Killing Floor

Killing Floor

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The beginner's guide to going ham in Killing Floor
By abugaj and 2 collaborators
This guide will cover pretty much everything from how to kite all the maps (running loops getting the zeds to spawn behind you), to how to power level your perks fast, and how to just develop good habits overall. In addition this guide will show suitable camping spots for solo or coop play. This guide is a work in progress.
   
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Introduction to Killing Floor


The Objective:
In Killing Floor you have one objective: survive the increasingly difficult horde of enemies also know as Zeds or Specimens and then take out the Patriarch aka Patty. Between waves there is a short intermission where you will head to the trader to buy weapons and equipment. Take care however as once the timer runs out the wave will start whether you are prepared or not. Try to be as close to the trader as possible when ending the wave. There are a variety of classes which will cater to different play styles. For the purpose of this guide however it is almost a requirement to play as the Berserker class. Why play as a Berserker? Oh there are many reasons but one of the biggest advantages you will have is an increase in speed and immunity to being grabbed by clots.

Tips:
When running solo you want to make sure you know a few things that can save your life. Here are some of the most important ones.

1. Quick[er] Heal
When healing make sure to cancel out the long animation that follows by quick healing and then quickly switching to your melee weapon after the needle touches your arm. This is going to save your life more than once and should always be your method for healing.

NOTE: there are keybinds that allow you to instant-heal, but that's more advanced than intended for this guide. Look up keybinding tutorials to assist with this set-up.
WIKI-LINK: Under Tactics Section[kf-wiki.com]

2. Get The Zeds Behind You
Don't try to engage enemies before running the kiting path for the map. Of course always kill what is in front of you blocking your path but keep moving don't stop for long.

3.Say "NO" (like Rosa Parks) to Greed
Do not get greedy when killing the zeds off even if you are at your camping spot because the enemies work well together all it takes is a few hits from a crawler to disorient you then you are blasted by a sirens voice and then a Fleshpound finishes you off. Have a time clock in your head know when it's time to leave and continue the kiting path.

4.Alt-Fire Is Your Friend
Know when to use a regular attack and an alt fire attack. Alt fire is useful for taking out Gorefasts quickly and stunning the rather big enemies such as Scrakes and Husks.

5.Know The Map
It is suggested to test the kiting path on easier difficulties before making the jump to the more difficult ones, learning the map and path as you go. Make sure you can run the kiting path backwards as well because sometimes your main path will be blocked and you must divert to other areas of the map to survive. Knowing the map will serve you well.

6.KILL SPARINGLY!!! (especially when kiting)
Know there are at most 32 zeds on the map at one time. So technically, if you are kiting 32 zeds behind you, none will spawn until you kill at least one. So keep that in mind when you get to a temporary camping zone and you take a ton out at once (like with a pipe bomb) a ton more will spawn on the map, typically surrounding you.

General Walkthrough for the waves
I won't repeat this as this will be used throughout all the maps. I will only mention camping spots for the maps.

Walkthrough: At the end of wave 1 sell off your axe and buy the katana. This will be your weapon until you can afford the Claymore which will be the last weapon you buy until wave 7.

Pro-tip: Soloing as level 6 berzerker, if you are able to kill most of the zeds by your own hands, you should have enough to purchase the katana without selling your axe. Problems occur when the bloat attempts to vomit on you and gets on a crowd of clots; a handful of clots will die from the vomit and you won't get any dosh from the death. Decapitate bloats with your 9mm from a distance to prevent that from happening.

Wave 7: This is a true test because your lovely friend the Fleshpound makes his first appearance here and you need to deal with him accordingly. Make sure to buy pipe bombs before wave 7. Let the Fleshpound see you. Position yourself to line up with him and plant the bomb and run. Try to have a bit of distance between you and the Fleshpound when laying the pipebomb. Also from here on out make sure to buy body armor every wave 7-10. If the bomb doesn't fully activate on the Fleshpound he won't die and will certainly rage. If this happens try to run but if you sense he is right on your tail turn around and melee him with alt fire as many times as you can.

Wave 11: Before killing off your final enemy in wave 10 make sure you are at the traders doorstep. Sell off your Claymore buy more body armor and switch your class to Demo. Now max out your pipes and place them at any entrances near the trader then go back to the trader quickly to buy more pipes. If you have money left over you should buy a Law Rocket launcher just incase. Try to place 3-4 pipes at every possible entrance near the trader. If you stun him finish him off with the rocket.

abugaj edited by Kuebic
How to play Killing Floor with controllers.
Power leveling Perk guide

For the purpose of this guide level up Beserker and Demo perks to level 6.

