Perks & Classes

KF2 Role-Play and Challenge Ideas: Eco, Medics, Payday

When normal rounds get stale, you can add house rules. This is a collection of community ideas for Killing Floor 2 where the team agrees on restrictions and plays on honor. Some are marked work in progress by the original author.

Eco

No weapons at all, only the knife and the 9mm. Throw the starter weapons to the trader pod, and collect and sell your own afterwards (sell only yours).

  • Suggested perks: Berserker for knife damage, Commando and SWAT for their knife and 9mm skills, Gunslinger for passives and walk speed. Firebug is possible if the perk is level 25.
  • Weapons found on the map may be used for that round but must be sold afterwards, though a teammate might use them better.
  • For the boss wave you may rebuy and upgrade the starter weapons.

Off-perk Medics

Only Medic weapons, no armor. Suggested pairings:

  • Berserker with the Hemoclobber: Dreadnought (level 5), Butcher (level 10).
  • Support with the HMTech-301 shotgun: Fortitude (10), Concussion Rounds (20).
  • SWAT with the HMTech-201 SMG: Tactical Movement (5), Cripple (20).
  • Commando with the HMTech-401 rifle: Tenacious (15).
  • Gunslinger with the HMTech-101 pistol.
  • Demolitionist with the HMTech-501 grenade rifle; the healing grenade impact still does damage and gains Demolitionist bonuses.

Berserker-Medic symbiosis

The team relies on four Berserkers (no Hemoclobber) who depend on their medics. Good maps are Biolab or any hospital workshop map.

  • Berserkers: Dreadnought (5), Butcher (10), Berserker Rage (20).
  • Reverend Alberts as the Doctor with the Hemogoblin or HRG Healthrower: Resilience (5), Combatant Doctor (10), Focus Injection (15), Battle Surgeon (20), Airborne Agent (25).
  • Rae Higgins as the Nurse with the Hemogoblin only: Symbiotic Health (5), Adrenaline Shot (10), Acidic Rounds (15), Coagulant Booster (20), Zedative (25).

The medics keep the Berserkers alive, and the Berserkers protect the medics.

WW2 and Vietnam veterans (work in progress)

Perks: Commando, Support, Demolitionist, Firebug, Gunslinger, and Survivalist with only the level 15 Weapon Harness skill. Everyone may take the Crovel. Then each group of weapons is a loadout, and you may not mix loadouts:

  • 1858 Revolver, Double-barreled Boomstick, Winchester 1894
  • M1911 Pistol, Tommy Gun, M79
  • MKb.42(H), RPG-7
  • MP5RAS, FN FAL ACOG
  • SG 500, M16 M203, Stoner 63A
  • Dragonsbreath or Flamethrower

The Abyss

Only Berserker and Commando, with night vision. Berserker skills: Dreadnought (5) and Berserker Rage (25).

The S.W.A.T. unit

Everyone plays Constable Rob Briar or Classic Briar in a police outfit with matching helmet and no backpack, all on the SWAT perk. Weapons are limited to the MP5RAS, the Heckler & Koch UMP and the HMTech-101 pistol. The twist is that the whole team must stay within about 10 meters of each other, and anyone who strays has to suicide. The author supplies a KFInput.ini key binding that drops weapons and dosh, says goodbye in chat and kills the player on Ctrl+9, placed under [KFGame.KFPlayerInput] in Documents/My Games/KillingFloor2/KFGame/Config.

The Payday 2 crew (work in progress)

Pick a character and loadout before the match and obtain weapons without spending on ammo or armor first. You may choose one primary and one secondary, upgrade and buy ammo for them, but not sell or swap.

  • Characters: Reverend Alberts as Dallas, Donovan "Bulldog" Neal as Chains, Mr. Foster as Jimmy, Ana Larive as Sydney, Hayato Tanaka as Jiro; bonus Oisten Jagerhorn as Rust and DJ Scully as Jacket.
  • Perks: Support as Enforcer, Commando (HE grenade), Demolitionist (dynamite), Firebug or Survivalist (molotov), SWAT (flashbang), bonus Gunslinger (akimbo). Berserker, Medic and Sharpshooter are excluded because their grenades do not fit the Payday universe.
  • Primary weapons mapped to Payday equivalents include the SA80, AK-12, SCAR-H, FN FAL, M4 combat shotgun, AA-12, M79, M32, M14 EBR and RPG-7.
  • Secondary weapons include the M1911, Desert Eagle, MP7, MP5RAS, Tommy Gun, P90, UMP and Kriss, with the 9mm acting as a tertiary weapon.
  • Debatable extras include the Katana for Jiro, fire axe, Stoner 63A, M16 M203, SG 500, Boomstick, Winchester 1894, M99 AMR, Dragonsbreath and Flamethrower.

FAQ

What is the Eco challenge?
No weapons except your knife and 9mm; starter weapons are thrown to the trader pod and only rebought for the boss wave.
Do these modes need mods?
No. They are rules the team agrees on, using only vanilla weapons, perks and characters.