This guide will go over perks, enemies, controls, terminology, and weapons in detail. It also gives the reader a few hints, tricks, tips, and tactics you can employ on the battlefield to help bring you and your team to victory.
So if you want a couple pointers, or if you’re new to the game, or whatever other reason you may have to want to start yourself off on the path to getting good, give this guide a try.
Something to remember
This guide was written with the beginner to hard difficulties in mind. If being able to play well on suicidal and hell on earth is your goal, this guide will only help so much.
Terms and controls to know
Some of these keys and terms may be incredibly obvious to you, but some people are casual new to shooters or multiplayer in general.
Zed = A specimen, such as a clot, bloat, or gorefast
Z.E.D = A weapon, don’t confuse the two
SC = Scrake
FP = Fleshpound
Patty / Pat / Kevin = Patriarch
“Go demo” = “You should switch your perk to the demolitions expert”
Dosh / Quid = Money
Pipe(s) = Pipe Bombs
Sharp = Sharpshooter
Bers, Zerker, Zerk = Berserker Perk
SS = Support Specialist Perk
Straight Rush = Rushing a patriarch so that he can’t run away to heal
Demo = Demolitions Expert Perk
Hell on Earth (HoE)
Schneidzekk (Vector) (Zek)
Flare Revolver (Fr) (Flare)
Buzzsaw Bow (Bbow)
Lever Action Rifle (Lar)
Ak 47 (Ak)
9mm Tactical Pistol (9mm)
.44 Magnum (44)
Lever Action Rifle (LAR)
M14 EBR (M14) (EBR)
M99 AMR (M99) (50. Cal)
Combat Shotgun (Comshot) (CS)
Hunting Shotgun (DB) (Double Barrel)
Vlad the Impaler (Vlads)
Schneidzekk (zekk) (Vector)
FNFAL ACOG (FAL)
MKb (STG) (Mkb)
Tommy Gun (Thompson) (Tommy)
Fire Axe (Axe)
Katana (Kat) (Tana)
Buzzsaw Bow (BBow) (Saw Bow)
Dwarfs!? Axe (Dwarf)
Husk Fireball Launcher (Husk Cannon) (HFL) (Husk Launcher)
Flare Revolver (FR) (Flare)
Pipe Bomb (Pipes)
Zed Eradication Device (zed gun)
Commands (by default):
W = Move forward
A = Move left
S = Move backwards
D = Right
Space Bar = Jump
\ = Drop your currently held weapon for somebody else to use
Q = Heal yourself with your syringe
B = Drop 50 quid / euros / whatever for someone else to use
F = Take out a weapon that has a flashlight on it and automatically turn the flashlight on
V = Voice Commands
R = Reload
Y = Type in a message and send it to your team
G = Throw Grenade
C = Toggle Crouch
Clicking the mouse wheel = Alt-Fire
Left Click = Fire / Shoot / Hit
Right Clicking = Look down the sights of a weapon
Caps Lock = Hold in to use voice chat
1 = Switch to melee weapon
2 = Switch to handgun
3 = Switch to tier-3 weapon
4 = Switch to tier-4 weapon
5 = Switch to Medical Syringe / Welder
Scrolling the mouse wheel = Another way to select your weapons and tools
Gorefast (GF) (Gore)
In Killing Floor, you have the option to choose a perk in-between waves, which are basically specializations / classes. For example, Someone who has the demolitions perk selected deals more damage with their explosives, and enjoys discounts on demo weapons.
To level these perks up, you have to complete certain objectives related to that perk. For example, Medics need to heal people to rank up. (Keep in mind that you don’t have to get all of the requirements for a perk rank up in one game.)
I’ll give you a summary of what each perk does, as well as give you a few tips to help you be successful on the battlefield with each perk.
Note: All perks get discounts on their related weapons
Field Medic: Team doctor. Your medical syringe recharges faster and heals more. Heal anyone and everyone, and don’t be afraid to use your mediguns’ rechargeable alt-fire (Healing darts). Keep the weaker zeds at bay, and use your healing grenade to heal your entire team quickly. Gains extremely protective armor at rank 6; scrakes and fleshpounds deal pitiful amounts of damage while the armor lasts.
