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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. 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.

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. 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.

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.

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.

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. 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.

While Sharpshooters can deal with weaker ZEDs, it is often not an efficient use of their ammunition or damage output. Due to the massive amount of damage they can inflict with headshots, Sharpshooters are especially effective against large ZEDs. 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. 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. 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. 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. 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. 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. 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.

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 Prestige 1 multiplies all earned XP during the game by x1. 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.

Before Halloween 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. From Killing Floor 2 Wiki.

Consult the User's Guide for information on using the wiki software. We are also working to bring all the information and media from the existing wiki. Killing Floor 2 is the sequel to Killing Floor. The game follows the events of the original game and takes place all around the world mostly in Europe but also even outside of it. The game was in early access since the April 21st, on Steam and was fully released on November 18th, On July 9th, game was also released in Epic Games Store.

In Killing Floor 2 players descend into continental Europe after it has been overrun by horrific, murderous clones called ZEDs that were created by the corporation Horzine. Stephanie Tang Featured Columnist. Twitter Facebook. Published May. More Killing Floor Content. Killing Floor Game Page. Killing Floor Articles. Berserker getting XP within 2 meters of teammate.

Unlike grenades, when you switch perks mid-match, you knife does not change. This is the only way to use the Gore Shiv as a perk other than the Survivalist. When an enemy is killed, you get the full amount of XP that it is worth if you dealt damage to it, regardless of which player killed it. However, if you used weapons from multiple different Perks, then the XP is evenly split across those Perks regardless of how much damage each weapon did. Once a Perk reaches level 25, it is possible to Prestige and reset that Perk back to level zero for some rewards.

Killing Floor Wiki Explore. Killing Floor. Characters D.



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