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Killing Floor 2: Difference between revisions
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The "9mm Pistol" is the starting pistol for all classes. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as ''Red Orchestra''), this was probably done to avoid possible legal issues. | The "9mm Pistol" is the starting pistol for all classes. It seems to be a odd combination of a [[Beretta 92FS]] frame (noted by the hooked trigger guard) with a [[Beretta 92A1|92A1]]/[[Beretta 90Two|90Two]] Picatinny rail and a [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings), with the gun as whole having an [[Beretta 92FS Inox|Inox]] finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as ''Red Orchestra''), this was probably done to avoid possible legal issues. | ||
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game. | As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game. Also like in the first game, a second pistol will be identical to the first save for lacking a weaponlight on the underbarrel rail; despite this, randomly-spawned or dropped pistols will always have the light attached. | ||
[[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]] | [[File:Beretta-Inox.jpg|thumb|none|350px|Beretta 92FS Inox - 9x19mm. The frame and the overall finish.]] | ||
[[File:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]] | [[File:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm. The slide and barrel.]] | ||
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[[File:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]] | [[File:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]] | ||
[[File:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]] | [[File:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]] | ||
==Beretta 93R== | |||
A [[Beretta 93R]] with neon embellishments appears as the "HRG 93R Pistol", it was added in the "Last Hans Standing" update in October 2023. It is an alternate choice to the Beretta 92FS in the perk selection menu. It is available to every perk, anyone playing as the SWAT class will also spawn with dual 93Rs if they have the Close Combat Training skill selected. It deals less damage than the 92FS, but it's made up for with its magazine size and burst fire. Unlike the Glock 18C intended for the Gunslinger, it is not possible to change the firing mode, even when you have just the single one equipped. | |||
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]] | |||
[[File:KF2-93R (1).jpg|600px|thumb|none|Lt. Masterson with his "HRG 93R" pistol. It's different because it's got those neon lines, guys!]] | |||
[[File:KF2-93R (2).jpg|600px|thumb|none|Masterson brass checking his quirky and relatable looking pistol.]] | |||
[[File:KF2-93R (3).jpg|600px|thumb|none|A look down the irons. Would've been a better move if they were also illuminated.]] | |||
[[File:KF2-93R (4).jpg|600px|thumb|none|Performing a standard reload on the Raffica.]] | |||
[[File:KF2-93R (5).jpg|600px|thumb|none|Inserting the fresh magazine. ]] | |||
[[File:KF2-93R (6).jpg|600px|thumb|none|After getting a bit carried away, the slide is now locked back. ]] | |||
[[File:KF2-93R (7).jpg|600px|thumb|none|Slapping in a new mag...]] | |||
[[File:KF2-93R (8).jpg|600px|thumb|none|...and followed by dropping the slide into battery.]] | |||
[[File:KF2-93R (9).jpg|600px|thumb|none|Now with a double helping of 9mm FMJs. ]] | |||
[[File:KF2-93R (10).jpg|600px|thumb|none|While waiting for the next horde of zeds to appear, Masterson tries to amuse himself with his dualies, all that's missing is making Mr. and Mrs. Beretta "kiss", as previously done with [[Counter-Strike: Global Offensive|CTs and Ts alike]] from the days of old.]] | |||
[[File:KF2-93R (11).jpg|600px|thumb|none|Opposite sides of each Beretta.]] | |||
[[File:KF2-93R (12).jpg|600px|thumb|none|Brass checking, yep, this one's good to go.]] | |||
[[File:KF2-93R (13).jpg|600px|thumb|none|And, yep! This one's also loaded, it's back to business as usual.]] | |||
[[File:KF2-93R (15).jpg|600px|thumb|none|The unorthodox type of "aiming" with the dualies. Like any others, you can hit alt fire and look through the sights on the right.]] | |||
[[File:KF2-93R (16).jpg|600px|thumb|none|After getting way too carried away. Masterson begins reloading his Berettas.]] | |||
[[File:KF2-93R (19).jpg|600px|thumb|none|And now for the other.]] | |||
[[File:KF2-93R (20).jpg|600px|thumb|none|After getting even more carried away with them, Masterson now has to worry about reloading and dropping the slide on ''two'' of these rather rare pistols.]] | |||
[[File:KF2-93R (21).jpg|600px|thumb|none|Topping off the new mag in the right.]] | |||
[[File:KF2-93R (24).jpg|600px|thumb|none|And bringing it home with releasing the slides.]] | |||
==Remington 1858 New Army== | ==Remington 1858 New Army== | ||
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==Colt M1911A1== | ==Colt M1911A1== | ||
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, and gold assortments was added with the "Return of the Patriarch" update along with the Gunslinger Perk, titled as the "M1911 Pistol". The pistol has an eight round capacity in game using flush fitting 8-round magazines. | An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, and gold assortments was added with the "Return of the Patriarch" update along with the Gunslinger Perk, titled as the "M1911 Pistol". The pistol has an eight round capacity in game using flush fitting 8-round magazines. | ||
It likely is a reference to [[Supernatural]], a show about humans hunting supernatural creatures (including the undead) and a patriarchal figure returning, as it very strongly resembles Dean Winchester's custom M1911A1. | |||
[[File:NickelM1911.jpg|thumb|350px|none|M1911A1 with bright nickel finish and pearl grips - .45 ACP]] | [[File:NickelM1911.jpg|thumb|350px|none|M1911A1 with bright nickel finish and pearl grips - .45 ACP]] | ||
[[File:Spn1007Dean1911.jpg|thumb|350px|none|The Supernatural 1911.]] | |||
[[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1.]] | [[File:KF2 M1911A1render.jpg|none|600px|thumb|Render of the M1911A1.]] | ||
[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|Albert visiting the French subway.]] | [[File:KF2 M1911A1 holding.jpg|thumb|600px|none|Albert visiting the French subway.]] | ||
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==Desert Eagle Mark XIX== | ==Desert Eagle Mark XIX== | ||
The [[Desert Eagle|Desert Eagle Mark XIX]] | The [[Desert Eagle|Desert Eagle Mark XIX]] returns in ''Killing Floor 2'' with a chrome finish, this time properly titled as the "Desert Eagle". It returned in the "Return of the Patriarch" update as the Gunslinger's third-tier weapon. It holds 7 rounds. | ||
An interesting note is that the Desert Eagle in ''Killing Floor 2'' makes ring-shaped muzzle flashes, which they also make in real life. | An interesting note is that the Desert Eagle in ''Killing Floor 2'' makes ring-shaped muzzle flashes, which they also make in real life. | ||
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==Smith & Wesson Model 500 Bone Collector== | ==Smith & Wesson Model 500 Bone Collector== | ||
The [[Smith & Wesson Model 500|Smith & Wesson Model 500 Bone Collector]] with custom wood grips was added with the "Return of the Patriarch" update, titled as the "T&W 500 Zed Collector | The [[Smith & Wesson Model 500|Smith & Wesson Model 500 Bone Collector]] with custom wood grips was added with the "Return of the Patriarch" update, known generically as the "500 Magnum Revolver" in-game and titled as the "T&W 500 Zed Collector" in outside material. The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above. | ||
