Killing Floor 2

Killing Floor 2

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S.W.A.T. - Commando Has a Brother [Autumn 2019]
By Guardian_Angel
Special forces Operators are military units trained to perform unconventional missions. Special forces emerged in the early 20th century, with a significant growth in the field during the Second World War, when "every major army involved in the fighting" created formations devoted to special operations behind enemy lines. Depending on the country, special forces may perform some of the following functions: airborne operations, counter-insurgency, "counter-terrorism", foreign internal defense, covert ops, direct action, hostage rescue, high-value targets/manhunting, intelligence operations, mobility operations, and unconventional warfare.
   
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Basics.
S.W.A.T. (aka Tactical Response Operator or Special Forces Operator) has been added into KF2 in the 2016's Tactical Response update. He's a heavy support perk, using High ROF Sub-machine guns, flash grenades and mounts of bullets to drown ZEDs in them.


Pros:
+ Decent damage output per Mag
+ Can be Strongly Fortified with Heavy Armor Training and Assault Armor Skills
+ Good Starting Weapon
+ Highest Fire rate out of all classes in the game
+ Best Suited for killing trash zeds, medium zeds and Scrakes
+ Can serve as a good support role with Cripple perk
+ Great Stun Capabilites with Concussion Grenades
+ Can be plotted for tanking damage with Heavy Armor Training
+ All SWAT's weapons are great for Crowd Contrl

Cons:
- Low Mobility
- Expensive Ammunition
- Considerable Bullet Spread
- Mostly Useless against Fleshpounds
- Can Run out of Ammo very quickly if managed sloppily
- Not Much of a Boss Dominator
- No Bullet Penetration whatsoever
Skill Tree: The Torments of Choice
Level 5:
Heavy Armor Training - You get 50 Armor on First Wave + If you have Armor you will not lose health from ZED attacks, only half health damage from sirens and clots will not be able to grab you
Tactical Movement - 100% Speed while aiming downsights, crouching or both.

It's for your personal preference really, but I think that Armor in Killing Floor 2 is not a reliable defence as you won't be able to restore it so easily. I often neglect buying armor if I am low on cash. So I choose Tac Movement instead, because your Perk Weapons have a really massive spread and you will frequently be aiming downsights. Picking Tactical Movements grants you the opportunity to kill Scrake or Supress a Pursuing Fleshpound while moving will full speed.

Level 10:
Close Combat Training - 110% Damage with M9 Pistol and Knife + You get 1 more pistol at round 1.
Tactical Reload - Increases Reload Speed With Perks Weapons

That's an easy one. You May Take Close Combat Training at first 2 or 3 rounds to get some easy cash but after that this perk will become useless. So take Tac Reload.

Level 15:
Supression Rounds - Every Perk Weapon Bullet Deals 200% Stumble Power.
Ammo Vest - Your Ammo reserves increase by 30%

Sub-machine guns have solid stumble power already and making it even higher won't really help much. But Most SWAT's weapons suffer from having really low ammo reserves - MP7, MP5, P90. Kriss Super V also gets empty very fast on 6 player matches. So taking Ammo Vest is almost crucial.

Level 20:
Assault Armor - Your Maximum Armor Capacity is Now 150. Also you'll receive additional 50 armor at round 1 (You can have 100 armor at round 1 if you picked Heavy Armor Training heretofore)
Cripple - Slows Zeds Down to 30% with every bullet, extremely effective if you shoot zeds in the legs.

As I said before: I don't really care about armor so much. Cripple, on the other side, can be really useful if you're running from a healthy Scrake or Fleshpound. You can win yourself some more time to kill/stun him or wait for a teammate. Really Useful at times.

Level 25:
Battering Ram - You run at full speed at zed time. Also if you run into ZED you will knock him out for a second.
Rapid Assault - Your Rate of Fire with perk weapons in Zed time is real-time. Also you have

unlimited ammo and every bullet has 200% Stumble Power.
Second, of course! It will help you so much in ZED time, trust me, just try it. See Additional Information for more.

!!!
Also, please note that you can pick Heavy Armor Training, Close Combat Training, Assault Armor at first to get free armour and additional dosh from second pistol in the start of the game. After that you can revert to the original build.
Weapons: The Tools of Sentinel
There is only one new weapon for player to discover in SWAT's arsenal, while other three have already been seen in Original Killing Floor game. Also note that all stats given are 25 Perk Level + Ammo Vest Skill compatible only!. Let's get acquainted:

HK MP7SD
Damage: Low-Medium
Rate of Fire: High
Recoil/Spread: Medium
Mag Capacity: High (60)
Ammo Reserve: High (429)
Stun/Stumble: Very Low
Penetration: None
Weight: Light (4)

MP7 is an iconic german masterpiece, also very good in this game. Featured in SD version with a supressor and red dot sight. A Solid weapon, you can use for the entirety of the match, but due to it's low damage it won't be good of a choice against biggers zeds or hordes of smaller ones.

