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How 2 Killing Floor: Understanding Perks

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«AS»VØLTÅG£
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How 2 Killing Floor: Understanding Perks

Post by «AS»VØLTÅG£ » Fri Oct 30, 2015 10:15 am

We've gone over basic tactics and rules for survival, game mechanics, the different Zeds and their respective strengths and weaknesses, now it's time to understand the perks you choose to play with; their pros and cons, and how to maximize them to not only survive, but become an asset to your team.

Perks are the classes you can play as in Killing Floor. There are a total of seven different perks, all with different strengths and weaknesses; pros and cons. These being Field medic, Support specialist, Sharpshooter, Commando, Berserker, Firebug and Demolition. The game utilizes a leveling system and each perk has seven levels of experience; from 0 to 6. Experience is gained by performing certain actions, the most common of which being to deal damage with weapons specific to that perk but also includes other actions like welding or healing. When you gain enough experience, you will level up in that perk and gain/unlock additional benefits for doing so. The perk and level of a player is detailed on the head-up display as an image and a number of stars. Players using perks at level 0 to 5 will have a red icon and a number of red stars equivalent to their level. Players at level 6 will have a gold icon and a single gold star. Your perk is selected prior to starting a match and can then be changed once per downtime (during the time the Trader is available).

Field Medics: get increased movement speed, resistance to Bloat bile, and more effective armor. Due to the nature of the perk, Field Medics are free to use virtually any weapon alongside their medic guns. The Field Medic's main job is to maintain the health of other players and they gain experience from doing just that; healing. The movement speed increase allows medics to catch up with other players, except Berserkers, to quickly get within range to heal and to avoid direct danger, such as larger specimens which they may be poorly equipped to deal with. The discounts that medics get on combat armor allows them to buy it alongside their other equipment earlier on, allowing them to take advantage of their increased damage soaking ability with the armor.


Support Specialists: are an effective support class, having increased ability to weld doors and carry equipment.


Sharpshooters: gain recoil reduction, and faster reload bonuses for pistols, rifles, and the crossbow. They also gain headshot damage bonuses with all weapons and get discounts on handcannons, .44 Magnums, MK23s, M99 AMR, and the M14 EBR. With their primary weapons of choice sharpshooters are given either extreme damage per shot, with the compound crossbow or M99 AMR, or rate of fire, with the rifles or pistols. Sharpshooters can also be effective with other weapons, such as shotguns and assault rifles, and can match the damage of native classes with those weapons on headshots, however they lack the other bonuses those perks offer.


Below is a list of all seven perks and the requirements and effects that each level of those perks has.
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Field Medic

Level 0 (No requirements). Effects/Benefits: 10% faster syringe charge, 10% more potent medical injections, 10% less damage from bloat bile, 75% discount on MP7M/MP5M

Level 1 (Heal 250 HP on teammates). Effects/Benefits: 25% faster syringe charges, 25% more potent medical injections, 25% less damage from Bloat Bile, 10% better Body Armour, 20% discount on body armor, MP7M/MP5M have 77% discount and 20% larger clip

Level 2 (Heal 750 HP on teammates). Effects/Benefits: 50% faster syringe charges, 25% more potent medical injections, 50% less damage from Bloat Bile, +5% movement speed, 20% better Body Armour, 30% discount on body armor, MP7M/MP5M have 79% discount and 40% larger clip

Level 3 (Heal 4K HP on teammates). Effects/Benefits: 75% faster syringe charges, 50% more potent medical injections, 50% less damage from Bloat Bile, +10% movement speed, 30% better Body Armour, 40% discount on body armor, MP7M/MP5M have 81% discount and 60% larger clip

Level 4 (Heal 12K HP on teammates). Effects/Benefits: 100% faster syringe charges, 50% more potent medical injections, 50% less damage from Bloat Bile, +15% movement speed, 40% better Body Armour, 50% discount on body armor, MP7M/MP5M have 83% discount and 80% larger clip

Level 5 (Heal 25K HP on teammates). Effects/Benefits: 150% faster syringe charges, 50% more potent medical injections, 75% less damage from Bloat Bile, +20% movement speed, 50% better Body Armour, 60% discount on body armor, Starts with body armor, MP7M/MP5M have 85% discount and double clip size

Level 6 (Heal 100K HP on teammates). Effects/Benefits: 200% faster syringe charges, 75% more potent medical injections, 75% less damage from Bloat Bile, +25% movement speed, 75% better Body Armour, 60% discount on body armor, Starts with body armor and MP7M, MP7M/MP5M have 87% discount and double clip size
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Support Specialist

