Killing Floor 2 Gunslinger Vs Sharpshooter
Newish player here. (Played a bunch in beta now it's free) what is a better perk overall/endgame. I have been playing mostly sharpshooter and using the m14 up until last round (or 6th round if my team has a tough time taking down big guys) then using the railgun. I switch from ranger to sniper as well when I switch to the railgun. I also use the 500 magnum as a sidearm to the railgun.As for gunslinger I just get the best handgun I can afford and usually end up with the deagles​ and s&w 500 magnum for the boss round.I am fairly accurate which is why I play these perks.So my main question is should I get my SS up to 25 or my gs up to 25 first so I can try out the hoe and that fun stuff. Which is gonna help my team out more?Sorry for a long post.
Killing Floor 2 Gunslinger Vs Sharpshooter Game
Gunslinger is harder to play than SS is.Optimal loadout for SS is Railgun and whatever you feel compliments you.Optimal for Gunslinger are two Magnums, two Deagles and whatever you prefer (I like 1911s).M14 is great, probably more dynamic playstyle than railgun, but it isn't as optimal, and spreads the perk too thin. Railgun on the other hand doesn't come into its full effect until your perk is lv 20 and you pick all left skills (that way you can one shot a scrake on 6m HoE).Gunslinger you can play two ways, you can go for trash or you can go for 'fill in the gaps' along with big zed takedowns.
Former is easy to play but it really under utilizes the perk. At higher levels you can kill a 6m HoE fleshpound before he finishes his rage mechanic with magnums. That takes some practice, since you only can miss one out of 10 rounds. 9 have to hit the head in space of about 3 seconds. If you miss more than that switch to deagles and finish it off. Scrakes you can kill with only deagles if you are really good and have enough space, otherwise you will be using either magnums or both deagles and magnums depending how much you miss.You can easily do HoE games with perk lv 20 on either of these and you won't be missing anything crucial.
If you are good you can do it earlier but you won't hit the necessary optimal breakpoints. I'd rather have a SS in pretty much any situation other than holdout spots where spawn lanes are tight. Then I'd prefer a Demo/Support combo.GS needs the same kind of long lanes as SS but has to get close to them, which is inherently more risky.GS is not an actual replacement for either SS or Demo, but is a very good support role (same as Support, actually); if they need up close trash clearing, they're better than either SS or Demo for that, and they can help kill (but should not initiate) big zeds. Less risk if you use a firebug (or berserker) to delay large zeds while backed up by Demos and support spec - if you want to deal with large zeds in a camp spot without proper line of sight (stairs in catacombs, balcony at farm, demo tower in prison etc.)Optimal Scrake kill range for both Gunslingers and EBR sharpshooters are roughly 7-12 meters (you don't want to trigger the melee attack).Optimal FP kill range for Gunslinger is 3-4 meters and 0-4 meters for EBR sharpshooters (freeze grenade).Railgun sharpshooters optimally want to kill large zeds before they even get close to the camp.
Discover and track Killing Floor 2 achievements, trophies and unlocks for Steam. Hellish Gunslinger. Complete any map as a Gunslinger on Survival Hell On Earth difficulty. Hellish Sharpshooter. Complete any map as a Sharpshooter on Survival Hell On Earth difficulty. Killing Floor 2. All Discussions. Sharpshooter VS Gunslinger If you had to choose only one to which one you would choose? Showing 1-15 of 149 comments pathulhu. Apr 12 @ 1:01pm gunslinger because revolvers are cool and this game + the people who develop it hate it when people stand still for more than a half second #1. For the AI counterpart, see Patriarch (Killing Floor 2). The Patriarch is playable in Killing Floor 2's Versus mode at the end of a standard 4-wave match. A random player on the ZED team will be given control of the Patriarch during the boss round.
