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In the Killing Floor 2 game, Efficient and precise movement generally boils down to pure mechanical skill. In this guide, some tricks and tactics that anyone can utilize to improve their movement will be shown you. These tricks are:
Backwarding – Recoil Force Boosting – Damage Force Boosting – Cornerhugging – Looping
Advanced Tactical Movement
Tactical Movement 1: Backwarding
Backwarding refers to the navigation of a map’s layout / terrain whilst backpedaling (holding the S key). At the core, moving backward is a pretty basic movement skill, but it is also extremely important as it serves as the basis for Kiting. It can be used just about anywhere to great effect really.
It might seem odd to see an entire section devoted to something as elementary as “walking/running backward”, but I deem it important enough of a concept to include in the guide. I’ve seen many many games end because players neglect to deal with threats approaching them from behind.
By being proficient at backwarding, you can multi-task. For example, you can:
- Deal with threats behind you
- Block, Parry, or Melee Bash Zeds chasing after you (e.g. Fleshpounds, Scrakes, Bosses)
- Heal teammates who are behind you
… all while simultaneously moving away from danger and properly navigating the map’s terrain.
Essentially, it improves your situational awareness, or your ability to comprehend what’s going on around you.
In KF2, good situational awareness is THE most important aspect of solid gameplay, bar none. It is MUCH more important than good aim.
This becomes a lot more important on higher difficulties, where you have less breathing room due to the increase in Zed count, movement speed, and aggression. Often times the primary objective becomes keeping the surroundings clear, rather than focusing on specific Zeds, so that you and your squad don’t become overwhelmed or trapped. This is especially true while Kiting.
In order to do this successfully though, you need to be good at surveying all of your surroundings, not just what’s in front of you.
In general, it’s good to know how to move through the map without actually seeing where you’re going, whether or not you’re actually in danger. Through Backwarding, you can essentially “take your hand off the wheel”, and leave navigation to muscle/cognitive memory while you focus on more pressing matters.
I recommend practicing Backwarding during the Trader time.
After the wave ends, see if you can navigate to the Trader backwards, or try taking laps through a few rooms and see if you can move through them.
The idea is to do this while getting caught on any objects and running into walls as little as possible. The less the better.
It can be hard to get used to this at first, but it should come a little more naturally with practice. Still, you don’t have to be 100% perfect at this (that’d be ideal of course). Even I make a few mistakes in the example video here and there.
Efficient movement like this can help you avoid taking damage while simultaneously keeping your surroundings clear.
Certain weapons and perk skills can aid you in situations like those shown in the example video. Some examples of these are:
- The Freezethrower
- The SWAT’s Level 20 skill, Cripple
- The Gunslinger’s Level 20 skill, Skullcracker
These apply Snare (an Affliction) to Zeds, which reduces their movement speed. The Freezethrower also Freezes enemies in their tracks.
The most obvious drawback to Backwarding is that you can’t see what’s ahead of you (or in this case behind you).
However, this shouldn’t really be a problem as long as you aren’t turned around for too long.
Only turn around to deal with immediate threats (for example an enraged Fleshpound) and to heal
or cover teammates.
Even in your diligence, you will still sometimes get blindsided by the occasional “around-the-corner” spawn when you turn around to deal with threats behind you. Unfortunately, this really just comes down to bad luck.
The main idea here is to improve your situational awareness, and hopefully help you get better at being aware of not only what’s in front of you, but also behind and to the side. This includes teammates AND Zeds. Proficiency with basic movement skills is paramount to your success in any FPS, especially Killing Floor 2.
Tactical Movement 2: Recoil Force Boosting
In KF2, most weapons have some degree of Recoil, however some actually apply Recoil Force to the player as well.
Recoil Force is a vector applied to players as a result of firing a weapon. Vectors “push” players by adding directional velocity to them. In the case of Recoil Force, this is always straight backward, opposite of the direction of firing.
There are several weapons in KF2 that apply a Recoil Force vector to you when you fire them. The two we are the most interested in are the:
- Double-barreled Boomstick
As you might imagine, it is possible to use the force vector applied by these weapons to your advantage, by speeding you up or slowing you down. This is known as a Recoil Force Boost, and it is the single most awesome trick you can add to your arsenal.
Recoil Force Boosting has an enormity of applications, including:
- Clearing gaps that you cannot normally jump across
- Climbing onto ledges you cannot normally jump up onto
- Moving faster around the map
- Reducing fall damage
- Evading attacks
- Evading fast Zeds (eg. Fleshpounds, Scrakes, and Bosses)
- Goomba Stomping / Crowdsurfing
How it works
For the purpose of this guide, I will be focusing on using the Double-barreled Boomstick, as it is cheaper, reloads faster, and weighs less, which allows more perks to make room in their loadouts to carry it.