Update when leveling your perks aim for the body not the head. Credit goes to Scorpio!
Going Solo
Lets be honest. Sometimes you just want to go Han Solo and kill every damn zed on the map yourself. Or sometimes there is that one map you keep wiping on and think to yourself, hmm this might be easier to do solo. In some cases this is true. In this section we will show you all of the maps on Killing Floor and how to Kite them effectively.

Kiting: This is the practice of running loops around the map in order to get the zeds trailing you making them much easier to deal with.

Going solo also provides you with good knowledge of the map so when you are playing public games you will not get lost and if things get bad you can possibly save the team with your knowledge of the map by being able to kite the map and finish the wave.

Abusement Park - Kiting Path - Solo and Coop

Aperture - Kiting Path - Hell on Earth Difficulty

Bedlam - Kiting Path - Hell on Earth Difficulty

Biotics Lab - Kiting Path - Suicidal Difficulty

Biohazard - Kiting Path - Hell on Earth Difficulty

Clandestine - Kiting Path - Hell on Earth Difficulty

Crash - Kiting Path - Hell on Earth Difficulty


Departed - Kiting Path - Hell on Earth Difficulty


Frightyard - Kiting Path - Hell on Earth Difficulty


Icebreaker - Kiting Path and Tip - Suicidal Difficulty
To start with, this map had one of the strangest kiting experiences for me. There's not really a circular path you can take because all the zeds can easily take a different path and cut you off. Also, you don't want to spend too much time inside the ship because of all the tight corridors. I found this path was the most successful.

The weapon-loadout is just personal preference and really is a lot of fun. It's worth trying out. Also helps aid you with the knowledge of the map especially if you (like me) don't play this map often.

Kiting Path:
Kuebic

Getting the M32
Kuebic

Ice Caves - Kiting Path - Suicidal Difficulty
Kuebic

Santas Evil Lair - Kiting Path - Sucidal Difficulty

Camping spots: These will be refered to as areas that you can look back and kill some zeds while you are running the kiting path.

1st spot: Shortly after the spawn take a right down the hill and into the tunnels this is a good area to kill a few zeds.

2nd: The long hallway leading to the throne room

3rd:In the corner of the throne room where you can drop down the stairs and head outside.

Sirens Belch - Kiting Path - HOE Difficulty

Thrills and Chills -Kiting Path - HOE Difficulty

Camping spots: These will be refered to as areas that you can look back and kill some zeds while you are running the kiting path.

Field Medic loadouts
You'll find here some suggestions of loadouts that are indeniably powerful when in the right hands, and advice to make your hands the right hands.

All loadouts are here assumed to be equipped by a level 6 perk.

There is one thing to keep in mind for the Field Medic, it's that it's not a perk meant to deal damage. That's why I won't feature the bile blower, the M7A3 or any offperk weapon in any loadout.

Loadout 1:


MP5M


MP7M

This first loadout is meant to be a cheap one, that can work out for wave 2 or 3. It features two medic guns, the MP7 being the spawning gear and by extension completely free, and the MP5 being the second cheapest medic gun and one of the most efficient in my opinion.

The use of several medic guns on the same loadout slot allows very fast switches and syringes spam, and in this case being a brutally efficent medic in the early phases of the game.

Keep in mind that the MP5 fully recharges his syringes in 3 seconds, against 5 full seconds for the MP7, so if you want to optimize your heals, you'll have to change this later in the game. This brings us to the second loadout.

Loadout 2:


MP5M


Schneidzekk medic gun

This loadout is an improvement of the previous one, using the two medic guns with the fastest syringes recharge speed on the same weapon slot, both taking 3 seconds to charge the syringe at 100%.

Holding a third medic gun isn't really necessary, considering that 99% of the time, the syringes are fully charged after one weapon switch. It keeps you light, which makes it possible for you to eventually pick a weapon on a dead teammate's corpse to hand it back to him after the wave.

These loadouts are also very cheap to maintain, so if you plan on playing medic the whole game, it leaves you loads of money to give to teammates in need.

Felix
Support specialist loadouts
Side note: the AA12


AA12 auto shotgun

All there is to say about the AA12 is that you have to be extremely careful if you choose to play with it. The mag size and the rate of fire even in semi auto will make the most trigger happy players dry before halfway of the wave.

