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That said I do second the notion of trying them all. I too wanted to focus just on one, but decided to level everyone up to 5 to get a feel of the perks and understand their roles. That wasn't enough so I went to 10. Then 15. Now I'm on the way to 25 with everyone but surv)
Swat gets some handy survival skills like starting armour and has a useful emergency crowd control in the form of his flashbang grenades to stun zeds.
The drawback is his ammo is expensive if the team doesn't have a support to resupply from.
Commando is good for learning zed health and effective headshots, plus lets you extend the slow motion zed time which is very powerful later on.
Support is a good all round class and can let teammates get extra ammo right away. The drawback is the shotguns have a slower fire rate, so you have to make your shots count if you get surrounded.
Other perks are worth trying too, but some are less forgiving for stray shots or rely more on teammates for protection than others.
Only thing to keep in mind is which perk does what in terms of killing zeds:
Zerker and Firebug are good at keeping trash at bay, first by facetanking, other by melting it on sight, but not as great at taking down big zeds (scrake, fleshpound ) in quick succession - unless you have god-like aim with eviscerator and at least 15 lvl, and you don't have first for some time. Firebug does not touch big zeds period, unless you're the last man standing.
Commando and Swat virtually do the same, but by killing zeds from medium to long distances before they can get close.
Support and Demo are about taking out lines ( in case of support due to his penetration ) or crowds ( in case of demo due to his AoE weaponry ) of zeds, aswell as having options to kill large zeds rather quickly ( aa12, boomstick, RPG ), but they aren't as good in taking down lone zeds ( random crawlers, stalkers ) as previous perks.
Gunslinger and Sharpshooter's sole purpose is to take down large zeds in quick succession, ss can do it on one shot - from railgun, which at level 20 of a perk can oneshot a scrake on suicidal diff in 6man party. Difference is that gunslinger sticks to medium ranges and very mobile, which allows him to outrun virtually everything, and ss is usually on a sniper duty - crouched and in the middle of the party\guarding backline.
Field Medic heals. Duh. On top of that - helps with scrake takedowns if required due to massive stumble of hmtech-301(shotgun) or debuffs of hemogoblin(this helps with fleshpounds too), and clears up the trash that gets close - hmtech-401(rifle) is quite capable of taking down both trash and medium zeds, but recoil must be managed.
Don't touch survivalist until you know every weapon in the game, and every perk - since this class is meant to fill up to 3 roles at once.
Hope it helps.
If you really prefer a shooting game, sharpie, swat, or commando should serve you equally well as a starting player. Nothing wrong with support either, but it's more of an AoE class than a precision class.
-medic
-bezerker
-sharpshooter
-demolitions
They are either the lifeline, tank, or big zed killers on any team and deserve the most focus on.
zerker is the rock that stops zeds on their tracks, a stonewall jackson.
Med heals and buffs everyone, and gains dosh for doing so.
Demo is a big must on zeds, especially bosses, fleshpounds, and quater pounders.
Sharp is the same as demo but mainly on headshots only. Hence it requires more practice but benefits from the main core damage since KF1, HEADSHOTS
Not to say the other perks aren't useful but the big 4 should be your main focus. You have a lesser chance of getting kicked too if you as one of them, especially zerker and medic.
Gunsligner can double as a sharpshooter but requires more skill learning when to kite and when to hold.
Swat and commando are both spraying classes with swat having an easier time unless commando gets zed time.
Support is good but due to lack of doors and teleporting AIs in Kf2 sorta got slightly nerfed a bit.
Firebug is a good money and ammo saver on trash, but not very powerful on big zeds as the others.
Survivalist is a wild card so has pretty much no strengths but also no weaknesses and comes down to what weapons you pick.
From a co-op Point of view, you'll often be able to play one of these perks without being the second player in that role. These perks are also the strongest spine to build a team from not just because they are good at what they do, but because they make little mess doing it. They all have a reletively low skill entry level and require the least ammount of effort to be good at (they also have some of the highest skill ceilings imo), their jobs also are not the most demanding either (♥♥♥♥♥♥♥ up with them is not an instant team wipe / get killed scenario, not like demo / sharpshooter).
Alot of people will suggest berserker, you won't learn anything worth a damn by playing that class as none of it's skills transfer to anything else and it also enforces bad habbits that will get you killed as another class.
PFFFT you wont learn anything i learn how to swing ME KNIFE when i get cornered by clots i whip me knife out and chop kite and chop and kite and chop and to parry flesh poundz more consistenly aaaand probably learn to blame yer medic when you die even if you are the medic