Welcome Guest [Log In] [Register]
Welcome to RCWF Official Forums. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Perks Guide; Culmination of guides about perks
Topic Started: Jun 23 2012, 11:43 PM (59 Views)
tadpeters
Member Avatar
Administrator
Field Medic
Obviously, medics heal. Duh. They're also semi decent "trash" clearers. (Trash refers to clots, bloats, gorefasts and crawlers.) They can take down sirens and husk in a pinch, but lack the dps to do it as quick as possible. The simplest way to think of them is as a poor mans Commando with drugs. Where they can shine though is in later waves, 5+ but especially 7+. The medic armor damage bonus has the best damage reduction in the game. They can effectively tank Fleshpounds and Scrakes while the team deals with them, and save others from taking a lot of damage. The crutch of this though is that the damage resistence only applies when they have body armor, so once the armor runs out they are just as squishy as fleshbag mcfleshypants. Ideally, they shouldn't have to tank Scrakes. Scrakes can be stunlocked, and shouldn't be damaging anyone. FPs though, that is where they save teams. By keeping the fp in one place the team can toss grenades, focus fire and dance in a merry circle without having to try and hit a cracked out light bright whizzing around. Makes things simple. Simple is good. Lastly, as said you are a poor mans commando. If your team mates need a heal, stop firing and heal. The real commando can do his job well enough while you do yours.
Killing Floor Wiki: Field Medic

Support Specialist
Support is basically the jack of all trade class. They can take out all zeds quickly and effectively, but they have a rather large achilles heal. They have a very low ammo count. HoE waves are upwards of 320 mobs. A lvl6 support has 100 shots with an aa12 and iirc 64 (32 if you give them both barrels) with the hunting shotgun. Compare this to a commandos 15 magazines for the scar and another 15 on the fn fal and you can see a world of difference. You have to know when to use that ammo to be the most effective, at the very least try and hit multiple zeds each shot. If you have a commando or firebug covering the same side as you, let them deal with the trash. Save your ammo for higher priority targets, like sirens, husks, scrakes and fps. Hell, even bloats just to clear them out of the way quickly. Trying to compete with a commando for every crawler kill is just stupid and will probably end up biting you in the ass, and getting your team wiped when you can't handle the things you were supposed to while trying to get the highest kill count.
Killing Floor Wiki: Support Specialist

Sharpshooter
Sharpshooters come in two flavors essentially, but both have the same role: taking out important targets quickly. Sirens, husks, scrakes and FPs, the things that can destroy a team if they aren't brought down fast. If you go the xbow/sniper route you'll have a small ammo pool, and what exactly you target will depend on the make up of the rest of the team. For instance, if you have a demo you don't need to worry about FPs and can focus on scrakes. The other loadout that is common is the Lever Action Rifle and M14. This style is much better at dealing with sirens and husks, and has the ammo capacity to handle a large number of them, and can still fend off a bit of trash. The downside is they lack the punch against the bigger guys, scrakes and FPs, needing multiple headshots to take each one down. For the most part, avoid trash unless you have no other targets, and even then just use your pistol (or m14) and save your ammo for the important stuff. In some regards, sharpshooter and support are just two sides to the same coin. They can both quickly deal with all zeds, but they both have low ammo reserves that means they should save the majority of it for the real threats to the team. Fire on trash only when needed, not as a general rule, and try and conserve the big guns for the big stuff.
Killing Floor Wiki: Sharpshooter

Commando
Commando are the ultimate trash removal class. Clots, crawlers, gorefasts, bloats and stalkers. They have the ammo and precision firing to headshot every single one that pops infront of them. However, they should never, ever, never ever ever ever ever ever fire on scrakes or FPs. All they'll do is rage them, make things worse for everybody and potentially (probably) cause a wipe. Husks and sirens are iffy, ther are actually low priority for you unless the absolutely need to be destroyed. 4-5 headshots are needed to bring them down with a scar/fn fal, and that means that's 4-5 other mobs you could have been clearing out of the way so that the sharpshooter or support had a clear path to them. When big things start wreaking havoc, when an fp rushes past you and your team mates are dealing with it, the commando is one of the classes that holds the line. They ignore the fp, and deal with all the trash following it preventing your team from getting overwhelmed. Also, if a zerker is killing a scrake, keep all the trash around him clear. He'll love you long time (hint hint wink wink!)
Killing Floor Wiki: Commando

