Killing Floor

Killing Floor

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What not to do in killing floor and why
By Max
Mainly for suicidal and hell on earth; just a quick, comprehensive list of things not to do and why you shouldn't do them
   
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Main point
Everyone is welcome to play suicidal, and hell on earth. You don't have to be good at the game to play it, I'm just trying to show you how not to be a burden if you do.
Where not to stand, and why
- Don't stand directly behind anyone if you can avoid it

People need a few steps of clearance to dodge certain zeds, and to set up certain large zed takedowns. Things like dodging gorefasts while reloading, baiting crawler leaps, or getting headshots on raged scrakes/fps without moving the mouse (by backing up proportionate to their advance)

It's like driving, leave enough space so if they need to back up they can and so you have time to react to them backing up, and when they back up you should back up or step to the side so you aren't under their feet.

- Try not to stand in front of sharpshooters and support specialists (with some exceptions)

These classes are usually going to be responsible for sc/fp takedowns, and not only can they not shoot through you, or your head, they also really need aggro to be on them.

There are exceptions. Some maps and some camp spots are basically narrow hallways anyway, or just cluttered, a sharp can usually make this work even if they don't have aggro, and a support can usually make this work by just pre-damaging and jumpshotting whoevers about to get hit.

Zerks and medics (and occasionally anyone honestly) can step in front to either block the path of a raging zed or just take the hit. There's very specific times to do this, it's not every time, and if you're learning anything from this guide, you probably aren't ready to make this call. When you block a zeds path like this *and* when you take the hit, it makes the zed pathing and head hitboxes less predictable, making it harder for other classes to kill the sc/fp. If you do this, always crouch so everyone behind you can still see and aim.

- Don't stand in front of Sam, hes a god and you were actually just dumb for thinking he needed your help.
When not to shoot, and why
- In general, never shoot something you can't kill on your own (with exceptions)

Never set big zeds on fire *unless* you're the only one in the lane, you can kill it yourself, or its with a huskcannon at an already raged scrake. There's a lot of reasons for this so i'll list them all.

Zeds that are on fire move unpredictably, this makes them significantly more dangerous in general and can single handedly kill an entire team.

Scrakes that have been on fire (or flinched in general) cannot be flinched again (with a melee weapon). This is deadly to support specialists that require that flinch to cleanly kill scrakes.

Zeds that are on fire also swap aggro in an unpredictable manner, which is it's own issue.

The exception is if it's already raged and whoever was attempting to kill it clearly failed, either by dying or taking damage in general (except zerks, they tend to get hit when kiting fleshpounds). At that point start shooting it at will.

- Never shoot a scrake or fleshpound after someone else has engaged it (with some exceptions)

If you see someone shoot a scrake or a fleshpound with a 9mm, it's because they're trying to get it's aggro on them, with the intention of then killing it themselves. If you shoot it after they've done this you could end up swapping the aggro onto you and very likely killing the person that was going to otherwise kill the zed.

It's fine to assist with the takedown *after* it's been initiated (ie the person intending to kill it has shot/stunned/raged it) just do so from behind and not too far to the side of the initial person; the only weapons worth assisting with are m14/musket/lar/crossbow/hunting shotgun altfire/husk cannon fully charged. anything that isn't reducing the amount of headshots needed to decapitate it by at least an m14 shot at the cost of a bullet isn't worth it

anything that would make it behave less predictably (spraying it with an auto weapon to the side of the sharp, fire weapons, demo weapons, bile thrower when not trying to save the person, to a lesser extent the zedgun effect) should not be used to assist

Sharps and Supports have clean takedowns of scrakes and fleshpounds most of the time. They don't generally need any additional damage whatsoever, so save your bullets unless they've messed up.

If you see a support grenade and hunting shotgun a fleshpound or multiple, and a siren pops the grenades, that is sort of worst case scenario. Definitely start shooting if you see that.

