Fun Tip: If you pair Zed Time - Rapid Assault with the medic SMG, you can constantly dish out healing darts to your team mates and they won't run out until zed time does.
Great informative video; but you overlooked just how good the +4% mag size per level is and how much impact it actually has. Doubled mags at level 25 just by default is phenomenal, and there's several reasons why: Less frequent reloads, longer sustained DPS against bosses and large zeds which is all pretty obvious stuff - but it also increases your max ammo count for each weapon by a mag, you pick up double the ammo from ammo crates, and I believe it effects Support ammo distribution as well (but I could be incorrect). For Example; 100 in the mag is a selling point for the P90 for me. Spawning with full kit, saving for 1100 dosh isn't unfeasbile. After that you have a reliable Tier 3 weapon you can be quite confident will never need to be reloaded mid-fight just because of how absurdly deep the Mag is. Another thing I wanted to mention was how well huge mags complement boosted stumble power perks. Between a t5 Kriss 66 round mag and a t5 P90 100 round mag, you good to great odds of either outright killing whatever is running you down, or stumbling them, reloading amd going for it again. Overall the +100% mag size you have accumulated (that's another point, it's not just something you unlock it's something that just gets better as you level) by leveling to 25 is RIDICULOUSLY good and I'm just upset you didn't highlight it like I thought it should be. Good vid doe
Richard Dangles It boils down to a nice economy weapon for early-midgame and can be a reasonable secondary trash cleaner all the way til endgame. I wouldn't use it on anything higher than a gorefiend but I wouldn't waste Kriss ammo on a clot when I have a P90 either.
You didn't mention that the Medic SMG's Healing Dart is affected by Rapid Assault; You can fire healing darts infinitely in Zed time even when the charge for the darts is 0.
MP5 is my favorite. Fully upgraded gives it awesome damage plus it has huge mag capacity. Didn't know that by dropping the 9mm would gain more money. Thanks for the tip.
I also favor the P90 as a secondary weapon in later waves. It's incredible at trash clearing and when your team is in a tight spot. Just unload on everything around you like a machine gunner, and with the slower fire rate its actually quite effective. When you're surrounded by Gorefiends rushing you, you'll be glad to have it when your Kriss is empty.
Yeah, though I imagine it would be way too similar to the Bone Crusher from the Berserker perk but I imagine the Shield would give some kinda extra defence and consistently block attacks instead of only when intentionally blocking.
Good video as always, Richard. SWAT is one of the most fun perks to play in the game, with his crazy mobility (even though he gets no speed increases), huge ammo capacities and excellent trash clearing capabilities. Plus, it’s very satisfying to throw a flashbang near a scrake or fleshpound, stunning them and then proceeding to spray a whole clip into their heads or having your teammates get rid of the threat. Kriss, P90 and the Medic SMG tends to be my go to loadout for the perk. Kriss for the big guys when neccesary, P90 for everything else (live it’s huge magasine size) and the Medic SMG to assist with healing and as a backup weapon for the low-level enemies.
I love the P90 for killing trash, at least on Normal. The Kriss Vector is great for bosses and heavies, on the other hand, so I think they make a nice little pair. The Vlad Nailgun didn't show up for me as a SWAT, so I'm guessing I'm missing a DLC or something. However, I'm surprised you didn't mention the best reason to run a P90: "I love my little Belgian!" -DJ Skully
Adwans Its not a bad perk at all it does take skill to use. It is the best trash clearer in the game if played correctly. It is however not very good in boss battles
I love the guide. I run almost every thing the exact opposite of what you said, yet somehow do better then my allies but I play console so they are probably not as experienced with killing floor in general like me.
Thoughts on the new Tommy Gun? I mean I find really great for clearin large groups and it looks bad ass, but other than that I find it lacking. UMP 45 for the win; I freakin love that shoota
I run SWAT with the Kriss and the Heckler and Koch. I notice the heckler can usually take care of medium zeds better and more cost effectively then the mp5. However, I use the mp5 and heckler interchangeably. I tried out the p90, it took a good while to kill a scrake and flesh pound. I run about the same skills you suggest ironically enough.
One thing to note about Tactical Movement is that while crouched you need to adjust for enemy heads. Not that big of an issue, I know, but its still a frustrating thing to get used to when you swap in and out of the class.
Richard , what is your personal favourite mouse / keyboard / mat setup for playing Killing floor ? You prefer palm or claw grip mouse ? If your keyboard is mechanical, which switch you like to use ? Also all other Richard's subscribers / hardcore player of KF2 post here your setup of choice.
Very nice guide once again. The only thing that I would add would maybe be the upgrade order in addition to the buy order listed. And maybe stating that a commando is much better to have than a swat if one is required.
Jacob Wickersham Is it odd that I originally viewed Commando as one of the most lackluster perks? Other than the invisibility detection I never saw it as much. That said, it's easily my least played class, so...
Holy Applebutter He's the most important perk on any team. While other perks can kill the trash (any zeds below a scrake, quarter pound, or fleshpound), he is the only one who can extend zed time multiple times. This allows for level 25 perks to go nuts for 15-18 seconds if done correctly.
Nah, the most important perk (if we're talking suicidal or HOE) is the medic. Most people don't like to be medic because killing tons of zeds is more fun than being a supporting healer.
