The Class System in Killing Floor
As a society, we love identities because they ground us. After all, if you know who you are and what qualities you possess, you are able to make decisions that serve you the best. That's the same concept in Killing Floor, where the class system is not about socio-economic groupings but rather the role that you play in the team. So, which shoes can you fill?
The Berserker
You can think of the berserker as the tank of the team, as they literally act like a physical wall between other players and the zeds. In fact, they are so strong that each time they block an attack, they are able to cause the zeds to stumble, which allows their teammates to attack the zeds while they are unstable.
But their work does not revolve around standing in doorways or holding points. Instead, they also come armed with shovels, katanas, pulverizers, and an eviscerator, which they can use to take down the zeds in hand-to-hand combat. And since they are immune to clots, which tend to hold on to players and immobilize them, berserkers are able to attack the zeds while also shielding their weaker counterparts.
The Commando
As the name suggests, this is the person in charge of key operations, even though they may not always take charge in the literal sense. If you excel in being aware of your surroundings and having everyone's back, you might want to consider this role.
Armed with weapons like AR-15s, AK-12s, SCAR-Hs, and heavy machine guns, commandos are tasked with killing the smaller zeds. For optimal efficiency, commandos capitalize on the zed time (the slowed time after a big kill) to take out as many zeds as they can, thus extending the actual zed time for other players. In this way, they serve two roles. First, they clear up the smaller zeds and allow the rest of the team to save their ammo for the bigger zeds in the later waves. And secondly, they buy time for other players to position themselves better for their roles, e.g., allowing the medic to aim more darts at players.
Commandos are also in charge of communicating key stats with the team, given that they are able to see how much HP the bosses have left and are also able to see Stalkers that other players cannot see.
The Support
Organizations heavily rely on support services to keep their operations going. And we would be lying if we said that teams could do well in KF while neglecting this role. So, what makes them so special?
For one, they come armed with shotguns and double barrels, which are designed to cause so much damage that one shot is enough to go through several zeds at once. And when they are not firing shots, they are welding doors shut to keep the team safe. Secondly, supports carry extra armor and ammo, which they can share with each player once per wave, thus keeping their team from running low or out of weapons during combat.
Thanks to these nuances, supports are important for both team defense and resourcefulness.
The Field Medic
Regardless of their sizes or abilities, zeds can cause a lot of damage, and it is not uncommon for players to die as a result of the injuries. But that is where the field medic comes in – if they are good at their job, then the team can survive the attacks. In fact, most teams that make it past wave 5 have a very reliable medic who shoots healing darts from their guns during combat. With these darts, players don't just get healing. They also get boosts in their speed and damage resistance, which allows them to be more aggressive with the zeds.
Interestingly, though, medics are not just there to heal. Their guns can also fire bullets, which allows them to back the team up when it is under fire. However, their main role is healing, and if you love the idea of being in charge of everyone's health, this might be a good fit for you.
The Demolitionist
Once the larger zeds start spawning, players look to the demolitionist for help. And with such a name, you are right if you think that what they do is blow things up! Their work is to cause explosions big enough to weaken the larger zeds, especially the fleshpounds. And with such a role, their arsenal boasts M79 Grenade Launchers, C4 bricks, RPG-7s, and the M32 Multiple Grenade Launcher, which are sure to cause mayhem when launched. So, each time a fleshpound charges at the team, the demolitionist uses these weapons to counter the attack.
One of the most interesting abilities with demolitionists is their reactive armor. Anytime a zed comes close enough to kill them, their armor goes off, killing the zed and leaving the demolitionist alive with only 1 HP.
The Firebug
What do you do when zeds are coming at you from every which way? You ask the firebug to control the crowds! With Flamethrowers, Cauldrons of Fire, Dragon's Breath shotguns, and Microwave Guns, firebugs are able to not only spray fire on the ground but also on their enemies. And once the zeds catch fire, they fall into a state of panic and retreat. And as you would imagine, quite a good number of zeds die in these attacks. A single hallway fire can take out up to 20 of these creatures. So, just like the commando buys time for the team using kill shots, the firebug does the same thing by slowing down the attacks long enough for the team to regroup.
