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Killing Floor

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- Going to tweak the page here a bit in a while -
 
- Going to tweak the page here a bit in a while -
   
There are seven unique player perks (classes) available. Each class receives combat bonuses as well as discounts for their allocated weapon type(s), increasing with perk level.
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Avoiding repeating what already said above, know that there are different classes and different zombies.
*Medic: Uses SMGs which can also heal teammates; faster and stronger healing; moves faster; and has much stronger armor for tanking with
 
*Support: Uses shotguns to take out multiple enemies at once; can carry more equipment; and welds doors faster to lock out zombies
 
*Sharpshooter: Uses marksman rifles, the crossbow, and pistols to kill high-threat enemies; has massive headshot bonuses
 
*Commando: Uses assault and battle rifles; sees cloaked enemies; sees enemy health bars
 
*Berserker: Uses melee weapons; moves faster; and has general damage resistance
 
*Firebug: Uses the flamethrower and other flame weapons; has resistance to fire
 
*Demolitions: Uses explosives to kill groups or single high-threat enemies; has explosive resistance
 
   
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Each player can be one of 6 different classes with different advantages.
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There is the Medic (Can heal faster, gets significant discount on his main weapon, uses his main weapon better, kevlar armor works better), Support (Can weld doors faster to lock out zombies, uses better shotguns and gets a discount on shotguns), Sharpshooter (The sniper: gets discount on long-range weapons and rifles and uses them better. Plus, his headshots do more damage), Berseker (Same as above, only with melee weapons and an immunity to being rooted by clots), Firebug (He is advantaged using the flamethrower and gets a significant discount on it) and Demolitions (Everything that goes boom, he uses it better and gets a discount on them: grenades, grenade launcher, RPGs...) and the Commando (average british dude, better with assault rifles, cheaper assault rifles, can see invisible people and health bars of enemies at medium-close range).
   
There are also different kinds of zombies. They're also referred to as "specimens" or "zeds".
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There are also different kinds of zombies. When referring to zombies in general the term "Specimen" is used. Anyway, there are
   
: Clot: Basic cannon-fodder specimen which moves slowly and is very frail, but can grab players and prevent movement allowing other specimens to close in and finish them off.
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: Clots: The basic and most common Specimen, they are the weakest unit with the second lowest HP, but they can grab you and inhibit your ability to move allowing more lethal specimens (such as the gorefast) to close the gap and finish you off.
   
: Crawler: Crawling spider-hybrid specimen which often spawns in odd places. It is able to lunge at players to quickly close the distance and deal instant damage.
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: Crawlers: A mix between a spider and a human, will crawl towards you along the ground and leap out to deal damage in the worst possible moment. Crawlers are second most common Specimen.
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: Gorefasts: A beefier version of the Clot with more HP and a faster movement speed. A large blade grafted to the gorefasts arm allow this specimen to do significant ammount of damage on higher difficulty settings, especially in the groups they are most often found in. Usually taking a gorefasts head off is not enough to stop them, they will continue to walk towards you and attack a few times, even if they're doomed to die shortly thereafter.
   
: Stalker: Cloaked naked woman with claws, spawning in odd places and doing a fair amount of damage. However, the cloak is not perfect and can be seen through by Commandos or even just experienced players
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: Bloats: Killing Floor's Boomer: similar to the boomers attack they throw up on you, but instead of attracting enemies it does a good ammount of damage and covers your screen making it difficult to see. The machete bloats wield is less dangerous than it looks. after a bloats head has been removed (and with it, its ability to projectile vomit) bloats can be ignored for the most part.
   
: Gorefast: Beefier version of the Clot with the ability to charge when close and to dish out a lot of damage, especially considering their abundance. When decapitated, they will often take a while to bleed out before falling.
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: Stalkers: A small specimen that usually accompanies crawlers (they share the same spawn points) stalkers have the ability to become invisible. This is not as bad as it sounds, the invisibility is not complete allowing a triained eye to see them from a distance and pick them off before they cause any trouble. Stalkers have very low HP and can easily be managed with the start 9mm. If a Stalker manages to get behind you they do deal a significant ammount of damage, and like gorefasts this damage is increased by their inclination to attack in a group. Stalkers are a good reason to always be watching your back.
   