Sean LaFrentz Commando with hm tech 401 can do all the healing the team should need if they're camping or holding lanes and they're competant. Many meta loadouts for other perks also include an HM-TECH 101 pistol as well for this purpose. If you're playing in the average pub or you HAVE to kite, then field medic is a lot more appealing.
He removed that video for revision mainly because people were pointing out huge flaws in it. He's likely going to release the revised Commando guide after the Halloween update drops and we get to toy with the new Commando weapons.
Holy hell this game looks fun. Definitely gonna pick this one up when i build my pc Also. am i the only one that thinks the open guitar riff in this video sounds like the fallout pip boy sound?
I would suggest that someone would learn SWAT after Commando. Because by then hopefully they have gotten decently good at getting headshots, which is something that makes SWAT even better.
Well of course. I meant in the sense of teaching someone who hasn’t exactly played a game like this before. Aiming in KF2 is quite different then games like CS:GO. Since you constantly have to change the Y axis a lot more often, since enemies can be taller then an average human or the height of a medium sized dog.
The way you played that SWAT in the video was a bit disappointing tho. Some really effective trash clearing towards the end, but early on you're in all the wrong places. As for skill selection, my loadout is usually: Tier 5: Heavy Armor Training (I dont usually move too much, I'm generally always shooting at something, most of the time in single action when its feasible) Tier 10: Tactical Reload (I don't reload cancel and I have a dislike for the 9mm) Tier 15: Ammo Vest (since I burn through ammo so rapidly and especially when there is no support on my team, ammo vest is a must have. I am usually 100-200 kills ahead of my team but the price for that is that suppression rounds just aren't feasible to run (and not necessary most of the time either). Tier 20: Assault Armor (the Swat is basically useless when his armor is down. You can survive but how long you survive is a question of luck, not skill. As soon as you get a surprise Quarter Pound spawn near you, you're pretty much dead. Its impossible to run past him without being hit at least twice, and it only takes him two hits to kill you. cripple is useful but its only needed when the zeds you shoot don't die within seconds of laying eyes upon you... and well, I usually just kill them so fast that cripple ain't necessary. supports, commandos and sharpshooters as well as zerks can easily handle FPs and Scrakes without me slowing them down. I'm much more useful if I spend the time they use to kill the big zeds to protect them from small zeds instead) Tier 25. ZED TIME - Rapid Assault (Do I have to say anything? Infinite ammo combined with near real-time fire rate = carnage, especially against big zeds but also to just get them headshots on even zeds that are very far away) I usually only play Hell on Earth 4 Waves. My weapon loadout goes as follows: Start with MP7. After first wave: Buy MP5, fill both. After 2nd wave: Sell MP7, buy Kriss, fill both. After 3rd wave: Sell MP5, buy P90, fill both. After 4th wave: either I switch to demo and play RPG + Demo Rifle wit de grenade launcher, or I stay SWAT and upgrade the P90 and the Kriss The main reason I use the P90 in the 4th wave and not the MP5 is because with 100 rounds to spare per mag, the P90 is a pushback weapon. After the team has faced a few scruks and fleshpounds alongside some Quarter Pounds, they are usually no longer in the killing zone they were in before. A zed-time + the p90 during and after the zed time easily offers enough rounds to spearhead a pushback into the killing zone IF there are no more scruks and other big zeds in the way. When dosh is running low because I helped out teammates that might have died, I sometimes dont use the P90 and keep the MP5 instead. Or when I died, I sometimes jump into the 4th wave with just MP5 and P90 or MP5 and MP7. My 150 armor make me quite durable, but the new EDARs and Gorefiends are a pain in the ass for armor and usually once armor is down and my team breaks formation, that mean's RIP for me. Unless I make it to a support and get that 30 Armor from him (which only happens if they have the right teamplay loadout for skills). When I play multiplayer, a 4 player team loadout is usually best: SWAT (me), Support, Medic and then either Commando, Gunslinger or Zerk. As a SWAT I generally cannot stand Demolitionists and Firebugs. All they are good for is run out of their own ammo and blow up everything in front of me, completely destroying any way to aim, which usually results in me taking unnecessary damage because of unability to see the next zeds that come charging through the cloud of smoke and flying shit. Same goes for the Firebug; they just completely mess up aim and do more harm than good. At least they take skill to play tho. Demo is just "aim in the general direction of the enemies and press fire and you're gonna kill more zeds than a person who actually knows how to aim and kill very effectively". Also I generally do not use the Medic SMG. It just plain out sucks. Its the worst gun in the game. Its a fricken toy gun. Healing Darts as a Swat are kind of pointless since the Swat is usually at the front anyways. In the time it takes to turn around to heal teammates, there might easily already be a Bloat or a Gorefiend or some EDARs making their way towards me to break my armor, which is not a good tradeoff for 2 healing darts and seconds spent not killing trash. The medic can handle the healing. And the Medic SMG deals absolutely no damage, and even when upgraded is still far inferior to its true SWAT blooded counterparts.
I must admit, I used to have mixed feelings about this class; I loved the Kriss's ridiculous fire rate and raw destructive power, and yet it's low clip size (considering said fore rate) and it's tendency to, well, burn through ammo quickly was incredibly annoying. And then I grabbed an MP5 for smaller zeds, and that easily covered the Kriss's weaknesses, saving that for unloading into a Scrake or Fleshpound's head whenever one shows up, I really like said perk now.
