KF2 Tips for New and Average Players: Top 10 Rules
A short list of habits that make a Killing Floor 2 lobby run smoother. It was written in early 2016 for newer players, but the advice is for everyone. The ten rules are listed from #10 down to #1.
The ten rules
- #10 Use your other buttons. The flashlight is on F: use it, but take turns, because it has to recharge. V is the stun/bash: use it when cornered or when you have no time to reload. Berserkers should hold doorways and crouch-stun Fleshpounds.
- #9 Aggro to save. If a teammate is about to die and you are healthy, step in and take the hit.
- #8 Use downtime. If you are full on ammo and the trader is about to close, weld doors in the late waves (8, 9, 10). It is simple crowd control.
- #7 Share the experience. Hit Clots with a pistol without killing them and let a partner finish them so both of you get XP, best done in early waves. Higher-level perk skills also share bonuses with nearby squadmates, so stay close in late waves.
- #6 More than a medic. Medics should buy and use the small armor and healing perks between waves and during fights, which saves dosh for better weapons.
- #5 Death is expensive. If you get split off, switch to your most expensive weapon: when you die you drop it, and you can run back to pick it up before the trader closes. Good teammates will pick it up and drop it again to "refresh" it, or carry it to the trader for you.
- #4 Late arrivals need dosh. You do not keep dosh after the boss (unlike KF1), so after buying your weapon, give spare money to the medic or anyone in need. A level 10-20 medic should be handing out armor.
- #3 Get rid of "that guy". The vote-kick button exists for a reason.
- #2 Never leave someone alone at the trader.
- #1 Never run away from a Fleshpound with your back turned. He hops three times. Move into him, melee, and let teammates with explosives or heavy weapons (the AA-12 is mentioned) finish the job.
Communication
Use a mic if you have one, or type quickly. T opens chat; type SC for a Scrake or FP for a Fleshpound. With a mic the push-to-talk key is Caps Lock.
Perk roles
- Berserker, Demolitionist, Support: you are crowd control. Help overwhelmed players before Gorefasts cut them up. Berserkers should side-swing the sword, Support should use the shotgun and grenades.
- Medic: the toughest job. Balance healing others, protecting yourself and healing yourself while shooting Scrakes in the legs and Fleshpounds in the face, preferably in that order.
- Commando and Gunslinger: aim for the head. Commandos are the ones who usually extend Zed Time, and at higher levels choose between single fire and faster auto fire (the author prefers auto). Advanced Gunslingers should use the Rack 'Em Up option; if you cannot keep composure, use chest shots with leg stumble combos. Gunslingers should keep away from most ZEDs because their maximum health is only 100.
- Firebug: use the microwave gun to control crowds and cook large ZEDs. Stumbles are your friend, and lighting the ground in front of ZEDs works well because splash plus direct damage gives great DPS.
- Everyone: even non-medics should carry a medic pistol. It costs only 200 dosh and is very useful later.
ZED priority (author's order)
- Fleshpound
- Scrake
- Bloat (removes armor and blinds you)
- Siren (removes armor)
- Husk (suicides in your face)
- Gorefast
- Stalker
- Crawler
- Clot
This is not a definitive guide, just a starter set of mechanics. For more beginner material see KF2 beginner basics.
FAQ
- Which ZED should I kill first in KF2?
- The guide ranks Fleshpound first, then Scrake, Bloat, Siren, Husk, Gorefast, Stalker, Crawler and Clot. Anything above a Clot is a priority target.
- How do I warn the team about a Scrake or Fleshpound?
- Press T and type SC for Scrake or FP for Fleshpound, then press Enter to close the chat box.
- What should I do when my teammate is about to die?
- If you have a full health bar, take the hit for them and draw aggro away.