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Killing Floor Perks – Support Specialist

Posted by coblos On May - 19 - 2009

Support Specialist

support

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Support is all about heavy weapons, particularly the shotguns, as well as being an expert with the welder. The requirement to earn the Perk levels is to combine welding points and shotgun damage.

 

And the benefits include:

Ø       Discount in the Trader’s store on the Shotguns

Ø       Shotguns do more damage

Ø       Better penetration with the shotguns

Ø       The ability to carry more shotgun ammo and grenades

Ø       Increased carrying ability

Ø      Increased speed welding/unwelding doors

 

Level 0

Ø       10% more damage with Shotguns

Ø       10% better Shotgun penetration

Ø       10% faster welding/unwelding

Ø       10% discount on Shotguns

 
Level 1 - Weld 2,000 door hitpoints, Deal 25,000 damage with shotguns

Ø       10% more damage with Shotguns

Ø       20% better Shotgun penetration

Ø       10% extra shotgun ammo

Ø       5% more damage with Grenades

Ø       20% increase in grenade capacity

Ø       15% increased carry weight

Ø       25% faster welding/unwelding

Ø       20% discount on Shotguns

 
Level 2 - Weld 7,000 door hitpoints, Deal 100,000 damage with shotguns

Ø       20% more damage with Shotguns

Ø       40% better Shotgun penetration

Ø       20% extra shotgun ammo

Ø       10% more damage with Grenades

Ø       40% increase in grenade capacity

Ø       20% increased carry weight

Ø       50% faster welding/unwelding

Ø       30% discount on Shotguns

 
Level 3 - Weld 35,000 door hitpoints, Deal 500,000 damage with shotguns

Ø       30% more damage with Shotguns

Ø       60% better Shotgun penetration

Ø       25% extra shotgun ammo

Ø       20% more damage with Grenades

Ø       60% increase in grenade capacity

Ø       25% increased carry weight

Ø       75% faster welding/unwelding

Ø       40% discount on Shotguns

 
Level 4 - Weld 120,000 door hitpoints, Deal 1,500,000  damage with shotguns

Ø       40% more damage with Shotguns

Ø       80% better Shotgun penetration

Ø       25% extra shotgun ammo

Ø       30% more damage with Grenades

Ø       80% increase in grenade capacity

Ø       30% increased carry weight

Ø       100% faster welding/unwelding

Ø       50% discount on Shotguns

 
Level 5 - Weld 250,000 door hitpoints, Deal 3,500,000 damage with shotguns

Ø       50% more damage with Shotguns

Ø       100% better Shotgun penetration

Ø       25% extra shotgun ammo

Ø       40% more damage with Grenades

Ø       100% increase in grenade capacity

Ø       50% increased carry weight

Ø       150% faster welding/unwelding

Ø       60% discount on Shotguns

Ø       Spawn with a Shotgun

 

Killing Floor Perks – Berserker

Killing Floor Perks – Commando

Killing Floor Perks – Field Medic

Killing Floor Perks – Firebug

Killing Floor Perks – Sharpshooter

Killing Floor Perks – Support Specialist

Killing Floor Perks – Sharpshooter

Posted by coblos On May - 19 - 2009

Sharpshooter

sharpshooter

____________________________________________________________________________________

The Sharpshooter is the marksman of the team, who should be taking down enemies at long range. The requirement to earn the Perk levels is simple enough: achieve sufficient headshots with the Handcannon, Lever-Action Rifle or the Crossbow.

 

And the benefits include:

Ø       Discount in the Trader’s store on the Handcannon

Ø       Handcannon, Rifle and Crossbow do more damage

Ø       Increased headshot damage with all weapons

Ø       Reduced recoil on the Handcannon, Rifle and Crossbow

Ø       Faster reload on the Handcannon, Rifle and Crossbow

 