Because I play on PS4, I usually stack the medic smg and kriss because hardly anyone plays a decent medic. While in zed time time you get unlimited healing darts which is more helpful than it should be.
Is it worse to take an MP5, UMP, and Kriss without upgrades than to just take a Kriss + something else upgraded? I find having three guns is almost endless ammo for high zed count endless waves.
Good video, though one thing I will say is Tier 5 weapons are not worth it unless you're solo. 1,500 dosh is a ton for usually small damage increases. a starting weapon or a Tier 3 to T4 costs 1800 total dosh. buying a T1 or getting a T2 to T4 costs about 2000 total dosh. id say doing all this is fine but the T4-T5 cost of 1500 is illogical imo
This is not the case in all weapons. A lot of the tier 5s are so over the top OP that not upgrading them is what is actually illogical (see deagles). Some weapons however are not nearly as good when upgraded (see .500 magnums)
I usually play HoE with MP7, P90 and dual 9mm. nothing more, Kriss Vector is not fun to use for me and I find that using the P90 to decapitate Scrakes to be of no hassle.
I believe it was called MANOR, it was originally a KF1 map that a community member made for kf2. I'm sure you can find it in the workshop. I haven't looked though.
@@WorstChicken Yeah, I discovered the map a bit later after posting the comment. The name on the Steam workshop is KF1-Manor and it is indeed a KF1 map.
Favoring the MP5 over the P90 is kinda bizarre. Despite better damage when upgraded, the MP5 lacks a good sight and has middling accuracy and clip size, making it at best a sidegrade to the MP7 (easily the best starter in the game). The P90 is very accurate, has a high fire rate, a great dot scope, and huge magazine, making it easily the best trash clearing option for the SWAT (their intended specialty). The Kriss is a fine weapon for burst against larger zeds, but chews through its small magazines quickly making it too specialized into a role the SWAT doesn't have any business in outside of a crisis.
while mp5 is better on paper, i dont find its iron sights easy to use. If they used COD mw3 sights then its just so obstructive that I would just stack a slightly lower dps ump in the off chance i do have to face off with a fleshpound on multi which i generally avoid engagement with. Was hoping you could demo how to use and abuse cripple against fleshpounds as the forums seem to say its the superior choice for lv20
According to the Wiki, which could be wrong ofc, it was fixed. So either this guide or the wiki is wrong. From the Wiki: "Before version 1.066 Mac 10 had the same type of the damage as shotguns hence was different than other submachine guns in the game in terms of effectiveness against certain ZEDs. Currently it has been patched and now it does same type of the damage as other SMGs."
Mac-10 was actually great when it had shotgun damage type. Now it's crap because it uses SMG damage type while having the same base damage as the MP5 but more cost, effectively making it useless. On the Firebug side, now it's even worse compared to Spitfires. Might as well have it's price reduced to compensate or be buffed.
im still surprised they havn't given S.W.A.T. a Shield & gun combo weapon. Like i could easily imagine them carrying around the MP7 they start with for it! or fuck give them a fully automatic Glock with an large magazine!
As a Commando main, the SWAT seems to have everything the Commando has _and_ everything the Commando could ever want. SWAT holds more guns = more total ammo, can clean up trash just as good if not better, can mag dump with less recoil = can kill heavies better, and has better armor = less damage taken. Tripwire kinda needs to go back and figure out what they want the Commando to be in a world that has SWAT in it
Commando has more dps with tier 5 ak12 than a swat with a tier 5 kriss. Commando calls out stalkers so everyone doesn't get cartwheeled. Commando extends zed time to allow for around 18 seconds of God mode for level 25 perks. Nope to everything you said. The only things swat has over a commando are a way better early game and the flashbangs, that's it. Hence why he is a niche pick only if you already have a commando, but need more trash killing. Heck, I think swat needs a buff myself since commando outperforms him way more than before with T5 ak.
TARINunit9 More armour doesn't matter if you're killing stuff before it can hit you, and the extra ammo doesn't matter unless you're literally aiming at the floor. This is coming from a console player who's aim isn't even that good. Though you should never be taking assault armour in the first place.
>tier 5 kriss I thought, and this is a direct quote from the wiki, "Kriss SMG is the SWAT's tier 4 weapon"? And the AK-12, I know for a fact that's a tier 3 weapon Anyway, onto the playstyle stuff You SAY that "Commando extends zed time to allow for around 18 seconds of God mode for level 25 perks" but in all my playtime, that... doesn't happen. Like ever. I get maybe a 3x bullet time combo, and like 90% of the time it was on the last enemy anyway. With the amount of bullet time my team ACTUALLY gets, SWAT is still even stronger than Commando "Commando calls out stalkers" OK yeah, that is one advantage that most players will actually agree with you on, but as an old TF2 veteran I've killed way too many Spies and I kinda don't need the Commando passive anymore
TARINunit9 Tier 5 as in upgrading the weapon. When you upgrade a tier 4, it becomes a tier 5, etc. If you know how to extend properly, you can guarantee 18 seconds of zed time. If you aren't consistently getting that, either you're doing something wrong, or your teammates are idiots and are killing your trash (which is very common in pubs).. While you may not need the call out, your teammates sure as hell appreciate it. Stalkers that aren't called out are the #1 source of chip damagr, as they are almost guaranteed to get off an attack on people who can't quite see them. It adds up quite a bit over time. Medics and demos especially NEED to be able to see where they are. This is also coming from a fellow tf2 veteran who knows about spy checking and such.
