Unfortunate Spacemen

Unfortunate Spacemen

70 ratings
(Outdated) Perk Tier List
By Caim
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Disclaimer
This is all my opinion, do what you want at the end of the day.
Rating Meaning
S
- The best of the best, has very little or no con's, very hard to leave out of any build.

A
- Normally the ideal filler for any left over slots that aren't already S, a few cons, or generally not as crucial.

B
- Has some con's, or not as dire, should be used as last choice if no other S or A choices.

C
- When made full use of, they can make a big difference, but tends to have limited scenarios of usefulness.

D
- Even more luck based on a scenario being played out, times where you will never see it used in a round.

E
- Even when the stars align they tend to underperform, would not recommend.

F
- Completely useless, or so rare of it being used properly that you're better off playing the lottery.
Monster Tier List
Monster Perk Explanation
CHITIN
  • REDUCES DAMAGE BY 5% while in monster form.
  • Your Monster Form DOES NOT SHOW UP on THERMAL IMAGING OR SCANNERS.
  • Your Monster HEALTH REGENERATES FASTER +1 HP PER INTERVAL.
  • You WILL NOT BE DETECTED by Tripmines while in Human Form.


- Pros
  • Being able to hide from both tripmines and thermal vision.
  • Extra Monster HP regen.
  • Reduces damage taken as a Monster.
- Cons
  • Nothing.
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POSTERIOR CLAWS
  • You RUN 25% FASTER in Monster Form.
  • You JUMP 3x HIGHER in Monster Form.
  • You can DODGE WHILE AIRBORNE in Monster Form.




- Pros
  • Move around the map quicker.
  • Reach hard to reach areas easily with added jump height and dodge.
  • Able to lunge quickly in or out of combat with the dodge.
-Cons
  • No use in Spacemen Form.
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TOXIC INK
  • When TRANSFORMING BETWEEN EITHER FORM, you leave behind a DARK, TOXIC INK CLOUD that lingers for a short duration and deals damage to anyone inside it.




- Pros
  • Smoke grenade-esk effect allowing for a better escape.
  • Use it in door ways to make leaving impossible without being scathed.
  • Can be used as a diversion, use it one way run the other.
  • Use on cornered Spacemen for a quicker kill.
  • Used near cameras will fog its vision for its duration.
- Cons
  • Can alert people that did not see you, to where you just were.
  • Damage is arguably not substantial enough to be taken for the damage alone.
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TITANIUM CLAWS
  • Your CLAWS deal 7x DAMAGE to DOORS AND MACHINERY.
  • You start with +2 CLAW DAMAGE.
  • Your CLAW SWIPES have a UNIQUE SOUND.




- Pros
  • Locked and welded doors break very quickly in Monster Form
  • Killing Spacemen is much easier early on
  • Supa cool UnIqUE sounds
-Cons
  • Very rare you should break doors as a monster
  • Starting out is when you are the weakest as a monster, leading to quick deaths if you're not careful
  • No use in Spacemen Form
  • Sound actually gives you nothing
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ACID MONSTER
  • You have ACID pouring out of everywhere.
  • WHEN DAMAGED, you SPLASH ACID on nearby objects and individuals.
  • Your egg-laying ability now lays an ACID BOMB trap.




- Pros
  • Deal damage to nearby people shooting you, making them possibly think twice about running.
  • Instant kill explosive egg.
- Cons
  • Egg is very noticeable, hard to make use of if it's not used very strategically.
  • Most use of this perk is from taking damage, which you should be taking as little as possible to begin with.
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VOID BEAST
  • You are a VOID BEAST from the blackest depths of space.
  • Your Monster Form is protruding from a BLACK HOLE.
  • YOU CAN NOT BURROW. Instead, you can BLINK A SHORT DISTANCE, but not through obstacles.
  • Instead of a regular Parasite Egg, you plant a VOID BOMB, which is a trap that will detonate multiple times to ELETROCLOCK anyone, including yourself, in its vicinity. If you have ACID MONSTER as well, you DO NOT get the ACID BOMB with this Perk.
  • Your MONSTER FOOTSTEPS are quieter.

