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Tactics Tips & Tactics + Perk info

F6Knight

Grizzled Veteran
May 15, 2009
149
7
Belgium
Beware: Extremely long read ahead :)

I've written up a load of tips & tactics from myself, friends and community members.
I probably still missed a lot but that's why you guys are here. to add stuff :)
If you reply or PM me with your own tips & tactics then please keep it short and to the point. No text walls please.
If you see any errors (typing or wrong info) feel free to let me know (a PM will do. I'll try to check them often)

If I don't reply to your PM soon or don't update this guide, then I'm probably taking a break from the game but I try to be back for every content update.
Last updated on 16/07/10 (irrelevant info in the fast perk leveling section greyed out for now)


INDEX TIPS & TACTICS

*1.1* General tips
*1.2* General tactics
*1.2.1* Camping
*1.2.2* Funneling
*1.2.3* Roaming

*2* Perk tips & tactics
*2.1* Field Medic
*2.2* Support Specialist
*2.3* Sharpshooter
*2.4* Commando
*2.5* Berserker
*2.6* Firebug
*2.7* Demolitions

*3* Specimen tips & tactics
*3.1* Clot
*3.2* Bloat
*3.3* Gorefast
*3.4* Crawler
*3.5* Stalker
*3.6* Husk
*3.7* Siren
*3.8* Scrake
*3.9* Fleshpound
*3.10* Patriarch

*4* Map tips & tactics
*4.1* Biotics Lab
*4.2* Farm
*4.3* Manor
*4.4* Offices
*4.5* West London
*4.6* Foundry
*4.7* Bedlam
*4.8* Wyre

*5* Weapon tips & tactics
*5.1* Knife
*5.2* Machete
*5.3* Axe
*5.4* Chainsaw
*5.5* Katana
*5.6.1* 9mm Tactical
*5.6.2* Dual 9mm Tactical
*5.7.1* Handcannon
*5.7.2* Dual Handcannon
*5.8* Shotgun
*5.9* Hunting Shotgun
*5.10* AA12 Shotgun
*5.11* Bullpup
*5.12* AK47
*5.13* SCARMK17
*5.14* Lever Action Rifle
*5.15* Crossbow
*5.16* M14EBR
*5.17* L.A.W.
*5.18* Flamethrower
*5.19.1* Frag Grenade
*5.19.2* Fire Grenade
*5.20* MP7M Medic Gun
*5.21* M79 Grenade Launcher
*5.22* M32 Grenade Launcher
*5.23* Pipebomb

*6* Perk info
*6.1* Field Medic
*6.2* Support Specialist
*6.3* Sharpshooter
*6.4* Commando
*6.5* Berserker
*6.6* Firebug
*6.7* Demolitions

*7* Fast Perk Leveling info
SOME INFO IS NO LONGER RELEVANT NOW THAT MUTATORS ARE NO LONGER WHITE LISTED
*7.1* Field Medic 1-6 in "a few" to "a lot" of hours
*7.2* Support Specialist 1-6 (no time specified) (3-4 hours for all your weld points)
*7.3* Sharpshooter 1-6 (no time specified)
*7.4* Commando 1-6 in 40-50 hours
*7.5* Berserker 1-6 (no time specified)
*7.6.1* Firebug 1-3 (no time specified)
*7.6.2* Firebug 4-6 (no time specified)
*7.7* Demolitions 1-6 (no time specified)

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*1.1* General tips
Just put a bunch of random tips here. They aren't in any order.

- Step 1: GET A MIC. Step 2: TALK TO YOUR TEAM. It's cheap, effective and will vastly improve the survivability of the team.
- Go to audio options and tick the option on the right side to lower game sound when using VOIP. This will vastly reduce the game sound whenever you or a team member is actively using ingame voice chat so you can actually hear what they are saying.
- If you do not have any level 5 perk yet (see below) then start wave 1 as Field Medic or Berserker as they are the only perks that give any decent advantages in wave 1.
- Level 5-6 perks spawn with a weapon (except the Field Medic who spawns with body armor at level 5 but also gets a free gun at level 6) (See “*4* Perks” to see which weapon you spawn with)
- Do not underestimate the use of the basic knife and pistol. They are still useful against weak/medium enemies when you run out of ammo for your main weapons.
- If you play on normal difficulty or higher it is advisable that your team has at least 1 dedicated Field Medic. (Especially on hard and suicide this will be very helpful)
- You can get hits to the head with melee weapons. You just have to aim high enough. It will feel weird at first but you’ll get used to it. You can easily practice on clots. Their head will come off if you kill them with a melee "headshot" just like with any ranged headshot.
- Let your field medic do the healing if he is not level 6 yet. He will really appreciate being able to level his perk. Except in an emergency off course :)
- You can only switch perks once every wave. So think twice before switching perks.
- The knife is a pretty solid weapon. All classes except the Berserker should avoid the other melee weapons though. There are more useful things you can do with your weight limit.
- Do not run in front of people using a flamer, grenades, LAW, M79 or M32. They will set themselves on fire or blow themselves up if you block their shot.
- If you want to use the LAW, make sure there is nobody even near you before you fire. If there are people near you, they will often run (accidenatlly) in front of you when you fire and you will just blow yourself up. (This isn't as much of a problem with the M79 and M32 because you have a much better field of view compared to the LAW, even when aiming down the sights)
- You can advance and level up any perk, no matter which perk you currently have active. So if you play a Field Medic and use a shotgun then all the shotgun damage you do will count for the advancement of your Support Specialist perk.
- You do however only get the bonusses from your current active perk so pick a perk each wave depending on which bonusses you want to receive for that wave.
- Ducking down does not increase your accuracy so only duck if there are teammates standing behind you. Otherwise just stand up. Especially with penetrating weapons like handcannons, the crossbow and the shotguns so you shoot in a more horizontal line towards groups of specimens and get more damage/kills out of your shots when they penetrate the first specimen. If you duck and shoot at a specimen at close range, most of the penetrating shots will fly up in the air hitting nothing behind the original target.
- On higher difficulties, less random items spawn on the map.


*1.2* General tactics

*1.2.1* Camping
When camping, you and your team will stay in 1 location that has more than 1-2 entry points.
An example would be camping outside the church, outside the police station or in one of the tunnels on WestLondon.
When camping, your team has to rely on sheer stopping power to prevent the specimens from overrunning your position, but it's quite possible up to Hard difficulty when using high level perks (5-6)
Camping becomes less useful on Suicidal difficulty or if people don't have high level perks yet.
Note that a Fleshpound that is noticed too late can completely mess up your camp and wipe your team (usually the team wipes after they kill the Fleshpound and get overrun by other specimens while reloading)

*1.2.2* Funneling
When funneling, you and your team will pick a location with either only 1 natural entry point or with multiple entry points but enough weldable doors so you end up with only 1 open entry point. It is best to funnel in areas with only 1 or maximum 2 entry points so you only ever have to worry about keeping 1 door welded.
An example of this is the entire team camping in the U shaped room with the 2 double doors in Biotics Lab.
The door next to the trader gets welded and the team camps in the other room, leaving the second door open. Most of the time the specimens don't even attack the welded door so you effectively created a funnel spot with 1 entry point where speciment run head first into 6 blazing guns.
Ideally you want to funnel in a location where you can see the enemy coming from at 30+ feet (10+m) away. More if possible.