Again you woefully underestimate the distraction potential of the DOTs, and as you stated before in your Firebug review the MAC10's damage is treated the same as a Shotgun's which provides some relative buffs over normal SMGs against certain targets: 10% for Stalkers, 13% for QPs, 15% for EDARs, 25% for Husks/FP, 60% for GFs. And given that it's base damage is the same as the MP5 and ammo pool is greater I would say it would be a strong alternative to the MP5 in most situations, and against Husks/FP and GFs even superior to the P90 given it's greater ROF. So in short don't count the MAC10 out as a good back up to your Kriss or UMP.
# I am a trash clearer perk so let's just use the weapon's with the "highest DPS against Big Zeds" when you shouldn't even be engaging them and just ignore the best trash clear weapon (P90), cause who am I ... a trash clearer? . Also telling people how good weapon's are at tier 5 is stupid. Sure the MP5 is better than the P90 at Tier 5 but have fun getting it to tier 5 when you have a kriss you need to get to tier 5 and expensive ammo cost.(Base P90 is better than a MP5) That being said a commando is more effecient at killing trash because of the lower ammo cost. And btw Mac 10 shotgun damage has been fixed. Also about "going to demo and SS lanes as you can't annoy them". That's wrong. Let's say the SS just aims his/her AMR and shoots and at that time your stun grenade goes off and puts the Scrakes/FPs head in another position. 1AMR Shot and a flashbang wasted. And in general SS should only use Cryo's in emergency situations and not for every Big zed. (As that's what it sounded like it the video) Something you should also have mentioned is that SWAT performs exceptionally well at Close to Medium Combat while Commando is better at Medium-Far Combat and that this should be a factor when deciding on whether you play him on that map or not.
1. You should learn the difference between constructive critisism and coming off like a dick. 2. You are correct about the p90 statement. 3. I'd have to disagree that flashbangs screw up SS/Demo/GS lanes. As someone who mains GS whenever a large zed is near and stunned it is incredibly easy to chain rack em up shots. Not to mention they detonate instantly so if you or a teammate is in a pinch you can really save their ass.
Fun Tip: If you pair Zed Time - Rapid Assault with the medic SMG, you can constantly dish out healing darts to your team mates and they won't run out until zed time does.
I wanna see video proof.
No video proof but it is true. You can heal alot with this "bug"
Decided to show proof of it anyway just for anyone still curious.
plays.tv/video/5b7004dae1eb393ba8/rapid-assault-hmtech-301-smg?from=user
I had mentioned this in a previous video. At least someone brought to this discussion what I had originally not; Proof.
I do this ALL the time.......I like to act as a backup Medic this way
I find these guide videos so satisfying to watch lmfao
White Man who doesn't?
Yeah!
Great informative video; but you overlooked just how good the +4% mag size per level is and how much impact it actually has.
Doubled mags at level 25 just by default is phenomenal, and there's several reasons why: Less frequent reloads, longer sustained DPS against bosses and large zeds which is all pretty obvious stuff - but it also increases your max ammo count for each weapon by a mag, you pick up double the ammo from ammo crates, and I believe it effects Support ammo distribution as well (but I could be incorrect).
For Example; 100 in the mag is a selling point for the P90 for me. Spawning with full kit, saving for 1100 dosh isn't unfeasbile. After that you have a reliable Tier 3 weapon you can be quite confident will never need to be reloaded mid-fight just because of how absurdly deep the Mag is.
Another thing I wanted to mention was how well huge mags complement boosted stumble power perks. Between a t5 Kriss 66 round mag and a t5 P90 100 round mag, you good to great odds of either outright killing whatever is running you down, or stumbling them, reloading amd going for it again.
Overall the +100% mag size you have accumulated (that's another point, it's not just something you unlock it's something that just gets better as you level) by leveling to 25 is RIDICULOUSLY good and I'm just upset you didn't highlight it like I thought it should be.
Good vid doe
That doesn't really help anyone play better, and I'd never recommend the P90 to anyone because it takes a fortnite to kill any big zeds on HoE 6P.
Richard Dangles It boils down to a nice economy weapon for early-midgame and can be a reasonable secondary trash cleaner all the way til endgame. I wouldn't use it on anything higher than a gorefiend but I wouldn't waste Kriss ammo on a clot when I have a P90 either.
You didn't mention that the Medic SMG's Healing Dart is affected by Rapid Assault; You can fire healing darts infinitely in Zed time even when the charge for the darts is 0.
You don't often look how quickly a clean map can get so bloody
MP5 is my favorite. Fully upgraded gives it awesome damage plus it has huge mag capacity. Didn't know that by dropping the 9mm would gain more money. Thanks for the tip.
I have to say, I love the P90 on single fire mode just to sit back and pop trash in the head. The large magazine size and easy sights make it a breeze
I respect that.
I also favor the P90 as a secondary weapon in later waves. It's incredible at trash clearing and when your team is in a tight spot. Just unload on everything around you like a machine gunner, and with the slower fire rate its actually quite effective. When you're surrounded by Gorefiends rushing you, you'll be glad to have it when your Kriss is empty.
nohbody987
Pop! Goes the head!
I remember when the Mac 10 was op as hell and could easily decapitate quarter pounds
FBI OPEN UP
You stole my joke you nerd.
Rose
Me or Thomas?