- Pros
  • Blink allows you to escape easier, works great with Posterior Claws.
  • Quieter footsteps, less obvious there's a monster around.
  • VOID BOMB can allow for some nasty group take downs if used correctly, locking out all their guns as you kill the helpless Spaceman.
  • Looks cool.
- Cons
  • Makes the perk ACID MONSTER less viable.
  • No more burrow, can be a issue to some.
  • If not used correctly the VOID BOMB can get you killed too.
  • Blink is hard to use outside of just escaping.
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NOCTURNAL
  • You THRIVE during a POWER OUTAGE.
  • During a POWER OUTAGE, your Monster Form MOVES 30% FASTER.
  • During a POWER OUTAGE, your CLAWS DEAL 25% MORE DAMAGE.




- Pros
  • Can go on a rampage early on with TITANIUM CLAWS, due to most people still only being armed with pistols
  • Allows for quick and hidden escapes
  • Power outages are more beneficial
- Cons
  • Limited to only power outages
  • No use in Spacemen Form
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DECORPSINATOR
  • Your CORPSE-EATING ability has a 25 second cooldown.
  • You leave NO TRACE when eating a corpse.





- Pros
  • Able to heal more often from your kills.
  • Hide your kill trail more efficiently with no evidence left behind.
  • Disguising as your victim is much easier, because there's no trace of them.
- Cons
  • Requires you to be in monster form for your meal, making Spaceman Form kills more tedious if you plan to capitalize off the reduced eating timer. In other words, Monster murders are more beneficial at the cost of Spaceman Form murders.
  • Leaving behind a trace normally won't effect very much, as long as they can't tell the name or color of the Spaceman who was killed.
  • Unless you're getting kills on every cooldown, its not worth the 25 seconds
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NICTITATING MEMBRANE
  • STUN GRENADES have NO EFFECT on you, in or out of Monster Form
  • EXPLOSIVES DO 15% LESS DAMAGE in Monster Form.
  • You can SEE THE HEALTH of nearby Spacemen.




- Pros
  • Stun grenades do not reveal your monster form, nor blind you. Meaning you can use them fully offensively and have the defense against them.
  • Take less explosive damage.
  • Able to see Spacemen's health, allowing you to execute people in Spacemen form in scenarios you might of not taken the risk.
- Cons
  • You can easily run away from stun grenades, making half the perk useless, using them offensively is rough, cause you have to both land one, and only having a small window of opportunity.
  • Seeing health rarely matters, because most kills should be executed the same way.
  • Explosive damage is rare early and mid game, and the reduction isn't high enough to make it considerable enough to choose the perk for just that.
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Monster Perk Explanation P2
PATIENCE
  • You have +50 DISGUISE ENERGY. STACKS with OXYGEN TANK and other SHAPESHIFT ENERGY bonuses.
  • Health Stations will renew your DISGUISE energy upon completion of the healing process.



- Pros
  • Able to last longer on the rescue shuttle before your cover is blown.
  • Drain heal stations easily so Spaceman can't use them.
  • Blend in with Spacemen for longer periods of time
- Cons
  • Turning monster and back again fully restores DISGUISE ENERGY anyhow, making this redundant outside of the scenarios listed above
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DECOY
  • AFTER TRANSFORMING TO MONSTER FORM, you create a DECOY MONSTER to fool your prey.
  • THE DECOY will stand in place and disappear after a short duration.
  • You will NOT be detected on screen when using HEALTH STATIONS.
  • You will NOT be locked in place when using HEALTH STATIONS.


- Pros
  • Mixed with ACID MONSTER CAN make escaping very easy as a Monster.
  • HEALTH STATIONS are less of a burden to use.
- Cons
  • Most Intermediate players will never fall for the decoy.
  • Without ACID MONSTER half the perk is useless, unless you use corners to escape.
  • Health stations are rarely usable in the first place, not to mention you're competing with the Spacemen for them.
  • Only leaves a decoy when you're turning into a monster, making this very bad for escaping in the first place, much easier to slip in the ranks as a Spacemen, then it is to stomp away as a monster.
Monster Spacemen Perk Explanation
MEDICAL NANOBOTS
  • Your Spaceman HEALTH REGENERATES over time.
  • You start with +10 MAX HP as a SPACEMAN.





