Support (Killing Floor 2): Difference between revisions

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===Actual Stats===
===Actual Stats===
{| class="wikitable"
{| class="wikitable"
|Armor Piercing Shot (extra penetration power)
|<small>Armor Piercing Shot (extra penetration power)</small>
| +4
|<small>+4</small>
|-
|-
|Barrage (resistance to slow-mo, on firing)
|<small>Barrage ([[Mechanics (Killing Floor 2)#Gameplay - ZED Time resistance|resistance to slow-mo]], on firing)</small>
|90%
|<small>90%</small>
|-
|-
|Concussion Rounds (stumble power multiplier)
|<small>Concussion Rounds (stumble power multiplier)</small>
|x2.5
|<small>x2.5</small>
|-
|-
|Fortitude (player HP multiplier)
|<small>Fortitude (player HP multiplier)</small>
|x1.5
|<small>x1.5</small>
|-
|-
|High Capacity Mags (extra mag ammo, of base value)
|<small>High Capacity Mags (extra mag ammo, of base value)</small>
|50%
|<small>50%</small>
|-
|-
|Penetrator (extra penetration power)
|<small>Penetrator (extra penetration power)</small>
| +40
|<small>+40</small>
|-
|-
|Penetrator (no damage reduction on penetration)
|<small>Penetrator (no damage reduction on penetration)</small>
|yes
|<small>yes</small>
|-
|-
|Resupply Pack (extra spare ammo, for skill owner)
|<small>Resupply Pack (extra spare ammo, for skill owner)</small>
|20%
|<small>20%</small>
|-
|-
|Resupply Pack (multiplier of ammo given to teammates)
|<small>Resupply Pack (multiplier of ammo given to teammates)</small>
|x1.3
|<small>x1.3</small>
|-
|-
|Resupply Pack (teammates recieve armor, up to)
|<small>Resupply Pack (teammates recieve armor, up to)</small>
|20%
|<small>20%</small>
|-
|-
|Salvo (extra damage)
|<small>Salvo (extra damage)</small>
|30%
|<small>30%</small>
|-
|-
|Tactical Reload (faster reloading)
|<small>Tactical Reload (faster reloading)</small>
|yes
|<small>yes</small>
|-
|-
|Tight Choke (spread multiplier)
|<small>Tight Choke (spread multiplier)</small>
|x0.5
|<small>x0.5</small>
|}
|}


===Perk Notes===
===Perk Notes===


* Damage modification (passive + skills): Passive damage bonus and Salvo skill affecting on-perk weapons or damage types (including Knife, excluding Frag Grenade explosion) and shard damage. Damage ROUNDED UP.
*Damage modification (passive + skills): Passive damage bonus and ''Salvo'' skill affecting on-perk weapons or damage types (including Knife, excluding Frag Grenade explosion) and shard damage. Damage ROUNDED UP.
* 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 40 more penetration power points to the weapon's base penetration power (for up to +45 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.
*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 40 more penetration power points to the weapon's base penetration power (for up to +45 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.
* Passive (Ammo Backup): Amount of given magazines per interaction is a maximum out of two possible integer values - (Initial Spare Magazines / 1.5) OR 1, for secondary ammo to give - (Ammo Pickup Scale x Magazine Size) OR 1. Additionally Resupply Pack skill multiplies these values by x1.3. Resupply Pack skill DOES NOT increase amount of the ammo given to teammates.
*Passive (Ammo Backup): Amount of given magazines per interaction is a maximum out of two possible integer values - (Initial Spare Magazines / 1.5) OR 1, for secondary ammo to give - (Ammo Pickup Scale x Magazine Size) OR 1. Additionally ''Resupply Pack'' skill multiplies these values by x1.3.
* Skill (Concussion Rounds): Skill works only with on-perk weapons.
*Skill (Concussion Rounds): Skill works only with on-perk weapons.
* Skill (High Capacity Mags): Skill excudes [[Double-barreled_Boomstick|Double-barrel Boomstick]] and [[Doomstick]].
*Skill (High Capacity Mags): Skill excudes [[Double-barreled_Boomstick|Double-barrel Boomstick]] and [[Doomstick]].
* 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: red - 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 at the end of each wave.
*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. [[M16 M203 Assault Rifle|M203]] grenades) - Ammo Pickup Scale x Magazine Size x 1.3. Skill allows to replenish ammo and armor separately. Skill icons: red - 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 at the end of each wave.
* Damage type: Damage type "Ballistic_Shotgun" includes all the damage types used by Support's on-perk shotguns.
*Damage type: Damage type "Ballistic_Shotgun" includes all the damage types used by Support's on-perk shotguns.


