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What are your Role Expectations?

I can agree to that part, however i probably disagree with the rest, i think its ok to have some strong elemenrs here and there and even slightly OP, but not things as game breakingly OP as the medic armor repair/old zeker, nuke, old micro wave gun, and such.

some things like the support ammo price, commando stuff, and some others might have been done with bad timing or overdone, and i hope they are changed at some point.

so you mean not easy = unfun? (im not being sarcastic, serious question)

There were only ever 3 game breaking functions and those are medic armor repair, and incredible berserker damage mitigation and attack speed. Tripwire has address 2 of those things and left berserker still insanely tanky. On the way to nerfing the made ZWEI completely useless which was uncalled for. Instead, they should've simply deleted the eviscerator and made ZWEI a tier 4 weapon while making the pulverizer tier 3. It would've been perfect and everyone would rejoice.

The rest of the nerfing is completely boneheaded and uneeded. Here's a list.

- Circle Strafing added nuance to the game and a level of gameplay that made fighting big zeds and boss interesting. Of course it was quickly removed. This was by no means auto win, you can't circle strafe 4 scrakes at once.

- Demolition mega nuking was a special ability truly worthy of a level 25 zed time ability. It made demolition a perk that is really desirable when the team has no capable berserker to body block the fleshpound and scrake and requires quick dispatch of these two threats. Tripwire proceeds to nerf the nuke and now it's radius is even less than the size of the medic grenade. Basically useless unless you camp in a small corridor. It's still not auto win because zed time is not consistent and you always suffer when you are in the middie of reloading during zed time.

- Support specialist cheap ammo and 1500 cost aa12. It made support specialist very easy and cheap to maintain. This made the support specialist one of the staple DPS perks very early in Killing Floor 2's life. Support at this point wasn't OP, but rather balanced, while the weapon and ammo is cheap, support still needs to watch his ammo. Support specialist quickly became worthless when Tripwire quadruple ammo price and made the aa12 cost 1700. Now, nobody serious about Killing Floor 2 plays support because it's too expensive to maintain in team play.

- Commando zero recoil hipfire. This made playing commando a joy to play, even after the inevitable ammo nerf. Killing scrakes was very consistent with hipfire headshots, with 0 recoil you can be sure every shot will land perfectly. This was a defining ability for the commando, too bad Tripwire went and made recoil obscene with the latest patch. The patch effectively made Commando worthless and a dog compared to the gunslinger.

There's probably a few more I forget.

If Tripwire has any clue at all, which they don't, they would revert all the changes made to circle strafing, demolition nukes, support specialist ammo and weapon price, and commando recoil back to what they originally were.

That would immediately balance the game to a point where everything is "OP" and fun, and not game breaking.
 
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- Circle Strafing added nuance to the game and a level of gameplay that made fighting big zeds and boss interesting. Of course it was quickly removed. This was by no means auto win, you can't circle strafe 4 scrakes at once.

You're actually right. Circle strafing was something really simple to learn and effectively allowed new players to see how to crowd control a scrake. At least against scrakes it was pretty balanced because there was always other **** walking up on you and other big zeds that would make circle strafing work only for so long. My friends still kind of enjoyed KF2 at that point but removing all the little nuances and leaving us with the current garbage of a dozen different ways to stumble a scrake ALL ON THE SAME INTERNAL COOLDOWN so you can never stumble a scrake when you really need to, 3 different ways (I think) to knockdown with no certain reliability because of knockdown power and chances and that leads to most of the time your team just assuming the zed is dead since they hold absolutely still and appear dead when down, and unreliable IE weapon parry value, unparryable attacks. This **** doesn't need to exist on normal difficulty. This is the reason barely anyone plays KF2. I REPEAT... THIS IS THE REASON BARELY ANYONE PLAYS KF2. It's too much for most people to even consider caring about. If TW wanted to let people have fun they would have kept circle strafing viable in normal and hard then remove it on the harder difficulties like using the katana to flinch scrakes on KF1. On suicidal and HOE they could just have the scake after several seconds of circle strafing do an unparryable whirlwind or just use the AI they have now **** I don't care, all I know is none of my friends even play this game anymore.

