Penetrator (no damage reduction on penetration) High Capacity Mags (extra mag ammo, of base value) This table represents the passive stat bonuses the Support receives.ĭuring ZED Time, your perk weapons penetrate through any targets they hit.ĭuring ZED Time, your perk weapons shoot in near real-time.Īctual Stats Armor Piercing Shot (extra penetration power)īarrage ( resistance to slow-mo, on firing)Ĭoncussion Rounds (stumble power multiplier) Support also gets additional experience for restoring completely broken doors (values are per 1 door): Support can build up its welding meter from multiple doors, the meter assigned to perk not to the certain door. For example the player who had 500 points on the welding meter and then added +102 more points by single Welder's attack will get XP and initiate a new cycle with 102-(510-500) = 92 points on the welding meter. The meter does not become zero but instead begin with a leftover from the previous welding cycle. has 510 points on it, it resets and player recieve additional XP reward. When welding the door (un-welding does not count) with each Welder's attack this meter increases by Welder's weld rate (from +68 points at level 0 up to +102 points at level 25). Additional XP reward given for building up every 510 points for welding meter.Įach Support has its own "welding" meter. Supports receive bonus XP for welding doors. While this is incredibly slow to do so, you can combo that ability with the Demolitionist's ability to booby trap doors for an essentially infinite defensible chokepoint. You can also weld doors with increased speed and have the unique ability to repair damaged doors. You also have few opportunities to exploit being in ZED time due to the slow action of most of your shotguns.Īs you level up, you will gain more space for weapons while this is intended as you being able to carry a dead teammate's weapon, you can also use this to carry more shotguns or upgrade high tier ones. When you do, you will have to spend some time loading in each shell until you're fully topped up, unless you're using one of the few magazine-fed shotguns, trading firepower for capacity and convenience. Most ZEDs will fall with only a few solid blasts to the chest with a shotgun, but your main weakness is that you will eventually have to reload. Any hallway will quickly be turned into a bloody mess of dismembered limbs and gibs once you enter the fray. Your naturally high penetration power, plus its increased power as you level, will mean that each shotgun blast will tear through more and more ZEDs. You excel the most in tightly packed hallways and rooms. Your weapons are made for close combat fighting, shotguns will decimate the heads of large ZEDs in most circumstances, and you don't need to be in the thick of things to be effective. You're a very strong crowd thinner perk: unlike Demolitionists, who suffer from a lack of self-defense options Commandos, who fare poorly against large ZEDs or Berserkers, who need to get up close and personal your strong points overcome all of their weaknesses.
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