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Need advice for our squad

SwiftXShadow

Member
Oct 29, 2012
10
0
Hi

I made my own private server where i play with my freinds, and i need some advice about what our squad needs.

For 2 days i been playing with 1 person, i became the support specialist because i like shotguns and my friend became the firebug because she wanted to burn things.

Somehow she picked the best possbile perk for herself, since her awearness and aim are next to 0.
So she just gets the flamethrower and sprays away. Well mostly i just tell her to go to a safe corner while i just charge into everything so they chase me and leave her alone because she really has no awearness what so ever, 1 zombie can eat her to death from behind and she will notice once she is dead (probably because she has attention disorder and almost no gaming experaince at all exept 5 years of perfect world international and second life... which dosnt exactly help here).

No idea how but like that i somehow even manuaged to finish 1 normal diffifuclty, normal game lenght with her.

Question about firebug, as i read that flamethrower shoulnt be used on a fleshpounder, what about the new DLC revolvers? She dosnt like the MAC beacause... well she cant aim or hit anything with it, so what about the revolvers?

Now today i think i will get another person who will come to play with us.
He has a little bit of gaming experiance, but still also lacks awaeress (he has attention disorder too, but because he has some gaming experiance nowhere NEAR as bad awearness as my other friend)
Now i dont know what perk i should suggest for him to play. What does our squad need?
I am afride as hell to even think about suggesting demo perk to him, because with his awearness he will end up blowing himself up more then the zombies.

Medic? i dont know maybe, but he will probably want to kill stuff not heal (though i know medics can kill too , just like i can while welding a door and killing at the same time)

Sharpshooter This one i am highly considering though the whole having him aim constant headshots on fleshpounders worrys me a little bit if he will be able to do it. Can sharpshooter still be effective vs them if he cant do headshots effectivly? (i can stil support by unloading granades and my shotguns on them)

Commando as i understand these use also assult rifles similar to sharpshooters, and exell at killing the invible things? Is this really that usefull? Atm i have no problem killing stalkers before they even reach me, i find it easy spotting them while invible. Are they any good at killing fleshpounders?

Breserker i really dunno about this one. Sending in someone with attention disorder to melee? Maybe? i dont really know if the perks would make that work for him, but i can see him having a blast charging in with melee weapons and choping them, if he can survive more then 5 seconds that is lol. (and will it work on HOE? atm i am doing normal, but i dont care what it takes i will finish HOE with them even if i have to kill every single one of the zombies myself!)

Demolitionist well as i said i have a deep fear that he will just blow himself to hell

So what does our squad need that would fit and work for him?
 
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There is a players guide by nutter butter in tactics if you want to improve.

I main the firebug (when it was just the flamethrower up until now) so i will give on perk load out advice
Spoiler!


General tips: Light everything on fire. Don't worry about the kill. just set it on fire and keep moving. Your team can polish of burning zeds. You will rack up money even with a low kill count.

Fighting Flesh Pounds and Scrakes: Scrakes are safe to set on fire if they haven't been damaged already. Flesh Pounds are touchy. The moment they get angry set them on fire (just a sing puff or bullet) and run. This helps the team with dot damage. NEVER RAGE A FLESH POUND! Firebugs can't kill them without trickery. On the harder levels it can be a death sentence.
 
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Husk cannon + 2x flare pistols
over all most powerful load out. Good for patriarch and anti-scrake fighting. Beware swarms of small zeds. Horrible at crowd control. Only use the husk cannon fully charged with this load out. Ammo conservation is a must to be offensive the whole round.

I gotta disagree with some of your points on this kit. Yes it's a great patriarch and anti-scrake kit, but it's far from "Horrible at crowd control". The dual flare revolvers are beastly if you can fire them accurately, speaking of 6 man HoE using a level 5 - 6 firebug, 1 shot kills a crawler, 2 shot bursts will kill a clot, 4 shots kills a gorefast, and you get a lot of kills faster from headshots and splash fire. The husk gun can one hit headshot bloats and husks with partial charge headshots while a full charge bodyshot will bring a husk very close to death, just pop him once with a flare while he's stunned, Since the husk gun was recently buffed it also only takes a partial charge to stun a scrake now, 1 full charge headshot then some partials to keep it from coming unstunned will make short work of it, or even just 1 full charge headshot then dual flare spam. Fleshpounds are the only hassle with this kit for me.
Good aim with the delayed flares and ammo conservation makes this an amazing kit for Fire. In this game I played 2 flares + husk gun for 9 waves then the patriarch and ended each wave with close to empty duals and 50 - 85 husk gun fuel. Started off as Firebug level 5 and got my last 6 on wave 7.
Spoiler!
 
