Killing Floor 2

Killing Floor 2

93 rating
The Support and You. [UPDATED]
Oleh ⸸Dew⸸
Howdy partner, and welcome to "The Support and You." Made by me, Dewsic.



In most cases, people won't be too fond of you if you join certain difficulties you shouldn't be on yet, like a level 2 on HOE. So before I get into the nitty gritty of this guide, you might want to take this into consideration since I've seen this to be successful.

Normal - Level 0 to 8.
Hard - Level 8 to 15.
Suicidal - Level 15 to 20.
Hell on Earth -Level 20 to 25.

Other than that, this guide will be showing you the essentials of Support and how to play the class effectively, teaching new players how to play and giving veterans some possible insight.

I'll be covering both solo and co-op playstyles, keep in mind however these are my opinions.
If you don't like the way this turned out, go ahead and add some constructive criticism in the comments as to why something may not be as good as it could be. With that said, let's get to it.
   
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What playing a support will consist of.
The support is a short ranged class that bases its weapons around shotguns. A supports ideal use is to take care of big groups of smaller zeds with its penetrative shots in tight, confined spaces while also putting the hurt on bigger zeds with the supports more powerful weapons. Supports are also capable of welding doors when necessary. Unfortunately, the support suffers from a terrible reload speed but can be fixed at level five with it's tactical reload skill. A support should be seen in every game as the uses this class has are beneficial to a team, no matter how light-hearted or dire the match may be.

If the given situation you're in is calm and you can take the time to go after certain zeds, your targeting priority should be as follows. "This list also applies to the versus counterparts."

HIGH:
MEDIUM:

LOW:

IT'S SO BAD YOU MIGHT AS WELL KNIFE IT:

Support Arsenal.
Machete and Frag grenade.

The machete should be preferably used to save ammunition during the first wave and possibly the second wave if playing on normal or hard.

Save your frag grenades for clusters of zeds, since sirens tend to scream at close range, it's in your best interest to take them out before throwing a grenade considering you won't be within a large enough radius to throw your grenades without her screaming.

9mm Pistol

Best used as a backup weapon during the first to third waves, alternatively, you could use it to take down low tier zeds when it is safe.

SG 500 Pump-Action

On normal or hard, a pump-action is best used during the first to fourth waves. Any harder difficulties will be the second to fourth wave if you have things under control, but use it in the first if you can't parry properly for the first wave. Headshots are in your best interest since the damage with this shotgun is minimal in comparison to other shotguns, so line up those heads and take multiple zeds out at once.

Double-Barrel Boomstick
The first of two optional weapons, the boomstick should be used between the third wave if you've got enough money all the way through to the boss round. The boomstick has a certain feature most shotguns share in low gravity, but not nearly as useful in a normal server as the boomstick. If you're facing downwards at a 45° angle and click the middle mouse button "which fires both shells at once" you be able to distance yourself twice as far as standard jumping, this is very effective in open maps against a Scrake and Fleshpound as they'll have a hard time hitting you.

M4 Combat Shotgun
The combat shotgun should be used during the fifth wave, all the way to the boss round. The combat shotgun can be considered an upgraded version of the pump-action shotgun as they both share eight shells, has higher damage from the pump-action and has a sight to aim down as oppose to the pump- action's iron sight. considering you won't be able to grab both an AA-12 and M4 however, this gun doesn't get a lot of love or play time.

AA-12 Auto Shotgun
The bread and butter of a typical support game. You'll want to pick this up by wave five and use it until the boss round. While it's very tempting to use this weapon on smaller zed waves you should save your optional guns for that, it's necessary you save this weapon for Scrakes and Fleshpounds as you can on a normal or hard game, take them out within using one clip with a bit of help from teammates. Under no circumstance can I suggest using the auto fire since it's very easy to waste ammo for this weapon, even using it under single fire it's easy enough to waste ammo.

VLAD-1000 Nailgun
Best bought on the third to sixth waves and personally, this weapon is hit or miss. Possessing the ability to be a single fire weapon, you're never going to run out of ammo during any difficulty unless you spray and pray which in this game is just...
Anyway. On the other hand, if you choose to use the single fire then you'll be missing out on perk benefits like weapon spread, which is something a support is known for. If you choose to use the default firing option, however, you'll be met with ricochet nails that bounce off walls. Even though this weapon isn't overly strong, keep these things in mind if you choose to buy this weapon.

HMTech-301 Shotgun
purchase anywhere between wave 3 to wave 5 to be an angel among men. This will be your second optional shotgun, while not overly powerful on a field medic, this gun becomes a piece of modern art when placed in the hands of a support. Giving you a better way to heal your teammates, smash zeds, and raising its overall damage through skills and basic levelling up, the HMTech-301 Shotgun is something all survivors should considering picking up.

Incendiary Trench Gun
Satisfying, hot, and gives a spicy ♥♥♥♥♥♥♥.. wait got the wrong script.

If you buy the trench gun anywhere after the third wave, this weapon is going to give your time as a support some zing in your arsenal with the ability to light zeds up, while the overall fire damage isn't going to be amazing as it could be on the firebug, you'll be able to fix that up with perk bonuses and skills.


