Tips and tricks, and free week
12 years ago
General
Rook here! not as professional as medziner i admit, but here i am. Starting today for 1 week killing floor is free to play, along with its new objective mode, a new unlockable character, and a new weapon DLC, and until July 23rd we are on the ever wonderful, summer sideshow event.
During the week Killing floor is also on a huge sale, dropping it from $19.99 to $3.99 now would be a wonderful time to recommend it to some friends or buy some gifts.
In honor of the summer sideshow event and free week, I'm going to dispense some advice on the game for new players. These tricks are all from my personal experience, so if they don't work for you, try something else, form your own play style.
Things to know for beginning players:
the game is a wave based survival, each wave gets longer and has stronger enemies.
the enemies you will encounter are:
Clot: the cannon fodder, hes weak and hes slow, but he travels in numbers and can grab and hold the player, not letting him move. (this can be countered by killing the clot or jumping away, except on the suicidal and hell on earth difficulties in which the clots grappling prevents you from jumping as well )
due to the clots low health, he can be taken out with a single head shot from the starting pistol, or a couple slashes with the starting knife, and poses no real threat on his own.
the clot looks as such: http://kf-wiki.com/images/7/71/Menu_Clot_1.png regularly or like http://kf-wiki.com/images/6/64/Circ....._Menu_Clot.png during the summer sideshow event.
(it is also important to note that the clot is unable to grapple the berserker class )
Crawler: the Crawler is even weaker than the Clot, however he is capable of catching up and outrunning a fleeing player, making him a hassle when trying to heal after a firefight, the Crawler is low to the ground, making him out of reach for some melee weapons such as the knife unless the player crouches (that doesn't seem like it'd be a problem but it really is ) that coupled with the fact he can spawn in different places than most other specimen, allows him to sneak up on players and get a hit or two in before the player can react. he has a very small hit-box on his head, so getting head shots is a little difficult, however the crawler can still easily be killed with the starting pistol.
the crawler appears as http://kf-wiki.com/images/3/38/Menu_Crawler_1.png regularly and as http://kf-wiki.com/images/7/76/Circ.....nu_Crawler.png during the summer sideshow
(for head shotting the summer sideshow clot, aim for the head that is right side up )
Gorefast: his name is a brief summary on its own, he walks slowly until he sees a player and then begins to run, once spotted he will outrun a player easily, and he is tied for 4th on highest melee damage. aside from his charge towards the player, he lacks any special ability, his body is can take a small pounding from weaker guns, but he can still be killed in a single head shot from the starting pistol
he is http://kf-wiki.com/images/b/b4/Menu_Gorefast_2.png regularly or http://kf-wiki.com/images/b/b9/Circ....._Gorefast1.png for the summer sideshow event. (take note; that while he still takes full head shot damage, the summer sideshow Gorefast cannot be decapitated )
Stalker: less health than the Clot, but more than the Crawler makes it pretty easy to kill, however, it is almost entirely invisible until i gets within a few feet of the player. The only ways to see a Stalker before it can hit you, are to pay close attention to the scenery, if you have a sharp eye you can see a faint shadow, as well as the Stalker continues to make noise while camouflaged. (although gunfire and other specimens noises can easily cover that up)
the stalker appears as http://kf-wiki.com/images/6/6d/Menu_Stalker.png normally and as http://kf-wiki.com/images/9/90/Circ.....nu_Stalker.png during the summer sideshow (note, the summer sideshow stalker has a gold shimmer while camouflaged making it very easy to see )
(also note: while playing commando class Stalkers glow a bright red, the distance distance at which they start to glow red depends on the level of the commando )
Bloat: a huge enemy with the 5th highest total health. his body will take repeated fire, but his head is on par with the weakest in the game, making him an easy head shot death. The Bloat also happens to be the slowest specimen in game. the bloat does have an ability that can cause a lot of damage, he will puke on the player, his puke will do severe damage and obscure the players vision, making it difficult to get away without running into even more enemies.
the bloat appears as http://kf-wiki.com/images/a/ab/Menu_Bloat.png normally and as http://kf-wiki.com/images/8/85/Circ.....Menu_Bloat.png during the summer sideshow event.