A modified version was added in the "Grim Treatments" update, known as the "HRG Buckshot"; as the name implies, this variant fires shotgun shells (presumably around 36 gauge), featuring a shorter barrel, and the same gray/white/blue | A modified version was added in the "Grim Treatments" update, known as the "HRG Buckshot"; as the name implies, this variant fires shotgun shells (presumably around 36 gauge), featuring a shorter barrel, and the same gray/white/blue color scheme as the other "HRG" weapons. Being a shotgun, it is used by the Support Specialist class, serving as a Tier 3 weapon. Like the standard variant, the Buckshot can be dual-wielded. | ||
[[File:S&W500BoneCollector.jpg|thumb|400px|none|Smith & Wesson Model 500 Bone Collector - .500 S&W Magnum]] | [[File:S&W500BoneCollector.jpg|thumb|400px|none|Smith & Wesson Model 500 Bone Collector - .500 S&W Magnum]] | ||
[[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the "Zed Collector".]] | [[File:KF2 Zed Collector render.jpg|none|600px|thumb|Render of the "Zed Collector".]] | ||
[[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his Magnum.]] | [[File:KF2 M500 holding.jpg|thumb|600px|none|Albert, realizing he's in a Zed infested mansion, pulls out his Magnum.]] | ||
[[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]] | [[File:KF2 M500 iron sights.jpg|thumb|600px|none|Albert makes sure the sights are good, knowing he'll need them for any and all headshots.]] | ||
[[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading (although the hammer is still cocked with | [[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading (although the hammer is still cocked with non-empty reloads, which would make it impossible to swing out the cylinder in reality). Pushing the extractor.]] | ||
[[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]] | [[File:KF2 M500 reloading2.jpg|thumb|600px|none|Reloading. About to feed the cylinder.]] | ||
[[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]] | [[File:KF2 M500 misc1.jpg|thumb|600px|none|Albert spinning a 2.30 kg revolver around his finger(!).]] | ||
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As of the "The Descent" update, the "Flaregun" returns from the first ''Killing Floor'', this time called the "Spitfire Revolver". It's still a heavily modified [[Colt 1851 Navy]] that shoots fireballs. | As of the "The Descent" update, the "Flaregun" returns from the first ''Killing Floor'', this time called the "Spitfire Revolver". It's still a heavily modified [[Colt 1851 Navy]] that shoots fireballs. | ||
The "Yuletide Horrors" update added an additional variant known as the "HRG Winterbite". Like the other HRG weapons, it features a black/gray/blue | The "Yuletide Horrors" update added an additional variant known as the "HRG Winterbite". Like the other HRG weapons, it features a black/gray/blue color scheme, though the main functional change is in its ammunition; rather than firing flares, the Winterbite fires miniature grenades that can freeze enemies (similarly to the Sharpshooter's Freeze Grenades). | ||
[[File:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 ball]] | [[File:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 ball]] | ||
[[File:KF2 spitfire.jpg|thumb|600px|none|An officially-released render of the Spitfire Revolver. Despite being top-break in-game, it lacks any sort of visible frame hinge.]] | [[File:KF2 spitfire.jpg|thumb|600px|none|An officially-released render of the Spitfire Revolver. Despite being top-break in-game, it lacks any sort of visible frame hinge.]] | ||
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==Arsenal Firearms AF2011-A1== | ==Arsenal Firearms AF2011-A1== | ||
Rounding out the current list of double-barreled firearms, [[AF2011 Dueller Prismatic|Arsenal Firearms AF2011-A1]] was introduced alongside the MAC-10 in the "Infinite Onslaught" update (Update 1062 on PC). The AF2011-A1 is available to the Gunslinger, and can be dual-wielded, for those not content enough with a single double-1911. | Rounding out the current list of double-barreled firearms, the [[AF2011 Dueller Prismatic|Arsenal Firearms AF2011-A1]] was introduced alongside the MAC-10 in the "Infinite Onslaught" update (Update 1062 on PC). The AF2011-A1 is available to the Gunslinger, and can be dual-wielded, for those not content enough with a single double-1911. | ||
[[File:AF2011.jpg|thumb|none|400px|Arsenal Firearms AF2011-A1 - .45 ACP]] | [[File:AF2011.jpg|thumb|none|400px|Arsenal Firearms AF2011-A1 - .45 ACP]] | ||
[[File:KF2 AF2011 (1).jpg|thumb|none|600px|DJ Scully heads towards the action, AF2011-A1 in hand.]] | [[File:KF2 AF2011 (1).jpg|thumb|none|600px|DJ Scully heads towards the action, AF2011-A1 in hand.]] | ||
[[File:KF2 AF2011 (2).jpg|thumb|none|600px|He stops and examines the pistol, wondering if he should use that green resupply crate for more ammo.]] | [[File:KF2 AF2011 (2).jpg|thumb|none|600px|He stops and examines the pistol, wondering if he should use that green resupply crate for more ammo.]] | ||
[[File:KF2 AF2011 (3).jpg|thumb|none|600px|Chamber-checking the AF2011. No fancy one-handed brass check for this hunk of a pistol, unfortunately.]] | [[File:KF2 AF2011 (3).jpg|thumb|none|600px|Chamber-checking the AF2011. No fancy one-handed brass check for this hunk of a pistol, unfortunately; owing to its ridiculous size, it reuses the Desert Eagle's idle animations.]] | ||
[[File:KF2 AF2011 (4).jpg|thumb|none|600px|He sights in and prepares to blast a highlighted-stalker.]] | [[File:KF2 AF2011 (4).jpg|thumb|none|600px|He sights in and prepares to blast a highlighted-stalker.]] | ||
[[File:KF2 AF2011 (5).jpg|thumb|none|600px|Reloading the pistol with a literal fistful of 1911 mags.]] | [[File:KF2 AF2011 (5).jpg|thumb|none|600px|Reloading the pistol with a literal fistful of 1911 mags.]] | ||
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[[File:KF2 Rhino (4).jpg|thumb|none|600px|Dumping out the cylinder on a reload.]] | [[File:KF2 Rhino (4).jpg|thumb|none|600px|Dumping out the cylinder on a reload.]] | ||
[[File:KF2 Rhino (5).jpg|thumb|none|600px|Feeding the Rhino with a speed loader.]] | [[File:KF2 Rhino (5).jpg|thumb|none|600px|Feeding the Rhino with a speed loader.]] | ||
[[File:KF2 Rhino (6).jpg|thumb|none|600px|Dual-wielding Rhino 60DS revolvers.]] | [[File:KF2 Rhino (6).jpg|thumb|none|600px|Dual-wielding Rhino 60DS revolvers. The cocking indicators are clearly visible; the Rhino is modeled with them permanently raised when using two at once.]] | ||
[[File:KF2 Rhino (7).jpg|thumb|none|600px|Zooming in with the basic aim mode, which reveals both red dots.]] | [[File:KF2 Rhino (7).jpg|thumb|none|600px|Zooming in with the basic aim mode, which reveals both red dots.]] | ||
[[File:KF2 Rhino (8).jpg|thumb|none|600px|Reloading the left Chiappa, note the added "TW" and the real trademarks.]] | [[File:KF2 Rhino (8).jpg|thumb|none|600px|Reloading the left Chiappa, note the added "TW" and the real trademarks.]] | ||
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= Submachine Guns = | = Submachine Guns = | ||
== Colt 9mm Submachine Gun == | == Colt 9mm Submachine Gun == | ||
The [[Colt 9mm Submachine Gun]] appears as the "AR-15 Varmint Rifle" and is the first weapon available for the Commando Perk (spawning with one in their inventory upon starting a game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and | The [[Colt 9mm Submachine Gun]] appears as the "AR-15 Varmint Rifle" and is the first weapon available for the Commando Perk (spawning with one in their inventory upon starting a game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and tan Magpul furniture, including an AFG, MIAD grip, and CTR stock. Despite being an SMG, it is ''not'' one of the weapons buffed when using the SWAT class, and is for all intents and purposes treated as an assault rifle by the game, including a damage profile that is nearly identical to the 5.56mm L85. | ||