Note that, when funneling in an area with 2 entry points, where you weld 1 door, it is now a very good idea to bring some of those shiny new pipebombs. Place one outside the door, weld the door and place one inside the door.
keep the door welded, the outside pipebomb will not blow up until enough weak specimens or 1 strong specimen comes near. The pipebomb explosion will NOT damage the welded door.
Should they break through eventually, there will be a second pipebomb waiting for them. (have a Demolitions place the pipebombs and someone else welding so the welder doesn't blow himself up when the door breaches)

*1.2.3* Roaming
When roaming, you and your team will move around the map a lot while killing specimens. This can be done solo or in group. The less open the map is, the more dangerous it is to roam, especially on your own.
Farm is a perfect roaming map but just camping in an open spot can work pretty well too.

I would personally advise against roaming on any core map except Farm.
 
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*2* Perk tips & tactics

*2.1* Field Medic
- One of the 2 more useful perks during wave 1 (Berserker is the other one) until you get other level 5-6 perks (which spawn with a better weapon)
- A good early game setup is the MP7M and a normal shotgun. This is rather cheap and gives you some decent allround firepower.
- A good late game setup is the MP7M and a hunting shotgun or AA12 (if you can afford it). This gives you some very good firepower.
- The Siren is your friend. If it does not endanger your team (for example you're all camping behind the gate on west london) then ignore her and let her scream if your team doesn't notice her fast enough. This will give you some nice damage to heal on everyone to level your perk :)
- Do not feel forced to heal AND weld just because everyone else is too lazy to weld. Just heal them and ignore the welding. After a few wipes they will learn to do their jobs while you do yours. This way you should also have enough opportunities to shoot the specimens a few times and enjoy the game as well. (unless you enjoy healing and welding all the time ...)

*2.2* Support Specialist
- DO YOUR JOB AND WELD. You are not just a high damage dealer. Your perk bonusses make you the best welder.
- Nobody expects you to weld non stop but you can do it faster than everyone else. Especially when a door is going to be breached and the non support guys cannot keep it up. Go assist them and save the team. You will still have plenty of opportunities to shoot at specimens.
- The shotgun, hunting shotgun and AA12 each use their own ammo pool so you can use a combination of 2 of them without having to share their ammo.
- At level 3 you can carry the normal shotgun AND the hunting shotgun or AA12 together.
- At level 3 you can carry the LAW and dual pistols or handcannons.
- At level 5 you can carry the LAW and a bullpup or rifle.
- The LAW has almost no explosion radius and even subpar damage against single targets but since you are the only class who can carry the LAW and a proper backup weapon (rifle or bullpup) at the same time, you might want to have some fun with it once in a while.
- Even after removing the knockback ability of shotguns and nerfing shotgun penetration slightly, this perk is still the god of damage dealing in Killing Floor. Especially when using the hunting shotgun or AA12.

*2.3* Sharpshooter
- The rifle is an extremely cheap and effective weapon on weak/medium enemies. Avoid using it on the Fleshpound and Patriarch unless you intend to kill them very very slowly.
- Always try to aim for the head with the rifle. Especially on Bloats and Scrakes. Otherwise you will waste too much ammo to kill them.
- Crossbow bolts are very expensive so use them wisely.
- Crossbow bolts will penetrate specimens so wait for a couple of them to group up and then fire.
- Be careful when there is a Fleshpound around. You do not want to accidentally enrage it with a stray bolt that penetrated some other specimens. Watch where you fire carefully unless your team is prepared to nuke down the Fleshpound.
- Since a recent patch, dual handcannon headshots now properly count for the "headshot" progress bar of the sharpshooter perk
- If you take off an additional limb (such as a flailing arm) with a crossbow headshot then it doesn't count for the perk.
- Easiest way to get your headshots up is on clots with a single 9mm Tactical. Just let them come close.
- There are some issues with getting headshots on some specimens. It has been improved with a recent patch but it can still be strange sometimes where you get a clear headshot but it doesn't count (doesn't take the head off a clot for example)

*2.4* Commando
- You can see cloakded stalkers from up to 16m away (depending on perk level). Make Stalkers your second priority targets (after Sirens). This will prevent a lot of damage being done to your team.
- You can see the health bar of enemies up to 16m away (depending on perk level)
- Using secondary fire will switch between full auto and semi auto fire with all Commando weapons. Great for saving ammo when you take out weak enemies from range.
- Aim for the head. Otherwise you will run out of ammo extremely fast.
- A rifle is a good/cheap early game backup weapon for when you run out of ammo with the bullpup or for when enemies are really far away.
- This is by far the hardest perk to level. It is the only perk that requires you to kill specific enemies and at least half of them will get killed by your team mates who aren't even Commando's.

*2.5* Berserker
- Here is a good topic from Skunkee on the Berserker. http://forums.tripwireinteractive.com/showthread.php?t=34151
I especially found the tactics against each specific specimen towards the end to be very informative.
- One of the 2 more useful perks during wave 1 (Medic is the other one) until you get other level 5-6 perks (which spawn with a better weapon)
- Bigger doesn't always mean better. It's not because you can afford a chainsaw that you should get one. The machete and axe are still very solid weapons for your perk and are a lot cheaper. Maybe a teammate needs some cash for new body armor or ammo.
- Since a recent patch each melee weapon now has a secondary "power strike" attack. So the machete and axe finaly got some love :)
- Even the basic (and free) knife is a very solid weapon. Don't underestimate it.

*2.6* Firebug
- For Firebugs level 1-4, try not to use your flamer at point blank or at very short range. you will set yourself on fire. As a Firebug you don't take a lot of fire damage but it will obscure your vision and damage your body armor a little bit. As a Firebug level 5-6 you will have 100% resistance to fire and won't even set yourself on fire anymore.
- Use your pistols or knife for short range.
- Try to stay in front or at the very least to the side of your team. Teammates running in front of you when you use your flamer will make you set yourself on fire.
- Do not spray constantly. You will run out of ammo very fast. Use short bursts to set enemies on fire and only spray long on very large groups or strong enemies like Scrakes, Fleshpounds or the Patiarch.

