Killing Floor

Killing Floor

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Killing Floor Tips/Tricks/Techniques
By iajibagoa
This guide is a collection, and collaboration of personal data points
   
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Zeds
ZED: Military Code for the letter Z. And a clever, yet simple designation for the various enemies you will face in Killing Floor. This section will go over the aforementioned ‘Zeds’ you will see in the game.


Clot
  • Slow cannon fodder that serves as a wave filler. And should be considered a low risk target.
  • Do not let them get too close as they will grab you, and will hold you till their friends arrive to assist them in killing you.
  • The Berserker perk is immune to the Clot's hold.
  • They typically spawn in groups of 4.



Crawler
  • It is recommended to try and shoot it before it closes the gap to get to you. It will do this by lunging at you once at this pre determined threshold of distance.
  • This can be exploited by staying still as the Crawler approaches, and simply backing up as the Crawler lunges at you.
  • If they surround you, you may try and jump on top of them to get over them and flee to safety.
  • They typically spawn in groups of 4.



Bloat
  • The Bloat will attempt to shoot projectile vomit when within a certain distance of you.
  • this attack can also damage any zeds that happen to also be in range; And it may prompt them to turn, and attack the Bloat. At best, it will hinder his movement making it tougher for them to close in on you.
  • Bloat's are resistant to bullet, and explosive damage.
  • They typically spawn in a group of 1.



Gorefast
  • Much like the Crawler, if you allow the Gorefast to charge at you, it will commit to executing its attack animation at a pre determined distance, leaving it vulnerable to counter-attack. The Medic and Berserker perks excel at this due to their improved movement speed.
  • They usually spawn in groups of 4.



Husk
  • If you time it right, you can jump to either minimize, or altogether dodge the Husk's fireball shot. This can be incredibly helpful. But will take some practice to master listen for the Husk's weapon winding up the shot, and jump as he fires at you.
  • When faced with a Husk, try to not have your back against a wall, or obstacle. The Husk's Fireball deals splash damage, and does not need to deal a direct hit to deal maximum damage to you.
  • Try to keep an elevational advantage over the Husk. It essentially forces them to have to land a direct hit in order to deal damage. If they miss, their shot doesnt hit the wall. What's behind you is the skybox, in their perspective.
  • Much like the Bloat the Husk's fireball projectiles can hurt his fellow zeds, and they may turn and attack the Husk if they happen to suffer too much damage by his hand. This can be used to at best, hinder their movement. Making it harder for them to close the distance with you.
  • They typically spawn in groups of 1.



Scrake
  • Potentially the most docile of all the zeds. The Scrake will not attack you unless you are too close, or attack it first.
  • Scrakes are RESISTANT to explosive damage. A demolitions perk will still deal a large amount of damage to them. But less than one would expect.
  • If a team mate playing as the Berserker is attacking a Scrake with a Katana. Do not shoot at the Scrake! Berserker can stun Scrakes
  • The Scrake rages when its hp dips below fifty percent. It will then attack the nearest player, or the player who dealt the damage making him rage. If the player dies, it will continue to rage, and attack the next player upon visual contact. And so on until the whole team is dead. Do not engage them unless you are confident that you alone can take them out with relative ease. You may just have to.
  • Scrakes can be stunned by dealing a large amount of damage to them in a single hit. Or say, with the Katana a standard hit with one, from the berserker will cause the Scrake to flinch. Leaving him vulnerable to your attack indefinately until he dies. If a Berserker is attacking a Scrake with a Katana. DO NOT SHOOT IT This will cancel the indefinate flinch.
  • Weapons like the Lever Action Rifle, and Axe will temporarily knock out, and leave a Scrake vulnerable to attack for a small window of time. Either land a headshot with the LAR as a high level sharpshooter, or land a headshot with a power attack from the axe.
  • In the lower echelons of difficulty. The scrake can be killed in one hit by a headshot from the Crossbow. But we wary that in the higher echelons of difficulty. The Crossbow deals progressively less damage to the scrake; the higher you climb in difficulty.
  • They spawn in a group of 1.



Siren
  • Siren's are a HIGH PRIORITY target, as their screams bypass armor, and deal direct damage to your hitpoints. They can damage, or even kill multiple players at once with their AoE scream attack. The Medic is highly susceptible to their call.
  • Their Scream will destroy all explosives, including the unique Medic, and Firebug grenades.
  • The Siren's scream can be momentarily cancelled. Shooting her with your sidearm (even the 9mm tactical) will cause her to flinch, instead of screaming. She will scream immediately after flinching; But this can be used to either gain distance from her, or to kill her without eating the damage you would have normally taken.
  • They usually spawn in a group of 1.



Fleshpound
  • Fleshpounds will rage on two conditions;
    Either deal over approximately three hundred and sixty damage within three seconds; Or if they see a player for approximately eleven to fifteen seconds.
  • To exploit this; 'kite' the Fleshpound. They can be 'kited' with any weapon. A melee weapon, however is best here. Hit them, count to three, fall back, rinse, repeat until you achieve the desired results (milage may vary) Another trick to prevent them from raging, is to simply move around a corner, resetting their auto rage timer.
  • Much like the Crawler, and the Gorefast. The Fleshpound can be exploited by waiting for the most auspicious time to fall back at the moment he tries to attack you.
  • Fleshpounds are VERY WEAK to explosive damage
  • Unlike the Scrake; The Fleshpound will calm down from his rage once they land a hit on you.
  • Welding a door, even by a few points is enough to calm an enraged fleshpound. They will calm upon destroying the welded door. If the opportunity presents itself, try it. This method can be used to substitute the damage you would to have eaten otherwise.
























