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Karma Floor 2.
When they take enough damage, they get really mad and start chasing you. They are one of the fastest enemies in the game and are hard to avoid unless you are constantly sprinting.
To help take them out before they get mad (which is when they are also more difficult to land shots), use incapacitation techniques with your team. These include:
EMP (removes rage, found on Zerk grenades and Static Strikers and more)
Freeze (Sharpshooter grenade, Freezethrower on Survivalist)
Stun (all sharpshooter weapons can stun to varying degrees, some other perks have ways to stun)
They are also more resistant to explosives, but still take damage from the actual projectile hitting their body. Trying to kill scrakes with explosives is a waste of ammo and is only used when desperate.
Play medic and heal people with alt fire (MMB), people will love you for that and medic arsenal is flexible, with easy to use weapons.
It is important that you know the function and role that each perk offers with its types of skills that you find useful for you and your team against the types of Zeds. Example:
Berserker => Tanking/Defense Line
Commando => Extended ZedTime/Reveal Stalkers
Support => Give ammo/repair doors
Medic => Healing Teammates
Demolitionist => Clear out the horde/Eliminate the Fleshpounds
Firebug => Clear out the horde
Gunslinger => Eliminate the Big Ones with headshots
Sharpshooter => Same Gunslinger
SWAT => Eliminate the horde/Use your flashbang against the Scrake
Survivalist => Survive. Depends on what weapon you use.
- Avoid poison and fire panic on big zeds on higher difficulties as it makes your team waste ammo and time trying to headshot them
- Share dosh with players who have previously died
- buy a healing weapon when there's no medic
- avoid running into the line of fire because bullets do not pass through teammates in this game (unless they have high penetration value)
- dedicate yourself to watching a general direction/lane while holding out, and only kite when the situation requires it
- Do not shoot at big zeds if they're aggro'd on another teammate unless you're sure you can kill it in time
- Fill gaps in team composition, and don't stack trash cleaning perks and medics
Some of these tips are only important when you get to higher difficulties, but it's good to start practicing these things as early as possible even on the lower difficulties. If you aren't confident with your skillset yet, stay on normal and hard and grind the perks you enjoy, and learn everything they have to offer.
If you kite over a fallen teammate's weapon, take a second to 'refresh' it.
By that I mean - pick up their weapon and drop it again. You will refresh the despawn timer on that weapon (said timer kicks-in from moment of drop/death). Yes, if you're over carrying capacity that might mean you need to drop your own sh!t for a sec (so remember what key drop weapon is assigned to) to grab and refresh theirs. But it only takes a few seconds.
And you might save the team hundreds or thousands of dosh by doing that weapon despawn timer refresh.
When you wrap-up the wave and the teammate respawns, they can go fetch their weaps now that you've given them more time, thus saving some $$/team DPS towards next wave.
My second tip is approach the game with a selfless mindset. Be harmonious with your team. Don't make the most kills, make the best plays.
This thing's basically the new KF1 syringe considering KF2's syringe mechanics, and can squeeze in most loadouts that incorporate a Tier 4 perk weapon and a lower-end sidearm.
people should also know the boss weaknesses before running around and getting rekt. Pattys fleshy tentacle arm is the 2nd best place to land shots if his shoulders is blocking his head from behind. While his legs and minigun arm are the strongest parts of him. matriachs plasma beam arm is also weak in the same way. Some bosses like Hans in particular are weakest to weapons like mine reconstructor and microwave gun and suffer no damage penalty. while assault rifles and smg's are really bad against kinf fleshpound but explosives and piercing (ex: hrg nailgun) are good. EMP grenades can also stop a raging fleshpound. Look up these weaknesses for yourself.
you should pull out your knife and block fleshpound/scrake attacks. And don't let crawlers bodyblock you, jump on them and show them who's boss. If a gorefiend soaks your bullets and they're in your face, bash them and cut them with your knife and spam left click, they can't fight back.
The reason I say this, is because like Ryan above already mentioned, Scrakes walk slowly towards you until they take enough damage, which is when they'll become enraged and begins running after you.
Not to mention, Fleshpounds, and to an extent, trash enemies (especially in big enough mobs) can be more of a threat than a Scrake.