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I gotta disagree with some of your points on this kit. Yes it's a great patriarch and anti-scrake kit, but it's far from "Horrible at crowd control". The dual flare revolvers are beastly if you can fire them accurately, speaking of 6 man HoE using a level 5 - 6 firebug, 1 shot kills a crawler, 2 shot bursts will kill a clot, 4 shots kills a gorefast, and you get a lot of kills faster from headshots and splash fire. The husk gun can one hit headshot bloats and husks with partial charge headshots while a full charge bodyshot will bring a husk very close to death, just pop him once with a flare while he's stunned, Since the husk gun was recently buffed it also only takes a partial charge to stun a scrake now, 1 full charge headshot then some partials to keep it from coming unstunned will make short work of it, or even just 1 full charge headshot then dual flare spam. Fleshpounds are the only hassle with this kit for me.
Good aim with the delayed flares and ammo conservation makes this an amazing kit for Fire. In this game I played 2 flares + husk gun for 9 waves then the patriarch and ended each wave with close to empty duals and 50 - 85 husk gun fuel. Started off as Firebug level 5 and got my last 6 on wave 7.
Spoiler!

Thanks for the input:). When I say crowd control I am referring to a overrun/swarm situation at close range. The kind of crowd that kind wipe a team. It happens. The only other perk that can control in situations like that would be demo. Provided the demo has space. A firebug can clear a swarm at close range without damaging himself. I also took into consideration that this person asking for advice is new to Killing Floor. Players discover the hidden depth and skill increase with time. I didn't want to bog down a post with years of experience.


side note: I think I may have played with you in bedlam today. I was Mastamind.

@SwiftXShadow here is a link to Nutter Butters guide, good stuff
http://forums.tripwireinteractive.com/showthread.php?t=42173
 
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Thanks for the input:). When I say crowd control I am referring to a overrun/swarm situation at close range. The kind of crowd that kind wipe a team. It happens. The only other perk that can control in situations like that would be demo. Provided the demo has space. A firebug can clear a swarm at close range without damaging himself. I also took into consideration that this person asking for advice is new to Killing Floor. Players discover the hidden depth and skill increase with time. I didn't want to bog down a post with years of experience.

Demo probably is better in those situations but if there isn't one you can throw 5 fire nades on the ground and use a minimum charge husk gun shot to set them off on command and make a little breathing room, this is obviously only possible once per wave. I use that tactic a lot if im late from the trader heading back to camp in the lobby on Biohazard, 2 or 3 nades + husk gun straight down makes me a path in :D

Edit: Oh lordy I forgot the OP of this thread is someone still pretty new, do NOT try that grenade thing I mentioned until you're at least Firebug level 3, until then you still have normal frags.

side note: I think I may have played with you in bedlam today. I was Mastamind.

Unless it was very early this morning after midnight it couldn't have been me, there's a decent handful of MerFlr tags floating around to mix me up with though. :3
 
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Guys, don't forget that they're duoing on Normal, and mostly managing to survive. They don't need protips, they need general advice. I might be underestimating her, but the firebug in particular sounds like she just holds M1 and hoses in a 90deg arc in front of her until she runs out. Which isn't belittling her (she's fairly new to FPSs by the sounds of it, and she isn't on beginner ^_^), but we're not looking for advanced tactics by any stretch here :p

re: Firebug
Generally speaking, firebugs shouldn't really fight fleshpounds or scrakes. If someone else has a big gun handy and is ready to take them down, the firebug might add some damage, but generally speaking they should be killing everything else while someone else handles the big fellas.
The revolvers aren't too bad. If she doesn't likt tehe MAC, they'd be my next suggestion (single pistols are normally better than double FYI).


re: new friend:
If he can aim, I'd suggest sharpshooter. That way you'd have someone who can specialise in little zeds (firebug), someone who can specialise in big ones (sharpshooter) and a jack-of-all-trades (support) which is a nice team.
However, sharps HAVE to be able to headshot. They deal effectively like 3x - 5x damage when headshooting (including the decapping bonus etc), and if they can't headshot.

If he can't headshot reliably, yea, probably commando. They're also built for killing little things, but on lower difficulties could probably take out big things in a pinch, and the only other class I'd suggest (demo) would probably result in a) suicide on his behalf and b) demo + firebug + 1 other member doesn't tend to work that well.

That's always assuming you don't want to double-up. If you don't mind multiple classes, assuming he couldn't go sharp, I'd suggest a second support in a heartbeat because it is another nice allrounder.

Edit: Oh lordy I forgot the OP of this thread is someone still pretty new, do NOT try that grenade thing I mentioned until you're at least Firebug level 3, until then you still have normal frags.
rofl.
 
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You mention ADHD to be a big factor in their choice of perk. I would think you would want a perk that can steadily hold their attention, for this I would suggest Commando. Playing Commando there is rarely a dull moment unlike Demo or Sharpshooter who specialize on certain zeds and thus may not be the most engaging.

