Killing Floor 2 Fleshpound

We write about FPSes each week in, a mixture of tips, design criticism, and a celebration of virtual marksmanship.Early Access is going up on Steam shortly, so I’m taking a moment to lay out some tips for incoming players, stuff that will help you stay alive, earn as much dosh as possible, and fight further on higher difficulties.Aspects of Killing Floor 2, from weapon balance to map layouts, changed during the beta, and are bound to change even more. For that reason I’m holding off on recommending too many specific tactics, since their effectiveness could wane in a matter of weeks. For now, consider these guidelines for effective play based on my time in the KF2 beta. Defend where your teammates aren’t. Arctic combat reloaded. It’s so obvious I shouldn’t have to write it, but I’ve seen plenty of new and novice players make this error. When a fresh mob of zeds appears, it’s tempting to focus your attention there and help them out.

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Resist this urge. The best Killing Floor 2 teams have discipline, and monitor all nearby spawn points and entryways equally. If every player abandons their post to put out a single fire, you’ll open the door for zeds to surround you.If your job is to watch the lower ramp entrance, don’t deviate from that unless your teammates are truly overwhelmed, or you’re all ganging up on a high-level zed (like a Scrake or Fleshpound). Kill-stealing wastes ammo and loses fights.

Trust your teammates to get the kills that are in front of them.Wait for Kevlar. The first couple rounds of an average (7-round) game are warm-ups.

They’re an opportunity to build economy and get acquainted with your team as you fend off waves of lesser zeds. An average Medic can keep six people patched up during these initial waves without worry. By delaying an armor buy, you’re saving yourself at least $300, money that will probably allow you to upgrade your primary weapon a round earlier.You also don’t want to miss out on the possibility of picking up free armor that’s spawned in the level. And with the current Medic perk, level 10 Medics can restore a small amount of armor with each heal. Put off buying armor as long as you safely can—likely wave four, depending on difficulty and team composition.Melee is free. If you’re really focused on winning, use your melee weapon as much as possible during early waves to save money.

As with firearms, aim for the head. Don’t worry about taking some damage as a result: getting hurt can actually help the team. Medics earn dosh (and XP) by healing, money they could share with the rest of the squad. Above: The late rounds of a successful Hell on Earth run during the KF2 Early Access beta.Juggle healing.

Every Medic weapon has an individual, rechargeable “battery” for its healing dart ability. In big fights, rapidly swap between these guns to heal teammates as quickly as possible.

Unequipped weapons recharge in the background. For this reason, I wouldn’t recommend selling the Medic’s starter pistol—it’s only worth $100, and the extra two shots of healing it grants can be handy.Lights on. Many map areas have lighting that grenades and general combat can destroy, and as you plow through more waves, illumination becomes a factor in firefights. Considering how much emphasis KF2 places on making headshots (especially on higher difficulties), being able to clearly see zed skulls is essential.Even if you don’t have an immediate need for light, consider that your teammate might; flashlights don’t render just for you, your teammates can see them too. Some key guns, like the Medic’s class pistol, or the melee weapons the Berzerker carries, don’t have an attached lamp.

Most weapons tilt upward when reloading, but you can aim downward as you’re loading in more rounds to compensate.Use weapon pickups before selling. Low-tier weapons like the pump shotgun have a chance of spawning on maps, and they’re basically free money. Before selling them, though, get the most out of these freebies by using their ammo. The sell value of an AR-15 is $150 regardless of whether it’s full of ammo or dry; by spending a free weapon’s ammo, you’re saving yourself money that you would’ve spent replenishing another gun. Learn to parry. Tripwire continues to tinker with KF2’s parrying mechanics (most recently, along the lines of a fighting game, that can penetrate a successful block), but parrying remains an important technique.

