And as seen in the trailer above, it seems players will be subject to shrinking, too. Killing Floor's next Weekly Outbreak is. The mutator should test your ability to pull your crosshairs. Last I heard, updates broke it, but he's been fitting a lot of his mods into one mutator here which does also include faked players among other stuff and is updated more recently. Fake players mutator. Type on yt: killing floor faked players. They usually have link to download in description #1 [5e] Torque. Dec 19, 2012 @ 12:51pm. This modification for killing floor will turn your game into a first person Dead Space experience. IMPORTANT: Serveradmins will have to run serverperks. After the map select the mutator 'Server Veterancy Handler V7' from the mutator tab 7] Start the game. Players Single & Multiplayer. Killing Floor. Or via the Killing Floor main menu with the 'Steam Workshop Content' button Once browsing the Killing Floor Workshop, players can use filters to narrow down the content they are looking for. Download Source. Show items tagged with all of the selected terms: Mutator. Work In Progress.Killing floor steam workshop. From the Steam Library when.
Active5 years, 7 months ago
In Killing Floor I want to speed level some perks in order to play the higher difficulties.
What is a good strategy for quickly leveling perks that gain experience through damage? The perks I'm talking about are Support Specialist, Berserker, Firebug, and Demolitions. Most of mine are at level 2 now, so I'd like to know what game length and difficulty is best for leveling now and as my class level goes up.
I also realize that the Support Specialist, Berserker, Firebug, and Demolitions all do damage in very different ways. Are there any any maps and mutations that best help level any of these classes in particular?
Wipqozn♦
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7 Answers
What is a good strategy for quickly leveling perks that gain experience through damage? The perks I'm talking about are Support Specialist, Berserker, Firebug, and Demolitions.
Don't play single-player please. It's not very fun, and you will not learn from other people. Most of these tips to follow, I've gained through watching other people play. The best advice I can give you is to find out what your perk specializes in and do that. Don't do things your perk is not great at :)
Support Specialist
Berserker
Firebug
Demolition
General advice :)
Enjoy yourself! Don't worry too much about playing on other difficulties, you'll get there eventually. Have fun with where you are.
didididi
If you don't feel like wasting time going out of your way to farm experience instead of doing the best thing for your team, you can use memory editing or Steam Achievement Manager to give yourself higher level perks.
With Steam Achievement Manager, choose Killing Floor from the list of games, go to the Statistics tab and check the 'I understand by modifying blah-blah et cetera' box, then set the following fields to whatever you like: Damage Healder (Field Medic), Welding Points (Support), Shotgun Damage (Support), Sniper Headshot Kills (Sharpshooter), Stalkers Killed (Commando), Bullpup Damage (Commando), Melee Damage (Berserker), Flame Thrower Damage (Firebug). Values required for level 6 are listed below.
The other option is to use memory editing. My memory editor of choice is ArtMoney (has a free version that is perfectly sufficient for this, has no time limit and doesn't go out of its way to annoy the user), but you can use CheatEngine (free) or something else entirely.
All perks can be easily earned in a solo game (as KF is a VAC-capable game, using memory editing while playing on a server is likely a bad idea). In this example I'm going to assume you want to level Demolition.
Running KF in windowed mode will help you to quickly switch between the game and ArtMoney, you can turn windowed mode on and off by hitting Alt+Enter.
To level Field Medic this way, you will need to download a test map that has bots that can be healed, this one does the job.
The following values are needed for level 6 on different perks:
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From what I can tell, the easiest way to level is play a Solo game on Beginner mode. Not only do you start off with more money, but you get more money per kill.
This lets you buy the more powerful weapons more quickly, which you can use to take down the harder enemies, such as Fleshpounds.
The only problem is that waves have less mutants when you have less players.
From what I've seen, each difficulty is geared towards specific perk levels. Beginner is geared at level 0-1, Normal at 2-3, Hard at 4, Suicidal at 5, and Hell on Earth at 6. The only problem is that even low-level enemies even on Normal can back you into a corner in Solo mode, with no other players to back you up.
user2974
Here are few tips for really fast leveling without hexedit:
Play in solo-mode and use Faked Players mutator. Set Faked Players amount as 40 and start the game.
I would recommend leveling your sharpshooter first to level 6. Once you do that you can always start the map with Sharpshooter spawning with xbow (worth 600 once you'll sell it).
SHARPSHOOTER
You should use beginner level because you only need headshots. When you use faked players mutator (40) you should get around 600 zeds during the first wave. That's pretty ok. Just use your 9 mm and make decent headshots. Run around and find ammo (which you'll find plenty in beginner level). MountainPass is a good map for leveling Sharpshooter.