Berserker
Berserkers are a mix between a commando and a medic, without the heals or the range. The can tank FPs like a medic (and better than a medic once the armor is gone) and can deal with waves of trash like a commando. They can even deal with scrakes and not take a single lick of damage. This requires a fire axe and at least level 5 berserker, an alt fire head shot will stun the scrake, and a handful more will decapitate him before he can respond. Another alternative for lower level zerkers is an alt fire to the back, backstabs exist in KF, and a handful of those will stunlock and kill a scrake just like from the front. When tanking an FP the same rules as medic tanking apply, hold the FP in a good place so the rest of the team can do their thing and not get hurt. Most trash mobs are nothing for zerkers, but crawlers do cause headaches. Their movements and low stature mean you have to drastically change your aim/crouch in order to hit them. For this reason it is common for zerkers to carry a secondary ranged weapon to deal with them, such as a lever action rifle (which will one shot a crawler even on HoE difficulty). Husks and sirens also pose problems. While a zerker can do enough damage to kill them quickly, getting close enough to them in order to do so is usually rather damaging. This is another area where a secondary ranged weapon comes into use, a couple of head shots when you have to will let you kill a siren and husk from a distance.
Killing Floor Wiki: Berserker

Firebug
I'll be honest, I don't know much about firebugs, perhaps one of the other players can chime in here. For the most part I don't enjoy playing them. It is my understanding however that they are excellent trash clearers akin to commandos, but they seem to have ammo problems if they play that role in HoE games. Some HoE videos I've seen makes them out to be a support class, clearing trash at a distance with the mac10 and helping team mates in the off time, only busting out the flamethrower when things get heavy at a medium/close range. The only issue that a firebug needs to be away of is that flames can blind people almost as badly as a demos smoke, which is another point in favor of the mac10 imo :P The general concensus of the husk gun is that it is a steaming pile of crap, but I'd like to see it used in a HoE map, if used like the mac10 it can get off 240 shots and have a splash radius, fully charged it has the same splash radius as a LAW rocket.
Killing Floor Wiki: Firebug

Demolition
The demo is a unique class. The can clear trash faster than any other class, but they lack the ammo to do so continuously. In this regard, they are best utilized to give the trash clearers a breather, a chance to reload, heal up, and regroup every once and a while. Where they shine though is in killing FPs. A single demo can easily take out a wave of 3 FPs (which is a regular occurance in HoE) without any help, and expending very little in regards to ammo. Fleshpounds have explosive weakness. Demos have a shit ton of explosives. Ergo, boom. The tricky part about playing a demo well though is knowing when to give your team mates that breather they need, and doing so in such a way that you don't block out their vision with giant smoke clouds. Doing it at the wrong time, and blinding your whole time can quickly turn a normal situation into a wipe as the scrake suddenly appears out of the smoke. Speaking of scrakes, your name wasn't on their list. There is a reason for this. Scrakes have a lot of HP, as much as a Fleshpound. They do not have a weakness to explosives. You will waste a large amount of your precious ammo doing nothing more than pissing it off and probably getting a team mate killed as a result. Leave it to the classes that can deal with it safely, and use your ammo wsiely.
Killing Floor Wiki: Demolition
<center>Posted Image
Posted Image
Click for the RCWF Website.
Offline Profile Quote Post Goto Top
 
« Previous Topic · Anything Else (MEN) · Next Topic »
Add Reply

Dark Devention by GraphiX | Converted by Moonface of ZN and UG