Level 0 (No requirements). Effects/Benefits: +10% shotguns damage, +10% shotguns penetration, +10% weld/unweld speed, 10% shotguns discount

Level 1 (Weld 2000 door HP,Inflict 25,000 HP shotgun damage). Effects/Benefits: +10% shotguns damage, +18% shotguns penetration, +10% shotguns ammo, +5% grenade damage, +20% grenade capacity (6), +15% carry weight, +25% weld/unweld speed, 20% shotguns discount

Level 2 (Weld 7K door HP, Inflict 100K HP shotgun damage). Effects/Benefits: +20% shotguns damage, +36% shotguns penetration, +20% shotguns ammo, +10% grenade damage, +40% grenade capacity (7), +20% carry weight, +50% weld/unweld speed, 30% shotguns discount

Level 3 (Weld 35K door HP,Inflict 500K HP shotgun damage). Effects/Benefits: +30% shotguns damage, +54% shotguns penetration, +25% shotguns ammo, +20% grenade damage, +60% grenade capacity (8), +25% carry weight, +75% weld/unweld speed, 40% shotguns discount

Level 4 (Weld 120K door HP, Inflict 1.5M HP shotgun damage). Effects/Benefits: +40% shotguns damage, +72% shotguns penetration, +25% shotguns ammo, +30% grenade damage, +80% grenade capacity (9), +30% carry weight, +100% weld/unweld speed, 50% shotguns discount

Level 5 (Weld 250K door HP, Inflict 3.5M HP shotgun damage). Effects/Benefits: +50% shotguns damage, +90% shotguns penetration, +25% shotguns ammo, +40% grenade damage, +100% grenade capacity (10), +50% carry weight, +150% weld/unweld speed, 60% shotguns discount, Starts with shotgun

Level 6 (Weld 370K door HP, Inflict 5.5M HP shotgun damage). Effects/Benefits: +60% shotguns damage, +90% shotguns penetration, +30% shotguns ammo, +50% grenade damage, +120% grenade capacity (11), +60% carry weight+150% weld/unweld speed, 70% shotguns discount, Starts with hunting shotgun
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Sharpshooter

Level 0 (No requirements). Effects/Benefits: +10% headshot damage with precision weapons, +5% headshot damage with other weapons, 10% discount on Handcannons, 44.Magnum and M14

Level 1 (30 headshots with precision weapons [9mm Pistol, Handcannon, 44.Magnum, Lever Action Rifle, Crossbow, M14]). Effects/Benefits: +21% headshot damage with precision weapons, +10% headshot damage with other weapons, -25% recoil with precision weapons, 10% faster reload with precision weapons, 10% faster rate of fire with Lever Action Rifle, 20% discount on Handcannons, 44.Magnum and M14

Level 2 (100 headshots with precision weapons). Effects/Benefits: +38% headshot damage with precision weapons, +20% headshot damage with other weapons, -50% recoil with precision weapons, 20% faster reload with precision weapons, 20% faster rate of fire with Lever Action Rifle, 30% discount on Handcannons, 44.Magnum and M14

Level 3 (700 headshots with precision weapons). Effects/Benefits: +56% headshot damage with precision weapons, +30% headshot damage with other weapons, -75% recoil with precision weapons, 30% faster reload with precision weapons, 30% faster rate of fire with Lever Action Rifle, 40% discount on Handcannons, 44.Magnum and M14

Level 4 (2500 headshots with precision weapons). Effects/Benefits: +82% headshot damage with precision weapons, +40% headshot damage with other weapons, -75% recoil with precision weapons, 40% faster reload with precision weapons, 40% faster rate of fire with Lever Action Rifle, 50% discount on Handcannons, 44.Magnum and M14

Level 5 (5500 headshots with precision weapons). Effects/Benefits: +125% headshot damage with precision weapons, +50% headshot damage with other weapons, -75% recoil with precision weapons, 50% faster reload with precision weapons, 50% faster rate of fire with Lever Action Rifle, 60% discount on Handcannons, 44.Magnum and M14, Spawns with Lever Action Rifle

Level 6 (8500 headshots with precision weapons). Effects/Benefits: +140% headshot damage with precision weapons, +50% headshot damage with other weapons, -75% recoil with precision weapons, 60% faster reload with precision weapons, 60% faster rate of fire with Lever Action Rifle, 70% discount on Handcannons, 44.Magnum and M14, Spawns with Crossbow
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Commando