BERSERKER
Play in solo mode (normal) with faked players (40). Download DOOMed map and use it. In DOOMed map there's chainsaw hidden inside truck. Find it and use it against 800 zeds. Just find a narrow corridor. Once you die or complete wave 1, just restart the map again. This way you can get 1M damage / hour. So after 6 hours or so you'll have lv 6 berserker. Warning, this is boring as hell and will not make you a better zerk!
SUPPORT
Once you have sharshooter in lv 6 start playing support specialist. Forget solo mode and start playing with other people. Always start with sharpshooter. After first wave sell xbow and change to support perk. Buy shotgun. Use maps with narrow corridors (like biotics, offices etc.). Save money and do not buy vest. Try not to die. Play in normal mode, do not use beginner, because there are not enough zeds and you don't get decent damage from killing them. Once you have money for AA12, sell shotgun and buy AA12. Save money. Once you have more money, buy Hunting Shotgun. Once you have Hunting and AA12, buy vest.
For fast support leveling use just shotgun (shotgun, AA12, Hunting). Eventhough you run out of ammo fast. Do not save ammo. Go for every kill! Try to get as many zeds in line as possible and then take them down. Use mainly AA12, once too many zeds too close, clear them with AA12. Use both barrels for Scraces and Fleshpounds.
Practise using testmap6 (downloadable). Practise against sc and fp.
FIREBUG
Firebug leveling used to be very easy when weapons did not disappear between waves. You just used to buy 5 flames or so xD. Now it's a bit more difficult. In EvilSanta's Lair there is a spot where zeds can't reach you. Choose firebug and go to this place (once you'll have the firebug guns flame and mac10). This is boring as hell.
COMMANDO
Play with others. Try to enjoy the game. When playing other perks you can carry ak47 or pullpup to kill stalkers to help leveling commando.
MEDIC
Host a game and ask your friend to join. Collect money during the first wave. Change to medic and buy MP5 and MP7. At the end of wave 2 leave 1 - 2 easy zeds and let your friend take all the damage. Heal your friend with mp5 and mp7.
When playing in public servers, just heal others even if you're not playing medic. You'll notice how fast medic level will increase.
hadehade
If you are lucky enough to know someone who is level 5+ of a class, jump in a game with them, go that class and ask them to throw you whatever weapon they spawn with (they should be able to buy it again as everything will be cheaper for them).
Then jump into a Hard (or Suicidal if you are game) map and start shooting. Enemies on the higher difficulties have more HP. More Hp = more dmg to kill = Faster levelling (in theory).
The other alternative is, if you want to level multiple things in the same game, is to go Beserker for the 1st wave or 2, then change to something else. At low levels, Beserker and Sharpshooter are the only classes you can level with your starting weapons. (You get grenades to level your demo.)
Community♦
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Demolitions is easy. The others are hard. Generally however, if you get some friends and play Poundamonium on easy you should level everything up pretty quickly. For demolitions, throw pipe bombs EVERYWHERE. Between rounds just buy up pipe bombs and leave them all over the place. This applies doubly for the last round, but leave them all in one place. A big beeping pile of pipe bombs can instakill the Patriarch pretty easily on lower difficulties.
IzzyIzzy
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https://vejfaay.weebly.com/blog/world-of-warships-freezing. Leveling Medic
Playing Objective mode on solo got this up to lvl 5 with ease. The NPC you have to escort has constant health loss so your healing him pretty much non stop. The best eroge games and visual novels ever rankedboost. At the same time you'll be fighting zeds off so its good practice at being a proper combat medic. BEWARE fleshpounders and scrakes spawn sometimes on wave 2 so buy the biggest gun you can in case.
SimSim
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ScrN Total Game Balance mutator for Killing Floor 1.
Copyright (c) 2012-2018 PU Developing IK, All Rights Reserved.
VERSION 9v9.61.05
v9.61.04
v9.61.03
FTG
v9.61.02
v9.61.01Weapons (by Scuddles)
Weapon Balance
ScrN Waves
New Game Modes (From the Contest)
Welding Floor
Short & Dramatic
Console Commands
ScrnBalance.ini
Other changes
ScrN Weapon Pack (by Scuddles)
v9.60.27ScrN Waves
v9.60.26ScrN Waves
v9.60.25
v9.60.23
v9.60.22
v9.60.20
v9.60.19
v9.60.18ScrN Waves
Mutators
From now on, in most cases there is no need to specify any mutators in server command line or KFMapVote.ini.Any ScrN game type automatically loads ScrnBalance mutator, which in turn loads ServerPerksMut.Then ScrnBalance loads all mutators listed in
AutoLoadMutators array (ScrnBalance.ini).And finally ScrnGameLength.Mutators are loaded.
