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Killing Floor 2 Perk Speculation

So, Gunslinger has been confirmed. And let's just presume that the 7 other classes from the original KF (Berzerker, Sharpshooter, Commando, Medic, Firebug, and Demolitions, AND Support Specialist) also exist. So that leaves us with only two slots left.

My first guess would be the first class would be focused on LMG's. It's a feature everybody has wanted, they're cool guns, Tripwire likes cool guns, it just makes sense. This class would likely be both adept at killing large amounts of small ZED's, and be able to deal good DPS to tougher ZEDs, with the downside being that it wouldn't be GREAT at either subject, and it might suffer from serious accuracy penalties if you're moving while you shoot.

My final guess for the second class would be a Scientist type class. Now, notice how I didn't say "Engineer" - I said Scientist. Tripwire has never shown ANY interest in making automatic turrets. However, the ZED Guns showed that they may have an interest in allowing weapons that don't do much damage, but can apply debuffs to the enemy. An anti-medic, so to speak. So, this might be a support type class, like the medic. They don't kill many enemies, but they can make killing tougher enemies far easier on the team.
 
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PSssst. Retromenace. There were seven original classes; You forgot "Support". That means, including the Gunslinger, there are only two unrevealed classes.

Your description of a jack-of-all-trades class is 100% the commando, as well..

I could totally see a Scientist, though! Specializing in high tech electro/chemical/laser type weapons and buffs/debuffs. Maybe a common feature of most of the "science guns" would be that they're really effective but since they're experimental prototypes, they sometimes jam or fail to activate in the first place, and you have to hit 'reload' to tinker with them for a sec. Or for a more simple and consistent approach, they could just not carry a lot of ammo and or get poor gains from ammo boxes.

And yes, I DO believe all of those things can be included without it turning the game into Borderlands or an MMORPG, I mean, Killing Floor IS about mad scientistry run amok. Why the hell NOT fight super-science with super-science? And if the class itself is well balanced and the buffs and debuffs aren't OP, I don't believe it would make the class more mandatory than any other.

Oooh, and some of the upgrade options could add small buffs to the health-syringe, like temporary movement speed or damage resistance.
 
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I'm gonna guess the new perks will be Gunslinger LMG and Unperked. Like menace said, good at everything but not the best at everything. Would most likely take a tiny bit of the other perk's requirements to level up each time and at the highest level any weapon is as good as if you were level 3 of that perk.
 
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PSssst. Retromenace. There were seven original classes; You forgot "Support". That means, including the Gunslinger, there are only two unrevealed classes.

Your description of a jack-of-all-trades class is 100% the commando, as well..

I could totally see a Scientist, though! Specializing in high tech electro/chemical/laser type weapons and buffs/debuffs. Maybe a common feature of most of the "science guns" would be that they're really effective but since they're experimental prototypes, they sometimes jam or fail to activate in the first place, and you have to hit 'reload' to tinker with them for a sec. Or for a more simple and consistent approach, they could just not carry a lot of ammo and or get poor gains from ammo boxes.

And yes, I DO believe all of those things can be included without it turning the game into Borderlands or an MMORPG, I mean, Killing Floor IS about mad scientistry run amok. Why the hell NOT fight super-science with super-science? And if the class itself is well balanced and the buffs and debuffs aren't OP, I don't believe it would make the class more mandatory than any other.

Oooh, and some of the upgrade options could add small buffs to the health-syringe, like temporary movement speed or damage resistance.

OH MY GOD.
Jeeeezzz, KF is my second most played game, but I actually haven't played it in months. I'm actually somewhat embarrassed I forgot an entire class.

So yea, completely ignore my 'jack of all trades' suggestion then. And I'll go edit my post so it's factually correct. Thanks for pointing that out in a polite way, by the way.
 
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OH MY GOD.
Jeeeezzz, KF is my second most played game, but I actually haven't played it in months. I'm actually somewhat embarrassed I forgot an entire class.

So yea, completely ignore my 'jack of all trades' suggestion then. And I'll go edit my post so it's factually correct. Thanks for pointing that out in a polite way, by the way.

Hah, no problem. The other day I had to get out a sheet of paper and write all the classes down, because I couldn't remember how many there were myself.

Heck, I've been in the middle of games and had to open up the menu to figure out which classes weren't currently being played. It's hard to keep track of all of them. :confused:


On another note, Shadoo's mention of a literal "jack of all trades" Un-perked / Perkless class is interesting...

After I graduated from Normal difficulty to consistently playing Hard, and had all my perks high enough that the bonuses were REALLY noticeable, I started to look back and miss being able to carry cross-class weapons and it not matter much..

So I'd welcome a neutral perk that can carry multiple class' weapons with them and be equally good with them all.. preferably with a specific class benefit or optional upgrade for increased max loadout (if KF2 still uses a weight-based system and not a Primary/Secondary slot system?) Maybe an optional upgrade for faster weapon-swapping?


Alternatively... Optional Upgrades in certain perks that benefit weapons non-standard to them. Lite-hybridization, if you will.
 
