![]() |
![]() |
|
#1
|
||||
|
||||
|
Beginners' Guide to Killing Floor Hello and Welcome to the Killing Floor Community. Often when you first start playing a new game, it takes some time to get used to the controls and feel of the gameplay. This guide will help show you the basics of Killing Floor, how to play, how to be a "good" player and more. Contents:
Section 1. Being a "Good" Player [ Being a Good player is more than skills. In a Co-op game, you rely on other players and as a result, respect and courtesy goes a long way. ] While in other first person shooter games, being a "Good" player might be having the best kill to death ratio. This is not always the case in Killing Floor. Killing Floor, by being a Co-op game, is a game where teamwork takes precedence over everything else. Those who have played games like Left 4 Dead in the past can relate to Killing Floor, being that they are both Co-op games that require teamwork to accomplish an objective and survive. Section 2. Etiquette [ If you don't know what this word means, it basically relates to a list of proper manners and your tact when socializing with your fellow players. ] Many places have a system of proper Etiquette. When you go to somebody's house, it is usually proper to take your shoes off if you don't know the said person well or if their house has nice floors. If you were at a job interview, you would wear nice cloths and use "Sir/Ma'am". While the internet may not be as formal, it still has its form of Etiquette. Killing Floor, being a Co-op game, has gameplay that caters to the teamwork style of play. As such, you will be relying on your fellow players to survive. A little respect will go a long way, not only in a single game, but also in making friends, which in turn will make your Killing Floor experience much more enjoyable in the future. As such, Killing Floor has its own set of "Rules of Etiquette" List of common manners in Killing Floor.
Section 3. Perks & Weapons [ You need the right tools to do the job. ] Killing Floor offers variety of Perks[Classes, Jobs]and weapons to choose from. Each Perk and weapon has its strengths and weaknesses. Perks: [ Each and every Perk has a respective set of weapons for their class. It is usually best that you use the correct weapon for your perk in order to enhance your efficiency. ]
Section 4. Specimens & Enemies [ They come in all shapes and sizes but they all have one thing in common, they want to kill you. ] Killing Floor has a variety of Enemies, each with their respected strengths and weaknesses. They are known as Specimens or ZEDs by most players, though "Zombies" and "Monsters" will also suit their nature and get the idea across to other players. Specimens:
Section 5. Tactics Difficulties: Killing Floor offers five difficulties to choose from. Each different level varies in difficulty to challenge players depending on their level range. General Guideline for Difficulty Level: Beginner: 0-1 Normal: 0/1-3 Hard:3-5 Suicidal:4-6 Hell on Earth:5-6 *It is not required to follow this chart, it may be best to play a difficulty that will challenge you based on your perk level and how well you can play. 1. Easy. This the the least difficult of the the current 5 difficulty settings. If you are a new player to the game, it is best to start on this difficulty just to get a hang of the basics. Specimens deal low damage, have less health, players receive more money, and the time to use the trader between waves is also extended. Ammo can pickups have a 65% spawn rate while weapon pickups have a 50% chance of a spawn. 2. Normal. This difficulty is the 2nd most difficult of the 5 settings Killing Floor offers. All specimens retain their default health and damage values with no bonus or reduction. Ammo spawns are set at 50% while weapon spawns are set at 30%. Trader time is set to 1 minute countdown, less than that of Easy mode. It may be best to graduate to Normal mode after a few games on Easy as challenging oneself is the best way to develop skills required to become a better player. 3. Hard. This the the 3rd most difficult setting that Killing Floor offers. Specimens have enhanced health and damage values. Ammo spawns are reduced to 35% while weapon spawns is set to 20%. Players also receive less money in this difficulty. Some form of teamwork is generally needed. 4. Suicidal. Teamwork becomes a essential skill since the penalties for dying when playing this setting are steep. Using a Level 5-6 Perk is advised not only for the weapon discounts it offers for respected weapons but also because you will spawn with a weapon to help you survive. 5.Hell on Earth: This is the newest and most difficulty level.[More info to come, need time to gather specific info]
__________________
Last edited by slavek; 08-22-2012 at 06:28 PM. |
|
#2
|
|||
|
|||
|
nice stuff.... sticky now?
|
|
#3
|
|||
|
|||
|
A very good guide for beginners that clearly explains the basics; job well done.
Just a couple things, you left out the 9mm and the Handcannon(s) in the Sharpshooter perk description, and you should probably mention that crawlers are able to hit fleeing players, as being slowly killed by a chasing crawler is one of the most common ways that new players die. Other than that, good job, this deserves the sticky it got. |
|
#4
|
||||
|
||||
|
Updated with your input. I'll finish this tomorrow when I have more time.
__________________
|
|
#5
|
||||
|
||||
|
Very nice job. Maybe add in something that says how suicidal it is to use a level 1 perk in a hard / suicidal game.
![]() Oh, and the information regarding pipe ammo is not correct. You get 1 pipe when picked up the 3rd ammo package if you have at least 1 pipebomb in your inventory. |
|
#6
|
||||
|
||||
|
Ahh, I didn't know that, I'll fix that now.
