Support (Killing Floor 2)

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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
Perk Information
Role
• Control choke points.
• Weld and restore doors.
• Deal with larger ZEDs.
• {{{Role_3}}}
• {{{Role_4}}}
Strength
• High penetration weapons.
• Faster door welding.
• Effective against Gorefasts.
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• {{{Strength_4}}}
Weakness
• Long reload time.
• Expensive Ammunition.
• {{{Weakness_2}}}
• {{{Weakness_3}}}
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Target Priority
HIGH
MEDIUM
LOW
SURVIVALIST EFFECTIVENESS AGAINST ZEDS IS DETERMINED BY THEIR SKILL AND WEAPON CHOICES
Technical Information
Related Achievements
Console Achievements / Trophies

The Support is the wall that keeps ZEDs from charging through from every direction; the armory that keeps the entire team up and running with a constant supply of ammo; the one who knows the answer to their problem is to use a gun. And if that doesn't work? Use more gun.

All Supports specialize in shotguns, and their skill choices allows them to be flexible in how they choose to approach crowds: as a tank who supports the front lines with ammo supplies and more shells than they can count, or as a specialist whose shotguns will blast away any unlucky ZED they come across.

General Information

You're a very strong crowd thinner perk: unlike Demolitionists, who suffer from a lack of self-defense options; Commandos, who fare poorly against large ZEDs; or Berserkers, who need to get up close and personal; your strong points overcome all of their weaknesses. Your weapons are made for close combat fighting, shotguns will decimate the heads of large ZEDs in most circumstances, and you don't need to be in the thick of things to be effective.

You excel the most in tightly packed hallways and rooms. Your naturally high penetration power, plus its increased power as you level, will mean that each shotgun blast will tear through more and more ZEDs. Any hallway will quickly be turned into a bloody mess of dismembered limbs and gibs once you enter the fray.

Most ZEDs will fall with only a few solid blasts to the chest with a shotgun, but your main weakness is that you will eventually have to reload. When you do, you will have to spend some time loading in each shell until you're fully topped up, unless you're using one of the few magazine-fed shotguns, trading firepower for capacity and convenience. You also have few opportunities to exploit being in ZED time due to the slow action of most of your shotguns.

As you level up, you will gain more space for weapons; while this is intended as you being able to carry a dead teammate's weapon, you can also use this to carry more shotguns or upgrade high tier ones.

You can also weld doors with increased speed and have the unique ability to repair damaged doors. While this is incredibly slow to do so, you can combo that ability with the Demolitionist's ability to booby trap doors for an essentially infinite defensible chokepoint.

Weapon List

200
5
SG 500 Pump-Action
550
2
HRG Buckshot
750
5
Double-barreled Boomstick
750
5
HZ12 Multi-Action
900
5
HRG Ballistic Bouncer
1100
6
M4 Combat Shotgun
1100
4
Dual HRG Buckshots
1300
7
Frost Fang (DLC)
1500
10
AA-12 Auto Shotgun
1500
8
S12 Shockgun
1500
10
Doomstick
1600
9
HRG Blast Brawlers
650
5
Dragonsbreath
750
5
VLAD-1000 Nailgun
1100
6
HMTech-301 Shotgun
1200
6
FAMAS Masterkey (DLC)
1500
7
Blunderbuss (DLC)
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Machete
40
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Frag Grenade
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Bonus Experience

Supports receive bonus XP for welding doors. Additional XP reward given for building up every 510 points for welding meter.

Normal Hard Suicidal Hell on Earth
Bonus Experience 8 8 8 8

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 (from +68 points at level 0 up to +102 points at level 25). When meter filled, i.e. has 510 points on it, it resets and player recieve additional XP reward. The meter does not become zero but instead begin with a leftover 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 multiple doors, the meter assigned to perk not to the certain door.

Support also gets additional experience for restoring completely broken doors (values are per 1 door):

Normal Hard Suicidal Hell on Earth
Bonus Experience 18 24 30 42

Perk Bonuses

This table represents the passive stat bonuses the Support receives.

Welding Proficiency
max. 75%
( Welding speed increased by 3% per level. )
Shotgun Damage
max. 25%
( Perk weapon damage increased by 1% per level. )
Shotgun Penetration
max. 500%
( Perk weapon penetration power increased by 20% per level. )
Ammo
max. 25%
( Ammo increased by 1% per level. )
Strength
( Weight capacity increased by 1 every 5 levels. )
+Ammo Backpack / +Door Repair
( Provide ammo to teammates and repair destroyed doors. )


Perk Skills

This table represents the active abilities the Support has access to. You have the option of choosing one per tier.

Ammo Management
High Capacity Magazines
5
Tactical Reload
Increase magazine capacity of perk weapons 75%. Increase reload speed with perk weapons.
Training
Fortitude
10
Salvo
Increase total Health by 50% and damage resistance by 10%. Increase damage of perk weapons 30%.
Firepower
Armor Piercing Shot
15
Tight Choke
Greatly increase penetration and a 10% damage increase with perk weapons. Decrease shot spread of perk weapons by 50%.
Logistics
Resupply Pack
20
Concussion Rounds
Your teammates can get 30% ammo and 20% armor restored by interacting with you once per wave. You can carry up to 20% more ammo for perk weapons. Increase stumble power for perk weapons 150%.
Advanced Training
ZED TIME - Penetrator
25
ZED TIME - Barrage
During Zed time, your perk weapons suffer no damage reduction from penetration and you penetrate through all Zeds. Also, reload in real-time. During ZED Time, your perk weapons shoot in near real-time.