In 5p (or less) HoE (or below) she can get tactical reload and still one-shot scrakes. This give her the option to two shot hip fire a FP as close as 3 meters (the faster reload speed mean you can kill it before it leave its rage animation). In a panic situation the railgun sharpshooter also have the option to use a freeze grenade and and kill her target as close as 0 meters. Optimal kill range for Gunslinger is very close (like 3-4m) for Fleshpound and a bout 10m with scrakes.I've probably spent hours getting the takedowns right so I can actually do them in HoE games. You have to walk up to FP close enough so your full on fire is still within the recoil margin of error for headshot, but not too close so the FP whacks you and doesn't go into the rage animation after the second shot. With scrakes you need some space due to the spinning thing.Railgun SS is obviously the best for taking out big zeds, its easier and faster.
Gunslinger while takes a second or two longer to kill them makes up for it with killing power and ammo against everything else. Except it is much much harder to do right.When you play with people who can perform, the risk is insignificant. If that gunslinger doesn't mess up and knows how to recover quickly if he misses a shot, nothing will come of it.Different situations, different compositions, different tactics. Many can work. Optimal kill range for Gunslinger is very close (like 3-4m) for Fleshpound and a bout 10m with scrakes.Good point. I'll update my post.You have to walk up to FP close enough so your full on fire is still within the recoil margin of error for headshot.xBow sharpshooter would run up to the FP while throwing a freeze grenade. Kneel and hip fire 2-4 bolts to the head (depending on number of players and difficult level).
In 6p HoE the 4th bolt will land just as the FP start to thaw up. Rate of fire is really impressive if you got Marksman, Stability and Tactical Reload.For scrake fire a body bolt as you run up to it (optional, it will not deal enough to rage it but it will lower total health enough so that the last bolt will instantly kill it rather than having it walk around bleeding out), kneel, fire a bolt to the head to stun it. Hip fire 3 more bolts (for 6p HoE) to blow it up.When people see that a large zed is stunned they often take the opportunity to help out to decapitate it.With this build you would have EBR for trash which does the job really well.EBR sharpshooter would also run up to the FP while throwing a freeze grenade. Spam bullets at point blank range until the head pop.For scrake your first 4-5 hits will stun the scrake. After that you just spam bullets until the head pop.Odds are very high that zed time will trigger during the take-down (5% per head shot).Sharpshooter get a passive recoil reduction buff that unlike the gunslinger version work on all weapons (even off perk) which mean sharpshooters can use ARs to kill trash almost as successful as Commando would (might want to use EBR to one-shot gorefiends and to scope in to one-shot husk backpacks while they are far away).
![Build Build](https://wiki.killingfloor2.com/images/thumb/5/5d/Kf2_abomination_big.jpg/733px-Kf2_abomination_big.jpg)
Killing Floor 2 Gunslinger Vs Sharpshooter Pro
I don't see the point of crossbow. Or any sort of reliance on freeze nades. They are more of 'oh shit' item than something you can rely on, even with 6 of them.fire a bolt to the head to stun it.If the stun works.
It isn't reliable.Sharpshooter get a passive recoil reduction buff that unlike the gunslinger version work on all weapons (even off perk) which mean sharpshooters can use ARs to kill trash almost as successful as Commando wouldin this regard Gunslinger is better. One you don't need help of freeze nades to make takedowns easier, and two you carry FAR more ammunition overall.
![Sharpshooter Sharpshooter](https://wiki.killingfloor2.com/images/thumb/c/c9/Vault.png/822px-Vault.png)
A round from 1911 is going to do the same job as a M14EBR round for majority of trash, save for some body shot scenarios, but even with those, 1911 still body shots some zeds when you have stacks up. So you have 144.45ACP rounds, then you get 105 some.5AE, 100 S&W 500 rounds, then plus medic pistol, plus beretta.M14 builds as much as I love them, and find them fun to play are not as good as railgun builds.
Crossbow is unreliable, period, and needing nades for takedowns means you only do a few in a round and you play a support role, instead of killing them all with railgun build.Comparing SS to commando is also a far stretch. Commando carries a ton of ammo, SS doesn't.