Contrary to popular belief, the AA12 isn't the best weapon to kill fleshpounds and scrakes. Even if a full drum mag has a huge damage capacity, it's not even enough to kill a fleshpound and by the time it's emtpy you'll have taken too much damage or even died. And spamming a full drum mag brings back the ammo issue.

So if you use this gun, don't be greedy, and watch your ammo.

Loadouts:


Hunting shotgun

One of these melee weapons:


Fireaxe


Katana

One of these shotguns:


Shotgun


Combat shotgun


HSG-1 shotgun

The hunting shotgun is really the support specialist bread and butter weapon because of its breathtakingly powerful alt-fire. With it, you can as well clean big chunks of trash mobs, instantly wipe out a siren or a husk at close range or deal huge spikes of damage on scrakes and fleshpounds. It is also possible to cut its reload animation by quickly switching after shooting, although you'll have to wait to the ammo counter to update after switching back to it.

The shotguns proposed here deal nearly the same damage, they have just different attributes that will depend on personal preferences. Some will like the stock shotgun's fast reload speed, some others the combat shotgun's rate of fire, and some others the HSG's mag size. Althoughthey all have the same ammo capacity, to be known 62 shells. To prevent yourself from running out, you'll have to learn to line up zeds before shooting and taking advantage of your shotgun penetration.

And to prevent even better the ammo runout, you'll have to hold one of these powerful melee weapons. When you see a lonely clot or stalker, instead of wasting one of your precious 12 gauge cartridges, pull out your axe or katana and behead the bastard. They are also used for combos on scrakes, but you must keep in mind these are risky and meant to be used as a last resort.

Felix
Sharpshooter loadouts
Side note: the 9mm


9mm tactical

In the hands of an experienced sharpshooter, the 9mm is an extremely powerful weapon. It's part of the spawning gear so you'll always have one, has extremely cheap ammo and almost no recoil.

Even though it doesn't have bullet penetration, it will kill every trash mob except a bloat in suicidal with one single headshot, and will decapitate all of them in the same conditions in hell on earth. With some dodging skills, it can even come in really handy against husks. It is strongly unadvised to try to kill sirens with it, though.

Loadout 1:


Compound crossbow


Handcannon


MK23

This sharpshooter loadout is extremely powerful, easy to use and cheap to keep going. Both handguns will kill a clot, crawler, stalker, gorefast and bloat with a single headshot in any difficulty, and benefit of bullet penetration. Up to husks and sirens, the handcannon will kill both with two headshots in suicidal and hell on earth, and the MK23 will take 2 headshots in suicidal and 3 in hell on earth.

The crossbow is the scrake and fleshpound's bane, but if you were used to play normal or hard, you'll have to start using this weapon with more caution. Since starting from suicidal killing a scrake will take two crossbow headshots above one player, and between 2 and 4 bolts to kill a fleshpound depending on the difficulty and the number of players, you'll run out of ammo much faster if you use it to kill trash mobs, husks or sirens. So watch out for this, or you'll end up in front of an angry fleshpound with nothing more than your weak handguns to shoot with.

Loadout 2:


M14EBR

One of these rifles:


Lever action rifle aka Winchester


Single piston long musket

These alternate loadouts are extremely powerful as well but take a bit more time to master. All three weapons will kill any trash specimen with a single headshot, the lever action rifle, more commonly called LAR and the musket killing husks and sirens with a single headshot, while one M14 headshot will leave them a 9mm headshot away from death. Just make sure you don't use your LAR or musket for crowd control, or you'll run out of ammo before even noticing it.

When it comes up to fleshpounds and scrakes, the M14, LAR and musket are extremely efficient, even though they have a much riskier use than the crossbow against them. The use of the M14 allows a quick kill on both scrakes and fleshpounds, although landing the 7 headshots on a scrake and the 10 on a fleshpound without the possibility to stun them can turn out tricky and get you killed if you try this without previous training.

The LAR and the musket can both stun scrakes on headshots, but it's not always easy to chain these considering the scrake's head swing, so maybe you'll want to combine them with some M14 shots. 5 LAR headshots will be required to kill a scrake, and 4 musket headshots will do the same job.

