KF2 Early Access Basics: Classes, Zeds, Team Setup
This early-access guide explains the four starting classes, the common zeds, a looting routine and a team setup, written when only four perks and one boss existed. Details have changed in later patches, but the reasoning about roles still helps. For the up-to-date basics, see KF2 beginner basics.
What the classes do best
- Commando: crowd control. Runs around the team to keep crawlers, clots, gorefasts and stalkers off the Supports so they can focus. Has a health bonus and can tank a little, but not a Fleshpound. Better grenades and lots of ammo mean a decent Commando rarely needs spawned ammo: leave the boxes for the Supports.
- Berserker: powerful and agile. Fast, resists clot grabs with the right perk, can hurt heavy zeds and block attacks. Demanding to play, but he stays in the fight however long it goes. Do crowd control when idle and be ready to help against Fleshpounds and Scrakes.
- Medic: one of the most important classes. A good Medic keeps the team alive indefinitely, and with the medic pistol, SMG, shotgun and assault rifle he can also deal solid damage and handle Husks and Sirens. Use homing darts for range and medic grenades when time is short. If one medic weapon runs out of healing juice, switch to another. Prioritise those tanking Fleshpounds, Scrakes or the boss. Extra armor makes the Medic a decent tank.
- Support: the hard hitter. Shotguns kill Sirens and Husks fast, but ammo is limited, so do not waste it on clots and crawlers. Stay where teammates can cover you. Supports have first call on ammo boxes and should not tank heavy hitters; keeping them alive matters to the whole team.
Zeds and how to deal with them
- Clot: basic, sometimes fast, grips and holds you while others eat your brain. Easy for everyone.
- Gorefast: faster than a clot, hits hard with a blade, no grab. Takes torso damage but dies to a headshot. Comes in packs of three or more.
- Crawler: from wave 2. Crawls out of vents and manholes, attacks from behind and finishes wounded runners. The Commando's main target.
- Stalker: invisible, attacks in small groups, dodges. Commandos see them at range, and the level 5 Commando skill lets teammates see them too.
- Siren: medium zed whose scream ignores armor and hits HP. Stay at range; best handled by Support, Medic or Commando.
- Husk: medium zed with a rocket launcher. Ranged shots can be dodged, close attacks are dangerous. Support, Medic and Commando handle it.
- Scrake: chainsaw heavy that rages when shot and sprints with spin attacks. Best damaged by Support, with team effort.
- Fleshpound: stronger and faster than a Scrake, flashes red before charging. Needs the whole team's attention; if two Scrakes and a Fleshpound come, deal with the Fleshpound first.
Looting and basic gameplay
- In wave 1 rush for kills and weapons; nothing dangerous spawns. Pick up whatever you find (Katana, AR-15, shotgun, shovel).
- At the first trader sell the picked-up weapons and aim for at least 800 dosh. A tier 1 weapon costs 650. Armor is usually a waste of money this early.
- Shop quickly, then use the rest of the trader time to sprint around the map and loot ammo, weapons and vests. Avoid taking ammo during a wave unless you are the Support.
- When 3 to 5 zeds remain, head to the trader and let them come to you. This gives you about 45 free seconds of looting before the next wave.
- Done well, you rarely need to buy kevlar and have two top-tier weapons by wave 3 or 4. Once geared with full ammo and armor and still carrying money, give it to someone who needs it, for instance a Support without an AA-12.
- When the big zeds arrive, choose a big open area with at least three escape routes and further branches. Defence of a single spot is much harder in KF2 than in the first game, and chaos will eventually scatter the team.
Hans Volter
The author describes him as the toughest enemy so far: a deranged WW2 scientist kept alive by chemicals, who telegraphs his attacks with voice lines.
- He throws nerve gas and grenades, fires dual StG44s and charges in melee. When you hear him talk about nerve gas or explosives, move; when he talks about shooting, take cover; when he sprints, a shotgun blast to the face makes him stumble.
- He tries to heal three times by throwing smoke, hunting down a player and draining them. Do not shoot then; a Medic should heal the victim from a distance.
- You cannot tank him. Never leave a teammate unprotected. After his last heal he goes berserk and picks off players one by one, so stay together. Welding doors is useless against him.
- Ammo is the real issue. Supports should use the double-barreled shotgun early and save AA-12 ammo for the end; more Supports make it easier. The glowing chest device is rumored to be a weak spot.
- Rules: stick together, play your perk role, use eyes and ears to anticipate attacks, keep your distance.
Team setup
For a six-player team the author used this progression:
| Stage | Team |
|---|---|
| Start | 3 Commandos, 1 Medic, 1 Support, 1 free pick |
| From wave 4 | 3 Supports, 2 Commandos, 1 skilled Medic |
| Boss wave | 4 Supports, 2 Medics (medic shotgun and assault rifle) |
FAQ
- What team does the guide suggest for the Hans fight?
- Four Supports and two Medics (with medic shotgun and assault rifle), after moving from an early 3 Commando, 1 Medic, 1 Support, 1 Berserker layout to 3 Supports, 2 Commandos and 1 skilled Medic around wave 4.
- How much money should you aim for at the first trader visit?
- At least 800 by selling picked-up weapons, since a tier 1 weapon costs 650 and you want some left for ammo.