Tactics

KF2 Hell on Earth Team Compositions: Commando/Berserker/Medic and Support (CN)

This is a translated and condensed Chinese guide to Hell on Earth tactics from the early days of Killing Floor 2, built around two six-player team compositions. Weapons and skills reflect that early build, so use it as a way of thinking about role splitting. For other team-play material see Hell on Earth camping spots by map and simple team survival rules.

Plan one: Commando, Berserker and Medic

Team makeup: 2 Commandos, 2 Berserkers, 2 Medics. In a six-player team, each Commando, Berserker and Medic trio covers one direction.

  1. Berserker. Loadout: hammer (the Pulverizer) plus SCAR; skills 2, 3 and 4 on the right side. Keep grenades full for Scrake rounds. Crouch at the junction and hold the line; the Berserker's damage reduction and stagger-resistance skills let him take hits without flinching, though he must still back off when his health is low.
  2. Commando. AK plus SCAR, with faster reload and sustained-fire skills. While the Berserker holds the line, watch for elite small ZEDs such as Fleshpounds, Sirens and fireball throwers (Husks), which a Berserker handles poorly, and help clear the small ZEDs.
  3. Medic. The first gun from the shop should always be the 1500-dosh medical rifle; later consider giving one Medic a hammer. Take the armor skills (the ZED sedation dart skill may work wonders).
  4. Killing a Scrake. Everybody: a Scrake is coming; the Commando, Berserker and Medic trio get ready. The Berserker throws an EMP to freeze the Scrake, then all three focus the head. Easy! But did you clear the small ZEDs next to it? What if a Siren eats the grenade, a fireball pushes the Scrake, you stand too close when it attacks, the headshot fails, the Berserker is out of grenades, or you must choose between Fleshpound and Scrake first? Once the questions are listed, the answers are obvious.
  5. Killing a Fleshpound. Explosive weapons are the most efficient. In the current version the hammer and the Commando's high-explosive grenades work best against Fleshpounds. With 2 Commandos, 2 Berserkers and 2 Medics you have 10 high-explosive grenades and 3 hammers. When a Fleshpound comes, the Berserker engages while the Medic keeps him healed; the Medic throws a healing grenade at the advancing Berserker, which both blocks the path and heals. Hold the line, and after throwing grenades the Commandos keep killing small ZEDs in their sector. Same question list: have you cleared the small ZEDs, what if someone dies, must you block every attack, which first?
  6. Economy. Get the best equipment first. Hand out money in the order Medic, Commando, Berserker. When you have bought everything, drop the leftover dosh; someone else may need it.

Plan two: Support, Berserker and Medic

Team makeup: 4 Supports, 1 Berserker, 1 Medic. Suited to defending a single spawn direction with plenty of firepower and ammo, but it lacks staying power against Fleshpounds.

  1. Support. Carry the AA12 plus a hunting shotgun; every Support takes the ammo resupply skill and the carry-weight skill to hold three weapons. Four Supports stand in a crossing pattern for overlapping fire and cover, using shotguns and grenades on hordes. Resupplying each other with ammo is very effective: carrying three shotguns gives three resupplies, roughly (20+8+4) x 3 = 96 rounds, plus 4 grenades.
  2. Berserker. Hammer plus nail gun; skills 2, 3 and 4 on the right side; keep grenades full for Scrake rounds. Hold the junction; Support firepower reduces pressure on him, and he needs ammo and grenade resupply from the four Supports.
  3. Medic. Medical rifle plus hammer; armor skills (the ZED sedation dart may be excellent). Keep the Berserker safe; the Supports' heavy firepower reduces incoming damage, and the Medic's top job is stopping teammates from dying in danger. Do not save healing grenades: the Support resupply skill gives the Medic 4 per wave.
  4. Killing a Scrake. Method one: the Berserker flanks and the Supports kill it instantly with the AA12. Method two: a Support flanks and then everyone focuses the head. Method three: the Berserker throws an EMP and everyone focuses the head. The same questions apply: small ZEDs, sirens eating grenades, fireballs, standing too close, failed headshots, grenades running out. Asking the questions matters more than explaining each one.
  5. Killing a Fleshpound. Only the Berserker and Medic have hammers, and there is only one Berserker, so Fleshpounds put huge pressure on the team. The Medic throws grenades to block the path and heal, and the Berserker kites. Some Supports handle small ZEDs while others throw grenades; everyone must stay in position. In narrow spaces prioritize the Scrake with the Supports, while the Berserker handles the Fleshpound. Watch your health and let the Medic rescue. Escaping is necessary: retreat together, especially when fewer than 50 ZEDs are left, to avoid needless deaths.
  6. Resupply. Early on teammates use the Support's resupply to save ammo money; later, use it only when you are completely out of ammo. With the carry-weight skill buy AA12 plus double-barrel plus single-barrel shotgun: more weapons means more carried ammo and a bigger resupply. Keep the AA12 for large ZEDs and use the double barrel with the single shotgun for small ZEDs.

FAQ

What are the two recommended team setups?
Plan one is 2 Commandos, 2 Berserkers and 2 Medics; plan two is 4 Supports, 1 Berserker and 1 Medic.
How does the team kill a Scrake in plan one?
The Berserker throws an EMP grenade to stun the Scrake, then the Commando, Berserker and Medic all focus its head.
Which setup is better at killing Fleshpounds?
Plan one, because explosive weapons are most efficient against Fleshpounds. The Support team has plenty of ammo but weaker staying power against Fleshpounds.