Tip: Use the medigun darts to heal players, and use the syringe to heal yourself.
Tip: On the final wave, you can switch to field medic (if it’s rank 5 or 6) and buy a crossbow to deal quite a bit of damage to the patriarch. Doing this gives you Medium-High DPS and the best armor in-game, which can make you credit to team.
Common Courtesy: If you see a teammate being targeted by a fleshpound / scrake, try to take the hits for them. Your armor is stronger and cheaper, and your team will thank you for it. Just don’t f*ck up and take unnecessary hits.
Support Specialist: Shotgun Expert. Support Specialists get extra carrying weight, which allows them to carry many weapons. Support Specialists also enjoy extra grenade capacity and damage. NOTE: While they do get welding bonuses, this doesn’t mean you should weld every damn door you come across. Supports on low difficulties can deal with nearly any zed with anywhere from little to moderate effort. Try to get the AA12 as soon as possible to deal with bigger zeds. Hunting shotguns one-shot scrakes at later perk levels on low difficulties.
Tip: The AA12 has two settings; Fully automatic, and semi-automatic. Never use full auto. instead use semi-auto and click as many times as needed. This helps with both the gun’s recoil and ammo conservation.
Tip: Grenades can blow down welded doors quickly, so don’t hesitate to use one or two if you need to gtfo.
Tip: Try throwing a clusterf*ck of grenades at fleshpounds, and then finish them off with your shotty.
Sharpshooter: xXxPr0Sn1p3rxXx of the team. Can take out any zed with minimal effort (Up to hard difficulty, after which they start to have trouble with Fleshpounds.) Arguably one of the most powerful perks. It takes 1-2 headshots with a crossbow as a sharpshooter to kill just about any specimen up until suicidal and hell on earth modes.
Tip: Keep a crossbow or M14 in your loadout in later waves to deal with Scrakes and Fleshpounds. And for the love of god, don’t waste bolts on clots like a plebeian.
Myth: “The anti-material rifle (M99 AMR) is the best weapon to fight the patriarch with.” The crossbow deals more DPS, is cheaper, and weighs less. The M14 deals even more DPS and is even lighter than the crossbow. In short, the M99 is utter crap.
Common Courtesy: If you see a sharpshooter trying to line up a headshot on a zed, don’t shoot the zed in question. This will only make it harder for the sharpshooter to score headshot(s) on the enemy.
Commando: Assault rifle user or “Recon” of the team. Can spot Stalkers and see enemy health from a distance. Assault rifles are effective for crowd control of most zeds, but not Fleshpounds or Scrakes. Keep pressure off of your team and let them know how wounded power enemies are, especially the Patriarch.
Tip: You can use a SCAR and a crossbow to have some versatility; even though you’re using the crossbow off-perk, you can still 2-3 shot a Fleshpound or Scrake if every bolt is a headshot.
Berserker: The JUGGERNAUT of the team. Goes super fast when using melee weapons and has damage resistance to everything. Berserkers of all levels are too manly to be grabbed by clots. Early level berserkers can take out zeds up to scrakes. At later levels, they can take on Fleshpounds without being touched, and can even kill the Patriarch by themself without getting hit a single time*. Arguably one of the most OP perks. Melee weapons have no upkeep cost, so once you buy an axe or sword, thats it, you just beat the hell out of everything for all eternity. Berserkers can stagger scrakes with every single katana hit on normal or beginner, making it possible to kill a scrake without being hit once.
*With much skill while on the beginner, normal, and hard difficulties
Tip: Alt-Fires from fire axes, claymores, the Dwarfs!? Axe, and the scythe stun scrakes, as long as they are hit on the head.
Firebug: Specializes in fire-based weapons, and is a supporting / crowd control class. Gets incendiary grenades later on in the perk levels. Ignited enemies either die from burn damage or are weakened to be taken out by another weapon or player. After a zed has been ignited for a set amount of time, (s)he will become charred. This will hinder their movement and cause them to stop chasing you and flail around like a 200 pound 8 year old whose mother refuses to give him cake. Charred enemies turn red and black from being burned, and are very easy to spot. Firebugs at later levels are immune to fire damage.
