Killing Floor 2

Killing Floor 2

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Sambel Ketek Sep 2, 2018 @ 11:19pm
(Ask) How to utilize "welding doors" strategy properly?
Never played KF1 but I read somewhere that welding doors is quite a viable strategy there. However in KF2, I never found this tactic useful.

The obvious part is it limits your escape route. I will "probably" weld in area-defense waves though, but even then I still dont think we should weld doors during this kind of wave (or any wave at all)

1. Closed doors doesnt mean zeds will find alternative route. If only that is the case, it is a good tactic since we can re-route them and bottleneck them on another point.
2. IDK but probably KF's welding door is inspired by CoD Zombie. In CoD, it is a good tactic since you can still shoot zombie through a barricaded entrance
3. Eventually we need to kill all zeds, including the ones behind the welded doors. Since we're unlikely to circle the map, the doors must be opened at one point
4. Welded door only delaying the zeds. Furthermore, it allows them to accumulate behind the door, and when it finally broke open, you better wish there are only few large zeds among the accumulated horde
5. Hard to see what zeds are behind the doors. That information may be useful if you want to prepare different strategy based on zed type, but now its more like a surprise

Any of you guys know how to maximize the welding doors strategy? Do's and dont's of welding doors? Thanks
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Showing 1-14 of 14 comments
Leon Sep 2, 2018 @ 11:35pm 
the only good way i think of welding doors is when your team is almost getting overwhelmed and can't defend their area, due to too many mid-tier zeds getting too close while big zeds behind them approching.

To avoid that players have to be aware of their limits, can they hold the lane or need some help in few moments, if they realized they can't then weld asap before zeds get close to door, ask for help via chat, or mic, depends on how players communicate in that match, and open the door when the help arrives.

This only works if you're camping in a map with 2 routes at least, risky cause only 2 routes are covered and no other escape route, unless cleared totally, but it is also the easiest and most common ways of camping in maps.

Do not keep door welded over and over, it will explode and will insta kill you, or unleash entire horde behind it and wreck you in a sec or 2.
CursedPanther Sep 2, 2018 @ 11:54pm 
1. Door welding worked in KF1 only becuz the zed pathfinding routine was completely dumb and broken back then, so the players could actually circle round back effortlessly to clear whatever crap had accumulated on the other side
2. Triple FP spawn raged in HoE is definitely a problem, but if your team is incompetent enough that you need to weld doors just to hold back trash zeds, then you know it's a lost game anyway
Last edited by CursedPanther; Sep 2, 2018 @ 11:55pm
ZariDragonfly Sep 3, 2018 @ 1:02am 
It's a better idea to find a choke point (Biotics Lab, upstairs in what I call the meatgrinder room, that door right next to the trader) and simply close the door. I'll stand there and close the door, watch them pile up cuz there's too damn many to even OPEN the door (thanks crawlers!) then I'll open it and murder them all. It's also good to block a shot from a Husk. See a husk? Close the door. It'll make the door open or bust the door entirely, but it's a neat strat.
Tau ⦿ Sep 3, 2018 @ 1:08am 
Personally, I only weld doors when i need to run. It buys time so u can heal!
last time I've played lockdown with friends we did welded a door in a room in order to have less zeds comming from both entries at the same time.

there was a support to fix the door and a demo to trap it , so when the door was about to break we would prepare to clean the other side of the door , fix it and trap it again.

it's mostly only work in certain place and when the whole team agree on why you want a door to be weld.
Last edited by 🍋 Lemonfed 🍋; Sep 3, 2018 @ 1:30am
MIND ЯEWIND 2 Sep 3, 2018 @ 2:27am 
no point to weld door when they eventually break after short time
door welding is sorts still viable in KF2 if you can know where the team is gonna plant itself and if you got a demo and 2 supports to:
1 weld the doors
2 trap the doors
3 repair the doors in one weld charge
4 repeat

yes zeds can go around but there are a couple of zeds that will spawn behind the door, especially if you stand next to it. As a nuke demo and airborne agent med/survivalist with med nades, the poison somehow seeps through the cracks and can kill the trash behind the door making it more durable. Demo is actually the key to door welding since when it does break, it will explode and kill any trash zeds behind it and damage the rest a significant amount with no ammo costs. Basically a free dynamite stick. The other strategy would be chucking molotov grenades before welding it shut to help start killing zeds behind it as a firebug.

as you mentioned it bottlenecks the zeds and makes it easier to predict their movements.

It works especially well during a SYG objective when you need to hold an area, welding the doors shut will help immensely. What the best strategy is for that though is to weld only 1 door and let the zeds come from around. Once that is destroyed weld another and so on and suddenly the match will be over before you know it. Welded doors also help clear trash and massively damage medium zeds. Plus they initiate zed time.

