Killing Floor 2

Killing Floor 2

332 ratings
The Dodo's SWAT Guide
By Coco and 1 collaborators
Hi, this guide was made long ago and has been updated until some issues in our lives came and that TWI (the devs) disappointed us. So, with the time, energy and will away, we decided not to continue updating our guides (It's maybe not permanent). That being said, some info are still relevant. Have a nice read if you do read the guide. Last update: 16 December 2017 on the [V1.057]
   
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Introduction
Hello and welcome to my perk guide! Today, let's take a look at the riot control expert of the game: the SWAT.

Using submachine guns and advanced armor skills, SWAT can hose down groups of zeds very quickly. Thanks to military training, the SWAT can also utilize skills that increase stumble/knockdown power as well as armor efficiency.

Your job: Often compared to the Commando, this special force unit has indeed almost the same skills and job: Kill trash and support in big zed kills if needed. The major difference is in his weaponry. By using SMGs that have lower damage but greater magazine sizes and rates of fire than the Commando's assault rifles, SWAT excel at crowd control. Often affectionately called the "bullet hose" perk, SWAT can mow down all trash zeds in near to mid range and have a handy flashbang grenade that makes killing Scrakes effortless. They lose some efficiency at long ranges and against medium zeds, but are good at buying the team time with their significant stun/stumble power against zeds of all sizes. This is a nice ability to have because like Commandos, SWAT can't do much when face to face alone with a Fleshpound.


Also, from now on, I'll tease which guide will be published next as well as a Strawpoll allowing you to vote for the next-next guide to come. So if you want a guide in particular, don't forget to vote after reading my guide. I think it will add more interaction between us and I really REALLY wish I had this idea sooner, because the perk guide series is almost finished, but still, it's not done yet, and you still have your word to say about it, so say it. You can find the Strawpoll link inside the Thanks section. From now on, there should be a teaser of the next guide to come and a strawpoll in almost every new guide in the Thanks section :D
Perk Weapons
MP7SD
Even though the MP7 only deals 1 more damage than the 9mm, it still provides a much better efficiency than your starting pistol thanks to a higher magazine size and a lower recoil. This German weapon is one of the best weapons you can spawn with IMO, so don't be afraid to keep it around for a while. Its excellent sight and single fire mode will help you pop trash heads at range without wasting ammo, and like all the other SWAT weapons, you can switch between two fire modes:
  • Single Fire - Good for single zeds.
  • Auto Fire - Good for group of zeds or medium zeds.

Fast Stats
Weight: 4
Price: 200
Damage: 16
Magazine Size: 30
Ammo Reserve: 330


MP5RAS
As the direct upgrade to the MP7, the MP5 has both higher damage and a larger magazine size.
Unfortunately, the MP5 also has a universally hated iron sight which can make aiming more difficult than it should be, and also has a bit slower rate of fire than its little brother. Still, this weapon will serve you well against low and medium zeds during the whole game. Just be sure to have another SMG with it, as the ammo pool is quite small and probably won't last you the whole wave on later waves/higher difficulties.
The fire modes of this weapon are:
  • Auto Fire - Always use it
  • Burst Fire - Useless, since it has the same damage, rate of fire, and recoil of full auto, but forces you to shoot 3 bullets at a time instead of however many you actually want to shoot.

Fast Stats
Weight: 4
Price: 650
Damage: 25
Magazine Size: 40
Ammo Reserve: 320


FN P90
The well-rounded P90 is definitely a must-have in your SWAT inventory. Its slightly slower rate of fire and longer reloads are insignificant compared with its huge magazine size and its high stumble power. In fact, it is tied with the tier 4 SMG for highest gun hit and stumble power of all the SWAT weapons, making this weapon ideal for any circumstance. The P90 is the SWAT's bread and butter; excellent against every type of zed, even the bigger ones. Use it to unleash a deadly hailstorm upon the zeds.
The fire modes of this weapon are:
  • Single Fire - Ideal for single trash or distanced medium zeds.
  • Auto Fire - Ideal for group of zeds, medium and big zeds.

