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- Healing eachother with the syringe is better than self-healing (It recovers faster) and gives u dosh:
Recharge Time (healing teammate) = 7.5s.
Recharge Time (self-healing) = 15s.
- Always carry a medic pistol for long distance healing. It costs only 200 dosh and 1 weight
- Dont rage bigger ones. If u want to get dosh is enough to shot it once, it will count as assistance. Same when they are headless walking around.
- Dont spam molotovs.
- Dont steal commandos trash (they save it for zedtime extension).
- Dont block precission perks with fire or stumble the biggers they are aiming to.
Don't join HoE games. Wait to play that difficulty until you have at least a few perks above level 20.
Firebug is a trash killer perk so don't spam fire at large enemies, you don't do enough damage compared to large killer perks.
That is not something I would ever tell a new player to do. A good medic will never need help from an off perk trying to use a medic pistol. It just overcomplicates things when they could be killing.
The medic pistol is useful since you can heal people in any situation from far away as opposed to needing to hug them to use the syringe.
HoE is Hell on Earth difficulty - in order from easiest to hardest it's Normal, Hard, Suicidal and Hell on Earth. Normal is any level, Hard is 5 and up, Suicidal is 15 and up and HoE is intended to be played with every player at level 25.
I have joined a lot of public matches and is odd to find a good medic. And whoever plays medic usually is selfish and RRRRR plus i hv seen a lot of matches going to hell as noone cares healing others.
Explanation to OP: every class/perk have a set of skills/pasives/upgrades, usually named L (left) or R (right). You get a new skill/pasive every 5 levels. In some classes/perks (specially support and medic) you may choose between improvement for yourself or for the whole team. By example, L medics gives bonuses on healing (dmg, def, speed, etc.), while R medics are more of tanks and solo players. Supports could get more dmg or give others ammo each wave, and so on.
https://wiki.killingfloor2.com/index.php?title=Field_Medic_(Killing_Floor_2)#Perk_Skills
https://wiki.killingfloor2.com/index.php?title=Perks_(Killing_Floor_2)
You run faster with your knife equipped. You can parry with your knife and reduce incoming damage.
Aim at husk's flame tanks on their backs, that's the best way to take them down.
Always be aware of what's behind your back. You don't want to be accidentally cornered by 5-10 zeds coming right at you.
While picking medic perks - go all left. Combat medic is a false medic, if you're playing with a team. Healthrower is a musthave if you running medic, but not necessary.
Smack the siren's face to shut her up.
You can use doublet on your double barrel shotgun (alt fire button) to avoid some damage or give yourself a jump boost. And it's also fun to do so.
Normal is an easy mode. Hard is for fun. Suicidal is for promising players. Hell on earth is the last stage of accepting the real pain and sweat.
If you planning on getting all the achivements - make sure you have a friend so he can help you get two VERSUS mode achivements, since all the servers with this mode are dead now.
You can reduce the healing animation time by just cancelling redundant portion of it by switching to one of your weapons. Once you see your health starts to go up - switch to any of your weapons, you'll save yourself a couple of precious seconds, which is a must. Make that a habit.
If you feel like it, you can leave 1-2 weak zeds alive and go search for ammoboxes/starting weapons lying on the map. Ammoboxes can save you some dosh, found starting weapons can bring you 100 dosh each which is nice.
Some of the weapons are actually crossperk, so basially you can use the same weapon for both classes with benefits, but there's not a lot of them.
When large zeds like Scrakes and Fleshpounds appear, tank them. Get in front of your team, crouch de-aggro FP with a parry with the knife, then start blasting them while your team blasts them from behind you. You are able to take better damage than most of your team. So tanking is key. Just make sure you back away if you take too much damage.
Medic tanking was huge in KF1. I don't know why it went away in KF2. it's just as effective.