*2.7* Demolitions
- The grenades from the M79 and M32 do not arm until they have flown for a good 5 feet but they have a good 10 feet explosion radius. Be careful not to blow yourself up.
- If the enemy is too close then your grenades from the M79 and M32 won't arm and instead will do kinetic impact damage on a single specimen in front of you. This damage is much lower than the explosion so try to avoid using your M79 and M32 at short range.
- Just like with normal grenades, the M79 and M32 explosions leave smoke clouds. This can work in your disadvantage. You don't want to block the view of your entire team when there are 2 Fleshpounds incoming, unless you know that they will die from the explosions.
- The M32 is a nice weapon to soften big targets from mid to long range (Fleshpound, Scrake, Patriarch). That way, the smoke clouds are far enough away so they don't hinder your teams vision and you can still see your target coming for a few seconds before it reaches you.
- The Pipebomb is activated when several weak or one strong specimen come near it (they have to be pretty close). So it basically acts as a landmine (I wouldn't go as far as to call it a proximity mine because the proximity area is just too small)
- Pipebombs do not despawn in between waves or after a certain amount of time. So if you have enough money (and Demolitions gets pipebombs very cheap) then feel free to turn half the map into a minefield (It's funny and gets you lots of kills so you can buy more pipebombs ^^)
- Don't spend all your money on pipebombs right from the start though. First get the M79, M32, grenades and armor. Then give some money to your team if they badly need some better weapons or armor, then start wasting it all on pipebombs :)
- Pipebomb explosions to NOT damage welded doors. So it's a great tactic to put a pipebomb outside a door, then weld it and also put one on the inside. This will clear the first wave of specimens trying to break down the door and then clear the second wave when they eventually break through the door.
- Demolitions is bad on it's own. You need teammates to pick off single weak targets, targets that get too close (stalkers, gorefasts) or strong targets after you weakened them with the M32.
- This perk shines if you can get some high ground (on top of the car in the tunnel in WestLondon for example)
 
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*3* Specimen tips & tactics

*3.1* Clot
- These guys are the weakest of all the specimens but can still be annoying because they can grab you which makes you unable to move until you kill the Clot that is holding you in place. So try to avoid getting too close unless you are a Berserker (Berserkers cannot be grabbed)
- Any class can kill them with 1-2 hits to the head with a knife or take their head off with the 9mm Tactical and let them bleed out.

*3.2* Bloat
- These fat guys can puke acid on you which will act as a damage over time effect and will obscure your vision.
- It only takes a couple shots from the 9mm to take their head off and prevent them from puking ever again. Without a head, they will also bleed out after a couple of seconds so just keep your distance as they can still swing at you.
- Fun tip: You can round up a couple clots and a bloat, get close to the bloat to make him start puking acid and hit the clots instead of you. This can kill the clots or even piss them off so the clots start attacking the bloat. Grab your popcorn and watch the show.
- Since one of the recent patches, Bloats no longer stop moving when they start their puke animation so they are much more dangerous now. Take their head off ASAP when you see one to save yourself and your team a lot of trouble.

*3.3* Gorefast
- These slightly taller brown looking guys have a long blade for an arm (at least that’s what it looks like when they swing it at my face :p)
- As soon as they get to a medium distance from you they will start to sprint and will keep chasing you really fast until you kill them.
- They can do a lot of damage so either kill them from long range or be prepared to take them out fast when they get close.
- After the Patriarch and the Fleshpound, Gorefasts are the 3rd most common way people die.

*3.4* Crawler
- These crawling pests can use vents and other high places to jump down into the middle of your squad. The only other specimen that does this is the Stalker.
- They are low to the ground so using a melee weapon on them can be annoying. Try to duck if you insist on melee'ing them but it's still a bad idea.
- Try to kill them with a ranged weapon as much as possible because they jump at you when they get close and can do a surprising amount of damage when they start attacking.
- Kill them ASAP if there are no higher priority targets around (like Sirens for example). These things (along with stalkers) are usually the main reason for armor/health going down in the first place because they get ignored for too long.
- They are very weak (health wise) so even the 9mm Tactical will kill them in a few shots; Most stronger guns kill them in 1 shot.

*3.5* Stalker
- These are basically cloaked clots except that they don’t grab you and move faster.
- They can use vents and other high places to jump down into the middle of your squad. The only other specimen that does this is the Crawler.
- The Commando perk can see Stalkers from a certain distance away (the range depends on the perk level)

*3.6* Husk
- This new guy, introduced in the "Level Up" patch on 22/10/09 is more annoying than dangerous.
- Aside from the Patriarch, this is the only specimen with a long range attack and he will sometimes use it from ridiculous ranges (on Farm for example). He uses his ranged attack a lot.
- He's a big fat guy with a yellow light on his arm where his "Fireball Launcher" is.
- When he is about to shoot a fireball at someone, he raises his arm horizontally, you can hear a sound of the fireball charging up and see a visual effect of some flames gathering around his arm. This all takes a good 1-2 seconds and then a high speed fireball comes shooting out.
- His fireballs are usually pretty accurate but can be dodged. Sometimes however his fireballs go completely off target and leave you wondering "why did that Husk just shoot at the middle of nowhere ...".
- Upon impact on the floor or a wall, his fireballs have a small splash so they can still slightly damage you and set you on fire if they impact on something close enough to you (a fireball hitting a teammember right next to you will set you on fire with the splash)
- A level 5+ Firebug is immune to fire. This includes the Husk's fireballs :)
- A Husk got a pretty high fire resist himself so killing him with the Flamethrower for the achievement can take some time.
- When a Husk fires a fireball, all other specimens will be pushed to the sides so taking cover behind a wave of specimens does not work.
- Health wise, a Husk feels similar to a Bloat. But it's harder to decapitate one at high health. Just keep firing at the head and it'll die pretty fast. Even when you use the 9mm Tactical. A high level sharpshooter can one shot a Husk with the Lever Action rifle or M14 with a headshot (on Hard difficulty)
- These things can really mess up a good camp or funnel with constant fireballs, so taking them out fast will save you and your team a lot of trouble.
- Taking them out fast can be a problem if there is a wave of specimens in front of you. Wait for the Husk to fire. This will push all the specimens to the left or right to create a clear path for the fireball. Now fire down this clear path in the middle of the specimen wave :)

*3.7* Siren
- The Siren is the number #1 priority on the kill list. If you see her, take her out ASAP.
- This girl will scream and it will do serious area of effect damage to any player in range.
- The damage from her screams will completely bypass armor.
- Her scream will also destroy any grenade, rocket and pipebomb in it’s radius. The destroyed grenades, rockets and pipebombs will NOT detonate and will not do any damage. They just disappear. This is visualized by the grenade, rocket or pipebomb disappearing in a red splat.
- Her scream is visualised ingame with a red expanding dome.
- Her scream will damage welded doors but the damage will not penetrate the door (the red visual effect will, but it won’t damage you)
- You can sometimes hear her cry on the other side of a door or around a corner. So don’t charge blindly around corners or through doors if you hear her.

