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Overall all the perks do have a use in this game though (as opposed to KF1 where you kinda never really ran Commando or Beserker on a skilled team.) Sharpshooter and Demo have some trouble defending themselves due to their high range limitations, and Firebug somewhat suffers due to all the problems Fire damage currently has, but every perk is capable of making an impact.
Except Survivalist. Not a real perk lol.
Berserker (Large Zed parrying)
Field Medic (Self-explanatory)
Commando (Stalker Callout)
Demolitionist (M79/RPG7)
Other 2 perk choices are inconsequential
Team carry:Zerk with Medic(not the combat abilities), Support(Definitely with AA-12), Sharpshooter(one hit wonder),Commando(Zed time extender),SWAT(Police Brutality with flash-banging on SC/FP despite that may easily run out ammo fast).
But still, each perk have best field on something.
(Unless you count troll/grief carry also count as one then i put Survivalist/Fireskrubs[brain throwing firebug]/Demolitards[the one keep banging SCs and smoking around to disturb you aim constantly] in this one)
When running HoE with GS I often get first place in kills/money/headshot
Its outclassed by the Zerker with an Eviscerator. In the long run a Eviscerator outclasses a Gunslinger. But short term a GS is an absolute beast.
Its berserker
yeah definitely not
the only advantage zerker has over slinger for "carrying" is health regen which isn't all that necessary
Berserker may be good for solo kiting and taking hits, but in a team he mostly gets in the way and draws aggro away from the big hitters and requires too much time and space to deal with large zeds by himself to be called a "carry".
It's not just about damage output, it's about helping the team win, and there are far more ways to do that than by topping the damn killboard.