- Pros
  • No fighting players for health stations.
  • Allows you to shoot Spaceman without the fear of them shooting you back due to having low hp for a long period of time thereafter.
  • More HP in Spaceman form.
- Cons
  • If you never attack people in Spaceman form this can be nearly useless.
  • Does not help Monster form by any means.
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WELDER
  • Start with a WELDER in your secondary slot
  • The WELDER allows complete REPAIRING OF DOORS and SECURITY CAMERAS
  • The WELDER allows you to WELD DOORS SHUT, requiring them to be DESTORYED TO BE OPENED.


- Pros
  • Weld entrances to space stations to deny Spaceman of oxygen for longer periods of time.
  • Weld objectives off, making them less available.
  • Spacemen that shoot welds tend to be mistrusted, leading to paranoia.
  • Spaceman that shoot welds can give you a diversion, because people think you're there.
  • Doors explode on destruction hurting nearby Spacemen.
  • Destroyed doors are now useless to key card holders if not repaired.
- Cons
  • Takes up a weapon slot.
  • Long cooldown.
  • If one of your first kills has a welder, you wasted a perk (rare).
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SPRINGY STEP
  • You MOVE 15% FASTER. This STACKS with other MOVEMENT BONUSES.
  • You INTERACT WITH OBJECTS almost instantly.




- Pros
  • Move around the map quicker.
  • Loot guns before people easier.
  • Stacks with Posterior Claws, making you move very fast.
  • Help escape NUKE range, and get to shuttle before lift off.
- Cons
  • None that I can think of.
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SPACE MILK
  • When you take NON-EXPLOSIVE LETHAL DAMAGE, you will chug some SPACE MILK
  • This can only be triggered ONCE per life.
  • You are INVINCIBLE and ELECTROLOCKED WHILE DRINKING, meaing you can perform very few actions during this time.
  • You will TELEPORT to a RANDOM location on the map, with HALF of your MAXIMUM HIT POINTS.
  • HIGH RISK, HIGH REWARD.

- Pros
  • Escape certain death from gun fights.
  • Maximum HP taken into account is also effected by Medical Nanobots.
- Cons
  • After use you are very weak for the rest of the round.
  • Can activate while in shuttle, making you teleport across the map, missing the shuttle, and killing you instantly.
  • No use in Monster form.
  • Does not prevent RPG, Gernade, Nuke, Falling, and Launch Pad related deaths.
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ACTION HERO
  • You start with an ASSAULT RIFLE, but have no keycard and can not use or pick up any GEAR ITEMS.
  • You have 50% less spread with ASSAULT RIFLES.
  • The SPARE KEYCARD perk will allow you to start with a SINGLE keycard.
  • You can not SEE OR STEAL keycards from others.

- Pros
  • Start with a assault rifle (duh).
  • Able to kill Spacemen as a Spaceman yourself easily early on.
- Cons
  • No keycards, unless you use the SPARE KEYCARD perk.
  • Cannot use GEAR ITEMS, which can make a big difference.
  • Mid to late game, assault rifles are not that great, you would want a flamethrower or shotgun at that point.
___________________________________________________________________________


  • You are IMMUNE to the effects of the COLORBLIND VIRUS.
  • If the MONSTER eats your corpse, it will be POISONED preventing it from regenerating its health for a long duration.
  • You take 25% LESS DAMAGE from ACID and TOXIC attacks.
  • As MONSTER, this perk makes you IMMUNE to ANTIBODIES POISONING.
  • As MONSTER, this perk makes Health Syringes only lower your SHAPESHIFT ENERGY by 75, instead of forcing you to transform.
- Pros
  • Works great with DECORPSIANTOR allowing you to eat both everyone quick, and safely.
  • Helps Prevents people from poking you with a Health Syringe if they suspect, or want to see if you're the monster
- Cons
  • Its rare you will have enough SHAPESHIFT ENERGY to make use of the 75 reduced SHAPESHIFT ENERGY from Health Syringes, unless you have both a OXYGEN TANK and the PATIENCE Perk.
  • In order to make the most use of this perk you would need both PATIENCE and DECORPSINATOR, and both are subpar.
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BLAST SHIELD
  • PASSIVE: You take 10% LESS DAMAGE from EXPLOSIONS and FIRE.
  • Upon encountering LETHAL EXPLOSION DAMAGE, your BLAST SHIELD TRIGGERS, saving you from DEATH and leaving you with low health.




