Killing Floor 2

Killing Floor 2

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Demo Guide (v1055)
By Sean
Big man boom himself <3
   
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Ins and outs
The demo is the essential part of the team that deals with the biggest of the zeds forces, whether it be a group of zeds or a big man himself. This perk sits at the backline of a team and dishes out explosives that dust most zeds. Just as it was in the first game, this perk retains its job as the best perk to deal with fleshpounds.

The demo's priority targets are anything that decides to stand in a group, and fleshpounds. Medium level threats such as sirens and husks can be dealt with by demo, but are easier left for other classes like sharpshooters and gunslingers. Bloats and scrakes both boast a 50% damage resistance to explosives, making your ammo a waste on them. Scrakes however have a severe weakness to the ballistics of an unexploded rpg (400%), so if no one else is dealing with the scrakes, you can tuscle with them as long as you carry an rpg.

The demo's varied arsenal carries all the methods you will be using to turn zeds into mist and body parts.
Perk Weapons
HX25 Grenade Pistol
This small, chambered pistol is the weapon of choice donated to the demo upon spawning into the game. It acts as some sort of an explosive shotgun, with a high spread making it terrible for range, but up close can easily remove any trash zed in the game. This weapon is good for the first few rounds were zeds don't group up as much, and can be solo'd out by the HX25. This can be shot at zeds feet however if they do group in pairs/trios and with enough luck can kill small gangs.

Stats
Weight: 4
Price: 200 (T1)
Damage: 30 Explosive, 10 Impact (x7 Pellets)
Mag Size: 1
Reserve Ammo: 29

C4
A half-decent demolitionist can make great use of this T2 weapon assigned to them. It has many uses, from being thrown into crowds and detonated instantly, or for laying traps for unsuspecting zeds. They are thrown one at a time, and are detonated in the order activated (oldest to newest). When using C4, demos are to be extra cautious of sirens, as they can destroy a whole pile of C4 in one scream.

Stats
Weight: 3
Price: 650 (T2)
Damage: 820 Explosive
Mag Size: 1
Reserve Ammo: 6

M79 Grenade Launcher
The weapon you will most likely be using for the majority of your time spend as demo, the M79 grenade launcher is one of the best weapons the demo's arsenal carries. It holds the highest reserve ammo out of the pack bar the HX25, with a tradeoff of overall damage. This will be the weapon used to clear clumps of zeds so you can use your higher damage weapons on bigger targets like fleshpounds.

Stats
Weight: 6
Price: 650 (T2)
Damage: 225 Explosive
Mag Size: 1
Reserve Ammo: 26

M16 M203 Assault Rifle
As your job is big groups and big zeds, I cannot find much usefulness in splashing dosh over this corner of your arsenal. It's an assault rifle with a grenade launcher attachment, allowing the use of ballistc damage for the demo, whilst still pocketing some explosive damage. This weapon will mostly be used if your team lacks perks like commando and swat and when you need the extra ballistics damage to deal with explosive resistant zeds like the bloat. It is worth noting that the explosive damage this gun sports equals that of the M79, but rather with less ammo, so the 550 dosh you pay for this over the M79 only nets you the ballistic damage and even trades off explosive ammo.

Stats
Weight: 6
Price: 1200 (T3)
Damage: 30 Ballistic / 225 Explosive
Mag Size: 30 / 1
Reserve Ammo: 210 / 11

RPG-7
This weapon outclasses practically every gun in the game in the damage respect. It's the demo's weapon of choice to deal with high level threats, being the fleshpounds, and the medium level threats, being husks and sirens. This weapon is best used for these scenarios over being used to kill groups of zeds, since the M79 does it well enough already.

Stats
Weight: 9
Price: 1500 (T4)
Damage: 750 Explosive, 150 Impact (150 Backblast Explosive)
Mag Size: 1
Reserve Ammo: 15

Dynamite
The grenade of choice for the demo sports a relatively high fuse time of 3 seconds, which is made up for by the fact that it explodes on impact. This is generally the highest damage grenade, since it gathers damage from the perk's skills. It's great at keeping zeds at bay when you need to reload your bigger zed killing tools like your M79. The demo's dynamite also has the potential to stun zeds, making it much easier to land direct hits with your explosives.

Stats
Price: 40 (per)
Damage: 300 Explosive

Utility Knife
As simple as it looks, this is the cardboard box cutter used by the demo when he's indebt to the trader for ammo costs.

Off-Perk Weapons?
This perk, due to it's unique speciality in explosions, has no off-perk weapons yet assigned to it.

Data Used
https://docs.google.com/spreadsheets/d/1GDpg2mN1l_86U_RaDug0glFx8cZCuErwxZLiBKl9SyY/edit#gid=1502265493

XP Gain and Skills
XP Objectives
As the demo, you gain XP from dealing damage with any on-perk weapons, and bonus XP for every fleshpound killed by an on-perk weapon.