Level 5 - Ammo Management
High Capacity Magazines:
Increase magazine of perk weapons by 50%.

    Solo:
  • It's more ammo, pretty self-explanatory.

  • In a solo game, this skill is going to give you a very comfortable position to kill zeds, given that you don't need to reload all that often and can cover yourself due to a lack of reloading necessity.
    Co-op:
  • This skill COULD do you wonders.

  • Having the extra magazine size also means spending more money on ammunition, Which could be more useful to your teammate who needs that extra dosh to buy his/her microwave gun as oppose to having more ammo in your AA-12, when you should have multiple guns in the first place. HOWEVER, this skill is amazing on your AA-12 in the same respect that you will be able to take out Scrakes and Fleshpounds before your clip runs dry.

Tactical Reload:
Increase reload speed with perk weapons.

    Solo:
  • More bang for your buck.

  • It's basically tomato/tomatoe here, if you enjoy having more shells in your shotguns, use HCM. If not, then tactical reload has got you covered.
    Co-op:
  • This will be the Coup de grâce on your enemies

  • Being able to tear through zeds is great, but when you're out of a mag.. ♥♥♥♥ ain't fun yo. That's why tactical reload will bring you right back into the fun with a quicker reload! If you're not satisfied then you'll get your money back guaranteed
Level 10 - Training
Fortitude:
Increase total health by 50%.

    Solo:
  • Makes you more durable.

  • While using fortitude, getting out of a sticky situation is made easier with the 50% health boost for that extra survivability.
    Co-op:
  • Be the spitting image of health.

  • If you have a medic on your team, your ability to tank enemy damage is definitely greater, but it's best to leave that to the berserkers. Don't be afraid to take what could be a literal bullet for a teammate though!

Salvo:
Increase damage of perk weapons by 30%.

    Solo:
  • Finish waves faster with a higher damage output, do more things in your day. Up to you fam

  • Give your shotguns a more realistic feeling aspect by being able to kill things with fewer bullets and more gory demises.
    Co-op:
  • You're basically cheating at this point, it's so helpful.

  • When paired with High Capacity Magazines, Armour Piercing Shot, Tight Choke or Either of the Zed Times, this skill gets used to its full zed tearing, butt clenching capabilities.
Level 15 - Firepower
Armour Piercing Shot:
Greatly increase penetration with perk weapons.

    Solo:
  • Comes in handy when you need to create some space between yourself and zeds.

  • Considering Zeds are going to be following you only and nobody else, you can get the most out of this by having a large group follow you in a single file line, and tear into the entire group with this insane perk.
    Co-op:
  • I mean it's not bad, but it's not good.

  • Odds are you're going to be on a team of six, where you have other teammates killing other zeds, and odds are those teammates are going to kill zeds that you're focused on. in that instance alone this skill doesn't have as much stompping power thanks to the wave you were going to tear through being thinned out.

Tight Choke:
Decrease shot spread of perk weapons by 50%.

    Solo:
  • Entirely situational.

  • If you're playing on tight choke maps "Get it?" then this skill should probably be picked up considering corridors are where this skill will be most useful. Picture yourself on biotics lab stuck on either side of a thin hallway, and on both sides, you're cornered by zeds. Then zed time goes off and you've got penetrator equipped as your last skill, mix matching the two makes for what would be considered a bloody awesome show.
    Co-op:
  • Sweet Christopher Columbus give me the wumpus.

  • This skill depends entirely on how you aim, if you aim for the body as a support, then don't bother with this and take up armour piercing shot. On the other hand, if you constantly aim for headshots even more so on larger zeds, then this beauty will turn you from a trash cleaner to a ♥♥♥♥♥♥♥♥♥♥♥♥ that puts the hurtin' on the zeds that are soon to be squirtin'
Level 20 - Logistics
Resupply Pack:
Your teammates can get 30% more ammo and 20% armour restored by interacting with you once per wave. You can carry up to 20% more ammo for perk weapons.

    Solo:
  • It's no use!

  • This skill is team based only, other than the 20% ammo increase. and considering you'd only be getting 1/3rd the benefit of this skill if you used it.. well, Let's just say your IQ may be up for questioning.
    Co-op:
  • Put your hands in my pack and you'll end up getting two great benefits per wave ;)

  • your teammates can save a lot of dosh by getting what is usually one or two full mags out of the supply pack skill, as well as a decent amount of armour that'll probably last them two seconds anyway but it's whatevs. Along with that, having a 20% increase to ammo is a nice touch. To make sure people always remember to use the supply pack skill before or after the trader phase, purchase what you need and then stand away from the trader as both the trader and supply pack use the E key by default, and your teammates will have difficulty trying to get their ammo/armour when you're standing right next to the trader.


Concussion Rounds:
Increase stumble power for perk weapons 150%

    Solo:
  • Take it, just bloody take it.

  • This skill is quintessential for solo since resupply pack isn't going to do you any justice.
    Co-op:
  • If you take this over resupply pack in a multiplayer game, you're one of those guys. You know the one.