*3.8* Scrake
- This big guy got a chainsaw for an arm. He is pretty slow until he takes enough damage, then he charges you or a squad member.
- He sometimes also charges when you get too close to him but this doesn't happen often. It's still best to avoid melee range with this guy until you are ready to nuke him down.
- Since a recent patch, he no longer stops moving whenever he swings, so you can no longer avoid every one of his attacks by backpedalling. Take him out ASAP as he is a lot more dangerous now than he used to be.
- Since he will constantly be right in your face it’s easy enough to get headshots to kill him faster.
- Since the 21/05/09 patch he (and any other specimens) is immune to knockback so the 'duck and aim for his head' tactic with the shotgun to send him flying away will not work anymore.
- A secondary fire from the hunting shotgun to his chest from close range can sometimes kill him on normal.
- A level 3-4 firebug can kill him in about half a can of gas or less.
- A high level Sharpshooter can kill him surprisingly fast with M14 headshots.

*3.9* Fleshpound
- This huge guy got a yellow glowing light on his chest and back.
- He will enrage when too much DPS (damage per second) is being done to him. His light will turn red, and he will charge at someone really fast and do a lot more damage than when he is not enraged (2 hit kill on normal)
- Since a recent patch, he will also enrage if you kite him for too long so the tactic of kiting him and shooting him occasionaly to avoid enrages no longer works.
- This new "auto-enrage" happens when he can't hit anyone for a while and it will last until he hits someone.
- Since he will now enrage even if you don't shoot him, it's best to kill him fast when he shows up or quickly get out of his line of sight.
- An xbow shot to the head will enrage him already. An xbow shot to the torso will sometimes also enrage him. so avoid using the xbow on him unless you want to nuke him down fast
- Grenades are excellend Fleshpound killers. When you throw multiple grenades in the same area, they will ALL detonate when the first one does. You can throw 4 grenades in a row before the first one detonates. If you try to throw a 5th grenade in a row then it will simply detonate mid air and that 5th one will damage yourself (sometimes quite severely)
Having multiple people throw 2-3 grenades each will obliterate any Fleshpound in the blast radius. You can easily kill 2-3 fleshpounds at once like this should they all show up together.

*3.10* Patriarch
- This big guy comes after you complete all the waves (so he will be wave 5, 8, 11 or custom+1 depending on server settings)
- He will usually say "One in the pipe" before shooting a rocket so listen for it and take cover.
- He has a chaingun for an arm and you will hear it spin up about a second or so before he starts firing. Listen for it and take cover.
- His chaingun will kill you in 1 burst on normal if you are too close to him (even medium range is too close) so once again: TAKE COVER
- If you damage him enough he will cloak and run away to heal. In the meanwhile normal specimens spawn, so kill them quick, heal up and prepare to face the Patriarch again.
- Did I already mention he can cloak? He sometimes also cloaks and charges someone. Nuke him with all you got and hope you either kill him or make him retreat before someone dies.
- His melee attack is a ‘thingy’ shooting out of his chest. This does pretty high damage and will knock his victim back. Use this knockback to heal, take cover or run before he can reach you again.
- Avoid using the Berserker perk against him. If you want a runspeed bonus to outrun his charge then use level 5 Medic perk as it gives the biggest runspeed bonus ingame and you also get very strong body armor.
- The LAW is pretty bad against him. Especially if he charges you. You'll just blow yourself up.
- As a commando you can see him while cloaked just like you can see cloaked stalkers. Having at least 1 Commando in your squad can be really helpful for chasing him when he tries to run and heal. It doesn't always work out well for the Commando though :)
- He has 3 healing syringes which can be seen on his leg. He can only heal 3 times. Every time he heals, one of the syringes on his leg will disappear.
- If you damage him enough while he is trying to heal, he can drop his healing syringe. This effectively makes that syringe void so you just prevented him from healing AND he lost 1 healing syringe. (he will never pick it up or anything)
 
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*4* Map tips & tactics

NOTE: This list only contains core maps (maps released by Tripwire)

*4.1*Biotics Lab
- Not a lot of free room on this map so Fleshpounds are going to be a problem if you don't bring enough firepower. (Don't forget to use your grenades. Several people throwing 2-3 grenades each make short work of any Fleshpound AND whatever specimens are near them)
- There are a couple really good camping spots and a couple really bad ones. You'll notice soon enough when you play this map a bit. Remember them and avoid the bad spots :)
- The large open room with the double stairs leading down is a VERY bad spot because you will get swarmed from all sides.
- The U shaped room downstairs with the 2 double doors and the vendor is a very good camping spot. Weld the door near the vendor and then camp in the other room (not all the way against the back wall, but a good 5 feet in front of it, where the walls on the left and right stick out a bit. This way, the speciment will almost never attack the welded door but just go for the open door)

*4.2*Farm
- Camping inside only works properly on Beginner. On Normal or higher, camping inside is dangerous and often a deadly mistake. This map is sweet for roaming (see *1.2.3*).
- As soon as the next wave starts, head into the general direction of the next Trader location but make sure your team sticks together.
- [Jurassic Park: "Don't go into the tall grass"]. Avoid the fields with the tall grass/crops. Simply because you will have a very hard time spotting crawlers/Stalkers/Sirens and there is no light. Stick to the roads, bridges, riverbed or around the houses where there is either no tall grass or there is some light. This will vastly improve your chances for survival.
- Reason #1 to go into the tall grass: it's the beginning of a wave and you want to rush towards the next Trader location. But stick to the open areas and roads as soon as you reach the first one.
- Reason #2 to go into the tall grass: Everything went to hell, people are dying left and right and you are running for your life. Then by all means throw all caution out of the window and go trough the fields if it means you can outrun most of the specimens, regain your senses and survive the wave. But as soon as you regain your senses it's still a good idea to head to a more open area or some place with light.

*4.3*Manor
- The house is a death trap. Avoid it at all costs. If the Trader spawns inside, buy stuff and then head out again ASAP.
- The cave leading into the basement is a very good funnel spot.
- When Fleshpounds start coming, you might want to avoid the cave leading to the basement, unless your team has enough stopping power.
- Just outside of the tunnel to the basement is also a good spot. Just make sure you have at least 1 person covering the wooden walkways leading into the boathouse and someone covering the caves in the back. Lots of crawlers/stalkers will come from the boathouse and just about anything can come out of the caves. Most specimens will come from the house though.
- With the addition of the Demolitions perk, the spot between the boathouse and the cave with the trader is now very defendable with a good team. Just have your Demolitions guy stand as far as he can on the slope against the side of the map while having the rest of the team covering towards the boathouse and the cave. The high ground gives the Demolitions guy a huge advantage in covering his team. The only downside is that the Demolitions guy can only cover the side of the boathouse since a big rock blocks his view of the cave.

