KF2 Common Beginner Mistakes: Dosh, Rage and Perk Etiquette
This guide is aimed at beginners, and perhaps experienced players too. It separates innocent mistakes from rude ones, then lists errors by perk.
Innocent mistakes
- Not understanding Scrake and Fleshpound rage. They become enraged after enough damage, moving faster and hitting harder. A Scrake stays raged once its threshold is passed, so avoid it until teammates are nearby or you are sure you can take it alone (most players leave Scrakes for last). A Fleshpound enrages through damage or automatically 10 to 14 seconds after it gets line of sight on a player, but it cools down after it damages a player. Its ground pound warning animation can be skipped if you keep dealing damage while it attacks, so do not attack it right after it has hit you or a teammate.
- Not buying a Medic Pistol. For 200 dosh and 1 kg it is one of the best purchases. Under the cross-perk system you can also carry a medic weapon your perk buffs: a Support can use the HMTech-301 shotgun and gain damage on top of healing. Use up most of the ammo so it pays for itself.
- Buying armor early. Armor is a luxury for later waves. Build your weapon loadout first.
- Buying weak weapons instead of saving for a high tier one. Save for the most expensive weapon first. The exception is Endless going into the boss wave without enough for the best one.
- Not using up ammo on a weapon you plan to sell. Unused ammo is wasted dosh. This matters for stopgap weapons like the Support's SG-500.
- Buying more ammo than the next wave needs. Aim for about 50% early, rising to 66% and 75%. Late with lots of dosh, press Fill, but share leftover dosh first so the team has its loadouts.
- Lingering at the trader. Know your end loadout, press Auto-Fill, then vote to skip the trader (hold F1, or press F4 to start the vote).
- Searching for your lost weapon when dosh is plentiful. In late Endless it is better to buy another weapon than to go into a wave without ammo or armor.
Rude mistakes
- Enraging Scrakes and Fleshpounds you cannot take down. At least call for help (Request Help) and wait.
- Enraging them when they are not targeting you. If a teammate is not shooting it, they are probably not ready; wait for them to fire first.
- Continuing to fire at a Fleshpound that was about to calm down. Stop shooting when it is about to hit your teammate so it calms again.
- Picking up and selling other people's weapons, whether they died or are buying extra weapons for the boss wave, unless they say it is fine.
Perk mistakes
Support
Hugging the trader. Support lets others take ammo once per wave. Stand just inside the trader menu zone so people can reach you.
Demolitionist
Same as Support: hugging the trader blocks teammates from getting the free grenade. Stay just inside the trader zone.
Firebug
- Setting big ZEDs on fire makes them panic (hard for teammates to hit weak spots) or rage onto unsuspecting teammates. Tag them with your pistol for XP instead, or wait to see if the team gets a clean takedown and only step in if they fail.
- Jumping into the lane of Precision perks (Commando, Sharpshooter, Gunslinger, etc.), who rely on ZEDs arriving in orderly lines. Go to another area, ideally with other Chaos perks (Berserker, Firebug, Demolitionist).
Berserker
- Jumping into Precision perk lanes.
- Taking ammo boxes from teammates. The box helps others far more.
- Aggroing big ZEDs before others have had a chance at a clean takedown. Step in only if something goes wrong.
- Not sharing dosh after the first wave or two. The Crovel goes a long way, so give dosh to someone else, preferably the Medic. Ask for repayment later.
See also /en/gamedb/killingfloor2/perks/berserker-team-play-grouping-guide/.
Medic
Not focusing on healing. It is fine to want XP, but use the HRG Healthrower (heals teammates and damages ZEDs), throw a healing grenade at a choke point, or spray an SMG or AR at a pack to tag it and let teammates finish it. Assists give full XP.
FAQ
- How does a Fleshpound enrage?
- Either by taking enough damage, or automatically 10 to 14 seconds after it gets line of sight on a player. It calms down once it damages a player.
- Is the Medic Pistol worth buying?
- Yes. It costs 200 dosh and 1 kg of weight, and healing teammates improves the team's chances a lot.
- Where should Support and Demolitionist stand at the trader?
- Just inside the trader menu zone, not hugging the trader, so teammates can interact with them for ammo or a grenade once per wave.