KF2 Controlled Difficulty: SWAT, Commando, Sharpshooter, Gunslinger Notes
These are field notes, translated from Chinese, by a player who completed Controlled Difficulty (CD) runs on the Outpost map. The author is modest about their skill: they often pick up empty guns, usually play with "uberammo" (throwables disabled), and reports reaching fake-5 up to max 24 and fake-4 up to 29 to 32. For the mod basics see the Controlled Difficulty beginner guide.
A CD run in the Outpost hallway.
Launching
Open the map with the console command:
open KF-Outpost?game=ControlledDifficulty_Blackout.CD_Survival
Blackout is usually the best option; other variants have a chance of crashing. For CD plugin configuration the author points to a Discord server and asks people to ask there rather than them. A Game=ControlledDifficulty_Legacy.CD_Survival variant exists too.
Opening
The simple SWAT opening is LLLLR. Use the MP7 on large ZEDs and the pistol or knife on small ones. SWAT has a weapon-swap speed bonus, so you can swap weapons freely during ZED Time (just do it quickly). Switching back from the knife to the SMG also seems fine. If health is low, do not panic: clear the ZEDs in front of you first and then find a chance to heal, since you may take extra damage while injecting. If the opening is too hard, the author suggests trying all-right-skill Berserker and cutting through.
There is also something called RPWMod that supposedly lets you customize starting weapons; the author has not tested it.
Mid-game
Not much to say: keep a high headshot rate and clear efficiently. One tip: if two Fleshpounds show up, kill one while they have not yet raged. A Fleshpound's rage depends on how long it has seen a player, so they tend to enrage together. Dealing with two enraged ones one by one is always easier than both at once.
SWAT
The author's usual build is all-right (5R), ignoring the aim-move penalty so more bullets stay on a big ZED's head. Other CD players use heavy armor, so choose by habit. A recent attempt used Suppression Rounds at level 15 (15L), which can push a chainsaw-wielding ZED back if you are suppressed heavily.
- Pros: very efficient at clearing small ZEDs (a flashbang at your feet clears nearby ones without costing much health), the same slow effect as Gunslinger which makes big ZEDs easier, no damage overflow, and low recoil.
- Cons: very hard against back-to-back Fleshpound charges. Without flashbangs a red Fleshpound is very hard. In some version the HRG nail pistol became a three-shot volley with triple DPS, so the HRG is a fallback.
Commando
Commando plays in more varied ways. Previously the author liked Tactical Reload and Eat Lead (a bit SWAT), then with more ZEDs switched to High Capacity Mags and Hollow Point Rounds to keep damage up against big charges. A recent update moved recoil reduction into a passive.
- The old school was SCAR plus the 401, but after the Falcon was added Commando became much stronger (the author likes it against Husks). The author's favorite is the AK-12: set to 3-round burst it fires at 1000 RPM and basically one-shots large ZEDs.
- If throwables are allowed, you can refresh ZED Time with a grenade. Some CD players use Fallback to burn through two weapons quickly in ZED Time. The 401's knockback is so strong that even a Medic can push back some large ZEDs.
- Pros: longer aim time, higher damage, high fire rate in ZED Time can kill some large ZEDs, good against Stalkers.
- Cons: overkill damage on small ZEDs, a low fire rate may fail against swarms, and recoil is harder for inexperienced players.
Sharpshooter
The author tried it because they could not handle consecutive large ZEDs. It demands a very high headshot rate, so they mostly scraped through (a rapid-fire M14 plus Falcon build). Rack 'Em Up is mandatory, otherwise large ZEDs are very hard (wave 3 might be game over). A full-auto Falcon gives very high burst damage. Sharpshooter also swaps fast, so you can try knife-blocking a large ZED's first charge, or swap to drop two Fleshpounds in a row.
- Pros: very high damage, kills large ZEDs quickly.
- Cons: small ZEDs are hard (the answer is to raise Rack 'Em Up so one hit kills), little ammo and frequent reloads, no slow or knockback, only a hard-to-trigger stun.
Gunslinger
The author finds it somewhat overpowered and does not want to say much. Rack 'Em Up with Speedloader is too strong and can even slow ZEDs. Fast running lets you dodge fireballs and even graze them, bullet resistance lets you fight bosses, and it is basically an invincible character. Do not take Line 'Em Up: it sounds cool, but the weapons do not have enough penetration. The weakness is that spiders and Stalkers are a little difficult.
Screenshots
An MP7 against a horde.
A sharpshooter firing down the corridor.
A scoped view along the hallway.
Fighting a pack of ZEDs in the corridor.
Gunslinger with dual pistols firing at a ZED.
FAQ
- Which CD game mode string does the author use?
- open KF-Outpost?game=ControlledDifficulty_Blackout.CD_Survival. Blackout is usually the most reliable one; other variants can crash. A Legacy variant also exists.
- What is the SWAT opening?
- LLLLR: the left skill at levels 5, 10, 15 and 20 and the right skill at 25.
- Which perk does the author consider almost invincible?
- Gunslinger. Rack 'Em Up with Speedloader is very strong, and it can even slow ZEDs while running fast enough to dodge fireballs.