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Fun Facts That Could Provide Useful

Support:
All SG shoot 7 pellets except the boomstick which shoots 12
so by tier
tier 1:140 dmg a shot (20 x 7)
tier 2:300 dmg a shot (25 x 12)
tier 3/4:175 dmg a shot (25 x 7)

also medic nades still do a burst damage when they detonate and the damage from cloud also does damage per tick (like the heal) and also gives a dmg over time debuff that will persist even after they leave the cloud (damage is minor, almost as much damage as laceration maybe less)
 
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The hipfire reticle doesn't seem to change with different weapons, and at least 9mm shots seem to all go down the center anyway with very little spread. Pump action and hunting also seem to be pretty accurate, to the point where I miss sirens with the hunting at point blank when trying to twitch aim. I don't think hipfire has really changed from KF1.
Support:
All SG shoot 7 pellets except the boomstick which shoots 12
so by tier
tier 1:140 dmg a shot (20 x 7)
tier 2:300 dmg a shot (25 x 12)
tier 3/4:175 dmg a shot (25 x 7)

Did not know that. Tyvm
 
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No doubt other Medics have already realized this but:

Every single medic gun has its own dart pool.

That means that if your Dart Pool on the Pistol is at 0, if you switch to the SMG the Dart Pool will be at 100.

This basically means you should never not be able to heal once you have a second medic weapon. And it's an argument for always keeping the Medic pistol on you.

Each gun having its own pool becomes less useful as you become a better medic, because the recharge time goes down, to the point eventually where you don't need to switch as much or at all anymore.

But as you're leveling medic, especially on higher difficulties, this can be a god send. No more "click click click" until your dart is ready again.
 
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No doubt other Medics have already realized this but:

Every single medic gun has its own dart pool.

That means that if your Dart Pool on the Pistol is at 0, if you switch to the SMG the Dart Pool will be at 100.

This basically means you should never not be able to heal once you have a second medic weapon. And it's an argument for always keeping the Medic pistol on you.

Each gun having its own pool becomes less useful as you become a better medic, because the recharge time goes down, to the point eventually where you don't need to switch as much or at all anymore.

But as you're leveling medic, especially on higher difficulties, this can be a god send. No more "click click click" until your dart is ready again.
Is dart healing slower than in KF1? With lock on and lower zed damage, it'd have to be.
 
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Medic:
medic SG shoots 6 pellets so 120 dmg a shot (20 x 6)

the medic dart pool all recharge at the same rate (each weapon) but each weapon has its on dart cost
tier 1/2: 50 energy a dart
tier 3: 40 energy a dart
tier 4: 30 energy a dart

laceration and the persist effect of the medic nade will make stalkers blink in and out of stealth
the effect will also be visible when even when the stalker is invisible

(green gas around the zed from med nade, and the wound like the bullet wound from laceration)
(laceration not confirmed yet since beta, have to get to lvl 15 to test)
 
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Medic:
medic SG shoots 6 pellets so 120 dmg a shot (20 x 6)

the medic dart pool all recharge at the same rate (each weapon) but each weapon has its on dart cost
tier 1/2: 50 energy a dart
tier 3: 40 energy a dart
tier 4: 30 energy a dart

laceration and the persist effect of the medic nade will make stalkers blink in and out of stealth
the effect will also be visible when even when the stalker is invisible

(green gas around the zed from med nade, and the wound like the bullet wound from laceration)
(laceration not confirmed yet since beta, have to get to lvl 15 to test)

Thank you for the numbers.
 
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the health of FP/SC is based on how many players there are (doesnt appear to affect other zeds except maybe Hans)
*just played on a 32 people server lol

husk's suicide attack will kill zeds as well (pretty sure it will not one shot FP/SC but if it can gg)

the boomstick gets 2 clips of ammo from supplier/ammo boxes (4 ammo)

there are 2 weapon bashes 1 for single handed weps and 1 for two-handed weps.
two-handed weapon bash appears to be twice as strong as single handed bash, and is strong enough to decapitate a clot (slasher and cyst too) with 1 hit (at least in solo hard and normal)
 
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Hunting shotgun's alt fire has a lot of recoil - so much you can perform shotgun jumping. It is very useful when kiting scrakes, you just have to jump before alt firing into him and gain precious distance. Other uses are emergency 'jetpack timing' over crawlers on stairs, jumping off platforms easily and getting on higher ground, like on the glass chamber in exhibition room on Biotics Lab, the 2nd floor of the cafe near the Eiffel Tower bridge or on car roofs.
 