Commando doesn't have to waste ammo on big zeds, and even if SS didn't you still wouldn't match the killing potential of what commando can do in a short time span.Gunslinger is easily the 'kill everything perk' if the person playing can perform. It's like support except much harder, with slightly more emphasis on big zeds.
Railgun sharpshooter beats every other perk when it comes to big zed elimination, but needs support of the team to hang on when swarms come. M14 is a hell of a weapon, but it is very limited on ammunition. It takes a good bit to kill a FP or a scrake and it severely depletes your pool. Crossbow is just unreliable. Why would I want to gamble when I can just run up and execute the FP with M14 (learning the rage animation, similar to how you do it with gunslinger and magnums), or just railgun every big zed and call it a day.
My top with railgun sharp is 32 in a game for big zeds, and I've friends who go well past 40. If crossbow wasn't unreliable it would be a perfect companion for SS, but as it stands it isn't. (since crossbow needs reload speed, and M14 needs ReU for takedowns).
You can stun and kill every Scrake easy without risk and without freeze grenades. You can freeze and kill 6 FPs, each wave, easy without risk. Can you honestly say that you normally kill more than 6 FPs per wave as a gunslinger??;-)You can have xBow by wave 2 normal or wave 3 long for an easy without risk early Scrake stun decapitation. It is a low econ alternative. If the team have good large zed killing potential, but low on trash killing and you don't want to play Firebug, Berserker, Commando or SWAT you can keep the crossbow (so you still have an easy and risk free method to solo large zeds if needed) and upgrade your LAR with EBR and use that for trash (you normally don't need to kill more than 170 zeds in a single wave, and even if you do you can one shot trash with 9mm and one shot medium zeds with reusable bolts - ammo isn't really an issue tbh). Having said that I normally don't go xBow since I have no issues doing more than my fair share of trash (and healing) using a Medic AR, but it is a highly viable build if you feel a need to use EBR for regular trash. Damage wise EBR is similar to DEagles (not M1911s), but with 20 bullets before reload, scope for sniping Husk backpacks even before he take a shot, a reload speed of less than 1.4 seconds (without cancel of the reload animation) and 170 bullets instead of 112.xBow is really only a gamble if you only use it to stun with the intent to immediate switch to EBR to finish the job.
You probably should not do this. Ammo will be a major concern since you will be using EBR for basically everything. If the xBow bolt for some reason doesn't stun you will be fubar since you will not realize before you already switched to EBR, your xBow will be unloaded and with this build you will probably not have stability nor tactical reload.If team is kiting rather than camping or camping and doesn't have good large zed killing potential but also not good enough trash control for a Railgun build (this is a very common scenario if you PuG) you can switch to an EBR build and get an off perk trash killing weapon. It take 10 shots to kill a 6p HoE Scrake and 14 to kill a 6o HoE FP (often less since zed time increase your damage by 30% and other team members often assist when they see a frozen or stunned large zed - almost never more since they will be stunned after just 4-5 hits or frozen before you even fire your first bullet). You have enough ammo to kill at least 10 large zeds, per wave, with this build.(BTW, just noticed that Scrake actually have 20% damage reduction against pistols and revolvers, but not rifles.)Yes, a railgun build is vastly superior to any other sharpshooter (or gunslinger) build. My record on 6p vanilla HoE official map is currently 45. But in order to be efficient you need a coordinated team that have excellent trash control and don't rage large zeds (gl finding that in a pug - it happens, but it is rare.
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I always go for the rail once the stars align). They are both slightly different flavors of the same Role (precision based large zed killers).Gunslinger is generally more mobile and better suited for teams that kite rather than camp, roaming solo away from the team or solo kiting to save the team after a near wipe.
Probably one of the higher skill cap perks in the game. Small margin of error when taking on large zeds (you cannot afford to miss more than one or maybe two bullets and you have no way to stun or freeze a large zed to save a teammate in a panic situation).Sharpshooter is generally better suited for larger teams that camp locations with a limited number of zed entrances.