- Don't shoot scrakes with an m79/m32 after someone else has engaged it

This knocks the scrakes to the side which ♥♥♥♥♥ up sharpshooters, because they have to re-aim, and ♥♥♥♥♥ up support specs because they dont get another shot to cleanly kill it (because the uppercut is fairly precise, and they don't have time to reposition for it, and also because the melee flinch wouldve been consumed at this point)

Don't use grenades on scrakes/fps when it isn't necessary, any class. Grenades mess up their pathing, use only as an emergency or as part of your takedown setup or you could do far more harm then good. If other classes are throwing grenades without good reason, you should too. sometimes its better just to guarantee the area is cleared and reset. Demo/Support grenades are more important and should be used more sparingly.
General things you shouldn't do, and why
If you're being attacked by a raging scrake, stand still backing up will kill you much faster, and worse- it'll make it way harder for anyone else on your team to save your life. If you're playing sharp with revolvers/hcs/mks/m14 or a musket/lar, aim over *it's* left shoulder and keep shooting, you can repetitively flinch it this way and not take damage, you need to stagger your shots for handguns to do this. With lar/musket you should be able to stun it at which point you can back up or just finish the job.

With hunting shotgun, same applies, aim over its left shoulder and altfire. (this does not flinch the scrake but- 2 of these kill a scrake most of the time, if it's sufficiently predamaged just one should kill the scrake, so it's always worth just standing still and altfiring its head in this position. if it takes 2 you will live to reload and fire the second)

With dual flares same applies as with sharp guns

With demo same applies with m32

(worth noting that if the scrake isn't actually raged, as in it's just walked up to you while you were unaware, you can probably back up and get away from it. Again though, if it is raged this is the wrong thing to do)

If you aren't confident that you can kill it as it's attacking you, instead of backing up, just crouch, this will increase the odds someone else can kill it for you. Backing up is basically choosing death just don't do it.

- Don't put random single pipe bombs off-screen

Usually these are a waste in general but often they just rage zeds; if you insist on doing this do stacks of 2; a single pipe (on the floor; im not sure if putting them headlevel in the wall would help, i assume not if only because it's probably even further away but-) a single pipe doesn't do enough head damage to scrakes reliably for either sharp or support to kill them any faster (it's not enough predamage for a jumpshot alone -ignoring the literal perfect one- to kill a raged scrake this way, which is a problem) body damage would honestly benefit no one if it's a scrake that gets raged- if it's a fleshpound, raging them offscreen is a detriment to the entire team; it deprives sharps and supports from setting up to kill them (both classes utilize it's rage animation, supports rely on that animation for the grenades to detonate at their feet, sharps get half of the headshots they need during that animation) and again the body damage is less helpful than just not doing it would be.

On-screen is different for a couple of reasons; if you intend to shoot it as it's detonating for the double damage bug, in vanilla public hoe though I would only recommend predropping in stacks of 2 or not at all (you can miss, you can rage multiple things at once, there's a lot of room for error) I would also just recommend seeing what you intend to blow up before even dropping the pipes in general.

Don't interrupt someones patriarch lock, don't stand close to them at all, don't ever be the 3rd person in melee range of the patriarch. These are the easiest ways to get the person locking killed, yourself killed, and the team killed. Two people can trade off a lock, assuming they both know what they're doing, but in general it's a one person job, medic does it better, theres basically never a good reason for two people to be doing it.

I don't personally care anymore about living in this game, but generally firebugs are not welcome in hell on earth.

If you don't know how some classes need to be played on hell on earth, and what other players are expecting from these classes, you would be better off playing something else until you learn and practice yourself.

Support: people are expecting you to be able to cleanly take down fleshpounds when necessary, scrakes when necessary, and otherwise not to be in the way, and also not to rage things far away with random shotgun spray.

