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Killing Floor 2 (Hell on Earth Difficulty) Strategies
November 2, 2016
12:14 PM
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Strango
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Forum Posts: 76
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January 9, 2006
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Now that we've moved into the hardest difficulty in the game we now require pre-planned strategies to have a chance at success.  I'm going to lay out different things for us to try and will keep this first post updated with the current plan for each map and/or strategy type.

For strategy types we really just have two general types: Convoy and Hold Ground.

Convoy Strategy:

  • Always Be Moving. The longer amount of time that a convoy stays slowed down or stopped the greater the zed build-up and the harder it will be to get moving again.
  • Lead Berserker will pick the path and communicate deviations to team so they will know without having to look.
  • Lead Berserker must know the most dangerous points on the map and when approaching those points move slightly ahead of group to the exit of the bottleneck and hold that section until 2nd team member arrives.  This insures that the bottleneck does not clog and minimizes risk of a convoy stoppage.
  • Lead Berserker ultimately sets the speed of the convoy and should maintain a pace at his regular speed (not sprinting).  Use sprinting in short bursts to intercept visible incoming groups with the intention of clearing them out before the convoy arrives.  Be sure not to move too far ahead.
  • The medic is responsible for convoy spacing and must communicate when they are too spread out because other team members are too focused on their job to have absolute knowledge of the formation at all times.
  • When encountering a Scrake or Fleshpound at the front of the convoy the lead berzerker must make a judgement call on whether the zed needs to be engaged or run around.  This decision is mainly based on the terrain the encounter will take place. If the terrain is a tight fit where moving around will be very difficult for team members without a speed bonus then they must decide to engage the zed. If the rear berzerker is not currently engaged with other large zeds they should move to the front zed and assist the other team members to get by.  Once everyone has passed resume their normal duties.
  • When encountering a Scrake or Fleshpound at the rear of the convoy the rear berzerker must create a buffer between the zed and the convoy while the rear and middle elements of the convoy kill the zed. Threats at the front of the convoy take priority over threats at the rear of the convoy. The convoy must continue moving at all costs.

 Convoy Strategy on Non-Tight Corridor Maps: (Paris, Outpost, Forest and Hostile)

  • Lead - Berserker (Lead convoy, communicate path, clear all or large majority of zeds in front of convoy)
  • Front - Commando / Support / SWAT / Medic (Assist Lead Berserker with killing zeds in front of convoy)
  • Mid - Medic (Heal all convoy members, Communicate if convoy is too spread out)
  • Mid - Gunslinger / Demolition / Support (Provide support to rear or front of convoy based on current needs. If both are in need front takes priority)
  • Rear - Bezerker (Provide buffer between convoy and zeds approaching from the rear. Distract Scrakes and Fleshpounds raging from the rear)
  • Rear - Firebug (Kill zeds in rear using flame weapons. DoT is your friend when you can run away. If the front encounters a clog, spray front zeds to incite panic making it easier to run past)

Convoy Strategy on Tight Corridor Maps: (Biotics, Volter, Evacuation, Catacombs, Prison, Containment, Infernal)

  • Lead- Berserker (Lead convoy, communicate path, clear all or large majority of zeds in front of convoy)
  • Front - Demolition (Assist Lead Berserker with killing zeds in front of convoy)
  • Mid - Medic (Heal all convoy members, Communicate if convoy is too spread out)
  • Mid - Medic / Gunslinger / Support / Commando / SWAT (Provide support to rear or front of convoy based on current needs. If both are in need front takes priority)
  • Rear - Bezerker (Provide buffer between convoy and zeds approaching from the rear. Distract Scrakes and Fleshpounds raging from the rear)
  • Rear - Firebug (Kill zeds in rear using flame weapons. DoT is your friend when you can run away. If the front encounters a clog, spray front zeds to incite panic making it easier to run past)

 

Hold Ground Strategies:

  • Hold or Die. In order for this strategy to succeed the area must be held at all costs.  There is no option to run. 
  • Ideal locations will contain:
    • No more than 3 entrances (2 is highly desired)
    • Entrances are in long sight distances to allow defenders to engage zeds at that entrance long before they reach the defenders location.
    • A medium size distance between the entrance defense locations.  You want enough distance so that a defender can have the flexibility to be pushed back a little bit without backing into the defenders of another entrance.  However you do not want a distance large enough that zeds will spawn between the defense teams.
    • Other desirable traits are areas that allow the defenders to engage the zeds while they are still path'ing to the defenders (such as an upstairs area that allows defenders to fire down on zeds that have not even reached the stairs yet)
  • More aiming, less spraying. Ammo conservation is very important because if you run out of ammo you will die. Try not to have multiple people engage the same smaller zeds. A team member taking the support perk can help with this issue as well.

Containment Station - Hold Ground Strategy

2 Identical Teams guarding opposing avenues

  • Berserker (Create buffer between zeds and your teammates)
  • Medic (Heal Team Members)
  • Sharpshooter / Gunslinger / Demolition (Assist Berserker with killing zeds and specialize in killing large zeds from range)

Prison - Hold Ground Strategy in Yard

  • Berserker (Hold Fence Gate)
  • Berserker (Hold Building Exit avenue)
  • Demolitions / Sharpshooter (in guard tower providing support to entire team)
  • Medic (Base of Tower providing support to all team members)
  • Support / Gunslinger / Commando / SWAT / Medic (Provide ranged support to Berserkers)
  • Support / Gunslinger / Commando / SWAT / Medic (Provide ranged support to Berserkers) OR a 3rd Berserker

Farmhouse - Hold Ground Strategy inside Barn

  • Berserker (Hold stairs at ground level)
  • Berserker (Hold stairs at ground level)
  • Demolition (Provide support to berserkers from upstairs)
  • Medic (From stair steps provide support to berserkers)
  • Support / Commando / SWAT / Sharpshooter / Medic (Provide support to berserkers from upstairs)
  • Support / Commando / SWAT / Firebug / Medic (Provide support to berserkers from upstairs)

Volter Manor - Hold Ground Strategy at Curved Rear Porch

  • Berserker (Hold one side and create buffer for team)
  • Berserker (hold other side and create buffer for team)
  • Demolition / Sharpshooter / Gunslinger (Provide ranged support to berserker1 and specialize in killing large zeds at range)
  • Demolition / Sharpshooter / Gunslinger (Provide ranged support to berserker2 and specialize in killing large zeds at range)
  • Medic (From middle of formation provide support to both sides)
  • Support / Commando / SWAT / Medic (From middle of formation provide support to both sides)