![]() ![]() It’s important to always keep a small stock of pipe bombs, using them up at the beginning of a level is unwise due to the random nature of specimen spawns. In later waves these traps are incredibly useful for weakening major threats like Scrakes and Fleshpounds. The other major role a Demo plays is planting pipe bombs. Line up as best you can and then empty your clip, a Commando is a huge boon as they’ll be able to tell if you outright killed a Fleshpound or be able to generally mop up a severely weakened one after your explosive barrage. Of the two larger specimens Demos are more suited to dealing with Fleshpounds over Scrakes, since the latter has a high explosive resistance. Commandos won’t mind as much since they can see the health bars of oncoming enemies, but perks like Sharpshooters will throw fits over a constant fog of war if you’re reckless with your rounds. Secondly is that all your explosives produce smoke which is highly obstructive to sight. Waiting for large groups of specimens to gather around a choke point or swarm around a Berserker can prove fruitful in terms of targeting. There are two reasons for this: first is that due to your limited stock of ammo you can’t just waste shots on a single Clot or Crawler. After finding a good vantage point - a location like the top of the police car in the tunnel of West London is a good example - it’s best to then use your weapons sparingly. Ideally, anyone playing Demo should be staying at mid to long range because although they do receive some explosive mitigation if they’re forced to use their perks at close range it is invariably suicidal due to the high self-damage they take. The play style of Demolitions also takes some getting used to, although when played effectively they are one of the most powerful perks in the game by nature. You’ll also probably have to rely on the generosity of your team-mates to fully stock yourself and to top off each round, so make sure that their contributions don’t go to waste. Any class will likely do in a pinch although since Berserker spawns with body armour and doesn’t use ammo it can be the best perk to transition into Demo later. It’s generally advisable to spend the first rounds as a class that you can mostly stand as self-sufficient with. Demolitions can also be a highly suicidal perk, since if your explosives hit team-mates or cloaked Stalkers the Demo can suffer huge self damage.įor the above mentioned reasons I tend to classify Demo as a mid-to-late game perk. Limited amounts of ammo with each weapon and the sheer expense of buying loads of pipe bombs to place round after round means that cash is almost always going to be an issue, especially on higher difficulty levels when kills yield less money overall. Although the damage it can dish out is sometimes utterly insane, Demolitions is somewhat limited in that it is, bar none, the most money hungry perk in the entire game. Demolitions is somewhat of an odd perk in totality though because of many factors. The only perk to be added to the game after the initial six, Demolitions does roughly what its name implies: it blows shit up. With that out of the way I think it’s time to get down to business. There are exceptions of course, like going to a server to specifically level a perk, but the only objective I’m gunning for is survival and victory. I’ll be giving a breakdown of each perk in no particular order, and for the purposes of this guide I’m going to be assuming fairly high level play - generally at least level four - because ideally you should be using a perk of at least that level when you’re playing on a normal or hard server. Killing Floor features seven unique perks for all your zed destroying needs, and here’s where I do the breakdown of all the glorious violence to be sown. This may be a zombie-esque apocalypse, but that doesn’t mean we can’t have a bit of fun. ![]() ![]() Well, I’ve covered the enemies and their various sundry tricks, but of course I’ve left the best for last.
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