What order to you rank the perks in

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hawkbill666

FNG / Fresh Meat
Oct 17, 2009
10
1
0
I have been playing Killing Floor for 8 months or so. My gaming time is limited so I have only leveled SS and Support to 5, with the rest around 3. But during that time I have seen some impressive players.

With the balance patch coming how to you rate the perks? If we are talking "balance" then the stardard I like to use is the ability to solo wave 8,9,10 on a normal long game by perk level 6. Say your whole team dies and there are 80 zeds left. I have seen this many times. The point of the game is not to be able to solo...its nice to, but if the perk can do it with ease, its not balanced.

1) SS - can do it easy, overpowered. We all know that and so does Tripwire. I loved the SS pre freeaddon patch. (or in other words, pre m14 spamming)

2) (This one will create debate, but I have seen it a dozen times.) Medic. I am not talking random medic but someone loaded for survival, crossbow, deagles, etc. The tanking (healing) and speed make this a great perk. Not overpowered or unbalanced when played as a medic but when played as a commando, this is second on the list.

3) Commando - Great perk, balanced. I have seen many commandos survive these late waves alone. -Balanced, will struggle with a FP, but can take it.

4) Support - I debated if support should be 3. The AA12 is deadly and beats the commando in the ability to take the FP, but reload, total capacity, player speed, etc, drop the support just slightly below commando. And how many times have you seen Support carry the team as the last remaining player...? Balanced class, but needs to be with a team.

5) Pyro - Great perk when played by somebody that knows them, but they need help. We already know they are getting some weapon love soon.

6) Beserker - Another great perk when played by somebody that knows it, but it went from overpowered to underpowered in the last balance patch.

Just my late night HO.
 

hawkbill666

FNG / Fresh Meat
Oct 17, 2009
10
1
0
I left out demo! (Told you it was a late night post). I dont really know demo as I havent played it. (But I am a level 3 just from nade use by Support) Demos are damange machines, that I dont think they could solo late waves. But that doesnt mean they are balanced. I think dozens of pipes put down in later waves is probably a bit much....
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
My order:

SS>support=commando=zerker>medic>demo>firebug


The order is base on you know what you should do ,what you should not do and what you CANNOT do.


Firebug can be a good perk in weaken all of the zeds, but if you are playing with some skilled teammates, they go for head shots, not body shots. So firebug is not needed for the team. Also, you wont be able to see anything in a few seconds if you kill a zeds up at you face. Flame thrower can be powerful, but you need to continue firing it. And fire bug dont have enough ammo especially on suicidual.

What firebug and demo really do well is clearing small stuffs and saving a surrounded teammate. However, commando and support can also do it without making everyone else blind for a few seconds. At least demo have pipebombs as backup if the defensive line is break, firebug got nothing.


Medic do a good job to making everyone alive but medics lack of offensive power.

Support, command and zerker can take care most of the small to medium zeds without big problem. And they need to work with teamates to down big ones if they dont want to get hit before killing the big guys.

Sharpshooter however, can kill everything with no problem.
 

Nubbers

FNG / Fresh Meat
Jul 27, 2009
111
36
0
AZ, USA
Drawing on what the original poster stated, I will list the perks according to their unaided ability to finish off high-level waves in the event they are the only player left standing (which infers a large number of zeds):

1. Sharpshooter - It is, without a doubt, the easiest perk with which I finish off entire waves. If you can't do it, your aim is terrible and/or you stupidly backed yourself into a corner. All you 'need' is a crossbow and a single 9mm.

2. Medic - This is the most common perk I've used to finish off waves, largely because of the increased armor mitigation. That, and increased movement speed, lend themselves to a highly versatile perk. Lacking any form of true dedicated damage output, insofar as you keep your wits and don't get caught in a corner, you will be your team's savior. A crossbow helps immensely, however.

3. Berserker - No doubt surprising to many, this is my favorite perk to be caught alone with on Hard or Suicidal. In possession of a crossbow or two, and plenty of space to run around, this perk can be utilized to show players that the ability to shoot is not the only skill required to excel at this game. Head-on-a-swivel, I call it. Formally, I would refer to it as situational awareness. As a berserker, you need a lot of it. That and a crossbow. Husks suck.

4. Commando - Very well-rounded perk, however slightly deficient when trying to bring down heavies solo. Having had to finish off waves with this perk, it is sufficient so long as the heavies don't come ensconced in a veritable wave of lesser zeds.

5. Support - In my opinion, the ability to evade zeds is the most underrated ability in this game. A necessarily decked-out support player does not have it, requiring some of that aforementioned situational awareness. Can tear through zeds with full damage and penetration, but is often frustrating at taking down heavies when combined with an oft-debilitating ammo clip.

6. Demolition - One of the hardest to use in a solo capacity, the damage-to-ammo allowance is shockingly low with anything other than pipe bombs, requiring teammates' assistance in handling sheer numbers of zeds, and efficient heavy-killing. I would like to believe that, in the right situation, a demo can utilize his pipes and a partially-depleted ammunition stock to successfully repulse zeds; few levels come to mind with sufficient defensive locales.

7. Firebug - This perk is one of the most fun and well-equipped perks...when surrounded by halfway-decent teammates. By yourself? Good luck.


.: Nubbers :.
 

hawkbill666

FNG / Fresh Meat
Oct 17, 2009
10
1
0
Nubbers,

Your experience is similiar to mine, but you do bring up something I hadnt considered in the berserker. I think the reason the medic and the berserker could go high or low on this list is because of the load out. All other perks have a classic loadout, so there is an assumption they are using that loadout. Like you mention support can do damange, but its classic loadout bogs it down.