*4.4*Offices
- Similar to Biotics Lab except that you do have a moderately open outdoor area. The roof is also an option but it's quite far up and smaller than the area in front of the building.
- Camping outside really is the best option on this map, but do not camp in front of the gate, as specimens will jump over it. Camp in the open area to the left or right (when facing the building) (the left seems the best as specimens often get stuck on the burning cars, giving you a little more breathing time)

*4.5*West London
- Decent open map so make use of it.
- A few good camping spots are: outside the church, in front of the police station or in the tunnel near the police station.
- An "easy" spot on this map is behind the gate that leads into the basement. Just weld the 2 basement doors and weld the gate. You can shoot through the gate without damaging the weld (even with the M79 and M32) and nothing can hit you except Sirens or Crawlers/Stalkers that jump down from above.
- Do not stand right up against the gate because then melee specimens will be able to hit you through it. Just keep at least a few feet distance from the gate.
- Throwing grenades at the gate will damage enemies on the other side but it will also damage the weld so only do this if the gate is going to fail anyway.
- In the tunnel with the busses or between the church and the police station (with the alley) are good spots to fight the patriarch while keeping some range on him. Both areas should provide you with fast access to cover.

*4.6*Foundry
- This map contains mostly small rooms and corridors except for the very large open room near the spawn point.
- This large open room is a decent camping spot. Or you can just camp right at the spawn point.
- There are some areas that can be used for funneling but they aren't perfect. Most of the time, specimens can jump down from higher areas and seriously mess up your funneling.
- Not much else to say unfortunately.

*4.7*Bedlam
- This map is a maze of corridors and small rooms and imho an absolute nightmare to play on.
- Camping is only going to work in 2 rooms. The large open pool room and the disco room (altho this one is much smaller in size). Even in those 2 rooms, camping isn't that effective.
- With all its long narrow corridors, funneling is pretty effective on this map, IF you can find your way back to your good funneling spot after every trader visit.
- Just like Foundry, this map has slightly disappointed me and I don't have much else to say about it.

*4.8*Wyre
- It doesn't seem like much at first, a dense forest with a river leading down into a valley, but down in the valley there is a building that gives access to a vast network of undergroup tunnels and rooms (there are other entrances too)
- You can easily get on the roof of this little building (it's intended) and it makes a pretty good camping spot. Just beware of the occasional group of crawlers that can spawn in the tree to the right and jump over to the building.
- You can try to hold out inside the building and weld the basement door and the 2 side doors but this only works properly on early waves. Too many doors to weld to be effective late game.
- Some of the tunnels make pretty good funneling spots, so if you prefer funneling over camping then definately go exploring underground :)
- Roaming isn't a good idea on this map because the forest is just too dense, forcing you into taking certain paths to get around and you will get surrounded quite easily.
 
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Note: I'm currently unable to write tips for the M79, M32 and Pipebomb until I figure out where I can remove about 1500 characters in this post to stay within the 30K character limit/post :)

*5* Weapon tips & tactics

*5.1* Knife
Weight: 0
Base price: Every player spawns with this.
Primary attack: Very fast attack. low damage (aim for the head for fast kills on weak specimens)
Secondary attack: Power strike. Significantly slower than the primary attack but it got moderate damage.
- A very solid starting weapon. Can kill Clot’s and Gorefasts in 1-2 headshots. (aim high)
- Non-Berserkers should not bother wasting their weight blocks on any other melee weapon as the knife weighs nothing and will serve you well in the few situations where you actually need a melee weapon (wave 1 for example if you don’t want to use your pistol)

*5.2* Machete
Weight: 3
Base price:
 
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*6* Perk info
Special thanks to Blue and the community for gathering/organizing most of the 'requirements' info.
Special thanks to Terrier and the community for providing me with a lot of the new updated perk info from the last few patches.

All green text below is an educated guess but not confirmed yet by anyone. If you can confirm any of it, feel free to send me a PM.

*6.1*Field Medic

Level 0:
- 10% faster Syringe recharge
- 10% more potent medical injections
- 10% less damage from Bloat Bile
- 10% discount on Body Armor
- 85% discount on MP7M Medic Gun

Level 1:
- 25% faster Syringe recharge
- 25% more potent medical injections
- 25% less damage from Bloat Bile
- 20% larger MP7M Medic Gun clip
- 10% better Body Armor
- 20% discount on Body Armor
- 87% discount on MP7M Medic Gun
Requirements:
Heal 200 HP on your teammates

Level 2:
- 50% faster Syringe recharge
- 25% more potent medical injections
- 50% less damage from Bloat Bile
- 5% faster movement speed
- 40% larger MP7M Medic Gun clip
- 20% better Body Armor
- 30% discount on Body Armor
- 89% discount on MP7M Medic Gun
Requirements:
Heal 750 HP on your teammates

Level 3:
- 75% faster Syringe recharge
- 50% more potent medical injections
- 50% less damage from Bloat Bile
- 10% faster movement speed
- 60% larger MP7M Medic Gun clip
- 30% better Body Armor
- 40% discount on Body Armor
- 91% discount on MP7M Medic Gun
Requirements:
Heal 4.000 HP on your teammates

Level 4:
- 100% faster Syringe recharge
- 50% more potent medical injections
- 50% less damage from Bloat Bile
- 15% faster movement speed
- 80% larger MP7M Medic Gun clip
- 40% better Body Armor
- 50% discount on Body Armor
- 93% discount on MP7M Medic Gun
Requirements:
Heal 12.000 HP on your teammates

Level 5:
- 150% faster Syringe recharge
- 50% more potent medical injections
- 75% less damage from Bloat Bile
- 20% faster movement speed
- 100% larger MP7M Medic Gun clip
- 50% better Body Armor
- 60% discount on Body Armor
- 95% discount on MP7M Medic Gun
- Spawn with Body Armor
Requirements:
Heal 25.000 HP on your teammates

Level 6:
- 200% faster Syringe recharge
- 75% more potent medical injections
- 75% less damage from Bloat Bile
- 25% faster movement speed
- 100% larger MP7M Medic Gun clip
- 75% better Body Armor
- 70% discount on Body Armor
- 97% discount on MP7M Medic Gun
- Spawn with Body Armor and Medic Gun
Requirements:
Heal 100.000 HP on your teammates

*6.2*Support Specialist

Level 0:
- 10% more damage with Shotguns
- 10% better Shotgun penetration
- 10% faster welding/unwelding
- 10% discount on Shotguns