(worth noting is that both the medic and berserker class's both have reduced damage from Bloat bile, although both still get the obscured vision, and while wearing combat armor removes the the obscured vision, but the bile will erode the armor quickly, and the screen will still shake )
Husk: one of the only ranged enemies in the game, he has the 4th highest health of all the specimen. He launches a semi-fast fireball at the player, the Husk has very poor accuracy, and once he begins to prop a shot, he cannot move where he was aiming, this makes the fireballs fairly easy to dodge if the player is paying attention. if the fireball manages to land close enough, it will cause splash damage and light the player on fire dealing some continues damage for a few seconds after being hit. The Husk also has a very thick head making him difficult to kill with a head shot with anything other than the large sniper rifles.
the husk looks like http://kf-wiki.com/images/5/53/Menu_Husk.png regularly and as http://kf-wiki.com/images/7/79/Circ.....Menu_Husk2.png during the summer sideshow event
(it is worth noting the Husk has a crazy 75% resistance to all fire damage, making the firebug class nearly useless damaging him; although the firebug also gets a huge resistance to fire depending on the players level, making the Husk unable to damage the firebug as well, and that the summer sideshow husk also cannot be decapitated, like the gorefast)
Siren: arguably the most deadly class, the Siren will scream dealing severe damage to anyone within the very far range of the scream. the range of the scream is noted by a dark red aura that expands rapidly from the Siren. The scream will not damage through doors and walls even though the scream can still be heard, and the aura will still be seen. Aside from damage, the scream will also destroy all explosives, thrown, placed, or shot, and will shake the screen violently, making aiming impossible. The Siren also has a tendency to hide behind other specimens making taking it out before it can scream a little difficult. the Siren has medium health, although its head is nearly indestructible, its much easier to just aim for the body
the siren looks like http://kf-wiki.com/images/c/c6/Menu_Siren_2.png normally, and like http://kf-wiki.com/images/9/9f/Circ.....Menu_Siren.png during the summer sideshow event.
Scrake: yes, that IS a chainsaw hes carrying. or rather the chainsaw IS his arm. the Scrake has the 3rd highest health in the game, and the 3rd highest damage per hit, and he has a damage per second attack as well, which allows him to deal incredible damage. The Scrake is the 2nd slowest specimen to begin with, however upon dropping to half health he sprints at the player with alarming speed. Due to the high health and high damage, the Scrake is someone players want to eliminate as soon as possible, but its also is a good idea to make sure that there isn't any weaker specimen in front of him to soak up your bullets after he begins to sprint
the scrake normally http://kf-wiki.com/images/1/14/Menu_Scrake_1.png and the scrake during the summer sideshow event http://kf-wiki.com/images/e/e8/Summ.....u_Scrake_1.png
Fleshpound: the 2nd most health, and the 2nd most damage of any specimen in the game, the Fleshpound is the 3rd fastest enemy while walking, however he will become enraged when he takes damage, or when he goes to long out of combat, while enraged he is far faster than the player and is in a hurry to dole out damage rapidly. the Fleshpound is absolute first priority to kill because of his ability to kill a player in seconds after enraging. although the Fleshpound will kill other specimens in his way when he is enraged, so if used properly he can clear out entire rooms of enemies for you, though this strategy is not recommended.
the hulking flesh pound appears like http://kf-wiki.com/images/7/7f/Menu.....leshpound2.png normally, and http://kf-wiki.com/images/7/7f/Circ.....Fleshpound.png during the summer sideshow event
Patriarch: The strongest enemy in the game, hands down, at more than 5x the health of the 2nd place and over double the damage. the Patriarch appears only once in the final wave. he is armed with a minigun, a rocket launcher, huge claws, and a giant tentacle, any one of which can quickly kill a player. The Patriarch is capable of camouflage just like the Stalker, the Patriarch walks slower than the player, but upon seeing the player he will use one of his firearms or charge the player similar to a Fleshpound, dealing the base damage, and launching the player into the air to take fall damage as well. When dropped to low health the Patriarch will cloak and retreat to heal himself to full, he will do this up to 3 times, upon time he retreats he will summon a small group of specimen to cover his retreat. Clots on first retreat, Clots and Crawlers on second, and Clots, Crawlers, and Stalkers on third. if you manage to defeat of the Patriarch you win the match.