The medic and the beserker do not have a classic loadout. When you read the threads you see people doing all sorts of things for those perks. So I suppose that your miliage will vary. But like you I have watched more medics solo the final waves than any other perk (well, other than SS M14 madness).

Often when people on this forum look at individual things, it doesnt appear balanced. Like I have heard people call the AA12 overpowered, which by itself is probably true. But with a slow reload, limited rounds and tied to a perk that is sluggish and cant evade, the overall effect is a balanced perk.

The commando is another. Carrying up to three semis, with loads of rounds the commando is just stellar. Until he is the last left on wave 9 on hard and runs into two scrakes and two fps on a hunting party. So that class is balanced.

Tripwire mentioned balancing SS (and several other perks as well). It will be interesting to see what they come up with as I hope it does balance things and not just create another series of shifts to the left and right creating a different king, but with the same overall problem.
 

YFGHNG

FNG / Fresh Meat
Mar 30, 2010
549
4
0
OCD
In terms of usefulness,

1. Medic - prevents people from dying. 'Nuff said.
2. Sharpshooter - kills everything
3. Commando - nothing hides from this ****er
4. Support - kills 'em big with 'em big guns
5. Demolitions - if used right, is devastating in choke points
6. Berserker - can meatshield, also katana looks cool
7. Firebug - its only weakness is the time it takes to kill anything

In terms of how I play,

1. Berserker
2. Commando
3. Support
4. Firebug
5. Demolitions
6. Medic
7. Sharpshooter
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
How do I personally rank perks?

1. Firebug - Interesting to play, requires use of specimen and weapon knowledge in order to survive the game. Challenging and very rewarding. FIrebug gains my top spot due to the fact I love watching things burn, and the Bug is well balanced to keep the game hard, but not impossible..

2. Medic - Again alot of tactics is required, with a good deal of knowledge. Easier to survive than the Firebug, but boring when the team is camping.

3. Berserker - Shame about the chainsaw, using the various Zerker weapons is always fun. Interesting perk to master, specifically the step in retreat motion that is essential for crawlers. Using ambush tactics makes this a very fun perk to play.

4. Support - Always liked the flesh ripping effects of the shotguns for the Support Spec. Very versatile and plenty of tools at his disposal, and pretty good class albeit slightly overpowered with the Xbow still the devastating force it is.

5. Commando - Not very good with the commando at all myself, always find keeping track of my loadout rather awkward with my customized control setup. Reasonably challenging albeit not very rewarding for each kill.

6. Demolitions - Kinda like double banging grenades with the M79 for quick spikes. More often than not though, is only played when arsing about with the L.A.W.

7. Sharpshooter - Massively overpowered, truly boring to play. I try to avoid using any weapons affiliated with them, cause I hate seeing that bar go up :)
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,017
1,281
0
My Solo list.

Medic (easily. speed +armor)
Berserker (easily second. speed +armor)
SS (because of the 9mm bonus)
Support (only because of carry capacity)
Commando
Firebug
Demo


My Group List

Medic
Berserker
Firebug (because he is a force multiplier for the entire group)
SS
Support
Commando
Demo
 

Major Liability

FNG / Fresh Meat
Apr 14, 2010
921
165
0
New York
From most fun to least,

1) Berserker
2) Commando
3) Support
4) Sharpshooter
5) Demolitions
6) Medic
7) Firebug


In terms of power,

1) Sharpshooter
2) Sharpshooter
3) Sharpshooter
4) Sharpshooter
5) Sharpshooter
6) Sharpshooter
7) Sharpshooter
 

playmaker_41

FNG / Fresh Meat
May 3, 2010
128
1
0
30
Canada
1) SS - 9mm any range, Xbow any size. Its a one man army and it can kill anything.

2) Medic - A "must have" in a team, often relied on during critical moments. Also deadly with a Medic Gun + Xbow combo.

3) Support - Holy angel of death with the AA + Xbow combo, kills biggies easily, bonus points for welding.

4) Commando - SCAR + Bullpup (or AK in some ppl's opinion), amazing for crowd control, not too reliable when the bigs come.

5) Zerk - Should be ranked higher, but the chainsaw is nerfed. Still quite deadly with the Katana + Xbow combo tho.

6) Demo - Nade launchers next to useless in suicidal, only real advantage is the amount of pipes it can carry which can be used to boobie trap chock points. Creates a lot of smoke for scrake and fp cover, although it is fun to play.

7) Firebug - Truely the a** of KF perks, it has the lone flamer which is pretty powerful except it has no ammo. Fire nades are useful too except they are also limited, hopefully Tripwire puts something good that can really balance out this class in the next update, cuz by god it really needs it.
 
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anthracy

Active member
Jun 17, 2009
693
113
43
Medic>Sharpshooter>Support>Commando>Berserker>Demo>Firebug

Granted, this is the order of most difficult to kill and not necessarily firepower.

Berserker's and Sharpshooter's positions were basically changed in the last content/balance patch.
 

Nejc382

FNG / Fresh Meat
May 17, 2009
80
0
0
1.Sharpshooter
2.Firebug (always 2nd or 3rd in kills with it :D Most awesummm evar!)
3.Commando
4.Support
5.Berserker
6.Medic
7.Demolitions (Killing Floors ''Smoker'')