killing floor 2 best weapons reddit

Plus it has more of a use for Commando than it does for Field Medic. Killing Floor 2 is a first-person shooter that puts the player (either solo or multiplayer) against waves and … When you play on beginner on hard almost every weapon makes you feel like a badass because you can tear through shit with ease with tier 5s. Now its a more proper debuffing kind of gun. They lose to Dual Deagles, though. This means the SMG and the Shotgun have something they could possibly do better than the AR - Ally offensive support (more ammo + faster RoF with the SMG, and penetration + multiple pellets for more instant stacking with the shotgun). If you have thought that, then that’s not the point. That is if you're focused on healing the most and not shooting things. but I wish the right side of the perk tree was more viable in multiplayer, so it had more potential to synergise as a sick poison build. Its situational use is why I think it's fine. The new med rifle is mandatory imo. On Sharp...well, it’s there if you specialise towards Rail/M99 Sharp. If you’re feeling lucky and want to show off the skills of a natural gunsmith, then the Gunslinger perk will help with those zeds. The Survivalist is a new perk available in Killing Floor 2. I have really only played solo, and just recently got back into the game so I'm a little out of the loop in terms of the meta. The M32 isn't bad, but it's no RPG. Commando skil… Buff the DoT of the hemogoblin a little, maybe allow it to penetrate a single zed so it can be worthwhile to shoot literally anything more than just a scrake (the debuff thing is fine, if kind of irrelevant). you wanna stay at 50% health so your armor takes as little damage as possible per hit). So, with the changes to Battle Surgeon and Acidic Rounds Leech Rounds, at least that is a tiny indirect buff for the SMG and Shotgun. Killing Floor is a cooperative survival horror first-person shooter on PC, Xbox, and PS4. A flat increase in damage isn't the only way you can incentive players to play combat medic. Simply input your data and view. Learn how many trigger pulls it takes to take stuff down: it's three fast to a bloat face to decap, two for a gorefast, one for a gorefiend, couple for a siren as she has a small head and the spread is wild. This means your own followup shots get boosted too, yes, but also all your teammates' attacks! 10 votes, 45 comments. I've never healed so much in my kf life. Along with KF2 Tips for maximizing your damage. The only two things medic needs changed is 1. Also your med AR is just as effect for trash has a massive capacity plus you have more darts at the ready. The 501 was a step in the right direction. Hey everyone, I want to talk a little about what I think about the medic’s weapons. If you’ve made it this far and you’ve managed to refrain from thinking “lol yeah but medic isn’t meant to be dps tho so who cares” then good on you. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. The 501, imo, could've been a Sharpshooter/Medic crossperk, instead of Commando/Medic cross. If you’re referring to the “gamersdecide” article in your other post history its a rather poorly written piece that unironically has the husk cannon in it. Blurb's okay, except for 'fist enhances', but at least I can tell what you're trying to say. Killing Floor 2has a wide arsenal of weapons for killing thespecimens. Also, I'm not trying to incentivise combat medic - I'm trying to incentivise diverse weapon usage for medic as a whole perk. It is, though. Unlike the first game where they primarily used SMGs, they now posses a wide-array of Horzine-crafted medic weapons. I don't want to change the medic pistol's position because I think it's perfect as it is, due to the reason you mentioned. Killing Floor 2 is a Co-Op FPS, which is obviously based on teamwork. The Stoner 63A LMG is a fully-automated light machine gun made in the fashion of the U.S. Navy SEALS Vietnam War. Killing Floor 2 Best Weapons 2018 - Discover the best low-cost and premium KF2 weapons for each class. The community of KF2 is one the best FPS communities out there! Very similar choices, but very different applications. When empty, Secondary is a heavy blunt attack - so remember to reload! All things that increase damage output. From Killing Floor 2 Wiki Jump to: navigation, search This list contains all weapons that are currently in Killing Floor 2. It could do with 12 round magazine but I'll take having the ROF back. But, I want to make the SMG a choice that I might want to use as a medic since it's in my kit. On support the med shotgun is a sniper but it doesn't fit into many builds, I don't like the m4 so it's tough to take the med shotgun. And when it comes to Zerk... Medic Pistol. Lose the pistol, having 3 weapons to fuck around with is too much. https://www.gamersdecide.com/articles/killing-floor-2-best-weapons, no actually OP weapons like Doomstick, or actual meta weapons like AA12, MedAR, etc. View your own Stats or the Stats of your friends that also play Killing Floor 2. Learn the shotgun then trust it. Level 15 - Battle Surgeon (since it was swapped) - Instead of just boosting weapon damage by 20%, instead