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Fun Facts That Could Provide Useful

Furious Imbecile

Grizzled Veteran
Oct 18, 2014
758
8
Finland
New list that I keep updating can be found right here.

1st.
All Medic Guns Make a Ping sound when they spot an injured target.

The Ping sound indicates that you have locked onto an injured target and should you shoot at them, the dart will be homing, which means that you can shoot it in a wicked arc and it connects as long as you do not break the lock. :D


2nd.
Melee Bash (Guns) will punt Scrakes and Fleshpounds back into a stumble just like a succesful parry. EVEN if they are raging. (Tested it out and even if FP is red with hate, he will stumble) So if you see a FP or a Scrake going for someone, go Bash it. (Don't stick too close afterwards though)

However there are certain attacks that won't be cancelled by the bash and they will ignore subsequent bashes for a duration, so time those bashes right!
(Credit to Nenjin)

Saw blades fired from the Eviscerator will stumble Scrakes as well if you land a headshot.
(Credit to Paronine)


3rd.
The Medic pistol has a weight of 1 and only costs 200 dosh. Always buy one, no matter your perk, so that you can heal teammates from a distance.
(Credit to Paronine)


4th.
Munk's Berzerker Tips
https://www.youtube.com/watch?v=TkQstOLz83I&feature=youtu.be&a
(Credit to Munk & RTMelissa)


5th.
Support & Commando Grenades do immense damage on Fleshpounds just like in KF1 try to reserve those after wave 4/6 (normal/long) This is because both of them deal explosive damage. (Note that Support's grenades have much smaller radius and also release fragments, so these may not be as efficient as Commando grenades.)
(Credit to kliziflip15)


6th.
Scrakes aka big chainsaw guys, (Quick call Sc/Scr) rage after their health drops below a certain threshold 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. Do not shoot at them unless you have the time to finish them off.

Fleshpounds aka big yellow/red guys, (Quick call FP) rage at random periods of not being in combat and if dealt significant damage in a short period of time. Fleshpounds gain an immense speedboost and damage boost during their short rages as well as the ability to mow over lesser zeds.
Unlike Scrake, Fleshpounds will stop raging after a short period of time or when they attack something. And for this reason Fleshpounds can be kited much more reliably than Scrakes by welding doors and forcing them to bash them.

Both the Scrake and the Fleshpound can have their rage cancelled for a short period of time by Berzerkers EMP grenades, these grenades should also be spared for either of these after wave 4.
(Credit to Jovial)


7th.
Consider using the 9mm Handgun to conserve ammo (and thus money) on trash zeds on all difficulties. This will help you reach those Tier4 Weapons much faster.
(Credit to Trotskygrad)

8th.
Consider scavening the map for extra weapons/ammo/kevlar while the waves are close to ending. This is an easy way to get easy extra income as long as you can carry more weapons.


9th.
Armament skill (lvl 10) for Medic works with every tick of the Medic Grenade, Which means that each tick will repair 2% Armor, all the way up to 20% total (Armor Increasing stats/skills greatly benefit from this repair as the 2% is based around max armor instead of a solid 100 armor)
(Credit to TerraMaw)


10th.
As a Medic (or a Berzerker), try to tank Scrakes and Fleshpounds for your more squishy teammates. A Medic has large amounts of armor which means they can survive longer against bigger Zeds. (and Berzerkers have an inbuilt 5% damage resistance and can parry without losing any damage potential unlike other classes who need to swap to a knife for example.)
(Credit to rodrigoxm49 & Nenjin)


11th.
Consider healing others with the Syringe Tool whenever it's safe. Not only does it give a more potent healing than when healing yourself, but you'll also get money and medic experience. Your teammate might also heal you for the more potent amount when he sees what you did
 
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-stats on t3 AK12 and t4 medic gun are exactly the same, medic gun has the healing capability and almost no recoil...ak12 has fire-mode selection instead

-m4 (t3 supports shotgun) sux and is the worst t3 weapon of any class inferior even to medics t3 shotgun

-commando has 2 skills that are exactly the same but in unlock in different tiers and are based on firearate (which is mostly irrelevant since people can use macros to achieve the same thing regardless of fire-mode selection)

-game is great :)
 
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1. Just like in KF1, siren screams destroy grenades. Hold onto your grenades until any nearby sirens have been dealt with. (You can nade a siren before it starts screaming, though.)