MP5A3

Damage: Medium-Low
Rate of Fire: High
Recoil/Spread: Medium Horizontal
Mag Capacity: Very High (80)
Ammo Reserve: High (416)
Stun/Stumble: Very Low
Penetration: None
Weight: Light (4)

MP5 is an older and even more iconic german SMG, which got shown in 99% of all modern action movies really. It's also a very good weapon in this game, just like MP7, but has a slight more damage per shot at the exchange of lower ammo reserves. And it really does runs out of ammo very fast. So it's better for you to skip it if you don't have Kriss Super V.

FN P90
Damage: Medium
Rate of Fire: Medium-High
Recoil: Medium
Mag Capacity: Very High (100)
Ammo Reserve: High (455)
Stun/Stumble: Very Low
Penetration: None
Weight: Medium (5)

A futuristic belgian SMG which benefits mostly from it's large magazines to keep up constant fire. Either than that it has slightly lower ROF and still a quite big spread.

Vector Kriss Super V
Damage: Medium-High
Rate of Fire: A Hurricane
Recoil/Spread: Disgustingly Low
Mag Capacity: High (66)
Ammo Reserve: It's raining bullets (644)
Stun: Low
Penetration: None
Weight: Medium (6)

Get this gun and do your Duty. This gun DESTROYS scrake in 3 seconds taking 40 bullets. It unloads the whole mag in 4 seconds. The ammo reserve is big enough to almost get you through most of the HoE 6-player wave. Buy it, But it now!

UMP-45
Damage: High
Rate of Fire: Medium
Recoil/Spread: Medium-High
Mag Capacity: High (60)
Ammo Reserve: High (437)
Stun: Low
Penetration: None
Weight: Medium (5)

A somewhat grotesque version of KF2's FN P90. UMP-45 offers the greatest firepower at the expense of the lowest firerate and illest vertical recoil in SWAT's whole arsenal. It excels at CQC fights thanks to it's high damage, but totally lacks in constancy on longer distances and thus is not recommended for use against fleshpounds, which cover most of their body and a bit of the head with their metal threshers, and thus requiring ideal accuracy.

MAC-10
IS A MULTIPERK WEAPON
Damage: Medium-Low
Rate of Fire: High
Recoil/Spread: Nonexistent
Mag Capacity: High (64)
Ammo Reserve: Very High (499)
Penetration: None
Weight: Light (4)

Additional Feature: Incendiary rounds put ZEDs into panic state each time their resistance threshold is breached. After that ZEDs will render helpless for 5 seconds or more, swinging their arms and staggering around. There is a cooldown between each panic state.

MAC-10 inherits the majority of it's characteristics from MP5A3, but has less recoil (none of it, in-fact), more ammo and shoots incendiary rounds that prove extremely useful at dispatching big ZEDs. It requires approximately 30 bullets to plunge a FP into panicking, and that makes him defenceless and innocuous for 5 seconds. It's also good enough for dealing with any other ZED, except scrake, which is better off decimated with more powerful SMGs.

Tommy Gun M1928
IS A MULTIPERK WEAPON
Damage: Medium
Rate of Fire: Medium
Recoil: High - Very High
Mag Capacity: Very High (100)
Ammo Reserve: High (425)
Stun/Stumble: Very Low
Penetration: None
Weight: Medium (6)

Tommy Gun is an ersatz-P90, and a very paltry one. It has insanely high recoil for its' class, wide bullet spread and RoF in the likings of UMP45. It's ill-advised to even think on using it with SWAT, it won't do much for you except taking the so much needed money in early waves, just pass on it.
Commando though, is a different story. Combined with the 50% recoil reduction perk Tommy Gun can become quite a menace to replace the SA80, thanks to good damage, cheap refills and capacious mags.