[[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]] | [[Image:Colt_R0991.jpg|thumb|400px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]] | ||
[[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]] | [[File:KF2 RO991 holding.jpg|thumb|600px|none|The player character peeks into a nasty looking room, his RO991 at the ready.]] | ||
[[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.]] | [[File:KF2 RO991 misc4.jpg|thumb|600px|none|A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.]] | ||
[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading | [[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading while showing off that the front sight is far too low to line up with the rear sight. Checking the chamber...]] | ||
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none| | [[File:KF2 RO991 reloading2.jpg|thumb|600px|none|...inserting a new mag...]] | ||
[[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release. This reload animation is only used when the player has the "Tactical Reload" perk; exactly why the player character needs special training (read: a fair bit of level grinding) to push a button instead of pulling a lever is not explained.]] | [[File:KF2 RO991 reloading3.jpg|thumb|600px|none|...and pushing the bolt release. This reload animation is only used when the player has the "Tactical Reload" perk; exactly why the player character needs special training (read: a fair bit of level grinding) to push a button instead of pulling a lever is not explained.]] | ||
[[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]] | [[file:KF2 Colt R0991 reloading.jpg|thumb|600px|none|Reloading any weapon in the game that uses a magazine while it still has bullets in it will show the player character wisely keeping the magazine instead of dropping it.]] | ||
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[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]] | [[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]] | ||
[[File:KF2 AA-12 ads.jpg|thumb|none|600px|Aiming reveals the front sight is a bit low, not that it really matters when using an automatic shotgun in the apocalypse.]] | [[File:KF2 AA-12 ads.jpg|thumb|none|600px|Aiming reveals the front sight is a bit low, not that it really matters when using an automatic shotgun in the apocalypse.]] | ||
== Saiga 12 variant == | |||
A heavily stylized [[Saiga 12]] variant appears as a paid DLC weapon, under the name of "S-12 Shockgun". Holds 10 rounds in a magazine, it has an interesting alt fire where it releases a 360 degree shockwave. Convenient for the player if they were to get swarmed. The electrical component has its own ammo supply, like the underslung M203 on the M16A4. It also must be reloaded. | |||
[[File:Kalashnikov USA KHAOS.jpg|thumb|450px|none|Kalashnikov USA KHAOS - 12 gauge]] | |||
[[File:Saiga12new.jpg|thumb|450px|none|Saiga-12 (IZ-109) - 12 gauge]] | |||
[[File:KF2-S12Render.jpg|600px|thumb|none|Official render of the S-12. Note the fitted mag well, a side charger like on modified models, and the trigger assembly positioned like how it is with the in-line stocked/gripped variants.]] | |||
[[File:KF2-S12 (1).jpg|600px|thumb|none|P.C. Briar with his Saiga thing.]] | |||
[[File:KF2-S12 (2).jpg|600px|thumb|none|One of the inspect/idle animations has him playing around with the battery on the discharge capacitor (I think?).]] | |||
[[File:KF2-S12 (3).jpg|600px|thumb|none|Holding it out to get a look at the left side.]] | |||
[[File:KF2-S12 (4).jpg|600px|thumb|none|And now the right side, note the absence of a standard AK style charging handle.]] | |||
[[File:KF2-S12 (5).jpg|600px|thumb|none|It has some really barebones, pistol style sights. At least it doesn't matter too much, as far as shotguns are concerned.]] | |||
[[File:KF2-S12 (6).jpg|600px|thumb|none|Reloading the S-12. Has a very unusually small 12 gauge shell inside the magazine. Wouldn't be the [[Battlefield:_Bad_Company#Saiga_12K|first]] [[Battlefield:_Bad_Company_2#Izhmash_Saiga_12K|time]] this happened.]] | |||
[[File:KF2-S12 (7).jpg|600px|thumb|none|Inserting the new mag.]] | |||
[[File:KF2-S12 (8).jpg|600px|thumb|none|After discharging a shockwave, Briar ejects the battery. ]] | |||
[[File:KF2-S12 (9).jpg|600px|thumb|none|Inserting a new one.]] | |||
== Winchester Model 1897 == | == Winchester Model 1897 == | ||
The [[ | The [[Winchester Model 1897 "Trench Gun"]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly holding 5+1 shells. Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk. Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time. This makes it a good backup to the Flamethrower when high spike damage is needed. | ||
[[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 | [[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 "Trench Gun" - 12 gauge]] | ||
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a hundred year old shotgun.]] | [[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a hundred year old shotgun.]] | ||
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Gun's sights.]] | [[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Gun's sights.]] | ||
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[[File:KF2 MKb42 (9).jpg|thumb|none|600px|Looking down the right side of the Haenel MKb.]] | [[File:KF2 MKb42 (9).jpg|thumb|none|600px|Looking down the right side of the Haenel MKb.]] | ||
== SIG-Sauer | == SIG-Sauer SIG556R == | ||
The "Halloween Horrors: Monster Masquerade Update" of October 2018 added, among other things, the "HMTech 501 Grenade Rifle". Unlike the Medic's other HMTech 01-series weapons (which are all the same fictional pistol in increasingly massive carbine stocks, apart from the pistol itself), the 501 appears to be a heavily-modified [[SIG | The "Halloween Horrors: Monster Masquerade Update" of October 2018 added, among other things, the "HMTech 501 Grenade Rifle". Unlike the Medic's other HMTech 01-series weapons (which are all the same fictional pistol in increasingly massive carbine stocks, apart from the pistol itself), the 501 appears to be a heavily-modified [[SIG-Sauer SIG556|SIG-Sauer SIG556R]], fitted with an underslung [[FN EGLM]]. This is another critical difference from the Medic's other weapons: unlike the rest, which have a secondary option to fire ally-healing darts, the 501 can instead fire (apparently caseless) grenades; these work the same way as the Medic's hand grenades, releasing gas that harms enemies and heals allies. It is fitted with the same red-dot sight as the other HMTech weapons, complete with ammo counter; other notable features include a thumbhole stock, a 30-round magazine that resembles a shrunken, stretched-out 7.62x39mm [[AK]] magazine, and a reciprocating, left-side-mounted charging handle. Interestingly, when the rifle portion is reloaded, the grenade launcher's barrel slides forward and the body drops down, returning to place when the new magazine is inserted; on an empty reload, the charging handle also locks itself back until a new magazine is inserted. The EGLM is reloaded much the same way as the [[M203]] below. | ||
[[File: | [[File:SIG SG 556R.jpg|thumb|none|450px|SIG-Sauer SIG556R - 7.62x39mm]] | ||