2. Saw blades fired from the Eviscerator will stumble Scrakes if you land a headshot.

3. The Medic pistol has a weight of 1 and only costs 200 dosh. Always buy one, no matter your perk, so that you can heal teammates from a distance.

4. When the two Flesh Pounds show up together, it may be wise to get them to chase the team through a doorway. Only one FP can fit through a door at once, which causes them to line up behind each other to get through it. This makes it easier to take one down before the other can reach anybody.
 
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I probably shouldn't post this here, but I see too many people doing this even on higher difficulties, so here goes nothing:

DO NOT SHOOT THE HEADLESS BLOAT!
These guys have TONS of health, and when you blow their head off - they'll just bleed out and die eventually themselves, and this will most probably happen faster than you can reduce their HP to 0 with your weapon anyway, so you're just wasting your bullets!

Which leads me to the second tip:

TAG HEADLESS ENEMIES WITH 1 SHOT!
When you see a headless enemy walking around in it's last moment before it'll fall to the ground, and you have nothing to do with it lacking it's head, then just shoot it 1 time with any of your class weapons (the one with the cheapest ammo, better). Why would you do that? You will get FULL experience from this enemy's death when it finally bleeds out!
 
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Move left or right and attack with melee weapon to preform wide melee attack that can damage multiple zeds. Works will all weapons

I had thought of including this since Munk's intro in RTMelissa's channel, but decided to not to.

I just included the Munk video here since Munk's post has dropped way too much.
 
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-stats on t3 AK12 and t4 medic gun are exactly the same, medic gun has the healing capability and almost no recoil...ak12 has fire-mode selection instead

-m4 (t3 supports shotgun) sux and is the worst t3 weapon of any class inferior even to medics t3 shotgun
Medic doesn't get any damage bonuses and his weapon damage will fall off.

TAG HEADLESS ENEMIES WITH 1 SHOT!
When you see a headless enemy walking around in it's last moment before it'll fall to the ground, and you have nothing to do with it lacking it's head, then just shoot it 1 time with any of your class weapons (the one with the cheapest ammo, better). Why would you do that? You will get FULL experience from this enemy's death when it finally bleeds out!
So you're saying to kill steal.

Yes, it does matter since a headless zed is practically dead and the person who gave it a death sentence should get the xp.
 
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So you're saying to kill steal.

Yes, it does matter since a headless zed is practically dead and the person who gave it a death sentence should get the xp.

There is no killstealing in KF2 All perks have to DEAL damage in order to get XP, only Commando needs to kill Stalkers in order to get XP and Berzerker needs to kill zeds near teammates. Even then they both have the DEAL damage part of their perk registering since they're doing damage.

What he meant was that if everyone puts in a shot on a decapped zed, everyone is getting XP.
 
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So you're saying to kill steal.

Yes, it does matter since a headless zed is practically dead and the person who gave it a death sentence should get the xp.

um everyone who does damage gets the full exp, including the person who shot the head off.
and if this is like kf1 if you shoot the head off, you get the kill (even if other people shot it) and the dosh for it
 
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The only issue shooting a headless zed causes is that whoever does damage to the zed last is the one who gets the kill in the TAB kill counter. If I have 200 kills and Joe has 199, Joe shoots a bloat's head off, then I shoot its headless body real quick before it falls, I get bumped to 201 kills while Joe stays at 199. This is an issue that I believe is being worked on, though.

Everyone gets equal XP for dealing damage to zeds. Commandos get bonus XP for killing Stalkers, while Berserkers get bonus XP for killing zeds that are close to teammates. Doesn't matter who did the most damage or did damage last. Everyone gets the same reward.
 
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