![]() With headshots being so heavily encouraged, it is usually in the interest of the player to keep the movement of the zeds as predictable as possible in order to score consistent headshots. This leads heavily into my next point regarding perk(class) synergy. For most zeds, their head health pool is roughly 1/3rd of their body health pool, making it much easier to deplete. Any and all damage that's dealt to the head pool will also be applied to the body pool, meaning that you are always contributing if you hit the head. All zeds that are decapped will slowly bleed out. When the head health pool is reduced to 0 the zed is decapped, preventing them for performing any unique attacks and reducing them to slowly shambling around if it doesn't outright kill them. When the body health pool is depleted to 0, the zed simply dies. Each zed has 2 separate health pools, one for the head, and one for the body. ![]() Without a doubt the most important and unique mechanic in the killing floor series is the approach to weak point/headshot incentivizing. Without any further babbling I'll get to the meat. KF2 is a fairly nuanced game and there tends to be lots of misinformation/misinterpretation that I hope to clear up here. ![]() With KF2 recently going free on the epic games store and a lack of updated and digestible information readily available, I took the time to make what is hopefully a somewhat concise guide to basic killing floor mechanics and a list of the best loadout choices for players diving a bit deeper into the game. ![]()
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