Level 0

Ø       5% more damage with Handcannon, Rifle, and Crossbow

Ø       5% extra Headshot damage with all weapons

Ø       10% discount on Handcannon

 
Level 1 - Get 30 headshot kills with Handcannon, Rifle or Crossbow

Ø       10% more damage with Handcannon, Rifle, and Crossbow

Ø       25% less recoil with Handcannon, Rifle, and Crossbow

Ø       10% faster reload with Handcannon, Rifle, and Crossbow

Ø       10% extra headshot damage

Ø       20% discount on Handcannon

 
Level 2 - Get 100 headshot kills with Handcannon, Rifle or Crossbow

Ø       15% more damage with Handcannon, Rifle, and Crossbow

Ø       50% less recoil with Handcannon, Rifle, and Crossbow

Ø       20% faster reload with Handcannon, Rifle, and Crossbow

Ø       20% extra headshot damage|30% discount on Handcannon

 
Level 3 - Get 700 headshot kills with Handcannon, Rifle or Crossbow

Ø       20% more damage with Handcannon, Rifle, and Crossbow

Ø       75% less recoil with Handcannon, Rifle, and Crossbow

Ø       30% faster reload with Handcannon, Rifle, and Crossbow

Ø       30% extra headshot damage

Ø       40% discount on Handcannon

 
Level 4 - Get 2500 headshot kills with Handcannon, Rifle or Crossbow

Ø       30% more damage with Handcannon, Rifle, and Crossbow

Ø       75% less recoil with Handcannon, Rifle, and Crossbow

Ø       40% faster reload with Handcannon, Rifle, and Crossbow

Ø       40% extra headshot damage

Ø       50% discount on Handcannon

 
Level 5 - Get 5500 headshot kills with Handcannon, Rifle or Crossbow

Ø       50% more damage with Handcannon, Rifle, and Crossbow

Ø       75% less recoil with Handcannon, Rifle, and Crossbow

Ø       50% faster reload with Handcannon, Rifle, and Crossbow

Ø       50% extra headshot damage

Ø       60% discount on Handcannon

Ø        Spawn with Dual Handcannons

 

Killing Floor Perks – Berserker

Killing Floor Perks – Commando

Killing Floor Perks – Field Medic

Killing Floor Perks – Firebug

Killing Floor Perks – Sharpshooter

Killing Floor Perks – Support Specialist

Killing Floor Perks – Firebug

Posted by coblos On May - 19 - 2009

Firebug

firebug

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The Firebug is the one who was always playing with matches as a kid. You burnt your fingers and quite a few other things besides. The requirement to earn the Perk levels is simple: do damage with the Flamethrower!

 

And the benefits include:

Ø       Discount in the Trader’s store on the Flamethrower

Ø       Flamethrower does more damage

Ø       Flamethrower range extended

Ø       Resistance to fire

Ø       Replace Frag Grenades with Incendiary Grenades to set enemies on fire

 
Level 0

Ø       5% extra Flamethrower damage

Ø       50% resistance to fire

Ø       10% discount on the FlameThrower

 
Level 1 - Deal 25,000 damage with the Flamethrower

Ø       10% extra Flamethrower damage

Ø       60% resistance to fire

Ø       20% discount on the FlameThrower

 
Level 2 - Deal 100,000 damage with the Flamethrower

Ø       20% extra Flamethrower damage

Ø       70% resistance to fire

Ø       30% discount on the FlameThrower

 
Level 3 - Deal 500,000 damage with the Flamethrower

Ø       30% extra Flamethrower damage

Ø       80% resistance to fire

Ø       50% extra Flamethrower range

Ø       Grenades set enemies on fire

Ø       40% discount on the FlameThrower

 
Level 4 - Deal 1,500,000 damage with the Flamethrower

Ø       40% extra Flamethrower damage

Ø       90% resistance to fire

Ø       50% extra Flamethrower range

Ø       Grenades set enemies on fire

Ø       50% discount on the FlameThrower

 
Level 5 - Deal 3,500,000 damage with the Flamethrower

Ø       50% extra Flamethrower damage

Ø       100% resistance to fire

Ø       100% extra Flamethrower range

Ø       Grenades set enemies on fire

Ø       60% discount on the FlameThrower

Ø        Spawn with a FlameThrower

 

Killing Floor Perks – Berserker

Killing Floor Perks – Commando

Killing Floor Perks – Field Medic

Killing Floor Perks – Firebug

Killing Floor Perks – Sharpshooter

Killing Floor Perks – Support Specialist

Killing Floor Perks – Field Medic

Posted by coblos On May - 19 - 2009

Field Medic

field-medic

____________________________________________________________________________________

The Medic is the unsung hero of the team. While the rest of the team is taking a beating, the Medic is often the only one keeping the team alive and fighting! Requirements to earn the Perk levels is simply to do enough healing of team-mates (NOT yourself).