The best way i found that people use doors is to trap them all shut and have the team stay in one area during the boss wave. It helps:
-stop patty form escaping
-stop the trash from invading (specially on abomination the spawns just suicide explode behind them without causing the doors to break much if not at all)
-keep the qps at bay for KFP
The door welding makes it more predictable and easier to focus on the boss since you're pretty much blocking their escape routes.

as people have mentioned already though that the path AI for the zeds got improved, so zeds aren't too braindead. Makes it so that only a couple of areas are viable to weld and hold or else the zeds will just find another way around.

Also as opposed to KF1, in KF2 doors don't magically respawn after a match. They semi-make up for this by being able to repair DURING the match, but it really is a bad tradeoff.

The most important thing to do for door welding is to know what maps and locations it works on and which ones it doesn't. For example containment station it's an extremely viable strategy, while in zed landing theres only 2 door areas and they're not really good since zeds can go around and most people tend to stick to areas nowhere near the doors.
The 2nd most important thing is to know if your team is okay with door welding, since some servers kick you if you weld and allies will chew you out for welding a door (which is what i hate in KF2 since door welding is highly frowned upon while in KF1 the opposite was true where people would get pissed if you DIDN'T weld certain doors).


Door welding is a lesser used strategy in KF2 like the stunning by using various traps like the swing set on the tragic kingdom, the push broom in krampus lair, and my personal fav the atrium stun with the water. It's still also the best way to lvl up support since door welding and especially door fixing gives you a ton of extra xp.
Last edited by Fumo Bnnuy n Frends; Sep 3, 2018 @ 2:42am
Kinetic Sep 3, 2018 @ 2:39am 
You need a brain and about 100 IQ or more to utilize it, thats it
amathy Sep 3, 2018 @ 6:22am 
99% of the time welding doors is just a waste of time
the most consistently useful thing you can do with it is slightly weld a door behind you when you're kiting so it buys you a little extra space
Last edited by amathy; Sep 3, 2018 @ 6:22am
iPhッlon Sep 3, 2018 @ 6:50am 
Welding doors can be useful when playing on higher difficulties. Often it's a bad idea, since it hinders your team to quickly escape if things turn bad. But, when you're in a tight situation (for example blocking/holding off big zeds while there are others that should be dealt with first), it can be good to weld doors and get a demo to weld too, so that the breach eliminates zeds and damages others.

I'd say only do it when you know what you're doing, since it can backfire fast.
Lore? (Banned) Sep 3, 2018 @ 7:33am 
Honestly I do wish you could shoot Zeds behind welded doors beyond the cheaty tactic with Medic grenades. It would give door welding way more use.
As it stands currently the only real reason to do it is for Explosive Traps from Demolitionist. If you have a Support and a Demo it can help thin the hoard and soften up some larger Zeds.
DrunkBunny94 Sep 3, 2018 @ 8:10am 
Originally posted by 『amathy』:
99% of the time welding doors is just a waste of time
the most consistently useful thing you can do with it is slightly weld a door behind you when you're kiting so it buys you a little extra space

Theres 2 good uses for welding doors demo on wave 1 when he's out of ammo

And this https://youtu.be/n6jufpZESvk
Dark Savior Sep 3, 2018 @ 12:59pm 
Originally posted by GRABLICH:
no point to weld door when they eventually break after short time
Out of all the replies, this one is the main reason why people stopped welding in KF2.
In KF1 doors didn't have HP so as long as you kept the weld up the door could not break.

In KF2 doors have their own separate HP, meaning even if could keep the door welded it would eventually break when door HP reaches 0.

Welding door is still a viable strategy but it is not long term.
Originally posted by Dark Savior:
Originally posted by GRABLICH:
no point to weld door when they eventually break after short time
Out of all the replies, this one is the main reason why people stopped welding in KF2.
In KF1 doors didn't have HP so as long as you kept the weld up the door could not break.

In KF2 doors have their own separate HP, meaning even if could keep the door welded it would eventually break when door HP reaches 0.

Welding door is still a viable strategy but it is not long term.
they sorta compensated this by allowing poison to seep through the doors and welding as a demo would cause it to damage zeds.

in KF1, you'd just accumulate the zeds behind the door and then have like 10000 zeds to deal with including some big zeds.

Don't get me started on the apature patriarch door cheese where the door would have the health of like 1000 regular doors
Last edited by Fumo Bnnuy n Frends; Sep 4, 2018 @ 12:12am
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Date Posted: Sep 2, 2018 @ 11:19pm
Posts: 14