People need to be slowly introduced to this balls to the wall, eratic playstyle that currently exists. You can't start like that from the beginning and expect your average gamer to stay interested. Most people just want to stare down a hallway, wait for creepy **** to walk up to them, and then proceed to blow them away with big loud guns. Eventually some of them will get experienced and want to try out the more stimulating stuff. If TW wants more people to play they need to make the easier difficulties actually easy, fun, and satisfying for people who aren't used to this kind of playstyle.
 
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There were only ever 3 game breaking functions and those are medic armor repair, and incredible berserker damage mitigation and attack speed. Tripwire has address 2 of those things and left berserker still insanely tanky. On the way to nerfing the made ZWEI completely useless which was uncalled for. Instead, they should've simply deleted the eviscerator and made ZWEI a tier 4 weapon while making the pulverizer tier 3. It would've been perfect and everyone would rejoice.

The rest of the nerfing is completely boneheaded and uneeded. Here's a list.

- Circle Strafing added nuance to the game and a level of gameplay that made fighting big zeds and boss interesting. Of course it was quickly removed. This was by no means auto win, you can't circle strafe 4 scrakes at once.

- Demolition mega nuking was a special ability truly worthy of a level 25 zed time ability. It made demolition a perk that is really desirable when the team has no capable berserker to body block the fleshpound and scrake and requires quick dispatch of these two threats. Tripwire proceeds to nerf the nuke and now it's radius is even less than the size of the medic grenade. Basically useless unless you camp in a small corridor. It's still not auto win because zed time is not consistent and you always suffer when you are in the middie of reloading during zed time.

- Support specialist cheap ammo and 1500 cost aa12. It made support specialist very easy and cheap to maintain. This made the support specialist one of the staple DPS perks very early in Killing Floor 2's life. Support at this point wasn't OP, but rather balanced, while the weapon and ammo is cheap, support still needs to watch his ammo. Support specialist quickly became worthless when Tripwire quadruple ammo price and made the aa12 cost 1700. Now, nobody serious about Killing Floor 2 plays support because it's too expensive to maintain in team play.

- Commando zero recoil hipfire. This made playing commando a joy to play, even after the inevitable ammo nerf. Killing scrakes was very consistent with hipfire headshots, with 0 recoil you can be sure every shot will land perfectly. This was a defining ability for the commando, too bad Tripwire went and made recoil obscene with the latest patch. The patch effectively made Commando worthless and a dog compared to the gunslinger.

There's probably a few more I forget.

If Tripwire has any clue at all, which they don't, they would revert all the changes made to circle strafing, demolition nukes, support specialist ammo and weapon price, and commando recoil back to what they originally were.

That would immediately balance the game to a point where everything is "OP" and fun, and not game breaking.

when you put it that way it kind of makes sense up to a point.

-circle strafing was a bit too much, you could just separate the scrakes plus do something like 3 headshots with the DB shotgun with it, it took almost no skill and since he was stationary it ranked your practical DPS leaps, if it did it could be somewhat justified, and also made hans very close to auto defeatable. side steping could have been kept with some tweaks.

-nuke was pretty close to auto win, and im talking from game experience, not theory, saw it plenty of times, 1 demo just siting on one spot waiting and could get an overwhelmingly high number of kills with no effor or risk whatsoever, it still does same dmg which can kill HOE scrakes easy, it could be nice if it was something in between, more radius less dmg.

-support i agree, that was a bad timed change.

-commando: i can kind of agree here too, having recoil on hip fire makes sense, but i didnt like nor the amount not the method it was done with, that aside the commando could use something to compensate for that.
 
