#10
Jimbo's KF2 GuideWith the Halloween event coming to a close I have put a fair few hours into this one recently and have really been enjoying it, so thought I would post up some "Jimbo tips", as it were, of my time playing the game and the various "perks" (classes) so that when you guys get on it should give you a heads-up. Although to be fair, I fully expect this thread will simply gather dust for a while, as seems to be the case recently. Anyway, without further a-do...
I extracted some information from
the official Wiki and added stuff based on my own experience to create a nice summary of the various perks in the game. Hopefully it will allow us to better choose our squad line-up.
Certain perks are much better focused on doing what they do best, so it's good to try and "stick to your job" after you pick a perk. On the harder difficulties this becomes essential. For example: as a Commando, let other perks deal with larger zeds unless you have to. Or as a sharpshooter, let your team-mates deal with the weaker ones etc.
For reference, my favourites so far have been Berserker, Support and Swat. I would wager that I would stick to those three for our games unless the need arose for a change.
I would think that Field Medic would be Greg's ideal perk - it's actually pretty good even without the healing factor. If I were to choose some 2nd favourites, Field Medic would be on my "B" team, along with Commando.
BerserkerRole: Frontline tank, DPS
Range: Point-blank - medium
Weaponry: Melee swords, clubs, hammers and some limited ranged weaponry, EMP grenade
Strength: Survivability
Weakness: Easily surrounded
CommandoRole: Clearing weaker zeds
Range: Short - medium
Weaponry: Assault rifles and LMG, HE grenade
Strength: Visible enemy health bars, cloak detection
Weakness: Gun recoil, poor against large zeds
SupportRole: Clearing stronger zeds, welding doors, providing ammo and armour to teammates
Range: Short to medium
Weaponry: Shotguns, frag grenade
Strength: High penetration weapons, can give free ammo and armour to team mates once per wave, fast welding
Weakness: Long reload times, ammo wasted on weaker zeds
Field MedicRole: Healer, clearing weaker zeds
Range: Short to long
Weaponry: Wide ranging, depending on player selection. Including pistol, SMG, shotgun and assault rifle, medic grenade
Strength: Healing darts on all medic weapons, adaptable weapon selection
Weakness: Low relative DPS
DemolitionistRole: AOE, DPS, clearing larger zeds and taking on clustered groups quickly
Range: Medium to long
Weaponry: Grenade launchers and rocket launchers, dynamite
Strength: High damage AOE attacks
Weakness: Very limited at close range
FirebugRole: AOE, crowd control, support
Range: Short to medium
Weaponry: Flamethrowers and heat-based weapons, molotov cocktail
Strength: Great at crowd control and slowing zeds
Weakness: Difficult to kill zeds alone
GunslingerRole: DPS
Range: Short to medium
Weaponry: Handguns, nail bomb
Strength: High rate of fire and lots of ammo, able to deal with all zeds well
Weakness: Accuracy and reload times
SharpshooterRole: DPS, clearing larger zeds
Range: Medium to long
Weaponry: Single-shot rifles and sniper rifles, freeze grenade
Strength: Very high DPS, especially effective against large zeds
Weakness: Low rate of fire, require precision
SWATRole: Clearing weaker zeds, limited crowd control
Range: Short - medium
Weaponry: SMG's, flashbang grenade
Strength: Low recoil guns, quick reload times
Weakness: Ammo-hungry
SurvivalistRole: "Filler" perk, able to take on a number of different roles based on weapon and skill choice
Range: Varies, dependent on player choice
Weaponry: Varies, dependent on player choice
Strength: Versatility, Jack of all trades...
Weakness: ...master of none