Hunter Bot Presumably Thomas
Hunter Bot yes
The Terran Republic / Warhammer40k Ork in me approves of this perk
And imperial guard
'ERE WE GO! 'ERE WE GO! 'ERE WE GO!
DAKA-DAKA-DAKA
Yes another guide. gradually gaining more appreciation for this perk(3rd favorite behind Field Medic and Support)
Worth mention, nailgun has very high stumble power compared to other weapons.
i'm still salty they didn't gave him a riot shield as promised ..
imagine seeing a husk sniping your favourite sharpshooter and you pull out the shield and take the hit
seems cool
Black Bup imagine seeing a husk and popping him before he shoots instead of taking a sheild and role playing a punching bag....
Random doggie would make sense SWAT class has bulldozer perk during zed time.
Yeah, though I imagine it would be way too similar to the Bone Crusher from the Berserker perk but I imagine the Shield would give some kinda extra defence and consistently block attacks instead of only when intentionally blocking.
Good video as always, Richard.
SWAT is one of the most fun perks to play in the game, with his crazy mobility (even though he gets no speed increases), huge ammo capacities and excellent trash clearing capabilities. Plus, it’s very satisfying to throw a flashbang near a scrake or fleshpound, stunning them and then proceeding to spray a whole clip into their heads or having your teammates get rid of the threat.
Kriss, P90 and the Medic SMG tends to be my go to loadout for the perk. Kriss for the big guys when neccesary, P90 for everything else (live it’s huge magasine size) and the Medic SMG to assist with healing and as a backup weapon for the low-level enemies.
Ah, kf_manor. I remember playing many hours there in the first game to level Commando.
Choose a favorite SMG? I'm afraid that's impossible for me.
The Mac-10 dealing shotgun damage was actually patched; as of this video's release it properly deals SMG damage.
A good SMG for those learning is the UMP-45 good for clearing trash and can do fine solo for early rounds
The kriss, stun grenade combo works really really well on scrakes. Im surprised he under rated it so much.
I always grab the Kriss and Nailgun. The Kriss is the best swat gun while the Nailgun shreds armor on bosses
This video must've been made before SWAT got the HRG Nailgun. Love the close combat 9's and battering ram.
I love the P90 for killing trash, at least on Normal. The Kriss Vector is great for bosses and heavies, on the other hand, so I think they make a nice little pair. The Vlad Nailgun didn't show up for me as a SWAT, so I'm guessing I'm missing a DLC or something. However, I'm surprised you didn't mention the best reason to run a P90:
"I love my little Belgian!" -DJ Skully
This perk is played crazy on consoles but everyone plays it wrong
but not from me, my favourite class
just amazing
My favourite perk in Killing Floor 2
Why wtf
Adwans Its not a bad perk at all it does take skill to use. It is the best trash clearer in the game if played correctly. It is however not very good in boss battles
Personally I love the MAC 10.
It’s honestly one of my favorite guns in KF2. I love the feeling of shredding through crowds with it.
Great guide Dangles!
I just got this game today and I was thinking of starting with this one. What do you all think? Either way I’m excited to play!
Personally I think the P90 is pretty good.
I love the guide. I run almost every thing the exact opposite of what you said, yet somehow do better then my allies but I play console so they are probably not as experienced with killing floor in general like me.
Thoughts on the new Tommy Gun? I mean I find really great for clearin large groups and it looks bad ass, but other than that I find it lacking. UMP 45 for the win; I freakin love that shoota
I used to use the p90 but ever since the ump was added it’s always a must pick for me!
Wow these vids are really well done!
I just scream while shooting anything that decided to exist that day.
I run SWAT with the Kriss and the Heckler and Koch. I notice the heckler can usually take care of medium zeds better and more cost effectively then the mp5. However, I use the mp5 and heckler interchangeably. I tried out the p90, it took a good while to kill a scrake and flesh pound.
I run about the same skills you suggest ironically enough.
One thing to note about Tactical Movement is that while crouched you need to adjust for enemy heads. Not that big of an issue, I know, but its still a frustrating thing to get used to when you swap in and out of the class.
Richard , what is your personal favourite mouse / keyboard / mat setup for playing Killing floor ? You prefer palm or claw grip mouse ? If your keyboard is mechanical, which switch you like to use ?
Also all other Richard's subscribers / hardcore player of KF2 post here your setup of choice.
Laughs in hrg nailgun.
Very nice guide once again. The only thing that I would add would maybe be the upgrade order in addition to the buy order listed.
And maybe stating that a commando is much better to have than a swat if one is required.
Jacob Wickersham Is it odd that I originally viewed Commando as one of the most lackluster perks? Other than the invisibility detection I never saw it as much.
That said, it's easily my least played class, so...
Holy Applebutter He's the most important perk on any team. While other perks can kill the trash (any zeds below a scrake, quarter pound, or fleshpound), he is the only one who can extend zed time multiple times. This allows for level 25 perks to go nuts for 15-18 seconds if done correctly.
Nah, the most important perk (if we're talking suicidal or HOE) is the medic. Most people don't like to be medic because killing tons of zeds is more fun than being a supporting healer.
Sean LaFrentz Commando with hm tech 401 can do all the healing the team should need if they're camping or holding lanes and they're competant. Many meta loadouts for other perks also include an HM-TECH 101 pistol as well for this purpose.
