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1. Clots, crawlers, cysts, gorefasts, gorefiends, scrakes
2. Stalkers
3. Bloats
4. Husks
5. DARS + Quarterpounds
6. Fleshpounds
7. King Fleshpound and Abomination
8. Patriarch and Hans
2. Stalker, Gorefiend, Siren, Rioter, Albino Crawler
3. Husk, Quarter Pound
4. EDAR
5. Scrake, Fleshpound
6. King Fleshpound, Abomination
7. Hans
8. Patriarch
1. cysts
2. alpha clots
3. slashers
4. elite alphas
5. bloats
6. EDARs
7. sirens
8. elite cralwers
9. crawlers
10. stalkers
11. scrakes
12. husks
13. gorefasts
14. gorefiends
15. quater pounders
16. fleshpounds
if more than 1 move qps above fleshpounds
boss zeds:
-abomination
-the patriarch
-kfp
-hanz
abomination dies too easily and is safe if you keep your distance and aim at the feet
patriarch same if you can kill him fast enough he's less of a threat
king fleshpound is just harder because he rushes 1 person, but his qps rush everyone else
hanz is the toughest because he has a shield and is kinda hard to kill as fast as the patriarch or abomination because of said shields.
I find it strange that you see gorefasts and gorefiends to be stronger than Husks and Scrakes. Husks become extremely dangerous at higher levels if left unchecked. Scrakes are just tougher in general. Gorefasts can be killed with a single shot by most weapons and gorefiends take a little bit more.
but
the reason i find them harder is because they can block headshots, making it harder to kill them. Also gorefiends do that ♥♥♥♥♥♥♥♥ where they spin around and make it harder to stop them or aim at them better. This is normally btw not seasonal skins.
Scrakes are easy once you realize how to kill them. They're only dangerous once enraged, otherwise you can leave them be until you've dealt with all the other zeds. Also maybe if you have flamethrowers in the environment like in diesector or the lava in zed landing. Husks can also set them on fire but i find that it takes at least 3 shots to enrage them unless you yourself start dealing damage to them.
husks are also bad but not AS bad as in kf1 where they had that auto leg aim ♥♥♥♥♥♥♥♥. Now they fire in your direction not at your feet unless you move back, simply moving side ways makes it easier to avoid them. I am aware they can flamethrower and suicide now but:
1. they gotta be low health enough to do that
2. they gotta get close enough to self dedonate
3. they only use the flamethrower if you're close enough as well or they're close enough rather
they're really only a threat if you get caught off guard
2. Edar bomber/blaster
3. Scrakes
4. Crawler
5. Stalker, siren
6. Gorefast
7. Quarter pound, hans volter
8. Fleshpound, patriarch
9. King fleshpound
10. Edar trapper
2. Crawlers, alpha crawlers, gorefasts, EDARs, rioters
3. Sirens, stalkers, scrakes, bloats
4. Quarterpounds, gorefiends
5. Husks, fleshpounds
Hard = Stalkers (Group)
Hard = Crawlers (Group)
Strong = Stalker
Weak to Strong = Crawler
The rest is easy to kill and easy to set up a kill for.
They have my vote.
1. Clots, Cysts, Slashers, Gorefasts, crawlers (all trash, crawler is most annoying)
2. EDARs (shoot chest), Husks (shoot tank),
3. Bloats (easy headshots, slow)
4. Stalker (Hard to see, rather frail),
5. Gorefiends (can block shots, high dps if left alone)
6. Quarter Pounders (Go down easier than fleshpounds)
7. Sirens (Hard to hit sometimes, extremely deadly in melee range)
8. Fleshpounds (Tanky, requires team takedowns to lessen risk of demolishment of team)
Bosses (Team effort needed to take down bosses, all can be difficult)
1. Patriarch (Easy to kill if team focuses him on low health, if not most deadly bossfight)
2. King Fleshpound (as himself poses a pretty good threat, if quaterpounds are taken care of, easy fight)
3. Abomination (Harder to kill, must break armor, alone he's the same difficulty as King Fleshpound, with abomination spawns can prove difficult and limits escape routes)
4. Dr. Hans Volter (Insanely deadly in close range, gas can limit movement and block escape routes, additional zeds make fight harder)
Most dangerous : Tripwire.
They are the ones who killed me the most.