Killing Floor 2 The Swat Perk Is Great…Maybe A Bit Too Great

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20 Comments

  1. I reckon its somewhat fair. Considering skills and diffculty(cuz HoE exists). Its like a berserker in KF1 cuz the no-grab perk are the same. Also, i've read comments below and are somewhat hoping that tripwire would add lmg. Might be fun going guns blazing, but i think it would make the game less entertaining. At least thats my opinion, don't really like lmgs. The good'ol weapons from KF1 are much more fun and i hope that tgey make a comeback. Flare pistols fans anyone?

  2. The tactical movement is hilarious though. Makes you harder to hit in general as most enemies swing at chest level, you can avoid harder hits and you're literally like crouching at sprint speed almost because of how heavy your weapons are. I've crouched faster than people sprint. Your movement and ability to escape any situation faster than everyone and being harder to hit in general makes it a very good alternate option actually.

  3. This perk instantly loses to Hans Volter, mostly because you can't outrun him, and once your armor is gone, you are nothing. To make matters worse, medics can't give you armor anymore to compensate for this.

  4. I think the SWAT is too powerful because it can carry 3 weapons with fast reloading and almost no recoil (for comparism commando can carry 2 weapons and has recoil). Besides I liked the way they did the perks in KF1, because there were 7 perks that can almost fit for standard game of 6 players, so I would suggest to unite the SWAT with medic like KF1. but at list it is a nice perk unlike the sharpshooter (again, in KF1 it was perfect and was united with gunslinger)

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