Tactics

KF2 Hell on Earth: Team Setups for Outpost, Biotics, Paris

A short May 2015 guide, written in Spanish, for surviving waves of ZEDs on Hell on Earth with a full team of level 25 players on three early maps. It is team-oriented and tells each perk where to stand. The author expects the boss to be easy if the team makes it through all the rounds.

Outpost

Outpost team setup Outpost, near where the players spawn.

A good spot is where the players spawn. Working together the team can reach the final wave and the boss.

  • Berserker: stands at the entrance where most ZEDs arrive, with the main goal of taking the hits so that nothing gets through to teammates. The Pulverizer is the main weapon and the Nailgun optional. A second Berserker covers the back, where ZEDs coming from above arrive. They are weaker there, so it is less of a problem.
  • Medic: the top priority is healing the Berserker and helping regenerate his armor. The Medic's main weapons are the assault rifle and SMG.
  • Commando: strong at range, helping at the main position with Husks and Sirens and using the skill that lets teammates see Stalkers. Do not forget the SCAR-H and the AK-12.
  • Support Specialist: two of them face the most dangerous ZEDs with the AA12 and the double-barrel shotgun, and keep the ammo resupply skill active for the Medic and Commando.

For the boss fight, the trucks are a good location.

Outpost boss fight at the trucks The truck area for the boss fight.

Biotics Lab

Biotics Lab overview Biotics Lab holding area.

ZED waves arrive from three main points, besides those that come down the stairs and a few Crawlers that come out of the air ducts. The door by the stairs should be welded so ZEDs are directed past the trader.

  • The Medic is essential here, healing and knocking down ZEDs and helping Supports save ammo for the nastier ZEDs.
  • The Commando again works from range and prioritizes targets by reading ZED health bars.
  • The shotgun players handle the heavy ZEDs when needed.

Biotics Lab fallback tunnel The tunnel for falling back.

At some point so many ZEDs may arrive that the team is pushed back. Use the tunnel and take whichever positions suit best, then return to your original positions afterwards.

Burning Paris

Burning Paris room The room with three main entrances.

This room has three main entrances through which nearly all ZEDs arrive. Weld the back hallway door to prevent leaks. Only the upper respawn remains, where the Medic stands.

Burning Paris firing line Layout from the main firing line.

You can use combinations for more effectiveness by attacking from the main firing line, which leaves more room to fall back when the ZEDs cannot be held for certain periods.

For more map-by-map material see defense spots on official maps and HoE camping spots by map.

FAQ

What team level does the guide assume?
Everyone at level 25 for best efficiency, working together to reach the boss. After a full set of waves the boss should not be a big problem.
Where should the team fight the boss on Outpost?
Near the pickup trucks, which the author considers a good spot.
What should be done with the stairs door on Biotics Lab?
Weld the door by the stairs so that ZEDs are routed past the trader, in addition to the ones coming down the stairs and a few Crawlers from the air ducts.