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The circle strafing felt exploity so I understand why it was patched. However, the turn rate adjustement for scrakes ruined DBS dance which allowed supports to solo them by dodging chainsaw swings and getting 3 alt-fire headshots in. Even some rambomandos could use that to solo SCs, but it was much harder. These kills required skill to pull off and I'd like to know if there is a way to fix circlestrafe in another way than increasing zed turn rates.
 
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Berserker: Heavy attack trash with the crovel until I get the pulveriser, then sell crovel and give spare dosh to teammates
EMP/tank scrakes and pulverise fleshpounds

Commando: Not a class for me

Support: LOL

Medic: Start with med pistol, save for med AR, buy .500s after that to help out with big guys / clutching
I don't sit around darting teammates just for free armour anymore, not after the nerf

Firebug: Puff fire on everything & run away from husks until I can afford the Microwave Gun, then look at the time, it's Death Ray o'Clock

Demo: Nukems on chokepoints

Gunslinger: Bodyshotting trash (Not the best at this one)
 
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Berserker - tanky melee brawler. I persist with the Crovel until a) I've generated enough funds for the Medic to get their assault rifle and b) done enough to afford myself the Pulverizer. I empty the Pulv as soon as possible, use light hits for trash, use heavy hits on the heads of Sirens and Husks for 1-hit kills.

For Scrakes, I throw down an EMP grenade and allow the others to land headshots galore, or I'll dodge/parry the Scrake with my empty Pulv if I've run out of EMP nades, while landing heavy hits to the head (better to do this with an empty Pulv than a loaded one). As for Fleshpounds, that's when I load up my Pulv and get in their faces, I try to draw the double FPs towards me to chain my explosive alt swings on both of them. I fight the bosses with melee and if I need healing, I'll hang back a bit while swapping to the Microwave Gun.

Commando - long distance trash-killer. Popping heads, prioritising sirens and husks unless any particular zed is about to jump in my face. I usually persist with the Varmint until I can afford a SCAR. Then I go along until I can afford a Kalashnikov and a medic pistol.

If an EMP is used on a Scrake and I'm ready, I will shoot at its head. But if Berserker isn't using EMP, then I will either combine fire with everyone else, or I'll try to clear the trash accompanying the Scrake. I usually don't waste bullets on Fleshpounds (I save them for the trash surrounding them at the time), but I will help out with the HE grenades provided the Berserker can keep the Fleshpound(s) locked in place for maximum effect.

Support - jack of all trades. I use knife-only on wave 1 with every single perk, but Support is one of those perks where you must get in habit of doing that more than with others because it saves you dosh, and it saves ammo as well for the next wave or two. But because the AA-12 is 1700 dosh, I do what I can to get my hands on the Boomstick asap. While saving up dosh for the tier 4, I keep my Boomstick topped up with ammo, which I only use if I know my shots will get more at least 2 kills per shell; I just melee bash trash in the head if they appear alone. Because Tenacity makes extremely little difference for killing big zeds on HoE, I always use Strength and then save up dosh after my AA-12 to get the medic shotgun.

The way I approach big zeds is practically the same as Commando: focus mostly on trash zeds surrounding the big zeds (with the medic shotgun so that I can heal whoever is taking hits from them), unload the AA-12 on Scrakes stunned by EMP and if I have shells to spare, can also blast Fleshpounds in the face too. But if I need to save shells, I'll just throw down frag grenades instead. With the medic shotgun plus Safeguard and Supplier, I'm able to provide health, armour and ammo to the team.

Field Medic - healer. I stick with the pistol and grenades until I can afford the assault rifle. I keep on top of healing when needed and pop the heads of trash. I also like tapping sirens and husks with headshots from the assault rifle as they are constantly interrupted from them and can't perform their attacks from distance.