Fast Stats
Weight: 5
Price: 1100
Damage: 30
Magazine Size: 50
Ammo Reserve: 350


KRISS Vector
With the highest damage and rate of fire of all the SMGs, while also matching the P90 for the highest stumble power, the Kriss Vector is definitely the weapon of choice for the biggest threats.
But that is not all its good for! It makes short work of medium zeds and its single fire mode is still strong enough to pop trash heads easily while keeping ammo wastage down, making the Kriss a very versatile weapon. The only zed it can't easily take out is the Fleshpound, taking about two full magazines to decap on 6p high difficulty matches, but that is to be expected from a trash specialized perk such as the SWAT. Scrakes on the other hand, can be dealt with using a single clip, assuming you have the skill (or a flashbang, more on that later). Be careful though, the Kriss has one of the smallest magazine capacities of all the SMGs, combining that with its high rate of fire means it is easy to end up with an empty clip at an inopportune time, so make your shots count! The fire modes of this weapon are:
  • Single Fire - Ideal for single trash or distanced medium zeds.
  • Auto Fire - Ideal for medium and big zeds.

Fast Stats
Weight: 6
Price: 1500
Damage: 33
Magazine Size: 33
Ammo Reserve: 495


Flashbang Grenade
The flashbang is one of the most useful tools in KF2, and intelligent flashbang usage is what separates a good SWAT from a great SWAT. While it does decent explosive damage, its power lies in its ability to temporarily stun any zed (except for bosses). This is particularly important for the big zeds; one flashbang is all you need to immobilize a Scrake or a Fleshpound for 2-3 seconds, slightly longer than even the Sharpshooter's freeze grenade! An important note though is that you cannot stun a raged Fleshpound or a blocking Scrake, so its best to toss the flashbang before you or your team engages them.

You will find that a flashbang followed by emptying a clip from the Kriss or even the P90 into the head of a Scrake will effortlessly decap him before he even has a chance to rev his chainsaw. Does that mean you should be the #1 Scrake killer of your team? NO! That is one of the most common mistakes I see inexperienced SWAT players make. Like I said above, the flashbangs are a valuable resource and should be used strategically. Oftentimes (and depending on your team composition), flashbangs are best saved for Fleshpounds. If you toss a flashbang at the first sign of a lone Scrake while your Sharpshooter teammate is lining up his easy one shot kill, you did nobody any favors and just wasted one of your grenades. An example of a good flashbang use is when a big zed with a group of his trash buddies catch your team off guard, the flashbang will stun the big zeds and kill/stun the smaller zeds (depending on health and proximity) giving your team time to line up their kill shot and then finish off the remaining trash before any of them even wake up. Remember that the SWAT is primarily a trash control perk, the flashbangs are just a handy tool that can help you and your team take out big zeds easier and save your lives in a difficult situation.

While the flashbang is best used offensively for stunning big zeds, the fact that it does no self-damage makes a good panic button for yourself as well. If you get cornered or overwhelmed, just toss one at your feet and make your escape. Also, if you play the Versus game mode, the flashbang has an added benefit of temporarily blinding the player controlled zeds. Like all grenades, you only have 5 of them. Don't be stingy, but don't waste these valuable assets either!

Fast Stats
Explosion Damage: 125
Radius: 7 meters
Fuze Time: 0.25sec after reaching the floor
Multiperk Weapons
Some weapons that are originally from another perk can benefit from the passive bonuses and skills of the SWAT.
Using Mulitperk weapons will give you XP for the perk you're using, not for the original perk that weapon belongs to.

201 Medic SMG
The 201 HMTech SMG is one of the worst weapons in the game. It costs more than the Medic pistol, but has the same amout of damage as the 9mm and the exact same healing capability as the 101 Medic pistol, plus a high recoil. The Medic SMG is good enough to kill trash but don't expect to kill medium zeds with it. This weapon is a downgrade to the MP7. The fact it indeed has a larger magazine size than the MP7 doesn't compensate for its lower damage and higher recoil IMO.
However, if you lack a medic, taking this weapon alongside a 101 HMTech Pistol in exchange for a MP5 will give you 4 darts per cycle, which is a decent amount of healing. its ability to heal teammates with its darts is the biggest asset of this weapon. Like all the other medic weapons, the alternative fire of the 201 SMG shoots a healing dart which, after making contact with a player, will GRADUALLY heal a certain amount over time. Overall, having a downgraded MP7 for the price of the MP5 really hurts, so if you have a medic in your team, skip this weapon.