- Pros
  • Stacking with CHITIN and NICTITATING MEMBRANE will total out explosive damage reduction to 30% and fire by 15%.
  • Good late game to prevent sudden RPG deaths, or if you're too slow to escape nukes.
- Cons
  • Explosive damage isn't common enough to make use of this fully every round.
  • You will be left at very low HP
___________________________________________________________________________

JANITOR
  • You start with a STUN BATON and FIRE EXTINGUISHER, but NO HANDGUN.
  • You can OPEN LOCKED DOORS with your KEYCARD.
  • The STUN BATON is great for ELECTROLOCKING individuals, preventing them from performing most actions for a short duration.
  • The FIRE EXTINGUISHER can put out DANGEROUS FLAMES and deprive individuals of OXYGEN for a short time.
  • You instantly pick up DEBRIS by simply walking over it.

- Pros
  • The meme perk, most people will not consider you to be a monster with a STUN BATON.
  • Nobody can lock a door on you as a Spaceman, because you can unlock it.
  • FIRE EXTINGUISHERS can be used on Spacemen outside of oxygen areas to quickly suffocate them.
  • The STUN BATON can be used on a victim, before you unload a mag into them, or turn Monster, and they cannot fight back for a short period.
- Cons
  • No weapon at the start, meaning Spaceman Form supported kills will be rare early on.
  • You can accidentally pick up trash for the Spacemen on the landing pad, speeding up their process.
  • STUN BATON has limited charges
  • Apparently a FIRE EXTINGUISHER can overheat
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INTAKE VALVES
  • You RECOVER OXYGEN 3x Faster.
  • You are IMMUNE to being STRANGLED by FIRE EXTINGUISHERS
  • If MONSTER, you are also immune to STRANGULATION as well, which lowers the Monster's SHAPESHIFT ENERGY.



- Pros
  • Janitors cannot get you out of your Spacemen Form easier.
- Cons
  • The scenario that someone uses a FIRE EXTINGUISHER on you in the first place is rare enough, making this perk abysmal
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Monster Spacemen Perk Explanation P2
MAGNETIC BOOTS
  • You CAN'T BE SUCKED OUT OF AIRLOCKS, nor BLASTED OUT OF E.M.E.s.
  • You WILL take some damage from E.M.E BLASTS, however.
  • Your FOOTPRINTS are INVISIBLE to the MONSTERS THERMAL FOOTPRINT VISION.


- Pros
  • Your chances of making a mistake are removed.
- Cons
  • Just pay attention to your surroundings, useless perk for the Monster
___________________________________________________________________________

SPARE KEYCARD
  • If your KEYCARD is stolen, you can still use your EXTRA KEYCARD. (Keycard can only be replaced once.)
  • If you're the MONSTER or you have ACTION HERO perk, you start with a SINGLE KEYCARD and no spare.



- Pros
  • Nothing.
- Cons
  • Just steal a keycard.
Spaceman Tier List
Spacemen Perk Explanation
SPACE MILK
  • When you take NON-EXPLOSIVE LETHAL DAMAGE, you will chug some SPACE MILK
  • This can only be triggered ONCE per life.
  • You are INVINCIBLE and ELECTROLOCKED WHILE DRINKING, meaing you can perform very few actions during this time.
  • You will TELEPORT to a RANDOM location on the map, with HALF of your MAXIMUM HIT POINTS.
  • HIGH RISK, HIGH REWARD.


- Pros
  • Get to avoid one close encounter with the Monster - Likely wouldn't otherwise.
  • Survive a face hugger should one grab you while you're alone without a FLAMETHROWER.
  • Survive a gun fight with a paranoid Spaceman.
- Cons
  • When drank on the shuttle, it may teleport you across the map, killing you instantly if the shuttle is closed and ready for lift off, although you likely would of died anyhow.
___________________________________________________________________________

MEDICAL NANOBOTS
  • Your Spaceman HEALTH REGENERATES over time.
  • You start with +10 MAX HP as a SPACEMAN.





- Pros
  • No competing for Healing Stations.
  • Go out in space longer, without the fear of losing some health for staying out too long.
  • Passive regen.
  • More HP, works along side the total HP of SPACE MILK.
- Cons
  • Nothing.
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SPRINGY STEP
  • You MOVE 15% FASTER. This STACKS with other MOVEMENT BONUSES.
  • You INTERACT WITH OBJECTS almost instantly.