It’s one of the few abilities that counters heavy zeds like the Fleshpound, but even against lesser zeds it’s a useful way of conserving ammo and managing large groups. If you’re a Berzerker, take the time to practice timing blocks at lower difficulties.Wait to weld. Welding seems like a no-brainer: why wouldn’t you want to reduce the number of entrances that enemies have? But unlike the first Killing Floor, doors now have a hidden HP value. So even if your door is welded at 100% strength, eventually the zeds are going to break through. If you weld early, and unnecessarily, you’re actually weakening a door that you may use in later waves. Save doors in valuable areas for late waves.Everybody do the Medic.

The more teammates who can heal at range, the better. The HMTech-101 (above) is $200 in the current build, making it a cheap way to give everyone the healing dart ability. Non-Medics won’t get the passive bonuses for administering healing, but every little bit helps. Pick it up as a late-game buy if you have inventory capacity to spare.Be patient during the boss fight. The suggested strategies for tackling Hans Volter differ a bit based on map, and I’d expect them to shift more as KF2 continues to get patched. But my general rule is this: don’t get greedy.

When Hans has his back to you, it’s really tempting to get in close and unload everything you’ve got, but you can’t fight at the expense of endangering yourself.Hans’ grenades (gas and HE) are his most painful abilities because they trigger quite quickly and have a pretty generous area of effect. Get your damage in and get to safety. Staying alive is the best thing you can do for your team.

There are many zeds that are hard to deal with and this guide is designed to help exact the right amount of damage and strategic tactics. It’s hard to know which method works the best against various zeds and bosses in this gauntlet of hell, so to clear up the confusion get ready to be introduced to a sure victory. In the following lineup, these zeds and bosses will be exposed to allow you to kill effectively and demolish them in your path. CystThe Cyst is one of the most common enemies in Killing Floor 2. They are considered weak when alone, but when in a large group they can be overpowering. This zed is known for spawning in unexpected places, such as roofs, ventilation systems, and even manholes but here is how to handle them.Enemy Abilities:.

Move slowly, but sprint when enraged.Grab Attack that immobilizes. Melee AttackBest way to handle them:. Headshots.Gun hit or shoot zed to break a grip. Avoid large groups. All weapons except microwaves weapons are effective. Significantly weak to Sub-machine guns2.

Alpha ClotThe Alpha Clot is a common specimen in Killing Floor 2’s world of carnage. The Alpha Clot is taller and better-looking zed deemed a lesser enemy but can deal some major damage in large groups of hordes.

This zed differs from the Cyst ever so slightly, but here is how to handle them.Enemy Abilities:. Move slowly, but sprints when enraged. Jumping. Melee Attack.Grab Attack that immobilizes. Evade certain damage sourcesBest way to handle them:. Headshots.Gun hit or shoot zed to break a grip.

Movements are predictable. Avoid large groups. Can be knocked down when jumped on. Significantly weak to sub-machine guns. All weapons except microwave weapons are effective3.

SlasherThe Slasher is a common zed in Killing Floor 2’s roster of murderous creatures. The Slasher is a short and stubby zed that is considered a weak enemy. Do not let the size fool you because these zeds are powerful in groups and here is how to handle them.Enemy Abilities:. Agile and Aggressive. Unpredictable.Grab Attack that immobilizes.

Sprints when enraged. Melee Attack. Dodge GunfireBest way to handle them:. Headshots. Avoid large groups.Gun hit or shoot zed to break a grip.

Significantly weak to sub-machine guns. All weapons except microwave weapons are effective4. StalkerThe Stalker is a regular specimen in Killing Floor 2 and has few tricks up her sleeves. The Stalker is a female zed that is considered in the lesser category of enemies. She posses a cloaking skill that hides her from detection and here is how to handle this unique zed.Enemy Abilities:.Invisibility Ability. Agile and Aggressive.

Jumping. Melee Attack. Sprint when enraged. Ambush-Based. Dodge Gunfire.