Fast Stats
Weight: 3
Price: 650
Damage: 15
Magazine Size: 40
Ammo Reserve: 480
Healing Darts
Dart Recharge: 7.5sec / Dart
Dart Capacity: 2
Experience and Skills
As a SWAT, you earn XP by killing enemies with SWAT weapons of course! You also earn extra XP by killing Clots with SWAT weapons.
Earn enough XP and you'll gain a level, which will upgrade the perk bonuses.

Passive Bonuses
Perk Weapon Damage (1% / Level) - 25% at Level 25
Bullet Resistance (5% + 1% / Level) - 30% at Level 25
Increased Mag Size (4% / Level) - 100% at Level 25
Weapon Switch (1% / Level) - 25% at Level 25


Skills
Every five levels, you unlock 2 new skills to choose from:
The left side of the skill tree increases your armor efficiency, your knockdown/stumble power, as well as advantages when spawning.
The right side increases your mobility and your weapons' efficiency.


Level 5
Heavy Armor Training
While you have body armor, you only take Health damage from sonic attacks and clots can't grab you. You begin each game with 50% Armor.

Tactical Movement
No movement penalty for using iron sights or crouch movement.
I recommend that you take Heavy Armor Training for solo matches and Tactical Movement on multi, however, you should always take Heavy Armor Training when spawning since it will allow you to start with 50 armor. Tactical Movement is a very useful mobility skill because it gives you all the recoil bonuses from crouching and using your sights, without any of the movement penalties. This is handy when dealing with big zeds: You can crouch, move backward, shoot at a raged Scrake's head and still evade its attacks.

On multi the Heavy Armor Training isn't a bonus, it's a penalty. This armor will deplete very quickly and only lasts for a couple hits. This puts you in danger because you'll be without armor for most of the wave. With regular armor, damage will take from both the armor and the health pool and the more armor you have, the better damage absorption it has (check the spreadsheet for the exact formula). This is better because health is a restorable resource, either from your syringe or a medic, but armor is not; once you're out, you're out. This is especially bad if you're walking on gas' Crawler or on groundfire. The fire or poison can ruin your armor pretty fast. If you don't have this skill, you can just heal after taking fire or poison damage, reducing by half the damage. Without mentioning that often a Medic seeing that you're not full HP, heal you and can give you damage resistance. But if you have this skill, you'll take damage without the Medic noticing and you can't heal, so you can't reduce your damage. A nice feature however you can actually negate the bloats bile and husk fire afterburn preventing alot of damage as well as not being blinded by the bile as you don't take health damage. While it isn't listed in-game anywhere, another feature of this skill is that all damage is reduced by 35% as long as you have armor left. This sounds significant, but all it really means is that you essentially have 135 points of this "downgraded" armor instead of 100. This really isn't much, especially if you compare it to the superior level 20 skill which will give you 50 extra points of the better regular armor. This is a too much risky skill, as you can lose your whole armor in seconds by some sneaky zeds, that rarely pays off. The only time it pays off, is when you tank a Fleshpound for your team. You'll take less damage with this skill. But, still, you can say goodbye to your armor for the rest of the wave. So, I don't think that's a good idea. However, Tactical Movement is very usefull in every circonstances. Besides the fact it negates your movement penalty when crouching or aiming down your sight, it also negates your weight carrying penatly. Meaning that if you carry 15/15 weight you will be as fast as 15/15 weight player who is sprinting. It also negates your penantly when you losing health.