Level 1:
- 10% more damage with Shotguns
- 18% better Shotgun penetration
- 10% extra Shotgun ammo
- 20% increase in Grenade capacity
- 10% increased carry weight
- 25% faster welding/unwelding
- 20% discount on Shotguns
- 5% more Grenade damage
Requirements:
Weld 2,000 door hitpoints.
Deal 25.000 damage with shotguns

Level 2:
- 20% more damage with Shotguns
- 36% better Shotgun penetration
- 20% extra Shotgun ammo
- 40% increase in Grenade capacity
- 20% increased carry weight
- 50% faster welding/unwelding
- 30% discount on Shotguns
- 10% more Grenade damage
Requirements:
Weld 7.000 door hitpoints
Deal 100.000 damage with shotguns

Level 3:
- 30% more damage with Shotguns
- 54% better Shotgun penetration
- 25% extra shotgun ammo
- 20% more damage with Grenades
- 60% increase in grenade capacity
- 25% increased carry weight
- 75% faster welding/unwelding
- 40% discount on Shotguns
Requirements:
Weld 35.000 door hitpoints
Deal 500.000 damage with shotguns

Level 4:
- 40% more damage with Shotguns
- 72% better Shotgun penetration
- 25% extra shotgun ammo
- 30% more damage with Grenades
- 80% increase in grenade capacity
- 30% increased carry weight
- 100% faster welding/unwelding
- 50% discount on Shotguns
Requirements:
Weld 120.000 door hitpoints
Deal 1.500.000 damage with shotguns

Level 5:
- 50% more damage with Shotguns
- 90% better Shotgun penetration
- 25% extra shotgun ammo
- 40% more damage with Grenades
- 100% increase in grenade capacity
- 50% increased carry weight
- 150% faster welding/unwelding
- 60% discount on Shotguns
- Spawn with a Shotgun
Requirements:
Weld 250.000 door hitpoints
Deal 3.500.000 damage with shotguns

Level 6:
- 60% more damage with Shotguns
- 90% better Shotgun penetration
- 30% extra shotgun ammo
- 50% more damage with Grenades
- 120% increase in grenade capacity
- 60% increased carry weight
- 150% faster welding/unwelding
- 70% discount on Shotguns
- Spawn with a Hunting Shotgun
Requirements:
Weld 370.000 door hitpoints
Deal 5.500.000 damage with shotguns

*6.3*Sharpshooter

Level 0:
- 5% more damage with 9mm, Handcannon, Rifle, Crossbow and M14
- 5% extra Headshot damage with all weapons
- 10% discount on Handcannon/M14

Level 1:
- 10% more damage with 9mm, Handcannon, Rifle, Crossbow and M14
- 25% less recoil with 9mm, Handcannon, Rifle, Crossbow and M14
- 10% faster reload with 9mm, Handcannon, Rifle, Crossbow and M14
- 10% extra headshot damage
- 20% discount on Handcannon/M14
Requirements:
Get 30 headshot kills with 9mm, Handcannon, Rifle, Crossbow or EBRM14

Level 2:
- 15% more damage with 9mm, Handcannon, Rifle, Crossbow and M14
- 50% less recoil with 9mm, Handcannon, Rifle, Crossbow and M14
- 20% faster reload with 9mm, Handcannon, Rifle, Crossbow and M14
- 20% extra headshot damage
- 30% discount on Handcannon/M14
Requirements:
Get 100 headshot kills with 9mm, Handcannon, Rifle, Crossbow or EBRM14

Level 3:
- 20% more damage with 9mm, Handcannon, Rifle, Crossbow and M14
- 75% less recoil with 9mm, Handcannon, Rifle, Crossbow and M14
- 30% faster reload with 9mm, Handcannon, Rifle, Crossbow and M14
- 30% extra headshot damage
- 40% discount on Handcannon/M14
Requirements:
Get 700 headshot kills with 9mm, Handcannon, Rifle, Crossbow or EBRM14

Level 4:
- 30% more damage with 9mm, Handcannon, Rifle, Crossbow and M14
- 75% less recoil with 9mm, Handcannon, Rifle, Crossbow and M14
- 40% faster reload with 9mm, Handcannon, Rifle, Crossbow and M14
- 40% extra headshot damage
- 50% discount on Handcannon/M14
Requirements:
Get 2.500 headshot kills with 9mm, Handcannon, Rifle, Crossbow or EBRM14

Level 5:
- 50% more damage with 9mm, Handcannon, Rifle, Crossbow and M14
- 75% less recoil with 9mm, Handcannon, Rifle, Crossbow and M14
- 50% faster reload with 9mm, Handcannon, Rifle, Crossbow and M14
- 50% extra headshot damage
- 60% discount on Handcannon/M14
- Spawn with a Lever Action Rifle
Requirements:
Get 5.500 headshot kills with 9mm, Handcannon, Rifle, Crossbow or EBRM14

Level 6:
- 60% more damage with 9mm, Handcannon, Rifle, Crossbow and M14
- 75% less recoil with 9mm, Handcannon, Rifle, Crossbow and M14
- 60% faster reload with 9mm, Handcannon, Rifle, Crossbow and M14
- 50% extra headshot damage
- 70% discount on Handcannon/M14
- Spawn with a Crossbow
Requirements:
Get 8.500 headshot kills with 9mm, Handcannon, Rifle, Crossbow or EBRM14

*6.4*Commando

Level 0:
- 5% more damage with Bullpup/AK47/SCAR
- 5% less recoil with Bullpup/AK47/SCAR
- 5% faster reload with all weapons
- 10% discount on Bullpup/AK47/SCAR
- Can see cloaked Stalkers from 4 meters

Level 1:
- 10% more damage with Bullpup/AK47/SCAR
- 10% less recoil with Bullpup/AK47/SCAR
- 10% larger Bullpup/AK47/SCAR clip
- 10% faster reload with all weapons
- 20% discount on Bullpup/AK47/SCAR
- Can see cloaked Stalkers from 8m
- Can see enemy health from 4m
Requirements:
Kill 30 stalkers with Bullpup/AK47/SCAR
Deal 25.000 damage with Bullpup/AK47/SCAR

Level 2:
- 20% more damage with Bullpup/AK47/SCAR
- 15% less recoil with Bullpup/AK47/SCAR
- 20% larger Bullpup/AK47/SCAR clip
- 15% faster reload with all weapons
- 30% discount on Bullpup/AK47/SCAR
- Can see cloaked Stalkers from 10m
- Can see enemy health from 7m
Requirements:
Kill 100 stalkers with Bullpup/AK47/SCAR
Deal 100.000 damage with Bullpup/AK47/SCAR