===On-perk Weapons===
===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:
Following weapons and damage types are associated with the Support. They are getting damage bonuses and buffs to their attributes from the respective skills:
 
{| class="wikitable"
FragGrenade
!<small>Weapons</small>
 
!<small>Damage Types</small>
Knife_Support
|-
 
| rowspan="1" |<small>FragGrenade</small>
Shotgun_AA12
|<small>Ballistic_DragonsBreath</small>
 
|-
Shotgun_DoubleBarrel
| rowspan="1" |<small>Knife_Support</small>
 
|<small>Ballistic_NailShotgun</small>
Shotgun_DragonsBreath
|-
 
| rowspan="1" |<small>Shotgun_AA12</small>
Shotgun_ElephantGun
|<small>Ballistic_Shotgun</small>
 
|-
Shotgun_HZ12
| rowspan="1" |<small>Shotgun_DoubleBarrel</small>
 
|<small>Ballistic_Shotgun_Medic</small>
Shotgun_M4
|-
 
| rowspan="1" |<small>Shotgun_DragonsBreath</small>
Shotgun_MB500
|<small>Piercing_NadeFragment</small>
 
|-
Shotgun_Medic
| rowspan="1" |<small>Shotgun_ElephantGun</small>
----
|
Ballistic_DragonsBreath
|-
 
| rowspan="1" |<small>Shotgun_HZ12</small>
Ballistic_NailShotgun
|
 
|-
Ballistic_Shotgun
| rowspan="1" |<small>Shotgun_M4</small>
 
|
Ballistic_Shotgun_Medic
|-
 
| rowspan="1" |<small>Shotgun_MB500</small>
Piercing_NadeFragment
|
 
|-
| rowspan="1" |<small>Shotgun_Medic</small>
|
|}
==Strategy==
==Strategy==


Line 391: Line 394:
Work together - combine the passive ability to restore the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Doors|doors]] with [[Demolitionist_(Killing_Floor_2)|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.
Work together - combine the passive ability to restore the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Doors|doors]] with [[Demolitionist_(Killing_Floor_2)|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-barreled_Boomstick|Double-barrel Boomstick's]] special knockback feature to get off of the ZED's melee attacks and to mitigate the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Crashing_.2F_falling_damage|falling damage]] too.
Utilize [[Double-barreled_Boomstick|Double-barrel Boomstick's]] / [[Doomstick]]'s special knockback feature to get off of the ZED's melee attacks and to mitigate the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Crashing_.2F_falling_damage|falling damage]] too.


==Trivia==
==Trivia==


* According to the [[Characters_(Killing_Floor_2)|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_Combat_Shotgun|M4]] shotgun and Double-barrel Boomstick as well.
*According to the [[Characters_(Killing_Floor_2)|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_Combat_Shotgun|M4]] shotgun and Double-barrel Boomstick as well.


{{KF2NavBox}}
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Revision as of 13:16, 28 July 2018


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.
• {{{Strength_3}}}
• {{{Strength_4}}}
Weakness
• Long reload time.
• Expensive Ammunition.
• {{{Weakness_2}}}
• {{{Weakness_3}}}
• {{{Weakness_4}}}
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 choke points into the squishy center of your squad.

General Information

Armed with a variety of shotguns, the Support's penetration power allows them to deal with groups of ZEDs quickly. Supports can also weld doors with increased speed and has the unique ability to repair destroyed doors, allowing them to more easily block off additional approaches and create the choke points they thrive on.