The classes you will play as:
Medic: the medic is pretty straightforward in that he gets more potent healing juice in his syringe gun, and his syringes recharge faster. Beyond that, the medic gets a discount on body armor, stronger body armor, a discount on all "medic guns" (sub machine guns strapped with a healing dart as secondary fire) and a fancy grenade that heals allies and hurts enemies at the same time, and even a boost in speed.
Support specialist: he is a supportive class, he welds doors shot at a vastly higher rate, and has a larger weight capacity, while every other class can only carry up to 15 blocks, the support specialist can go up to 24 blocks, depending on level. the Support specialist gets combat bonuses with all shotgun weapons
Sharpshooter: as his name suggest, the crack shot. all head shots dealt by the sharpshooter (with any weapon) get vastly improved damage even over the regular head shot critical, he also gets faster reload and less recoil with all pistols and sniper rifles.
Commando: This guy gets the most bonuses from assault rifles, although he gains a reload speed bonus for all weapons. alongside that he can see cloaked stalkers and the patriarch, and enemy health bars, the range at which both appear depend on the class level.
Berserker: this manly man, gains resistance to all forms of damage, and are vastly faster than the other classes, his offensive bonuses come from close quarters weapons, such as a fireaxe or a katana, he has only one ranged weapon in his entire arsenal.
Firebug: the pyromaniac, his weapons range from a flamethrower to a conventional guns with incendiary ammo. a very balanced class with an array of weapons allowing him to take on whatever situation he desires. reload speed, capacity, total ammunition carried of fire based weapons are all affected by his bonus, as well as he becomes resistant and even immune to fire damage by level 6. Hid grenades are replaced by incendiary at level 3+
Demolition: anything that makes a pop is his weapon of choice. thrown, placed, or shot explosives all fall under his jurisdiction, with higher capacity, blast radius, damage, and gaining resistance to the bombs himself.
(note, skins have no affect on game play, even classes whose biography specifically state a weapon type, that skin gains no bonuses from said weapon)
tips and tricks:
1) STAY ON PERK. this is one of the biggest problems new players make. Killing floor is a class based game, so you don't get sharpshooter bonuses while playing medic.
if you are playing sharpshooter, do not buy a shotgun, because you do not get any bonuses for it, unless you switch to support specialist.
(the ONLY exception to this, is the demolition, who may need an off perk weapon for enemies that get to close to use his bombs)
2) DON'T STOP MOVING! there isn't any rooms in any map with more than one entrance, meaning unless you are playing in a group, its impossible to successfully hole up
3) TEAMWORK! just because you should always keep moving, doesn't mean you should move away from each other, the class system is built for players to work together, as some classes have bonuses that match with another class perfectly. Don't be lone wolf.
4) PAY ATTENTION! looking away from the screen for even a few seconds can be fatal.
5) choose your difficulty based on class level and skill. classes begin at level 0 and max out at level 6, each level up nets you a larger bonus, so don't play Hard as a level 1 no matter how good you are, you will simply be out-matched. But if you manage to level 6 and stuck suck, move down a difficulty.
6) Don't be afraid to throw a grenade, but don't waste them either, you only get so many and they are expensive at the shop
7) Don't be afraid to ask for help. the game is team oriented after all. if you join a game late you'll have poor gear by comparison to the rest of the players, feel free to ask for a weapon or some cash (but don't be a nuisance about it!) if your team has anything to spare, they'll give it to you
8) The default heal button is Q. or mouse button 3 while the syringe gun is equipped. Upon healing yourself or another player you can immediately switch back to your gun before the reload animation of the syringe is complete with no penalties; you will still be healed and you do not have to finish the reload later.
9) Just because you aren't playing medic, doesn't mean you shouldn't jab your buddies with a syringe gun if you get a chance. Healing yourself uses 100% of the syringe gun charge, healing an ally only uses 50%
10) When you have a melee weapon equipped (except for the chainsaw) you will move faster.
11) Don't ask which class or which gun is best, they all have a niche that they fill, make your own personal choices on that.
