Questions about perks

Hey all.
I never really cared about perks, just assigned the no-brainer ones like Vitality and Long Distance Plane Detection.

Now, since I’m kind of in the end game with not much to unlock, I’m trying to improve my soldiers with perks.

If there is some kind of definitive guide with explanations, pleas elet me know, if not please try to asnwer:

  1. Does “Firearm reload speed” apply to everything, including AT weapons like Panzerfaust or RMN?
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  2. Does “Weapon changing speed” apply to construction hammers and AT weapons?
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  3. Does “Firing rate with bolt action rifles” only apply to actual bolt actions or the likes of Winchester and all other “Rifle” class weapons as well? (normally would also apply to RMN but I think Euthy said it doesn’t)
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Thanks.

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  1. yes
  2. yes
  3. all rifle weapons, rmn doesnt count
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I’m not sure if there’s a guide, but I posted an explanation for perk points not too long ago:

Maybe it could help a little in choosing the most, best perks

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For essential perks, it depends on the class, but

Assaulters: you want them to have run speed (well… they assault!) And VERTICAL perk, for easier smg control.

Commandos: they’re pretty much assaulters, but sneaky. Same perks.

Engineers: it’s all about building speed, and material amount. You give them whatever you want as a weapon since their primary role isn’t fighting (unless event engineers) so weapons perks aren’t as important.

Riflemen: run speed, because they are there to fill cap zones. Really, fodder. Then either rifle reload, or cycle speed, (or vertical if you’re a SF guy). Very important, the starter perk that lower dispersion when you turn. An absolute must, and dirt cheap.

Bombers (AT guys): weapon reload speed AND weapon swap speed. A few rifle perks help as well, such as turn speed.

Machine gunners: unlike Assaulters, those are best with HORIZONTAL perks. Mgs are more difficult to control, so is horizontal recoil.

Snipers: same as riflemen. But with the breath perk.

Mortars: weapon reloading speed. That’s it…

Driver/riders: consider them Assaulters. No need to get repair perks.

Pilots: enemy detection distance. Then stamina regain.

Tankers:

  • commander: fill him with repair perks. He’s the guy you will use to get out and repair.
  • gunner: precision and shell type reload.
  • loader: reloading speed and shell type reload.
  • driver: all the driving perks.
  • whole crew: self heal outside combat. You won’t pay attention while in a tank but you can get wounder and still have some hp left. If it replenish a lil higher… it’s a lil more survivability.

There’s also class tiers perks you can watch out for. For instance, in your tank, some seats are better occupied by a tanker 3, and other seats by a tanker 2.

As a rule of thumb, vitality for all. If impossible (sniper) healing amount with med kits.

If you don’t choose run speed, medkit use speed is next best.

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