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Killing Floor 2 - PC

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While in-game, pause and press the tilde key, enter any of the following
cheats for desired effect.
(These are the same working cheats in the first Killing Floor.)

Effect Code
--------------------------------------------------------------------------
Change gravity - setgravity #
Change player speed - setspeed # (*)
Disable fly/ghost mode - Walk
disable in-game clipping (Go through anything) - Ghost
Enable slowmotion (higher value, faster gameplay) - slomo #
Fly around the map - Fly
God Mode - God
Maximum Ammunition - Allammo

(*) (sets to default when changing weapons)


Steam Achievements:
-------------------
Complete the following Tasks to earn the listed achievement. To view
your achievements and stats in Steam, select "Community", then search
for the game hub that corresponds to [Killing Floor 2]. Select the
"View Stats" drop down option, then choose the option for your username's
achievements.

Achievement How to unlock
------------------------------------------------------------------------
Arc Action - Beat Paris On Hell On Earth Difficulty.
Bastille Brawl - Beat Paris on Suicidal Difficulty.
Controlled Environment - Beat Biotics Lab On Hell On Earth Difficulty.
Limited Contact - Beat Biotics Lab On Hard Difficulty.
Open For Testing - Beat Biotics Lab On Normal Difficulty.
Restricted Access - Beat Biotics Lab On Suicidal Difficulty.
Seine Skirmish - Beat Paris On Hard Difficulty.
Tower Tussle - Beat Paris On Normal Difficulty.


The Field Medic Guide:
-----------------------
Written by Mr. Fahrenheit.

-=Intro=-
Keeping your team alive is essential to Killing Floor 2 and sometimes that puny
syringe will not save your team. I'm Mr. Fahrenheit and I will try to teach you
how to become a somewhat acceptable field medic. Let's begin.

-=Basic Playstyle=-
First thing first, the name of the perk is called field medic. True there is
field in the name but we aren't talking about that one. Your main job is to
be a medic. That's why your team was yelling at you to switch to it! Don't go
wandering off by yourself because chances are that someone is going to need
healing and what's going to happen when no one is there to heal them? That's
right, THEY DIE! And we don't want that happening.

-=Weapons=-
Like I said in my gameplay basics guide (which is really outdated, maybe I
should do something about it...) it is always better if you stick to your perk
weapons. Well medic is an exception because when leveling up medic, your weapons
don't get any extra boost. I don't know the actual names for any of the guns so
I'm just calling them what I want to call them.

Starting Pistol: Just like in Nazi zombies this pistol is really only there so
you can get them points. Unlike nazi zombies you can have more than 2-3 weapons
and the weight of this gun is only 1 so it's always good to have one if you are
at 14 weight. The pistol is only slightly better than the 9mm without skills
that boost your damage (but we'll get to that later).

SMG: Just like the in game description this is literally just the pistol but
on steroids. The SMG doesn't heal faster/better/more efficient than the pistol
unfortunately.

Shotgun: Probably the most underrated of the medic weapons. The shotgun is
great for clearing large ammounts of zeds and is pretty reliable at killing
large zeds if you are in a pinch. Without any damage buffs the gun lacks damage
though. It is mainly used for the bonus dart efficiency and as a secondary
when your assault riffle is out.

Assault Riffle: This is THE medic gun you want. GET THIS OR ELSE. The dart
regen is so good and with damage buffs this is a pretty good scrake killer
and without buffs it's an extremely efficient trash killer.


-=Skills=-
Every 5 levels each perk will get new skills. These are the skills for the medic.
Just like the weapons I don't actually know the names for any of these despite
playing medic a lot. Don't bully me for it tho...

Symbiotic Health V. Resilience: This is the main part where medics choose their
playstyle. Resilience give extra resistance with missing health and Symbiotic
Health gives +25 health and whenever you heal an ally you get healed 10%.
Symbiotic health is good for medics who mainly heal and don't want to monitor
their own health at the same time. Resilience is interesting because there is
a strategy where medics (especially at lv 25 with 175 armor) buy armor and get
themselves low on health to keep their armor up. Symbiotic health synergizes
with future skills (that we'll get to) and Resilience is good for medics who
are solo or the last one alive (trust me, it happens more than you might think).

Adrenaline Shot V. Combat Doctor: Adrenaline Shot synergizes with symbiotic
health and will give yourself and allies a 10% speed boost for 5 seconds per
heal (up to 30%). Combat Doctor gives a pernament 10% boost to speed and a
50% extra mag capacity. Adrenaline Shot is really useful because not only is
the boost stronger but it also gives it to teamates. Combat Doctor is also
pretty good mainly for the extra capacity. Some people swear by the 10% and
say it gets them to their team faster but I can tell you from experience
that the mag capacity is the main reason why I think it's on par with
Adrenaline Shot.

Cogulant booster V. Acidic rounds: Cogulant booster gives anyone healed
(including yourself) a 5% boost in damage for 5 seconds (stacking up to 20%).
Acidic rounds are interesting because it makes all perk weapons inflict
poison damage. Poison deals up to a maximum of 3 damage per second (without
buffs). Pretty impressive right? Yeah you're right. It's not very good. At
least not yet. Poison also distracts zeds like fire. It can panic some zeds
and inturrupt their abilities.

ZED TIME: Airborne Agent V. ZED TIME: Zedactive: Airborne agent is a clear
winner no doubts. All medics can agree that airborne agent is too good (even
solo). Airborne agent releases a healing gas (like the medic grenade) around
you so you can just run past teamates and heal them. Just like a medic nade
you can damage zeds with it and on most difiiculties you can go waves without
shooting and still get kills just because of this skill. Zedactive is too
underwhelming... It claims it deals "Massive" poison damage but like I
previously mentioned, poison is only good for distracting zeds so acidic
rounds would be good enough if you even want poison. It also says it slows
zeds but honestly I've never noticed it with my time using the skill.
It's just better to use airborne agent.


-=Personal Preference=-
Keep in mind that this is my personal preference on how I play the perk
and this isn't me telling you how to do it right.

Basic playstyle: When using the left side of the skills I take care of
trash zeds and heal teamates. Medic nade is super good at giving everyone
buffs fast and when in a pinch I use it to get the bonus damage against
large zeds. With the right side I am a do it all medic. I take care of
any zeds even large ones. I normally do the armor strat with this side as
well since I am acting like a commando and just sitting in the back.

What I think is "Better": I am pretty familiar with using