The reason we DO recommend Heavy Armor Training on solo is that you won't have teammates to help you out. There won't be anyone watching your back to stop a sneaky clot from snaring you, and there won't be a medic to easily keep your health topped off, which makes HP less of a restorable resource and also makes the 35% damage reduction more significant. Also, with the lower amount of zeds on solo, you're less likely to take poison and fire damage that wastes your armor. All these little things that are pretty insignificant in a multi game, become more important when playing solo.


Level 10
Close Combat Training
Increase damage with your 9mm pistol and knife 110%. you begin each game with dual pistols.

Tactical Reload
Increase reload speed with perk weapons.
I highly suggest spawning with Close Combat Training. Like the similar Commando skill, Close Combat Training makes your knife and 9mm much stronger than you might think. With this skill, it is easy to survive the first 1 or 2 waves without even needing to use your starting SMG, even on HoE difficulty. This, combined with the free 9mm you get, is a great way to get a jump start on your economy for the game. This is one of the reasons why many players start the game as SWAT, and then around wave 3 they switch to the perk they plan to use for the rest of the game.

Once you equip a 2nd SMG, switch to Tactical Reload since you won't be using the knife and 9mm anymore.


Level 15
Suppression Rounds
Increase stumble power 100% with all perk weapons.

Ammo Vest
Carry up to 30% more ammo for each perk weapon.
Suppression Rounds isn't needed on multi since your SMGs already have great stumble power; both the P90 and the Kriss will stumble a Scrake before the decap which gives you pleny of time and room for error. However, Suppression Rounds does make the stumble occur much earlier which makes the takedown even easier. Basically, its relatively easy to decap a Scrake without Suppression Rounds if you have decent recoil control, but with the skill, its almost effortless.

On the other hand, SWAT is notorious for blowing through ammo, and on the later waves on higher difficulties, it isn't uncommon to run dry in one or more of your SMGs, which is why we highly suggest that you take Ammo Vest. Ultimately this is up to you, if you find that you're not having trouble managing your ammo, you might prefer the greater stumble power, for the rest of you, take the extra ammo. Note that this is only for multiplayer, on solo games there is no way you're going to use all of your ammo capacity, so definitely take Suppression Rounds since the stumble will still trigger before you can kill the big zeds which will buy you valuable time. If you want to know more about the stats on the stumble power of SMGs with and without these skills, don't forget to check the Let's Get Deeper section later.

Also, there is a technique that allows you to have both of these skills at the same time, but you'll have to be quick. During the trader time: Take Ammo Vest, buy your weapons and ammo, then drop your weapons on the floor, change to Suppression Rounds, and then finally pick your weapons back up. It's very important to drop your weapons before changing skills, otherwise the max ammo will be reset.
Experience and Skills (Continued)
Level 20
Assault Armor
Maximum Armor increases by 50%. You begin each game with 50% Armor, which stacks with Armor gained from Heavy Armor Training.

Cripple
Multiple hit with perk weapons will slow Zeds down up to 30%. Hitting the legs is most effective.
Like with Heavy Armor Training, I highly recommend that you take Assault Armor when spawning, with both of these skills, you will start the game with 100 armor! However, for the rest of the game, Cripple is much more useful. When combined with Tactical Movement (Level 5 skill) it will allow you to crouch, shoot a zed, and walk backwards with the slowing effect making your target unable to touch you (except for a raged Fleshpound). Assault Armor will protect you from a bit more damage, but good use of Cripple can stop you from taking damage in the first place. However, if you want to play a more tanky role, Assault Armor gives 150 points of REAL armor which is way better protection than the terrible Heavy Armor Training level 5 skill. So if this is the way you want to play Assault Armor can be a really good skill.

Also, on solo I find Assault Armor to be the more useful skill. With the zeds' weaker health, you don't need to buy as much time with the slowing effect from Cripple since everything dies in a few bullets anyways. Combined with Heavy Armor Training (Level 5 skill), you will have tons of armor and benefits that will contribute to your survivability.


Level 25 – This Skills only affect Zed-Time (Slow-Motion)
Battering Ram
During Zed-Time, you move in real-time and have massive knockdown power when you run into a Zed.

