Silent Storm Basic Gameplay Mechanics + Skills and Perks

Silent Storm Basic Gameplay Mechanics + Skills and Perks 1 - steamsplay.com
Silent Storm Basic Gameplay Mechanics + Skills and Perks 1 - steamsplay.com

This is the guide for most optimal gameplay with each class, a handful of pro tips based on my experience.

To understand this guide you need to know (at least) the basic gameplay mechanics.

I list:

Recommended weapon types, main skills and perk tree choices with final goal for each class.

Tier list rating, pros, cons and some general info.

Intro and explanations

This is the guide for most optimal gameplay with each class, a handful of pro tips based on my experience.

To understand this guide you need to know (at least) the basic gameplay mechanics.

I list:

Recommended weapon types, main skills and perk tree choices with final goal for each class.

Tier list rating, pros, cons and some general info.

Primary weapons (or items) are the most efficient tools for given class, usually related to primary skills (eg. Grenades for Grenadier, related to his throw skill).

Secondary weapons serves as good alternative to class equipment, making class more versatile but less efficient.

Primary skills are the one that develop the fastest for given class (eg. Burst for Soldier, Hide for Scout). Secondary skills develop slower (but faster than the rest).

I excluded the shooting skill as it would appear in the primary skill section for each class anyway.

Evasion is actually an attribute, not a skill, but creating another section named “primary attributes” would be to overwhelming (I want this guide to be easy to understand).

Perk tree goal is the final perk you choose for given class (with makes that class most efficient), you get this final perk after going through strings of perks. (eg. Always Inflict Ranged Critical for Sniper is achieved after going through 6 perks – so I don’t talk about those 6 perks, only about the final one, the 7th … I hope I didn’t make it too confusing)

Tier rating from D to S (worst to best) tells overall efficiency of a class.

You don’t have to 100% agree with this, if you have any suggestion, leave it in the comments section.

Soldier (a.k.a. machine gunner)

primary wep: smg, lmg

secondary wep: rifle

primary skills: burst, interrupt, evasion

secondary skill: melee

tier: A+

perk goal: Increased Ranged Damage and Longer Short Burst, eventually Reduced Recoil

pros: high damage, high HP, can achieve highest DPS, suited to operate PK

cons: as the range increases, the damage (on average) decreases, low spot skill – easy to get ambushed

info: Frontliner. Use smg for short range and rifle for long range in early game, then replace rifle with lmg in late game. In S3 there are also assault rifles, they work well for mid range. In most situations, it’s better to use short bursts instead of full auto. Go prone when using lmg for best accuracy. As PK operator, give him Machine Gun.

Grenadier

primary wep: throwing knifes, grenades

secondary wep: rifle, smg

primary skills: throw, evasion

secondary skill: melee

tier: A

perk goal: All related to grenades

pros: Aoe damage, high damage, high HP, good at fighting PKs (only with heavy grenades), suited to operate PK

cons: high damage requires close to mid range, outside of its specialty skillwise he is inferior to soldier, low spot skill – easy to get ambushed

info: Frontliner. Use throwing knifes in early game, then grenades in late game. If you exclude guns and relay only on throwing weapons, you’ll have overall more damage (per turn) but less effective range. As PK operator, give him Mortar Shells.

Sniper

primary wep: scoped rilfe

secondary wep: silenced scoped rifle

primary skills: snipe, spot, interrupt

secondary skill: hide

tier: S

perk goal: Always Inflict Ranged Critical, then Solo or Increased Sight Range

pros: only class truly good at long range, high AP, can kill PK operator

cons: mediocre damage without criticals, low HP

info: Backliner. Aim for the head for extra damage. S tier rating – because range is king. In S3, changing to snipe mode increases sight range but decreases sight angle. As PK operator, give him Sniper Gun.

Scout

primary wep: silenced smg, throwing knifes

secondary wep: melee, grenades

primary skills: hide, spot, interrupt, evasion, throw

secondary skill: melee

tier: B

perk goal: Solo or Ambush

pros: skillwise very versatile, helps other classes see enemies, highest AP

cons: mediocre damage without criticals, bad at long range, failing at stealth means death

info: Use him for spotting enemies and stealth kills. Using silenced weapons, throwing knifes or melee don’t break stealth, but throwing grenades surprisingly does. Best class to use melee weapons, however, using guns and throwing knifes is safer. In S3, using blunt melee weapon while attacking unaware enemies from behind can knock them unconscious. I do not recommend using PK on this class.

Medic

primary item: medical items

secondary wep: rifle

primary skill: medicine

secondary skill: melee

tier: C+ (S2) C (S3)

perk goal: Master Medic or Perfect Medicine Knowledge, then Inspiration

pros: can save you team from dying, best at healing and removing critical conditions

cons: worst shooter, has slow combat skills progress, low HP and AP

info: Will be the last person to shot, rather keep him in the backline as healer. Has melee oriented perk tree for some reason, don’t touch it. I do not recommend using PK on this class.

Engineer

primary items: mine probe, lockpick, PK repair tool

secondary wep: rifle, smg, lmg, rocket launcher, explosives

primary skills: engineering, spotting explosives

secondary skill: medicine

tier: D

perk goal: Master Engineer or Rocket Launcher Specialization

pros: perkwise jack of all trades for guns, has the most perks related to PKs, can repair PKs, best at setting explosive traps

cons: part of his utility is useless – lockpicking and defusing bombs can be replaced with brute force, PK related perks are mediocre at best, has slow combat skills progress, low AP

info: Explosives range scales with engineering skill, however without cheats you won’t achieve spectacular results, it’s better to use heavy grenades instead (as grenadier). Rocket launcher perk build can be achieved earlier than Grenadier, but it’s kinda weak anyway. As PK operator, give him Machine Gun or Cannon.

Lowest tier rating – best is to replace him with more efficient class like soldier or sniper.

Additional tips:

Always Run when moving in combat.

Range and accuracy are more important than damage, give everyone a rifle in early levels.

Increasing skills will eventually increase given attribute with further increases given set of skills, look for skills related to that attribute with are lower to help it grow faster. (eg. If you have 80 burst and 40 throw, raising throw will increase STR more than raising burst).

Remember to update your gear once in a while, look for lower AP usage and higher damage and range.

Pressing F6 displays the menu (just like ESC), but does not stop the music.

Have fun.

This is all for Silent Storm Basic Gameplay Mechanics + Skills and Perks hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!


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