Severed Steel

Severed Steel

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Firefight 2.0
By Major Fret
How to make the most out of Firefight 2.0 and chain together score combos.
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Introduction
Hi, I'm Major Fret. You might remember me from such guides as the Individual Operator's Guide.

This guide is designed to talk about comboing in Severed Steel's Firefight 2.0 mode. I will not be talking about any mutators (including Like Water), nor how to beat certain levels. I only play on Molten Steel (highest difficulty) so everything here words on every difficulty level.
The Basics
The basic gist of Firefight 2.0 is that you have to mix up your attacks, rather than just spam wall run. Before playing, the game gives you a bunch of moves that will add to your combo. This means using a variety of stunts, attacks etc will boost how much you score per kill.



Every move will build your combo by 1. Some moves can be repeated, but they tend to be very high risk and/or hard to pull of in rapid succession (such as Heavy Down).

A few basic tips I'd give:
  • As pointed out in the comment section. Severed/Sharpened is better for scoring than Molten. Molten only gives you a 2% increase in scoring at the cost of much less margin of error. Being able to dive more often is going to be more helpful.
  • Always be stunting. You ain't getting any score if you die.
  • It's also not worth getting killed trying to obtain the perfect combo.
  • Mixing up your stunts is key to keeping the combo meter going.
  • Slow motion won't slow down your combo meter dropping, so use it sparingly
  • Quick kills in succession is the key to a high score. You don't want your combo meter to drop too much as you search for enemies.
  • Pay attention to enemy types. Shield Grunts, Jetpack enemies (the one that launch rockets) and the two heavy varieties offer numerous combo opportunities that normal enemies don't.
  • Adding to this, its often beneficial to combo enemies a bit before killing them if you can. This is where moves such as Kick, Throw Weapon, Nice Throw, and even Kickslide come in handy.
  • Make use of your environment. You never know when rare combo opportunities such as Explosive Frags or Falling Frags may arise.
  • Remember to hit 'G' to throw weapons at enemies. Thrown weapons not only add to your combo, but throw enemies into the air, making them easy marks for an 'Air Shot', 'Nice Throw' or 'Falling Frag'.
  • Your cannon is an asset that can add to your combo. I like to use the Cutter Cannon as it has a lot of charge and can kill enemies quickly. Throwing weapons can also be a quick way to add to your combo meter if you need to maintain your current stunt.
  • I like to start with the Sawn-Off as it can be quickly emptied and thrown.
  • Avoid explosive weapons such as the Lobber or P99 as they can kill multiple enemies without adding to your timer
  • Try to learn the route that works for you in a level. You'll most likely have to do a few replays to get a high rank.
  • You can always combo the last enemy remaining with multiple moves to squeeze all the points out possible before finishing them.
  • Bodyshots with weaker weapons still stun enemies, giving you breathing room if you need it.
  • Wall Shot applies horizontally AKA with stairs and floors.
  • Glass Dive still triggers even through shattered glass.
Starting a Level
Whilst this won't be perfect for every level, I'll discuss how I like to try and start.

The easiest moves to pull off are Wall Run Frag and Slide Frag, as they are very low risk. Slide Frags can also be used in combination with Slidekicks and Drop Kicks, which is very handy. Headshot should also be pretty easy to pull off as enemies are unaware. After using those, I like to mix in Throw Hit and Cannon Kill. From there, you should be able to go back to either Wall Runs or Slides depending what you started with.

Some levels may offer you a single enemy that is alone. You can take advantage of this by really abusing them with Kick, Throw Weapon, Air Shot etc. Greens is the perfect example of this.


With all that being said, it's worth experimenting with what works during a certain level. Some times you might have a Dive opportunity or the ability to set of Explosives in the environment.
Combos
Here are a few combos that can net you big boosts to your score. NOTE: Some of these I've listed the combo's full potential, which can be hard to pull off in the heat of the moment. For example, a lot of these end with headshots, which might not always be practical.

Glass Dive + Dive Frag

Pretty obvious one. Just remember Dives are the riskiest stunts.

Dive Frag + Flip Frag

Flips occur during dives, so it's an easy combo to pull off if you dive over any enemy.

Wall Run + Flip Frag

This will sound weird, but it works. If you run past an enemy whilst wall running and turn 180 anti-clockwise (as in you face the ground before facing your enemy), it will count as a flip. As a bonus, things will move even slower in slow motion.

Thread the Needle + Headshot:

You have to shoot shield enemies in the head to Thread the Needle.

Dropkick/Kickslide + Slide Frag

You can very easily chain a dropkick or a kickslide into a side kill by shooting another nearby enemy. Even better, you can take advantage of other moves such as Stolen Weapon, Quick Kill Cannon Kill, Headshot, or Throw Weapon to further this combination.

Shield Kicked + Stolen Weapon + Quick Shot + Slide Frag+ Headshot

You can perform a slide to kick a shield away, and then grab the shield's sidearm. Then turn to the enemy (or a nearby one) and shoot them, ideally in the head. Just make sure to kick the shield enemy from the front, less you want to turn them into a Drop Kick victim.

Shield Kicked + Stolen Weapon + Quick Shot + Dive Frag + Flip Frag + Headshot

Variation of the above where after you kick the shield, you turn it into a flip. Be warned that if you dive early, you might end up crashing into the enemy and knocking them out.

