Best Gunslinger Perks Kf2

2021年4月25日
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The community of KF2 is one the best FPS communities out there! Download pokemon black 2 for desmume. Berserker is the tank perk of Killing Floor 2, using melee and ranged decapitating weapons. (i.e Gunslinger, Sharpshooter, Demolitionist. As with Scrakes, quick decapitation kills are the preferred method of extermination. May 15, 2020 The Field Medic is the guardian angel that keeps your squad fighting where they should be in pieces scattered across the killing floor. Field Medics have access to a diverse selection of weapons, all of which have an alternate fire mode for deploying healing darts and grenades to aid your comrades, allowing Field Medics to stay back from the front lines while keeping your squad in fighting shape.
Hey yo what’s up guys I’m TheRoyalLong. In this video, I will be presenting to you guys the second installment of my guide to the berserker class, where I will be providing an extensive tutorial to the variety of weapons the berserker carries within the Killing Floor 2 universe.
Keep in mind that the game is still in its alpha stages and that there may be other weapons coming out into the game eventually, so when the time comes, an updated video will be posted again. So to start off, here is the current arsenal available to the berserker class.
9mm Pistol
Lawn-Mower Blade
EMP Grenade
Crovel Survival Tool
VLAD-1000 Nailgun
Zweihander
Pulverizer
Eviscerator
So to start off, The Berserker’s basic tools include the 9mm Pistol, a Lawn-Mower Blade, 2 EMP Grenades & the Crovel Survival Tool. These are Tier 1 weapons which are available to anyone who starts off as the Berserker class within the game. Tier 1 Weapons1.1. 9MM PISTOL
The 9mm Pistol is a weapon available to all classes, and as a berserker, shouldn’t be relied on unless you intend to use it for farming XP, but since the berserker is always so up close and personal with the zeds, there shouldn’t be any scenario where you take out your 9mm pistol.
1.2. LAWN MOWER BLADE
Moving on to Berserker proper, we have the Lawn Mower Blade.
This is the default melee weapon that every berserker starts off with, which cannot be sold off. The lawn mower blade is extremely effective at clearing off waves 1 – 5 before any lethal threats arrive, such as the Scrake, and the Fleshpounds. The strengths of the lawn mower blade are simply that it has the fastest attack speed and that it can clear waves and waves of zeds both effectively and swiftly. The weapon itself consists of a light attack, heavy attack, a melee bash attack and a block function. The light attack allows the Berserker to quickly clear waves of zeds quickly, together with the option of controlling the direction which the weapon swings in, while the heavy attack allows the Berserker to take off much more tanky zeds such as the Siren and the Husk from waves 1 – 5. The melee bash, however is where the weapon shines as it lets out a shiv, and allows you to unleash an extremely swift attack, and also stuns the zed should you not be able to kill them. It is also very consistent in terms of where it hits, so if hits that adjust with your movement aren’t your thing, then the melee bash should be perfect for you too.1.3. CROVEL SURVIVAL TOOL
Then, we have the Crovel Survival Tool.
This weapon is also a default weapon a berserker starts with. The Crovel is a quick and versatile melee weapon, capable of dealing both Slashing and Blunt damage. It’s primary fire is a fast slash attack, and can be held for a Combo attack. A secondary fire is a heavy blunt attack while Alt fire gives a block and parry. A light swing will decapitate any basic enemy (Clots, Cysts, Stalkers, Gorefast). A light swing will not kill a Crawler in one swing to the body, as they have a 50% resistance to slashing (0.5x damage modifier). However, the standard (stationary/moving forward) heavy attack not only does more than enough Blunt damage to kill a Crawler, it is also very good at catching them mid-leap. The Crovel is also better at taking down husks and sirens compared to the Lawn Mower Blade due to its naturally higher damage. Despite its favorable handling, the Crovel deals low damage and lacks a reliable stun, and should be replaced with the Pulverizer by the time Scrakes spawn.
1.4. EMP GRENADE
Next up, we have the EMP Grenade.
It is often underestimated and should not be taken lightly because of its use as a utility. In later stages of the game, notably waves 6 – 10 (Excluding Hans Volter/The Patriach), the EMP grenade can be thrown by the Berserker to release a stun that negates all the abilities of every zed.
It should however, only be used on the larger zeds, such as the scrake & the fleshpound due to the threat they possess to the squad. When used on the Scrake, it can temporarily disrupt the Scrakes from sprinting, no matter the situation, whereby they have either already been raged, or have yet to be touched by the squad. Its use as a utility can also be team-friendly as it can be combo’d with a Gunslinger or a Commando by which the moment the scrake is EMP’d, the Gunslinger or the Commando can unleash a flurry of bullets to its head. and can then be decapped easily by Commandos or gunslingers.
A fleshpound however, is far trickier than the scrake simply because of its innate ability to rage without even being shot by the team. With the EMP grenade, it is advisable to use it right as your team shoots it, simply stop it from going into rage mode. When timed correctly, the emp grenade can easily prevent groups of fleshpounds from raging at the same time, allowing you to pick a duel with a single fleshpound without raging the others, protecting both your team and yourself.The EMP grenade can thus be dubbed as a situation resetter, by which it allows you to reset the entire scenario from complete utter chaos, into a more calm and relaxed battlefield.Tier 2 Weapons2.1. VLAD-1000 Nailgun
Next, we move on to the only tier 2 weapon, the VLAD-1000 Nailgun. Although not regularly used by berserkers of a higher skill level, the nailgun is still effective in its own right and can be picked up by newer players as it can be used to prevent hordes of zeds from being pushed up into the room the squad is holding. The primary fire of the nailgun shoots out nails in numerals of either 1 or 7, while the secondary fire allows you to aim down your ironsight. The Alt fire can be used to toggle between the single firing mode and the “shotgun” mode. In single-fire mode, the nailgun can be used as a head-popper, allowing the Berserker to pick off Bloats standing behind a large group of zeds, or other smaller, but lethal zeds such as the Sirens and Husks. In its shotgun mode, the nailgun will fire a cluster of 7 nails per shot. This gives the nailgun 6 rounds of shotgun shells. The nails fired have built-in penetration, being able to deal full damage to 2 zeds and reduced damage on the third. This allows Berserkers to quickly clear crowds of weak enemies. The nailgun has very low accuracy, especially in shotgun mode, having a spread similar to the double-barrel shotgun. It is also not consistent, where the shots are often not evenly distributed, making it unpredictable and hard to connect your shots. It should also be duly noted that the nailgun can incap all the lesser zeds, preventing them from using their abilities. This gives the berserker a means to provide some form of crowd control.Tier 3 Weapons3.1 Zweihander