Stun Grenade, aka Flash Grenade, aka Flashbang
Capacity: 5
Influence: Stuns Zeds for a couple of seconds + deals massive medium explosive damage in short radius
Utility Ratio: 5/5

This Little Flashy Buddy will easen your life A LOT. It's useful for everything: Breaking Through hordes of enemies, Weakening Bigger ZEDs, Finishing Off enemies, Helping Teammates etc.
Make sure you have enough of those. Though be argus with enraged fleshpounds as they are not affected by it, as well as bosses.
Additional Notes / Advanced Tactics.
  • Killing Scrakes is like a walk in a park for you. Just throw a flashbang, wait for the explosion, then start feeding his head with bullets. He won't even be able to get out of stun. You can do the thing without a flash grenade but you'll need a good load of free space. You don't want to get chainsawed, do you?
  • If you want to be useful at fighting Fleshpounds then buy a RPG or C4+M4-203. It will take 9 slots of your backpack so you will be also able to take your trusty Kriss Super V with you which is just enough for the job. You can also take Pulverizer Instead, if you're a good melee fighter.
  • SWAT Operator is almost useless at taking out bosses. His Cripple perk might do a little bit of good, but all-in-all he's a burden to his teammates on boss waves.
  • Commando is SWAT's brother and they get along nicely. Commando is beloved for his Zed Time extention ability. Commando can maintain ZED time for a significant amount of time. And then SWAT's rapid fire comes in handy. SWAT can take out 2 Fleshpounds while in ZED time with a good commando player in ~8 seconds. Isn't that godlike?
  • If someone triggers Zed time, start shooting. Even if there noone around you. You will confuse your teammates so much. It's funny, really.
  • Also if your whole team is dead and you're the last one alive then use your tac. movement madskillz - go on and crouch for the end of the wave. The ludicrous performance should cheer up your fallen buddies.
  • Go to main menu -> audio and enable the music vocals. He-he.
  • Police Brutality Coming up!
Conclusion.
SWAT Operator will be a really useful addition to the team during the regular waves, especially in cooperation with commando bro, but make sure you don't have any at boss waves.
That's it for S.W.A.T. I'm glad if it helped some of you to get better with him. Have fun. Seyonara!
54 Comments
supersand 11 Aug, 2017 @ 10:07am 
For T1 and T2 talents, you should mention picking this for your first wave in every game, the starting weapon is good for early waves, and the armor is a free $150 in dosh since you will eventually need armor, along with the dual pistol selling for $75 and the SMG for the normal starting weapon sells for $100.

This means the SWAT with those talents spawns in with $225 in extra supplies and dosh. Even if you aren't playing SWAT you should make spawning in as one your default choice on first rounds, or if you die. Or if you are playing SWAT, switching to these talents on first round or on death.
Nahtu Ω 28 Jun, 2017 @ 4:26am 
Battering Ram is a guilty pleasure of mine as SWAT. I just find it hilarious to ram down raging scrakes and FB's while doing honk honk noises.
Jerry Cheng 14 May, 2017 @ 5:14am 
Very good point.
Comparasion:
Mando - Standing
SWAT - Crouching

Mando - left with 6 bullets in Zed Time
SWAT - infinite bullets in Zed Time

Mando - Nades are for Crowds
SWAT - Bangs are for Badasses

CQC training is useful for both before wave 5 (after like the first single SC) though. It's not 110% DMG but 110% more DMG. Coupled with the low spread and high rate of fire of dual 9mms, these guns are quite a contender for the best ECO weapons.
Ham 6 Mar, 2017 @ 12:20pm 
Heavy armor also has an incoming damage modifier x0.65 done to the armor, so 150 armor is blocking 230 damage. You can build swat to be quite tanky.
Guardian_Angel  [author] 27 Feb, 2017 @ 4:55am 
GALANTIS,
as I said, it's for your personal preference. Armor will be useful for novices and intermediates, but I'm an experienced player and crowd control is not hard for me.
GALANTIS 26 Feb, 2017 @ 3:36pm 
I get why choosing tac.movement is great but the advantages of the heavy armor plus the additional armor later on makes the swat one of the hardest of all classes which is really usefull for solo. You cant be grabbed, and only the siren can damage your hp
Nexsos 7 Jan, 2017 @ 12:58am 
I play with

Wave 1
5 Heavy Armor Training
10 Close Combat Training
15 Suppression Rounds
20 Aussault Armor
25 ZED TIME – Rapid Assault

Wave 2-10
5 Tactical Movement
10 Tactical Reload
15 Supression Rounds
20 Assault Armor
25 ZED TIME – Rapid Assault
Guardian_Angel  [author] 26 Dec, 2016 @ 6:16am 
Tarpet, you were saying "early waves", no? Are you playing on Mega Hell on Earth or something?
devious goon 26 Dec, 2016 @ 5:17am 
what are scrakes?
what are fleshpounds?

i spend 2 mags on every fleshpound
Guardian_Angel  [author] 26 Dec, 2016 @ 5:01am 
Tarpet, Learn to make headshots then. P90 oneshots almost any zed in the head on early waves.