If you're playing in the average pub or you HAVE to kite, then field medic is a lot more appealing.
Sean LaFrentz But he is not even close to being the most important perk, not even in the top 4. It's considered a niche pick.
What happened to the Commando video
He removed that video for revision mainly because people were pointing out huge flaws in it. He's likely going to release the revised Commando guide after the Halloween update drops and we get to toy with the new Commando weapons.
I think i just found my favorite class
Swat is my favorite class, I wish they gave it a armor pack though would be a good addition. My favorite weapon is the MP5 for sure and the MP7 is 2nd
Holy hell this game looks fun. Definitely gonna pick this one up when i build my pc
Also. am i the only one that thinks the open guitar riff in this video sounds like the fallout pip boy sound?
Makin Bacon kf2 sometimes have res changing problems just to notice like sometimes you cant change resolution
So Much content ! great channel
I would suggest that someone would learn SWAT after Commando. Because by then hopefully they have gotten decently good at getting headshots, which is something that makes SWAT even better.
Literally every perk should learn to be good at headshots.
Well of course. I meant in the sense of teaching someone who hasn’t exactly played a game like this before. Aiming in KF2 is quite different then games like CS:GO. Since you constantly have to change the Y axis a lot more often, since enemies can be taller then an average human or the height of a medium sized dog.
I like the nail guns stopping power
The way you played that SWAT in the video was a bit disappointing tho. Some really effective trash clearing towards the end, but early on you're in all the wrong places.
As for skill selection, my loadout is usually:
Tier 5: Heavy Armor Training (I dont usually move too much, I'm generally always shooting at something, most of the time in single action when its feasible)
Tier 10: Tactical Reload (I don't reload cancel and I have a dislike for the 9mm)
Tier 15: Ammo Vest (since I burn through ammo so rapidly and especially when there is no support on my team, ammo vest is a must have. I am usually 100-200 kills ahead of my team but the price for that is that suppression rounds just aren't feasible to run (and not necessary most of the time either).
Tier 20: Assault Armor (the Swat is basically useless when his armor is down. You can survive but how long you survive is a question of luck, not skill. As soon as you get a surprise Quarter Pound spawn near you, you're pretty much dead. Its impossible to run past him without being hit at least twice, and it only takes him two hits to kill you. cripple is useful but its only needed when the zeds you shoot don't die within seconds of laying eyes upon you... and well, I usually just kill them so fast that cripple ain't necessary. supports, commandos and sharpshooters as well as zerks can easily handle FPs and Scrakes without me slowing them down. I'm much more useful if I spend the time they use to kill the big zeds to protect them from small zeds instead)
Tier 25. ZED TIME - Rapid Assault (Do I have to say anything? Infinite ammo combined with near real-time fire rate = carnage, especially against big zeds but also to just get them headshots on even zeds that are very far away)
I usually only play Hell on Earth 4 Waves. My weapon loadout goes as follows:
Start with MP7.
After first wave: Buy MP5, fill both.
After 2nd wave: Sell MP7, buy Kriss, fill both.
After 3rd wave: Sell MP5, buy P90, fill both.
After 4th wave: either I switch to demo and play RPG + Demo Rifle wit de grenade launcher, or I stay SWAT and upgrade the P90 and the Kriss
The main reason I use the P90 in the 4th wave and not the MP5 is because with 100 rounds to spare per mag, the P90 is a pushback weapon. After the team has faced a few scruks and fleshpounds alongside some Quarter Pounds, they are usually no longer in the killing zone they were in before. A zed-time + the p90 during and after the zed time easily offers enough rounds to spearhead a pushback into the killing zone IF there are no more scruks and other big zeds in the way.
When dosh is running low because I helped out teammates that might have died, I sometimes dont use the P90 and keep the MP5 instead. Or when I died, I sometimes jump into the 4th wave with just MP5 and P90 or MP5 and MP7. My 150 armor make me quite durable, but the new EDARs and Gorefiends are a pain in the ass for armor and usually once armor is down and my team breaks formation, that mean's RIP for me. Unless I make it to a support and get that 30 Armor from him (which only happens if they have the right teamplay loadout for skills).
When I play multiplayer, a 4 player team loadout is usually best:
SWAT (me), Support, Medic and then either Commando, Gunslinger or Zerk.
As a SWAT I generally cannot stand Demolitionists and Firebugs. All they are good for is run out of their own ammo and blow up everything in front of me, completely destroying any way to aim, which usually results in me taking unnecessary damage because of unability to see the next zeds that come charging through the cloud of smoke and flying shit. Same goes for the Firebug; they just completely mess up aim and do more harm than good. At least they take skill to play tho. Demo is just "aim in the general direction of the enemies and press fire and you're gonna kill more zeds than a person who actually knows how to aim and kill very effectively".
Also I generally do not use the Medic SMG. It just plain out sucks. Its the worst gun in the game. Its a fricken toy gun. Healing Darts as a Swat are kind of pointless since the Swat is usually at the front anyways. In the time it takes to turn around to heal teammates, there might easily already be a Bloat or a Gorefiend or some EDARs making their way towards me to break my armor, which is not a good tradeoff for 2 healing darts and seconds spent not killing trash. The medic can handle the healing. And the Medic SMG deals absolutely no damage, and even when upgraded is still far inferior to its true SWAT blooded counterparts.
Not bad not bad, good guide.