The Zweihander was an extremely powerful weapon, but was hit by the nerf bat. Let’s first have a look at its attacks. It’s primary fire is a fast swing that does slashing damage, and when held down, can perform a 3-swing combo attack. It’s secondary fire is a slower, but stronger swing that does slashing damage as well. Before the nerf, the zweihander was able to kill a SC in 5 headshots as Smash gave hard hits an additional 100% damage increase. The melee bash, which is a forward thrust of the Zweihander, does piercing damage, and was able to penetrate multiple zeds, killing them all by spinning the mouse around during the attack animation. However, the Zweihander has been nerfed pretty badly, as Smash now gives only a 25% damage increase, and the melee bash can no longer penetrate the smaller zeds to kill multiple at once. This means that as of now, the Zweihander lacks the ability to clear trash zeds quickly and does not have enough utility to justify using it for fighting large zeds. As such, I would strongly suggest refraining from using this weapon.
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Since the nerf of the ZH, the pulverizer has turned into the bread and butter weapon of the berserker. It’s primary fire is a fast swing that does bludgeon damage, and when held down, can perform a 3-swing combo attack similar to the ZH. It’s secondary fire is what makes the pulverizer a unique weapon. It does explosive damage at an arc of 180 degrees from your view on contact with an enemy on top of the hard, bludgeon attack that is inflicted, damaging enemies that are nearby and infront of you. As such, the secondary fire is an extremely powerful attack. However, the explosive shots are limited to the amount of ammo you have on the pulverizer. It’s melee bash can be used to knockdown SCs and FPs if you hit them on the head.
Fighting FPs is where the pulverizer really shines as FPs are weak against explosive damage, making the pulverizer’s secondary fire very powerful against them. While going against a 6-man HoE fleshpound, it takes 9 hits to take one down. One tip is when you run out of explosive shells and need to reload, always check that the FP is not raged. If it is, do a parry or block to get it out of rage and then reload your weapon, this ensures that you do not take damage while reloading.
Scrakes on the other hand, are resistant to explosive damage. As such, it is recommended that you do not reload the pulverizer after emptying your initial explosive shells, and use your secondary fire to hit the scrake on the head, aiming for knockdowns. The explosive shells can be used to stun the scrakes. Parrying the SC is actually quite easy, and I suggest practicing your parrying against them, as you only take 10% of full damage + you stun the scrake for a split second.
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Bear in mind that the pulverizer can carry a maximum of 35 explosive shells, so use them sparingly unless absolutely necessary.Tier 4 Weapon4. The Eviscerator
Last but not least, we have the eviscerator. The eviscerator is a chainsaw with two functions, differentiated by its primary and alternate attacks. Its primary fire allows you to shoot out a buzzsaw that deals massive damage to the target. What is unique about this weapon is that you can recover the blades that you shoot. It’s secondary fire turns the eviscerator into a chainsaw which is effective at clearing smaller zeds. However, due to its tendency to easily chew up a third of your fuel to kill a fleshpound, it should be used sparingly. Furthermore, the disappearing ammo and off-centre shot firing makes the eviscerator a sub-par weapon, outshining the pulveriser only in terms of its rate of fire. It is also a lot less cost-efficient and ineffective as a weapon to clear out larger zeds as oftentimes you would use up a majority of your ammo before the wave even ends. It is therefore not advisable to pick up the eviscerator as a primary weapon of choice for the Berserker due to these drawbacks. It can however be picked up if there is a need to clear out smaller zeds, similar to the nailgun.Closing tips
Because the berserker’s weapon are relatively cheap and that the default weapons are extremely lethal against smaller zeds, it is advisable that the berserker share their dosh with the rest of the squad members who need it before wave 5 to pick up key weapons such as the medic’s assault rifle, the demo’s RPG, and others.
So this brings us to the end of my KF2 Berserker Weapons guide. Do check out Part 1 of my guide where I do a introduction of the Berserker, as well as explaining the perks that the berserker has and which to pick. There is a video for that as well. You can check it out at this LinkSep 11, 2019
An in-depth guide mainly focused on intermediate players who want to take already fairly good zerking to masterful zerking. While this guide focuses mainly on the highest level of play (6p HOE), beginner zerkers will still find this guide very helpful as it describes the general usefulness of all the perks and weapons and how to deal with dangerous zeds.
Prologue
Berzerker has always been seen as a rather easy class, both in KF1 and KF2. It has been described as having a low skill ceiling, and that anyone can play bezerker decently as long as they know how to parry.
This is true, and to play a decent bezerker capable of winning HoE games, you don’t actually need to be all that good. Most bezerkers I see these days just run Katana +3 and go around M1 mashing everything, not exactly skillful gameplay.
However, trust me when I say that bezerker, contrary to popular belief, actually has one of if not the highest skill ceilings in the entire game. While it doesn’t take much to get to the level where you can fairly reliably win HoE games with a good team as a bezerker, there is a huge gap between a ’decent’ bezerker and a ’masterful’ bezerker. And this is why so many people say bezerker is a low-skill class, because if what you’re doing is already good enough, why bother going above and beyond?
This guide however will show you how to get from being ’decent’ to being ’masterful’. Unlike most other classes, bezerker requires an immense amount of practice to get to the highest level.
The Berzerker’s Purpose
The berzerker acts as 3 things:

*A wall that prevents trash and big zeds from attacking the backline,
*A crowd control specialist on par with the likes of the firebug,
*A backup big zed killer when everyone else is either dead or out of ammo.
That is all you need to know about what berzerkers do. They are the vanguard. They are the first ones in and the last ones out. If the berzerker needs to back up, then chances are the entire team also needs to back up.
Beginner’s Section (Part 1)
This assumes that you have never played berzerker before so you need a run down on how they play and what skills to go.
Dreadnought vs Skirmisher
On most maps and in most situations, Skirmisher will be the most useful. The huge amount of movement speed you gain from Skirmisher will allow you to kite every zed except raging fleshpounds, and also allows you to get out of sticky situations much more easily. The passive regeneration is also a huge boon as it lets you stay in the thick of it for much longer by healing chip damage from blocking and parrying.
Dreadnought does have its uses however, as when it comes to tanking and taking massive amounts of damage in a short period of time, Dreadnought will keep you alive more times than Skirmisher ever will. However, the lack of movement speed and regen means you have to rely on a medic to keep your health up as you will be constantly taking damage from not being able to run from zeds and not being able to regen passively. Dreadnought generally speaking, is only used on maps where the team has a particular hold point with only 1 or 2 entrances. In these scenarious, Dreadnought will beat Skirmisher every single time, even with just off-heals from commandos or medic pistols from the rest of the team.
Verdict