- Pros
  • Run close to the same speed as Monster, possibly being able to escape, or chase them down.
  • Do objectives faster then people without (Besides JANITOR when it comes to DEBRIS), a must for MVP players.
  • Grab weapons before others can.
  • Help escape NUKE range, and get to shuttle before lift off.
- Cons
  • Nothing.
___________________________________________________________________________

ANTIBODIES
  • You are IMMUNE to the effects of the COLORBLIND VIRUS.
  • If the MONSTER eats your corpse, it will be POISONED preventing it from regenerating its health for a long duration.
  • You take 25% LESS DAMAGE from ACID and TOXIC attacks.
  • As MONSTER, this perk makes you IMMUNE to ANTIBODIES POISONING.
  • As MONSTER, this perk makes Health Syringes only lower your SHAPESHIFT ENERGY by 75, instead of forcing you to transform.


- Pros
  • Cannot become colorblind.
  • Good perk choice if you find yourself dying a lot, will slow down the monster, unless they too have ANTIBODIES.
  • Less damage taken from 2 of the Monster's perks, TOXIC INK and ACID MONSTER.
- Cons
  • Almost useless if you tend to be one of the few left alive in your matches, outside of the damage reduction.
  • Colorblindness is almost useless, for the monster should change appearance every time they're spotted.
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BLAST SHIELD
  • PASSIVE: You take 10% LESS DAMAGE from EXPLOSIONS and FIRE.
  • Upon encountering LETHAL EXPLOSION DAMAGE, your BLAST SHIELD TRIGGERS, saving you from DEATH and leaving you with low health.




- Pros
  • Slightly more useful for Spacemen, because getting one shot by a RPG is more common.
  • Less fire damage taken by fellow Spacemen that can't control their FLAMETHROWERS aim.
- Cons
  • You're likely not surviving a 2nd explosion outside of the one time protection, So the damage reduction is almost pointless.
  • Just don't stand close to people with FLAMETHROWERS.
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WELDER
  • Start with a WELDER in your secondary slot
  • The WELDER allows complete REPAIRING OF DOORS and SECURITY CAMERAS
  • The WELDER allows you to WELD DOORS SHUT, requiring them to be DESTORYED TO BE OPENED.



- Pros
  • Repair cameras the Monster may of destroyed, letting everyone know where they're generally located.
  • Repair doors that were destroyed
  • Weld a door behind you if a Monsters chasing, or weld a monster into a no exit room.
- Cons
  • Doors can be both a hindrance and a blessing, so repairing them is subjective.
  • Only real good use for it as a Spacemen, is to repair cameras should a Monster destroy one, but its rare they do. Also it's rare if a beginner knows how to use a camera properly.
___________________________________________________________________________

JANITOR
  • You start with a STUN BATON and FIRE EXTINGUISHER, but NO HANDGUN.
  • You can OPEN LOCKED DOORS with your KEYCARD.
  • The STUN BATON is great for ELECTROLOCKING individuals, preventing them from performing most actions for a short duration.
  • The FIRE EXTINGUISHER can put out DANGEROUS FLAMES and deprive individuals of OXYGEN for a short time.
  • You instantly pick up DEBRIS by simply walking over it.


- Pros
  • People are less likely to expect you to be the Monster, due to the lack of offensive capabilities.
  • Spray the FIRE EXTINGUISHER on random Spacemen to possibly uncover a Monster by draining their SHAPESHIFT ENERGY - Be warned Spacemen tend to not like having that done to them.
  • STUN BATON can prevent paranoid Spacemen, or Monster from attacking for a brief period.
  • Fastest DEBRIS collector in town.
  • Unlock doors should Spacemen, or a undercover Monster lock a door for nefarious reasons.
  • Meme.
- Cons
  • Almost defenseless at the start of a round
  • STUN BATON has limited charges.
  • Apparently a FIRE EXTINGUISHER can overheat
  • Should your KEYCARD be stolen, and you don't have a SPARE KEYCARD, part of your perk is now useless, unless you want to be suspicious and steal someone else's.
  • Limited DEBRIS making that part of the perk short lived.
___________________________________________________________________________

ACTION HERO
  • You start with an ASSAULT RIFLE, but have no keycard and can not use or pick up any GEAR ITEMS.
  • You have 50% less spread with ASSAULT RIFLES.
  • The SPARE KEYCARD perk will allow you to start with a SINGLE keycard.
  • You can not SEE OR STEAL keycards from others.