Medic also requires greater levels of attentiveness inorder to be there for your team when things go pear shaped.

Beserker with a camping team tends to get a little boring as you are usually most useful to your team as a meat shield that swipes at things as they get close to a bottleneck.
 
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what are good loadouts for a SharpShooter?

My friend is clueless, and i am not very sure myself since i have never played as 1.

Just by looking at the weapons i suggested him, Handcannons and Crossbow? and the once he has enough money to swich over to M14 EBR?
I dunno, maybe there are other better options with some offperk weapons?? Other pistols maybe, even though i dont make much diffrence between them exept with clip size and a little bit damamge.
 
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With the X-Bow you should only shoot bigger Zeds, which means waiting for them. Plus on normal you can deal with Fleshpounds quite well with the double barrelled shotgun.
I would suggest single pistol(s) and the Lever Action Rifle for starters, then switch to the M14 when you have the money. (The 9mm isn't a bad weapon for Sharpshooters)

As a general hints.
Fleshpounds rage when they get to much damage over a certain time. So if you only pinch him now and then you can kill him without raging him. Even a firebug can do so.
Scrakes rage when their health drops below a certain point.
 
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what are good loadouts for a SharpShooter?

My friend is clueless, and i am not very sure myself since i have never played as 1.

Just by looking at the weapons i suggested him, Handcannons and Crossbow? and the once he has enough money to swich over to M14 EBR?
I dunno, maybe there are other better options with some offperk weapons?? Other pistols maybe, even though i dont make much diffrence between them exept with clip size and a little bit damamge.

Personally I'd discourage M14 for new sharpshooters. It's not better than the Xbow, just different, but with the higher firing speed it encourages sharps to shoot bodyshots rather than headshots, which is a terrible idea (if you want to bodyshot, commando would be a far better class. Sharpshooters get all their class bonuses from headshots, pretty much).

I'd go with the tried and tested Xbow + HC, or maybe Xbow + Mk23 + Magnum if he prefers. Xbow is used to take anything siren and upwards, pistols are used to take anything husks and downards.
 
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With the X-Bow you should only shoot bigger Zeds, which means waiting for them. Plus on normal you can deal with Fleshpounds quite well with the double barrelled shotgun.
I would suggest single pistol(s) and the Lever Action Rifle for starters, then switch to the M14 when you have the money. (The 9mm isn't a bad weapon for Sharpshooters)

As a general hints.
Fleshpounds rage when they get to much damage over a certain time. So if you only pinch him now and then you can kill him without raging him. Even a firebug can do so.
Scrakes rage when their health drops below a certain point.

I want every difficulty tips not normal, i aim to finish normal, hard, survial, HOL with them.
And i can take care of ONE fleshpounder with ANY shotgun at normal. Soon as 2 appear at the same time it becomes a problem but still possible.
 
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Personally I'd discourage M14 for new sharpshooters. It's not better than the Xbow, just different, but with the higher firing speed it encourages sharps to shoot bodyshots rather than headshots, which is a terrible idea (if you want to bodyshot, commando would be a far better class. Sharpshooters get all their class bonuses from headshots, pretty much).

I'd go with the tried and tested Xbow + HC, or maybe Xbow + Mk23 + Magnum if he prefers. Xbow is used to take anything siren and upwards, pistols are used to take anything husks and downards.

While I agree that the M14 is a lot harder for new sharps (those not coming from an FPS background) the reason you stated is sort of contrary to how the guns work.

Xbow/Mk23/Magnum or Xbow/HC especially lower levels do incredibly well body shotting things. The magnum has the highest rate of fire, the first set up has a huge ammo capacity and all of them have penetration which means (especially on lower levels) you can just body shot multiple zeds without worrying about aiming.

As for the OP, you should be able to find spots on maps that pretty much funnel all the zeds into one direction meaning your friend doesn't have to worry about situational awareness or anything like that. With all honestly, having them go support, it is probably the easiest class to play in the lower levels in the above situation. You face one way, aim sort of in the middle of the hall, and body shot everything until its dead.
 
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Eh, sharpshooters get 2.4x damage with onperk weapons, as well as the headshot modifiers (which is typically 2x, but can go up to 4x). LAR for example hits for 140 body shot damage, or 672 headshot damage. EBR hits for 80 bodyshot damage, 432 headshot damage.

Compare that to commando, who with the AK hits for 45 bodyshot, or 49.5 headshot. SCAR 65 bodyshot, 71.5 headshot.

All the sharpshooter's perk bonuses are built around hitting things in the head. All the commando's prek bonuses are built around firing very fast, and it doesn't matter (so much) if you shoot for the body.

While, yes, it doesn't so much matter on Normal, since one HC to the head or two to the body is probably about as viable a tactic, if they do want to move up to higher difficulties they won't be able to if they're using classes incorrectly.
 
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