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Killing floor 2 demolitions perk
Killing floor 2 demolitions perk







On the bright side, the RPG-7 has a back blast, so Zeds standing directly behind the Demolitionist as he fires will be incinerated. Furthermore, both the M79 Grenade Launcher and RPG-7 have a minimum range of about 3.87m from the shooter, or else the explosive won't go off. It will hurt the throwers if they're too close. The grenades it carries, a half stick of TNT, does the most damage of any grenade in the game. The Demolitionist is capable of more self-harm than any other Perk. Each charge does 50% less damage than the previous one if it is triggered less than 3 seconds after the last one goes off. Also, keep in mind that detonating multiple charges in quick succession is an inefficient use of them. A fast beep means that you'll be caught in the blast.

killing floor 2 demolitions perk

Note: The C4 Charge's beep indicates whether you're standing too close to it or not. More daring Demolitionists can run up behind large Zeds like Fleshpounds and Scrakes, attach an explosive to them, then run away before setting it off.

killing floor 2 demolitions perk

These explosives can also be stuck onto living Zeds, making for walking bombs. Wait for a group of Zeds to build up, the detonate the explosive just as they're about to break through. The most obvious use is to throw them down in a hallway that you know Zeds will walk down, but that's not always a reliable approach.Ĭ4 Charges can be placed on the other side of a door before you seal it shut. However, they're fantastically versatile. The Demolitionist gets them at the initial price of 650, then each single charge costs 100. Remote detonated C4 Charges are very powerful, and very expensive. But only one shell can be loaded in at a time, you can't carry a lot of spare ammunition, and reloading takes a long while, so you'll have to use it sparingly. Plus, firing all seven pellets into a Gorefast or Siren will kill them right away. It's a good weapon to have when you're surrounded, since there isn't a lot of self damage.

killing floor 2 demolitions perk

Even if you fire straight into the middle of a group, all you can do is take out a couple in the front while the rest keep on moving. Its spread isn't very wide, and the pellets don't have a lot of splash damage. It might even be worthwhile to suppliment your arsenal with off-Perk weapons during early leavels.

killing floor 2 demolitions perk

The HX25 Grenade Pistol fires a spread of seven explosive pellets, which might come in handy during the first few waves, but you're going to want to trade it in as quickly as possible. You can also turn things to your favor by welding doors, letting the Zed count build up, then blowing them up as they come through. You may wish to use an off-Perk weapon like the Support class's shotgun, even though it'll make leveling slower.įortunately, Zeds generally move in groups until they reach players and start spreading out, so try to catch them as early as you can. Limited ammunition and long reload times mean that you need to focus your explosive power on groups of Zeds, and either switch to a pistol rely on teammates to take out single targets. The Demolitionist will need to do a considerable amount of weapon switching compared to other Perks. Here are some tips for managing your firepower so that the situation doesn't explode in your face. However, Demolitionists have to deal with limited ammunition and single shot, slow loading, weapons. Specializing in powerful area attacks, a Demolitionist can wipe out entire groups of Zeds at a time while severely weakening more powerful ones. Of the different Perks available in Killing Floor 2, the Demolitionist is perhaps one of the trickiest to play.









Killing floor 2 demolitions perk