Mutator load order (if ScrnBalance is NOT in the server command line):
Mutator load order (if ScrnBalance is in the server command line):
Weapon Fixes and QoL Improvements (by Scuddles)
v9.60.17ScrN Waves
v9.60.16
v9.60.15
v9.60.14
v9.60.13
v9.60.12
v9.60.11
v9.60.10
v9.60.9
v9.60.8
v9.60.7
v9.60.6
v9.60.5ScrN Waves
FTG
Other changes
v9.60.4
v9.60.3
v9.60.2
v9.60.1
v9.60.0Version Numbering Change
Version numbering changed to MAJOR.MINOR.PATCH. No more special BETA releases.From now on every version is a potential release candidate.
Burning Mechanism
Gunslinger
Other changes
v9.56
v9.55
v9.54
v9.53Code Remarks
v9.53 code is the same as v9.52's. The only change it does is change whitespace from tabs to 4 spaces to applythe same standard for the entire source code.
Those who forked the KF-ScrnBalance repository should do the following procedure to avoid merge conflicts:
v9.52ScrN WavesAmmo Grab Waves
Set
EndRule=RULE_GrabAmmo to force players looking for ammo boxes. Wave ends when the given amount of ammo boxes arepicked up. Useful to make players replenish their ammo pools without opening the trader.
Dosh Grab Waves
Dead zeds drop dosh on the ground instead of adding it to player/team wallet. It is like using ScrnDoshGrab mutatorbut those could be only a few waves instead of the entire game. Wave ends when the given amount of dosh is collected.There are two wave kinds:
RULE_DoshGrab and RULE_GrabDoshZed . The difference between those two is that inRULE_GrabDoshZed zeds can pick dosh to heal or boost their health (up to x5 of the original hp).
Dosh drop kind depends from the kill shot:
Squad Scale
Added 'Scale squad members by player count' feature (Squad Scale) to squad definition in
ScrnWaveInfo .For example, SpecialSquads=~6: BOSS means an extra boss will be added for each 6 players starting with 7th (6+1);health of the entire squad will be matched to player count instead of every zed:
Squad Scale can be applied for regular squads as well, e.g.
Squad=~3: SC spawns an extra Scrakeper each 3 players in the team (every Scrake in this case won't have more than 3p health).
Other changes
TSC: Team Survival Competition
FTG: Follow The Guardian
Mystery Game
(New) Half-Long Game
Five-wave game containing 4 latest waves from the Long game and new brand-new introduction wave (Dosh Grab)
(New) Small Big Zeds
Six-wave game where Big zeds (Husk+) have less health, but there are bigger in numbers. For example, in 6-playerSmall Big Zeds game there will be 3 Scrake spawning (each having 2p health) instead of one with 6p health, unlikein regular game.
Bug Fixes
Gameplay changes
ConfigurationScrnBalance.ini
KillingFloor.ini
Console Commands
Code Remarks
v9.51
v9.50Normal Difficulty
Normal difficulty made newcomers-friendly. Now it is much easier to allow new players to start theirfirst games without instantly getting wiped again and again until rage-quit. From now on Normaldifficulty is considered easy, Hard - Normal, Suicidal - Hard, Hell on Earth - the game it meant tobe played. Experienced players shouldn't be playing on Normal difficulty.
Changes to Normal Difficulty only:
Money Balance
Perk and Weapon Balance
Follow The Guardian
Heavy MachineGunner v4.00
Horzine Technician v4.00
Configuration
v9.48Follow The Guardian
v9.47
v9.45
v9.44
Configuration (ScrnBalance.ini):
v9.43TSC:
Configuration (ScrnBalance.ini):
Configuration (ScrnWaves.ini):
v9.42
v9.41
v9.40
Console Commands:
ADMIN COMMANDS:
CONFIG VARIABLES (ScrnBalance.ini):
NEW CONFIG FILE - ScrnWaves.ini.