__________________
|
|
#7
|
||||
|
||||
|
A mod really needs to correct the spelling on the title ><
Looks good, you might want to add a section below each perk for common setups (and also put a note that the Chainsaw is severely gimped due to its headshot multiplier). Such as Firebug = Flamethrower + Machete/Katana/M79 Launcher. Sharpshooter = Crossbow + Dual Handcannons + 9mm, M14 EBR + Dual Handcannons/Lever Action Rifle/SCAR + 9mm. Medic = Crossbow + MP7M/Katana. |
|
#8
|
||||
|
||||
|
Yea, I can do that after work when I have time. (Wow, I just noticed the title, fail.)
__________________
|
|
#9
|
||||
|
||||
|
I do notice the title too.
__________________
Just a anime-fan/g, leave me. http://www.greatergoodgames.org <- Nice game? I think so. |
|
#10
|
|||
|
|||
|
The LAW should be mentioned as a weapon somewhere.
|
|
#11
|
||||
|
||||
|
Simply brillant. I cried a bit.
Anyways, yes. Very well done indeed. Yet, one problem is: Almost "no one" knows these forums exist. We don't get very many newbie here, no? Or is it just me? Say, TWI should implement a link to the forums in the main menu of KF. |
|
#12
|
||||
|
||||
|
good **** slavek, if new players read this it will really help them get a feel for the game.
__________________
Deadbolt You gotta decide whether you're a wolf, or a sheep. |
|
#13
|
||||
|
||||
|
Why? Its a poor mans Grenade Launcher that ironically costs more than both GLs combined.
I'd also like to say you should mention damage multipliers for Bloats, Scrakes and Fleshpounds. You don't mention that the Bloat takes extra damage from fire (and you could do with rewording it really to make it clearer that if a Bloat 'Bleedsout' after you remove its head it does not explode, but reducing its health to zero in any way will cause a shower of acid), Scrakes do *not* take extra damage from explosives which i also thought was the case (though there health multiplier scales more than the FP so its not worth using explosives on them at all) and Fleshpounds take 200% damage from explosives (this is Pipebombs and Grenades and seems to include GL/LAW though the extra damage from a direct hit is reduced) all other damage is 50% |
|
#14
|
||||
|
||||
|
This is a very good guide that covers the basics pretty well. I think an explanation on difficulty levels would make it an even better guide.
|
|
#15
|
||||
|
||||
|
I don't want to be snarky, but if it is going to be a sticky, you may want to fix the subject.
|
|
#16
|
||||
|
||||
|
Section 5.
About Tactics Difficulties: Killing Floor offers four difficulties to choose from. If you join a server, it is likely that you play on one of the following: 1. Easy. Yes, there is a difficulty called easy. It was invented to show you the ropes, however, it is advised to switch to normal early on. On easy, you will encounter less specimen, receive less damage, deal more damage due to ZEDs having less health and have more time between each wave, approximatly 1 minute and 30 seconds. Also, spawn rates of both weapons and ammo pickups are higher, 65% for an ammo pack and 50% for a weapon spawner; killing enemies and surviving a round carries a big money boost. 2. Normal. This difficulty is the regular difficulty played on many servers. The regular setting features more specimen than the easy mode, and ZEDs take and deal more damage. Spawn rates decrease to 50% ammo spawn and 30% weapon spawn. The group should generally stick together, although free roaming can be an option here, depending on perk and level. From now on, you will only have 1 minute left for trading between each wave. This is considered the best difficulty setting for perks between levels 1 to 3 or 4. 3. Hard. It's getting harder now, as even more ZEDs spawn with more health. You get the idea. However, specimen dodge more, especially grenades. You should have a second weapon option in case you are running out of ammo. Spawners decrease to 35% ammo spawning and 20% weapon spawning chance. You will gain less money by killing ZEDs. Teamwork is a necessity in order to survive. It is advised that you use a level 4 perk, though it is not a requirement. Please keep in mind that some servers may kick you if you are not or not well known to that server. 4.Suicidal. The hardest regular difficulty setting requires teamwork, otherwise you will die. Specimen will swarm you in large numbers, mow down any welded obstacles and pack some punches. Due to the large numbers of specimen, both conserving ammo and carrying a second gun depending on your perk should be considered. Spawning items goes close to zero; gaining money from killing specimen as well. The majority of players considers not using a level 5 or 6 perk to be truely suicidal in this setting. Last edited by Swanky; 07-01-2010 at 03:51 AM. |
|
#17
|
|||
|
|||
|
I think it's especially worth noting that specimens get faster on higher difficulties.
They are 15% faster on hard mode, and 30% faster on suicidal. This gives you significantly less time to kill them before they reach you and makes it much harder to outrun them if you are forced to flee. |
|
#18
|
|||
|
|||
|
Quote:
But yes, it should be mentioned, and yes, it should be mentioned that it's not a very good choice, since it's poorly incorporated into its perk/s. The "easy" difficulty is called beginner. Also, yeah, nice guide so far, well done. Last edited by Azukki; 07-09-2010 at 01:44 AM. |
|
#19
|
|||
|
|||
|
It's useful for an achievement.
|
|
#20
|
||||
|
||||
|
Great. Only thing that bothers me, there's no 'easy' difficulty, it's 'beginner'.
It would be nice if You'd add that making one step back can save player from stalker's attack due to their little attack range. Also, You could throw basics about running speed with knife, reloading whenever possible and maybe something about killing priority, especially sirens and husks.
__________________
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|