Now, if you don't have the musket DLC, taking out fleshpounds with this loadout without taking damage will be really hard. The LAR requires 7 headshots to kill one, against 5 for the musket. You don't want to try to kill a fleshpound with your LAR unless you are really confident in your aim, and even in this case, I can assure you it's not easy to keep steady when this dumptruck screams at you and charges you.

And if you have the musket DLC, don't be an arse, propose one to LAR sharpshooters you'll see and buy one for people that ask for it.

Felix
Commando loadouts
A little reminder before anything else: as a commando, your rifles don't have enough firepower to seriously wound scrakes or fleshpounds, just enough to rage them on you and your teammates. So part of your job is going to be not to shoot at scrakes or fleshpounds.

There isn't really a commando loadout better than another, it's most of the times up to personnal preference. Although some weapons are clearly outstanding.


AK-47

In most situations, this is the commando bread and butter weapon. The highest damage in the low tier assault rifles, a huge magazine, a low rate of fire and a very controllable recoil that make it suprisingly accurate against crowds. The only bad point is the ironsight that might sometimes make it hard to pull headshots above short-medium range.

Although, in whatever commando loadout you'll bring up, you'll want to have one of the following:


SCARKMK17


FNFAL ACOG

These rifles are meant for the spikes of damage the commando will have to deal. They deal the same damage, have the same ammo reserve and clip size, make a short work of sirens and husks and can even finish off a wounded scrake or fleshpound that is threatening your teammates or maybe already bowling in the middle of them.

The choice will be up to your preference. The FAL has a higher fire rate and a lower recoil than the SCAR and has a slightly zooming scope, besides some people might prefer a slower fire rate and a less obtrusive ironsight.

Concerning the fire mode, full auto or semi-auto, it's again all up to your preferences, just like what target you'll shoot with what gun.

Felix
Berserker loadouts
Side note: camping

The first thing that is assumed if you play berserker in pubs is that you're not here to camp, and if you are, you're here to be a pain in the arse of your teammates and a killwhore. If you don't have a special tactic that implies a berserker, if you aren't just playing berserker for one wave to get a melee weapon for another loadout or if you aren't playing with friends, don't play it in teams that are camping. Seriously.

Loadout 1:


Fireaxe


Katana


Lever action rifle

This is a basic kiting loadout, composed of cheap gear to keep going. The fireaxe being your spawning weapon and dealing massive damage, beheading sirens or husks in one swing and stunning scrakes in one alt fire to the head, it's one of the best weapons a berserker can equip.

The katana can be bought in the early waves and its very high fire rate makes it extremely useful for cutting your way through a group of trash mobs or extending zed times.

The lever action rifle is simply too cheap and too efficient to be ignored. A single bodyshot kills crawlers instantly, on a headshot, it can stun a husk, and only two are needed to wipe away one of them or a siren.

Loadout 2:


Claymore sword


Buzzsaw bow

This loadout is quite more expensive to put up, although it also holds very powerful alternatives. The claymore sword is a bit like an upgraded axe, in terms of damage and alt fire swing speed.

The buzzbow being a DLC weapon, not everybody will have the opportunity to buy one, and someone owning the DLC but not playing berserker will be reticent at getting you one in reason of its awfully high price and ammo cost. Although, the projectiles can be retreived, and they stun a scrake on bodyshot. Only two headshots will be needed to kill one. It is also possible to kill a fleshpound very fast with this weapon, as with 5 predamage headshots with the claymore, two buzzsaws will rip its head off.

Shot through a group of trash mobs, it will kill on hit any ZED and bounce around several times, so it can get you out of a sticky situation in a blink. Still, be careful when kiting with this weapon, considering the number of ZEDs you'll kill with it will be spawning into your face.

Felix
Firebug loadouts
Another reminder, firebug is a perk meant for crowd control and nothing else. Don't count on doing huge damage to big ZEDs, and most of the times, avoid shooting them, considering your damage over time can easily rage them.

A statement will be made for these loadouts, being that you own the flare gun DLC, which is a must-have to play firebug. If you don't, replace them by a MAC-10, but expect to be much less efficient.

Loadout 1:


Flamethrower


Dual flare revolvers

This loadout is a very plain but very efficient firebug loadout. The flamethrower is a gear you spawn with and with full ammo, and it's clearly the best crowd control weapon in the game, thanks to its huge clip size, damage output on weak ennemies and spray. Just be careful not to try to kill husks with it, their resistance to this weapon is of 75% and it's twice as short to kill a fleshpound with it. (don't try)

The flare guns are simply amazingly powerful. You can either spam them at trash groups without fearing of running out or aim down your shots and one-shot kill all trash mobs with a headshot, and in bonus a pretty good looking explosion. 6 bodyshots or 2 headshots will get you rid of a husk. Just make sure when you wield these babies that you reload them as oftenly as possible.

