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.
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
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.
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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