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]] | [[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]] | ||
[[File:KF2 501 Render.jpg|thumb|none|600px|An officially-released render of the HMTech-501.]] | [[File:KF2 501 Render.jpg|thumb|none|600px|An officially-released render of the HMTech-501.]] | ||
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[[File:KF2 HM501 (6).jpg|thumb|none|600px|Playing around with the grenade launcher's handguard.]] | [[File:KF2 HM501 (6).jpg|thumb|none|600px|Playing around with the grenade launcher's handguard.]] | ||
[[File:KF2 HM501 (7).jpg|thumb|none|600px|Looking at the right side of the weapon.]] | [[File:KF2 HM501 (7).jpg|thumb|none|600px|Looking at the right side of the weapon.]] | ||
==Heckler & Koch G36C== | |||
The [[G36C]] is available exclusively to the SWAT perk as a paid DLC weapon added in September 2022. It is the only assault rifle in the SWAT's arsenal, as well as the only one that has maximum penetration stats, making it the most ideal weapon to deal with armored zeds, such as rioters. It comes with a suppressor, as seen on most SWAT weapons. It also features a laser sight, like the M14 EBR. However, the weapon itself was criticized among the community for its horrid animations, and seemingly low quality model and texture work; especially when compared to the rest of the weapons with quality animations available in the game. | |||
[[File:Hkg36c.jpg|thumb|none|450px|H&K G36C - 5.56x45mm NATO]] | |||
[[File:KF2-G36C (1).jpg|600px|thumb|none|The G36C in all its unfortunate low quality inglory. Despite this, it actually is one of the best weapons available.]] | |||
[[File:KF2-G36C (2).jpg|600px|thumb|none|Looking down one of the many (and low quality) Ultradot Pan AV red dot clones.]] | |||
[[File:KF2-G36C (3).jpg|600px|thumb|none|"Because you suck, and we hate you." - Love, H&K Marketing Department]] | |||
[[File:KF2-G36C (4).jpg|600px|thumb|none|Stiffly, and awkardly checking the chamber for brass. Any further, and the round's probably going to eject.]] | |||
[[File:KF2-G36C (5).jpg|600px|thumb|none|Awkwardly performing an ersatz "Spetsnaz" reload. This is just an eye sore, if I'm honest.]] | |||
==FAMAS F1== | |||
A [[FAMAS F1]] incorrectly utilizing thirty-round STANAGs (as seen only on the G2 variant) under the name of "FAMAS Masterkey". As the name implies, it is fitted with an underslung magazine fed shotgun. It was added in 2021 also as a paid DLC weapon, the shotgun is incorrectly referred to as an "M26" in the weapon's description when viewed in the trader pod. This time around it is a cross perk weapon between the Commando and Support perks. The shotgun itself is based on a Remington 870 TAC 14 DM with some design liberties taken with it | |||
[[File:FAMAS-F1.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]] | |||
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]] | |||
[[File:Kf2 FAMASMasterkey render.jpg|600px|thumb|none|Official render of the "FAMAS Masterkey". ]] | |||
[[File:KF2-FAMAS (1).jpg|600px|thumb|none|Masterson out in the cold with his decked out Clarion. ]] | |||
[[File:KF2-FAMAS (2).jpg|600px|thumb|none|Like the G36C, this weapon used to be victim of horrid animations, but it was fortunately redone, slightly. Still doesn't make it any less awkward though, as seen with this brass check here.]] | |||
[[File:KF2-FAMAS (3).jpg|600px|thumb|none|Masterson playing with the turret cap on his ACOG. A bit better, the original legacy animation had the sight freely moving up and down the rail.]] | |||
[[File:KF2-FAMAS (4).jpg|600px|thumb|none|Side view of the combo. Interesting design choice, it's unknown why they did not have a proper M26 MASS model intended for it.]] | |||
[[File:KF2-FAMAS (5).jpg|600px|thumb|none|Aim down the ACOG, effectively recycled from the M14 EBR and the FAL. The more the merrier, you know.]] | |||
[[File:KF2-FAMAS (6).jpg|600px|thumb|none|Doing a standard reload on the FAMAS. Nothing too special.]] | |||
[[File:KF2-FAMAS (7).jpg|600px|thumb|none|Giving the STANAG a good bump to make sure it's fully seated.]] | |||
[[File:KF2-FAMAS (8).jpg|600px|thumb|none|Dropping the empty magazine.]] | |||
[[File:KF2-FAMAS (9).jpg|600px|thumb|none|Charging the weapon, though it doesn't look like he's even making contact with it.]] | |||
[[File:KF2-FAMAS (10).jpg|600px|thumb|none|Finishing up with the contactless charge.]] | |||
[[File:KF2-FAMAS (11).jpg|600px|thumb|none|Firing the underslung Remington 870.]] | |||
[[File:KF2-FAMAS (12).jpg|600px|thumb|none|Working the action, no different than any other pump action shotgun.]] | |||
[[File:KF2-FAMAS (13).jpg|600px|thumb|none|Dropping the 12g box magazine.]] | |||
[[File:KF2-FAMAS (14).jpg|600px|thumb|none|Inserting a fresh box of lead shot, maybe even steel shot? It's a mystery special.]] | |||
[[File:KF2-FAMAS (15).jpg|600px|thumb|none|Performing an empty reload.]] | |||
[[File:KF2-FAMAS (16).jpg|600px|thumb|none|Pushing the action forward, chambering the new shell.]] | |||
==M16A4== | ==M16A4== | ||
An [[M16A4]] fitted with an [[M203 grenade launcher]] was added in the "Tactical Response" update for the "Demolitionist" class. | An [[M16A4]] fitted with an [[M203 grenade launcher]] was added in the "Tactical Response" update for the "Demolitionist" class. It is set up similarly to the Demolitionist version of the M4A1 from the first game, using the same MATech flip-up BUIS and Magpul MIAD pistol grip. | ||
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]] | [[Image:M16A4M203.jpg|thumb|none|500px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]] | ||
[[File:KF2 M16 holding.jpg|thumb|600px|none|Lt. Bill Masterson bringing his [[Scarface_(1983)#Colt_AR-15_with_Fake_M203_grenade_launcher_.28a.k.a._.22My_Little_Friend.22.29|little friend]] to HELL!]] | [[File:KF2 M16 holding.jpg|thumb|600px|none|Lt. Bill Masterson bringing his [[Scarface_(1983)#Colt_AR-15_with_Fake_M203_grenade_launcher_.28a.k.a._.22My_Little_Friend.22.29|little friend]] to HELL!]] | ||
[[File:KF2 M16 irons.jpg|thumb|600px|none|Sighting up the massive skeleton statue. | [[File:KF2 M16 irons.jpg|thumb|600px|none|Sighting up the massive skeleton statue. The rear sight is a MATech flip peep sight.]] | ||
[[File:KF2 M16 misc1.jpg|thumb|600px|none|Performing a chamber check.]] | [[File:KF2 M16 misc1.jpg|thumb|600px|none|Performing a chamber check.]] | ||
[[File:KF2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine. Note that the fire-selector is unfortunately on safe.]] | [[File:KF2 M16 reloading1.jpg|thumb|600px|none|Reloading. Inserting a new magazine. Note that the fire-selector is unfortunately on safe.]] | ||
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== FN SCAR-H CQC (Mk 17 Mod 0) == | == FN SCAR-H CQC (Mk 17 Mod 0) == | ||
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the "SCAR-H Assault Rifle" and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the charging handle is flipped onto the right side and the barrel is short, indicating it is the CQC model. It sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail. | The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the "SCAR-H Assault Rifle" and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the charging handle is flipped onto the right side and the barrel is short, indicating it is the CQC model. It sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail. | ||
[[ | |||
[[File:SCAR-H CQC.jpg|thumb|none|400px|FN SCAR-H CQC - 7.62x51mm NATO.]] | |||
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A pre-release screenshot of the SCAR-H.]] | [[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A pre-release screenshot of the SCAR-H.]] | ||
[[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]] | [[file:KF2 SCAR-H holding.jpg|thumb|600px|none|The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.]] | ||
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== Mk 14 Mod 0 EBR == | == Mk 14 Mod 0 EBR == | ||
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army "M14 EBR" like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) rather than | The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army "M14 EBR" like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) and permanently powered on rather than acting as a toggle function to force a laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG is attached above the action. | ||
[[Image:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|500px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO]] | [[Image:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|500px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO]] | ||
[[File:KF2-RenderEBR.jpg|none|thumb|500px|Render of the Mk 14 Mod 0. Note despite the | [[File:KF2-RenderEBR.jpg|none|thumb|500px|Render of the Mk 14 Mod 0. Note despite the above there is no laser aiming module present here, it apparently being a last-minute addition to the model.]] | ||
[[file:KF2-M14EBR.jpg|thumb|600px|none|Idle with the Mk 14 Mod 0 | [[file:KF2-M14EBR.jpg|thumb|600px|none|Idle with the Mk 14 Mod 0, showing the always-active laser.]] | ||
[[file:KF2 Mk14 sight.jpg|thumb|600px|none|The scope reticle. This green "dot & horseshoe" reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.]] | [[file:KF2 Mk14 sight.jpg|thumb|600px|none|The scope reticle. This green "dot & horseshoe" reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.]] | ||
[[File:KF2 Mk14 misc1.jpg|thumb|600px|none|Performing a brass check. Here the laser module can be clearly seen.]] | [[File:KF2 Mk14 misc1.jpg|thumb|600px|none|Performing a brass check. Here the laser module can be clearly seen.]] | ||
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== M79 Grenade Launcher == | == M79 Grenade Launcher == | ||
The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk. An | The [[M79]] returns from the first game as the Tier 3 weapon for the Demolition Perk. An optional skin, available from random loot drops, adds an orange tiger-stripe paint job, which is a homage to the Vietnam War movie ''[[Apocalypse Now]]''. Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED. However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in. | ||
[[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]] | [[Image:M79-Grenade-Launcher.jpg|thumb|500px|none|M79 Grenade Launcher with sight folded down - 40x46mm]] | ||
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon. Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]] | [[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79. Tripwire have done some really nice weathering detail on this weapon. Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.]] | ||
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== Stoner 63 == | == Stoner 63 == | ||
The [[Stoner 63]] was added with "The Descent" update. The machine gun is a commando weapon in-game, it deals less damage per shot than all other commando weapons but it makes up for it in rate of fire and capacity. It holds 75 rounds in a box magazine and is locked to full-auto. | The [[Stoner 63]] was added with "The Descent" update. The machine gun is a commando weapon in-game, it deals less damage per shot than all other commando weapons but it makes up for it in rate of fire and capacity. It holds 75 rounds in a box magazine and is locked to full-auto. | ||
[[File: | [[File:Stoner 63A Commando Right Feed.jpg|thumb|500px|none|Stoner 63 - 5.56x45mm]] | ||
[[File:KF2 Stoner 63.jpg|none|600px|thumb|Render of the Stoner 63 released before the update.]] | [[File:KF2 Stoner 63.jpg|none|600px|thumb|Render of the Stoner 63 released before the update.]] | ||
[[File:KF2 Stoner holdingg.jpg|thumb|600px|none|Briar sneaking through a fallout shelter on the "Nuked" map.]] | [[File:KF2 Stoner holdingg.jpg|thumb|600px|none|Briar sneaking through a fallout shelter on the "Nuked" map.]] | ||
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[[File:KF2 Stoner reloading3.jpg|thumb|600px|none|Positioning the belt.]] | [[File:KF2 Stoner reloading3.jpg|thumb|600px|none|Positioning the belt.]] | ||
[[File:KF2 Stoner misc2.1.jpg|thumb|600px|none|Taking a peek at the right side of the LMG, showing off the belt full of 5.56.]] | [[File:KF2 Stoner misc2.1.jpg|thumb|600px|none|Taking a peek at the right side of the LMG, showing off the belt full of 5.56.]] | ||
==MG3== | |||
The [[MG3]] appears under the name of "MG3 Shredder", added in the Halloween 2023 "Hans Last Stand" update. Available to the Commando perk, like the Stoner 63, it's the closest one can get to playing Rambo. It deals a bit more damage but has the same magazine size as the Stoner. It has an unusual alternative mode where it has the weapon shoot excluisvely in a horizontal spread, while using up three times the ammo in the user's belt box. | |||
[[File:MG3 Black furniture.jpg|thumb|none|400px|MG3 - 7.62x51mm NATO]] | |||
[[File:Kf2-mg3render.jpg|600px|thumb|none|Official render of the MG3 Shredder. Note the slightly shortened barrel and shroud - while the latter still has six vent holes, they start immediately after the end of the receiver. The barrel shroud is also oddly widened towards the rear, and the grip panels are made of brown plastic like the earlier [[MG42]].]] | |||
[[File:KF2-MG3 (1).jpg|600px|thumb|none|Holding the MG3, note the 50 round drum.]] | |||
[[File:KF2-MG3 (2).jpg|600px|thumb|none|Checking out one side of the "Shredder".]] | |||
[[File:KF2-MG3 (3).jpg|600px|thumb|none|And now on to the other. ]] | |||
[[File:KF2-MG3 (4).jpg|600px|thumb|none|Reloading a partially expended belt.]] | |||
[[File:KF2-MG3 (5).jpg|600px|thumb|none|Attaching fresh, overloaded 50 round drum that can hold over double its original capacity.]] | |||
[[File:KF2-MG3 (6).jpg|600px|thumb|none|Flicking the top cover down.]] | |||
[[File:KF2-MG3 (7).jpg|600px|thumb|none|Despite the stiff animations, at least they have the rounds remaining being tracked.]] | |||
[[File:KF2-MG3 (8).jpg|600px|thumb|none|Pulling the charging handle, locking the bolt to the rear.]] | |||
[[File:KF2-MG3 (9).jpg|600px|thumb|none|Starting off the relatively similar reload on an empty drum: Opening the top cover.]] | |||
[[File:KF2-MG3 (10).jpg|600px|thumb|none|The new drum being attached, and the belt about to be set in the feed tray.]] | |||
[[File:KF2-MG3 (11).jpg|600px|thumb|none|Closing the top on the new rounds set in the feed tray.]] | |||
== Hand Held M134 Minigun == | == Hand Held M134 Minigun == |
Latest revision as of 01:25, 4 December 2023
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Killing Floor 2 (also referred as KF2) is a first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to Killing Floor. The game is developed on a modified Unreal Engine 3. Killing Floor 2 came out on April 21st 2015 as a Steam early access game, and saw a full retail release on November 18th in 2016. A PlayStation 4 installment was released on the same day, and a port to the Xbox One was made available on August 28, 2017. Changes from the first game include new perks and weapons, as well as a VS Mode where a second team of players controls the Zeds. As with the first game, some weapons can share bonuses from other perks, though unlike the first game this is clearly noted in the trader inventory, as any weapon compatible with a different perk will be shown under both perk listings.
The following weapons appear in the game Killing Floor 2:
Handguns
With the exception of the fictional HX25 and Medic pistol, all handguns can be dual-wielded.
Beretta 92 Hybrid
The "9mm Pistol" is the starting pistol for all classes. It seems to be a odd combination of a Beretta 92FS frame (noted by the hooked trigger guard) with a 92A1/90Two Picatinny rail and a Beretta 92G Elite 1A slide (without the markings), with the gun as whole having an Inox finish. Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.
As of the 'Incinerate 'N Detonate' update, the player can dual-wield 9mm Pistols like in the first game. Also like in the first game, a second pistol will be identical to the first save for lacking a weaponlight on the underbarrel rail; despite this, randomly-spawned or dropped pistols will always have the light attached.
Beretta 93R
A Beretta 93R with neon embellishments appears as the "HRG 93R Pistol", it was added in the "Last Hans Standing" update in October 2023. It is an alternate choice to the Beretta 92FS in the perk selection menu. It is available to every perk, anyone playing as the SWAT class will also spawn with dual 93Rs if they have the Close Combat Training skill selected. It deals less damage than the 92FS, but it's made up for with its magazine size and burst fire. Unlike the Glock 18C intended for the Gunslinger, it is not possible to change the firing mode, even when you have just the single one equipped.
Remington 1858 New Army
An engraved Remington 1858 New Army was added in the "Return of the Patriarch" update with the Gunslinger Perk, titled as the "Remington 1858 New Army". Anyone playing as the Gunslinger class will start every match with two dual-wielded.
Colt M1911A1
An ornate Colt M1911A1 with a nickel finish, pearl grips, and gold assortments was added with the "Return of the Patriarch" update along with the Gunslinger Perk, titled as the "M1911 Pistol". The pistol has an eight round capacity in game using flush fitting 8-round magazines.
It likely is a reference to Supernatural, a show about humans hunting supernatural creatures (including the undead) and a patriarchal figure returning, as it very strongly resembles Dean Winchester's custom M1911A1.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX returns in Killing Floor 2 with a chrome finish, this time properly titled as the "Desert Eagle". It returned in the "Return of the Patriarch" update as the Gunslinger's third-tier weapon. It holds 7 rounds.
An interesting note is that the Desert Eagle in Killing Floor 2 makes ring-shaped muzzle flashes, which they also make in real life.
Smith & Wesson Model 500 Bone Collector
The Smith & Wesson Model 500 Bone Collector with custom wood grips was added with the "Return of the Patriarch" update, known generically as the "500 Magnum Revolver" in-game and titled as the "T&W 500 Zed Collector" in outside material. The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above.
A modified version was added in the "Grim Treatments" update, known as the "HRG Buckshot"; as the name implies, this variant fires shotgun shells (presumably around 36 gauge), featuring a shorter barrel, and the same gray/white/blue color scheme as the other "HRG" weapons. Being a shotgun, it is used by the Support Specialist class, serving as a Tier 3 weapon. Like the standard variant, the Buckshot can be dual-wielded.
As of the "The Descent" update, the "Flaregun" returns from the first Killing Floor, this time called the "Spitfire Revolver". It's still a heavily modified Colt 1851 Navy that shoots fireballs.
The "Yuletide Horrors" update added an additional variant known as the "HRG Winterbite". Like the other HRG weapons, it features a black/gray/blue color scheme, though the main functional change is in its ammunition; rather than firing flares, the Winterbite fires miniature grenades that can freeze enemies (similarly to the Sharpshooter's Freeze Grenades).
Arsenal Firearms AF2011-A1
Rounding out the current list of double-barreled firearms, the Arsenal Firearms AF2011-A1 was introduced alongside the MAC-10 in the "Infinite Onslaught" update (Update 1062 on PC). The AF2011-A1 is available to the Gunslinger, and can be dual-wielded, for those not content enough with a single double-1911.
Chiappa Rhino 60DS
Added in the "Grim Treatments" update, a Chiappa Rhino 60DS can be purchased; it serves as a Tier 3 weapon for the Gunslinger perk, and can be dual-wielded. It is known in-game simply as the "Rhino", featuring a Walther MRS reflex sight and (of all things) explosive fragmentation rounds. It notably re-uses the M500's animations, including the visible cocking of the hammer after every shot, despite the Rhino's "hammer" actually being a cocking lever that doesn't stay back once pulled.
Glock 18C
The "Yuletide Horror" update added a 3rd-generation two-tone Glock 18C as a (purchasable) weapon for the SWAT perk; it is loaded with a 33-round magazine by default, and is paired with a glass-paneled riot shield (which is broken, for some reason).
The "Perilous Plunder" update introduced another paid-for, Dredd-inspired G18C variant for the Gunslinger perk that features a unique Fischer Development 917 suppressor and all black finish. It can be dual-wielded as well.
Submachine Guns
Colt 9mm Submachine Gun
The Colt 9mm Submachine Gun appears as the "AR-15 Varmint Rifle" and is the first weapon available for the Commando Perk (spawning with one in their inventory upon starting a game). It fires in semi-auto and 3-round burst modes. This version of the Colt 9mm Submachine Gun features a forward assist, tan furniture, RIS foregrip, tan rail covers, RRA Tactical Mount rear sight, usable flashlight, and tan Magpul furniture, including an AFG, MIAD grip, and CTR stock. Despite being an SMG, it is not one of the weapons buffed when using the SWAT class, and is for all intents and purposes treated as an assault rifle by the game, including a damage profile that is nearly identical to the 5.56mm L85.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1, appearing as the "MP7 SMG", returns in the "Tactical Response" update along with the "SWAT" class. Compared to its appearance in the original game, it's fitted with a suppressor and a C-More red dot sight instead of the Trijicon RX01. It also fits 40-round magazines by default, but which start out only holding 30 bullets; like with the Medic in the first game, leveling its associated perk increases the amount of bullets per magazine, with the maximum level allowing for an unrealistic doubled capacity of 60.
