![]() Let’s take the West London map for example. Classes that are more suited to the run-and-gun are ones that are faster, like the Medic or Berserker, or ones that have massive close range power such as Support Specialist or Commando.Īrea Holding: This one is my preferred method for groups, at least when you’re playing with a group that you know and can communicate well with. And of course running into a dead end is often a fatal mistake, so you need to always have an out or a viable means of escape. There are some things to be mindful of: enemies can and will spawn ahead of your current location, so you can’t be surprised if you round a corner with a handful of enemies following you only to find three or four more right in front of you cutting off a potential escape avenue. ![]() Being constantly on the move forces the specimens to come to you. Run-and-Gun: This is probably what you’re going to be doing on most of the single player excursions in order to promote map familiarity and because it’s a more viable strategy. This leads to the two most basic strategies that come to bear in the game. Anything more than a Clot a lot more dangerous and needs immediate attention: even the second most common mob, the Gorefast, can kill you quicker than you can ever imagine if you give it the chance. Even the most basic enemy, the Clot, can become more than a nuisance if they grab you at the wrong time or place. ![]() There might be some overlap with later entries, but you need to believe me when I tell you the following: every Zed is dangerous in this game. There are some basic things that everyone should know going in. Some groups are more lenient than others, but no one wants to be the neophyte that drags down the entire group and snatches defeat from the jaws of victory. Likewise, playing alone will help you learn enemy behaviour and experience significant screw-ups without costing anyone but yourself the match. You can develop each perk to the second or third level and use that experience to decide what you might like. Playing by yourself, you’ll also get to experiment without pissing anyone else off. Playing each map at least once or twice gives you some working familiarity with things like spawn and trader locations, the overall flow of the level, and locations that are both good and bad in terms of potential defence value (more on this later). Playing the single player serves a multitude of training purposes, which will come in handy later. Despite this, my first piece of advice is going to be to ignore that instinct unless you’ve got a friend or two that can help walk you through those first couple of playthroughs. Your first instinct after getting the game up and running might be to go online after all Killing Floor is touted as a co-op shooter. Future instalments will look more in-depth at the individual perks and monsters in terms of strategy and counters, but for now there are some basics that will go a long way to helping your gameplay. This is part one of a multipart guide that serves as an introduction towards laying some ground work. Stretch your legs in single player survival If you answered yes to any of these questions, Killing Floor might be just the game you’re looking for. Do you like zombies or zombie-esque equivalents?ĭo you enjoy using such delightful weapons as a fully automatic shotgun, a hunting crossbow, a chainsaw, or a flamethrower?ĭo you like a game to be challenging, to feel some pride and accomplishment when you emerge victorious?
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