Level 3:
- 30% more damage with Bullpup/AK47/SCAR
- 20% less recoil with Bullpup/AK47/SCAR
- 25% larger Bullpup/AK47/SCAR clip
- 20% faster reload with all weapons
- 40% discount on Bullpup/AK47/SCAR
- Can see cloaked Stalkers from 12m
- Can see enemy health from 10m
- Zed-Time can be extended by killing an enemy while in slow motion
Requirements:
Kill 350 stalkers with Bullpup/AK47/SCAR
Deal 500.000 damage with Bullpup/AK47/SCAR

Level 4:
- 40% more damage with Bullpup/AK47/SCAR
- 30% less recoil with Bullpup/AK47/SCAR
- 25% larger Bullpup/AK47/SCAR clip
- 25% faster reload with all weapons
- 50% discount on Bullpup/AK47/SCAR
- Can see cloaked Stalkers from 14m
- Can see enemy health from 13m
- Up to 2 Zed-Time Extensions
Requirements:
Kill 1.200 stalkers with Bullpup/AK47/SCAR
Deal 1.500.000 damage with Bullpup/AK47/SCAR

Level 5:
- 50% more damage with Bullpup/AK47/SCAR
- 30% less recoil with Bullpup/AK47/SCAR
- 25% larger Bullpup/AK47/SCAR clip
- 30% faster reload with all weapons
- 60% discount on Bullpup/AK47/SCAR
- Spawn with a Bullpup
- Can see cloaked Stalkers from 16m
- Can see enemy health from 16m
- Up to 3 Zed-Time Extensions
Requirements:
Kill 2.400 Stalkers with Bullpup/AK47/SCAR
Deal 3.500.000 damage with Bullpup/AK47/SCAR

Level 6:
- 50% more damage with Bullpup/AK47/SCAR
- 40% less recoil with Bullpup/AK47/SCAR
- 25% larger Bullpup/AK47/SCAR clip
- 35% faster reload with all weapons
- 70% discount on Bullpup/AK47/SCAR
- Spawn with an AK47
- Can see cloaked Stalkers from 16m
- Can see enemy health from 16m
- Up to 4 Zed-Time Extensions
Requirements:
Kill 3.600 Stalkers with Bullpup/AK47/SCAR
Deal 5.500.000 damage with Bullpup/AK47/SCAR

*6.5*Berserker

Level 0:
- 10% extra melee damage
- 10% less damage from Bloat Bile
- 10% discount on Katana/Chainsaw
- Can't be grabbed by Clots

Level 1:
- 20% extra melee damage
- 5% faster melee attacks
- 15% faster melee movement
- 25% less damage from Bloat Bile
- 5% resistance to all damage
- 20% discount on Katana/Chainsaw
- Can't be grabbed by Clots
Requirements:
Deal 25.000 damage with melee weapons

Level 2:
- 40% extra melee damage
- 10% faster melee attacks
- 15% faster melee movement
- 35% less damage from Bloat Bile
- 10% resistance to all damage
- 30% discount on Katana/Chainsaw
- Can't be grabbed by Clots
- Zed-Time can be extended by killing an enemy while in slow motion
Requirements:
Deal 100.000 damage with melee weapons

Level 3:
- 60% extra melee damage
- 10% faster melee attacks
- 15% faster melee movement
- 50% less damage from Bloat Bile
- 15% resistance to all damage
- 40% discount on Katana/Chainsaw
- Can't be grabbed by Clots
- Up to 2 Zed-Time Extensions
Requirements:
Deal 500.000 damage with melee weapons

Level 4:
- 80% extra melee damage
- 15% faster melee attacks
- 15% faster melee movement
- 65% less damage from Bloat Bile
- 15% resistance to all damage
- 50% discount on Katana/Chainsaw
- Can't be grabbed by Clots
- Up to 3 Zed-Time Extensions
Requirements:
Deal 1.500.000 damage with melee weapons

Level 5:
- 100% extra melee damage
- 20% faster melee attacks
- 15% faster melee movement
- 75% less damage from Bloat Bile
- 20% resistance to all damage
- 60% discount on Katana/Chainsaw
- Spawn with a Chainsaw
- Can't be grabbed by Clots
- Up to 4 Zed-Time Extensions
Requirements:
Deal 3.500.000 damage with melee weapons

Level 6:
- 100% extra melee damage
- 25% faster melee attacks
- 20% faster melee movement
- 80% less damage from Bloat Bile
- 25% resistance to all damage
- 70% discount on Katana/Chainsaw
- Spawn with a Chainsaw
- Spawn with body armor (This isn't mentioned on the perk ingame)
- Can't be grabbed by Clots
- Up to 4 Zed-Time Extensions
Requirements:
Deal 5.500.000 damage with melee weapons

*6.6*Firebug

Level 0:
- 5% extra Flamethrower damage
- 50% resistance to fire
- 10% discount on the FlameThrower

Level 1:
- 10% extra Flamethrower damage
- 10% faster Flamethrower reload
- 10% larger fuel canister
- 60% resistance to fire
- 20% discout on the Flamethrower
Requirements:
Deal 25.000 damage with the Flamethrower

Level 2:
- 20% extra Flamethrower damage
- 20% faster Flamethrower reload
- 20% larger fuel canister
- 70% resistance to fire
- 30% discount on the Flamethrower
Requirements:
Deal 100.000 damage with the Flamethrower

Level 3:
- 30% extra Flamethrower damage
- 30% faster Flamethrower reload
- 30% larger fuel canister
- 80% resistance to fire
- 50% extra Flamethrower range
- Grenades set enemies on fire
- 40% discount on the FlameThrower
Requirements:
Deal 500.000 damage with the Flamethrower

Level 4:
- 40% extra Flamethrower damage
- 40% faster Flamethrower reload
- 40% larger fuel canister
- 90% resistance to fire
- 50% extra Flamethrower range
- Grenades set enemies on fire
- 50% discount on the FlameThrower
Requirements:
Deal 1.500.000 damage with the Flamethrower

Level 5:
- 50% extra Flamethrower damage
- 50% faster Flamethrower reload
- 50% larger fuel canister
- 100% resistance to fire
- 100% extra Flamethrower range
- Grenades set enemies on fire
- 60% discount on the FlameThrower
- Spawn with a FlameThrower
Requirements:
Deal 3.500.000 damage with the Flamethrower

Level 6:
- 60% extra Flamethrower damage
- 60% faster Flamethrower reload
- 60% larger fuel canister
- 100% resistance to fire
- 100% extra Flamethrower range
- Grenades set enemies on fire
- 70% discount on the FlameThrower
- Spawn with a FlameThrower
- Spawn with body armor (This isn't mentioned on the perk ingame)
Requirements:
Deal 5.500.000 damage with the Flamethrower

*6.7*Demolitions

Level 0:
- 5% extra Explosives damage
- 25% resistance to Explosves
- 10% discount on Explosives
- 75% off Remove Explosives