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Hah, no problem. The other day I had to get out a sheet of paper and write all the classes down, because I couldn't remember how many there were myself.

Heck, I've been in the middle of games and had to open up the menu to figure out which classes weren't currently being played. It's hard to keep track of all of them. :confused:


On another note, Shadoo's mention of a literal "jack of all trades" Un-perked / Perkless class is interesting...

After I graduated from Normal difficulty to consistently playing Hard, and had all my perks high enough that the bonuses were REALLY noticeable, I started to look back and miss being able to carry cross-class weapons and it not matter much..

So I'd welcome a neutral perk that can carry multiple class' weapons with them and be equally good with them all.. preferably with a specific class benefit or optional upgrade for increased max loadout (if KF2 still uses a weight-based system and not a Primary/Secondary slot system?) Maybe an optional upgrade for faster weapon-swapping?


Alternatively... Optional Upgrades in certain perks that benefit weapons non-standard to them. Lite-hybridization, if you will.

I just thought -- what if Tripwire is trolling us? "Perkless technically isn't a PERK" they'll say.

You level up Perkless simply by leveling up other perks. It only hits level 25 once you've fully leveled up every other perk.
 
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Last perk could be Sniper. Leaving Sharpshooter with semi-auto medium-damage headshot-oriented weapons (Winchester, M1 Garand, M14EBR, VSS Vintorez) Sniper could use slow-shooting high-recoil high-damage scoped sniper rifles: Hunting Rifle, Crossbow, Dragunov SVD, M99.
 
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Last perk could be Sniper. Leaving Sharpshooter with semi-auto medium-damage headshot-oriented weapons (Winchester, M1 Garand, M14EBR, VSS Vintorez) Sniper could use slow-shooting high-recoil high-damage scoped sniper rifles: Hunting Rifle, Crossbow, Dragunov SVD, M99.

Mmmmmmnnnn~ Nah. Separating the handguns from the other sharpshooter weapons made a lot of sense because running around with handguns akimbo was a completely different play-style than sniping tough enemies and kept Sharpshooter from having a serious weakness.

Now that the handgun specialty is separated from the sharpshooter, Sharpshooter IS a sniper class; they excel more than any other at taking on things like Scrakes and Fleshpounds and their area of weakness is going to be keeping up with large hordes of things not worth wasting precious ammo on (or that they can't reload fast enough to keep up with, esp. when getting flanked or ambushed)

I see no gameplay reason to divide them again in any way. All of the rifles of any size and crossbow(s) that they will use will benefit from the exact same perk benefits and upgrade options... esp. greater headshot damage and penetration. Choosing between semi-auto rifles and heavy-duty penetrators is a small enough variance, I think, to be covered under the "sidegrades" category of primary weapon selection, either way you've got (comparitively) heavy, low-fire-rate, limited ammo storage weapons that do a ton of damage per shot very precisely and most of which will have scopes...

On an aside, I DO hope the 50cal rifle(s) will be more accessible this time around. They were far too cost-prohibitive to really play with in the first game. (If I recall, even L.A.W. rockets were less expensive than 50cal bullets?)
 
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I would like a saboteur class that revolves around traps, that would be beneficial and interesting to play as.

This is actually pretty cool idea, bear traps, nets etc. Weapons to stop smaller enemies from attacking or moving, and slowing down bigger enemies or making them do less damage. Could be very interesting and unique perk that would be more supportive than straight out damage.

Saboteur is not very fitting name for something like that though, more like Trapper or Hunter.

:IS2:They are going to make a Jackie Chan class which is sort of like the berserker class but without the weapons and can double jump/ wall jump with party powers that buff accuracy and damage :IS2:

Hahah
 
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Mmmmmmnnnn~ Nah. Separating the handguns from the other sharpshooter weapons made a lot of sense because running around with handguns akimbo was a completely different play-style than sniping tough enemies and kept Sharpshooter from having a serious weakness.

Now that the handgun specialty is separated from the sharpshooter, Sharpshooter IS a sniper class; they excel more than any other at taking on things like Scrakes and Fleshpounds and their area of weakness is going to be keeping up with large hordes of things not worth wasting precious ammo on (or that they can't reload fast enough to keep up with, esp. when getting flanked or ambushed)

I see no gameplay reason to divide them again in any way. All of the rifles of any size and crossbow(s) that they will use will benefit from the exact same perk benefits and upgrade options... esp. greater headshot damage and penetration. Choosing between semi-auto rifles and heavy-duty penetrators is a small enough variance, I think, to be covered under the "sidegrades" category of primary weapon selection, either way you've got (comparitively) heavy, low-fire-rate, limited ammo storage weapons that do a ton of damage per shot very precisely and most of which will have scopes...

On an aside, I DO hope the 50cal rifle(s) will be more accessible this time around. They were far too cost-prohibitive to really play with in the first game. (If I recall, even L.A.W. rockets were less expensive than 50cal bullets?)