Rapid Assault
During Zed-Time, when using perk weapons you have unlimited ammo, shoot in near real-time, and increase stumble power by 100%.
I recommend always taking Rapid Assault, but be careful of who you're shooting in Zed-Time. If you have a Commando on your team, focus on the medium zeds, giving all the easy trash kills to him so that he can extend zed time as long as possible for the team.

Battering Ram might seem like a good skill on solo for survivability reasons but it's not really. Without a Commando on your team to extend zed-time, you won't get far and oftentimes the Zed-Time will end before you even touch your target. "So why don't I take this skill on multi if there's a Commando on my team"? Firstly, it's dangerous. If for any reason your Commando doesn't succeed in extending Zed-Time, you'll simply run into your target when Zed-Time ends and now you're surrounded ¯\_(ツ)_/¯ Bad luck. Second, even if you do make it in time, all you're going to do is just knock them down, not stun them. Knockdowns in this game are nothing, it buys some time but that's it. Plus it makes it hard for your team to get headshots when they're on the ground and it can be hard to distinguish between a knocked down zed and a corpse. Third, Battering Ram doesn't even work EVERY time. You can see list of situations for when it doesn't work in the Let's Get Deeper section.

Not only is Rapid Assault better because it actually kills zeds instead of slowing them, it is also a great way to conserve ammo. With how expensive it is to keep ammo topped off as SWAT, this can add up to a significant amount of dosh. Also, not sure if this is intended or a bug, but if you take the 201 HMTech SMG and the Rapid Assault skill, you can shoot an infinite amount of darts, potentially healing your entire team in one Zed-Time :)
Recommended Loadouts
Here are my recommended Loadouts, as the title says, with the appropriate skill and weapon choices.

On Multiplayer
Skills
Right - Tactical Movement
Right - Tactical Reload
Right - Ammo Vest
Right - Cripple
Right - Rapid Assault

Weapons
Kriss
P90
MP5

Crouch and use your sights most of the time, you'll reduce your recoil and spread considerably, but still be able to move at a normal speed. The SMGs are very versatile so you can use them on every zed, but try to keep Kriss ammo for big zeds and P90 ammo for tight situations. As you already know, if you don't have a medic, take the HMTech 201 SMG + HMTech 101 Pistol instead of a MP5. If you see a Scrake that you need to kill, throw a Flashbang and empty your Kriss magazine on his head while he's stunned. With that, you can even solo a Hell on Earth 6p Scrake (assuming you have the right level), but remember not to waste a Flashbang on a Scrake someone else can already easily kill. For a Fleshpound it's the same, but you can't fight him alone, you have to have the backup of your team to deal with it.


On Solo
Skills
Left - Heavy Armor Training
Right - Tactical Reload
Left - Suppression Rounds
Left - Assault Armor
Right - Rapid Assault

Weapons
Kriss
P90
Katana

For the most part, use the Kriss for big zeds and the P90 for the rest. With the combination of Heavy Armor Training and Assault Armor, your full armor will be able to take 203 damage, which is pretty tanky. While the P90 and Kriss are most important to get first, take a Katana so that you can block and parry damage when needed, and also to unrage Fleshpounds.


Against the Boss
Skills
Right - Tactical Movement
Right - Tactical Reload
Right - Ammo Vest
Right - Cripple
Left - Battering Ram

Weapons
Kriss
P90
Katana / 201 HMTech SMG
101 HMTech Pistol

To be honest, the SWAT is probably the worst perk to use during the Boss wave. I will still give some recommendations below for the people who want to level up their SWAT and/or who are looking for an achievement. While it is good to have a trash focused perk during the Boss wave, this job is much better suited for a Commando or Firebug. One can extend Zed-Time, making the heavy hitters much more deadly, and the other does an insane amount of fire damage and can keep the Boss distracted by the flames. So, if you're level 25 and have your achievements, this perk isn't the right call for the Boss wave.