: Bloat: Similar to the Boomer from ''Left 4 Dead'', an obese man who vomits on players. However, instead of attracting enemies, it simply deals a fair amount of damage and obscures player vision. Decapitation is easy relative to its body health, and it nullifies the Bloat's main threat: his ability to vomit.
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: Sirens: They look like a (zombified) woman in a straight jacket and will slowly walk towards your group while screaming. the screams deal a rather large ammount of damage at a long distance. A first priority on lower levels and a very high priority even after fleshpounds and scrakes begin to show up. They are more resilient than they look so its best to have a sharp shooter tasked with taking them out quickly. Their scream also destroys rockets and grenades mid-air, so be wary of lobbing grenades into a group containing a Siren. It will most likely be a waste.
   
: Siren: Zombified eyeless woman in a straitjacket who screams when close to players. This scream does a huge amount of armor-piercing damage in an area, as well as destroying rockets and grenades in mid-air.
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: Husks: Has a cannon for an arm, deals quite a bit of damage from affar. another good target to take out of the picture with haste. they have a habbit of picking off low health players. Again a sharp shooter with a stead hand is useful here.
   
: Husk: Burnt man with an arm-mounted fireball launcher, chipping away health from afar.
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: Scrakes: Obligatory chainsaw-wielding zombie that has a great amount of health. scrakes "enrage" after taking a certain ammount of damage so killing them is best done quickly with burst damage. A high level sharp shooter with a cross bow is again, the best for these high level threats. not scrakes take a massively reduced ammount of damage from explosive weapons.
   
: Scrake: Obligatory chainsaw-wielding specimen who has very high health and will ''fuck you up'' with his chainsaw. He will "rage" and rush at players when at low health, so watch out.
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: Fleshpound: These are the mini bosses of KF, a high amount of health (although less than a scrake when 6 players a present) and a massive ammount of damage (enough to oneshot a player without armour on higher difficulties.) Taking these down can be a team wide affair, although smart teams can kill them before they enrage and decimate your team. This is, of course, easier said than done.
   
: Fleshpound: Armored giant with blenders for hands, also with very high health and an even more powerful attack (enough to kill an unarmored player in one hit, on higher difficulties). It's thus best to work as a team to take him down. He will "rage" and rush at players, using a more powerful attack, if too much damage is taken within a short period of time.
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: Patriarch: The final boss of the map; has a Gatling for an arm and can kill you in less than 3 seconds, much, much, less if you're not using kevlar. But thats not it, for what boss is complete without a rocket launcher. These rockest pack a massive whallop and can also be used by the Patriarch to destroy welded doors. Both of these ranged attacks have lots of warning though, the patriarch will always say somthing before deploying one of his weapons so be wary of vocal cues. If you piss him off too much two things can happen, some times both. Either way they both begin the same, he will, as you would expect, turn invisible. After this he will eather run away like a little girl to heal, or run towards the closest play and punch them around a few times, most often killing them, and THEN running off like a little girl to heal. The patriarch can heal 3 times before he runs out of his healing syringes but can be killed before he has a chance to use any of them if they players can deal damage fast enough.
   
: Patriarch: Final boss appearing on the final wave, armed with a deadly chaingun and rocket launcher combo, as well as powerful melee attacks. Both ranged attacks are always well-telegraphed, with specific lines spoken and with a visual weapon-prep sequence. Welded doors can slow him down, but he will use his rocket launcher to blast through faster than it can be repaired. The Patriarch can also cloak, often using this ability to charge at players - listen for his footsteps. When he takes too much damage, he will cloak and either run away to heal, or attack the closest player a few times ''then'' run away to heal. He has only three healing syringes available, so you can either wear him down or simply kill him before he can run away to heal.
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The gameplay is a blast, and you won't care losing. If you'll play on pubs, you'll for sure lose a lot, because like in L4D the vast majority of players of this game don't know what "teamplay" is. For that reason there is /v/'s official group for Killing Floor, you can find it [http://steamcommunity.com/gid/103582791430809933 here].
 
The gameplay is a blast, and you won't care about losing. If you play on pubs, you'll lose a lot for sure, because like in L4D the vast majority of players don't know what "teamwork" is. For that reason there is /v/'s official Killing Floor group; you can find it [http://steamcommunity.com/gid/103582791430809933 here].
 
   
 
== Lasting Appeal ==
 
== Lasting Appeal ==
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