to move at full speed while crouched (reducing recoil even further), allows them to easily focus fire for rapid and continuous headshots using a fully-automatic weapon, dealing out far more damage than what the raw damage of their weapons appears to allow for. Based on player choice, their higher-than-normal armor and lack of armor damage from Sirens, allow them to combine fast-paced ranged combat with toughness.
Weakness
The SWAT perk is ill-equipped to deal with Fleshpounds, Bloats, or Husks, and while situationally effective versus Scrakes thanks to their Flashbang grenades and the low recoil of their weapons- it is not optimal due to the amount of ammunition dealing with such ZEDs consumes. However, the SWAT can aid in removing a sizable amount of health from large zeds if they are already out of control, using their third or fourth-tier weapons. Another notable weakness of the SWAT is their limited ammo which is also somewhat expensive; it is optimal to use automatic fire in nearly every situation, considering the very low amount of damage per bullet that his weapons cause. This makes the SWAT more likely to run out of ammo when cost is taken into account, compared with other perks.
Target Priority
HIGH | |||
MEDIUM | |||
LOW |
XP Requirement
Every next level requires players to gain more XP points than previous one, as such leveling from level 1 to 21 takes about as much XP as leveling from level 21 to 25.
Prestige 1 multiplies all earned XP during the game by x1.3, prestige 2 - by x1.35, prestige 3 - by x1.4, prestige 4 - by x1.45 and prestige 5 by x1.5. Despite the misconception player does not have finish the game to enjoy prestige bonus - instead it granted on the fly, during the actual game process.
XP requirement | ||||
---|---|---|---|---|
Level | XP required | Increased by | Total | Progress |
1 | 795 | 795 | 0,28% | |
2 | 940 | 145 | 1735 | 0,61% |
3 | 1112 | 172 | 2847 | 1,00% |
4 | 1315 | 203 | 4162 | 1,46% |
5 | 1556 | 241 | 5718 | 2,00% |
6 | 1841 | 285 | 7559 | 2,65% |
7 | 2178 | 337 | 9737 | 3,41% |
8 | 2576 | 398 | 12313 | 4,32% |
9 | 3047 | 471 | 15360 | 5,39% |
10 | 3604 | 557 | 18964 | 6,65% |
11 | 4263 | 659 | 23227 | 8,14% |
12 | 5043 | 780 | 28270 | 9,91% |
13 | 5965 | 922 | 34235 | 12,00% |
14 | 7056 | 1091 | 41291 | 14,48% |
15 | 8347 | 1291 | 49638 | 17,40% |
16 | 9874 | 1527 | 59512 | 20,86% |
17 | 11680 | 1806 | 71192 | 24,96% |
18 | 13816 | 2136 | 85008 | 29,80% |
19 | 16343 | 2527 | 101351 | 35,53% |
20 | 19332 | 2989 | 120683 | 42,31% |
21 | 22868 | 3536 | 143551 | 50,33% |
22 | 27051 | 4183 | 170602 | 59,81% |
23 | 31999 | 4948 | 202601 | 71,03% |
24 | 37852 | 5853 | 240453 | 84,30% |
25 | 44775 | 6923 | 285228 | 100,00% |
Before Halloween 2018 Beta 1 update prestige used to imply integer variables without counting decimal numbers hence small XP rewards such as scoring shots in the head with Gunslinger weapons had no benefits from said bonus. Later it was reworked and now it does count decimal leftovers properly.
XP Scaling per Difficulty
Common XP rewards
XP reward for each ZED, depending on difficulty.
Common XP rewards | |||||
---|---|---|---|---|---|
ZED / Difficulty | Normal | Hard | Suicidal | HOE | Versus ZED |
Clots (all) | 8 | 11 | 11 | 11 | 32 |
Bloat | 17 | 22 | 30 | 34 | 40 |
Crawler | 8 | 10 | 10 | 10 | 32 |
Gorefast | 11 | 14 | 14 | 14 | 44 |
Stalker | 8 | 10 | 10 | 10 | 32 |
Husk | 15 | 20 | 27 | 31 | 30 |
E.D.A.R | 15 | 20 | 27 | 31 | --- |
Siren | 11 | 15 | 15 | 15 | 22 |
Scrake | 34 | 45 | 60 | 69 | 102 |
Quarter FP | 17 | 22 | 30 | 34 | --- |
Fleshpound | 35 | 47 | 63 | 72 | 105 |
Hans Volter | 1291 | 1694 | 1790 | 1843 | --- |
Patriarch | 1291 | 1694 | 1790 | 1843 | 2500 |
King FP | 1291 | 1694 | 1790 | 1843 | --- |
Abomination | 1291 | 1694 | 1790 | 1843 | --- |
- minions | 8 | 10 | 10 | 10 | --- |
Matriarch | 1291 | 1694 | 1790 | 1843 | --- |
- Killing with off-perk weapons allocates XP to that weapon's perk.