Demo: people are expecting you to deal with multiple fleshpound spawns (mainly wave 10) and know when it's appropriate to shoot m32/m79 (when theres 6 crawlers and no scrakes/fps, or to detonate your grenades) and when not to (when someone else is already engaging a single scrake/fps within the aoe of your weapon) when demo accidentally rages things, especially because the smoke makes it so players cant see to aim, they are expected to kill everything they raged (usually at the cost of grenades and a lot of inefficient/panicked ammo use or their life, as they've probably pulled aggro)

Sharp: people are expecting you to kill scrakes and fleshpounds, stun stray scrakes, stun multiple scrakes when necessary; people are expecting you not to rage things without killing them, or rage them from far away. people are expecting you to deal with husks and sirens with higher priority and from further away; people are expecting you to hold your own lane when necessary. (generally people are expecting you to have a lar or musket, crossbow can work better for things like hardcore mod and fleshpound party, its generally less reliable. less ammo, more downtime between shots)

Zerk: people are expecting you to stun/kill scrakes if you're playing in front, and to tank (because you're pulling aggro you're making it harder for everyone behind you to help, zeds head hitboxes won't be where they're expected to be because the zeds are "looking" at you) People are expecting you not to be off on your own, not to randomly show up with a zed horde at camp, not to die off on your own, not to extend the game in annoying ways (if camp gets overrun, because they're a person down for instance, no one wants to watch you spend 10 minutes on 100+ remaining zeds. generally people will stick around to continue the map but if it happens again, literally just die) People are occasionally expecting you to pull big zeds away from camp/other teammates

Firebug: people are expecting you not to ever set scrakes or fps on fire, regardless of whether done intentionally or accidentally. If you do set these things on fire, odds are you will end up with aggro, people are expecting you deal with anything you do this to yourself. if you're playing a firebug in hell on earth, the only acceptable weapon in normal waves is husk cannon. It is acceptable to hit scrakes with fully charged husk cannon shots, despite it setting them on fire, but you should finish killing it when necessary.

Medic: people are expecting you to be focused on keeping people alive, in whatever ways necessary. people are expecting you not to be in the way when it isn't necessary, tank when it isn't necessary, or be focused on killing things when other players are dying. people are expecting you to melee lock patriarch (no other reason to be medic for patriarch wave)

Commando: people expect you to not be in the way, and not to shoot big zeds, not to steal aggro from other people killing big zeds by shooting them with automatic weapons too close by(as commando you should only every be shooting big zeds when you can see their health is critically low anyway, or not at all) people are expecting you to assist with scrake/fp kills by killing the smaller zeds nearby it (crawlers/stalkers/sirens/husks etc) making it safer for the others

There are other guides out there for how to play each class, that's not the main purpose of this guide. This is mainly how not to screw over your teammates. Occasionally not screwing over your teammates is going to require you to play your class as they expect the class to be played. (You'll be expecting the same things of them)

You can join, you can be perk 0, you can be firebug and honestly it's probably not actually going to matter how well you perform or what you end up doing, most of the people playing hoe have literally nothing invested in the outcome of any given game, it really just doesn't matter. Follow the above if you want to make fewer people mildly upset for 30 second spans of time.
13 Comments
NickHiro 29 Mar @ 7:50pm 
for commando it should be "people are expecting you not to pick this perk."

its a good guide but im very sure most people who dont look outside (guides, websites, yt videos) the game actually do these mistakes. a lot of my friends who know this looked it up themselfs.

most people also have that "screw you i play how i want" attitude and act like "its just a game man. dont be mad lol". meanwhile its not a one way street. how much fun the game would be for everyone if they care at least a tiny bit... making mistakes is fine but i see a lot of people doing it over and over again while not caring what anyone else says.

its a common thing for PVE games including TF2 MVM gamemode, L4D, Helldivers, etc. i have seen it all
Max  [author] 18 May, 2023 @ 7:02pm 
slightly updated it
NikC- 10 May, 2023 @ 6:01am 
The main issue with zerks... there is a huge chunk of players who hop in, wait for everyone to die / do nothing due to their lack of skill, and then "carry" the team. And everyone else are like "wow, dude, you're so cool. Thanks for that". Repeat that 10-50-100 times and now most of community thinks it's the meta, there is nothing wrong with it.

- You have an issue with husks? Why go sharp, stay zerk and wait for a wipe.
- You have issues with fps? Zerks don't care to switch, they will carry.

