Killing Floor 2

Killing Floor 2

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The guide to everything - Hell on Earth
By pillbug and 2 collaborators
Trying to beat HoE and get those achievements to prove yourself you're worth something in life? No? Too bad cause this guide is here to change people's lives anyway! Welcome to the guide to everything!
   
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Introduction
Hello and welcome to the guide to everything!
Here we're going to talk about the best strategies to assure you a clean and easy win against the army of bloodseeking living nightmares.

We'll explore everything that will, more or less, have an impact on your gameplay and your chance of surviving.
The guide will be updated with upcoming updates, bug fixes and mechanics changes.

You may think you know everything you need to know already but reading every bit of this guide will make you change your vision of things.
Now let's see what will save you shall we?
A Word on Communication
Before starting the game, while you're in the lobby, being on the same level of understanding is important.
Hell on Earth requires a minimum of coordination in order to be completed successfully. The hardest part is not the boss, it's getting to the boss.
Why you'd ask ? Because a little misunderstanding can cost a complete wipe.

To prevent that make sure everyone knows what's in your mind and how you want to act when something (like a fleshpound spawning) happens. it's easier to play with friends but a simple conversation can do the trick.
Don't hesitate to use "I need help" or "Follow me" in game to clarify your intention.
Use it to indicate where the enemy spawned and inform your team mates whether or not you should engage.
You can also use quick sentences like:
sc : Scrake
fp : Fleshpound
ooa : Out of Ammo
mid : middle
kite, run,...
If one of the above is mentioned, DO NOT, I repeat, DO NOT ignore it.
Don't let a poor Medic and a little tiny Berserker fight against a Scrake.
Don't engage a Scrake when your Support and your Commando are out of ammo.
Don't find yourself surrounded because you find out you're team mates were overrun and had to move somewhere else.

This might seem silly but it happens often and you'll understand how much communication is important.

3 points are important to mention:
The Economy, how you are going to share your money.
How to take down Scrakes, how you are going to kill Scrakes (video in the dedicated section)
How to take down Fleshpounds, how you are going to kill Fleshpounds (video in the dedicated section)

These are the minimum everyone should agree right from the start. Otherwise it might be a complete chaos and you won't be ready to get through the latest waves.
Team composition
Let's talk about composition first of all.

There will be 10 classes at release, but right now there is only 4 classes available which are: Commando, Support, Field Medic and Berserker.

But you already knew that right? You came to know how to use them in the most efficient way possible?

However it's important to know what you're supposed to do when it comes in term of teamplay. 6 players is hard but not impossible and here's what you should have:

Minimum 1 Berserker
Really important to take down huge targets. EMP Grenades are godsent, use them without moderation.
He will also be your Bank account since he's going to have most kills in early waves.
HE. SMELL. DOSH.
Equipment needed:
Bulk Ammo - Well both are not that impressive anyway.
Fake Out - Usefull to not lost track of your target.
Formidable - You'll thank me at wave 5.
Intimidate - Great use on early waves.
ZED TIME - Whatever.










Minimum 1 Medic
People tends to take 2 which is not a bad idea but can have some serious impact on the dps of the team. It only depends if you want to play safe or all in. He will be important to keep your Berserker alive.
Equipment needed:
Healing Surge - Since you'll focus on healing others, you'll have less time to take care of your health.
Armament - Even if it's 2 percent, it's 2 good percent.
Regeneration - Like I said with Healing Surge.
Vaccination - SOMEONE SAID FREE ARMOR ?
ZED TIME: Airborne Agent - SOMEONE SAID FREE ARMOR FOR EVERYONE ?







Minimum 1 Commando
Commando is a really powerful option for taking trash in the early waves (Sirens, Bloats and Husks).
We like having 2 of them if we go for a 1 medic run.
Equipment needed:
Call Out - Please use this.
Large Mags - 10 and 15 More bullets in a magazine. Who would say no ?
Tactical Reload - And you can reload faster on top of that.
Impact - Use this with a Scar and it will feel almost like the medic Assault Rifle (which can "stun" most of zeds). That can also buy you some time to reload before a running clot reaches you.
ZED TIME - Whatever.






Minimum 1 Supports
It's not even an option now. The support have the best DPS right now by far. It is great to push, taking down Scrakes, bursting Fleshpounds while the Berserker is tanking, baking cakes, making coffee, saving trees... Just take it, it's good stuff.
Equipment needed:
Supplier - Be the one everyone loves. Literally.
Fortitude - Give yourself a better chance. L i t e r a l l y.
Tactical Reload - Same as Commando, it's good stuff.
Strength - Don't take 2 autos however. With strength you can carry 3 shotguns. That's better than 2.
ZED TIME - Whatever.

