Killing Floor 2 – Damage Force Boosting Tactical Movement

Welcome, visitors. In this guide, We try to show the Damage Force Boosting Tactical Movement in Killing Floor 2. While writing this guide, We pick up many pieces of information from several sites for you. We hope that this guide will help you.

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.

In this guide, we show you the Damage Force Boosting movement.

Damage Force Boosting Tactical Movement

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 combatSWAT (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 attacksProjectile-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!

This is the ending of Killing Floor 2 – Damage Force Boosting 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.

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Written by Tamari

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