And so on. Zerk's balance is way too broken and way too forgiving for bad play styles. But that's nothing compared to current community quality. You have a great starting guide, but when people will try those tips in real pub games they will notice that everyone does the opposite and become hostile to them for not following the general line.
Max  [author] 10 May, 2023 @ 5:33am 
oh also if anything commando or medic are probably the classes i would most recommend playing if you don't already know what other classes should be doing, or sharp but I don't know how necessary that is to say in this guide
Max  [author] 10 May, 2023 @ 5:30am 
i will finish editing and clean it up a bit sometime this week; i'll figure out how to word what the main issues with being a zerk in hoe are, the main one being it's a very selfish class (pretty much every class aside from medic is, but zerk in one of the worst ways, probably actually with firebug so it'll be reworded to that end) generally though a firebug will cause more harm, but zerk as last alive is probably the most hated; if anyone else wants to weigh in on that opinion these comments are probably the place to do it so anyone reading the guide can see those opinions as well

im not actively trying to put my definitely biased opinion directly into the guide
Max  [author] 10 May, 2023 @ 5:06am 
yea i meant to add m14 in the edit and forgot to i don't use it and it just slipped my mind, ive played more sharp than anything but ive always preferred dual hcs/mks with musket

for zerks, and to shorten this message; literally ♥♥♥♥♥♥♥ nobody wants to see a last alive zerk, who is absolutely the problem in this situation, spend 10 minutes finishing a wave. just keep in mind, every single player literally hates you if this is you.

even kiting floor players don't like zerks in their games

commandos not really bad i just think it's unnecessary entirely which is also how i feel about zerk

i feel like a medic is just a better commando, which pretty much makes it the dead neutral class

you have a bit of a point that i overlooked; despite support being a top 2 class you do still need to know how to play it correctly or you definitely just make everything worse; but i also dont want this to get too heavy into how to play a class- so wherever that balance ends up being
IceBeam 8 May, 2023 @ 6:40am 
Some formatting & grammar fixes would be good to see as well. Other than that, this guide is awesome. It's going to be an incredibly valuable resource for players getting into gameplay on the higher difficulties.
IceBeam 8 May, 2023 @ 6:38am 
I strongly disagree about putting Commando in this category, though. It's a precision perk that causes very little chaos, unlike the Firebug, Demo, and Berserker. It's easy not to be detrimental as Commandos even for beginners as long as they leave large zed takedowns for someone else. It synergizes well with pretty much every large zed killer.

If you don't put Support and Medic in this category, Commando doesn't deserve to be listed here, either.

You can add a section about negative perk interactions which would give some guidelines on which perks to avoid sharing a lane with if you want to. [Firebug + Sharpshooter], [Flamethrower Firebug + Demo], [Commando + Berserker], for instance.
IceBeam 8 May, 2023 @ 6:33am 
If you're playing sharp with revolvers/hcs/mks <...>

You can add M14 here as well, it's capable of mini-flinching in a similar fashion, just slower.

I don't personally care anymore about living in this game, but generally firebugs are not welcome in hell on earth.

What do you mean by " don't care about living in this game "? Don't care if teammates screw you over or don't spend as much time playing the game as you did before?

In addition to that, I agree with what you said about Firebug. I would also add Berserker in the same category (not "to a lesser extent"). Even though Berserkers don't cause collateral damage as easily as Firebugs and Demos, they tend to bodyblock and steal aggro from others like no one else, slowing down large zed takedowns in the process.
IceBeam 8 May, 2023 @ 6:32am 
The exception is if you're a sharp, its fine to shoot a scrake or fleshpound *after* they've shot/stunned/raged it to assist with the takedown, just do it from behind the initial sharp and not too far to the side

This sentence should be reworded because it's not exactly clear who is helping whom:

- If you're a Sharpshooter, it's fine to help another Sharpshooter.
- If there's a Sharpshooter in the team and you're playing another perk, it's acceptable to help the Sharpshooter.

Which interpretation of that sentence is correct?