Note that Commando have more bullets than a Support. However Support does more damage in a short time. That mean let the Commando shoot basic zeds before the support does. He will save many ammos.

Of course that's not the only way to do it but if you're that try harding casual that seeks victory, this is for u boi.
Economy / Managing money
If there is one thing in the guide you need to follow, it's the economy.
THIS will make everything MUCH MORE EASIER.
It works perfectly everytime and myself I got surprised how well it improved our survivability the first time we did that.
Follow each line of this section and you'll never play the same way as before.

The goal is to get tier 1 Weapon of each class (except Berserker) as soon as possible. That mean some of the players will keep their starting weapon for a few waves only.

-By example for our team comp on a 7 waves run- (so you get the idea)
Here's what we want (in the order):
Medic's AR for Medic - Bullpup for 2 Commandos - AA12 for 2 Supports - Pulveriser for Berserker - Scar for 2 Commandos.
After that you can get whatever you want if you have spare dosh.

In order to give money while having enough ammo to survive the round here's what you need to do:
- For those giving money: Refill ONLY your primary weapon. DO NOT refill grenades or 9mm, you can take that from supports' suppliers so don't waste dosh on it.
Note: Berserker, do not refill. (Come on..)

- For those getting the money: Try to refill the weapon you'll get. Since Medic is the first whose's getting his weapon, he can refill grenades.

Now here's the ideal way to get those godsent weapons:
  • End of wave 1:
    Goal:
    • Medic's Assault Rifle
    • Commando's Bullpup
    Refill ammos and give everything to Medic. He should get around ~2200 (1600 in the worst scenario) dosh if money was not wasted. That way he will be able to get that AR really soon. As soon as he gets that AR, give the spare cash to one of the Commandos. He will be able to (hopefully) get his Bullpup.

  • End of wave 2:
    Goal:
    • Support's AA12
    • Commando's Bullpup
    Refill and give everything to 1 Support. That way he will be able to get AA12. Then give just enough to the second Commando so he can afford his Bullpup.

  • End of wave 3:
    Goal:
    • Support's AA12 (or Commando's Scar)
    • Berzerker's Pulveriser + Grenade ammo
    Refill and give everything to the other Support for AA12 and the rest to the Berserker for Pulveriser. (Commandos does not need Scars for wave 4 since you already have 2 AA12)

  • End of wave 4:
    Goal: Rest of team's Tier 1 Weapon (AR, Scar, AA12,..)
    Give the rest to Commandos so they can get their Scars.
If money was not wasted, you're completly ready starting wave 5. If that's not the case, someone died or wasted money buying a tier 3 weapon (650 dosh). I repeat, only Commandos will need a tier 3 weapon in the early waves.
  • Having a Medic's assault rifle will prevent death, many death and will bring you free armor starting wave 2.
  • Bullpup are necessary to help Supports and Berserker to get rid of Sirens, Husks and Bloats.
  • Pulveriser is only needed on wave 4 in case things goes wrong with Scrakes. In the early waves, Berserker is your bank account, don't let him die or you'll have debts.
  • Supports will have their AA12 in time to kill Scrakes. The video on the section below will show you how to take them down quickly.
Information about your enemies
" Know the enemy better than you know yourself! "

Did you know that some zombies are more resistant to bullets than others? Some only take 50% of a special type of damage and some have even invincible frames! Can you believe it?
Then why did you buy this Eviscerator Tommy? Put that down!

Let's be real, there are things you need to know about zeds that may help you survive a little bit longer.

Some mechanics have been added and some have been improved since KF1. Stumble and Stun are part of them and can be triggered by weapons such as the Pulveriser, Nailgun, Eviscerator or Medic's Assault Rifle. Thanks to some skills, you can also increase your chance to stumble with Commando weapons for the Commando class WHICH IS F**KING USEFUL, TRUST ME!

But let's talk about specimens and counter play shall we?

Cyst - Clot - Slasher:
They are basically the same type of enemy. However the slasher can roll, jump and turn you into sushi. They are not hard to take down but don't get grabbed by them, if you're reloading or have a Fleshpound behind your butt, it's over.
  • No resistances or weaknesses.

