This is the guide for most optimal gameplay with each cla*s, 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 cla*s.
Tier list rating, pros, cons and some general info.
Intro and explanations
This is the guide for most optimal gameplay with each cla*s, 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 cla*s.
Tier list rating, pros, cons and some general info.
Primary weapons (or items) are the most efficient tools for given cla*s, usually related to primary skills (eg. Grenades for Grenadier, related to his throw skill).
Secondary weapons serves as good alternative to cla*s equipment, making cla*s more versatile but less efficient.
Primary skills are the one that develop the fastest for given cla*s (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 cla*s 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 cla*s (with makes that cla*s 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 cla*s.
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 a*sault 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 cla*s 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 cla*ses 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 cla*s 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 cla*s.
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 cla*s.
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 cla*s 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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