Experience and Skills

Passive Bonuses

Skills

Level 5 Heavy Armor Training

While you have body armor, you only take Health damage from sonic attacks and clots can't grab you. You begin each game with 50% Armor.



Tactical Movement

No movement penalty for using iron sights or crouch movement.

Level 10 Close Combat Training

Increase damage with your 9mm pistol and knife 110%. you begin each game with dual pistols.



Tactical Reload

Increase reload speed with perk weapons.

Level 15 Suppression Rounds

Increase stumble power 100% with all perk weapons.



Ammo Vest

Carry up to 30% more ammo for each perk weapon.

As a SWAT, you earn XP by killing enemies with SWAT weapons of course! You also earn extra XP by killing Clots with SWAT 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)Increased Mag Size (4% / Level)Weapon Switch (1% / Level)Every five levels, you unlock 2 new skills to choose from:The left side of the skill tree increases your armor efficiency, your knockdown/stumble power, as well as advantages when spawning.The right side increases your mobility and your weapons' efficiency.I recommend that you takefor solo matches andon multi, however, you should always takewhen spawning since it will allow you to start with 50 armor.is a very useful mobility skill because it gives you all the recoil bonuses from crouching and using your sights, without any of the movement penalties. This is handy when dealing with big zeds: You can crouch, move backward, shoot at a raged Scrake's head and still evade its attacks.On multi theisn't a bonus, it's a penalty. This armor will deplete very quickly and only lasts for a couple hits. This puts you in danger because you'll be without armor for most of the wave. With regular armor, damage will take from both the armor and the health pool and the more armor you have, the better damage absorption it has (check the spreadsheet for the exact formula). This is better because health is a restorable resource, either from your syringe or a medic, but armor is not; once you're out, you're out. This is especially bad if you're walking on gas' Crawler or on groundfire. The fire or poison can ruin your armor pretty fast. If you don't have this skill, you can just heal after taking fire or poison damage, reducing by half the damage. Without mentioning that often a Medic seeing that you're not full HP, heal you and can give you damage resistance. But if you have this skill, you'll take damage without the Medic noticing and you can't heal, so you can't reduce your damage. A nice feature however you can actually negate the bloats bile and husk fire afterburn preventing alot of damage as well as not being blinded by the bile as you don't take health damage. While it isn't listed in-game anywhere, another feature of this skill is that all damage is reduced by 35% as long as you have armor left. This sounds significant, but all it really means is that you essentially have 135 points of this "downgraded" armor instead of 100. This really isn't much, especially if you compare it to the superior level 20 skill which will give you 50 extra points of the better regular armor. This is a too much risky skill, as you can lose your whole armor in seconds by some sneaky zeds, that rarely pays off. The only time it pays off, is when you tank a Fleshpound for your team. You'll take less damage with this skill. But, still, you can say goodbye to your armor for the rest of the wave. So, I don't think that's a good idea. However,is very usefull in every circonstances. Besides the fact it negates your movement penalty when crouching or aiming down your sight, it also negates your weight carrying penatly. Meaning that if you carry 15/15 weight you will be as fast as 15/15 weight player who is sprinting. It also negates your penantly when you losing health.The reason we DO recommendon solo is that you won't have teammates to help you out. There won't be anyone watching your back to stop a sneaky clot from snaring you, and there won't be a medic to easily keep your health topped off, which makes HP less of a restorable resource and also makes the 35% damage reduction more significant. Also, with the lower amount of zeds on solo, you're less likely to take poison and fire damage that wastes your armor. All these little things that are pretty insignificant in a multi game, become more important when playing solo.I highly suggest spawning with. Like the similar Commando skill,makes your knife and 9mm much stronger than you might think. With this skill, it is easy to survive the first 1 or 2 waves without even needing to use your starting SMG, even on HoE difficulty. This, combined with the free 9mm you get, is a great way to get a jump start on your economy for the game. This is one of the reasons why many players start the game as SWAT, and then around wave 3 they switch to the perk they plan to use for the rest of the game.Once you equip a 2nd SMG, switch tosince you won't be using the knife and 9mm anymore.isn't needed on multi since your SMGs already have great stumble power; both the P90 and the Kriss will stumble a Scrake before the decap which gives you pleny of time and room for error. However,does make the stumble occur much earlier which makes the takedown even easier. Basically, its relatively easy to decap a Scrake withoutif you have decent recoil control, but with the skill, its almost effortless.On the other hand, SWAT is notorious for blowing through ammo, and on the later waves on higher difficulties, it isn't uncommon to run dry in one or more of your SMGs, which is why we highly suggest that you take. Ultimately this is up to you, if you find that you're not having trouble managing your ammo, you might prefer the greater stumble power, for the rest of you, take the extra ammo. Note that this is only for multiplayer, on solo games there is no way you're going to use all of your ammo capacity, so definitely takesince the stumble will still trigger before you can kill the big zeds which will buy you valuable time. If you want to know more about the stats on the stumble power of SMGs with and without these skills, don't forget to check thesection later.Also, there is a technique that allows you to have both of these skills at the same time, but you'll have to be quick. During the trader time: Take, buy your weapons and ammo, then drop your weapons on the floor, change to, and then finally pick your weapons back up. It's very important to drop your weapons before changing skills, otherwise the max ammo will be reset.