Crawler:
Don't underestimate them! They can easily hide under corpses and can become one with the dark. Take them down quickly. They can deal a significant amount of damage when they reach your feet. It's not that big of a deal compared to the others but be careful, they are faster than Sonic.
  • Resists Slashing Damage, takes only 50% damage.
  • Weak against Ballistic, Toxic and Bludgeoning Damage, takes 200% damage.

Stalker:
I hope you have a level 25 Commando because on HoE they are the worst sometimes. If you can spot them from distance, it's a easy kill since they just run forward. But when they start doing their kapuero breakdancing ♥♥♥♥, I'm done aiming for the head. Kill it.
  • No resistances or weaknesses.

Gorefast:
It's fast, making it hard to aim for the head. I don't really know what to tell you about them except that now they can attack while running. Thank you Tripwire 11/10.
  • No resistances or weaknesses.

Bloat:
Don't come too close if you have armor. Their bile can take about 50 or more points from your armor. They are easy to kill if you aim at the head. Don't let them vomit on you or your teammates!
  • Resists Ballistic, Explosive, Toxic and Bludgeoning Damage, takes only 50% damage.
  • Weak against Fire, Slashing and Piercing Damage, takes 200% damage.
  • Solo Health: 75%.


Siren:
Sirens are hard to hit. Their tiny hit box makes the job hard to be done as Support and Berserker (in the early waves). They can destroy grenades, that's why they are your number ONE priority in fights. That's where you'll thank your lords and saviors: the Commando players.
They also take a LOT of damage from grenades. That mean you can throw some at them but don't trigger their attacks by getting too close!
  • Siren screams will destroy grenades before they go off.
  • No Resistances.
  • Weak against Explosive Damage, takes 200% damage.
  • Solo health: 90%.


Husk:
That's when you wish there was a Sharpshooter class. Husks have a pretty good amount of HP making Berserker's lives even worse. Once again the Commando is your best friend at the moment.
Attempt to snipe his head whenever the opportunity presents itself. Don't let him blow your mind (literally).
  • Resists Fire Damage, takes only 50% damage.
  • No Weaknesses.
  • Solo health: 90%.


Scrake:
Probably the deadliest from all the specimens. Here's what you need to know about him.
  • Solo Health: 50%.
  • Resists Explosive Damage, takes only 50% damage.
  • No Weaknesses.
  • Melee bash from guns will punt Scrakes into a stumble.
  • Certain attacks won't be cancelled by a bash.
  • Successful parries will punt Scrakes into a stumble.
  • Saw blades fired from the Eviscerator will stumble Scrakes if you land a headshot.
  • Scrakes rage after their health drops below a certain threshold (90% on HoE) and they will rage on forever unlike Fleshpounds.
  • Scrakes gain a massive speed boost during their rages and will outrun any class in the game.
  • Both the Scrake and the Fleshpound can have their rage cancelled for a short period of time by Berzerkers EMP grenades.


Fleshpound:
Same as the Scrake. However his behavior can be controlled. Parrying a raging Fleshpound (or letting him hit a player) will put it in an unraged state. Take that as your advantage.
  • Solo Health: 50%.
  • Resists All Damage excluding Explosive & Piercing, takes only 50% damage.
  • Weak against Explosive and Piercing Damage, takes 150% damage.
  • Melee bash from guns will punt Fleshpounds into a stumble even when they are raging.
  • Certain attacks won't be cancelled by a bash.
  • Successful parries will punt Fleshpounds into a stumble even when they are raging.
  • Fleshpounds rage at random periods of not being in combat and if dealt significant damage in a short period of time.
  • The rage will last for 10 seconds.
  • They gain an immense speed - and damage boost during their short rages as well as the ability to mow over lesser zeds.
  • Unlike Scrakes, Fleshpounds will stop raging after a short period of time or when they attacked something/get parried.
  • Both the Scrake and the Fleshpound can have their rage cancelled for a short period of time by Berzerkers EMP grenades.


Hans:
I'm not sure if this list is complete but we know that:
- Hans can regain life 3 times from players
- He can't kill a player while he's regaining life
- If a player dies while he's regaining life, he will try to grab someone else
- His life always refills to 100%
- He's invulnerable when he's healing
- He hates pudding.
All of these things have been verified. All of them.
  • Resists Toxic, EMP and Slashing Damage, takes only 50% damage.
  • No Weaknesses.
  • Solo Health: 25%.
Taking Down Targets
Shooting the head is essential but against Scrakes and Fleshpounds it's a whole other story.
First of all, here's the order of priority during a fight:
Siren > Fleshpound > Scrake > Bloat > Crawler > Gorefast > Husk > Clot
Now here's what you can do for each specimen:

Clots, Gorefasts, Stalkers, Crawlers:
If you are camping, those targets should be taken down by commandos.
Supports should focus them only if there is a husk or a siren around in order to buy some time to the commando to take them down.
  • Commando: Shoot the head.