I must admit, I used to have mixed feelings about this class; I loved the Kriss's ridiculous fire rate and raw destructive power, and yet it's low clip size (considering said fore rate) and it's tendency to, well, burn through ammo quickly was incredibly annoying.
And then I grabbed an MP5 for smaller zeds, and that easily covered the Kriss's weaknesses, saving that for unloading into a Scrake or Fleshpound's head whenever one shows up, I really like said perk now.
What was the name of the map he is playing on at 9:50 mark? I would love to play a map like that
i personaly use a melle wepon with the swat on low waves to conserve ammo and kill small groups of clots
but usually stop that at bout wave 5
Because I play on PS4, I usually stack the medic smg and kriss because hardly anyone plays a decent medic. While in zed time time you get unlimited healing darts which is more helpful than it should be.
4:19 Epic fail.
Is it worse to take an MP5, UMP, and Kriss without upgrades than to just take a Kriss + something else upgraded? I find having three guns is almost endless ammo for high zed count endless waves.
The Kriss is my favorite gun in this game. No exceptions.
damn i thought the mp5 was useless, ty for the tips
God, whats the intro music???
ProCounterStriker witness prevention
Dropping the pistol, picking it up, and selling it seems to have been patched. I keep trying and it says 75 dosh every time.
Best teamcomp:
Supp, medic, commando, swat, gunslinger, sharp
No
no demo no win
If I play a SWAT I use PC Briar and when my team needs me I just arrive 10 minutes late and just take notes after they've been killed.
Does somebody know the name of the intro song for all these class videos ?
Good video, though one thing I will say is Tier 5 weapons are not worth it unless you're solo. 1,500 dosh is a ton for usually small damage increases.
a starting weapon or a Tier 3 to T4 costs 1800 total dosh.
buying a T1 or getting a T2 to T4 costs about 2000 total dosh.
id say doing all this is fine but the T4-T5 cost of 1500 is illogical imo
This is not the case in all weapons. A lot of the tier 5s are so over the top OP that not upgrading them is what is actually illogical (see deagles). Some weapons however are not nearly as good when upgraded (see .500 magnums)
I usually play HoE with MP7, P90 and dual 9mm. nothing more, Kriss Vector is not fun to use for me and I find that using the P90 to decapitate Scrakes to be of no hassle.
Is the map at 5:17 an official map or a community map?
I believe it was called MANOR, it was originally a KF1 map that a community member made for kf2. I'm sure you can find it in the workshop. I haven't looked though.
@@WorstChicken Yeah, I discovered the map a bit later after posting the comment. The name on the Steam workshop is KF1-Manor and it is indeed a KF1 map.
Favoring the MP5 over the P90 is kinda bizarre. Despite better damage when upgraded, the MP5 lacks a good sight and has middling accuracy and clip size, making it at best a sidegrade to the MP7 (easily the best starter in the game). The P90 is very accurate, has a high fire rate, a great dot scope, and huge magazine, making it easily the best trash clearing option for the SWAT (their intended specialty). The Kriss is a fine weapon for burst against larger zeds, but chews through its small magazines quickly making it too specialized into a role the SWAT doesn't have any business in outside of a crisis.
ok
if you diss the mp5s iron sights we're gonna have to talk
would the M4 shotgun work well with the swat perk?
while mp5 is better on paper, i dont find its iron sights easy to use. If they used COD mw3 sights then its just so obstructive that I would just stack a slightly lower dps ump in the off chance i do have to face off with a fleshpound on multi which i generally avoid engagement with. Was hoping you could demo how to use and abuse cripple against fleshpounds as the forums seem to say its the superior choice for lv20
You don't abuse cripple, just headshot them as normal and it slows them a bit.
SWAT
Sometimes
We
Love to
Tap
What was the opening song again?
swat is a god perk but having like 3 swat guys at your team on HoE diff is just ridiculous ,especially when you're missing a demo guy.
Gubbica99
Team with 3 SWATs A.K.A: A whole lot of angry hornets
Do u have commando and berserker?
Kriss is bae
My favorite is the Kriss due to its rate of fire.
What’s the intro song
How does this video have the label, 'No mature content?'
Thx
Crouch for cover and mow them down
sometimes you reload your weapon when its not necessary
with lvl25 swat
man its so annoying
whats the intro song ?
Richard I really like your guides but to be honest, when it comes down to it, you just gotta shot stuff in the face
I cant even level up this damn class because theres dumbasses to constantly kicking me out
FLASH BANG OUT
Man, I loved the MAC-10 before, but now I see how bad it actually kinda is....especially since it uses the shotgun damage type and not SMG...
According to the Wiki, which could be wrong ofc, it was fixed. So either this guide or the wiki is wrong. From the Wiki: "Before version 1.066 Mac 10 had the same type of the damage as shotguns hence was different than other submachine guns in the game in terms of effectiveness against certain ZEDs. Currently it has been patched and now it does same type of the damage as other SMGs."
Mac-10 was actually great when it had shotgun damage type. Now it's crap because it uses SMG damage type while having the same base damage as the MP5 but more cost, effectively making it useless. On the Firebug side, now it's even worse compared to Spitfires. Might as well have it's price reduced to compensate or be buffed.
Kriss, p90/ump and a mp5, only cause i run out of ammo too fast
6:08 "half the firerate of the Vector Kriss."