Level 0 (No requirements). Effects/Benefits: 5% more damage with Bullpup/M4/AK47/SCAR, 5% less recoil with Bullpup/M4/AK47/SCAR, 5% faster reload with all weapons, 10% discount on Bullpup/M4/AK47/SCAR, Can see cloaked Stalkers from 4 meters

Level 1 (Kill 30 stalkers and deal 25K damage [Bullpup, M4, AK47, SCAR). Effects/Benefits: 10% more damage with Bullpup/M4/AK47/SCAR, 10% less recoil with Bullpup/M4/AK47/SCAR, 10% larger Bullpup/M4/AK47/SCAR clip, 10% faster reload with all weapons, 20% discount on Bullpup/M4/AK47/SCAR, Can see cloaked Stalkers from 8m, Can see enemy health from 4m

Level 2 (Kill 100 stalkers and deal 100K damage with above mentioned weapons). Effects/Benefits: 20% more damage with Bullpup/M4/AK47/SCAR, 15% less recoil with Bullpup/M4/AK47/SCAR, 20% larger Bullpup/M4/AK47/SCAR clip. 15% faster reload with all weapons, 30% discount on Bullpup/M4/AK47/SCAR, Can see cloaked Stalkers from 10m, Can see enemy health from 7m

Level 3 (Kill 350 stalkers and deal 500K damage with above mentioned weapons). Effects/Benefits: 30% more damage with Bullpup/M4/AK47/SCAR, 20% less recoil with Bullpup/M4/AK47/SCAR, 25% larger Bullpup/M4/AK47/SCAR clip, 20% faster reload with all weapons, 40% discount on Bullpup/M4/AK47/SCAR, Can see cloaked Stalkers from 12m, Can see enemy health from 10m, Zed-Time can be extended by killing an enemy while in slow motion

Level 4 (Kill 1200 stalkers and deal 1.5M damage with above mentioned weapons). Effects/Benefits: 40% more damage with Bullpup/M4/AK47/SCAR, 30% less recoil with Bullpup/M4/AK47/SCAR, 25% larger Bullpup/M4/AK47/SCAR clip, 25% faster reload with all weapons, 50% discount on Bullpup/M4/AK47/SCAR, Can see cloaked Stalkers from 14m, Can see enemy health from 13m, Up to 2 Zed-Time Extensions

Level 5 (Kill 2400 stalkers and deal 3.5M damage with above mentioned weapons). Effects/Benefits: 50% more damage with Bullpup/M4/AK47/SCAR, 30% less recoil with Bullpup/M4/AK47/SCAR, 25% larger Bullpup/M4/AK47/SCAR clip, 30% faster reload with all weapons, 60% discount on Bullpup/M4/AK47/SCAR, Spawn with a Bullpup, Can see cloaked Stalkers from 16m, Can see enemy health from 16m, Up to 3 Zed-Time Extensions

Level6 (Kill 3600 stalkers and deal 5.5M damage with above mentioned weapons). Effects/Benefits: 50% more damage with Bullpup/M4/AK47/SCAR, 40% less recoil with Bullpup/M4/AK47/SCAR, 25% larger Bullpup/M4/AK47/SCAR clip, 35% faster reload with all weapons, 70% discount on Bullpup/M4/AK47/SCAR, Spawn with an AK47, Can see cloaked Stalkers from 16m, Can see enemy health from 16m, Up to 4 Zed-Time Extensions
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Berserker

Level 0 (No requirements). Effects/Benefits: +10% melee damage, 10% less damage from bloat bile, 10% discount on Chainsaw/Katana/Claymore, Can't be grabbed by Clots

Level 1 (25K melee weapon damage). Effects/Benefits: +20% melee damage, 5% faster melee attacks, +15% melee movement, -25% bloat bile damage, 5% damage resistance, 20% discount on Chainsaw/Katana/Claymore, Can't be grabbed by clots

Level 2 (100K melee weapon damage). Effects/Benefits: +40% melee damage, 10% faster melee attacks, +15% melee movement,-35% bloat bile damage, 10% damage resistance, 30% discount on Chainsaw/Katana/Claymore, Can't be grabbed by clots, 1 Zed-Time extensions

Level 3 (500K melee weapon damage). Effects/Benefits: +60% melee damage, 10% faster melee attacks, +15% melee movement, -50% bloat bile damage, 15% damage resistance, 40% discount on Chainsaw/Katana/Claymore, Can't be grabbed by clots, 2 Zed-Time extensions

Level 4 (1.5M melee weapon damage). Effects/Benefits: +80% melee damage, 15% faster melee attacks, +15% melee movement, -65% bloat bile damage, 20% damage resistance, 50% discount on Chainsaw/Katana/Claymore, Can't be grabbed by clots, 3 Zed-Time extensions