- Distribution of XP between perks: Each ZED has its own "damage history" attribute. It records all the perks whose weapons player used to cause damage to this ZED. Upon killing this ZED its XP reward will be split (and rounded up) between all perks listed in ZED's "damage history" for equal parts. Survivalist is an exception - it gets all the XP (without sharing it with other perks) by using any weapons.
- Assist kills will reward full XP.
- Kills with buttstock bash do not grant Berserker XP.
- Kills with the 9mm Pistol(s) will always give XP towards your currently equipped Perk.
- Should you decide to change class mid game, the knife you started with will still give XP towards that perk. For example, starting as Demolitionist, then changing to Berserker and using the Utility Knife will still give Demolitionist XP.
Additional XP rewards
Perk-specific XP actions give additional XP reward on top of the base XP reward.
- Berserker: Getting additional XP reward for killing ZEDs which are within 2 meters (200uu) from the teammates.
- Commando: Getting common XP reward for assisting in Stalker kills by revealing them with passive Call Out ability. Getting additional XP reward for killing Stalkers with the weapons that use on-perk damage types.
- Support: Getting additional XP reward for building up 510 points on the welding meter. Each Support has its own "welding" meter. When welding the door (un-welding does not count) with each Welder's attack this meter increases by Welder's weld rate value (from +68 points at the level 0 up to +102 points at the level 25). When meter is filled, i.e. has 510 points on it, it resets and player receives additional XP reward. The meter does not become zero but instead begins with a leftover weld amount from the previous welding cycle. For example the player who had 500 points on the welding meter and then added +102 more points by single Welder's attack will get XP and initiate a new cycle with 102-(510-500) = 92 points on the welding meter. Support can build up its welding meter from the multiple doors, the meter assigned to perk not to the certain door.
- Field Medic: Note: Each Field Medic has its own "healing" meter. When healing teammates (self-healing does not count) each time the heal is applied on friendly player the meter is getting increased by healer's heal amount value (heal amount depends from the weapon and level, from +4 points of Mine Reconstructor at level 0 up to +90 points of HRG Vampire at level 25). When meter is filled, i.e. has 10 points on it, it resets and player receives additional XP reward. The meter does not reset to zero but instead begins with a leftover heal amount from the previous healing cycle. For example, the player who have had 7 points on the healing meter and then added +15 more points from the HMTech-101 Pistol's healing dart will get XP twice because two cycles will be completed: cycle 1 completed after adding 3 more points starting cycle 2 with 15-(10-7) = 12 points, 12 > 10 so cycle 2 is also completed, next cycle begins with (12-10) = 2 points on the healing meter. Field Medic can build up its healing meter from the multiple teammates, the meter assigned to perk not to the certain friendly player.
- Demolitionist: Getting additional XP reward for killing Quarter Pounds, Fleshpounds and King Fleshpounds with the weapons that use on-perk damage types.
- Firebug: Getting additional XP reward for killing Bloats (including Abomination and Krampus) and Crawlers with the weapons that use on-perk damage types.
- Gunslinger: Getting additional XP reward for scoring head shots with on-perk damage types. It is not necessary to kill ZEDs - XP given for every shot in the head, lethal or not.
- Sharpshooter: Getting additional XP reward for scoring head shots with on-perk damage types. It is not necessary to kill ZEDs - XP given for every shot in the head, lethal or not.
- Survivalist: Copies XP objectives of Berserker and SWAT perks. Killing Clots and ZEDs that are near teammates.
- SWAT: Getting additional XP reward for killing Clots (all variants including Rioters) with the weapons that use on-perk damage types.
Additional XP rewards | ||||
---|---|---|---|---|
Perk / Difficulty | Normal | Hard | Suicidal | HOE |
Berserker | 6 | 8 | 10 | 14 |
Commando | 3 | 5 | 6 | 9 |
Support (welding doors) | 8 | 8 | 8 | 8 |
Support (repairing doors) | 18 | 24 | 30 | 42 |
Field Medic | 4 | 4 | 4 | 4 |
Demolitionist | 10 | 17 | 21 | 30 |
Firebug | 2 | 3 | 3 | 5 |
Gunslinger | 1 | 1 | 1 | 1 |
Sharpshooter | 1 | 1 | 1 | 1 |
Survivalist (clot kills) | 2 | 3 | 4 | 7 |
Survivalist (near kills) | 6 | 8 | 10 | 14 |
SWAT | 2 | 3 | 4 | 7 |