Playing Killing Floor Solo: Tactics, Perk and Map Choice
Killing Floor is built for co-op, but people play it alone too: to practise, learn a map or take a break from servers. These tips come from players on the killingfloor.ru forum (2010-2011): F4TAL1ST, Vault13Dweller, Папка01, Bezumie and others.
Which perks are strong solo
| Solo comfort | Perks | Why |
|---|---|---|
| Good | Commando, Support | Strong weapons that handle crowds at range and up close |
| Good | Firebug | Holds crowds confidently and needs no cover |
| No difference | Sharpshooter | Equally strong in a team or alone |
| Hard | Medic | Built to heal others, without heavy firepower |
| Hard | Berserker | Melee into the thick of it; needs someone covering |
| Hard | Demolitions | Slow, and struggles once enemies get close |
Open and closed maps
- Open maps (West London, Farm): lots of room, hard to get cornered. Keep moving, shoot on the run, learn to backpedal.
- Closed maps (Biotics Lab and the like): narrow corridors, Clots grab and hold, easy to get hit from behind. Avoid them in tight spots and check behind you often.
- The universal rule: look around and listen; sounds tell you who is coming and from where.
The welded-doors trick
Pick a room with two entrances, weld both doors and stand by the one the zeds will break through first, judging by the noise. When the door is almost down, throw a grenade and step out shooting. On Biotics Lab the two-room trader hall works well. On multi-level maps you can climb up (for example the mesh up to the balcony in the lab's main hall), but watch for holes Crawlers come through.
Difficulty and buying
- Hard is the best solo and practice difficulty. Suicidal is tuned for a team: little money, tougher zeds.
- An example level 6 Sharpshooter solo buy on Normal and Hard: only the 9mm and crossbow until wave 3; between waves 2 and 3, a Deagle, M14, armour and full ammo; before the Patriarch, sell the Deagle, buy a shotgun and pipe bombs and mine the approach.
- In tight spaces a high-capacity weapon (shotgun, hunting shotgun) and constant movement keep you alive; standing still is deadly.
Offline with mutators
Offline is the place to experiment: multi-jump, bots, extra carry weight, regeneration, shrunken zeds, "Patriarchs only" and so on. Many such mutators block perk progress. Zed count and wave makeup for solo games are set in the sandbox settings.