Loadout 2:


Husk fireball launcher


Dual flare revolvers

This loadout is slightly less crowd control oriented, even though you can still do a good job at this, thanks to the flare pistols. The husk cannon has projectiles killing most trash mobs with a single uncharged headshot, and a fully charged shot not only has the blas radius of a LAW rocket, but also stuns a scrake both on bodyshot and headshot. This can come in handy if one of your teammates is struggling with a husk charging him. Keep in mind though that it won't stun them if they are already sawing a teammate or you.

Felix
Demolitions loadouts
Side note: smoke

As demolitions, watch out for where and how often you shoot, as the smoke produced by your weapons is a bane for your teammates when excessive. Don't be too greedy for kills, it will cause your ammo to run out very fast and your teammates to hate you and kick you out if they can.

Side note 2: ammo boxes

This is not orientated for demo players but for their teammates. Demolitions have the most expensive ammo in the game, so leave them ammo crates if you find them, they are way too rare in suicidal and hell on earth to have a commando or a sharpshooter take them instead of a demo.

Loadout 1:


M32 multiple grenade launcher


M79 grenade launcher


Pipe bombs

This loadout is meant to be making the demo as efficient as it can be without making it too vulnerable. The M32's huge clip size gives it a very high and quick damage output, very useful for panic situations or taking out fleshpounds. But this is not to be abused of, since the low total ammo capacity and the really slow reload times don't allow it to be spammed forever.

That's what the M79 is here for, popping small damage spikes while keeping the main weapon completely loaded. One thing most players forget about the M32 and M79 grenades is that they have a huge headshot bonus: they have a damage multiplier and fly through the head, so they produce less smoke. A single headshot will be required to kill a siren or a gorefast, and it will stun husks.

The pipebombs are part of the demo's spawning gear, but don't look to completely fill your pipes ammo as soon as you can, even if your teammates load you with cash. Your ammo is the most expensive in the game, and this goes for all your weapons that you'll have to keep loaded more than your pipes. Just buy enough pipes to set some safety pipes for your teammates to fall back on, and eventually to kill multiple fleshpounds spawning at the same time. Avoid putting pipes near the spot you're standing or in an eventual husk line of sight, as it would be really bad if they were detonated in these situations.

Loadout 2:


LAW rocket launcher


Pipe bombs

This loadout might look a bit more brutal, but it makes the demo much more vulnerable and much less efficent at killing fleshpounds. The LAW rockets have a considerable blas radius and deal huge damage, instantly killing something in their blast radius that isn't a scrake or a fleshpound. A direct hit with a rocket will stun a scrake, and it will rage a fleshpound without killing it, so you can't be as much trusted by your teammates as if you had the first loadout.

Felix
Fighting the Patriarch: some loadouts
You might not be sure of what weapons take before fighting the big boss, and it's understandable. Here are some suggestions of loadouts that work pretty well.

Field Medic:


Compound crossbow


Schneidzekk medic gun


Flare revolver

The weapons utilisation is simple: the medic gun is here to heal teammates wounded during the boss fight and taking out trash mobs that are spawned during the heal phases, flares are to be shot while running away to keep dealing damage, and the crossbow's huge damage output made it a weapon of choice for a perk that doesn't deal that much damage.

Support specialist:


AA12 auto shotgun


Combat shotgun


Dual flare revolvers

As support specialist, the strat is simple: get close to pat and unload all you have. Just make sure not to die too early and make sure to play support either if your team has a massive enough damage output to kill the Patriarch without it killing anyone or if there is a tanker, such as a medic or a berserker. When the pat is too far or running away, use the flare guns to deal again as much damage as possible.

Sharpshooter:


Compound crossbow


Dual handcannons

The crossbow's basic x4 headshot damage multiplier combined with the sharpshooter's x2 multiplier to it makes it a must-have for patriarch fights. The crossbow's reload speed increases the DPS crazily and makes it possible to make Patty kneel before he had the time to shoot or hit. For situations when he's running away or when you don't have time to aim down your shots, pull out your dual handcannons and unload, don't bother aiming.