// Change notes; 12/19/16 : Added helpful tips from community comments. Thanks again!
// Change notes; 12/24/16 : Added tips from community comments.
// Change notes; 12/28/16: Added tips I had overlooked. Thanks to the community for bringing it to my attention.


Misc. tips
  • Firebug, and Demolitions are helpful perks for crowd control.
  • If you are using a weapon out of perk. It will be less effective. But dealing damage with it still counts towards levelling the respective perk. (Ex. Healing players counts towards levelling your Medic.)
  • As your various perk levels increase, prices of ammo, and weapons decrease.
  • You will always spawn with a 9mm pistol, and a knife. Which both count towards your Sharpshooter, and Berserker perk respectively.
  • The Medic is VERY WEAK to Sirens, and will take a lot of damage without any body armor. Be sure to keep your distance from Zeds when playing Medic.
  • Healing a team mate with your medical syringe is twice as effective than just using it to heal yourself.
  • It is easier to heal team mates with the syringe rather than with the darts from the medi guns. The only con is that you have to be close to them to do this.
  • To get a headshot, it is best to aim for roughly the chin.
  • If a door breaks mid-wave, it will respawn at the end of the wave, and can be re-welded if needed.
  • Frag grenades will damage welded doors.
  • Do not stay still for too long if you don't have to. This will keep zeds from sneaking up behind you, leading to your being surrounded, and killed.
  • All perks at level 6 spawn with a weapon. And a great trick is to hit the esc key as SOON as the match starts, selecting a different perk. And then selecting the 'Select Perk' option. This will only work at the beginning of wave one!
  • Zeds can be 'timed out'. For instance, if a Gorefast is charging at you, and cannot hit you for so long a time, it will collapse, and die on its own.
  • Many of the props, and objects you see in the map, are solid. These can act as cover from enemies like Sirens,Husks, and even The Patriarch! It could very well make the difference between their life, and YOURS! ALWAYS keep an eye out for any potential piece of cover. And keep in mind that cover doesnt always mean concealment, and vice versa. (Ex: Corners, unwelded doors, various corpses you see about the map, trees, barrels, cars)
  • Sometimes, (I personally have this happen to me on KF-Biotics Lab most often.) The Patriarch will spawn blantantly in view of you. You may even see yourself in his intro movie :P You still have control of your character, and you can use that small window of time to GET THE HELL OUT OF THERE. Do not forget to Insult Specimens in during his intro.
  • The Field Medic can carry all 3 medi-guns simultaneously. The Mp7, Mp5, and the Kriss Vector variant each weigh 3 weight units. Your knife, and 9mm weighs one. This means you also have room for 2 pistols of your liking, pipe bombs, and ***k it; A machete in case you RUN OUT OF AMMO! I like like to call this dart spamming carry system Obamacare

    REMEMBER THE MOST IMPORTANT THING. HAVE FUN, AND ENJOY THE GAME





// Change notes: 12/20/2016 Added more fantastic community contributions.
25 Comments
SirUrsa38 Sep 20, 2018 @ 2:47pm 
I've only done this on easy so far cause still getting used to playing it, but here is a couple points I've found. Solo mode because bad internet.
1: Sirens can be decapitated with fireaxe using berserk perk rather easily if you aim a little.
2: Patriarch can be killed in about 8 seconds using flamethrower and firebug perk if constant burn.
3: Most Zeds can be killed quickly with decapitation (machete or axe for cheap plays)
4: Having fun with it makes it better. ;)
iajibagoa  [author] Dec 28, 2016 @ 5:50pm 
You're right. I totally did forget about that. Thank you. :grinsam:
Tom Dec 28, 2016 @ 2:22pm 
Didn't read thoroughly but I think this is missing the crossbow and melee stun to Scrakes.
gospodaru22 Dec 27, 2016 @ 11:09pm 
Are you gonna do a map guide?
Frickin' sweet.
iajibagoa  [author] Dec 27, 2016 @ 1:55pm 
I've had a friendly fleshpound once :3 Greatest game I've ever played. And what you mentioned would fall into a talking point in another guide I want to do in the future.
gospodaru22 Dec 27, 2016 @ 11:53am 
You should also mention that on some parts of some maps (stairs from the houses of KF-Farm), zeds can sometimes get themselves stuck and stand and do nothing. This can leave you with a bit of breathing room and sometimes a chance to escape (although on KF-Farm you are pretty much stuck there because there is no place to escape, you either stand next to the bed or you start shooting the zeds stuck on the stairs). Also, you should mention the friendly Crawler glitch, as seen here:
https://www.youtube.com/watch?v=iDfuwVOFN8I
Blauwejakhals Loftypaw Dec 26, 2016 @ 11:09pm 
Scrakes don't have any explosive resistance that I know of
TitanPhallus Dec 26, 2016 @ 7:05pm 
I also will switch stuff up depending on how many people or who I am playing with.
TitanPhallus Dec 26, 2016 @ 7:04pm 
I personally go with the kiting method on harder difficulties with the zerker build, katana, HC (or LAR), and either the fire axe or the dwarfs axe, the dwarfs axe makes kiting a FP a breeze, one hit knocks them back, and the FPs attack is knocked out of range, for the Pat, I just go simply medic with the xbow and Schneidzekk, find something small to kit around like the bus in W london or something that you can easily corner, then using the xbow on pat while using the Schneidzekk to take out minions.
iajibagoa  [author] Dec 26, 2016 @ 5:29pm 
If I were to do another guide, granted there is a demand for me to make another. That would be a valid talking point. :SlyNinja: