Killing Floor 2 Cheats, Codes, Hints and Walkthroughs for PC Games.

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  Hints and Tips for: Killing Floor 2 
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 Killing Floor 2 Cheats

Killing Floor 2

Cheat Codes:
Submitted by: David K.

While in-game, pause and press the tilde key, enter any of the following 
cheats for desired effect.
(These are the same working cheats in the first Killing Floor.)

Effect                                               Code
Change gravity                                     - setgravity #
Change player speed                                - setspeed # (*)
Disable fly/ghost mode                             - Walk
disable in-game clipping (Go through anything)     - Ghost
Enable slowmotion (higher value, faster gameplay)  - slomo #
Fly around the map                                 - Fly
God Mode                                           - God
Maximum Ammunition                                 - Allammo

(*) (sets to default when changing weapons)	

Steam Achievements:
Complete the following Tasks to earn the listed achievement. To view 
your achievements and stats in Steam, select "Community", then search
for the game hub that corresponds to [Killing Floor 2]. Select the 
"View Stats" drop down option, then choose the option for your username's 

Achievement              How to unlock
Arc Action             - Beat Paris On Hell On Earth Difficulty.
Bastille Brawl         - Beat Paris on Suicidal Difficulty.
Controlled Environment - Beat Biotics Lab On Hell On Earth Difficulty.
Limited Contact        - Beat Biotics Lab On Hard Difficulty.
Open For Testing       - Beat Biotics Lab On Normal Difficulty.
Restricted Access      - Beat Biotics Lab On Suicidal Difficulty.
Seine Skirmish         - Beat Paris On Hard Difficulty.
Tower Tussle           - Beat Paris On Normal Difficulty.

The Field Medic Guide:
Written by Mr. Fahrenheit.

Keeping your team alive is essential to Killing Floor 2 and sometimes that puny 
syringe will not save your team. I'm Mr. Fahrenheit and I will try to teach you 
how to become a somewhat acceptable field medic. Let's begin.

-=Basic Playstyle=-
First thing first, the name of the perk is called field medic. True there is 
field in the name but we aren't talking about that one. Your main job is to 
be a medic. That's why your team was yelling at you to switch to it! Don't go 
wandering off by yourself because chances are that someone is going to need 
healing and what's going to happen when no one is there to heal them? That's 
right, THEY DIE! And we don't want that happening.

Like I said in my gameplay basics guide (which is really outdated, maybe I 
should do something about it...) it is always better if you stick to your perk 
weapons. Well medic is an exception because when leveling up medic, your weapons 
don't get any extra boost. I don't know the actual names for any of the guns so 
I'm just calling them what I want to call them.

Starting Pistol: Just like in Nazi zombies this pistol is really only there so 
you can get them points. Unlike nazi zombies you can have more than 2-3 weapons 
and the weight of this gun is only 1 so it's always good to have one if you are 
at 14 weight. The pistol is only slightly better than the 9mm without skills 
that boost your damage (but we'll get to that later).

SMG: Just like the in game description this is literally just the pistol but 
on steroids. The SMG doesn't heal faster/better/more efficient than the pistol 

Shotgun: Probably the most underrated of the medic weapons. The shotgun is 
great for clearing large ammounts of zeds and is pretty reliable at killing 
large zeds if you are in a pinch. Without any damage buffs the gun lacks damage
though. It is mainly used for the bonus dart efficiency and as a secondary 
when your assault riffle is out.

Assault Riffle: This is THE medic gun you want. GET THIS OR ELSE. The dart 
regen is so good and with damage buffs this is a pretty good scrake killer 
and without buffs it's an extremely efficient trash killer.

Every 5 levels each perk will get new skills. These are the skills for the medic.
Just like the weapons I don't actually know the names for any of these despite 
playing medic a lot. Don't bully me for it tho... 

Symbiotic Health V. Resilience: This is the main part where medics choose their 
playstyle. Resilience give extra resistance with missing health and Symbiotic 
Health gives +25 health and whenever you heal an ally you get healed 10%. 
Symbiotic health is good for medics who mainly heal and don't want to monitor 
their own health at the same time. Resilience is interesting because there is 
a strategy where medics (especially at lv 25 with 175 armor) buy armor and get
themselves low on health to keep their armor up. Symbiotic health synergizes 
with future skills (that we'll get to) and Resilience is good for medics who 
are solo or the last one alive (trust me, it happens more than you might think).

Adrenaline Shot V. Combat Doctor: Adrenaline Shot synergizes with symbiotic 
health and will give yourself and allies a 10% speed boost for 5 seconds per
heal (up to 30%). Combat Doctor gives a pernament 10% boost to speed and a 
50% extra mag capacity. Adrenaline Shot is really useful because not only is
the boost stronger but it also gives it to teamates. Combat Doctor is also 
pretty good mainly for the extra capacity. Some people swear by the 10% and
say it gets them to their team faster but I can tell you from experience 
that the mag capacity is the main reason why I think it's on par with 
Adrenaline Shot.

Cogulant booster V. Acidic rounds: Cogulant booster gives anyone healed 
(including yourself) a 5% boost in damage for 5 seconds (stacking up to 20%).
Acidic rounds are interesting because it makes all perk weapons inflict 
poison damage. Poison deals up to a maximum of 3 damage per second (without 
buffs). Pretty impressive right? Yeah you're right. It's not very good. At 
least not yet. Poison also distracts zeds like fire. It can panic some zeds
and inturrupt their abilities.

ZED TIME: Airborne Agent V. ZED TIME: Zedactive: Airborne agent is a clear 
winner no doubts. All medics can agree that airborne agent is too good (even
solo). Airborne agent releases a healing gas (like the medic grenade) around
you so you can just run past teamates and heal them. Just like a medic nade 
you can damage zeds with it and on most difiiculties you can go waves without
shooting and still get kills just because of this skill. Zedactive is too 
underwhelming... It claims it deals "Massive" poison damage but like I 
previously mentioned, poison is only good for distracting zeds so acidic 
rounds would be good enough if you even want poison. It also says it slows
zeds but honestly I've never noticed it with my time using the skill. 
It's just better to use airborne agent.

-=Personal Preference=-
Keep in mind that this is my personal preference on how I play the perk 
and this isn't me telling you how to do it right.

Basic playstyle: When using the left side of the skills I take care of 
trash zeds and heal teamates. Medic nade is super good at giving everyone 
buffs fast and when in a pinch I use it to get the bonus damage against 
large zeds. With the right side I am a do it all medic. I take care of 
any zeds even large ones. I normally do the armor strat with this side as
well since I am acting like a commando and just sitting in the back.

What I think is "Better": I am pretty familiar with using both sides of the 
perk but I think that the left side is better than the right. Left side 
applies heals for yourself and giving damage to you and someone else it 
better than giving yourself damage (even though you can stack the two for
40%). Left side is a lot easier to manage than right side, for new players
and veterans alike. Right side is definately harder to manage but it makes
you more than "just the medic". The poison on the right side is fine but 
if you are able to make a demo one-shot scrakes the poison doesn't even m

Weapons: I ALWAYS go with all medic weapons even though it is good to get 
other stuff from other perks. I know that there is some stuff with medic 
with pulverizer for a large zed killer and one with a crossbow for stun 
instead of shotgun for stun but I personally like the shotgun for the 
heals and because it's satisfying to use and because I have never tried 
any of the other ideas yet so I'm not the guy to go to for weapon choice...

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