Commando:


SCARMK17


FNFAL ACOG

The strat is the same as the two perks above, as soon as you see the boss, unload, preferably in the head. Don't foget using the perks of being commando to inform your teammates about the Pat's health status. Seeing him when he's invisible also makes you able to run after him for a while, and maybe make your teammates follow you. Remember that you don't deal huge damage with your commando rifles, so don't go after him alone if it's too dangerous, or your 14 reserve mags will never see daylight.

Berserker:
Regular player:

Claymore sword

High-tier player:


Katana

God-tier player:


Machete

The berserker's role during the patriarch fight is to melee-lock the Patriarch, to be known walking back and forth to stuck him in a loop where he attacks and misses constantly while keeping on attacking to keep the Patriarch's aggro. This way, he stands still while the whole team is shooting it. And to melee lock the boss, the berserker must be as light as possible for a maximum speed, so carry the minimum gear, the weapon he melee locks the Patriarch with. Forget the buzzbow or anything else, that wouldn't be playing your perk.

Firebug:


Husk fireball launcher


Dual flare revolvers

Your purpose as a firebug is to engage the Patriarch from as far as possible and to chase it down the furthest possible to deal the most burning damage possible. This will just require a good knowledge of the flame weapons physics to hit the most times possible.
Don't forget that a Patriarch on fire is an easier target to follow for your teammates.

Demolitions:


M32 multiple grenade launcher


Lever action rifle


Pipe bombs

As demolitions, forget the LAW. It looks like a big deal, but its reload speed for only one projectile eliminates it from the list of viable weapons for a pat fight. Unload your M32 on the boss when you see him, and again, aim for the head. The LAR is very efficient against the trash mobs spawned by the Patriarch, and the pipes are of course a huge source of damage if you can lure him into them. But don't abuse of pipes during patriarch fights: first, standing near a huge pipes nest is very dangerous for you, since a rocket from the boss will detonate them and instantly blow you up; second point, the Patriarch as an in-built pipebombs resistance for these not to kill him too easily. After each detonation, the Patriarch gains 7.5% resistance to pipes, and after 14 detonations, he becomes completely immune to their damage. This resistance is reset after 3 seconds without detonations, which makes it necessary to use your brain along with pipebombs.

Felix

For more indepth info on how to take down the Patriarch check out Kuebics excellent guide here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=202644020
Naughty VS Nice Habits
So, after playing many hours of Killing Floor i have seen some really stupid moves by players. Intentional of not these are some things that should never be done in a game as these cardinal sins can and will end in a wipe. First i will start with some of my worst pet peeves that players do in a game. Don't ever do these!

The Naughty List

1. Kill ♥♥♥♥♥♥: My number one pet peeve in this game above all else is a kill ♥♥♥♥♥. If you don't know exactly what a kill ♥♥♥♥♥ is let me give you an example. If you have ever played Biolabs then you are have probably seen quite a few of these players. These players are the ones that run out infront of the team and try to kill the zeds farther down the hall unaware by doing so they can make other zeds spawn behind the team and ends in a wipe usually. Basically these players don't care about winning the map just the number of kills by their name.

2. Raging Scrakes and Fleshpounds: OMG if anything can end a game fast it is a player that doesn't know how to deal with scrakes and fleshpounds. If you see someone that is dealing with a scrake such as a zerk, DO NOT ATTACK IT! It will cause the scrake to become unstunned and put the team in danger. If a sharpshooter has the job of taking the scrakes out then let them do it. If you attack it while the sharp is trying to take it out then the next shot the sharp shoots will be nullified. This really upsets sharps. Burning scrakes is a huge no no. This can end in a wipe if the trash isn't under control and you have other zeds closing in like sirens or husks. Demos and Supports need to take out the fleshpounds don't rage them if they have agreed to kill them. It can for example mess up a supports combo.

3. Not playing your perk properly: How many times have you seen players play as a medic but don't heal or a commando that buys a flamethrower? Trust me it happens and it is frustrating as hell when playing with players like this. It is not rocket science by playing your perk you will greatly aid the team as the game intended.
Collectable Achievements
As Tripwire increased the content for this game through their various holiday events we got new maps and new achievements. Most of the time we would get collectable achievements within the new maps. In this section i will have guides to all those achievements.

Soul Collector: In the second halloween map by Tripwire we were introduced to the Hillbilly zeds in addition we were given the map Hillbilly Horror and had to set the souls free of 25 gnomes.