The SWAT perk isn't strong enough to fight the Boss. Even if Cripple can be useful to slow down the movement speed of the Boss, your damage is pretty low. So during the Boss wave, be sure to focus on the low and medium zeds in order to let your teammates deal with the big daddy. But if there's no trash around, of course you can spam your Kriss bullets into the Boss. Here is one of the few actual good reasons to use Battering Ram (Level 25 skill). Being able to knockdown the Boss while he's running away or trying to kill someone is awesome and it helps your teammates a lot. Never take the Suppression Rounds skill (more stumble power) during the Boss wave since Hans and Patty have huge resistances to stumble. The Ammo Vest skill will be much more useful with how bullet-spongey the bosses are. Also, don't think that you're invincible with your passive bullet resistance bonus. You are not. It's just enough to give you an extra split second to find cover (and TWI's attempt at making SWAT slightly less useless during the boss wave IMO), but you will still instantly die if you try to tank Patriarch's minigun or Hans' ARs to the face. So don't try to be a bullet sponge in order to protect your teammates; find cover just like always when you see/hear the Boss' lead coming. Also, if you think you're gonna need it, don't hesitate to take a Katana so that you can block and parry to reduce the damage you take from the Boss. Or you can take the 201 Medic SMG for additional healing of your teammates as you won't use your MP5 anyway. Also, take a medic pistol. At only 1kg and 200 dosh, this little pistol can save your team's life.


Against the Boss on Solo
Skills
Right - Tactical Movement
Right - Tactical Reload
Right - Ammo Vest
Left - Assault Armor
Right - Rapid Assault

Weapons
Kriss
P90
Katana

The only changes between this loadout and the one you need to fight the Boss on multi are the level 20 and 25 skills. Since you're alone, taking Assault Armor (+50% armor) is better than Cripple (slow down enemies). Also, don't take Battering Ram (huge knockdown during Zed-Time). On mullitplayer, it's very useful, as it stops the Boss from fighting back and allows your whole team to fire together on a vulnerable spot. But on solo, it won't be useful at all. On solo you just want to do as much DPS by yourself as possible, so shooting a ton of bullets with extra speed from Rapid Assault will be much more useful. Other than that, you know the rules: Kriss on the Boss, P90 on trash and parry with Katana when he's too close.
Tips and Infos
Before Getting Deeper into the Swat, here is some tips and information I want to share with you:
  • What to do during Zed-Time: Focus on the trash, but be careful. You should leave the trash for the Commando if there's one on your team, in order to let him extend Zed-Time. So if you have a Commando focus the medium zeds instead of the trash.
  • Tap fire. Try not to hold Mouse 1, as you'll easily lose control of your weapons. Use short bursts of 1-3 shots instead, especially if your target is far away.

Recurrents Tips you might see in other Perk Guides I've done:
  • Reload Faster: You may have noticed on your HUD that your weapons are reloaded before the actual reload animation is finished. There are ways to begin shooting before this animation completes which can save a lot of time. Melee bashing or switching weapons are common ways that can sometimes speed this up, but there is a more advanced trick that is even faster. To do this, hold Shoot (Mouse 1 by default), and when you see the number of bullets in your magazine refill, press Bash (V by default). This will cause your gun to fire instead of bashing, which immediately cancels the rest of the reload animation. Its difficult to get the hang of doing this, and if you do it too early, you have to completely restart the reload again which wastes a lot of time. But if you can get in the habit, it saves a significant amount of time and is immensely useful.
  • Communication is the key to victory. You don't need to say much, just a few words or letters to bring awareness to your team of a danger or your current situation. This can help prevent your team from being attacked by surprise by a threat that only you saw coming. You can write:
    • Sc for incoming Scrake
    • Fp for incoming Fleshpound
    • no amo when you're Out of Ammo
    or use the quick chat menu (Z button by default) which will bring up some suggestions. Just use your mouse to select the one you want, it takes only 1 sec and can save your team's life.
  • Its not advisable to deal with the big zeds alone unless you ABSOLUTELY have to. Wait for your team to be ready before engaging. If you try to kill them before your team is ready, you'll have raged a monster that will decimate your team by surprise. So, inform your team of the incoming threat, make sure everyone is ready, and then fire together. GG ez win.
  • Crouching will decrease the recoil.
  • Healing decreases damage and duration of fire DOT by half.
  • Losing Health will slow your movement speed at a linear rate, up to 15%.
  • Carrying more weight will slow your movement speed, 0.533% per weight block up to 8%.
  • If one or more of your teammates are dead, leave the last zed alive (preferably a low zed if you can). Grab their weapon, throw it at the trader, and repeat for all dropped weapons, but be careful, a weapon can only stay on the floor for 5 minutes before disappearing. You can reset the timer by picking up and throwing the weapon, even if it is at the same place.
  • Healing a teammate with your own healing Syringe will recharge your Syringe twice as fast.
  • Don't forget to share your money. If you have all your weapons, munitions, grenades and armor, you won't need money anymore, give it to your teammates. In a way, that will help you survive.
Let's Get Deeper
This section is more for advanced players (Level 25 – Playing Hell on Earth)