Obviously I heal those who engage the bigger zeds. But if Scrakes are stunned by EMP and nobody else is in trouble, I use the assault rifle to provide extra firepower to the Scrake's skull. I tend to save medic grenades for when the Berserker takes on the Fleshpounds. If ZT strikes at the right time, I can use Sedative to help make matters a lot smoother. I choose Pulverizer as my off-perk backup weapon of choice in case everything goes wrong and my Medic is the last one still standing, as it's probably the best choice possible (considering I'm carrying a 7 kg medic assault rifle as well) for fighting Fleshpounds.

Demo - burst damage-dealer. I use the utility knife in wave 1 and sell my HX25 pistol in order to afford C4 for more powerful Nukes. I keep restocking C4 at a discount and save up dosh until I can afford the RPG-7 (and then the medic pistol).

If someone is struggling with a Scrake, I might fire a dud rocket at its head. But I tend to save the RPG and dynamite for Fleshpounds, while using C4 nukes and medic pistol on trash.

Firebug - close-quarter trash master. With full ammo at the beginning and with each weapon bought from the trader, I can easily ride the wave by going up each tier until I can afford the Microwave Gun. Doesn't take me long to acquire the Trench Gun as backup after that, which I use at the beginning of waves, instead of going mad with my tier 4 right off the bat.

Saving the juice helps a lot more so I can tackle Scrakes in longer waves. But Fleshpounds are mega-sponges for MW ammo, so I tend not to shoot at them unless they are surrounded by zeds where he'd suffer a bit of MW damage plus a Zed Shrapnel explosion.

Gunslinger - marksman trash-killer. I usually will swap out the Remingtons for dual M1911s the first chance I get and then save up dosh for dual .500s. If I have the dosh later on, I'll get dual Desert Eagles too. With Rack 'em Up, weapon choice doesn't matter too greatly until you fight the bigger zeds.

With Scrakes, I will wait for the Berserker to use EMP first but if that's not the case, then I try to go for a swift kill with constant headshots. Fleshpounds are better left to the Berserker and Demo but I use the leg knockdown skill to assist as well as landing a few headshots.
 
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One thing i really gathered from this thread is that if nuke suddenly was not usable for some reason tomorrow everyone would just stop playing demo.

Pretty much, if Nuke was removed without doing anything to fix the demo class then you would be better off playing Support Demo for the carry weight or Slinger Demo for the weapon swap speed and powerful weapons.

Now that I think of it I may have to try out Slinger Demo out when I get home from work. That actually sounds like a fun combo.
 
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Support - My least fun and the one I am bad at. I usually keep the starter shotgun and save up for the AA-12, while mostly using Pistol to save ammo. Thinking of using the boomstick, but never been a fan of it. Use my grenades for fleshpounds only. AA-12 for scrakes and fleshpounds. Thinking of adding a medic gun to this loadout. Sometimes duel reg pistols.

Medic - I mostly end up healing the team all the time. I can't stand people missing 2 hp. I'll only throw grenades when someone is surrounded or trying to tank something. I carry the medic pistol, the medic shotgun, and assault. I'll sometimes take out trash if needed. I like to jump in front of fleshpounds or scrakes if someone such as demo is their target. If the whole team starts to die or gets separated I try to save the berserker and the other heavy hitters first.

Commando - I keep the starter till I get the Scar. Then ill get the Kalashnikov. I mostly aim for head shots and trash. Will go for scrakes head if I think I can take it. Grenades used only for fleshpounds or when people get surrounded. Also I carry a medic pistol.

Firebug - Save up first for the trench gun. Buy microwave gun for scrakes and fleshpounds. My first perk depends on if the map is dark. I set things on fire and let them die over time. I kill fleshpounds if berserker needs back up or no one else wants to rage it first. Not a fan of flamethrower or starter. Use Molotov's if a berserker needs help with tank or a big crowd is coming down a narrow passage that I want to set on fire.

Demo - I mostly save up for the RPG by using my pistol and the HX-25 on crowds. I don't like C4 much. If I'm feeling it I'll use demo for boss, however I buy extra RPG's. Thinking of mixing some gunslinger weapons in here. Use only the RPG for fleshpounds or if I might have some ammo left on big crowds containing sirens and husks. Wish it had more ammo and grenades.

