Support specialist

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Icon of the Support specialist.

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[edit] Class Description

The Support specialist, often referred to as just Support, is usually a key member of a good squad. He typically either holds the front line, attacking the majority of specimens, or assumes the more passive role of maintaining the weld on doors. The Support specialist can output a large amount of damage at close range, generally carries the heavier weapons of the squad's arsenal, primarily the shotgun, hunting shotgun, combat shotgun, HSG-1 shotgun and AA12. His shotgun damage and penetration is significantly improved, and his Grenades inflict more damage as well(but not grenade launchers). As such, the Support specialist can easily rip through large groups of clustered enemies, and deal substantial damage to bigger specimens. The Support specialist has a greater weight capacity than other classes, giving him the option to carry a large variety of weapons. A fully-ranked Support specialist, for example, can carry 24kg of equipment, which may encompass two shotguns and a Katana.

[edit] Tactics

[edit] Leveling Tactics

Earning weld points is a fairly easy task. On solo, trap the last few specimens of a wave behind a door, and make sure you can maintain the weld at 100%. Change your primary fire function to a key such as numpad 0, and weigh it down (opening the steam overlay will have your character continue to weld, while you can simply leave). Over the course of a few hours, you will earn enough welding points for level 6. Alternatively, you can choose the map KF-Aperture and continually unweld the door to GLaDOS' room, which is by far the fastest legit way of farming your weld points.

[edit] Helping the Support specialist

Understand that the Support specialist's weapons aren’t very good at long-range shooting, and compensate for this weakness by taking out Husks and Sirens if you can.

Supports generally like enclosed areas where long-range attacks are neutralized, and where specimens are forced to bunch up in corridors. Help the support specialist by choosing maps that offer this kind of terrain. If you can spare some money, contributions towards the cost of the AA-12 are always appreciated, as it is one of the most expensive weapons in the game, even at Level 6.

The Support's shotguns have long reloads, help the Support by ensuring he is not overrun while he is trying to reload his weapons.

[edit] Statistics

[edit] Weapons

Category Cartridge shotguns Magazine shotguns
Shotgun Hunting shotgun Combat shotgun HSG-1 shotgun Vlad the Impaler Multichamber zed thrower AA12
Trader Combat Shotgun.png Trader Hunting Shotgun.png Trader Beneli.png Trader KSG.png Trader Vlad9000.png Trader multichamber.png Trader AA12.png
Cost range £500–£150 £750−£225 £2500−£750 £1250–£375 £1500−£450 £2000–£600 £4000–£1200
Weight (blocks) 8 10 8 6 8 10 10
Ammunition 8 Hud Single Bullet black.png 40 2 Hud Single Bullet black.png 44 6 Hud Single Bullet black.png 42 12 Hud Ammo Clip black.png 4 6 Hud Ammo Clip black.png 7 10 Hud Ammo Clip black.png 4 20 Hud Ammo Clip black.png 3
Damage 245–392 500–800 245–392 228–360 245–392 140-224 150–240
Ammo capacity 48–62 48–62 48–62 48–62 48–62 50-65 80–104
Hud Ammo Clip black.png Magazine reload.Hud Single Bullet black.png Individual shot reload.

[edit] Weapon Analysis

Note: Altough shotguns have a headshot multiplier of 1.5x, a headshot penetrates the head addtionaly hitting the target's body. This results in only 100% damage to the head and addtional damage to the body.

Shotgun

The basic pump-action Shotgun is a good starting weapon to have. It has a normal spread, allowing for both close and medium range use. It also, like most Support weapons, has a flashlight attached. This weapon is best used for groups of lower specimens, as its slow rate of fire limits its usefulness against stronger specimens.

Hunting Shotgun

This gem of a double-barreled shotgun is able to either fire a very powerful shotgun shell one at a time, or both at the same time, causing a massive spike of damage against the target. This is countered by it having a huge spread and its low ammo capacity. This weapon is most effective when used against large groups of specimens or mid-grade specimens. The Hunting Shotgun can also do a huge chunk of damage against stronger specimens as well, such as Scrakes or Fleshpounds, but this can easily rage them (see Tactics below for more details). The Hunting Shotgun cannot be reloaded unless both barrels have been fired.

Horzine HSG-1 Shotgun

This is a good all-rounder shotgun. Capable of either a tight or wide pellet spread and a faster pump-action, holding more rounds than the standard Shotgun with 12 rounds in the magazine, this is a very good "sidearm" to have for picking off those pesky smaller specimens. It also has a very low spread on tight mode, making it a good medium-range weapon. Its main drawbacks are a relatively low rate of fire and the inability to reload individual shells.

Vlad 9000

This high-powered nailgun is more suited to enclosed, dark areas. This shotgun has an extremely wide spread, giving it a very short range and limiting the damage it can do to a single target. However, its decent fire rate, fast reload speed, and ricocheting projectiles mean that it is very good at clearing corridors of weaker specimens such as Clots and Crawlers or hitting big targets multiple times. It also comes with a flashlight, like the pump-action and the combat shotgun.

Combat Shotgun

This semi-automatic beauty can fire as fast as you can pull the trigger, capable of turning groups of lesser specimens into chunky meat, and even giving the big boys a run for their money. This, however, is strongly countered by it taking a VERY long time to reload (35% slower than the pump-action shotgun), and its high price tag. This shotgun also has the second lowest magazine capacity of all the shotguns.

AA-12 Shotgun

Coming with both fully-automatic and semi-automatic fire modes along with a 20-round magazine, this weapon is capable of very high burst damage against single targets or rapid clearing of groups. Its spread, while not as small as that of the HSG-1, is still tight enough that it remains viable at medium range. Its main drawbacks are its relatively low damage per shell combined with the AA-12's high fire rate, meaning it burns through its ammunition supply quickly. It is best used against tougher enemies or for emergencies, with a backup weapon on standby for easier targets.

Trenchgun

A pump-action shotgun that fires incendiary Dragon's Breath shells. While not technically a Support Specialist weapon, the Trench Gun still benefits from the bullet penetration. This makes it a viable choice for most maps, especially ones full of cramped corridors where the Support piercing bonus combined with its ignition effect can deal an incredible amount of damage per shell. Its primary drawbacks are its slow reload speed, lower ammuniton and the fact that its damage counts toward the Firebug perk, not Support.

Multichamber Zed Thrower

The MZT is a fully automatic combat shotgun with rate of fire comparable to the AA12, but with lower total ammo count and mag size. It also has smaller spread than other shotguns and thus has a longer effective range. The MZT has the third largest ammo reserve of the shotguns at 50 shells by default. The MZT's alt-fire option can knock back enemies which is useful for evading damage, especially when the magazine is empty.

[edit] Perk Ladder

Rank Requirements Shotgun Grenade Extra Carry Weight ↑ Welding Speed ↑ Shotgun Discount ↑ Spawn With
Weld Points Shotgun Damage Damage ↑ Penetration ↑ Ammo ↑ Damage ↑ Capacity ↑
10% 10% 10% 10%
1 2,000 25,000 18% 10% 5% 20% (1) 15% (2) 25% 20%
2 7,000 100,000 20% 36% 20% 10% 40% (2) 20% (3) 50% 30%
3 35,000 500,000 30% 54% 25% 20% 60% (3) 25% (4) 75% 40%
4 120,000 1,500,000 40% 72% 30% 80% (4) 30% (5) 100% 50%
5 250,000 3,500,000 50% 90% 40% 100% (5) 50% (8) 150% 60% Shotgun
6 370,000 5,500,000 60% 30% 50% 120% (6) 60% (9) 70% Hunting shotgun
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