SMG Stumble
Here are the stats on how many bullets you need to stumble with and without the Suppression skill

(Without / With)

Zeds \ Weapons
MP7
MP5
P90
Kriss
Siren
X / 7
X / 3
X / 3 *
X / 3 *
Gorefiend
X / 5
X / 3
X / 3
X / 3
Husk
X / 10
X / 9
X / 7
X / 7
Scrake
70 * / 15
50 / 20
40 / 10
40 / 10
Fleshpound
X / 18
60 / 20
50 / 15
40 / 10
* For the Sirens, you have to shoot the body or they'll be decapitated before you can stumble them.
For MP7, you need more bullets than you have in your mag to stumble a Scrake, so it's impossible to do so.

The X means that you can't stumble them or that the zed will be dead before you can do so. The zeds that aren't included into this table can't be stumbled, or will be dead before you can do so. Also you'll notice that without the Suppression skill, you can kill a Scrake or Fleshpound on solo before you can stumble them.


Battering Ram
This skill doesn't work on:
  • Fleshpound raging animation (when he's punching the floor)
  • Zeds that are getting up after being knocked down
  • Stunned or stumbled zeds
  • Decapitated zeds
  • When the Patriarch is cloaked, shooting his machine gun, or when using his rocket launcher.
  • When Gorefiend is doing its spinning attack
  • Any zed that is blocking can't be knocked down as well :/
  • And only 5 zeds can be knocked down simultaneously on the map.
Thanks
Thank you for reading my Swat Perk Guide, I hope it was helpful. Let me know if there is something wrong in my guide, if I forgot something … I'll keep this guide updated as much as I can and I'll do another Perk Guide as soon as possible. If you like it and want to see more, here are my other Killing Floor 2 guides:

Perk Guides:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=792324879
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=795952652
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=804325801
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=807727513
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=874275491

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/Link to the Sharpshooter Guide/ Soon :)

You can vote for the guide that will be published after the Sharshooter guide by clicking here[strawpoll.com]. It's free and easy to do.

As you'll see, there's a Mystery Guide vote in the Strawpoll. I won't tell you exactly which kind of guide it is because it's a surprise. All I can say is that it's still a useful guide but not a Perk Guide. But I'll admit, it is much more useful for new players than advanced ones. I think that advanced players that are familiar with playing on Hell on Earth already know and use the things I'm about to teach you. Also, this Mystery Guide will be by far the longest guide to make. Of course, I already started to write it, but still, it will be very long. So it's your choice. Do you prefer a Perk Guide or another Gameplay Strats Guide that will take longer to make? Also you can see in the Strawpoll that there's all the remaining perks except the Survivalist. I said couple of times than I won't do a Survivalist guide, because it's a perk I don't recommend using. It's useless IMO and any class can do a better job than the Survivalist. Plus it will be very chaotic to do a guide on the Survivalist, too many things to say, too many weapons to cover, but no new ones. As the perk is a repetition of all the perks into a single one, the things I'll say on this guide will be the exact same things I'd already say on the other guides. So it's useless.