make perk weapons debuff enemies (for X seconds) so that they take 5% more damage and 12,5% incapacitation power from all sources, for each of your attacks, stacking up to 20% damage and 50% incap power. We all know this. I have put together a list of weapons that have proven to be the most effective against all zeds. 5: Okay, look, dude. Like; SMG shoots out 3 lesser healing darts in a cluster (piercing through allies if they are at full health), but it can top off 3 players if you use it right. I'm not trying to be a jackass in my reply but I've seen medics like crazy, I've been playing medic since I started the game, Last November if I recall, And last night is the first time I've seen a medic that isn't terrible. Presuming you are behind or in the middle of the team (hopefully) if it starts to go south you heal everyone as they are coming backwards towards you with and then shotgun charge through your team to carve a wedge. But it needs to not help armor in the way it works right now (i.e. Additionally, they always begin the match with their Tier 1 Weapon available. Become a Redditor and join one of thousands of communities. Also ew. Also body blocking isn't really job as medic. This sentence is confusing. So is it more selfish to play a combat medic or more selfish to pick another class? Read more to know about Killing Floor 2 Last Updated: 14th July, 2020 18:10 IST Killing Floor 2 Tier List Hey everyone, I want to talk a little about what I think about the medic’s weapons. As I said, I don’t want to just flatly increase the damage output, I want to make the weapons useful by differing them from one another and this is just what I pulled out of my head. The AR is better than the SMG at crowd control, and it’s better than the shotgun at killing mid-tier zeds (just aim at the heads, ez). Also that idea would likely not be a good one, as it'd either be useless or too powerful for either SS or Field Medic. Hitting Zeds with that thing cause them to flail about wildly, and it's not fun trying to follow up on damage when your Field Medic is using Acidic Rounds on a Scrake or Fleshpound. I wish people would stop trying to change the theme of the medic. This article is not the worst thing I've read. And the Med Pistol is good because it costs only 1 KG, has a ton of ammo, and costs very little to refill. Not to mention that the D.A.R. For the Field Medic from the first Killing Floor, click here. If you’re interested in getting zeds off your back and taking them out effectively to survive longer, check out the link to get the scoop. So no, I'll pass on that, thanks. Either/both of those would definitely strengthen it as a good "Battle Surgeon 2.0"-focused gun. Ew. Despite not being zeds, they can spawn along with them and only come after the players. For the medic SMG it’s hard because SMGs and ARs are functionally the same. The 501 was a step in the right direction, the Hemo was an interesting idea that simply doesn't fit KF2's design. Those are solid loadout choices. It's also better on Commando since in the higher difficulties a Commando can have more utility than normal when kiting via the healing nades. I think an interesting change to those talents would be to keep them helpful for yourself, but ALSO for your team. 501 is stupid strong and this is the best loadout to take advantage of it 401 + Freezethrower - Allows for plenty of healing while providing utility through a large supply of freezes. I’m not the best medic, but I’m confident in my skills. Especially with supports on your team. We are breaking down all of its perks (classes) in a thorough, yet to-the-point guide. You have to use the shotgun at its effective range, which is quite close. Killing Floor 2 is a carnage of blood, guts, and more blood with an arsenal of weapons to choose from to demolish the oncoming waves of monstrous zeds. Secondary fires an explosive round on contact as well. HAHAHA oh wait, you’re serious. While T5 MP5 is supposed to have higher overall DPS, the Kriss is pretty much a lock on every SWAT's loadout. Maybe just make it a plain 35% damage resistance? If you have thought that, then that’s not the point. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features 2: Spookycrypto's been pimping the static strikers lately, so I'll go ahead and agree that these are a good choice. And people don't understand CD isn't the basic Killing Floor 2 game. This also means you have a pick beween the allybuffing Focus Injection or the enemydebuffing Battle Surgeon. I’ve made my own spreadsheet to make sense of it last year, but the upgrade system is throwing me for a loop, so updating all The 5 Best Killing Floor 2 Characters (& The 5 Worst) Killing Floor 2 has a broad cast of characters to choose from, so today we're breaking down the best and worst of them. The AA-12, Boomstick, Doomstick, and M4 all outclass it. This whole article screams ‘I didn’t do my research beyond looking at the tier levels in the trader pod and what I personally think is good over what is actually good’, And listing upgrades as a reason why it’s good, lol. As for the Hemogoblin - Double its magazine size, double its total ammo, double its rate of fire, half