Tip: Don’t fire a flamethrower on full-auto unless it’s an emergency. Instead, use short bursts for smaller enemies, and use full-auto for scrakes, fleshpounds, and patriarchs as needed.
Tip: Light the Patriarch on fire to both possibly slow him down via charring and allow your teammates to see him while cloaked. (His rump catches fire while cloaked. Not joking.)
Demolitions: Specializes in explosives. Uses grenade launchers, pipe bombs, and the LAW. Takes out groups of zeds with ease. Fleshpounds take vastly increased amounts of damage from explosives as opposed to other weapons. Directs hits with grenade launchers are often fatal. Gains resistance to explosives, and can carry more grenades.
Tip: Throw a regular frag grenade or 2 before shooting your grenade launcher at your target to deal incredible amounts of damage.
Tip: Scrakes, behind accidental explosive suicide, are one of the major problems that demos have to face. It is highly recommended that you leave the Scrake alone and alert your team so that someone suited for the job can take it out. If you absolutely must take the Scrake out, then try to score headshots with your grenade launcher(s). This will deal increased damage.
Tip: Jump and aim before shooting your grenade launcher to get your grenades in the best location to do the most damage to as many zeds as possible.
Myth: “The LAW is the weapon you want to have for the patriarch.” The M32 (6 chamber grenade launcher) Does more DPS than the LAW, Is cheaper and lighter, and has a smaller radius so that you wont be hurting yourself as much.
Common Courtesy: Don’t be that guy that mashes LMB with the M32 in a hallway. Every time you blow something up, that dust cloud gets bigger and thicker. Nobody likes being blind, you butthead.
That’s it for perk-related information.
What difficulty should you play on
That depends on your skill level and your perk level.
A good rule to follow is “If you can’t solo it, don’t play it.”
If you can’t handle yourself then you aren’t helping your team, you’re hurting them.
If you’re just starting out, play on Beginner until you get a perk to level 1 or 2.
Then you can move on to Normal.
Once you feel comfortable with that, and have a rank 4 perk, you can move on to Hard.
From there, If you feel like playing on suicidal / hell on earth, I highly recommend you get a perk to 6 and only use rank 6 perks for those difficulties.
Note: People tend to get a bit butt-flustered at you if you join a hard, suicidal, or hell on earth server with a perk that is any level less than 4.
Weapons, Pt 1 (Basic, Sharp, Medic)
In this section-series, we will be going over the various tools of destruction you will be using to burn, shoot, gib, slash, bash, impale, and blow up all sorts of zeds.
We’ll begin with the basic starting gear.
The 9mm handgun
Your basic handgun, nothing special. Has a decent fire rate, and can be dual wielded. Good for taking out small zeds in one or two headshots.
Ammo: 15 to a clip, 30 if dual wielding, 7 clips extra (14 if only using 1 handgun)
Good fire rate
High clip size
Has a flashlight for dark areas
Not good for bigger zeds
The Combat knife
Your starter melee weapon, again, nothing special.
Good for decapitating smaller zeds with alt fire
Run faster when using this, or any other melee wep
Not very strong
Not much reach
The Medical syringe
This is what keeps you and your team going, whip it out and heal yourself or someone else with it. You need 100 pts to use on yourself, and 50 for a teammate. It restores 20 HP on use, more if the healer is a medic. If used when playing alone, it will restore 50 HP. It regenerates at ~8 points per second.
This is how you stop zeds from coming through doors. Shut a door, use the tool, and hold LMB. If your charge on the welder falls too low, your weld speed will drop dramatically. Support specialists have more charge on their welders, enabling them to weld doors faster and for longer periods of time.
Throw one of these, and anything in roughly a 15 ft radius will be eating shrapnel. Medics have healing grenades, when thrown, they emit a green cloud. Standing in the cloud will regenerate you and your team’s HP. Zeds also tend to avoid the cloud, as it poisons them.
