KF2 Perk Roles: Front Line, Mid Range, Back Line (Thai Guide)
This page is a translated and heavily paraphrased version of a playful Thai-language beginner guide, the author's first, that introduces all ten Killing Floor 2 perks by position (front line, mid range, back line), with a few do's and don'ts for each. The original is jokey; the useful parts are kept here. For skill-level details see Perk skills reference and Leveling all perks.
The three positions
- Front line: the first to face Zeds at close range, such as Berserker and Firebug.
- Mid range: deals damage for the team and cleans small and medium Zeds, such as Commando, SWAT and Support.
- Back line: supports the team, and some back-line perks also deal huge damage: Medic, Firebug, Demolitionist and Sharpshooter are named here.
Berserker (front line)
Berserker, the close-combat tank.
The tank who takes damage for the team. Stay at the front as long as you can and keep big Zeds on yourself, do not let them slip through to teammates or push the team into a corner. In waves 1-2, the author suggests giving your money to the Medic so he can buy a good weapon; later you save up for your own gear.
Do not: run away from big Zeds such as Fleshpounds, Scrakes and bosses; hoard cash when you could buy something useful for the team.
Commando (front line / mid range)
Commando.
The only perk that can see Stalkers (and nearby teammates can see them through him). He also sees Zed health bars and can extend Zed Time several times, the most in the game.
Do: clear small and medium Zeds so the tank can focus on the big ones. Do not: fight big Zeds alone unless desperate (Commando has trouble knocking them down and burns lots of ammo), and do not shoot at the spots where Firebug, SWAT or Demolitionist are shooting, as it can prevent Zed Time or shorten it.
Support (front line / mid range)
Support.
The shotgun perk. Teammates can press E on a Support player to receive ammunition (the guide says 30%).
Do: shoot into stacked groups of small Zeds, since Support's shots penetrate. Do not fill all 20 inventory weight with your own guns; leave room to pick up a fallen friend's gun and return it. Do not: run away when a friend runs toward you, because he usually wants ammo, but check that he is not leading big Zeds to you.
Field Medic (mid range / back line)
Field Medic.
Notable for healing teammates faster and stronger than other perks.
Do: carry two weapons: one to defend yourself against small and medium Zeds, a second to support the team or handle a Scrake, or at least buy time. Stay in the back and watch everyone's health bar. Do not: refuse to heal a teammate you dislike, and do not suffer "Killer Syndrome": ignoring your role to farm kills, shooting everything and running behind teammates hoping the Fleshpound will not hit you, though it hits everyone.
Demolitionist (back line)
Demolitionist.
A back-line perk that handles every Zed type (a Scrake is harder), clears mobs and Fleshpounds, which are weak to explosives. The guide also praises the ability to survive a Husk blast.
Do: carry a rifle for small Zeds and a heavy weapon such as the RPG-7 or M32 for Fleshpounds and Scrakes. Do not: shoot for fun; ammo is limited, so consider whether a shot is worth it.
Firebug (front line / mid range)
Firebug.
Good at zone control, but struggles against big Zeds. Handles Husk fire better than others.
Do: control one zone and leave the rest to teammates; standing with the tank helps him and means the Medic heals less. Do not: shoot to attract big Zeds to the team, and do not spray where the Commando is shooting during Zed Time, as it makes extending Zed Time harder.
Gunslinger (front line / mid range)
Gunslinger.
Called very strong: handles small and medium Zeds and can take down big Zeds alone. Tip: when upgrading a single pistol to a dual pair, throw your current pistol, buy a second one and pick up the first for a little free ammo. The guide lists no major "don'ts" for it.
Sharpshooter (back line)
Sharpshooter.
Excels at killing big Zeds with a heavy but slow-firing weapon, so it is poor at clearing small ones.
Do: stay behind perks that clear small and medium Zeds, such as Commando or SWAT. Do not: stand at the front; dying leaves the team without a big-Zed killer. Missing shots hurts the team.
SWAT (front line / mid range)
SWAT.
Agile, can take down big Zeds alone (using plenty of ammo), and clears small and medium Zeds quickly thanks to a high fire rate. Stand at the front or just behind the tank and stop small Zeds from reaching the back.
Survivalist (any position)
Survivalist.
Can use every weapon type comfortably. The guide suggests playing it as a Support or as a medical student who helps the Medic heal in emergencies. Do not: rely only on a gimmick weapon; also buy something that stops a Scrake's run instead.
Author's note
The author thanks readers, asks for likes and comments, and notes that the screenshots were temporarily removed and later restored.
FAQ
- How many perks are there in KF2?
- Ten: Berserker, Commando, Support, Field Medic, Demolitionist, Firebug, Gunslinger, Sharpshooter, SWAT and Survivalist.
- Which perks stand at the back?
- The guide puts Medic, Demolitionist and Sharpshooter in the back line, with Firebug, Commando, SWAT, Support and Gunslinger spread between front and middle.