

Keep this in mind when playing stumble heavy perks such as support, beserker, and even commando. Most notably stumble will take priority over freeze and stunning, meaning that if you stumble a zed before someone attempts to freeze or stun it, it will simple ignore the effect. The most important thing to consider about incaps is that certain incaps cannot be applied simultaneously. Zeds have specific thresholds for each type of incap that will be triggered when enough of a specific incap is applied. This means that if your plan is to freeze, stun, stumble, or otherwise incap a fleshpound it is better to derage it first.Īll weapons have a specific incap power that is applied on every shot and amplified by skills and perk traits if applicable. Additionally, fleshpounds and quarterpounds gain massive CC resistance while enraged. Most perks have a way to deal with large zeds at least somewhat successfully without teammate assistance, which are referred to as takedowns. Raging a large zed without a plan to deal with it is one of the easiest ways to lead to a team wipe/player death. Scrakes only enrage after taking damage, but remain permanently enraged until they are killed.

This encourages the player to dispatch of them quickly to reduce the amount of time they are in the raged state.įleshpounds will derage after hitting a player once, but also rage automatically 30s after seeing any player. This causes them to run quickly and allows them access to their most dangerous attacks. Once either their head or body health pool reaches a certain threshold(dependent on difficulty) they enrage. The way they need to be approached is unique due to the raging mechanic. They have the highest burst damage and the largest health pools. Large zeds are the main threat that need to be played around outside of the first couple waves. Medic is almost necessary on a chaotic team due to the inherent danger of being closer to zeds and their typical dependency on kiting, but precision comps can also be helped with a medic though it is not necessary. While they prefer headshots, SWAT and Support have sufficient bodyshot damage to remain effective on a chaotic team. Playing a chaotic perk into a precision comp is likely to frustrate your team as it harms their ability to aim, while playing a precision perk on a chaotic team reduces your effectiveness as you can't aim properly. When joining a match, particularly on higher difficulties, it's worthwhile to note which perks your team is running and pick something that works well with that. Neutral perks consist of - Support, SWAT, and Medic Precision perks consist of - Sharpshooter, Commando and GunslingerĬhaotic perks consist of - Firebug, Beserker, and Demolitionist Therefore we can group perks into 3 separate groups: Precision(headshot focused), Chaotic(bodyshot focused), and neutral. Most of these CC effects make zeds move unpredictably and make it difficult to hit headshots. Some perks instead prefer to heavily CC the zeds and deal heavy body damage to kill them. With headshots being so heavily encouraged, it is usually in the interest of the player to keep the movement of the zeds as predictable as possible in order to score consistent headshots.

This leads heavily into my next point regarding perk(class) synergy. For most zeds, their head health pool is roughly 1/3rd of their body health pool, making it much easier to deplete. Any and all damage that's dealt to the head pool will also be applied to the body pool, meaning that you are always contributing if you hit the head. All zeds that are decapped will slowly bleed out. When the head health pool is reduced to 0 the zed is decapped, preventing them for performing any unique attacks and reducing them to slowly shambling around if it doesn't outright kill them. When the body health pool is depleted to 0, the zed simply dies. Each zed has 2 separate health pools, one for the head, and one for the body.
#Killing floor 2 builds support end game series#
Without a doubt the most important and unique mechanic in the killing floor series is the approach to weak point/headshot incentivizing. Without any further babbling I'll get to the meat. KF2 is a fairly nuanced game and there tends to be lots of misinformation/misinterpretation that I hope to clear up here.
#Killing floor 2 builds support end game free#
With KF2 recently going free on the epic games store and a lack of updated and digestible information readily available, I took the time to make what is hopefully a somewhat concise guide to basic killing floor mechanics and a list of the best loadout choices for players diving a bit deeper into the game.