 

And the benefits include:

Ø       Discount in the Trader’s store on Body Armor

Ø       Medical Syringe recharges faster

Ø       Injections are more effective

Ø       Take less damage from the Bloat

Ø       Body Armor is more effective on the Medic

 

Level 0

Ø       10% faster Syringe recharge

Ø       10% more potent medical injections

Ø       10% less damage from Bloat Bile

Ø       10% discount on Body Armor

 

Level 1 - Heal 200 HP on your teammates

Ø       25% faster Syringe recharge

Ø       25% more potent medical injections

Ø       25% less damage from Bloat Bile

Ø       10% better Body Armor

Ø       20% discount on Body Armor

 

Level 2 - Heal 750 HP on your teammates

Ø       50% faster Syringe recharge

Ø       25% more potent medical injections

Ø       50% less damage from Bloat Bile

Ø       5% faster movement speed

Ø       20% better Body Armor

Ø       30% discount on Body Armor

 

Level 3 - Heal 4,000 HP on your teammates

Ø       75% faster Syringe recharge

Ø       50% more potent medical injections

Ø       50% less damage from Bloat Bile

Ø       10% faster movement speed

Ø       30% better Body Armor

Ø       40% discount on Body Armor

 

Level 4 - Heal 12,000 HP on your teammates

Ø       100% faster Syringe recharge

Ø       50% more potent medical injections

Ø       50% less damage from Bloat Bile

Ø       20% faster movement speed

Ø       40% better Body Armor

Ø       50% discount on Body Armor

 

Level 5 - Heal 25,000 HP on your teammates

Ø       150% faster Syringe recharge

Ø       50% more potent medical injections

Ø       75% less damage from Bloat Bile

Ø       30% faster movement speed

Ø       50% better Body Armor

Ø       60% discount on Body Armor

Ø        Spawn with Body Armor

 

Killing Floor Perks – Berserker

Killing Floor Perks – Commando

Killing Floor Perks – Field Medic

Killing Floor Perks – Firebug

Killing Floor Perks – Sharpshooter

Killing Floor Perks – Support Specialist

Killing Floor Perks – Commando

Posted by coblos On May - 19 - 2009

Commando

commando

________________________________________________________________________________

The Commando is the elite soldier, trained to a higher degree on the Bullpup and more observant. The requirements to earn the Perk levels is to do enough damage with the Bullpup, combined with killing Stalkers.

 

And the benefits include:

Ø       Discount in the Trader’s store on the Bullpup

Ø       Do more damage with the Bullpup

Ø       Recoil reduced on the Bullpup

Ø       Faster reload times on all weapons

Ø       Ability to see cloaked Stalkers further away

Ø       Ability to see enemy health stats

Ø       Potential Zed-Time extensions

 
Level 0

Ø       5% more damage with Bullpup

Ø       5% less recoil with Bullpup

Ø       10% discount on Bullpup

Ø       Can see cloaked Stalkers from 4 meters

 
Level 1 - Kill 30 stalkers with Bullpup, Deal 25,000 damage with Bullpup

Ø       10% more damage with Bullpup

Ø       10% less recoil with Bullpup

Ø       5% faster reload with all weapons

Ø       20% discount on Bullpup

Ø       Can see cloaked Stalkers from 8m

Ø       Can see enemy health from 4m

 

Level 2 - Kill 100 Stalkers with Bullpup, Deal 100,000 damage with Bullpup

Ø       20% more damage with Bullpup

Ø       15% less recoil with Bullpup

Ø       5% faster reload with all weapons

Ø       30% discount on Bullpup

Ø       Can see cloaked Stalkers from 10m

Ø       Can see enemy health from 7m

 

Level 3 - Kill 600 Stalkers with BullpupDeal 500,000 damage with Bullpup

Ø       30% more damage with Bullpup

Ø       20% less recoil with Bullpup

Ø       10% faster reload with all weapons

Ø       40% discount on Bullpup

Ø       Can see cloaked Stalkers from 12m

Ø       Can see enemy health from 10m

Ø       Zed-Time can be extended by killing an enemy while in slow motion

 

Level 4 - Kill 2000 Stalkers with Bullpup, Deal 1,500,000 damage with Bullpup

Ø       40% more damage with Bullpup

Ø       30% less recoil with Bullpup

Ø       15% faster reload with all weapons

Ø       50% discount on Bullpup

Ø       Can see cloaked Stalkers from 14m

Ø       Can see enemy health from 13m

Ø       Up to 2 Zed-Time Extensions

 
Level 5 - Kill 4000 Stalkers with Bullpup, Deal 3,500,000  damage with Bullpup

Ø       50% more damage with Bullpup

Ø       30% less recoil with Bullpup

Ø       20% faster reload with all weapons

Ø       60% discount on Bullpup

Ø       Spawn with a Bullpup

Ø       Can see cloaked Stalkers from 16m

Ø       Can see enemy health from 16m

Ø      Up to 3 Zed-Time Extensions

 

Killing Floor Perks – Berserker

Killing Floor Perks – Commando

Killing Floor Perks – Field Medic

Killing Floor Perks – Firebug

Killing Floor Perks – Sharpshooter

Killing Floor Perks – Support Specialist

Killing Floor Perks – Berserker

Posted by coblos On May - 19 - 2009

Berserker

berskerker

________________________________________________________________________

The Berserker is one for those that enjoy melee combat, in your face. Requirements to earn the Perk levels is simply to dish out enough damage with the melee weapons (knife, machete, axe and chainsaw).

 

 

And the benefits include:

Ø       Cannot be grappled and held in place by Clots

Ø       Discount in the Trader’s store on the chainsaw

Ø       Dish out extra melee damage to specimens

Ø       Faster melee movement

Ø       Take less damage from Bloat bile

Ø       Higher resistance to damage

Ø       Potential Zed-Time extensions

 
Level 0

Ø       10% extra melee damage

Ø       10% less damage from Bloat Bile

Ø       10% discount on Chainsaw

Ø       Can’t be grabbed by Clots

 
Level 1 - Deal 25,000 damage with melee weapons

Ø       20% extra melee damage

Ø       5% faster melee attacks

Ø       15% faster melee movement

Ø       25% less damage from Bloat Bile

Ø       5% resistance to all damage

Ø       20% discount on Chainsaw

Ø       Can’t be grabbed by Clots

 
Level 2 - Deal 100,000 damage with melee weapons

Ø       40% extra melee damage

Ø       10% faster melee attacks

Ø       15% faster melee movement

Ø       35% less damage from Bloat Bile

Ø       10% resistance to all damage

Ø       30% discount on Chainsaw

Ø       Can’t be grabbed by Clots

Ø       Zed-Time can be extended by killing an enemy while in slow motion

 
Level 3 - Deal 500,000 damage with melee weapons

Ø       60% extra melee damage

Ø       10% faster melee attacks

Ø       15% faster melee movement

Ø       50% less damage from Bloat Bile

Ø       15% resistance to all damage

Ø       40% discount on Chainsaw

Ø       Can’t be grabbed by Clots

Ø       Up to 2 Zed-Time Extensions

 
Level 4 - Deal 1,500,000 damage with melee weapons

Ø       80% extra melee damage

Ø       15% faster melee attacks

Ø       15% faster melee movement

Ø       65% less damage from Bloat Bile

Ø       15% resistance to all damage

Ø       50% discount on Chainsaw

Ø       Can’t be grabbed by Clots

Ø       Up to 3 Zed-Time Extensions

 
Level 5 - Deal 3,500,000 damage with melee weapons

Ø       100% extra melee damage

Ø       20% faster melee attacks

Ø       15% faster melee movement

Ø       75% less damage from Bloat Bile

Ø       20% resistance to all damage

Ø       60% discount on Chainsaw

Ø       Spawn with a Chainsaw

Ø       Can’t be grabbed by Clots

Ø      Up to 4 Zed-Time Extensions

 

Killing Floor Perks – Berserker

Killing Floor Perks – Commando

Killing Floor Perks – Field Medic

Killing Floor Perks – Firebug

Killing Floor Perks – Sharpshooter

Killing Floor Perks – Support Specialist

Killing Floor – Recommended Perk Roles/Duties

Posted by coblos On May - 17 - 2009

Originally posted in the Steam Forums by InstinctSage this is an early guide to Killing Floor. The guide is a work in progress which is being updated as people reply to the post and add more information. You can contribute to the guide or see the original post here

–>http://forums.steampowered.com/forums/showthread.php?t=861982

General Notes
 
Perks level up whether you are using them or not. Scoring headshots with a hand cannon will count to a sharpshooter level even if you’re playing as a medic, for example. 
 
The damage dealt requirement for support is for both shotgun and grenade damage, even though it only says shotgun. Support get extra grenades with higher levels, so this makes sense anyway. 
 
You can change perks at any time during trader time. Hit “esc” to select a new perk. This means you can go beserker in wave 1 and knife everyone to save ammo, then switch to medic, buy cheap armor, then switch to your preferred class and play as normal. Once the next wave begins, you are locked to whatever perk you are on at that time, until the end of the wave where you may change again. There are no limits to the amount of changes you can make. 
 
Medic
 
The medic gives up the weapon bonuses given to other classes, which makes them suited to filling in gaps in the lineup and playing multirole. A good class when you’re starting out or building other perk levels since low level any perk isn’t too impressive. 
 
The medic’s speed boost comes in handy to catch up to everyone while they’re running about (except the freaking beserkers), and cheap armor is always a plus. 
 
Make sure you heal people! It’s the only way to level up! Think of you teammates’ injuries as free xp. By god if there was friendly fire I’d be shooting you then shooting you up. This is everybody’s job, really, but medics excel at it. 
 

Support

The support class can actually play as the point man. Wielding a shotgun means they should be up front. While they can hold a choke point against all but the most determined waves, they’re equally good on foot in the open, because no matter where you are a nice group of specimens is going to be closing in. 
 
No support should be without either the shottie or hunting shottie. Any other weaponry is a free choice and the extra carry weight would go to waste otherwise. 
 
The main job when you’re up the front is to keep everything at bay. The clots and gorefasts that come charging in get minced in multiples. The Skrakes and bloats get shot back a few feet. Hold the line and keep thumbing shells in. Don’t waste ammo on anything out of your range, but feel free to toss a grenade. 
 
Flux Impact: You are the beserker’s direct back up. Do not leave them behind, when things are going sour unload toward them so they can get to the medic, ofcourse avoid FF. You and him should be right there in the fray, him chopping and you popping, he is close range and you are mid range, don’t be afraid to let sone of the little zombies go ignored with him near by and help him with the big ones, a shotgun to the head and a chainsaw to the torso will drop most things fairly fast.
 
Sharpshooter
 
Only ever aim for the head – unless you can pin a line of guys with a crossbow bolt in the torso. The sharpshooter is pretty solidly defined. They get bonuses to the Winchester, hand cannon and crossbow, so you should be carrying these. Dual hand cannons are good damage dealers when things get hairy up close, the rifle and crossbow can pop enemies at range. 
 
It is the sharpshooter’s job to take out the siren. The support guys will deal with any danger that gets close, so don’t waste time on the clots and gorefasts unless there’s nothing else to shoot for and you don’t need to reload. If you spot a siren, take her out before anything else. Sharpshooters should also take down crawlers. They can be one-shot with a rifle and the support guys would rather not deal with them since all 
their targets are standing up. 
 
Softening up the harder targets is also good, because the front line isn’t going to sit there if they can’t hold back a skrake; if a big target is getting close, consider emptying dual hand cannons into its head before going back to sniping. The damage bonus to both headshots and hand cannons makes it considerably powerful. 
 
Tieoc: Just my 2 cents: A sharpshooter is better off using a single hand cannon rather than dual hand cannons.
 
Why? Accuracy. That’s what the sharpshooter is about. I can pull head shots with a single hand cannon at medium range quite easily, and if things get too close (which is usually crawlers, stalkers or gorefasts) you’ve got 8 shots in the clip, and all of those zeds can be 1 hit killed.
 
Plus you should always be in the back anyways, so you should never really -need- heavy close range firepower.
 
Dual hand cannons severely cripples your accuracy, and it also eats through ammo twice as fast (NOTE: Dual hand cannons does not give you more ammo, it is the same amount of clips dispersed over the two guns). I find myself better on crowd control head shotting with one hand cannon than spamming two of them and wasting ammo.
 
I also use a single hand cannon for kiting Flesh Pounds, since a critical headshot with the crossbow will set them off on a rampage. 2 or 3 shots to the face with a hand cannon, then run back a bit, 2 or 3 more, rinse and repeat and it will never aggro (unless your teammates decide to aggro it for you, so I would caution them on this).

 
Commando
 
Another class capable of multiroling a bit. Their primary weapon is always the Bullpup, which leaves them free to pick just about anything else as a backup. Which is handy, because the bullpup has a habit of running out of ammo if you’re not careful. 
 
Commandos get to see stalkers before they get too close, which makes them easy pickings. Stalkers aren’t exactly the most robust opponents anyway, but people playing in every other class have been surprised by them more than once. Crawlers are also good targets since a short burst will finish them. 
 