12) You cannot damage other players, however you can damage yourself, be careful
Hope this helps you noobies out there! c: if not, sorry ^^; keep playing so you can prove to me why i'm an idiot.
During the week Killing floor is also on a huge sale, dropping it from $19.99 to $3.99 now would be a wonderful time to recommend it to some friends or buy some gifts.
In honor of the summer sideshow event and free week, I'm going to dispense some advice on the game for new players. These tricks are all from my personal experience, so if they don't work for you, try something else, form your own play style.
Things to know for beginning players:
the game is a wave based survival, each wave gets longer and has stronger enemies.
the enemies you will encounter are:
Clot: the cannon fodder, hes weak and hes slow, but he travels in numbers and can grab and hold the player, not letting him move. (this can be countered by killing the clot or jumping away, except on the suicidal and hell on earth difficulties in which the clots grappling prevents you from jumping as well )
due to the clots low health, he can be taken out with a single head shot from the starting pistol, or a couple slashes with the starting knife, and poses no real threat on his own.
the clot looks as such: http://kf-wiki.com/images/7/71/Menu_Clot_1.png regularly or like http://kf-wiki.com/images/6/64/Circ....._Menu_Clot.png during the summer sideshow event.
(it is also important to note that the clot is unable to grapple the berserker class )
Crawler: the Crawler is even weaker than the Clot, however he is capable of catching up and outrunning a fleeing player, making him a hassle when trying to heal after a firefight, the Crawler is low to the ground, making him out of reach for some melee weapons such as the knife unless the player crouches (that doesn't seem like it'd be a problem but it really is ) that coupled with the fact he can spawn in different places than most other specimen, allows him to sneak up on players and get a hit or two in before the player can react. he has a very small hit-box on his head, so getting head shots is a little difficult, however the crawler can still easily be killed with the starting pistol.
the crawler appears as http://kf-wiki.com/images/3/38/Menu_Crawler_1.png regularly and as http://kf-wiki.com/images/7/76/Circ.....nu_Crawler.png during the summer sideshow
(for head shotting the summer sideshow clot, aim for the head that is right side up )
Gorefast: his name is a brief summary on its own, he walks slowly until he sees a player and then begins to run, once spotted he will outrun a player easily, and he is tied for 4th on highest melee damage. aside from his charge towards the player, he lacks any special ability, his body is can take a small pounding from weaker guns, but he can still be killed in a single head shot from the starting pistol
he is http://kf-wiki.com/images/b/b4/Menu_Gorefast_2.png regularly or http://kf-wiki.com/images/b/b9/Circ....._Gorefast1.png for the summer sideshow event. (take note; that while he still takes full head shot damage, the summer sideshow Gorefast cannot be decapitated )
Stalker: less health than the Clot, but more than the Crawler makes it pretty easy to kill, however, it is almost entirely invisible until i gets within a few feet of the player. The only ways to see a Stalker before it can hit you, are to pay close attention to the scenery, if you have a sharp eye you can see a faint shadow, as well as the Stalker continues to make noise while camouflaged. (although gunfire and other specimens noises can easily cover that up)
the stalker appears as http://kf-wiki.com/images/6/6d/Menu_Stalker.png normally and as http://kf-wiki.com/images/9/90/Circ.....nu_Stalker.png during the summer sideshow (note, the summer sideshow stalker has a gold shimmer while camouflaged making it very easy to see )
(also note: while playing commando class Stalkers glow a bright red, the distance distance at which they start to glow red depends on the level of the commando )
Bloat: a huge enemy with the 5th highest total health. his body will take repeated fire, but his head is on par with the weakest in the game, making him an easy head shot death. The Bloat also happens to be the slowest specimen in game. the bloat does have an ability that can cause a lot of damage, he will puke on the player, his puke will do severe damage and obscure the players vision, making it difficult to get away without running into even more enemies.
the bloat appears as http://kf-wiki.com/images/a/ab/Menu_Bloat.png normally and as http://kf-wiki.com/images/8/85/Circ.....Menu_Bloat.png during the summer sideshow event.
