KF2 General Tips: 41 Rules to Be a Good Player
This is a short collection of general rules for Killing Floor 2, written for beginners and intermediate players (the original note says it may be outdated). It covers attitude, teamplay, per-perk jobs and a few tactical notes, followed by extra community advice.
The 41 rules
Preparation
- Make sure the game runs smoothly and you know your key binds; an SSD install is recommended.
- If you used Super Perk Training, open the console with F3 and type
resetstats "steamname", then start normal games from Hard. - Focus on one perk (for example Berserker) and master it, then learn others later, even disliked ones, to know their mechanics.
- Forget XP; mastering a perk takes much longer than reaching level 25.
Attitude
- Having the most kills does not make you the best player. Do not play hero; the real hero gets the job done.
- Respect others and communicate, at least with quick commands. Do not argue; if the team does not click, leave and find another.
- You are not perfect even if you feel skilled. Listen to criticism.
- Do not quit mid-game. Do not tell others what to do after you die. Ask questions, do not be rude, do not spam chat or voice.
- Do not go Hell on Earth until you have about 100 hours on Hard or Suicidal. In your first HoE games follow the Medic or Berserker, tell the team you are new and listen.
Teamplay and economy
- The game is about teamwork: watch your mates and help them. Stay close and do not run around during waves.
- Share dosh instead of saving it, especially with the Medic in early waves, and do not waste cash. Do not buy kevlar until you have spare cash and the team has what it needs.
- If a teammate dies, give his weapon back and never steal it. With many ZEDs left, "refresh" it by picking it up and dropping it so it does not vanish.
- Use your syringe to heal others. Always buy a medic pistol if you can, especially as Berserker.
- Protect Medic, Demolitionist and Sharpshooter so they can do their job.
- Learn maps, spots and techniques, and play long (10-wave) games. If no one leads, guide the team yourself.
Combat
- Save ammo, aim for the head, learn weak points.
- Do not aggro Scrakes or Fleshpounds when they target someone else.
- Do not fire or nuke big ZEDs unless forced; they resist fire strongly. Do not throw explosive grenades at them (see below).
- On the boss wave focus on staying alive and attack when safe.
- Try not to kill the last remaining ZED, to give yourself time to reach the trader.
- If you are the last one alive, run a set path, kill only the ZEDs in front of you and stay calm.
- Avoid unnecessary risk, and play with headphones to hear ZEDs and their exact positions before you see them.
- Do not weld the doors (see below).
What each perk does
- Berserker: tank and kill trash.
- Commando: extend Zed Time and kill trash.
- Support: support the team and kill trash.
- Medic: heal, kill trash and tank.
- Demolitionist: kill medium and big ZEDs.
- Firebug: kill trash and protect Medic, Demolitionist and Sharpshooter.
- Gunslinger: kill all types of ZEDs.
- Sharpshooter: kill medium and big ZEDs.
- SWAT: kill Scrakes and trash, and tank.
- Survivalist: can do everything.
Finally: have fun.
Community advice
- When things get rough, navigate the team or follow it around the map in a loop (kiting) to keep distance from the swarm. See the kiting guide.
- Against several big ZEDs, take Fleshpounds first, then the chasing regulars, then Scrakes one at a time, so they are not all raging together.
- Do not kill trash in front of a Commando during Zed Time; he needs it to extend the effect.
- Crouch when standing in front of a teammate, and choose your perk based on team composition.
- Know your weapon drop key so you can drop everything before dying. If you must leave, sell your stuff and give cash away.
- Close doors behind you while fleeing to gain seconds.
- As Sharpshooter or Demolitionist do not shoot everything: running out of ammo can be fatal on Hell on Earth.
- Help a flank that has fallen behind rather than overkilling another.
Extra notes
Doors
Welding doors is of little use to a generic player, who can only wait until ZEDs break through. Doors are better used to slow ZEDs while kiting and should not be destroyed for no reason. A few techniques make welding useful: a Demolitionist trap followed by nuking the door, a Medic using grenades, or fast welds to slow ZEDs. Some players destroy doors to widen view. For beginners it is simply better not to weld.
Explosive grenades against big ZEDs
Numbers given are for 6-player Hell on Earth. A Fleshpound has 5310 body HP and 1716 head HP, with a -50% explosive resistance modifier. A Scrake has 3569 body and 1584 head, with 60% explosive resistance. Support frag grenades deal 200 max, Commando HE grenades 300 and Gunslinger nail bombs 100. If a Support throws all 5 grenades, the best case is about 1.5k damage to a Fleshpound or about 600 to a Scrake. In practice it is 50-70% of that, roughly 750 to a Fleshpound or 300 to a Scrake, while also aggroing them and making them harder for Demolitionist, Sharpshooter, Gunslinger or Commando to kill. The calculation is simplified, but the conclusion holds: throwing grenades at big ZEDs is pointless. Demolitionists should use theirs to stun them.
Related: beginner basics and team composition and roles.
FAQ
- When should I move up to Hell on Earth?
- The guide suggests not before about 100 hours on Hard or Suicidal, and following a Medic or Berserker in your first Hell on Earth games.
- Should I weld doors in KF2?
- For newer players the author says no: welding mostly means waiting until ZEDs break the door. Doors help most when kiting, and welding is useful in special setups like a Demolitionist trap.
- Are grenades good against Scrakes and Fleshpounds?
- Not for Support, Commando or Gunslinger. Their grenades deal little damage to big ZEDs due to resistance and only aggro them. Demolitionist grenades should be used to stun them.