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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:

We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

For more information about our privacy practices, please review the new Privacy Policy found here:
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So people get the idea, some examples that would be considered offensive, numbered as above:
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  3. This one should be pretty obvious...
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15 Blocks viable for Survivalist?

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  • 15 Blocks viable for Survivalist?

    I dunno if it's just me, but I can't help but think that you'd only use Ammo Vest for the early game when you can't max out your capacity yet. When fleshpounds start spawning though, it seems to me that you're gonna need an RPG-7, M14 EBR and Katana to maximize your damage output (oh, and the Medic Pistol as well to sneak in some heals).

    Has anyone here found any success with a late-game Ammo Vest loadout?

  • #2
    I've been using the med shottie, xbow, and katana - but I'm completely useless with FP's


    • #3
      You probably gonna have hard times as 15blocks Surv, at least I do. Normally i prefer to have something like 2 shotguns or m79/lar/484 along the big hit-er but sometimes Medic nades are just too good to skip.

      My fav. loadout is rpg, boomstick and medic pistol with RLLLL skills. Medic shotty works well too if you want to heal but ammo management goes rough.
      Killing Floor 2 stats (spreadsheet)


      • #4
        Ever since I discovered that the Eviscerator benefits from the melee training perk, I find it hard not to use 20 weight constantly. The ability to bring an evicerator, move super-fast, kite bosses, block them AND carry another Tier 4 weapon is just too good to pass up just for medic grenades. The strength of survival with 20 weight is that you can dip into two different classes to combine their strengths, otherwise you just end up being a weaker version of another class.

        Eviscerator + RPG + Medic Pistol I my usual loadout, though you can experiment with Seeker six, Rail Gun, AA12 and other high tier weapons.

        Potentially with 15 weight, you could go...
        1: Eviscerator + Double Barrel + Medic Pistol
        2: RPG + M16

        For option 2 you could make their argument of less raw damage for the ability to run faster by pulling the knife, giving the demo a tad more survivability if hit the fan or your temates re not up to scratch. But otherwise it begs the question, why not just go Berserker or demolition?


        • #5
          I rarely play as survivalist, but I usually go for rpg7 and medic shotgun. I keep my team healed and help with big zeds. If you already have a medic, you could swap med shotgun for scar or ak12.


          • #6
            Originally posted by simplecat View Post
            My fav. loadout is rpg, boomstick and medic pistol with RLLLL skills.

            I tried other loadouts like Kriss+Stoner (pre-beta) and liked it but only for crowd control in late waves (soo expensive 2x1500 weapons), this one is useless against FPs.

            IN-GAME: [B][COLOR=Red]MATTER[/COLOR][/B]


            • #7
              Totally viable. I love medic grenade and so does my team


              • #8
                Suddenly, an M99 AMR. Seems like the 15 block survivalists are having a hard time now, huh, because i dunno what can compete with M99 AMR + HMTECH101 + HZ12


                • #9
                  Railgun + M16 is VERY fun... although I have ran into ammo problems so I tend to leave the level 10 melee skill active as a last ditch effort if I'm really struggling to find ammo boxes later in waves.

                  If I increase weight capacity and lose my beloved med nades, you can upgrade both the rail (x1) and m16 (x2) and still have weight free to buy a med pistol and upgrade it once or twice. I swap the level 10 skill to healing + 20% effectiveness when I do this. This really only comes into play during Endless games though.

                  Lots of fun, and very flexible. I do find I really miss the med nades when I do this though. They are almost a "get out of jail free" card in some situations. Although they also teach bad habits lol.


                  • #10
                    1. HM501 + M16 + Med pistol.
                    2. RPG + Grenade Rifle + Med pistol
                    3. AK + M16 + Desert Eagle + Med pistol

                    A few I run.


                    • #11
                      M4 as a staple for headshooting big Zeds when necessary, and complement it with either a Freezethrower, HMT-501, or M16. You can throw in a Medic Pistol if you can and want to.


                      • #12
                        I've gone back to my old staple of katana + rpg (I used to also grab a med pistol prior to the upgrade system).

                        With the tweaks to the level 10 skills, a katana with 2 upgrades feels pretty great to be honest. The RPG is an "oh crap" button. The ammo doesn't last very long on Suicidal+ FP's but it's fun..