Experience and Skills

Passive Bonuses

Skills

Level 5 Steady

Ignore movement speed penalty for iron sights and drastically reduce weapon bob with perk weapons.



Quick Draw

Ignore recoil penalty for shooting from the hip, increase movement speed 5%, and switch perk weapons 50% faster.

Level 10 Rack 'em Up

Consecutive headshots with perk weapons increases damage 10%, to a maximum of 50%.



Bone Breaker

Increase damage with perk weapons 20% and inflict 30% more damage to arms and legs.

Level 15 Line 'em Up

Suffer no damage reduction from shooting through Zeds to hit other Zeds with perk weapons.



Speedloader

increase reload speed with perk weapons.

Level 20 Skullcraker

Headshots with perk weapons slow Zeds 30%.



Knock 'em Down

Shooting sprinting Zeds in the legs massively increases knockdown power. Shooting Zeds in the chest with perk weapons massively increases stumble power.

Level 25 – This Skills only affect Zed-Time (Slow-Motion) Whirlwind of Lead

During Zed Time, your perk weapons can't run out of ammo.



Fan Fire

During Zed Time, your perk weapons will shoot 3x faster and reload in real-time.

As a Gunslinger, you earn XP by killing enemies with Gunslinger weapons of course! You also earn extra XP by doing headshots with Gunslinger weapons.Earn enough XP and you'll gain a level, which will upgrade the perk bonuses.Perk Weapon Damage (1% / Level)Bullet Resistance (5% + 1% / Level)Movement Speed (0,8% / Level)Recoil (1% / Level)Zedtime Reload (3% / Level)Every 5 levels you'll get access to 2 new skills to choose from:The left side of the skill tree allows you to take down big zeds easier.The right side of the skill tree allows you to be more effective for killing trash.This is personal preference. Your choice will depend on if you feel more comfortable aiming down the sights or firing from the hip. But keep these things in mind before making your choice: The reduction of the weapon's bobbing fromis purely aesthetic, it won't affect accuracy, precision, or recoil at all.doesn't cancel all recoil, it just eliminates the hip firing recoil penalty, meaning that hip firing will have the same recoil as if you were aiming down the sights.Personally I findway more useful, as it will let you hip fire with no recoil penalty, run a little bit faster, and also switch weapons almost instantly, which is not insignificant.Always take. You might be tempted to takeif you fear your aim isn't as good as you'd like, but let me convince you otherwise.gives the bonus at the same time as when you land your headshot, so your first headshot immediately gets a 10% bonus. This means that as long as you can keep your headshot counter at 1, all subsequent headshots are, at a minimum, already as strong as thebonus. As for the 30% bonus damage on limbs, big zeds have so much more body health than head health that trying to kill them this way would still be slower than going for headshots even with nobonus. And yes, a body-damage focused team composition is definitely a valid strategy, but if you are going for this meta, you are better off being a Demo/Support/etc. than a Bone Breaker Gunslinger. At the very least, having a headshot counter will help to improve your aim, which will make you a better player in general, no matter what perk you're using.Some tips to useto its full potential: If you see a big zed and have enough time before he makes contact with your team, either clear some trash or shoot at his head with your 9mm until your headshot counter is at 5X. This way, when you switch to your Deagles/Magnums, it will take less shots to decap than if you had began with these weapons. Also, 5 9mm headshots won't be enough to rage a Scrake or Fleshpound on multiplayer, but it will on solo. Again, while this trick is helpful, don't put your team in unnecessary risk, only do this if you have the time and space to do so.Previously, when you missed a headshot with, your counter dropped back to X0. But don't worry, it's not the case anymore. TWI changed that a couple patches ago. So now your counter drop 1X only if 2sec past without doing headshotOne more note,is good to have for the Boss wave. Hans' erratic movement makes hitting his head in any consistent way almost impossible, and Patriarch's weakest point IS his arm, so the bonus damage to limbs is nice here.is useless. It reduces the damage penalty, but only increases the penetration of your weapons by 1, so it won't really change much, especially since zeds rarely come at you in a straight line. Increased penetration works well for Support because of the spread of their shotguns, but makes less sense for Gunslinger.on the other hand is very good. It solves one of the biggest disadvantages of the Gunslinger, his reload speed. So always take it. I've heard some players say thatisn't necessary if you can consistently reload cancel, but I still say take it. Ifgot a buff or replaced to something more useful I might reconsider it, but for nowjust makes life so much easier.I findmore useful since you're a headshot class. Slowing a zed allows you to save your teammates from an incoming surprise and gives you more time to get those headshots landed.does what it says, it lets you knock a zed to the ground which is very useful against raged big zeds. Not only that, it also allows you to stumble a zed, which is useful for interupting a medium zed's special attack with just a couple shots. The number of bullets depends on the weapon and the zed. If you want to know the stats on these techniques, I'll go into more detail in thesection. So be sure to check that later if you're interested.To summarize it, it's not really worth it to takeas it will take almost a full clip to knockdown a big zed and Bosses are almost impossible to knockdown. So I recommend that you always takeTo be more precise,allows you to shoot bullets without consuming your magazine, even if your gun is empty, and that's freakin' amazing. Besides being a very good way to conserve ammo, you'll also be able to shoot more bullets in a row and with less recoil than with. Also,lets you fire an empty gun during zed time.If you take, your recoil will be crazy high due to the incredible rate of fire. This makes it very hard to shoot the heads of zeds, and since the Gunslinger doesn't have much ammo capacity, you can't really afford to spray several clips worth of ammo during Zed-Time. Plus, the ''reload in real-time'' fromisn't a bonus, it's a penalty. At Level 25, you can already reload in near real-time on Zed-Time thanks to your passive bonus. But withyou can't do the super fast reload trick when the Zed-Time is about to end that I talk about in thesection. So you end up reloading faster withthan with. So always take. Even ifis better 99% of the time, their's some cases wherecan be usefull, and we'll see that in thesection.