its recoil and half the ammocost (keeping total ammocost the same), but also half (or at least partially reduce) its damage. I know that's not a great reason, but again my point is to make the weapons viable. These line up of weapons would prevent other players from being swarmed too many times and wasting ammo when we need it. 3: Well, hot doggity, a factual statement. Why would you take the AR and shotty leaving you 2(? Because if another class is viable enough to be picked for its damage whilst also providing basic healing with a medic weapon, it doesnt have medic buffs either. But you have to understand that the innate weaknesses dont start showing up until you jump above hard where you start to begin caring about the other attributes besides “it kills things”. Zerk is not the perk for crossperking. 8: The HZ-12 is a good weapon early game and a fantastic trash-clearer late game, but I wouldn't call it one of the best in either support or otherwise. A heat blade for Zerker crossperk that damages enemies and heals allies? Looks like you're using new Reddit on an old browser. Shotgun could instead of a dart shoot out a small puff of healing gas (think tapfiring flamethrower, but with healing gas instead of flames), which could heal all allies in a line and has a very wide hitbox, but would have limitted range and no autoaim. I'm shooting stalkers and crawlers so my sharps and demos can shoot the big things that i can't kill and dropping nades on zerkers so they can stand there and be bouncers to the doors. This isnt a bad thing at all and in fact is part a large part of why the game is fun. Ew. Give the shotgun a bit more spare ammo, maybe buff the stumble power, so I can actually reliably go up against packs of midtier zeds and not run dry. Do that by making it semi-auto and give it a bit more oomph (via dmg/incap), but nerf its supplementary stats (mag/ammo/RoF) to rebalance it around that. Hard is actually the “beginner” or normal difficulty of the game and is nowhere near jumping to suicidal or Hell on earth gameplay. There are several sets of Gear exclusive to D.A.R., from the D.A.R. Not only that, but all of your suggestions are about damage, ROF, clip size, penetration, etc. I get that it’s the tier 4 weapon but look at some of the other classes: the support has a tier 2 shotgun that stays relevant because it fits a purpose. It also delays getting the AR. It's bad enough the Medic SMG is weak compared to every other SMG, DPS and damage-wise. My gripe is that the SMG is super inefficient for cost compared to the pistol, and obviously the AR is just good in all situations. As for the SMG, I think there is at least one thing that could be done (if no damage-increase is done); Reduce its recoil to the point of almost downright removing it. Case in point, Pulverizer. .500 Magnums: Once again, not useless but on Gunslinger the AF2011s deal higher DPS which is useful for larges. No one hates on the med shotty because it's "bad" you can use it. Keep pistol until you can afford the AR, buy the AR, then get the freezethrower (I get 501 on endless). Probably cuz its rather slow to apply to multiple enemies? Best Guns in Killing Floor 2 - I share my top endgame loadouts for each Perk along with 4 skills that can improve your performance. *NEW* Killing Floor 2 Weapons | HRG Scorcher (New Firebug Weapon) 1 Goodbye Jade | Dying Light - Part - 16 Welcome to Reddit, the front page of the internet. Killing Floor 2 is a carnage of blood, guts, and more blood with an arsenal of weapons to choose from to demolish the oncoming waves of monstrous zeds. It utilizes healing weapons of various types. 4: Okay, dual .500s is pretty legit. do you have any idea what is the best perks and best weapon? Let me laugh even harder. I.e., make it offensive support (rather than just plain offensive). Your survivability is insane and the 501 is quite powerful there, those medic grenades with poison perks are nuts. And I'll always opt for darts because they are faster, more versatile and you won't bug yourself for missed ones. Slaughter wave after wave of increasingly brutal experimental specimens with 10 different classes to choose from. Slaughter wave after wave of increasingly brutal experimental specimens with 10 different classes to choose from. Killing Floor 2 - Stats and Mechanics 2 3 4 Various in-game statistics, data and information. As a player of the Killing Floor 2 community I have come across various moments where I find players using weapons that don't seem to be killing certain zeds fast enough and effectively. Both are far better. That's why they nerfed Zedative so hard. Get 2 of you teammates to support and spam nades the whole round. Right now they are offensive-related, but also very egoistic. Even the Caulk and Burn is arguably better. This suggests the Patriarch may have had something to do with their appearance, as he has been known to steal and repurpose Horzine tech in the past. Gunslinger doesn’t have as varied tiers after upgrades, but each pistol is generally used for different purpose and they ran with the Centrefire for a while because of upgrading. The husk cannon is a particularly egregious example because it was