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Are you soloing or co-op? What perk are you using and what level is it?
-zerker=eviscerator is the best bet, but you can also try corner strafing and avoiding his rockets and tentacle that way. for minigun get close so it won't register and you'll avoid them all. Use your nades to uncloak but also slow him down if he tries to run away.
-medic=hemo and med shotty. If you want also use the HM 501 med nade launcher to uncloak him via poison. Use acidic rounds and zedative to slow him down and give him massive damage.
-firebug=use heatwave and groundfire. Use lighting him on fire to your advantage. Heat wave to stumble him back (good on any boss tbh) and groundfire for damage. Use molotovs to uncloak him or clear trash when he tries to run away
-commando=you can uncloak him by default. Use this against him. Corner strafe and get an HM 501 med nade launcher to heal yourself and clear trash to get to him fast when he tries to run away
-demo=rpg and c4 or seeker six and c4. Seeker six autolocks and rpg is good if you can aim for the non-metallic arm. C4 use it to both uncloak him and if he tries to run away, dedonate one every 4 seconds to finish him off, or all of them during zed time if you unlocked lvl 25 perk skills with nukes to kill him instantly.
-support=use the DOOMstick and BOOMstick (DBS) for stumble and knockback on you and him (pushback on yourself). Go all R (cept for barrage, pick penetrator instead if using either) and let him get close enough. Corner strafe if possible. If you're feeling real big ♥♥♥♥ energy, use the DBS, aim at the ground, jump, fire, and land on his head to stomp stun him (gomba stomp also is another name.
-sharp=depends what you use, but if you use the railgun spam with both reload perks (reload while crouched and reload perk). If you use the m99 just aim for the head and spam. Consider a spitfire/flare revolver to uncloak him. Use your freeze nades when he tries to run away so you can finish him off.
-swat=use cripple and tactical movement to clear trash easier and aim for his legs if he tries to run away. Flashbangs won't stun but will stumble him and clears trash or stuns trash. Kriss with cripple and stumble for max effect
-GS=kinda tricky. While unorthodox, limb shots help since his arm is his weak spot. Really hard to land headshots but if you can skullcracker helps make sure he's slowed down. AF2011's work excellent to debuff him.
-survivalist=freezethrower is a longshot but works. Otherwise try using any of the other perk weapons mentioned aboved and T4 or above. Use melee expert speed boost to your advantage.
general tips:
-if minigun and no cover, go towards it rather than away. It may save your life. You'll be crippled, but alive with like 10 health vs 0 health. Also stops him from moving too much
-rockets lose accuracy but inc. spread at larger distances. Avoid getting point blank for rockets to achieve less damage
-use emp, fire, poison (you and zeds), c4, and commandos to uncloak him somewhat
-learn his health status. He always escapes when it falls below a certain threshhold, so be prepared
-he can attack foward but won't usually turn corners like most zeds. Use this against him so he attacks but misses.
-his will always spawn trash zeds. If demo or support weld doors before a match to kill off trash zeds or damage qps (if King fleshpound). As well as a backup incase it's patty and he tries to escape (it'll stall him). Helps on other bosses, again to kill trash zeds or damage qps.
-When he tentacle grabs just walk backwards, he usually sits still and reveals another weak point.
-avoid hitting his left metallic arm and left metallic leg. Go for his right side entirely that's all flesh, especially his grotesque arm
-If he tries to escape in a group, try to block him as either medic, zerker, or demo. Swats if you got tanky armor and 110 or more armor left. You'll survive and he'll be stalled or try to switch routes. On demo You'll barely survive and explode causing damage and killing nearby trash zeds.
-last resort he's almost ded but no one can tank him without surviving, sacrifice yourself to have your team chirp his last bit of health (you'll get xp don't worry but it won't count as a win as X merc or kill boss daily missions)
-if he's gonna attack, learn how to block/parry with your stock knife. It may just save your life the difference between 1-10 health leftoever, and 0 health leftover
-everytime he kills someone he regens health (i think unless it was removed from KF1) and stands still. You can use this to your advantage
-each stage he goes to heal makes him faster, stronger, and more attacks
stage 1 full green health: spawns minigun and rockets, rarely melee
stage 2 (runs away and heals once) yellow health: unlocks motar strikes which can spread out farther and consecutive rocket blasts. Also unlocks the tentacle grab
stage 3 (runs away and heals a 2nd time) orange health: he'll use more motar strikes and melee as well as the tentacle strike. straight rockets are not used as often (probably broken)
stage 4 (runs away to heal a 3rd and last time) red health: he'll go all melee, inc. speed, and become more eratic. He'll use minigun attacks almost exclusively as well as motar.
-may wanna consider carrying an off-perk double-barreled shotgun (DBS or boomstick whatever you wanna call it). To stumble him somewhat but more importantly gain push back when he tries to attack or trying to stomp stun him.
-also consider carrying c4 or a single spitfire/flare revolver to help uncloak him if no commando
The same rules applies to the other bosses to be honest.
demo, commando, and swat are sitting ducks
literally every other perk has some form of knockback/pushback, or speed boost: zerker has skimmerish, medic has speed boosts, sharp has it at lvl 5, survivalist has melee expert, and GS has quickdraw.
Patty is a positional/strategic boss. You need to be near cover to avoid his devastating ranged attacks which means you need to know the map to kite around or you need to know an area on the map to fight him to take advantage of this and also his escape mechanic.
Also you'll notice that Patty has a small amount of health compared to he other bosses but runs off to regen it. This means you can try to trap and kill him - stopping him from escaping and killing him before the heal, you can do this by throwing freezes when he starts to run away, youll get the hang of this when you know at what hp he tries to flee.
Or you need to know to stop shooting him and reserve your ammo for the next phase otherwise you'll run dry and things get much more dangerous.
Also for boss wave (any boss wave) its highly recommended to have a medic or for everyone to have a medic weapon. Losing a player causes a drop in not only DPS but also the teams DPS reserve which can cause teams to lose because they run out of ammo.
On the lines of DPS you want classes that deal a lot of damage, sharpshooter is the best because the railgun has a massive RoF and with the damage skills you can really chunk and bring a boss down fast, commando has moderate damage but he's best suited for clearing trash on the boss wave.
Other perks that do well on boss wave is demo - slather the boss in C4 at the start and then burst him down when he tries to run or when he's on the last phase - trouble is demo feels really useless against abomination.
Gunslinger is also strong on boss wave, decent DPS (onpar with the demo but without C4 burst) but until you have fan fire his main asset is going to be his move speed since you can kite quite safely.
Zerker is ok, same as gunslinger really bit with slightly worse DPS (especially without massacre) but you get even more survivability which makes the fight much safer.
trash zeds help sorta since they can show where he is when he stumbles them. Depends on the perk or zed but i'd generally keep rioters and cysts. Hard plus on bloats if any spawn, just keep your distance.
if its only those two learn the timing when he will go to heal the first time, spam freeze grenades then hug him and go full dps on him, a tad risky, and might take a few tries to get the timing down consistently depending on your weapons and whatnot.
if anything the nades help a ton to kill nearby trash (clots, crawlers, but especially stalkers).
The grenades help to:
-debuff him/stop him/uncloak him (zerker, firebug, medic, survivalist varies and sharpshooter)
-damage (commando, demo, survivalist varies)
or
-stun him a bit (support, gunslinger, and especially swat flashbangs help stumble him back a bit).
especially fire and poison can be the difference between like 1/100000th of a health left
(like [ ] this much health left from his overall [ ] )
and him healing and probably causing 1 or 2 teammate to die if not a complete wipe due to his inc. attacks, speed, and melees.