Hide and Go Puke: The Summersideshow Pier of Pain Event introduced another set of collectables within a new map Steamland in which you had to destroy 50 clown dolls.


But its all Red: In the Twisted Christmas update Tripwire released the Moonbase map. In this map you had to find 16 pieces of the Zed gun to unlock it from the trader.


Blinding Big Brother: The third Halloween map Tripwire released was Frightyard in this map you need to destroy 30 cameras.


Science Hater: In what many believed to be the last update to Killing Floor due to its name. End of the Line, Trip Wire provided us with three maps with three collectable achievements in each, this one requires you to destroy 30 DNA vials in the map Transit.


Oktoberfest Master: In the second map of the End of the Line update we have Sirens Belch. In this map you must destroy 30 beer steins to get the achievement.


Rich Evil Uncle: In the third map of the End of the Line update we have the massive castle map known as Stronghold. In this map there are 50 money bags you must destroy and they are very well hidden.



Skull Cracker: In the last ever Halloween map released by Tripwire you venture into the dark vile underground world of Club Clandestine to destroy 30 skulls.


All Shook Up: In the latest and probably last Christmas themed map you need to find 15 snowglobes in the map Thrills and Chills.

Safe spots uhh Somewhat
In some maps you will find ways you can camp safely from most zeds and manipulate them. As i find more i will post them. Here is the first one i found by myself.

Frightyard Safe spot

Not far from the spawn you can find a spot you can camp and win without much effort using Firebug. Make sure to kill the sirens and bloats as quickly as possible as they are the biggest threats.

Personal Kiting loadouts
In this section i will share some of my favorite kiting loadouts. I will always be using the zerk perk for these loadouts.

Loadout 1:
The Xbow and the Axe

This is my favorite loadout because i can deal with the annoying husks and sirens from a distance. I sacrifce having a good weapon to kill the crawlers with this loadout however.

Loadout 2: Dwarfs Axe, Lever Action Rifle, and Flare Pistol.

Another good loadout that i like to use. With this loadout you have the best Axe which can save you from raging scrakes and fleshpounds due to the knock back you get from it. The Lar is excellent for taking not only crawlers but husks and sirens although not as ideal as the Xbow its cheaper and weighs less allowing you to carry more than just the axe.




Loadout 3: Axe, Katana,Flare Pistol.
33 Comments
Drugs For Hugs 9 Jul, 2024 @ 8:25am 
Best guide I've seen :steamthumbsup:
EnderGround 11 Jul, 2021 @ 9:28am 
Thx very helpfull for me
BlackSpawn 24 Jul, 2016 @ 5:06am 
I reported this guide....
for awesomeness! :spiraltroll::happymeat:
Danny 16 May, 2016 @ 6:11pm 
I thought it was obvious of the abbreviation of Dwarf axe as DA, and you can only get it as an achievement or buy a $10 game. From what I know.:toriel:
KelpTheGreat 15 May, 2016 @ 10:30pm 
He means Dwarf's Axe. There are two ways to get it: get an easy achievement in a small game that's free to download, or pay a couple of cents to get it with the rest of the DLC weapons during a Steam sale. My guess is the majority of people who are buying this game are getting the full edition bundle, so it's not a stretch to assume they'll have the axe.
abugaj  [author] 15 May, 2016 @ 7:36pm 
DA?
Danny 15 May, 2016 @ 6:24pm 
vv If the player hasn't unlocked the DA, then what is he suppost to do? Give them an achievement unlocker or some BS?
KelpTheGreat 12 May, 2016 @ 3:18am 
Also, you recommend the claymore over the Dwarf's axe most of the time, but the Dwarf's axe is identical in every way except it has knockback. Isn't that the superior weapon?
KelpTheGreat 12 May, 2016 @ 3:16am 
In the fighting the patriarch section for berserker, you say to forget the buzzsaw bow because that wouldn't be playing your perk. The buzzsaw bow counts as a berserker weapon for a reason - the damage it does is considered melee. Any melee damage bonuses you get from your perk level is applied to the projectile. I've soloed the patriarch on normal with 3-4 direct headshots from the buzzsaw bow, it really is very good. It's also light enough you can carry with another regular weapon.
Kamakaze 29 Nov, 2015 @ 11:18am 
Uhm in the firebug loadout section, you wrote "This can come in handy if one of your teammates is struggling with a husk charging him.", and I'm pretty sure you meant to say Scrake. :p