overnerfed and kind of just straight up sucks. Start off the round using the shotgun for a while, switch to AR when control is lost, switch between the two for healing and use the shotgun to take down scrakes or damaging FPs while you are body blocking hits for people. Upgrade the AR, boom, build complete. I don’t want to just flatly increase their damage, they should just be useful in certain scenarios. Again, Field Medic shouldn't be taking on the role of a trash cleaner. Remove the entire right side skill tree, 2. I just think that there is somewhere that the medic can provide comparable performance with right side perks with the benefit of retaining the increased heal, even without the buffs. Notoriously difficult and For the version in the first Killing Floor, click here. Especially that new healing grenade launcher. Commandos also display the health bars above injured ZEDs, allowing them to prioritize the targets and know when a particularly dangerous ZED is on the ropes. Without the big zeds in the early waves, there’s little risk in severe damage, so the worse syringe efficiency doesn’t even matter here. The medic SMG is terrible as a medic, because it gives you marginally better crowd control (not your job anyway), and identical healing to the pistol. PS. I don't really hve any input in terms of changes, but I was wondering how viable the medic is solo- I was playing endless and it seemed incredibly strong just because of how well it can tank. New comments cannot be posted and votes cannot be cast, More posts from the killingfloor community. You get my point. I’ll get straight to it; the weapon choice is stale. Killing Floor is a cooperative survival horror first-person shooter on PC, Xbox, and PS4. The M14 EBR is a returning Sharpshooter weapon in Killing Floor 2. They are a jack-of-all-trades class that can utilize any weaponry. It's good. This guide will remain outdated until I play the game again. You could run a 401 + 501, 401 + 101 + Deagles, or 401 + 101 + Freezethrower. The Clot Mother is a very-large specimen whose sole purpose seems to be taking in the pulpified remains of the dead to produce the army of zed clones. Let's take it from the top, 'Howard Smith'. This two-handed weapon has so much ammo it gets the user out of sticky situations and gives the zeds and a good meal. The SMG is supposed to be a beefed-up medic pistol, so why not make it more like a beefed-up medic pistol? You being alive is more important so you want to stay behind unless you can't dart someone back in time (as in they have 10hp and a raging FP is on them) other than that just let them get hit DONT SHOOT AND RERAGE the FP and just dart the shit out of your team mate if you have a DBS you can stumble the FP, freeze thrower can freeze it the crossbow isn't that good here - but it stuns scrakes. Unlike previous titles, each Perk has their own unique knife and grenade. D.A.R. It is, however, poorly researched and sometimes nonsensical. I'm going to get straight to the point. They heal objectively worse and perform objectively worse in combat despite being completely different weapon types. The Field Medic is a returning perk available in Killing Floor 2. Fake ramps, invisible walls, crap under the water you get snagged on but cannot see, and way too many zed entrance areas with little bottlenecking, and more. Level 10 - Combatant Doctor - Dunno what to change here, as it's not an aweful pick, even for a purely healing Medic. )kg spare and offering no utility. Medics heal. I'm fine with the right side of the skill tree being for solo play and lower difficulties; giving more of a reason to run right-side skills - which are inherently selfish skills for a perk that revolves around healing and applying buffs - would run counter to what the perk's priorities should be. Maybe even 1 very weak penetration. And that's probably the biggest part of the whole thing: think of the other perks, because they use these weapons too. I’ve never had the inclination to have the SMG or the shotgun alongside the AR. Killing Floor 2 tier list: Here is a list of all the Perks and their weapons that the player can use in Killing Floor 2. Buff the SMG's recharge rate to match the shotgun, and I think the medic SMG would be a more attractive upgrade over the pistol. I'm not saying we shouldn't think of new ideas, but we should be thinking about with the idea that they should be balanced enough so that they don't push other options away or just kinda sit there at the bottom of the weapons list at the trader. I use it to retake a position. the Hemo was an interesting idea that simply doesn't fit KF2's design. D.A.R. Then rename Acidic Rounds into "Leech Rounds". Please hire an editor. There is literally no incentive to go the SMG or shotgun. I mean, it says it in the loading screen. Buff the Medic SMG in damage definitely, but ALSO reduce the recoil, especially when hip-firing. Even with the bug fixes in the beta, the Husk Cannon is still a bad weapon. If this is an in-depth look, it's not in-depth enough. Killing Floor is a cooperative survival horror first-person shooter on PC, Xbox, and PS4. Assault Bundle bought from the in-game store, to the D.A.R. That