*Skirmisher for most situations.
*Dreadnought for holding a choke at a hold point.
Vampire vs Butcher
Both of these are quite useful honestly and it comes down to personal preference and team set up when deciding which one to use.
I personally use vampire most of the time as the damage loss is negligible against trash as long as you are using parry, smash and a good melee weapon like the Zweihander or Bonecrusher. Vampire will keep you more independent from the Medic so they are able to focus on healing others, and in some cases if you are killing fast enough, you are able to outheal the damage you are taking. This has saved me more than once when I’ve gotten myself trapped in a corner and the only way out was to fight my way out. With parry and smash, you will be killing trash in more or less a single hit and when trapped in a corner, you will be pretty much taking constant damage. Without vampire to slow the rate of damage I was taking, I would have been dead in those situations. It is also an extremely good option on pubs where teammates don’t tend to buy medic pistols to heal others, so vampire will keep you healthy for longer before you need to rely on others.
Butcher’s main usefulness is to patch up the damage you lose from not going Parry if you’re a beginner and running Resistance. Otherwise, it’s other draw is that it allows all of the top tier melee weapons to kill fleshpounds in a single combo. It is also more useful for fast attacking weapons like the Katana as there is an appreciable difference in number of hits to kill due to their lower damage. But then again, weapons like the Katana are mainly only used by beginners or lazy berzerkers.
Verdict

*Either one is pretty good, but vampire is better if your team doesn’t have a dedicated medic.
Resistance vs Parry
This one is simple. If you’re a beginner and can’t quite get the parry timing right, go resistance. Once you’ve gotten some practice and can reliably parry zeds, go Parry. The bonuses that come with Parry are simply way too strong to be ignored, and because of how easy it is to parry most zeds in the game, it isn’t even that hard to get the bonuses. At the end of the day, even though Resistance seems more focused on tankiness, Parry will actually make you much harder to kill than resistance ever will. Just look at the stats:
Resistance

*20% damage reduction and an additional 20% against poison and sonic damage.
Parry

*40% damage reduction across the board, 5% extra attack speed and 35% more damage on all berzerker weapons, not just melee weapons.
Not only does Parry makes you more tanky than Resistance, but also lets you kill Zeds faster, which further minimizes the damage you take by reducing the time spent in combat.
Verdict
Resistance if you’re an absolute beginner, Parry once you’ve gotten even a bit of practice.
Smash vs Massacre
Smash wins. Every. Single. Time. There is ONE weapon that I can recommend massacre on, and that is the Katana (or the

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