Just keep in mind that everything I will explain from here on out can be done with the Doomstick as well.
With that said…
you do not have to be playing Support to make use of Recoil Force Boosting.
Any perk can do this as long as they are carrying either a Double-barreled Boomstick or Doomstick.
To perform a Recoil Boost with the Double-barreled Boomstick or Doomstick, simply aim downward, jump, and press the alternate attack button (in that exact order).
You don’t have to aim completely straight down. Aiming at shallow angles (relative to the “straight forward” direction) will send you farther laterally, while steeper angles will send you farther vertically. The diagram below illustrates this:
Figure 1 – Recoil Boost Angles
The red dotted arrow is the Direction of Recoil, or the direction of the recoil vector applied to you as a result of firing. Notice how it is always directly opposite of the Direction of Aim. This is pretty intuitive.
Also, you won’t always be sent in the direction of the recoil, specifically in the case where the recoil is in the opposite direction of your movement and you are moving fast. In this case, your forward momentum will not be completely cancelled out by the Recoil Force vector, and you will simply be slowed down instead.
This happens because vectors only ADD directional velocity, NOT set directional velocity.
This property actually ends up being pretty useful, as you will see later on.
The following must be true for a DB-Boomstick (or Doomstick) Recoil Force Boost to work:
- You must be airborne
- You must have at least two shells loaded
If you aren’t airborne, it simply will not work. This is why you must jump before pressing the alternate attack button. The ideal situation is to press the alternate attack button as early as you possibly can. This is so that you can apply the Recoil Force while you still have most of your upward momentum. The longer you wait to fire, the shorter of a distance you will travel, since you begin to slow down near the peak of your jump. If you understood my earlier explanation of vectors, this should make sense.
This is kind of tricky to get the hang of at first, but with practice, you will get better over time.
You must also make sure your weapon has at least two shells loaded before you attempt this, or it won’t work. In the case of the DB-Boomstick, this constitutes a full magazine.
Now for the applications.
Traversing Inaccessible Terrain
As I mentioned earlier, you can Recoil Force Boost to traverse gaps and reach ledges that you normally would not have access to. This allows you to take shortcuts, escape from Zeds, and increase your overall mobility.
There are many more spots in the game where you can do this, aside from the ones shown in the video. Get creative!
You can also use Recoil Boosting as an aid to Looping.
Evasion / Increasing Mobility
Boosting with the Double-barrel Boomstick can be used as a mobility-increasing and evasive tool as well. This is primarily useful for the following situations:
- Getting to the trader quickly
- Catching up to your team while Kiting
- Escaping the killzone/radius of Zed/Boss attacks
- Getting away from fast Zeds and Bosses
Note that in the clip, I am using Tactical Reload to increase my reload speed.
Using Reload Cancelling, you can move even faster.
Reducing Fall Damage
As I explained earlier, Recoil Force can also be used to slow yourself down. This is done by aiming in the direction you are moving, so that the Recoil Force pushes against your forward momentum, thereby cancelling a portion of it. You can use this to reduce, and in some cases completely negate, fall damage.
Notice how in the last part of the clip, I reduced my fall damage taken from 24 to 1! Quite an improvement!
This works because fall damage is based solely on your falling speed. By decreasing your downward velocity, you can sometimes slow yourself down out of the fall damage speed range, preventing damage altogether.
Goomba Stomping / Crowdsurfing
Recoil Force Boosting can be used as an aid in Goomba Stomping / Crowdsurfing.
Recoil Boosting allows you to launch yourself into the air and onto a Zed’s head, even when there are no platforms or objects around, making it usable just about anywhere.
Repeatedly boosting onto the enemy’s head allows you to completely shut down even the most powerful Zeds (and Bosses).
The disadvantage you need to know is that Recoil Force Boosting is very limited, since you can only perform it with specific weapons. Because of this, it can be hard to fit these weapons into your loadout. It is for this reason that I recommend the Double-barreled Boomstick over the Doomstick, since the latter weighs a whopping 10 kg.
Tactical Movement 3: Damage Force Boosting
Most Zed and Boss attacks have a certain degree of Damage Force associated with them that is applied in addition to the damage they normally do. This is very much the same idea as Recoil Force, which I explained in the previous subsection. Like Recoil Force Boosting, Damage Force can also be used to your benefit in the form of Damage Force Boosting.
Damage Force Boosting allows you to convert some of your received damage into movement, mainly to give you some distance from dangerous Zeds/Bosses. This helps give you breathing room and offers you a good opportunity to reload, heal up, or flee. It allows you to escape the killzone of a Zed’s attacks, which helps prevent you from receiving follow-up damage from subsequent attacks.