Bloats:
Support and commando can do the work. Berserker shouldn't approach them if they aren't attacking directly your teamates
  • Commando: Shoot the head.
  • Support: Shoot the head.

Husks and Sirens:
As soon as you see one, take your Bullpup and kill them. That's the only use they should do with the Bullpup. Berserker won't have enough power in the early waves so you're their hero commando.
  • Commando: PEW PEW HEAD.

Scrake:
That's where it gets interesting. As a berserker you can throw a grenade at a Scrakes feet making him unable to rage. Supports and Commando will now be able to aim the head perfectly. In case they took too long, the Berserker should stay ready to stumble him with his Pulveriser.
This is probably the fastest way and the best way to not waste ammo.
See the video below:
  • Do not throw Frag grenade as he only take 50% damages, save them for Fleshpounds.
  • When the Scrake is under EMP, DO NOT approach him. Otherwise he will attack and prevent Supports and Commandos to aim the head properly.
  • Commando: Be ready to aim.
  • Support: Be ready to aim.
  • Berserker: Throw grenade and wait until EMP fades to attack.
  • Medic: Take down trash or Be ready to heal.

Fleshpound:
A Fleshpound is scary only when you don't know how to deal with it. Fleshpounds are easy to parry compared to Scrakes. It's also less risky with a medic at your side. Here, what you want to do is to parry every single attack he makes to make him stay in position. That way Supports and Commando will be able to aim the head properly.
  • His first attack when he's approaching a player can not be parried. (Only block it has he can hit 2 times when he's jumping on someone.)
  • A raging Fleshpound requires 2 EMP grenades to be unraged while you can have the same result by letting him hit (or getting parried by) a player.
  • Fleshpounds takes massive damages against a Pulv since it does explosive damages.
  • Commandos: Clear the area while your teamates take care of him.
  • Support: Aim for the head when he's being parried by the Berserker.
  • Berserker: Parry with a Pulveriser and attack with an explosive attack right after that (and when he's turning red). Repeat.
  • Medic: Focus on healing. Shooting him may leave your Berserker in danger as you never know when he will miss 1 or 2 consecutive parry

Hans:
Coming
Map Example
Outpost:
  • Hold at snowmobiles, Beserker with a Support and Commando hold back door, Medic stays inbetween and the other Support and Commando hold front.








  • If you start getting overrun, run uphill by the trader to mid.








  • While running uphill to mid, make sure to PUSH! (Killing Zeds infront of your group!)
  • Composition for mid seen in picture here:










  • If, and when you get overrun at mid too, run under the overpass and turn left, make sure to push.











  • Start rotating over to Mess Hall whilst pushing. Go back to mid and repeat.
Q&A
Frequently asked question:

Q: As a Commando, why should I take Bullpup first instead of AK-12 ? (cf. Economy)
A: You should take Bullpup because Husks spawn wave 2 and Sirens wave 3 and right now they are more able to help your Berserker during early waves. However they still need their Scar at one point but they'll have to wait until everyone get their equipment. Buying an AK right away will probably prevent someone to get his AA12 or Assault Rifle sooner by example and those are needed before you reach wave 4. Bullpup also doesn't take a lot of shots to kill specials, you can have up to 45 ammo and your ammo reserve is huge compared to other weapons. It pretty much has everything.
59 Comments
Arizona 25 Jul, 2020 @ 5:42pm 
why is everyone in this comment section retarded?
Heavy & Ze Medic 20 Jun, 2020 @ 12:50am 
Good lord, you guys.
Adolf Rozenberg 12 May, 2020 @ 11:57am 
wtf so outdated, this thrash should be deleted
Shiro 30 Nov, 2019 @ 8:48am 
ooold :(
Princeps 23 Apr, 2019 @ 1:01pm 
3 years outdated and useless
Hunk 28 Mar, 2019 @ 12:40pm 
fuck
Arghantyl 23 Mar, 2019 @ 8:56am 
obsolete
ĐAINE$ 22 Jan, 2019 @ 1:09pm 
HELL ON EART is that pedo cringy filth on that gif, :giveabird:
JirayaSense 21 Jun, 2018 @ 7:32pm 
esyeasy:steamhappy:


Lalka 19 Mar, 2018 @ 3:31am 
Filter by language doesnt works))))