UnpredictableBest way to handle them:. Headshots.Visible to Commando Perk.Can be seen as a faint, shimmering outline to other perks. Significantly weak to assault rifles. All weapons except microwave weapons are effective5. CrawlerThe Crawler is a common enemy in Killing Floor 2 and is smaller than most zeds. The Crawler is considered a lesser enemy among other creatures. This little fellow is a black humanoid insect-like zed that is fast that can sneak past defenses, but here is how to handle them.Enemy Abilities:.

Sprint when enraged.Ambush-Based. Jumping. Dodge Gunfire. Melee AttackBest way to handle them:. Headshots.Keep at a distance. Kill quickly. Significantly weak to sub-machine guns and Assault Rifles.

All weapons except microwave weapons are effective6. GorefastThe Gorefast is a common enemy in the Killing Floor 2 playground with a steel blade jammed in the right arm. The Gorefast is considered a lesser enemy but is more durable than weaker zeds. These combat ready zeds are extremely dangerous and quick to display anger, so here is how to get rid of them.Enemy Abilities:. Melee Attack.

Sprint when enraged or shot. Block GunfireBest way to deal with them:. Headshots.

Killing floor 2 fleshpound vs scrake

Treat as threats of high priority. When Gorefast blocks, adjust aim slightly upper left to hit head. Significantly weak to shotguns. All weapons are effective7. BloatThe Bloat is an uncommon zed in Killing Floor 2 that is overweight with a huge body mass while wielding 2 large cleavers. The Bloat is considered a medium enemy that acts as a meat shield and is durable. These boys are nasty in more than one way and here is how to handle them.Enemy Abilities:.

Body Explosion. Close-Range Melee. Puke Mine. Vomit.Vomit Poison.

Bile Blind. Slow Movement. Block GunfireBest way to deal with them:.Keep at a distance. Avoid blowing up near other players or self.

Headshots. Vulnerable to fire with the Firebug perk.

Explosive, Fire, and Microwave weapons are effective8. SirenThe Siren is an uncommon creature in Killing Floor 2 that gives the player a real ringing of the ears. The Siren is a medium enemy that has a bulletproof vest and a sonic amplifier, which causes disorienting damage. This female zed can be one of the most annoying enemies of the game and here is how to take care of them.Enemy Abilities:.

Melee Attack.Bulletproof vest. Scream Attack. Destroys grenades and on impact during a scream. Sprint when enraged. Slow movement.

Resistance to poisonBest way to handle them:.Headshots and Neck shots. EMP disrupts scream. Significantly weak to Demolitionist perk.

Keep at a distance9. HuskThe Husk is an uncommon specimen in Killing Floor 2 with a cannon for an arm. The Husk is a medium enemy that can fire balls of fire at unsuspecting players.

These zeds are very dangerous both at a distance and close-up and here is how to handle them.Enemy Abilities:. Ranged Attack. Fireball. Fireball Burn. Flamethrower. Melee Attack.Suicide Explosion.Sprints when attempting suicide. Knockback powerBest way to deal with them:.

Fireballs can be dodged.Kill from a distance.Headshots and Tank on its back. Firebug perk can withstand flame attacks. Significantly weak against rifles, sub-machine guns, and explosives10. E.D.A.R (Elite Defense & Assault Robot)The E.D.A.R. Is an uncommon type zed in Killing Floor 2 with an assortment of arsenals that will surprise players.

Is a medium level monster that is a robotic game changer and comes in three variant models. These models can really pack a punch in player survival and here is how to make sure they are dismissed.Enemy Abilities:.Blasters. Trappers immobilize players. Bomber Explosion. Melee Attack. Chest Core Explosion.

Random movement speed. Neutral to Ballistic guns. Evasive skill. DodgingBest way to deal with them:.Avoid being hit by blasters.Vulnerable chest core. Significantly vulnerable to microwave gun and explosives.

Weak against shotguns and fire11. Quarter PoundThe Quarter Pound is a higher-level zed that possesses more strength and speed. The Quarter Pound is half of the Fleshpound and serves as a minion to the King Fleshpound.

These big guys are quick on their feet and here is how to get rid of them.Enemy Abilities:. Deflection.