You let commando extend Zeds time whilst you go A-10 worthog mode on everything
MP7 P90 and Kriss or P90 Kriss and Ump
im still surprised they havn't given S.W.A.T. a Shield & gun combo weapon. Like i could easily imagine them carrying around the MP7 they start with for it! or fuck give them a fully automatic Glock with an large magazine!
riot shield g18
Anyone else realise how the end of every one of his sentences raises in pitch, like Chills' voice?
Number 15. Killing Floor Foot Letuce.
Do zed guide the abomination
特警:我能打头为什么要打脚?
Yusssss
Swat> Commando
As a Commando main, the SWAT seems to have everything the Commando has _and_ everything the Commando could ever want. SWAT holds more guns = more total ammo, can clean up trash just as good if not better, can mag dump with less recoil = can kill heavies better, and has better armor = less damage taken. Tripwire kinda needs to go back and figure out what they want the Commando to be in a world that has SWAT in it
Commando has more dps with tier 5 ak12 than a swat with a tier 5 kriss.
Commando calls out stalkers so everyone doesn't get cartwheeled.
Commando extends zed time to allow for around 18 seconds of God mode for level 25 perks.
Nope to everything you said. The only things swat has over a commando are a way better early game and the flashbangs, that's it. Hence why he is a niche pick only if you already have a commando, but need more trash killing.
Heck, I think swat needs a buff myself since commando outperforms him way more than before with T5 ak.
TARINunit9 More armour doesn't matter if you're killing stuff before it can hit you, and the extra ammo doesn't matter unless you're literally aiming at the floor. This is coming from a console player who's aim isn't even that good.
Though you should never be taking assault armour in the first place.
TARINunit9 Oh right, he also has snare and stumble, which are pretty okay. Still not enough to compete with mando.
>tier 5 kriss
I thought, and this is a direct quote from the wiki, "Kriss SMG is the SWAT's tier 4 weapon"?
And the AK-12, I know for a fact that's a tier 3 weapon
Anyway, onto the playstyle stuff
You SAY that "Commando extends zed time to allow for around 18 seconds of God mode for level 25 perks" but in all my playtime, that... doesn't happen. Like ever. I get maybe a 3x bullet time combo, and like 90% of the time it was on the last enemy anyway. With the amount of bullet time my team ACTUALLY gets, SWAT is still even stronger than Commando
"Commando calls out stalkers" OK yeah, that is one advantage that most players will actually agree with you on, but as an old TF2 veteran I've killed way too many Spies and I kinda don't need the Commando passive anymore
TARINunit9 Tier 5 as in upgrading the weapon. When you upgrade a tier 4, it becomes a tier 5, etc.
If you know how to extend properly, you can guarantee 18 seconds of zed time. If you aren't consistently getting that, either you're doing something wrong, or your teammates are idiots and are killing your trash (which is very common in pubs)..
While you may not need the call out, your teammates sure as hell appreciate it. Stalkers that aren't called out are the #1 source of chip damagr, as they are almost guaranteed to get off an attack on people who can't quite see them. It adds up quite a bit over time. Medics and demos especially NEED to be able to see where they are. This is also coming from a fellow tf2 veteran who knows about spy checking and such.
Again you woefully underestimate the distraction potential of the DOTs, and as you stated before in your Firebug review the MAC10's damage is treated the same as a Shotgun's which provides some relative buffs over normal SMGs against certain targets: 10% for Stalkers, 13% for QPs, 15% for EDARs, 25% for Husks/FP, 60% for GFs. And given that it's base damage is the same as the MP5 and ammo pool is greater I would say it would be a strong alternative to the MP5 in most situations, and against Husks/FP and GFs even superior to the P90 given it's greater ROF. So in short don't count the MAC10 out as a good back up to your Kriss or UMP.
Uh yah this aint nothing wrong with this vid
XboxAhoy?
I'm leaving this at 69 likes :)
# I am a trash clearer perk so let's just use the weapon's with the "highest DPS against Big Zeds" when you shouldn't even be engaging them and just ignore the best trash clear weapon (P90), cause who am I ... a trash clearer? . Also telling people how good weapon's are at tier 5 is stupid. Sure the MP5 is better than the P90 at Tier 5 but have fun getting it to tier 5 when you have a kriss you need to get to tier 5 and expensive ammo cost.(Base P90 is better than a MP5) That being said a commando is more effecient at killing trash because of the lower ammo cost.
And btw Mac 10 shotgun damage has been fixed.
Also about "going to demo and SS lanes as you can't annoy them". That's wrong. Let's say the SS just aims his/her AMR and shoots and at that time your stun grenade goes off and puts the Scrakes/FPs head in another position. 1AMR Shot and a flashbang wasted.
And in general SS should only use Cryo's in emergency situations and not for every Big zed. (As that's what it sounded like it the video)
Something you should also have mentioned is that SWAT performs exceptionally well at Close to Medium Combat while Commando is better at Medium-Far Combat and that this should be a factor when deciding on whether you play him on that map or not.
1. You should learn the difference between constructive critisism and coming off like a dick.
2. You are correct about the p90 statement.
3. I'd have to disagree that flashbangs screw up SS/Demo/GS lanes. As someone who mains GS whenever a large zed is near and stunned it is incredibly easy to chain rack em up shots. Not to mention they detonate instantly so if you or a teammate is in a pinch you can really save their ass.
2nd
Still not as good as Firebug.
What is that intro song?