At level 3 firebugs get incendiary grenades, which have a decent radius and will light multiple zeds on fire.
CA doesn’t stop your HP from being damaged, but will greatly reduce damage taken. A medic’s armor is much stronger than any other class’ armor, making the medic able to tank damage better than other classes. Armor can be bought and repaired at the trader, or found on the map.
Field Medic weapons
The MP7M Medic gun
The MP7 is the first medigun. It has a high rate of fire, high recoil, and a decent clip size. As with all mediguns, alt fire launches a healing dart.
Ammo: 20 per clip, 19 extra clips
High rate of fire
Burns through ammo quickly
Low dmg per bullet
Very expensive if bought off-perk (3000 euros)
The MP5 Medic gun
The MP5 is the second medigun. With a high clip size, decent damage, and faster recharge rate on alt fire syringes than other mediguns, this makes an excellent medic weapon.
Ammo: 32 per clip, 12 clips extra
High ammo count
Fast syringe recharge
Low damage per shot
Incredibly expensive if bought off-perk (5000 euros)
The M7A3 Medic gun
The M7A3 is something of a battle rifle. Rate of fire isn’t that high, but it does the most dmg per bullet of any medigun.
Ammo: 15 per clip, 20 extra
Great stopping power
Med-high reserve ammo
Low clip size
Medium-Low rate of fire
Slower syringe recharge
Weighs 6 blocks
Ridiculously expensive if bought off-perk (7500 euros)
The Schneidzekk Medic gun
The Schneidzekk has great damage, a high fire rate, and doesn’t weigh much, but burns through ammo like no other gun and is very expensive.
Ammo: 25 per clip, 13 clips extra
High fire rate
Fastest syringe recharge speed in-game
Low reserve ammo
The most expensive item in the game (10,000 euros, 1300 at max medic rank)
The Lever-Action rifle
The lever action is a dependable rifle. Due to its good stopping power, excellent accuracy, and its low cost, this is a great weapon, regardless of perk.
Ammo: 10 chambered max, 70 extra
High ammo count
Great stopping power
The .44 Revolver
The .44 is your average revolver, 6 to a clip with good accuracy and stopping power, and can be dual wielded. Also penetrates targets.
Ammo: 6 per clip, 12 if dual wielding, 21 clips extra
Good stopping power
Fast fire rate
Slow reload, especially when dual wielded
Low magazine capacity
The MK23 is a reliable back up pistol, and is an excellent choice when dual wielded due to its fire rate and high capacity.
Ammo: 12 per clip, 24 if dual wielded, 24 clips extra
Can be dual wielded
Slowest reload of all dual pistols when dual wielded
The handcannon is exactly what the name implies. It has power, a good fire rate,
and pierces enemies. It’s a formidable back up weapon.
Ammo: 8 per clip, 16 if dual wielding, 10 clips extra
Can be dual wielded
Low ammo count
The Compound Crossbow
The compound crossbow is a sharpshooter’s pride and joy. It’s extremely damaging bolts can kill an entire row of zeds in a single shot, and can kill a scrake or fleshpound with little effort.
Ammo: 1 chambered max, 36 extra
Extremely damaging, can instant-kill fleshpounds and scrakes
Has a scope for long range
High reserve ammo
Scope limits visibility when zoomed in
Ammo is a bit expensive
Weighs 9 blocks
The M14 EBR
The EBR is a semi-automatic carbine, and can deal with small and large enemies alike. It also sports a Laser sight, used with alt fire.
Ammo:20 per clip, 7 extra clips
High ammo per clip
Highest DPS of all sharpshooter weapons
High reserve ammo
Constant firing lessens accuracy
Weighs 8 blocks
The M99 AMR
The M99 is a deadly but expensive anti-material rifle for sharpshooters.
Ammo: 1 chambered, 24 reserve shots
Exceptional stopping power
Med-High amount of reserve ammo
Highest damage per shot in game
Long reload speed
Knocks player backwards on shot
Most expensive ammo in game (250 Euros a bullet)
Very Heavy (13 blocks)