Configures games/waves/squads/zeds. A replacement for Zed Manager.
v9.33
v9.32
v9.31
Weapon Balance
v9.30
HUMAN DAMAGE (HDMG):
TSC:
FTG:
USER.INI:
v9.25
v9.22
BONUS GAMES:
v9.21
####CONFIG VARIABLES (ScrnBalance.ini):
v9.20NEW PERK: COMBAT MEDIC
Weapon Balance
MULTI-PERK WEAPON SUPPORT:
FEATURES AND IMPROVEMENTS:
BUGFIXES:
ScrnSP:
Console Commands:
CONFIG VARIABLES (ScrnBalance.ini):
v9.15
v9.14
v9.11
Weapon Balance
v9.10
Console Commands:
CONFIG VARIABLES (ScrnBalance.ini):bRespawnDoors - controls door respawning at the end of the wave. By default itis false, i.e. if door breaks, then it's gone forever.
v9.02
v9.01
ScrnGameType (ScrN Floor):
ScrnSP:
Quick Melee Bash:
Weapon BalanceKilling Floor Fake Player Mutator
SCRNBALANCE[SRV].INI
USER.INI:
[ScrnPlayerController]MusicPlaylistNames - list of user-friendly music playlist names. First record always should be MyMusic - list of user-defined music.
[ScrnHUD]
[Engine.HUD]
Console Commands:
Code-breaking changes:
VERSION 8v8.21
v8.20
v8.17
v8.15
v8.14
Code-breaking changes
ScrnGameRules.GiveBonusStats() in incorporated into GiveMapAchievements()
v8.13
v8.12
v8.11
v8.10
MONEY AND Weapon Balance
CONFIG VARIABLES (ScrnBalance.ini):
USER CONFIG VARIABLES (User.ini, ScrnPlayerController section):
Console Commands:
Code-breaking changes
v8.05
v8.01
BETA 50:
BETA 33:
CONFIG VARIABLES:
bPlayerZEDTime - Player death triggers ZED TimebPerkChangeBoss - allows changing perk before Pat wave despite bNoPerkChanges=True
BETA 25:
BETA 22:
BETA 11:
BETA 10 - GOLDEN/CAMO/NEON WEAPON SUPPORT:
GUNSLINGER:
MONEY BALANCE:
Weapon Balance
TOURNEY MODE:
OTHER CHANGES:
CODE CHANGES:
VERSION 7v7.60:
v7.57:
v7.56:
v7.55:
v7.54:
New hotkeys Spectator Mode:
v7.53:
Weapon Balance
ZED MKIISE:
v7.51
v7.47:
v7.46:
v7.45:
v7.41:
v7.40:
v7.36:
Weapon Balance
v7.32:
v7.30:
New CONFIG Variables:
ScrnGameType and TSCGame ONLY:
Code changes:
v7.25:
v7.24:
v7.23:
v7.21:
v7.20:
v7.14:
v7.12:ScrnGameType a.k.a. ScrN Floor
Extended KFGameType (normal KF game type)
Other Changes
Console Commands
v7.09:
v7.06:Hardcode Mode
v7.05:
v7.04:
v7.02:
v7.00:
VERSION 6v6.26:
v6.23:
Weapon Balance
v6.22:
Weapon Balance
v6.21:
Compatible to KF v1056
SPAWN AND MONEY BALANCE:
Weapon Balance
TRADER MENU:
Other changes:
Config Variables
v6.09:
v6.08:
v6.07:
TRADER INVENTORY LIST:
Weapon Balance
ScrnSeekerSixRocketLauncher:
v6.05:
WARNING!!!
Do not forget to set EventNum=2 in ScrnBalance.ini for Halloween zeds or youcan encounter invisible zeds after map change!
Weapon Balance
Flare Revolvers:
Config Variables
v6.01:
VERSION 5v5.55:
Config Variables
REMARKS:
If bForceEvent=True, ScrnBalance mutator must be loaded before any custom zedmutators (e.g. ScrnMonstersMut)!
v5.53:
Console CommandsREADY , UNREADY , SPECTATE
Config Variables
v5.50:
Console Commands
MUTATE PERKSTATS - displays perk data and progress during the gameDROPALLWEAPONS - drop every dropable weapon in player's inventory, e.g:set input U DropAllWeapons | tosscash 100000 | say Seeya
Bug fixes
Weapon Balance
Code-breaking changes
ScrnGameRules class had been heavily modified to introduce new achievement system.