Kickslide + Air Shot

If you aim to the side of the average enemy rather than directly during a slide, you can usually launch them in the air rather than outright killing them. This will allow you to at minimum land an Air Shot, but has a ton of combo potential (Stolen Weapon, Cannon Frag, Quick Kill, Nice Throw).

Stolen Weapon + Quick Kill + Dive Frag+ Flip Frag + Headshot

You can dive at an enemy, grab their weapon and then shoot them. This is high risk so be careful if you do it near a group of enemies. It's best to do this on the grunts too, as they are more susceptible to bodyshots, which is admittedly easier.

Kick + Stolen Weapon + Quick Kill + DiveFrag + Flip Frag + Headshot

Same as above but started with a kick. High risk but a good way to get a combo boosted when an enemy is alone.

Throw Hit + Air Shot + Cannon Frag

Throw your weapon at an enemy, then use your cannon to kill them. Note this only seems to work with the Cutter Cannon.

Throw Hit + Air Shot + Quick Kill

Same as above, but done with a weapon you just grabbed. Less likely to occur.

Throw Hit + Kick + Stolen Weapon + Quick Kill

If a stronger enemy is nearby, you can throw a weapon at them then kick them, take their weapon and finally shoot them. Sometimes you might grab a nearby weapon rather than the enemy's holstered weapon, but hey, 3 out of 4 ain't bad. You can also add a Slide/Wall Run/Dive at the end if you want.

Kickslide/Dropkick + Kick + Stolen Weapon + Dive Frag + Flip Frag + Heavy Down

Just to illustrate how one can really whale on a heavy for big score.

Thrown Weapon + Jetpack Joyride

Thrown weapons count as melee attacks.

Kickslide/Dropkick + Jetpack Joyride

Obviously, Kickslides and Dropkicks count as melee attacks, but they can also transform into Rocket Kicks and Blow Back with very low risk.

Wall Bang + Cannon Kill

With the Cutter Beam you can often do this if you know an enemy is behind a wall.

Cannon Kill + Airshot

The normal cannon can send enemies flying, so if you kill an enemy with a direct hit, you might send another flying for a shot.

Falling Frag + Heavy Down

Rather humorously, heavy grenade launcher enemies will sometimes blow up a hole they fall through.

Throw Hit + Falling Frag

Enemies hit by a weapon will ragdoll. You can let them fall, but there might be a bit of a delay, so it's best you keep on killing rather than waiting for them to land.

Throw Hit + Stolen Weapon + Nice Throw + The Trey

Throwing a weapon at an enemy will launch them, so if you can grab another weapon (ideally their holstered pistol) and throw it at them, you'll get Nice Throw thrown in as a bonus. With two weapons possibly bouncing around, you might even be able to get The Trey. Pulling this one off perfectly would be pretty hard, but also pretty epic.

Another thing worth mentioning is sometimes thrown weapons ricochet after hitting an enemy and hit them again, counting as a Nice Throw all in one throw.

Throw Hit + Nice Throw + Airshot +Slide/Dive Frag

Every enemy can survive two throw hits so long you don't hit the head. It might require a smidge of luck to also be able to add an Airshot to that combo, but getting 4x combo off of one enemy is awesome.
Videos
Here's some videos of Firefight 2.0 in action. This'll give you an idea how chaining combos together looks during gameplay.



5 Comments
RIP Maxi Jazz 5 Nov, 2023 @ 9:21am 
hmm, seems like combining attacks is really necessary for double scoring, huh? thanks for the info, this should improve my score in time. (like when i dive i usually just dive, im not trying to Dive+Flip)
AND IM GONE 1 Nov, 2023 @ 12:32am 
Something to take note of, as of patch 1 for firefight 2.0:

When you perform a fresh (stylish) action, two things happen:
1. If you've gained a multiplier point from it, a 7 second timer is created which forbids you from gaining multiplier from that action. This should be in sync with the last actions display. This timer also gets slowed down with bullet time usage.

2. A check is created, regardless of whether you've gained any multiplier. You have to perform one other action (doesn't have to add multiplier) before you can gain multiplier the original action again.
Major Fret  [author] 29 Oct, 2023 @ 9:48pm 
@Campion:

Those are some good tips. Haven't played around with the conventional cannon much since the last update, but I can see where making holes could be really helpful.

@nyutie

That's interesting to know about Sharpened and Severed. I'm admittedly in it for the challenge more than anything.
AND IM GONE 29 Oct, 2023 @ 9:49am 
Playing on Molten Steel might not be worth it anymore!
At least in my opinion, the 2% extra score from Sharpened Steel is far outweighed by the ability to take greater risks, dive when it's not 100% safe, and use shorter routes. Not to mention the fact that you can get many more attempts without dying from the smallest mistake.

Play on Sharpened or Severed steel difficulty for good scores. Play on Molten when you want a challange!
Campion 🐰 28 Oct, 2023 @ 4:11pm 
Excellent guide. Some other tips:

- Rebind throw to something convenient, it will be one of your most used buttons. I have Throw bound to a mouse thumb button.

- Regularly blow holes into walls/ceilings/floors to make shortcuts to enemies fast. This will keep your multiplier going.

- If you dive and you start slowing down with enemies shooting, shoot a cannon at nearby wall/floor to knock them out. Throwing is also handy for this.