Actual Stats

Armor Piercing Shot (extra damage) 10%
Armor Piercing Shot (extra penetration power) +4
Barrage (resistance to slow-mo, on firing) 90%
Concussion Rounds (stumble power multiplier) x2.5
Fortitude (damage diminution) -10%
Fortitude (player HP multiplier) x1.5
High Capacity Mags (extra mag ammo, of base value) 75%
Penetrator (extra penetration power) +30
Penetrator (no damage reduction on penetration) yes
Penetrator (weapon reloads resistant to slow-mo) yes
Resupply Pack (extra spare ammo, for skill owner) 20%
Resupply Pack (multiplier of ammo given to teammates) x1.3
Resupply Pack (teammates recieve armor, up to) 20%
Salvo (extra damage) 30%
Tactical Reload (faster reloading) yes
Tight Choke (spread multiplier) x0.5

Perk Notes

  • Damage modification (passive + skills): Passive damage bonus, Salvo and Armor Piercing Shot skills affect on-perk weapons or damage types (including Knife, excluding Frag Grenade explosion) and shard damage. Damage ROUNDED.
  • Shotgun penetration modification (passive + skills): Passive bonus adds up to +5 points on top of the base penetration power of the weapon. Armor Piercing Shot skill adds 4 more points. For the duration of ZED Time Penetrator skill replaces effect of Armor Piercing Shot and adds 30 more penetration power points to the weapon's base penetration power (for up to +35 points at level 25). Additionally for the duration of ZED Time, when Penetrator skill active, weapons will not suffer from the damage reduction on each subsequent penetration. All these bonuses as well affect all of FAMAS Masterkey attacks.
  • Passive (Ammo Backup): Amount of given ammo per interaction is a value of Magazine Size x Rounddown(Max((Initial Spare Magazines / 1.5), 1)), e.g. at least one magazine, but depending on weapon might be more if this weapon comes with 3 or more spare magazines upon initial purchase. For secondary ammo it refills Max((Ammo Pickup Scale x Magazine Size), 1). Resupply Pack skill multiplies ammo values by x1.3.
  • Skill (Concussion Rounds): Skill works only with on-perk weapons.
  • Skill (High Capacity Mags): Skill excudes Double-barrel Boomstick, Doomstick and HRG Buckshot(s).
  • Skill (Penetrator): The part of the skill that removes damage reduction for each next subsequent penetration works even on off-perk weapons. However, this skill does not add any extra penetration power to off-perk weapons.
  • Skill (Resupply Pack): Skill multiplies amount of ammo given to teammates by x1.3 (see Ammo Backup). Total amount of ammo given is an integer value of INT(Initial Spare Mags / 1.5) x Mag Size x 1.3, for secondary ammo (e.g. M203 grenades) - Ammo Pickup Scale x Magazine Size x 1.3. Skill allows to replenish ammo and armor separately. Skill icons: green - player can resupply both - armor and ammo, yellow - player can resupply either ammo OR armor (depending on what has been taken earlier), grey - skill inactive. Skill resets by the end of each wave.
  • Damage type: Damage type "Ballistic_Shotgun" includes all the damage types used by Support's on-perk shotguns.

On-perk Weapons

Following weapons and damage types are associated with the Support. They are getting damage bonuses and buffs to their attributes from the respective skills:

Weapons Damage Types
AssaultRifle_FAMAS Ballistic_BlunderbussShards (child of Piercing)
FragGrenade Ballistic_FAMAS_Rifle
HRG_BallisticBouncer Ballistic_Frost_Shotgun_Axe
HRG_BlastBrawlers Ballistic_NailShotgun
HRG_Revolver_Buckshot, HRG_Revolver_DualBuckshot Ballistic_Shotgun
Knife_Support Ballistic_Shotgun_S12, Explosive_Shotgun_S12 (child of EMP)
Pistol_Blunderbuss Bludgeon_BlastBrawlersBash, Bludgeon_BlastBrawlersHeavy
Rifle_FrostShotgunAxe, Proj_Bullet_Frost_Shotgun_Axe Piercing_NadeFragment
Shotgun_AA12
Shotgun_DoubleBarrel
Shotgun_DragonsBreath
Shotgun_ElephantGun
Shotgun_HZ12
Shotgun_M4
Shotgun_MB500
Shotgun_Medic
Shotgun_Nailgun
Shotgun_S12

Strategy

Great perk to control ZED crowd at the choke-points.

Quite effective against Gorefasts and Gorefiends thanks to their native weaknesses to shotgun damage.

Use the extra carrying capacity ability to arm yourself with the HMTech-301 Shotgun or lightweight HMTech-101 Pistol.

If you planning to take down Scrake solo, the Double-barrel Boomstick's headshot is a good starter. It has a lot of stumble power which would give you enough time to reload the weapon or to switch to more powerful shotgun.

Work together - combine the passive ability to restore the doors with Demolitionist's Door Traps ability to set up explosive traps. For better effect don't forget to keep the door "alive" until it would have enough ZEDs behind it.

Utilize Double-barrel Boomstick's / Doomstick's special knockback feature to get off of the ZED's melee attacks and to mitigate the falling damage too.

Has access to Blunderbuss, a cross-perk weapon capable of causing significant explosive damage thanks to one of its firing modes. Mind the distance when shooting cannon balls, lack of explosive resistance may cause a lot of damage to you.

Trivia

  • According to the character's favourite weapon lines, Donovan Neal, PC Rob Briar, Classic Briar and Mr. Foster are the Supports of the team. Although only Donovan Neal and Mr. Foster are the only characters who prefer AA-12. Many other characters are enjoying the M4 shotgun and Double-barrel Boomstick as well.