Perk Bonuses
Perk Weapon Damage (1.0%/ Level)
Explosive Resistance (10% + 2.0%/ Level)
Extra Explosive Ammo (1 / 5 levels)
Grenade Supplier
Door Traps
Reactive Armour

Skills
Technique
Whilst I prefer to take Bombadier since more damage can't hurt, the extra reload speed from Shock Trooper is equally as useful. If you find reloading too annoying, Shock Trooper's for you. If you're a full blown sociopath like me, Bombadier's your man.

Explosives
Again this skill boils down to personal preference. Extra Rounds is great for newers demos who find themselves missing more often, and High Impact Rounds is good for the more experienced demos who barely miss a beat.

Advanced Techniques
This skill is a no-brainer. Sonic-Resistant Rounds removes your best counter from the game, sirens. With this skill, the scream from a siren cannot destroy your explosives, making them a louder clot. Fragmentation Rounds increases your area of effect by 50%, for a damage penalty of 30%. Overall, it's just not worthwhile taking over the prior.

Weapon Techniques
Just like the 2nd level of skills, the choice you make here depends on your experience as a demo. If you think you're good enough to consistently hit the crit spots of zeds, take Armour Piercing Rounds. Otherwise, the cc power of Concussive Rounds is your best bet.

Advanced Explosives
Destroyer Of Worlds is a personal favourite, purely cosmetically due to the mini-nukes just being fun to look at. Either or skill is used here, since Mad Bomber allows for more consistent explosions, and Destroyer Of Worlds dishes out consistent poison damage.
Loadouts
Standard Demo

Weapons
M79 Grenade Launcher
RPG-7

This dynamic duo is the go-to for most demos. The M79 is used for group control & removal, whilst the RPG-7 is your big boy killer, used on medium/high level threats (Sirens, Husks & Fleshpounds).
This loadout is for a team with a good balance of perks, so that you don't have to run the M16 rifle to deal ballistic damage, and so you can focus on your own job instead of doing a commando's/swat's.

Commandemo

Weapons
M16 M203 Assault Rifle
RPG-7

This loadout replaces the M79 with it's ballstic brother, the M16. This removes some of your explosive punch and ammo for a tradeoff of more bullet based damage. This loadout is for when your team lacks a commando or a swat to help you in the pursuit of trash killing. This also allows the demo to apply some pressure onto a scrake with the ballistic potential it carries.
Summary
Demo & You
To finish, the demo is what happens when the commando doesn't feel like he's killing crowds efficiently enough, so he switches to demo and does it better than he even needs to. Personally one of the most entertaining perks in the game, the demo does his job better than any, but it doesn't come free, as the demo's high damage is balanced out equally by high costs.

Ammo Management
The demo's high damage is costly, for a tradeoff of miniscule mag sizes (traditionally 1) and low ammo reserves. Due to this, your ammo must be used sparingly. You want to maximise how many zeds you kill per explosive, meaning that you have to micro over your ammo across each round. Such comes from experience, and will be natural the more demo is played. Avoid wasting that one rocket on a single clot, just cause you want to see how far he goes.

Have Fun
Thanks for reading my demo guide , here's my firebug one incase you want me to bore you even more. <3 http://steamproxy.net/sharedfiles/filedetails/?id=1089730080
17 Comments
Inferius 17 Apr, 2018 @ 2:25pm 
I tested demo today in endless mode. Crushing fleshpounds with rpg :D 22th wave done then I left
Sean  [author] 17 Apr, 2018 @ 1:34pm 
Critical areas isn't just heads, they're also things like the glowing plate of the fleshpounds chest or the right arm of paddy.
Inferius 17 Apr, 2018 @ 11:38am 
Does demo need to headshot big zeds? Or just body hit is enough for Armor Piercing Rounds perk?
Inferius 17 Apr, 2018 @ 11:29am 
Seeker Six not mentioned? Seems like for a good cause. Yep this weapon is horible. I had to use it yesterday for quest. What a pain
Sean  [author] 5 Apr, 2018 @ 7:28am 
Yeah absolutely, but I don't spend much time in so try and catch me whenever you can
BaneKnight 4 Apr, 2018 @ 10:30pm 
i really like your guides, was wondering if i could add you so we could talk about some of the newer weapons, or that they scooped the pulverizer in as a perk weapon
Sean  [author] 18 Aug, 2017 @ 1:03pm 
Cheers lovely <3 :steamhappy:
nilloh 18 Aug, 2017 @ 7:06am 
this is a great guide, thanks for taking the time to make it.
Sean  [author] 17 Aug, 2017 @ 12:43pm 
Thought I'd put that in, mb <3
charlie 17 Aug, 2017 @ 9:06am 
dont forget the fact that the dynamite can also stun making it especially useful for chaining together rpg shots