And if you read all my guides, you pretty much have an idea of how to play survivalist. Which skills, weapons are good or bad, and how to use them optimally. So there's no real need for a Survivalist guide anyway.

But I changed my mind (about making a guide, not about the perk). This is definitely a good perk to use on solo and people need to know why they shouldn't play this perk on mulitplayer. So ultimately it will be useful to do a guide about it. So I'm gonna do a guide about the Survivalist and how to use it on SOLO only, while explaining at the same time why it's not a good perk to use on multi.

But still, I'm not doing a Survivalist Guide right now, even if I want to and that I have the tools. There's rumors that the Survivalist will be reworked. So I don't want to do a guide that will be outdated few weeks later and that I'll have to entirely rewrite. So I'm gonna wait until the Survivalist is reworked. If TWI doesn't rework it, I will still do a Survivalist Guide. I'm just waiting for an official response of TWI before making a move. If they say ''Yes, we are reworking him.'' I'll wait until the rework, test him a lot and then put a vote on the Strawpoll. And if they say ''No, we will only give him a new weapon, that's all'' I will continue to write the Survivalist Guide I was working on: give tips to play this perk on solo, while proving you shouldn't play him on multi.


Other Killing Floor Guides:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=818253017

I'm not the creator of this guide, I'm simply a contributor, but it's a guide that have similarities with the Dodo's Guide and that can still help you, so I link it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=740897435


Want to know all the stats their is to know about Killing Floor 2? Check this site
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=430466813
Updates
(Day/Month/Year)

02/09/2017: Release Date
Added that only 5 zeds can be knocked down simultaneously on the map by Batterim Ram on the Let's Get Deeper section.

03/09/2017:Partial rewritte of the Level 5 section - Experience and Skills:
  • Heavy Armor Training negates the bloats bile and husk fire afterburn preventing alot of damage as well as not being blinded by the bile.
  • Tactical Movement negates your weight capacity penalty and your penantly when you losing health. If you carry 15/15 weight you will be as fast as 15/15 weight player who is sprinting.
85 Comments
Coco  [author] 13 May, 2019 @ 2:40pm 
It was the plan a long time ago to update all the guides a soon as possible, but I stop because of health issues and when I was able to update the guide again, I didn't enjoy it anymore. I really think that TWI made bad decisions with this game, so I'm working on something about it. I can't tell more because it might not see the light of day. All I can say is that it will be a guide, that won't look like any of my other guides, and that I will only update my guides if these last one has some repercutions.
St. Haborym 13 May, 2019 @ 1:24pm 
I don't suppose you're gonna update it to include the ump at some point?
Trygger 13 May, 2019 @ 12:42pm 
Really hope you someday update these guides. These are by far the most comprehensive class guides I have ever seen for Killing Floor 2.
Coco  [author] 13 May, 2019 @ 12:04pm 
Other news: Water wet
Coco  [author] 9 Mar, 2019 @ 3:32am 
I agree. Their's sooooo much useless skills or underpowered skills compare to the one aside. How is it possible that they are still here in 2019? Wake up TWI. It's not like the community gave you many feedbacks and ideas
St. Haborym 9 Mar, 2019 @ 1:24am 
Tripwire really needs to rework a lot of the more useless skills in this game
St. Haborym 9 Mar, 2019 @ 1:24am 
I knew battering ram sucked, but I never knew it sucked THAT badly, lol
Coco  [author] 12 Sep, 2018 @ 3:51am 
Yeah Leo, you're not the only one. I saw videos of people doing the exact Sam thing. But, I just checked again to be sure, there's no recoil, damage or rate of fire difference between these 2 fire modes.but if you feel better with burst there's nothing wrong with that :)
Collisto 11 Sep, 2018 @ 2:04pm 
I thought the MP5's burst fire was faster than its full auto? Not to mention it feels like it has less recoil with the burst mode. I tend to use it for popping heads of medium zeds like Bloats and Sirens.
Coco  [author] 1 Aug, 2018 @ 4:27am 
Thanks Bad Intentions. I already know that, it's just that the game is outdated and will remain until I found the game enjoyable again and with less flaws.