Getting Started

How Not to Suck at KF2: Teamwork Rules and Tips for Every Perk

This page paraphrases an early community guide (written when the game had two bosses, Hans Volter and the Patriarch) with simple rules for being a useful teammate. See also KF2 beginner basics for a general introduction.

Playing together in KF2 Surviving is a team effort.

Nine rules for the team

  1. Always watch your back. Zeds spawn everywhere and will kill you if you ignore it.
  2. Help players in danger, but do not get grabbed by Clots yourself; that only wastes a slot and gives you more Zeds to fight.
  3. Heal other people. You earn money for healing teammates.
  4. Defend each path with one or two players. Standing in one place and killing everything from one direction leaves no escape route and does not cope with Fleshpounds or Scrakes. Two players per path let one tank and the other heal or burst.
  5. Do not be afraid to pick Medic, and do not blame the Medic. The Medic has three healing weapons (SMG, shotgun, assault rifle) that deal real damage. If you are not healed, consider whether the Medic is busy or new, and offer advice instead of insults.
  6. Do not waste ammunition. Do not shoot headless Zeds and aim for the head; save explosives for big groups.
  7. Be nice to your mates. Use voice chat or text chat; teams that do not communicate lose boss fights more often. Leave ammo boxes to perks that need them, help others, do not steal every kill, and share money, especially with newcomers.
  8. Play aggressively where it counts. In the boss fight everyone must tank a few hits so the rest can shoot; the Medic stays behind everyone. Running around at a safe distance wastes shots and makes the Medic lose track of the team. Still, keep your focus and always know your escape routes.
  9. Know your boss. Hans Volter and the Patriarch have different abilities.

Defending different paths Split into small groups to cover separate Zed paths.

Being kind to teammates Communicate and share.

Perk notes

Berserker. Always tank Scrakes, Fleshpounds and the boss. Share money (you need only one or two weapons), leave ammo boxes for others, stay with the group and use grenades on large Zeds.

Berserker Berserker.

Commando. Focus on small Zeds rather than Scrakes and Fleshpounds, always aim for the head, share money after wave 7 and keep your best two weapons since ammo runs low. Spray only when the target is in front of you. Suggested path: starter weapon until wave 2, Bullpup until wave 6, then SCAR and AK-type rifle (or sell the starter and wait for the Bullpup).

Commando Commando.

Medic. Carry more than two healing weapons, throw grenades when a Fleshpound or Scrake enrages, heal players drained by Hans Volter, keep your team in sight and heal until they are full. Shooting Fleshpounds and Scrakes in the legs makes them stumble.

Medic Medic.

Firebug. Ammo is scarce, so carry two weapons, do not waste it on large Zeds (leave them to the team) and use the starter weapon until you buy the flamethrower. Good pairs are flamethrower plus fire shotgun, or Microwave gun plus fire shotgun. Scrakes are weak to the Microwave gun.

Firebug Firebug.

Demolitionist. You eat ammo boxes, so talk with the team. The pistol has a small delay. Use RPG rockets for direct hits and one C4 per Scrake or Fleshpound; an undetonated rocket to a Scrake's head nearly kills it. Early game: knife in the first wave with a premade team, pistol in waves 2 to 4 aimed at the head, no auto-fill until wave 4, grenade pistol in waves 4 to 8, RPG plus C4 after wave 8. You may swap the grenade pistol for dual 9mm if comfortable. Against the new boss, stick C4 on him and follow him when he goes invisible.

Demolitionist Demolitionist.

Support. Best at bursting groups and large Zeds without overspending on Scrakes and Fleshpounds. Stand close to land every pellet, use the starter weapon until wave 4 then buy the double-barrel, save for the AA12 and sell the starter weapon. Double-barrel plus AA12 can burst any Zed.

Support Support.

Gunslinger. Always headshot; body shots waste scarce ammo. Single guns suit big Zeds, duals are flexible but harder to aim (use the middle mouse button for better aim). Line enemies up so one Magnum shot hits several. Carry 3 duals or 3 to 4 single guns (Magnum for big Zeds, Desert Eagle for both, M1911 for small). Magnum and Desert Eagle slightly knock back Scrakes and Fleshpounds, giving 2 to 3 seconds; tell the team. The author buys a Desert Eagle in wave 3 for Sirens, a Magnum around wave 5 for the first Scrake, then upgrades to duals. Without duals take three single guns and the Katana, which can block.

Gunslinger Gunslinger.

General tips

  • Do not use auto-fill when short on money; choose what to refill.
  • Any perk should buy the medic pistol: free XP and money, and it helps your Medic.
  • Hit a nearly dead Zed once for free XP.

FAQ

Should I stand in one spot and kill everything from one direction?
The guide advises against it: there is no escape route and Fleshpounds and Scrakes can break the position. Split into groups of one or two players covering different paths.
Why play Medic?
The Medic has an SMG, a shotgun and an assault rifle that all heal, deals solid damage and earns money by healing teammates.
Should I play aggressively?
In the boss fight yes, to a degree: everyone should take some hits so that the rest can keep firing, with the Medic staying behind the team.