Level 5 (No requirements). Effects/Benefits: +100% melee damage, 20% faster melee attacks, +20% melee movement, -75% bloat bile damage, 30% damage resistance, 60% discount on Chainsaw/Katana/Claymore, Can't be grabbed by clots, 4 Zed-Time extensions, Starts with chainsaw

Level 6 (No requirements). Effects/Benefits: +100% melee damage, 25% faster melee attacks, +25% melee movement, -80% bloat bile damage, 40% damage resistance, 70% discount on Chainsaw/Katana/Claymore, Can't be grabbed by clots, 4 Zed-Time extensions, Starts with Axe and armor
We've gone over basic tactics and rules for survival, game mechanics, the different Zeds and their respective strengths and weaknesses, now it's time to understand the perks you choose to play with; their pros and cons, and how to maximize them to not only survive, but become an asset to your team.

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Firebug

Level 0 (No requirements). Effects/Benefits: +5% incendiary weapons damage, 50% fire resistance, 10% incendiary weapons discount

Level 1 (25K fire damage). Effects/Benefits: +10% incendiary weapons damage, +10% flamethrower/Husk Gun fuel canister size, +12% Mac10 clip size, +10% faster flamethrower reload, +5% faster Mac10 reload, 60% fire resistance, 20% incendiary weapons discount

Level 2 (100K fire damage). Effects/Benefits: +20% incendiary weapons damage, +20% flamethrower/Husk Gun fuel canister size, +24% Mac10 clip size, +20% faster flamethrower reload, +10% faster Mac10 reload, 70% fire resistance, 30% incendiary weapons discount

Level 3 (500K fire damage). Effects/Benefits: +30% incendiary weapons damage, +30% flamethrower/Husk Gun fuel canister size, +36% Mac10 clip size, +30% faster flamethrower reload, +15% faster Mac10 reload, +50% flamethrower range, 80% fire resistance, 40% incendiary weapons discount, Incendiary grenades

Level 4 (1.5M fire damage). Effects/Benefits: +40% incendiary weapons damage, +40% flamethrower/Husk Gun fuel canister size, +48% Mac10 clip size, +40% faster flamethrower reload, +20% faster Mac10 reload, +50% flamethrower range, 90% fire resistance, 50% incendiary weapons discount, Incendiary grenades

Level 5 (3.5M fire damage). Effects/Benefits: +50% incendiary weapons damage, +50% flamethrower/Husk Gun fuel canister size, +60% Mac10 clip size, +50% faster flamethrower reload, +25% faster Mac10 reload, +100% flamethrower range, immune to fire, 60% incendiary weapons discount, Incendiary grenades, Starts with flamethrower

Level 6 (5.5M fire damage). Effects/Benefits: +60% incendiary weapons damage, +60% incendiary weapons clip size, +60% faster flamethrower reload, +30% faster Mac10 reload, +100% flamethrower range, immune to fire, 70% incendiary weapons discount, Incendiary grenades, Starts with flamethrower and body armor
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Demolitions

Level 0 (No requirements). Effects/Benefits: +5% explosive damage, 25% explosive resistance, 10% discount on explosives, 50% discount on remote explosives

Level 1 (25K explosive damage). Effects/Benefits: +10% explosive damage, 30% explosive resistance, 20% discount on explosives, 54% discount on remote explosives, Can carry 6 grenades and 3 remote explosives

Level 2 (100K explosive damage). Effects/Benefits: +20% explosive damage, 35% explosive resistance, 30% discount on explosives, 58% discount on remote explosives, Can carry 7 grenades and 4 remote explosives

Level 3 (500K explosive damage). Effects/Benefits: +30% explosive damage, 40% explosive resistance, 40% discount on explosives, 62% discount on remote explosives, Can carry 8 grenades and 5 remote explosives

Level 4 (1.5M explosive damage). Effects/Benefits: +40% explosive damage, 45% explosive resistance, 50% discount on explosives, 66% discount on remote explosives, Can carry 9 grenades and 6 remote explosives

Level 5 (3.5M explosive damage). Effects/Benefits: +50% explosive damage, 50% explosive resistance, 60% discount on explosives, 70% discount on remote explosives, Can carry 10 grenades and 7 remote explosives, Starts with a pipe bomb

Level 6 (5.5M explosive damage). Effects/Benefits: , +60% explosive damage, 55% explosive resistance, 70% discount on explosives, 74% discount on remote explosives, Can carry 11 grenades and 8 remote explosives, Starts with an M79 and a pipe bomb
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