![]() ![]() A Riot Shield would change a very large part of Killing Floor ‘s mechanics, so I’m not so sure that’s such a safe bet. The thought of LMGs rendered as lovingly as Tripwire is known for is quite the tantalizing prospect. What weapons this supposed tank will use are unknown, but Light Machine Guns and Riot Shields are a possibility. ![]() What will these be? Well, so far I and many others are thinking the Helmet will be some sort of Tank class to make it so the Medic no longer has to take the majority of the pain from heavy-hitters like the Fleshpound. The two that are driving everyone crazy are the Helmet and the Dragon perks. ![]() So, Sharpshooter definitely won’t be focused on dual pistols any longer, as that will have its own Gunslinger class. Adding fuel to the fire of this mystery is the set of ten collectible perk pins that Tripwire Interactive was giving out at New York Comic Con, seen below. Fans have also been speculating for awhile that some of the previously existing classes would be separated into more specialized classes. We assumed that the 7 perks from the original game would be returning – that is, Sharpshooter, Commando, Support, Medic, Berserker, Demolitions, and Firebug. Try not to think about it, you'll naturally get a sense of it as you rise up in difficulties.We’ve now known for some time that Killing Floor 2 is going to have 10 perks (or classes, for those unfamilar). If you're about to have a staredown with a big bad, you can do worse than standing in your own grenade. Lastly, if I'm finding myself kiting or tanking (the medic can do that in a pinch) the grenade is the only direct way to buff yourself. If you're going to lose line-of-sight on someone it is occasionally a good idea to put a grenade where they're going. Similar deal with anyone kiting a boss or even a big zed. I've saved more than a few lives with a Hail Mary pass. In times where the wall breaks and the team scatters, hordes will break line of sight on your darts. Has someone been backed into a corner? Drop one at their feet, it'll do more to free them than firing wildly into the horde. Team overwhelmed and running? Throw one slightly ahead of the team for a splash heal, run speed buff, and a minor area denial effect to those chasing. An AOE heal is the intended use, you're only really wrong if you're using it offensively against one of the big baddies. There's a lot of utility for them you'll start noticing, but most of the time you can't go wrong. You're arguably the most important part of most teams. And if that sounds hard, it's really not: your teammates will be doing serious lifting by then, and the zeds will be a secondary concern for you.Ī good berserker is the medics best friend. Do you heal the teammate at half health running out of a swarm, or the one at full health who's about to get swarmed? A good medic will have an eye for these situations, and an exceptional medic may be pre-buffing teammates to reduce damage before it gets taken. ![]() So the high level play for medics is Triage. Once you get out of Normal mode, teammates can die very, very quickly. Keep them topped up and provide cover fire when needed, and try not to feel bad about that lone wolf who thinks he's hot shit soloing the wave on the other side of the map. Positioning is key: while other classes will be managing choke points and sightlines, your job is to know where your teammates are, and try and stay somewhat centralized on them without putting yourself in danger. You generally do less damage than everyone else, so while you're still a good trash clearer, you want to prioritize wounded teammates first. Medic grenades cause panic, similar to fire, so avoid using it on large zeds in most/all situations. Once you have those buffs, you can apply them to teammates regardless of if they are actually missing health or not. For skills, teammate buffs are much more effective than self buffs most of the time. ![]()
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