M99's bullet can once shot kill scrakes,AW can't
 
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M99's bullet can once shot kill scrakes,AW can't

The price of each round for M99 is still ridiculous as one shot costs more than you can gain by killing a fleshpound on normal difficulty, not to forget that you need two headshots in 6 man suicidal and HoE, so you spend a lot more than you can gain in those difficulties. Almost anything is cheaper and just as deadly to use in that situation.

Two shots from M99 as lvl 6 sharp:
 
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Actually, IMHO the perkless class isn't as bad as it sounds at first. Gives you discounts to all weapons and maybe a tiny buff to damage and reload or something?

DisadvVantage of it is that everyone will play this the first couple of waves to get their cross class guns, then swap to the class to support their primary gun.
 
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Tbh, deep down that thing is nothing more than an over priced Xbow which can be replaced by a lot of weapons or tactics with similar results and not waste a lot of money to take out two tough enemies with a bounty that is half or even quarter of what you need to spend on killing

I hope they include it (or a similar 50cal AMT) in KF2 but do it a lot better and more accurately this time around, namely:

  • Bullets costing a little less. Namely, less per-bullet than the kill-reward expected from the kind of enemies it should be used on (but more than the kill-reward of trash enemies)
  • If firing from the hip (which should be a LAST RESORT like using grenade launchers point-blank) there should be a huge penalty to accuracy, reload speed, and no use of scope allowed.
  • Using the weapon optimally should require crouching down or standing next to approximately waist-height objects and 'deploying' it.
  • An accurate shot to a critical location should one-shot anything short of the patriarch because of these restrictions. Non-critical shots should obliterate weaker enemies
 
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Actually yeah, making a superweapon like the M99 a deployable/otherwise gimped weapon would probably be a good balancing point.

It's really weird for me to think of anti-tank or anti-material rifles in any other context. They're really more in the category of "man-portable cannons" than they are any kind of conventional rifle, because of the tremendous kickback (yes even with the compensation from the muzzle brake), and yet so many games let you lift them up to your shoulder and fire while standing like it's a friggen BB gun..

You might as well be dual-wielding LMGs held at arm's length, like a pair of Uzis, right? :rolleyes:

On the other hand I do admit I like the mental image of running face-first into a Husk and just... slamming the tip of the M99's barrel straight into his chest, squeezing the trigger, and seeing how much of him explodes out his back. Mwahahha*cough* ... technically I suppose the overkill factor of a point-blank shot is diminished somewhat on a weapon with muzzle-brakes, but then again ANY use of a 50 cal rifle bullet on flesh is overkill. ;)
 
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Gunzerker (or Gunslinger/Cowboy/Etc.)
- This has always been a custom mod favorite, gets all-round bonuses at the cost of bonuses to just pistols, the lowest guns in the game.
- Could have some uber-expensive pistols or perk bonuses to give it special actions with said pistols (speedloaders for the .44 Magnums, or laser sight/flashlight attatchments for most pistols, a supersized exploding bullet pistol for it's T4, etc.)

Rest of these are speculative...

Engineer (or Trapper/Technician/Techie/Etc.)
- Works mainly with deployable technology, traps, and so on. Take the Pipe Bombs and expand on this idea tenfold, and ya got the ghists
- This may include turrets, though this would be T4 or so on in cost, would run out of ammo easily unless kept supplied by carryable ammo packs, and durability would be a issue unless monitored, not to mention short detection range for lower perk levels and probably a SMG sorta weapon, so low strength (nigh-useless against Scrakes, Fleshpounds and similar, essentially a portable Commando). Can be repaired with the Welder, but cannot be retrieved if destroyed.
- Other deployable ideas could be ammo catches, mines, tripwires (no pun intended), claymores, and other deployable one-shot goodies. Pipebombs could get transferred to the trapper as well. Also, these may not be entirely damage-worthy. The floodlights mod comes to mind- does no damage, but adds support in entirely new ways.
- As well as getting bonuses to the Welder, he'd also get the ability to carry more deployables (san turrets) over perk progression.

Experimental (or Scientist/Mad Doc/etc.)
- Experimental and cobbled together tech is his speciality!
- This guy could be used for some of the more 'out-there' tech we see in the game currently. Seeker Six, ZED Gun, Blower Trower? All stuff this guy could use.
- Could offer unique perk bonuses that augment his allies in strange, odd ways, like increased speed and jumping powers the lower health gets.

Cloaker (or Spy/Infiltrator/etc.)
- What else is there to say? He can hide and sneak around.
- More of a 'gimick' class, possibly the most far-fetched due to the hatred of kiting tactics.
- Possibly a SMG user, if non-medic SMGs come into play.

Heavy Weapons (or Heavy/Specialist/etc.)
- Master of heavy weapons. THIS is where LMGs would come into play.
- LAW and AMR would transfer to this class possibly?
- A one-gun class, who'd get perk bonuses specifically to get major buffs to one specific weapon or get generic survival bonuses per tier of perk skills.
- Other options include LMGs, mortar weapons, deployable HMGs, pretty much any form of RL 'heavy' weapon.
 
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