Gunslinger - I sell the starters as soon as possible, I don't like them. I also only buy in pairs. I buy the M1911 and then save for the .500 Sometimes if I choose to save my money or give it away I'll buy the deagles for extra trash cleaning. Save .500 for big things or unless I need to dispatch somethings fast. I carry a medic pistol as well. I enjoy these grenades, will throw if being over crowded, in a small area, or big things.

Berserker - I love this class. I carry the Zwei still even with the nerf to it. I'm not good with the pulv and blocking/ parrying with it. The eviscerator not a fan of. Didn't like the Vlad in the first game and still don't like it. Mostly carry Zwei and tank with it. If need be will carry a medic gun. I usually after buying Zwei will give all my money to support or medic. Will throw EMP if the commando can make use of it.

Keep in mind loadouts may vary depending on difficulty or how I'm feeling. These are my usually loadouts for Sui and down. I don't play a lot of HOE cause its stressful.
 
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One thing i really gathered from this thread is that if nuke suddenly was not usable for some reason tomorrow everyone would just stop playing demo.

I feel like it takes too long for Demo to actually get to a point where I'm not always desperate for cash or ammo, and when I finally DO get the big guns ... anything I want to kill is already dead anyway. The LEAST fun Class as it is now, kinda like the last kid picked for a team kind of thing.
 
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I feel like it takes too long for Demo to actually get to a point where I'm not always desperate for cash or ammo, and when I finally DO get the big guns ... anything I want to kill is already dead anyway. The LEAST fun Class as it is now, kinda like the last kid picked for a team kind of thing.

The only map where I consider using demo is Outpost. Try to play demo on this map and you usually get a lot of kill :)

Regarding this thread, honestly, I don't have any tricks to share. KF2 is pretty straightforward.

No matter which class, I kill trash (siren, husk included in trash because they can easily be dispatched).

The only difference is :
- If I'm playing Zerker, I'll try to handle Fleshpound and Scrake.
- If I'm playing demo, I'll try to handle Fleshpound and (maybe) Scrake (if there is a lot of ZED near the Scrake).
- If I'm playing Gunslinger, I'll try to handle Scrake.
- If I'm playing Firebug, I'll own Scrake.
- If I'm playing Commando/Support/Medic, I'll stay away from Fleshpound and help with Scrake.

So, basically, if it's not a flespound... I can handle it ;) (hopefully my team will be smart enough to engage the big zed making it ten times easier).
 
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Firebug
I kill whatever I see (with common sense of course). Firebug has close range stumble which renders me near untouchable. Microwave Gun handles Boss Zeds easily if I have my team rather close. Fully Stocked means less economical issues. Just have to watch my ammo.

Commando
The garbage man who takes out the trash. Seriously love this perk. I like to watch team's rear when I go Commando. It's seriously helpful to keep everyone's backs safe. I usually leave Boss Zeds alone when playing Commando. Reason being that my team is usually so concentrated on a Scrake or Fleshpound that they forget about the trash. SCAR is my favorite weapon in the game and it's headshots and Zed Time extensions all day.

Support
I just don't like support. I'll leave it to people who can do it properly. It's an expensive perk and I'm not keen on asking for money from people.

Berserker
I handle all small distractions and block Boss Zeds for team so they can pump them full of lead. Not a common pick for me but it has its charm.

Medic
My main. My index finger switches from the Fire button to Dart button. I stop concentrating on kills and go full OCD if your health isn't full. I don't care how much is missing. Your health has to be full ASAP. My first purchase is the Medic Rifle. I won't go with anything less. If my team is engaging with Boss Zeds, I fire single or burst shots into their legs to stumble them. Prioritize everyone's health above anything.

Demo
Usually my "fun" pick. I feel helpless if my team can't watch me. Not fit for closequarters fights means trouble most of the time.