v5.31:
Weapon BalanceSP Musket:
SP Tommy Gun (LDS):
RS Tommy Gun:
v5.24:
v5.20:
LEVEL 7+ BALANCE:
v5.18:
CODE BREAKING CHANGE
v5.15:
v5.14:
v5.12:
v5.09:
v5.05:
v5.03:
v5.02:
v5.01:
5.00 Beta 79:
5.00 Beta 76:
5.00 Beta 72:CHAINSAW:
5.00 Beta 63:
5.00 Beta 62:
5.00 Beta 61:
5.00 Beta 51:
5.00 Beta 50:
5.00 Beta 35:
5.00 Beta 33:Killing Floor Faked Players MutatorVERSION 4v4.59:
v4.58:
GUNSLINGER:
Weapon Balance
v4.51:
v4.50:
v4.40:Weapon Balance
v4.39:
Weapon Balance
v4.38:
v4.37:
Weapon Balance
Trenchgun:
v4.36:
v4.35:
v4.20:Alternate Burning Mechanism:
Weapon Balance
v4.10:Weapon Balance
M79M:
New weapon - M4-203M Medic Gun.v4.00:
Added support for new weapons.Balance job hasn't made yet. Just added as they are, except the following:
VERSION 3v3.76:
v3.70:
v3.67:
v3.66:HUSK GUN NERF:
v3.65:
Adding GUI settings page in perk selection menu, allowing user to configure:
v3.62:
v3.60:
v3.40:
v3.36:Husk Gun Secondary Fire:
v3.30:
Overrided Bullpup, AK47 and SCARMK17 weapons to count Shivers' kills
v3.29:Level 7+ Balance:
v3.28:
Revised bonuses for perk levels 7+.
v3.25:
Manual Reloading (configurable)
v3.00:
Custom Weapon Support (easy to apply perk bonuses on them, see Readme)
VERSION 2v2.83:
v2.81:
v2.73:
Many GUI fixes, including perk bonus descriptions and weapon descrioptions in trader menu
Spawn and Money Balance
v2.70
v2.60Spawn and Money Balance
Killing Floor Faked Players Mutator DownloadWeapon Balance
To be able to cook grenade, each player must change the line in user.ini from:
to:
v2.40PERK BALANCE:
Weapon Balance
v2.35
v2.30
v2.26
50% of Berserker's Melee speed bonus is applied also on Chainsaw,but it is scaled from base speed (200) not melee speed (240),so Zerker with Chainsaw moves slower than with other melee weapon
v2.25
Fixed bug, when Sharphooter didn't reveive M14EBR headshot damage bonus
v2.24
v2.23
Disabled skip reload exploit for M99
v2.20Weapon Balance
v2.10FN-FAL
KSG Shotgun
v2.00Killing Floor Faked PlayersGlobal Changes
M99:
GUNSLINGER
VERSION 1v1.72Spawn and Money Balance
Weapon Balance
v1.67
v1.66
v1.64
v1.62
v1.60
v1.50
v1.40
v1.36
v1.30
v1.20
v1.10
v1.00
Killing Floor 2 Faked Players Mutatorv0.94
Fixed some replication issues.
Spawn and Money BalanceBerserker
Demolitions
Firebug
Sharpshooter
Support Spec.
Weapon BalanceBerserker
Commando
Demolitions
Medic
Firebug
Support Spec.
![]() Weapons Balance
To enable modified weapons you need to add them to the ServerPerks.ini.
M14MBR
HUSK GUN
Hunting Shotgun
Gunslinger PERK
New perk supposed to use pistols, especially in Dual mode.To enable Gunslinger perk you need to add it to the ServerPerks.ini.
'Buying perked duals -> selling offperk' exploit fully fixed only in theScrN versions of the pistols.
Single pistols are still better in Sharpshooter hands, because he has both baseand perk headshot damage multiplier (up to 140% bonus for level 6).Gunslinger has only up to 50% damage bonus, but it's applied to the bodyshotstoo. Both single and dual 9mm damage bonus is limited to 35%.
Dual pistols are no longer Sharpshooter weapons - he can't level up with themand doesn't have any damage/reload/recoil bonuses. However, trader discountbonus is still applied to prohibit potential buying/selling exploits.
Weight modifications were made:
Because all Gunslinger perk inventory is light-weight, his max carry weightis limited to 10.
Magnum44 ammo price lowered from 13 to 12 to match HC per-bullet price.Magnum44 bullet now is slightly cheaper than HC and that is how it's supposed to be.
Dual HC/44 are put in Gunslinger's weapon slot 3. Other perks still willhave them in slot 2. This is made because usually Gunslinger has too manypistols in slot 2 and it is compilated to switch between them.
COWBOY MODE
Starting from level 3 Gunslinger can act in Cowboy mode.Cowboys use only dual pistols, can't wear armor or use laser sights.Cowboy mode is switching automatically when all the requirements are met.
Cowboy mode grants Gunslinger following bonuses:
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