- Pros
  • Cannot be easily caught off guard at the start of the match.
  • Ideal perk if you want to kill the monster as soon as possible.
- Cons
  • No KEYCARD, meaning you'll either have to go without, look suspicious and steal one, or get the SPARE KEYCARD perk.
  • Assault Rifle is mediocre, any weapons from the weapon spawns will be better.
  • Having no equipment is more crippling for a spaceman than it is a Monster.
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Spacemen Perk Explanation P2
MAGNETIC BOOTS
  • You CAN'T BE SUCKED OUT OF AIRLOCKS, nor BLASTED OUT OF E.M.E.s.
  • You WILL take some damage from E.M.E BLASTS, however.
  • Your FOOTPRINTS are INVISIBLE to the MONSTERS THERMAL FOOTPRINT VISION.



- Pros
  • No accidental deaths.
  • Easier to flank or hide from the monster, because he can't track your footprints.
- Cons
  • Just pay attention to your surroundings.
  • Footprints are rarely used to find the Spacemen, so it won't help very much.
___________________________________________________________________________

SPARE KEYCARD
  • If your KEYCARD is stolen, you can still use your EXTRA KEYCARD. (Keycard can only be replaced once.)
  • If you're the MONSTER or you have ACTION HERO perk, you start with a SINGLE KEYCARD and no spare.




- Pros
  • Don't have to look suspicious stealing a KEYCARD should yours have been stolen
- Cons
  • Honestly a waste of a perk, better off stealing one, or not using one at all.
___________________________________________________________________________

INTAKE VALVES
  • You RECOVER OXYGEN 3x Faster.
  • You are IMMUNE to being STRANGLED by FIRE EXTINGUISHERS
  • If MONSTER, you are also immune to STRANGULATION as well, which lowers the Monster's SHAPESHIFT ENERGY.



- Pros
  • Should you want to be out in space, you can be out there quicker due to recovery
  • Don't have to get angry at a JANITOR using a FIRE EXTINGUISHER on you.
- Cons
  • Just stand inside for like 5 seconds, seriously worthless.
This Took Me All Day
Please do leave a like.
Proof That I'm Not Bad
28 Comments
SharkOSix Jun 12, 2023 @ 8:25am 
Janitor is one of the best not gonna lie, it has a speed boost for holding task items. You can indefinitely hold these items and get really damn fast
Max Calnor Jul 30, 2022 @ 6:29pm 
why is vip down low? it is very useful. first of all a spaceman with 2 cards cannot be the monster plus it allows you to unlock doors or lock 2 doors if you need to get away from a bad situation. Plus people suspect people as being the monster if their keycard is stolen by someone so that isn't a valid thing to do if you are monster or soldier and don't have one unless you can do it sneakily.
RustyNail Jul 12, 2022 @ 9:09am 
I agree with everyone else, please update!
fini!! Dec 31, 2020 @ 9:49pm 
this entire guide is out of date. why was it recommended to me only now?
Spy Dec 1, 2020 @ 5:57pm 
This guide needs to be updated as there are new perks some have had their names and you can now technically have 4 perks equipped at the same time.
Uziel Eunostas Nov 27, 2020 @ 5:51pm 
in my opinion janitor should be moved up to B or A tier.
Uziel Eunostas Nov 27, 2020 @ 5:49pm 
i'm gonna say my monster perk loadout right now, and yes i do some 2 braincells plays and end up winning. Janitor, Spacemilk, Blastshield, Decoy, Toxic monster, Paitence.
Uziel Eunostas Nov 27, 2020 @ 5:45pm 
For me i use the janitor perk as the monster, i normally find someone with a good gun use stun baton and then take their gun. It's also useful if your the type of monster that likes to chase people in spaceman form using guns then transforming into monster when someone locks a door on your face.
Hannabbi Nov 26, 2020 @ 3:57pm 
Good good
!
MikeZ Oct 21, 2020 @ 8:20am 
This guide needs to be updated. They have changed some of how the perks work as well as their names