list was bad and you should feel bad. Medic has the potential for a super diverse weapon selection and all we have are peashooters that crossperk with every other perk. Have you ever used Acidic Rounds? Notoriously difficult and 7: The MH-Tech 501 is certainly fun and not awful, but the HM-Tech 401 is best in class for Field Medic and should always be taken first. We have a semi automatic bullet pistol, fully automatic bullet SMG, semi automatic shell shotgun, fully automatic bullet AR, a piece of shit dart launcher, and a fully automatic bullet AR that shoots grenades instead of darts. So yeah that’s what I think. The 501 is fine imo but I wish the right side of the perk tree was more viable in multiplayer, so it had more potential to synergise as a sick poison build.Also, maybe the less efficiency for the healing on lower tiers should instead be less heal per syringe as well, rather than purely horribly slow recharge times and high energy usage. Weapons are sorted into categories based on theperkof the player. The DBS, crossbow and freeze thrower all let you more effectively deal with large zeds. i’m currently use firebug, New comments cannot be posted and votes cannot be cast, More posts from the killingfloor community. I just want more variety in the available Medic options. This might affect balance too much if the syringes can be quick enough to reliably prebuff early on, but let’s be real you’re getting the AR pretty early anyway. Everyone hates on the medic shotgun, it's just been rebuffed back to its faster firing state. 6 Feel free to ask a question. I've heard that pre-nerf Zedative was bonkers with the Hemogoblin. Sure it lobs grenades that heal people, but they have limited ammo unlike darts that don't. Hence the proposed suggestions. Oh honestly man it feels pretty damn good in solo. All other weapons are frankly useless. Slaughter wave after wave of increasingly brutal experimental specimens with 10 different classes to choose from. Since everyone is roasting you in the comments im going to try to provide a bit of feedback in a more positive way. Why would I spend 650 dosh (-100 from selling pistol I guess) to have less ammo efficiency and only a slightly better heal? Press J to jump to the feed. I think one way to make the other weapons more relevant is by revamping the right side of the talent tree. So far the Clot Mother can not be fought in any of the games, but the Vile Matron in Killing Floor: Incursion may be an evolved form. Guides » Killing Floor 2 - The Meta Gunslinger Guide Killing Floor 2 - The Meta Gunslinger Guide Written by Raccoon King / Jul 9, 2017 Learn to master the most powerful class in the game. As a player of the Killing Floor 2 community I have come across various moments where I find players using weapons that don't seem to be killing certain zeds fast enough and effectively. He kept everyone at full health, He did his job. I want to say 'hire an editor', but I have the feeling you might think that gunsmiths are good gunfighters. The Commando has the unique ability to make Stalkersvisible to their teammates. They were the tenth and final perk added to the game. Intro Meta = Most Effective A. project would have been started while he was still the CEO of the company. Also, poison builds with a 501, no matter how you do it, would end up either being absurdly underpowered or absurdly overpowered. The demo uses tier 2 weapons all the time right up until the end (M79 and C4) because they remain useful. It's just outclassed because with a med AR and med pistol you have infinite healing darts and this leaves you 6/7kg for a side arm like a DBS or crossbow or freeze thrower. But it's one of the weird weapons that by design would be hard to make as useful as the other medic weapons because of the lack of syringe, so it's not something I've thought about changing. They were in the game from the earliest days of Early Access. A heat blade for Zerker crossperk that damages enemies and heals allies? Weapons are sold bythe TraderforDoshor found on the map. The pistol handles well with the semi-auto and the medic can easily do his job by clearing trash with it. was originally made available in the first Killing Floor as part of the Robot Special Character Pack on December 13th, 2012. Its useful if you swap between it and the pistol, but that about it. It does synergize well with the new Battle Surgeon though, so there's always that. Slaughter wave after wave of increasingly brutal experimental specimens with 10 different classes to choose from. Level 5 - Resilience - This one ain't too bad, as it can help you aid by tanking, if necessary. There are no real explanations and all of them are just “it kills hordes and does damage” paraphrased. then returned in Killing Floor 2 as a free character in the Infinite Onslaught update. Curious as to what everyone else might do to solve this. 6: If you need to kill something dead, the common knowledge way in KF2 is to pick Sharp or Demo. Also, if this weapon can only do one at a time, then that could very easily fuck up large Zed takedowns should a player get too close or walk in front of a swing.

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