Akiha: Use semi for 95% of the time, and only swap to auto when you have to dispatch bigger foes. A lot of mutants go down with couple of headshots, and bullpup’s iron sight mode makes it very easy to pop some heads even at range. This reduces your ammunition consumption a lot.
 
It’s worth noting that the bullpup has an uninterruptable reload. While it’s good advice for anyone to switch weapons instead of reloading when you’re still in danger, this goes double for commandos. 
 
Beserker
 
Nethlem: Berserkers take off the pressure on the team, as a berserker you basicly eat all the clots and gorefasts without taking any damage or using any ammo so your team has more time to kill the bigger ones.
 
Even melee weapons can do headshots and landing headshots is the most important thing to master if you want to stay alive. Don’t let yourself get cornered, always stay on the move and have a way to retreat. Switch to the knife when navigating between the hordes, it still makes you run faster than any other melee weapon and you can kill clots with 1 hit on the run.
 
Heal yourself when you get a little bit damaged, if you get damaged too much don’t expect the medic to run to you. Better fall back to your team and let him heal you. You can use a handcannon as sidearm for the more annoying enemies (see below) this way you can also level up your sharpshooter perk when you headshot crawlers and bloats.
 
Enemies: 

 

 

Clots/Gorefasts: 1 hit kills

Crawlers: Use the sidearm or make sure to aim down. 

Bloats: Take off their heads with the sidearm to prevent vomiting, then keep your distance – they’ll bleed out over time but if someone finishes them they’ll explode, dealing damage to anyone close enough. 

Siren: Use the sidearm or rush in quick - I throw a nade and finish with sidearm.

Scrake: These are tricky, you can basicly kill them without taking any damage but it’s difficult and most times they will eat away on their armor. Try to hit them between their blows, if your timing is good you can kill him without getting hit at all. If somebody else got the attetion of the scrake you can attack it from it’s back, but be careful it still will attack you and doesn’t even need to look at your for the attacks to connect.

Fleshpound: Best way to deal lots of damage is to way until somebody else enrages it and than attack it. Once he’s enraged and has targeted somebody else you don’t have to worry about it attacking you. If by some chance you end up beeing the target you can either outrun it with your knife out or if you get cornered aim for it’s head with your chainsaw.

Patriarch: Don’t.

 Flux_Imapact:As they rarely need any money aside from armor and till they get the chainsaw, they are quite available to mooch off of. He is the grinder, you just have to push the meat into it, but be sure to support him when he needs to GTFO. The key factor is to flank; getting behind the fleshpound/skrake/patriarch will not only allow you to stop the patriarchs retreat, but also do insane amounts of damage to them with little danger to your self.

TheStratovarian: If you can bottleneck your foes, basically force them into the saw. You can cause carnage up till the fleshpounders start arriving together. The church is a great example of this in west london. Have one main welder, one as an off welder, (Sharpshooter usually) And your berserker crouched near the front door, your bug stands above him or the support, your support to the side, and medic behind the zerker, so that all 3 other guys are in easy healing range. with other door taking off the heat of you, and most focusing on the hall of death (it really is too with the bug and zerker frying everything) you can cause insane havok, just make sure your medic/commando/sharpshooters if you have one, keeps those scrakes and sirens down 

Firebug
Firebug has one weapon only – The flamethrower. It has a long reload time and even takes a while to take out and put away, but it can deal tremendous damage while its out. The firebug can have some difficulty if the squad is on the move. In this case they should either stick way out front and retreat when they get into trouble, or guard the rear from surprise attacks. 
 
When holding a position the flamethrower is devastating. A quick blast will kill clots and crawlers, a short sustained blast can take out stalkers and gorefasts – it doesn’t take too long to learn these timings. Most important is to keep an eye on your fuel. If you reload smartly you won’t be overrun. 
 
The firebug has another important role though – dealing the opening blow to the big guys. Skrakes can be severely weakened by a sustained blast, and the support can finish him off with a blast or two. The fleshpound needs to be attacked quickly before he breaks the line – otherwise you’re burning your teammates just as much as him. 
 
If for any reason you need to retreat, stop firing and switch to your sidearm. Generally you’re already running from flaming specimens threatening to set you alight, but as you backpedal behind your teammates the flamethrower is of no use to you, the pistols will help fend off the attackers. 
 
Contributors:
Akiha
Flux_impact
Nethlem
TheStratovarian
 
So that’s it for now. I’ll edit the post to update any new info people want to add. Hope you all start making the most of your perks!

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