Gunslinger
I feel like a powerful Commando. I run fast and kill effortlessly. Shooting running Boss Zeds' feet to knock them down gives me a huge fighting chance as well. It's a hit-and-run type of deal with Gunslinger. I really enjoy it. Getting a single Deagle for Wave 2 is such an upgrade as well.
 
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Medic: More team security in exchange for less firepower (good for teams that get hurt often, not for teams who can kill things before they get close). In the last game medic wasn't strong enough to do this, and in this game it's so strong that it's pretty much necessary unless you're playing a class with bonus movespeed or on a lower difficulty, which I don't like.

Berserker: Cheap dps that can kill zeds on the move without getting hurt, or hold a spot with help and some space. Good for bodyblocking large zeds from getting to other players if your team is not confident they can kill them before it reaches your teammates.

Support: General crowd control and big game helper. With the right skills active at the right times, and smart usage of ammo, this class can kill large amounts of zeds in tight hallways instantly, and stumble larger zeds, making them easy to take down by the team. Firing too often or on single zeds can temporarily help by clearing an area quickly or killing a large zed quickly, but will cause you to run out of ammo. A fair tradeoff for it's utility.

Commando: Precision dps. With mostly headshots and smart choice of purchases, this perk excels at mopping up large groups of trash zeds and medium zeds from even long distances. On full auto, this perk can also deal heavy damage to scrakes to the chest, or pop their heads if it's running in a straight line. Can also deal decent damage to FPs in the back and legs; the chest is of course armored and usually being covered by its metal arms so it's best to keep a distance and let it chase someone else.

Firebug: Excellent low precision crowd controller. Can wash away large groups of small zeds with easy, and stumble large zeds with the heat wave skill. Although it can deal good dps to scrakes and FPs, too much ammo spent on large zeds may cause you to run out halfway through a wave, so when big zeds are around, just stumble it and keep the little guys away from your teammates while they finish the big one.

Demolitionist: Excels at killing large groups of zeds, and dealing heavy damage to large zeds (mainly the fleshpound). Has a low ammo pool, but with the right choices of what shots to take, this perk can be great for crowd control and FP killing. Unfortunately, right now is underpowered for a number of reasons; I'd like it if demo just has less ammo, but was capable of killing the things it is supposed to be able to instead. Right now, it's excellent at clearing groups of enemies and has enough ammo to spam even small groups down, but lacks the strength to kill fleshpounds as a rocket will aggro it to you and lead to your hasty death unless a berserker stands infront of you and takes the hit, which I'm not fond of being a necessary tactic for demo to be useful.

Gunslinger: Run and gun dps. Great at killing small zeds with ammo efficient guns, and has the ammo pool so big, that late game, with proper timed reloading, reload canceling, and switching guns constantly(all are faster if the lv5 skill is on), this perk can take out tons of enemies of all sizes very efficiently except for fleshpounds. With the right purchases and skills active, scrakes don't stand a chance. Great for players who love a run-and-gun strategy over camping a good choke point. Gunslinger can be essential for camping teams as it can clean up endless amounts of small and medium zeds and quickly get rid of scrakes so your team doesn't have to get pushed back, and is excellent for getting away if you do have to leave.

Sharpshooter: Low ammo pools and expensive shots are made up for their perk's massive damage output from safe distances to high priority targets. The low ammo pool issue can be avoided by using this perk's bonus headshot damage to kill small zeds when there's nothing more important around by getting headshots with pistols. I'm sure a cheap pistol from gunslinger's weapon list will be very handy to a good sharpshooter in the calm of a storm.

Dragon/Martial Artist: No idea. Could range from a fist fighting zed annihilator to a ninja who quickly cleans up small zeds, but can't hold against bigger ones.