Heckler & Koch MP5A2
The Heckler & Koch MP5A2 was added in the "Tactical Response" update. It appears as the "MP5RAS SMG". It has an incorrect 40 round capacity despite its 30-round magazine (presumably as part of an effort to make it a proper upgrade over the starting MP7). It can fire in either full-auto or three-round bursts.
Heckler & Koch UMP45
Introduced with the "Krampus Christmas" event (Update 1059 on PC), the Heckler & Koch UMP is another SMG available to the SWAT perk. As with the MP5, it can fire in either three-round burst or full auto, and holds 30 rounds in its box magazine. It is also outfitted with an EOtech holographic sight and folding foregrip.
FN P90 TR
The FN P90 TR appears as the "P90 SMG". It was added in the "Tactical Response" update. It is fitted with a Trijicon RX30 reflex sight.
KRISS Vector
Along with the "Tactical Response" update, the KRISS USA Vector was added into the game. It appears as the "KRISS SMG", and is the Tier 4 weapon for the SWAT perk. It is fitted with a Sightmark Sure Shot or similar model reflex sight.
Ingram MAC-10
Another fan favorite from the original game, the MAC-10 (referred to as "Mac-10" ingame) is available to the Firebug and SWAT perks since the "Infinite Onslaught" update. It still features a suppressor and fires incendiary rounds, regardless of whatever perk is being used. Both semi-auto and full-auto fire modes are available.
M1928 Thompson
Brought back with the "Twisted Christmas: Seasons Beatings" update for December 2018, the M1928 Thompson is available to the Commando and SWAT perks. It feeds from the signature 50-round drum magazines, and is capable of either semi-automatic or full-automatic fire.
Shotguns
Mossberg 500 Rolling Thunder
The Mossberg 500 is the first weapon for the Support Perk, who spawns with it already in his inventory, and can occasionally be found on the ground during a wave. The distinct muzzle device shows that it is the Rolling Thunder model. Attached to the rail under the muzzle device is a usable flashlight. Rather than the 5+1 12-gauge shells that the real model holds, in-game it holds 7+1 20-gauge shells.
Benelli M4 Super 90
The Benelli M4 Super 90 shotgun with an NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity similarly to the first game, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.
Double Barreled Shotgun
The 12 Gauge Double Barreled Shotgun, known here as the "Double-barrel Boomstick", makes its return from the first title, and is the second weapon available to the Support Perk. It deals more damage per shot than the standard pump-action and has the ability to fire both barrels for even greater single-shot power, but has a wider pellet spread and is restricted to two shells at a time. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will still show the character extracting and dropping both shells.
AA-12
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible nor even necessarily required with an actual AA-12 as the low rate-of-fire means it's easy to get single shots with quick squeezes and releases of the trigger. It sports Navy blue and gray digital camouflage and a pump-shotgun-like foregrip tacked onto the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, neither of which can be used.
Saiga 12 variant
A heavily stylized Saiga 12 variant appears as a paid DLC weapon, under the name of "S-12 Shockgun". Holds 10 rounds in a magazine, it has an interesting alt fire where it releases a 360 degree shockwave. Convenient for the player if they were to get swarmed. The electrical component has its own ammo supply, like the underslung M203 on the M16A4. It also must be reloaded.
Winchester Model 1897
The Winchester Model 1897 "Trench Gun" returns from the first game, again loaded with 'Dragons Breath' shells and correctly holding 5+1 shells. Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug Perk. Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time. This makes it a good backup to the Flamethrower when high spike damage is needed.
Standard Manufacturing DP-12
The Standard Manufacturing DP-12 appears in game as the slightly modified 'HZ-12 Multi-Action' shotgun in the Support's arsenal. Introduced in the 2017 Summer Sideshow update, it is an alternate Tier 2 weapon, alongside the Double-barrel Boomstick, costing £750. The primary difference from the real weapon, like the version of the KSG-12 added to the first game, is the replacement of the twin 7+1 tube magazines with a single 16-round detachable box magazine, with two separate stacks for feeding the inline barrels. This means that all rounds are resupplied in one action to make reloading from empty faster, but also means that quicker top-ups after only a few shells are impossible, unlike its real-life counterpart.
Rifles
Winchester Model 1894
The Winchester Model 1894 is a returning rifle from the original Killing Floor. Designed for the Sharpshooter and first teased with a render released on February 19 2016. The weapon was eventually added along the prison map, the crossbow and some other stuff as part of the "Revenge of the Zeds" update on April 7 2016. It shares similar characteristics to the version from the original game, though its power has been reduced somewhat, its magazine capacity has been increased to 12 rounds, and it utilizes a standard rear sight rather than the rear tang peep sight it originally had (though its image in the Trader's menu still shows it with that peep sight).
Mossberg 464 SPX Centerfire
A Mossberg 464 SPX Centerfire with a red-dot sight was introduced in the 2017 Summer Sideshow event, being an alternate Tier-2 weapon for the Sharpshooter, alongside the existing Crossbow.
Mosin-Nagant M91/30
Added in the "Yuletide Horror" update as a paid DLC weapon, the Mosin-Nagant M91/30 is an available rifle for the Sharpshooter, with its main distinction (aside from being the game's only normal repeating turnbolt-action) being increased melee damage, courtesy of its permanently-attached spike bayonet.
Assault Rifles & Carbines
L85A2
The L85A2 is the second weapon for the Сommando Perk. It replaces the L22A2 from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines. Interestingly, it has the knob-shaped charging handle of the L85A1 instead of the comma shaped A2 style charging handle. It doesn't appear to be an actual A1 however, as it has the magazine-release fencing of the A2.
AK-12
The AK-12 is the third Commando Perk weapon and replaces the AIMR from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip. It can be fired in full-auto at 600rpm or three-round burst at 1000rpm.
Haenel MKb 42(H)
The MKb 42(H) returns from the first game, originally dual-wielded by Doctor Hans Volter, a boss that appears on the final wave. Hans will use his two assault rifles he calls his "Twin Vipers" on the players when they are at a distance, unless he resorts to his nerve gas grenades. His MKb 42s have the stocks removed and are fitted with bayonets, which he gladly uses when the player gets close to him when he's firing the assault rifles. If he is knocked down he will drop his MKb 42s but by using some sort of magnetic device they are pulled back in his hands as he gets back up.
As of the October 2018 "Halloween Horrors: Monster Masquerade Update," the MKb 42(H) can be unlocked through completing a series of event challenges. It is a Commando perk weapon and falls in between the AK-12 and SCAR-H in terms of performance.