(worth noting is that both the medic and berserker class's both have reduced damage from Bloat bile, although both still get the obscured vision, and while wearing combat armor removes the the obscured vision, but the bile will erode the armor quickly, and the screen will still shake )
Husk: one of the only ranged enemies in the game, he has the 4th highest health of all the specimen. He launches a semi-fast fireball at the player, the Husk has very poor accuracy, and once he begins to prop a shot, he cannot move where he was aiming, this makes the fireballs fairly easy to dodge if the player is paying attention. if the fireball manages to land close enough, it will cause splash damage and light the player on fire dealing some continues damage for a few seconds after being hit. The Husk also has a very thick head making him difficult to kill with a head shot with anything other than the large sniper rifles.
the husk looks like http://kf-wiki.com/images/5/53/Menu_Husk.png regularly and as http://kf-wiki.com/images/7/79/Circ.....Menu_Husk2.png during the summer sideshow event
(it is worth noting the Husk has a crazy 75% resistance to all fire damage, making the firebug class nearly useless damaging him; although the firebug also gets a huge resistance to fire depending on the players level, making the Husk unable to damage the firebug as well, and that the summer sideshow husk also cannot be decapitated, like the gorefast)
Siren: arguably the most deadly class, the Siren will scream dealing severe damage to anyone within the very far range of the scream. the range of the scream is noted by a dark red aura that expands rapidly from the Siren. The scream will not damage through doors and walls even though the scream can still be heard, and the aura will still be seen. Aside from damage, the scream will also destroy all explosives, thrown, placed, or shot, and will shake the screen violently, making aiming impossible. The Siren also has a tendency to hide behind other specimens making taking it out before it can scream a little difficult. the Siren has medium health, although its head is nearly indestructible, its much easier to just aim for the body
the siren looks like http://kf-wiki.com/images/c/c6/Menu_Siren_2.png normally, and like http://kf-wiki.com/images/9/9f/Circ.....Menu_Siren.png during the summer sideshow event.
Scrake: yes, that IS a chainsaw hes carrying. or rather the chainsaw IS his arm. the Scrake has the 3rd highest health in the game, and the 3rd highest damage per hit, and he has a damage per second attack as well, which allows him to deal incredible damage. The Scrake is the 2nd slowest specimen to begin with, however upon dropping to half health he sprints at the player with alarming speed. Due to the high health and high damage, the Scrake is someone players want to eliminate as soon as possible, but its also is a good idea to make sure that there isn't any weaker specimen in front of him to soak up your bullets after he begins to sprint
the scrake normally http://kf-wiki.com/images/1/14/Menu_Scrake_1.png and the scrake during the summer sideshow event http://kf-wiki.com/images/e/e8/Summ.....u_Scrake_1.png
Fleshpound: the 2nd most health, and the 2nd most damage of any specimen in the game, the Fleshpound is the 3rd fastest enemy while walking, however he will become enraged when he takes damage, or when he goes to long out of combat, while enraged he is far faster than the player and is in a hurry to dole out damage rapidly. the Fleshpound is absolute first priority to kill because of his ability to kill a player in seconds after enraging. although the Fleshpound will kill other specimens in his way when he is enraged, so if used properly he can clear out entire rooms of enemies for you, though this strategy is not recommended.
the hulking flesh pound appears like http://kf-wiki.com/images/7/7f/Menu.....leshpound2.png normally, and http://kf-wiki.com/images/7/7f/Circ.....Fleshpound.png during the summer sideshow event
Patriarch: The strongest enemy in the game, hands down, at more than 5x the health of the 2nd place and over double the damage. the Patriarch appears only once in the final wave. he is armed with a minigun, a rocket launcher, huge claws, and a giant tentacle, any one of which can quickly kill a player. The Patriarch is capable of camouflage just like the Stalker, the Patriarch walks slower than the player, but upon seeing the player he will use one of his firearms or charge the player similar to a Fleshpound, dealing the base damage, and launching the player into the air to take fall damage as well. When dropped to low health the Patriarch will cloak and retreat to heal himself to full, he will do this up to 3 times, upon time he retreats he will summon a small group of specimen to cover his retreat. Clots on first retreat, Clots and Crawlers on second, and Clots, Crawlers, and Stalkers on third. if you manage to defeat of the Patriarch you win the match.