SWAT: Probably some crowd controller. A more safe version of berserker in that it can block large zeds from pounding their teammates without suffering as much damage. Guessing it will have a riot shield that can reduce damage it takes and stumble zeds, but I doubt that would be balanced unless it had integrity and wore down like armor. Door camping would be even worse than it was before the medic armor repair nerf.
 
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Personal playstyle.

Personal playstyle.

COM - Trash and Medium clears. EMP SC or duo COM/GS SC clears. Nade FP when it's on BSK. Conserves ammo if in lane with body hp perk.

SUP - AA12/DBS, clear teammates. Assist SC during EMP or solo if required/allowed. Throw nade onto FP when it's on BSK.

MED - Prioritize healing, pick secondary weapons depending on what I see missing.

BSK - Scar/Vlad + Pulv. Supporting trash lane with another HS perk. If in lane with body hp perk, just have pulv out and protect them. If COM is in team and you have Vlad you can easily solo decap SC. Pulv for FP, either hitstun (flinch lock) or block and bash (KD).

FB - Unplayed.

DEM - Nukeless, use HX25+RPG+MED Pistol. HX25 for any groups containing clot(variants)/gf/crawler/stalker. If spawn group has Siren or Husks then RPG. MED pistol for any stragglers from spawned group. If in lane with head hp or body hp perk, clear them when they need to reload or are overrun. Ignore SC unless soloing is required. Throw nade onto FP and use RPG 2x, the rest should be able to be covered by BSK(s).

GS - Not really my strong point but assist in HS lane and EMP SC. Be prepared to be the immediate goto for SC/FP solo decap when required/allowed.

HS lane/perk - COM/GS
Body HP perk - FB/DEM
Either - BSK/SUP.
 
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I don't want any defined roles but I don't want all around god perks like in KF1 either.

Ideally, I would have them define a good handful of various and viable playstyles for each perk and then have load-out + skill choice combinations that exclusively cater to them.
For example, firebug can run flamethrower + (reworked) burning skills that make him super good at aoe trash cleaning and controlling with low single target dps OR microwave gun + (reworked) splash damage to become a source for decent aoe burst damage vs scrakes and FP but too ammo starved for anything else.
As you can probably tell they might have already started into this direction in some cases.

Deadlocking one perk into one role with one viable loadout is just not the way to go. Perks should be able to accomplish almost every task a good team needs to handle but in different ways and with different approaches.

At the same time they should try to avoid perks and loadout/skill combos that can accomplish multiple tasks at the same time unless it comes at the cost of lower general effectiveness.
 
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Let me start by saying that based on team composition & perk selection my expectations change. That being said I see little to no use for more than one of each class to be in a team. My expectations start there - team composition; be able & willing to play any perk needed when joining an in-progress server, communicate if you cannot fill the appropriate role -say something- & maybe someone will switch. If you don't fit the team don't stay, find a new server. Anyway that aside here's my dumbed-down general play strategy:

*Bezerker- "the Aggro Specialist"-
Basics: Hold choke-point entries, EMP Scrakes & soften them up with the nail-gun before taking them down in melee
Advanced (Team-Play): Ask for SC & FP call-outs & know where your allies are so you can rush to position and initiate the fight vs "big" Zeds; utilize Gunslinger, Commando, & Supports allies by organized EMP use vs Scrakes; Siren takedowns when they are obstructing Demo's RPG opprotunities; fianance the ones who help you survive ASAP- Medic, Demo, Support

*Commando- "the Team Leader" & mid/long distance special-unit disabler (head popper
 
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Zerker required for any comp. In early waves with two players get med pistols if absolutely no one wants to go medic. 3+ players someone should switch to dedicated medic regardless. 5+ players probably have someone be a second zerker. Smoothest games I have are 1 med, 2 zerk and rest DPS/gunslingers mostly with one person doing a slow moving perk. 2 medics might as well shoot yourself.

Also callouts. It's less important looking at each perk as a trash or heavy dealer or how they specifically do their thing and just viewing everything as tank healer dps roles since everyone can kill trash well except demo
 
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