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Berzerkers: Don't discount your lawnmower blade when faced with a lot of lesser enemies. It attacks super fast in 4-hit combos and, with good aim, can usually take a lesser zed's head off in a single swing. Live up to your title of "berzerker" and just go nuts, especially if Zed Time kicks in!

When using the eviscerator, don't waste gasoline on lesser zeds unless you're being swarmed by a bunch at once; Alt-fire attacks continuously and thus is good when facing a crowd, but against a SINGLE lesser zed, the bash attack will kill them in one shot.

Try the combo of a Bash immediately followed by Alt-Fire against medium-strength zeds: Running in with alt-fire alone allows the zeds to retaliate even while your buzzsaw is crammed into their face, but a bash will stagger them long enough to be safely finished off.
 
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exp divides evenly to all perks that dealt damage to a zed

ex. if you shoot a clot with the medic pistol, and then kill it with a support SG the exp given by the clot (8 on normal) will be divided among the 2 perks (4 for each perk)

can also be done with 3 and 4 perk splits

when the exp is split all perks get the same exp, so if it will bump exp up to even distribute to all perks

ex. if you shoot a clot with the medic pistol, and then kill it with a support SG the exp given by the clot (11 on hard) will be divided among the 2 perks (6 for each perk)
if split for all 4 perk each will get 3


if you kill with an no perk weapon you wont get any exp. However if you were to damage with a perk weapon and finish with a no perk weapon, all the exp for killing the zed will go to the perk weapon.

ex. kill with flamethrower, no exp for any of current perks
shoot clot(8 exp on normal) with medic pistol, switch to flamethrower and kill clot with it, all 8 exp goes to medic perk
 
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Grenade are much more efficient in KF2 (meaning they don't need five second to explode). They have also a smaller blast but at least they can kill a lot of stuff (and in the same time you can get away from the blast easily).

The first time I launched a grenade in KF2, I just wanted to gain two seconds in order to reload my shotgun... and then...BOOM, +100 xp... :)

The blast is small enough that, as a support, you can almost launch the grenade at your feet, run back for two second, and let the clot following you get hurt while you are not even touch (except if you are grab by a clot). If somehow they are still alive, they will not be able to move for about three second, so you have all the time to smash them with your shotgun (and keep your precious ammo...).

I did not try this as a commando so it might differ.
 
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1. When Hans tries to charge you in order to drain you do NOT try to run away.
Instead walk towards him. The faster he drains you faster you can start smacking him around.
2. Do not freak out when he drains you and you are at low HP he cannot bring you lower than 30 HP also he gives you about 5 second lead after draining.
3. Do not attack Hans when he's draining someone. This is a total waste of bullets. He will always have full HP after the drain. (Tested with commando to see the HP)
4. Vaccination seems to give about 20% extra armor. (I was in game with 22 lvl medic and found myself with 120 armor at times.)
5. Commando Magazine bonus is permanent. You can give your gund with bigger magazine to others. (I've confirmed that weapons dropped by dead Commando's are retaining this feature.:D)
6. Frags compared to HE are more powerful however they do not cover as much ground. As Support goes up in levels tossing a frag at your feett becoming more and more dangerous. While HE remains the same.
7. If you hold LMB when equipping katana you will swing right away.
8. Do not backpedal from scrake, strafe him. This way you will take less damage. Most of his attacks are moving him forward so he will catch up with you.
9. Flamethrover Crisping is still there. However now it is gradual. (I can't wait for Firebug)
 
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When Hans is in a clawy mood (turns orange, I think. Strikes a Wolverine pose)

YOU. CAN NOT. OUTRUN HIM. Not if he's already close enough that he's trying to leap at you, unless you have a shortcut you can take (like jumping down a ledge) to lose him.

Your best bet is to block him with a melee weapon until he gets bored of clawing and switches to a different mode. Failing that, damaging him enough may convince him to change tactics sooner.

And don't bother welding any doors AFTER the boss wave has started. He can destroy them instantly. Welded doors impede noone but the players.
 
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