It is a defensive movement tactic at best, as it relies on you to take damage first. Thus, you should only use it when you know you are going to take damage and there is no other way to avoid the attack. For example, Damage Force Boosting could be used when you are out of ammunition as a last resort.
Berserkers and Survivalists receive the biggest benefit from this tactic, since they have both damage resistance attributes and perk skills that increase their proficiency in melee combat. SWAT (and Survivalist) also have Heavy Armor, which allow them to block damage more effectively. In the end though, any perk can perform this tactic, just not as effectively as those perks.
How it works
Like Recoil Force, Damage Force is also a vector, meaning it adds directional velocity to the player. The direction of the vector depends on the type of attack used:
- For melee-based attacks, this is usually the direction the Zed was facing when the attack landed.
- For projectile-based attacks, such as the Husk’s fireball or Patriarch’s rocket launcher attack, this is usually away from the projectile itself. Furthermore, the angle of the vector applied depends on WHERE you were hit by the projectile. For example if a rocket landed at your feet, you would be sent upward, but if a rocket hit you in the torso, you would be sent backward.
Essentially, melee-based attacks send you away from the Zed and projectile-based attacks send you away from the projectile. Pretty intuitive if you think about it.
Like the direction, the magnitude (strength) of the force vector applied also depends on the attack. In general, attacks that deal more damage have a greater degree of Damage Force (not always though).
This means that Fleshpounds, Quarter Pounds, Scrakes, and Bosses have attacks with some of the highest Damage Force, since they are amongst the strongest enemies in the game. These are really the only Zeds you’ll need to use this tactic on anyway.
Theoretically, to get the maximum force vector possible, you’d want a Zed to hit you with its heaviest(most damaging) attack. In practice, this usually does not happen though due to the fact that Zed attacks are completely random. However, one thing to note is that Zeds have a higher chance to use their stronger attacks on higher difficulties. This also means you take more damage as well, so keep that in mind.
For the purposes of this guide, we’re going to be focusing specifically on utilizing Damage Force from melee-based attacks. Projectile-based attacks are typically avoidable and are not easily mitigated, making it not worthwhile to use them to boost. Still, you could boost off of a Husk or Patriarch rocket if you really wanted to I guess…
We’re also going to be utilizing Knife Parrying
Parrying allows you to perform this tactic while taking the minimum damage possible, which is important for staying alive.
Keep in mind that you could also use any other melee weapon to do this too. In fact stronger melee weapons, like the Bone Crusher, will actually reduce damage taken even more. In the end though, unless you’re playing Berserker or Survivalist, you will likely only have your Knife available to use.
To perform a Damage Force Boost from a melee attack using Parrying, you’ll want to turn to face the incoming Zed, jump, and Parry it’s attack, all at the same time. If done right, you’ll be sent flying away from the Zed.
Like with Recoil Boosting, you must already be airborne for the boost to work, which is why you must jump first. This takes a bit to get used to
As you can see, the boost is actually pretty decent. You can also see how the Fleshpound’s stronger attacks (mainly his two-handed attacks) send me much further.
The main reason this is so helpful is that it allows you to escape the killzone of the Zed’s attacks. After being launched, you will usually be far enough away from the Zed to avoid any other follow-up attacks, which in the case of a Large Zed or Boss, will likely kill you.
By remembering that vectors add to your velocity, you can enhance the boost even more by sprinting in the direction that you know you will be launched. The best way to do this is to sprint backward just before you jump, giving you a bit more initial speed.
The primary disadvantage to performing a Damage Force Boost is that you must take damage, which isn’t exactly optimal for staying alive. It is not easily repeated either, as you typically will be severely hurt after doing just one boost.
You also need to be mindful of your positioning. It is very easy to accidentally launch yourself off of a ledge or down a flight of stairs, causing additional fall damage. Only Damage Force Boost when you know the direction you will be launched won’t end up putting you in more danger.
As I’ve said a few times, Damage Force Boosting is primarly meant to be an escape/defensive tool. Don’t rely on it to help you get around the map the same way you can with Recoil Boosting. It is meant as an emergency maneuver at best.
It can save you from death and ultimately change the outcome of the game, which definitely makes it worth learning and practicing!
Tactical Movement 4 & 5: Cornerhugging & Looping
Cornerhugging is a method used to force an attacking Zed to miss.
Looping involves trapping a Zed in a specific movement cycle to prevent it from reaching you.
They are two important movement skills that you can learn to keep yourself alive and out of harm’s way. It always surprises me how many people have no idea about them. I highly recommend learning about and mastering them. It can really help, even if you are a veteran player!
This is the ending of Killing Floor 2 – Advanced Tactical Movement guide. I hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.