  • Considering every perk has some way of making zeds stumble, including support if you don't take this skill, You'd be better off picking up the supply pack skill. Not only that, but supply pack is arguably a must have on harder difficulties, the increased amount of zeds per wave leaves for more ammo being wasted and armour being lost, so your teammates WILL need this at some point during the game.
Level 25 - Advanced Training
ZED TIME - Penetrator:
During zed time, your perk weapons penetrate through any target they hit.

    Solo:
  • Rinse and repeat

  • As mentioned in tight choke, this will do you wonders when placed in tiny spaces, just line em up and break on through to the other side.
    Co-op:
  • Rinse and repeat, mark 2, the sequel, the second coming and the continuation, it never ends.

  • As mentioned in armour piercing shot, you're going to have a team of six shooting at the zeds you want to kill. on top of that, your shots will be just as slow as theirs, so it's really up in question as to whether this will be your better choice, or barrage will. Because even though this perk is situated badly, IT IS STILL ABLE TO PENETRATE THROUGH EVERYTHING. and that alone saves this skill from being terrible.

ZED TIME - Barrage:
During zed time, your perk weapons shoot in near real-time.

    Solo:
  • That's one spicy senorita.

  • Considering harder difficulties are going to have stronger Zeds who will, in turn, take more bullets, this is going to let you stomp any surrounding enemies and take out whatever cluster is near you when zed time goes off.
    Co-op
  • More damage is always good, right?

  • If you're going to use this, make sure and I mean make 100% sure there is a commando on your team. The added boost to zed time when using this perk makes it absolutely viable for the support to be able to kill what it needs to before zed time wears off. You'll get caught with your pants down needing to reload when zed time wears off, as opposed to that commando giving you a head start and letting you reload while in zed time.
Final notes
And that pretty much covers what you need to know about the support perk.

I'll be making more of these for the other perks in the future once I reach level 25 for those perks, and odds are I'll be going from my favourite to least favourite. So expect guides for Commando, Berserker, Demolitionist, Firebug, Gunslinger, Sharpshooter, Field Medic, Swat and Survivalist in that order

All information in this guide is from me playing support up until level 25, so content in this guide might be inaccurate

I'm a stereotypical thirsty ♥♥♥♥ if you found this useful or informative give it a like and favourite.
"You don't have to I'm just mocking people that actually ask for that ♥♥♥♥"

Cya nerds.



19 Komentar
Blind 16 Feb 2019 @ 12:14am 
@HΞΞBLΞ deeveejay has en excelent point tho, I've noticed the SG has the tightest spread in the game and can even achieve long range headshots with the tight choke perk. The boomstick is just not as reliable at those ranges.
practical problems 24 Jul 2018 @ 2:36am 
wheres other perks
FAB 2 Sep 2016 @ 4:56pm 
Is this outdated? i see no regen skill for Support as of now.
Krist 13 Jul 2016 @ 5:12pm 
@deeveejay I understand what you mean by having a "feel" for a weapon. I use the Boomstick extensively. I surprise myself each time I know I will get a headshot. Especially so when said headshot is achieved by a stray piece of shrapnel. My highscore with headshots is 430 headshots which was accomplished with the Boomstick on a public server.

@Dewcisian I enjoyed reading this guide. I appreciated how "blunt" the information was. Too often are guides lengthy. I await to read your Gunslinger guide, I am very fond of the class.
mrhatmostly 9 Jul 2016 @ 7:33am 
Thanks for puttng the time and effort in - good read!!
Wabba 8 Jul 2016 @ 8:17pm 
On level 5 what you could do is just go with supplier for the first few rounds and then get the ammo so you can start unloading on dudes.
⸸Dew⸸  [pembuat] 8 Jul 2016 @ 2:35pm 
Nah bro, whatever works for you. Honestly i've never thought about the SG-500 like that, which is strange because as you've said, I've also got a "feel" for the weapon. I still like to stick to either the Boomstick or M4 because they're just got that higher base damage. Guess it's just personal preference really, if you can get it done, then it works.
deeveejay 8 Jul 2016 @ 12:25pm 
Nice guide, especially for new players. Personally, I still prefer not to take Strength at lvl 20. You may call me a noob, but I stick with "normal" SG-500 shotgun all the time + ofc AA12. There are 2 reasons for this: Boomstick has nice damage burst, but overall IMO it's not that useful for clearing trash, because it SUCKS at medium range and is utterly useless at long range; while with some practice, you can easily land headshots with SG-500 on medium distance (believe me or not, it's possible when you "feel" this weapon). This negates most danger for the people i protect, like sharpshooters or demolition - no trash is capadle to close distance. Plus, sticking with SG-500 allows me to save huge amounts of dosh and to buy AA12 earlier (usually around 4-5 wave on long games even on suicidal).
Grim 6 Jul 2016 @ 9:06pm 
Noice guide:steamhappy:
⸸Dew⸸  [pembuat] 6 Jul 2016 @ 1:29pm 
Eh, you at the very least let me know that it was a bug and not a clientside error, and if I didn't know then it would've gone unnoticed, At least until it get's patched.