The Gunslinger
KF takes us to the Wild West with this perk, as the gunslinger is pretty much the cowboy in the game. With Dual Revolvers, Desert Eagles, and .500 Magnums on their side, gunslingers move through the map faster than any of the other players, with the sole aim of taking headshots to take down the larger zeds. But when headshots are not possible, gunslingers are not above shooting zeds in the legs to trip them or slow them down. Thanks to their high speed, gunslingers also serve as scouts who roam the group perimeter to take down the threats before they get close enough to the team to cause any harm. If you are a risk-taker and know how to think fast on your feet, we could not think of a better role for you!
The Sharpshooter
Are you the kind of person who bides your time as you wait for the most opportune moment to make your move? If yes, the sharpshooter perk may appeal to you. Sharpshooters carry Winchester lever-actions, Crossbows, M99 AMR (massive sniper rifle), and Railguns as part of their setup. Their job is to lie low and aim at zeds that are most likely to harm the team. They also have access to freeze grenades, which turn zeds into ice blocks, creating a chance for the rest of the team to take them out in this state. A good sharpshooter ensures that larger zeds never make their way to the team, and they are essentially the first line of defense, especially in the later waves, where giant zeds come out of the woodwork.
The SWAT
Players who love running point tend to go for SWAT perks. But why? Just like SWAT in real life, these perks are in charge of maintaining order, even if this means breaking down doors and clearing the paths for the rest of the team. Thanks to their wide array of weapons that include MP5s, P90s, Kriss Vectors, and Riot Shields, SWATs are able to spray so many bullets at zeds that they can clear a path for the team in seconds. They also have access to grenades, which stun zeds while also boasting heavy armor that protects them from damage as well as attacks from certain zeds. With them leading the way, the rest of the team is able to stay on the move.
The Survivalist
We all know that one person who seems to be good at everything. KF also has a jack-of-all-trades perk that allows players to fill in the missing gaps in the team. For example, if an essential part of the team dies, then this perk fills the spot. Because of their versatility, they are able to use any of the weapons available to the other classes. However, as you may have already heard, being a jack-of-all-trades makes you a master of none. So, while they do have this access, their effectiveness with the weapons is moderate at best. Even so, they have the advantage of carrying more weight than other perks and have a high reload speed.
PS.
Killing Floor does not require players to stick to only one perk, and you are free to choose different perks. However, this diversification can cost you in terms of progression, as we will explain below.
Class-Based Progression
Remember when we referred to college? In the same way that students are able to transition from one year to the next, Killing Floor allows players to level up their skills during the game. And this is done through the acquisition of XP, such that the more XP you have, the better your abilities. Here is how this works:
Earning XP
Like we said, you can choose more than one perk. However, you can only level up one perk at a time, such that the XP earned for one class does not reflect in the other. As a player, you are able to earn XP through killing zeds with weapons assigned to your perk, carrying out the duties required for your perk, and winning the match. Given the various ways to level up, earning XP is both an individual and a team effort.
Levelling Up
KF levels run from 1 to 25, and they determine how effective you are as a player. In Level 1, you are weak, slow, and vulnerable to damage. As you progress, your strength increases and your vulnerability decreases, such that by the time you are at level 25, you can handle more damage and are faster. What's more, at level 25, you unlock zed time skills, which allow you to access more abilities each time the game slows down.
So, what happens when you get to level 25? Well, you have the option to reset. But this is not your typical return to base level. While you do go back to level 1, you do so with a permanent XP boost and some extras, like skins. And this means that you can move up the levels faster the second time around.
Skill Selection
For every five levels that you complete, you get to choose between an additional left or right skill. Your choice determines whether you help the team or become a better killer, and so players make these decisions based on the team's status. For instance, if the team is doing well, then choosing a left-side skill allows you to be more aggressive as a player, like a faster weapon swap. But if the team needs your help, you will veer on the right side, where you can access skills that can help the others. The good thing is that these skills are not permanent, and you can swap them out at the Trader's if you don't like your choice.