The classes you will play as:
Medic: the medic is pretty straightforward in that he gets more potent healing juice in his syringe gun, and his syringes recharge faster. Beyond that, the medic gets a discount on body armor, stronger body armor, a discount on all "medic guns" (sub machine guns strapped with a healing dart as secondary fire) and a fancy grenade that heals allies and hurts enemies at the same time, and even a boost in speed.
Support specialist: he is a supportive class, he welds doors shot at a vastly higher rate, and has a larger weight capacity, while every other class can only carry up to 15 blocks, the support specialist can go up to 24 blocks, depending on level. the Support specialist gets combat bonuses with all shotgun weapons
Sharpshooter: as his name suggest, the crack shot. all head shots dealt by the sharpshooter (with any weapon) get vastly improved damage even over the regular head shot critical, he also gets faster reload and less recoil with all pistols and sniper rifles.
Commando: This guy gets the most bonuses from assault rifles, although he gains a reload speed bonus for all weapons. alongside that he can see cloaked stalkers and the patriarch, and enemy health bars, the range at which both appear depend on the class level.
Berserker: this manly man, gains resistance to all forms of damage, and are vastly faster than the other classes, his offensive bonuses come from close quarters weapons, such as a fireaxe or a katana, he has only one ranged weapon in his entire arsenal.
Firebug: the pyromaniac, his weapons range from a flamethrower to a conventional guns with incendiary ammo. a very balanced class with an array of weapons allowing him to take on whatever situation he desires. reload speed, capacity, total ammunition carried of fire based weapons are all affected by his bonus, as well as he becomes resistant and even immune to fire damage by level 6. Hid grenades are replaced by incendiary at level 3+
Demolition: anything that makes a pop is his weapon of choice. thrown, placed, or shot explosives all fall under his jurisdiction, with higher capacity, blast radius, damage, and gaining resistance to the bombs himself.
(note, skins have no affect on game play, even classes whose biography specifically state a weapon type, that skin gains no bonuses from said weapon)
tips and tricks:
1) STAY ON PERK. this is one of the biggest problems new players make. Killing floor is a class based game, so you don't get sharpshooter bonuses while playing medic.
if you are playing sharpshooter, do not buy a shotgun, because you do not get any bonuses for it, unless you switch to support specialist.
(the ONLY exception to this, is the demolition, who may need an off perk weapon for enemies that get to close to use his bombs)
2) DON'T STOP MOVING! there isn't any rooms in any map with more than one entrance, meaning unless you are playing in a group, its impossible to successfully hole up
3) TEAMWORK! just because you should always keep moving, doesn't mean you should move away from each other, the class system is built for players to work together, as some classes have bonuses that match with another class perfectly. Don't be lone wolf.
4) PAY ATTENTION! looking away from the screen for even a few seconds can be fatal.
5) choose your difficulty based on class level and skill. classes begin at level 0 and max out at level 6, each level up nets you a larger bonus, so don't play Hard as a level 1 no matter how good you are, you will simply be out-matched. But if you manage to level 6 and stuck suck, move down a difficulty.
6) Don't be afraid to throw a grenade, but don't waste them either, you only get so many and they are expensive at the shop
7) Don't be afraid to ask for help. the game is team oriented after all. if you join a game late you'll have poor gear by comparison to the rest of the players, feel free to ask for a weapon or some cash (but don't be a nuisance about it!) if your team has anything to spare, they'll give it to you
8) The default heal button is Q. or mouse button 3 while the syringe gun is equipped. Upon healing yourself or another player you can immediately switch back to your gun before the reload animation of the syringe is complete with no penalties; you will still be healed and you do not have to finish the reload later.
9) Just because you aren't playing medic, doesn't mean you shouldn't jab your buddies with a syringe gun if you get a chance. Healing yourself uses 100% of the syringe gun charge, healing an ally only uses 50%
10) When you have a melee weapon equipped (except for the chainsaw) you will move faster.
11) Don't ask which class or which gun is best, they all have a niche that they fill, make your own personal choices on that.
12) You cannot damage other players, however you can damage yourself, be careful
Hope this helps you noobies out there! c: if not, sorry ^^; keep playing so you can prove to me why i'm an idiot.
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