Getting Started

KF2 Beginner Guide (Czech Translation): Rules, Perks, ZEDs

This page is a translation and paraphrase of a Czech guide for newcomers written during Killing Floor 2 Early Access in May 2015. It only covers the first two difficulties and the four perks that existed then (Support, Commando, Berserker, Medic). It is a good snapshot of the era's basics. For a modern overview see KF2 beginner basics.

First steps

  • On first launch, open the controls settings so you know which key does what.
  • Play at least one solo game before joining multiplayer, to learn the ZEDs and weapons. Try every perk to see which suits you.
  • Perks at that time:
    • Support: shotgun specialist, good at killing larger ZEDs.
    • Commando: assault rifle specialist, good against smaller ZEDs.
    • Berserker: bladed melee specialist (plus two firearms), good as team support.
    • Medic: healing specialist, good as team support.
  • When ready, join a Normal multiplayer game, ideally ten waves, and do not join a match that is already in progress.

25 basics

  1. KF2 is co-op. Stick to the team.
  2. Focus one big ZED at a time. Do not enrage two Scrakes at once. Kill weak ZEDs first, then big ones if you have room.
  3. A good tactic is holding a spot where each person watches a sector.
  4. Do not run around in confusion. Stand and shoot what approaches. Type heavy ZED names in chat (SC or FP).
  5. Sprint, also backwards, so you can kite and kill slowly.
  6. If your hold is flooded and everyone is dying, run.
  7. When five or fewer ZEDs remain, go to the trader to shop and return, or sweep the map for ammo and weapons.
  8. The first three waves have no heavy ZEDs, so the starting weapon is enough and you save a lot.
  9. If you are about to die, die holding your most expensive weapon so it remains on the floor for the next wave.
  10. Do not chase first place on the scoreboard.
  11. Do not cheat levels. A max perk in an hour means little if you do not understand ZED mechanics.
  12. If a friend dies and leaves a weapon, pick it up and return it. Never sell it without consent.
  13. Always buy armor. Even if you are saving for a big gun, spend the three hundred.
  14. If a Berserker is running at a target, let him kill it.
  15. Do not switch perks too often. Pick the perk the team needs, such as Medic when people keep dying or Support when you need something for SC and FP.
  16. If you are the last survivor, stay calm, keep moving around the map, and leave the strongest ZEDs for last.
  17. Pick up ammo or armor only if nobody on the team needs it more.
  18. The more weight you carry, the slower you are.
  19. Plan purchases in advance.
  20. Do not weld doors needlessly. A broken door cannot be rewelded for the rest of the match, and a grenade thrown at a welded door may blow it open.
  21. Do not set SC or FP on fire unless the team is ready, or you can cause a loss.
  22. Communicate. Press T to thank people, warn about SC and FP, or ask for money.
  23. More players mean more ZEDs in a wave, with more HP.
  24. Harder difficulties bring more heavy ZEDs with more health and damage. On Suicidal and HoE they are also faster with extra attacks (a Husk gets a close-range flamethrower).
  25. Thank people who save or help you.

Weapons

  1. Aim for the head.
  2. Do not spray, save ammo.
  3. Reload often.
  4. Your own grenades can kill you.
  5. Grenades do lots of damage, but not near a Siren, whose scream destroys them. Kill Sirens first. A Medic can then throw a healing grenade.
  6. Buy mostly weapons for your own perk to use its bonuses.
  7. Any bladed weapon (even the knife) can block. A well-timed parry briefly staggers a ZED, great against SC and FP, but harder to learn.
  8. A bash with the weapon butt interrupts SC, FP and weaker ZEDs and staggers them.

Healing

  1. Heal teammates who are low. You get dosh and maybe Medic XP. If you are in danger, save yourself.
  2. With a Medic on the team, stay near him and heal yourself sometimes, since his darts recharge slowly when he protects the whole team. If a Medic grenade throws blue smoke, step into it.
  3. If you have a free slot, buy the Medic pistol to help heal. It is much stronger than the 9mm.
  4. Healing is far more effective on teammates than on yourself, so heal each other.

Money

  1. Give money to others, even part of it helps.
  2. If you have none, ask in chat with an exact amount rather than a plain "pls money".
  3. To save early, use the knife and pistol in the first rounds.
  4. To earn extra, search the map and sell found weapons at the trader.

Perk notes

  • Support: shotgun specialist, the best perk for quickly killing SC and FP (the AA12 is lethal but has little ammo), bonus to weld and unweld doors, stronger grenades.
  • Commando: assault rifles, easily kills small ZEDs, sees Stalkers and enemy health, longer ZED time, more health with level.
  • Berserker: bladed weapons, kills anything, and defends well. His hammer is lethal. EMP grenades slow and damage ZEDs and temporarily cancel the rage of SC and FP. Fast, resistant to Bloat bile and Siren scream.
  • Medic: healing. His shotgun is similar to the AA12. Grenades heal teammates and hurt enemies, use them only in emergencies. A Medic with armor can stand between players and SC or FP to absorb damage. Faster and stronger syringe, bile resistance, more armor with level.

Enemies

More players means more ZEDs with more HP.

Clot Clot: grabs you, which turns the camera, and can get you killed if an SC or FP is near.

Cyst Cyst: a slower, clumsier Clot.

Slasher Slasher: a faster, stronger Clot.

Stalker Stalker: invisible and acrobatic. Commandos can see her.

Crawler Crawler: spider-like and jumpy, appears in groups.

Gorefast Gorefast: runs and slashes once it has seen you for a while, and can still attack after losing its head.

Bloat Bloat: vomits to blind you, melee with a meat cleaver. Bile makes other ZEDs attack him.

Husk Husk: fireproof, fires flame rockets, charges and explodes at low health.

Siren Siren: kill her fast. Her scream damages players and destroys grenades.

Scrake Scrake (SC): attacks when you get close, and below a health threshold keeps attacking. It has 50 percent explosive resistance.

Fleshpound Fleshpound (FP): rages after a while without fighting, calms after 10 seconds, vulnerable to explosives.

Hans Volter (boss, final wave)

Hans Volter Hans Volter. His color shows his health stage.

  • Phase 1, green: fires submachine guns. Watch for green-smoke gas grenades, which can kill quickly.
  • Phase 2, orange: after enough damage he drops smoke grenades and picks a target to drain 60 health. While draining he is invulnerable and when running to the victim he has about 80 percent resistance, so do not waste ammo and heal the victim instead. After the drain he gains melee and explosive grenades (red glow) and uses more grenades.
  • Phase 3, red: more aggressive, chases and slashes players while throwing grenades. You can try parrying with a bladed weapon. Killing him ends the match.

Listen to his voice lines, since he repeats the same line before each grenade type. A few basic ZEDs appear during each heal, so clear them so a Clot does not grab you. Fight in a larger area with cover and do not stay in one room.

FAQ

How should a complete newcomer start?
Check the key bindings, play at least one solo game to learn the ZEDs and weapons, try each perk, then join a Normal multiplayer game of ten waves, preferably one that has not yet started.
What should I always buy?
Body armor. The guide insists on it every time, even when saving for a strong weapon, because dying costs more than the armor price.
Should I rush the top of the kill leaderboard?
No. The guide says the game is about cooperation, not scoreboard position, and that leveling fast does not make you a better player if you do not understand ZED and perk mechanics.