Level 1:
- 10% extra Explosives damage
- 30% resistance to Explosves
- 20% increase in Grenade capacity
- Can carry 3 Remote Explosives
- 20% discount on Explosives
- 78% off Remove Explosives
Requirements:
Deal 25.000 damage with the Explosives

Level 2:
- 20% extra Explosives damage
- 35% resistance to Explosves
- 40% increase in Grenade capacity
- Can carry 4 Remote Explosives
- 30% discount on Explosives
- 81% off Remove Explosives
Requirements:
Deal 100.000 damage with the Explosives

Level 3:
- 30% extra Explosives damage
- 40% resistance to Explosves
- 60% increase in Grenade capacity
- Can carry 5 Remote Explosives
- 40% discount on Explosives
- 84% off Remove Explosives
Requirements:
Deal 500.000 damage with the Explosives

Level 4:
- 40% extra Explosives damage
- 45% resistance to Explosves
- 80% increase in Grenade capacity
- Can carry 6 Remote Explosives
- 50% discount on Explosives
- 87% off Remove Explosives
Requirements:
Deal 1.500.000 damage with the Explosives

Level 5:
- 50% extra Explosives damage
- 50% resistance to Explosves
- 100% increase in Grenade capacity
- Can carry 7 Remote Explosives
- 60% discount on Explosives
- 90% off Remove Explosives
Requirements:
Deal 3.500.000 damage with the Explosives

Level 6:
- 60% extra Explosives damage
- 55% resistance to Explosves
- 120% increase in Grenade capacity
- Can carry 8 Remote Explosives
- 70% discount on Explosives
- 93% off Remove Explosives
Requirements:
Deal 5.500.000 damage with the Explosives
 
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Special thanks to Switchblade for removing the first few replies from other people, so I had another one of my own replies I could edit to expand my guide with an unforeseen part :)

It's a lot of info and I hope I managed to make it a bit readable and enjoyable for you all, so here it is.

NOTE: if you don't care in which order you level you perks and just want the fastest way possible then I suggest to do them in the following order:
- Firebug 3, 4 or 5 before Support Specialist.
- Berserker, Sharpshooter, Medic and Commando can be done in any order as they can't really be made any faster by any other perk.

SOME INFO IS NO LONGER RELEVANT NOW THAT MUTATORS ARE NO LONGER WHITE LISTED
I don't have the time to level (and don't want to tbh) to level up several perks from 1 to 6 again to see how long it would take or what the best way would be so I won't update this part anymore. I will grey out the old info for now until I have time to do something more useful with this part of the guide.

*7* Fast Perk Leveling info

*7.1* Field Medic 1-6 in "a few" to "a lot" of hours
- No accurate hours can be put on it because it is extremely random depending on how you get it.
- This perk cannot be done solo because you need to heal other people. Self healing does not count.

Moderate speed way.
Play hard or suicidal (I advise you to start on hard until you are at least level 3 Field Medic before doing suicidal)
Lots of people will get hurt. Just tell your team that you want to level your field medic perk and ask them only to heal themselves and each other in emergencies.

Slightly slower way, less boring but not
 
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The lever action/shotgun combination is really good for medics, but you should switch to handcannon/shotgun as soon as you have the money for it.
There are coming too many crawlers and stalkers after round 5 on a long server to keep your rifle always reloaded.

And save your shotgun ammo for bigger targets! wasting it on a clotch or crawler can be final bit between win or loss.
 
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I just updated the list
I removed some tips that were mentioned twice (under perk and under specimen specific)
Some tips were rewritten
Some new tips added
Fixed a few typing errors
Added some colours to make it better readable

Feel free to make suggestions if you guys have any tips & tactics.

I'm thinking about adding a weapon specific tips & tactics section. I'll see when I have some time to write it during the next couple of days. (wanna play some more first. almost got medic 5 and support 4 ^^)
 
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Sharpshooter Information

Level 4 requires 2500 Headshots.
Level 5 requires 5500 Headshots.

*Only single handcannon headshots counts towards the tally.Dual Cannons count toward shotgun damage.
*If an enemy bleeds out after having its head removed it doesn't count
*If you take off an additional limb (such as a flailing arm) with a crossbow headshot, it doesn't count.

Tips:
-Generally, I stick with the handcannon until all my munition is depleted, then go to crossbow
-Bolt action provides the most easily registered headshots, followed by the hand cannon.
-Crossbolt is the best for taking out the trash mobs that attack, as it cuts through the enemies, and kills everything in its line of fire. Don't waste time aiming for headshots with it, as the sway of the mob isn't identical, and will cause you to miss many in the line.

Aiming Points:
Registry for headshots has several issues, but i found these aiming points to be the best

Clots: Registry is good. For an easy shot just let them come close.
GoreFast: Registry is somewhat good. If they're going slow and are far away, aim toward the neck, if they're up close, wait for them to swing and miss by backpeddling, then fire.
Bloats: Headshots generally don't count. If they explode, that doesn't count, and if they bleed out it doesn't either.
Stalkers: Aim directly down at them, and toward their neck
Crawlers: Registry is messed up. Aiming at the head generally just makes a limb come off unless you time it perfectly. Don't waste time and just shoot them normally.
Siren: Terrible registry. I try to aim at their hairline for the best results.
Skrakes, Fleshpounds, Mad Scientist: Registry is fairly good. Aim for the tip of the head for Fleshpounds.
 
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man, you just scared the crap out of me.

I just spent 3 minutes looking for my topic, thinking all my hard work got deleted for being too much of a text wall. Then I noticed it got stickied :D

I'll add a couple more updates soon but first I gotta finish a bit more work or my boss won't be happy ^^

sorry m8, I should have let you know about it. ;)
 
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Thanks Syraith.
I just added most of your tips under 'sharpshooter' tactics.
I'll move some when I make a weapon specific tips & tactics list.

edit
all the requirements on the perk list are also known now

edit2
rewritten a few tips to make them more clear or to make them more accurate now that I have a bit more knowledge about some things :) nothing major tho so if you already read the tips then there is no need to reread everything :p
 
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In my experience, newer players seem to ignore the damn Crawlers all the time. While i agree that Fleshpounds and Sirens cause the highest deaths (Scrakes don't even rank imo, a single Hunting Shotgun wielder can dispatch them with ease), the number 1 cause of health/armour getting that low in the first place by players taking unnecessary damage is Crawlers.

I just think you need to make more of a point about killing them in the OP. If your team is using Berserkers then its vitally important you kill them before they damage the Zerker. More to the point, they can be dispatched VERY easily at any range with the 9mm instead of wasting ammo on your main gun. The problem at the moment is its better for perks to just gun everything you can down with your main gun, which tends to leave everyone aiming at head/torso height and missing the Crawlers on the ground.
 
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