SIG-Sauer SIG556R
The "Halloween Horrors: Monster Masquerade Update" of October 2018 added, among other things, the "HMTech 501 Grenade Rifle". Unlike the Medic's other HMTech 01-series weapons (which are all the same fictional pistol in increasingly massive carbine stocks, apart from the pistol itself), the 501 appears to be a heavily-modified SIG-Sauer SIG556R, fitted with an underslung FN EGLM. This is another critical difference from the Medic's other weapons: unlike the rest, which have a secondary option to fire ally-healing darts, the 501 can instead fire (apparently caseless) grenades; these work the same way as the Medic's hand grenades, releasing gas that harms enemies and heals allies. It is fitted with the same red-dot sight as the other HMTech weapons, complete with ammo counter; other notable features include a thumbhole stock, a 30-round magazine that resembles a shrunken, stretched-out 7.62x39mm AK magazine, and a reciprocating, left-side-mounted charging handle. Interestingly, when the rifle portion is reloaded, the grenade launcher's barrel slides forward and the body drops down, returning to place when the new magazine is inserted; on an empty reload, the charging handle also locks itself back until a new magazine is inserted. The EGLM is reloaded much the same way as the M203 below.
Heckler & Koch G36C
The G36C is available exclusively to the SWAT perk as a paid DLC weapon added in September 2022. It is the only assault rifle in the SWAT's arsenal, as well as the only one that has maximum penetration stats, making it the most ideal weapon to deal with armored zeds, such as rioters. It comes with a suppressor, as seen on most SWAT weapons. It also features a laser sight, like the M14 EBR. However, the weapon itself was criticized among the community for its horrid animations, and seemingly low quality model and texture work; especially when compared to the rest of the weapons with quality animations available in the game.
FAMAS F1
A FAMAS F1 incorrectly utilizing thirty-round STANAGs (as seen only on the G2 variant) under the name of "FAMAS Masterkey". As the name implies, it is fitted with an underslung magazine fed shotgun. It was added in 2021 also as a paid DLC weapon, the shotgun is incorrectly referred to as an "M26" in the weapon's description when viewed in the trader pod. This time around it is a cross perk weapon between the Commando and Support perks. The shotgun itself is based on a Remington 870 TAC 14 DM with some design liberties taken with it
M16A4
An M16A4 fitted with an M203 grenade launcher was added in the "Tactical Response" update for the "Demolitionist" class. It is set up similarly to the Demolitionist version of the M4A1 from the first game, using the same MATech flip-up BUIS and Magpul MIAD pistol grip.
Battle Rifles & Sniper Rifles
Barrett M99
Yet another weapon returning from the first game, the Barrett M99 was introduced with "The Summer Sideshow: Treacherous Skies" update in June 2018. When equipping the Barrett, the player character sets the bolt handle fully down; when putting it away, the character quickly unlocks and disengages the bolt handle, possibly as an added safety measure or just to look flashy.
FN FAL
The FN FAL also makes a return from the first game in the 2018 "Halloween Horrors: Monster Masquerade Update." It retains the ACOG scope, and compared to the Mark 14 EBR, it has select fire functionality and starts with one more extra mag's worth of ammo at the expense of having slightly less damage and the full-auto recoil is severe.
FN SCAR-H CQC (Mk 17 Mod 0)
The FN SCAR-H CQC appears as the "SCAR-H Assault Rifle" and is the most powerful weapon for the Commando Perk. Like in the first game, the SCAR-H is equipped with a 20-round magazine and a Tango Down vertical foregrip (now in black). Unlike the first game however, the charging handle is flipped onto the right side and the barrel is short, indicating it is the CQC model. It sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail.
Mk 14 Mod 0 EBR
The Mk 14 Mod 0 Enhanced Battle Rifle returns from the first game with the addition of the Sharpshooter perk. Referred to as the US Army "M14 EBR" like in the first game, it is the Tier 3 weapon for the Sharpshooter perk. Its usage and attributes are for the most part similar to that in the first game, being a semi-automatic rifle with a laser sight, but its model has many changes and differences - it uses the Mod 0's pistol grip and sliding stock rather than the fixed Sage CA-Mandatory stock, it has the usual Kydex handguard instead of rail covers, the laser aiming module is actually present on the model (mounted ahead of the handguard) and permanently powered on rather than acting as a toggle function to force a laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG is attached above the action.
Launchers
Milkor MGL Mk 1S
Another weapon brought over from the first game, the Milkor MGL was made available to the Demolitions perk with the "Twisted Christmas: Season's Beatings" update, under the "M32 MGL" designation. It appears to mount a Meprolight M21 reflex sight.
M79 Grenade Launcher
The M79 returns from the first game as the Tier 3 weapon for the Demolition Perk. An optional skin, available from random loot drops, adds an orange tiger-stripe paint job, which is a homage to the Vietnam War movie Apocalypse Now. Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only. Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED. However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in.
RPG-7
The RPG-7 appears in Killing Floor 2 as the "Rocket Launcher" and is the Tier 4 weapon for the Demolition Perk. Interestingly, the back blast from the RPG-7 is actually simulated in-game, it is possible to damage or kill Zeds with it.
Machine Guns
General Dynamics XM301
The General Dynamics XM301 appears as a weapon for the Patriarch Boss that was added in the "Return of the Patriarch" update (as one might guess). It is fed from what can only be explained as a "Horzine ammo cache" from an outward appearance, located behind the weapon and mounted under what appears to be the weapon's power source.
Stoner 63
The Stoner 63 was added with "The Descent" update. The machine gun is a commando weapon in-game, it deals less damage per shot than all other commando weapons but it makes up for it in rate of fire and capacity. It holds 75 rounds in a box magazine and is locked to full-auto.
MG3
The MG3 appears under the name of "MG3 Shredder", added in the Halloween 2023 "Hans Last Stand" update. Available to the Commando perk, like the Stoner 63, it's the closest one can get to playing Rambo. It deals a bit more damage but has the same magazine size as the Stoner. It has an unusual alternative mode where it has the weapon shoot excluisvely in a horizontal spread, while using up three times the ammo in the user's belt box.
Hand Held M134 Minigun
The Halloween 2020 "Infernal Insurrection" update introduced a hand-held M134 Minigun for the Commando class. It feeds from attached belt boxes that contain 90 rounds of ammunition and fires at 1200 RPM, tame by the standards for a rotary gun but still a very capable zed-shredder nonetheless. It also cannot be aimed; using the aim function slightly zooms in and winds up the barrels.
Explosives
M112 C4 Demolition Pack
C4 explosives are the second-tier primary weapon available to the Demolitionist perk.
M67 Fragmentation Grenade
Listed as "HE Grenade", the M67 hand grenade is the throwable of choice for the Commando and Survivalist perks.
M84 Flashbang Grenade
The SWAT perk utilizes the M84 stun grenade, which will stun Zeds and blow up lower-tier clots that stand too close to its detonation.
Mk 2 Fragmentation Grenade
The Mk 2 hand grenade is used by the Support perk. Unlike the M67 "HE" grenades, the "Frag Grenade" throws a shower of shrapnel that will tear through Zeds.
Model 24 Stielhandgranate
Doctor Hans Volter also has access to Model 24 Stielhandgranates in his arsenal. They vary in function, from being standard high-explosive charges to being used to deploy either harmless smoke or his favorite nerve gas. He generally tosses them out in a cluster around himself to scatter players when surrounded.
Other
7.5 cm Pak 40
Downsized 7.5 cm Pak 40 AT guns are present on one stage of the "Nightmare" level in a very Stalingrad-like setting.