Melee Attack. Fast Movement. Reduced damage than normal FleshpoundBest way to handle them:. Headshots.Glowing plate on the chest is a weak area. Weak to explosives, microwave weapons, EMP, ice, melee attacks, and snares.Quarter Pound does not protect the head12. ScrakeThe Scrake is a higher-level zed with some major anger issues and a large working chainsaw in Killing Floor 2. The Scrake is extremely dangerous and should not be dealt with alone in a co-op game.

To defeat this monstrosity here is how to end its terror.Enemy Abilities:.Sprints when health drops below 50%. Deflection. Slow Movement. Durable.

Melee AttackBest way to handle them:. EMP stops Scrake from sprinting for a few seconds.Do not stand still when Scrake is sprinting. Shoot as you are running backward. Perks Effective against Scrake: Gunslinger, Sharpshooter, Demolitionist, Berserker, Commando, Medic, Support, Swat, and Firebug13. FleshpoundThe Fleshpound is a higher-level zed that is considered an extreme danger in Killing Floor 2. The Fleshpound is a powerhouse in devastating melee attacks, especially with grinders attached to their hands.

These giants are a pest and here is how to mow them down.Enemy Abilities:. Base health scaled to the number of players. Melee Attack. Random Sprinting. Deflection.Rage ModeBest way to handle them:.Outmaneuver as best you can.Don’t engage alone when in a group. Headshots and glowing chest plate. Significantly weak against explosives.

EMP halts sprinting, enrage, and rage for a few seconds14. RioterThe Rioter is a lesser enemy but differs from the Alpha Clot in Killing Floor 2. The Rioter is known for its ability to rally enemies and attack unsuspecting players. The Rioter can become a big deal if not too careful and here is how to handle them.Enemy Abilities:.Rally surrounding zeds. Armor plated. Melee Attack. Grab Attack.

Move SlowlyBest way to handle them:.Kill quickly. All weapons except poisons and fire are effective15. Elite CrawlerThe Elite Crawler is a lesser creature in Killing Floor 2. The Elite Crawler is a variant creature with a last move to pull upon death.

It is important to take them out and here is how.Enemy Abilities:. Jumping. Melee Attack.

Fast movement.Poisonous gas after death. Agile and Aggressive. Dodge GunfireBest way to handle them:.Shoot from a distance. Significantly weak to sub-machine guns. Kill quickly16. GorefiendThe Gorefiend is a lesser enemy but has more durability than a Gorefast in Killing Floor 2. The Gorefiend has dark skin and wields 2 large swords on both arms.

These elite warriors can be annoying, so here is how to handle them.Enemy Abilities:. Fast movement. Spring when enraged and shot.Block Gunfire. Melee AttackBest way to deal with them:. Keep at a distance.When Gorefiend blocks, aim for the neck.

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Treat as threats of high priority. Significantly weak to shotguns, EMP, fire, poisons, stuns, snares, and microwaves17. Hans VolterThis is Hans Volter and he is one of the four bosses of Killing Floor 2. Hans Volter is a formidable boss with assault rifles, grenades, and a protective shield. This boss can be quite annoying, but here is how to handle him.Enemy Abilities:.

Increased health according to the number of players. Melee Attack.Gas Grenades.Explosive Grenades. Smoke Grenades. Range Attack: MKb42.Grab attack immobilizes and Steals health.Shield Ability and Health regeneration.

Walks when using riles. Random Sprinting. UnpredictableBest way to deal with him:. Headshots.Shoot his backpack core.During immobilization unload gunfire on Hans to destroy shield and knock him down.

Once down unload on him with gunfire.Stay clear of the gas and poison grenades, which will do significant damage.Unload gunfire upon the shield to prevent healing regeneration.Do not stay still, keep moving18. PatriarchThe Patriarch is one of the four bosses in Killing Floor 2. Patriarch is a returning boss from Killing Floor that is fully upgraded with sneaky and effective attacks that will kill all players.