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==F== * {{anchor|faked player}}'''faked player''', '''faked''', '''faked mut''' β Faked player {{rl|mutator}} to take on solo challenge modes with increased specimen count per wave but solo scale health. Faked player mutator can be customized to increase the faked player count 1-5 to simulate a 6 player game and tweak the minimum specimen health between 1 player and 6 player health scale as well. Sometimes faked player used as a slang to describe an {{rl|afk}} or useless {{rl|griefing}} player. * {{anchor|field medic}}'''[[field medic]]''' β A perk class selectable by the {{rl|player character}} which specialises in more durable {{rl|body armour}}, gas grenades and healing, both self and other players. Perk roles cover; tanking or {{rl|body block}}ing high threat aggression from big {{rl|specimen}} such as {{rl|fleshpound}} to keep others from harm's way and healing {{rl|squad}}. Often shortened to {{rl|medic}}). * {{anchor|final wave}}'''final wave''' β The boss {{rl|wave}} where the players must fight the {{rl|Patriarch}}. Defined as wave 5/4 on {{rl|short game}}, 8/7 on {{rl|medium game}} or 11/10 on {{rl|long game}}. * {{anchor|firebug}}'''[[firebug]]''' β A perk class selectable by the {{rl|player character}} which specialises in the use of {{rl|incendiary}} weaponry and incendiary grenades. Perk roles cover thinning the crowd with sustained afterburn and splash, and causing fire panic on big enraged {{rl|specimen}} when there's a breach. Can be mobile and break away from chokes with crowd control or override some enrage triggers or big specimen with {{rl|afterburn}}. Somewhat limited options against big specimen. * {{anchor|flashlight}}'''flashlight''' β Part of the default equipment as a weapon attachment; alternate mode of starter pistol also available at some shotguns. Quick access default key is 'F', prioritize higher tier weapon with flashlight available when pressed. Helps player to see in dark places or behind smoke better by shining a light beam that recharges over time when not active. * {{anchor|fleshpound}}'''[[Fleshpound]]''' β A hulking powerful {{rl|specimen}} that makes its {{rl|wave dΓ©but}} on a {{rl|long game}} in the seventh {{rl|wave}}, on a {{rl|medium game}} appears on fifth wave and on {{rl|short game}} appears at fourth wave. Highest threat non-boss specimen and should be dispatched quickly before he frustrates by incurring damage or being unable to blow off steam in close combat. When left unattended for long an enraged Fleshpound wrecks havoc among your team composition. * {{anchor|Fleshpound Party}}'''Fleshpound Party''' β Custom Sandbox game mode for challenge. Big specimen spawns such as {{rl|Fleshpound}} and {{rl|Scrake}} are amped up and max specimen count modified as well. * {{anchor|flinch}}'''flinch''' β A control impaired state for {{rl|specimen}} of being mobile but unable to attack for a varying moment of occurance. All specimen in Killing Floor can be flinched or interrupted from attacking for a brief moment. There's no damage threshold requirement causing a flinch on most of the specimen, but a matter of timing their attack animation at the right moment and avoiding a direct collision to not snap them out are required. Only {{rl|Scrake}}s are an exception to require certain damage thresholds to be doled out in one single hit trajectory to be flinched for varying lengths such as {{rl|mini flinch}}, {{rl|heavy flinch}} or {{rl|stun|stunned}}. * {{anchor|flinch combo}}'''flinch combo''' β Describes a burst damage spike after inducing a {{rl|flinch}} for a very brief moment on {{rl|Scrake}}. When used for non perk, Scrakes can be flinched by any type of attack as long as it's over 150 damage in one trajectory hit and lower than 667 damage. Damage range inbetween determines the {{rl|mini flinch}} and {{rl|heavy flinch}}. * {{anchor|FP}}'''FP''' β Abbreviation of {{rl|Fleshpound}}, often used in game by players without microphones over text chat to warn team mates of their encounter. * {{anchor|FPP}}'''FPP''' β Abbreviation of {{rl|Fleshpound Party}}. * {{anchor|funnel}}'''funnel''' β Term for holding up in a spot with one entrance-exit gate creating a choke hold and whole team firing at same direction. Generally created by welding doors for make shift defenses. A cheap and easy tactic that leaves no room or need for trash clearing or sweeping but focus firing big targets as they approach.
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