Weapon List

200
5
SG 500 Pump-Action
750
5
Double-barreled Boomstick
750
5
HZ12 Multi-Action
1100
8
M4 Combat Shotgun
1500
10
AA-12 Auto Shotgun
1500
11
Doomstick
750
5
VLAD-1000 Nailgun
1100
6
HMTech-301 Shotgun
650
5
Incendiary Trench Gun
{{{WeaponPricing_9}}}
{{{WeaponWeight_9}}}
[[{{{WeaponLink_9}}}|{{{WeaponName_9}}}]] link={{{WeaponLink_9}}}
{{{WeaponPricing_10}}}
{{{WeaponWeight_10}}}
[[{{{WeaponLink_10}}}|{{{WeaponName_10}}}]] link={{{WeaponLink_10}}}
{{{WeaponPricing_11}}}
{{{WeaponWeight_11}}}
[[{{{WeaponLink_11}}}|{{{WeaponName_11}}}]] link={{{WeaponLink_11}}}
{{{WeaponPricing_12}}}
{{{WeaponWeight_12}}}
[[{{{WeaponLink_12}}}|{{{WeaponName_12}}}]] link={{{WeaponLink_12}}}
{{{WeaponPricing_13}}}
{{{WeaponWeight_13}}}
[[{{{WeaponLink_13}}}|{{{WeaponName_13}}}]] link={{{WeaponLink_13}}}
{{{WeaponPricing_14}}}
{{{WeaponWeight_14}}}
[[{{{WeaponLink_14}}}|{{{WeaponName_14}}}]] link={{{WeaponLink_14}}}
{{{WeaponPricing_15}}}
{{{WeaponWeight_15}}}
[[{{{WeaponLink_15}}}|{{{WeaponName_15}}}]] link={{{WeaponLink_15}}}
---
---
9mm Pistol
150
2
Dual 9mm Pistols
---
---
Machete
40
---
Frag Grenade
{{{WeaponPricing_20}}}
{{{WeaponWeight_20}}}
[[{{{WeaponLink_20}}}|{{{WeaponName_20}}}]] link={{{WeaponLink_20}}}
{{{WeaponPricing_21}}}
{{{WeaponWeight_21}}}
[[{{{WeaponLink_21}}}|{{{WeaponName_21}}}]] link={{{WeaponLink_21}}}
{{{WeaponPricing_22}}}
{{{WeaponWeight_22}}}
[[{{{WeaponLink_22}}}|{{{WeaponName_22}}}]] link={{{WeaponLink_22}}}
{{{WeaponPricing_23}}}
{{{WeaponWeight_23}}}
[[{{{WeaponLink_23}}}|{{{WeaponName_23}}}]] link={{{WeaponLink_23}}}
{{{WeaponPricing_24}}}
{{{WeaponWeight_24}}}
[[{{{WeaponLink_24}}}|{{{WeaponName_24}}}]] link={{{WeaponLink_24}}}
{{{WeaponPricing_25}}}
{{{WeaponWeight_25}}}
[[{{{WeaponLink_25}}}|{{{WeaponName_25}}}]] link={{{WeaponLink_25}}}
{{{WeaponPricing_26}}}
{{{WeaponWeight_26}}}
[[{{{WeaponLink_26}}}|{{{WeaponName_26}}}]] link={{{WeaponLink_26}}}
{{{WeaponPricing_27}}}
{{{WeaponWeight_27}}}
[[{{{WeaponLink_27}}}|{{{WeaponName_27}}}]] link={{{WeaponLink_27}}}
{{{WeaponPricing_28}}}
{{{WeaponWeight_28}}}
[[{{{WeaponLink_28}}}|{{{WeaponName_28}}}]] link={{{WeaponLink_28}}}
{{{WeaponPricing_29}}}
{{{WeaponWeight_29}}}
[[{{{WeaponLink_29}}}|{{{WeaponName_29}}}]] link={{{WeaponLink_29}}}
{{{WeaponPricing_30}}}
{{{WeaponWeight_30}}}
[[{{{WeaponLink_30}}}|{{{WeaponName_30}}}]] link={{{WeaponLink_30}}}


Bonus Experience

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

Perk Stats

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 50%. Increase reload speed with perk weapons.
Training
Fortitude
10
Salvo
Increase total Health by 50%. Increase damage of perk weapons 30%.
Firepower
Armor Piercing Shot
15
Tight Choke
Greatly increase penetration 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 penetrate through any targets they hit. During ZED Time, your perk weapons shoot in near real-time.


Actual Stats

Armor Piercing Shot (extra penetration power) +4
Barrage (resistance to slow-mo, on firing) 90%
Concussion Rounds (stumble power multiplier) x2.5
Fortitude (player HP multiplier) x1.5
High Capacity Mags (extra mag ammo, of base value) 50%
Penetrator (extra penetration power) +40
Penetrator (no damage reduction on penetration) 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 and Salvo skill affecting on-perk weapons or damage types (including Knife, excluding Frag Grenade explosion) and shard damage. Damage ROUNDED UP.
  • 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 40 more penetration power points to the weapon's base penetration power (for up to +45 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.
  • Passive (Ammo Backup): Amount of given magazines per interaction is a maximum out of two possible integer values - (Initial Spare Magazines / 1.5) OR 1, for secondary ammo to give - (Ammo Pickup Scale x Magazine Size) OR 1. Additionally Resupply Pack skill multiplies these values by x1.3.
  • Skill (Concussion Rounds): Skill works only with on-perk weapons.
  • Skill (High Capacity Mags): Skill excudes Double-barrel Boomstick and Doomstick.
  • 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: red - 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 at 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
FragGrenade Ballistic_DragonsBreath
Knife_Support Ballistic_NailShotgun
Shotgun_AA12 Ballistic_Shotgun
Shotgun_DoubleBarrel Ballistic_Shotgun_Medic
Shotgun_DragonsBreath Piercing_NadeFragment
Shotgun_ElephantGun
Shotgun_HZ12
Shotgun_M4
Shotgun_MB500
Shotgun_Medic

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.

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.