Killing Floor 2: Difference between revisions - Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Killing Floor 2: Difference between revisions
[[File:KF2 MP5 iron sights.jpg|thumb|600px|none|Iron sights.]]
[[File:KF2 MP5 iron sights.jpg|thumb|600px|none|Iron sights.]]
[[File:KF2 MP5 misc1.jpg|thumb|600px|none|Taking a look at the loaded magazine. Here it's rather obvious that the MP5A2 has a safe-semi-auto receiver, which wouldn't allow three-round burst fire.]]
[[File:KF2 MP5 misc1.jpg|thumb|600px|none|Taking a look at the loaded magazine. Here it's rather obvious that the MP5A2 has a safe-semi-auto receiver, which wouldn't allow three-round burst fire.]]
[[File:KF2 MP5 misc2.jpg|thumb|600px|none|The model was retextured in a patch to include the 3-round burst setting.]]
[[File:KF2 MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]]
[[File:KF2 MP5 reloading1.jpg|thumb|600px|none|Reloading. Pulling back the bolt.]]
[[File:KF2 MP5 reloading2.jpg|thumb|600px|none|Loading in a new mag.]]
[[File:KF2 MP5 reloading2.jpg|thumb|600px|none|Loading in a new mag.]]
Revision as of 22:05, 7 April 2017
Killing Floor 2
PC Boxart
Developer:
Tripwire Interactive
Publisher:
Tripwire Interactive
Platforms:
PC Linux PlayStation 4
Genre:
First-Person Shooter
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 an early access game, and saw a full retail release on November 18th in 2016. 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:
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.
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, 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.
IMI/Magnum Research 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 "Return of the Patriarch" update as a Gunslinger weapon. It holds 7 rounds.
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, titled as the "T&W 500 Zed Collector" (though known as the "500 Magnum Revolver" in the actual game). 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.
Colt 1851 Navy
The Flaregun returns from the first Killing Floor, this time called Spitfire Revolver. It's still a heavily modified Colt 1851 Navy that shoots fireballs.
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 in their inventory upon starting a new 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 a tan Magpul AFG.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1, appearing as the "MP7 SMG", was added in the "Tactical Response" update along with the "SWAT" class. It's fitted with a suppressor and a C-More red dot sight. It holds 30-rounds in a 40-round magazine for some reason.
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 (as the MP7A1 seen above has got a 30 round capacity, one might suggest that the developer might have swapped the stats of the MP7A1 and the MP5A2). It can fire in either full-auto or three-round bursts.
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 USA Vector
Along with the "Tactical Response" update, the KRISS USA Vector was added into the game. It appears as the "KRISS SMG". It is fitted with a Sightmark Sure Shot or similar model reflex sight.
Shotguns
Mossberg 500 Rolling Thunder
The Mossberg 500 is the first weapon for the Support Perk, who spawns with it already in his inventory. 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 usable 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, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.
12 Gauge 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 show the character extracting both shells.
MPS AA-12 CQB
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.
Winchester Model 1897 "Trench Gun"
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.
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 on April 7 2016.
Assault Rifles & Carbines
Enfield 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.
Izhmash 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 but is currently unusable by the player. Instead, MKb 42s are dual-wielded by 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.
M16
An M16 fitted with an M203 was added in the "Tactical Response" update for the "Demolitionist" class.
Battle Rifles
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 Enhanced Battle Rifle
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) rather than forcing the laser to emit from the ether, the body is given a tan finish, and a scope rail mounting an ACOG sight is attached above the action.
Launchers
M79 Grenade Launcher
The M79 returns from the first game as the Tier 3 weapon for the Demolition Perk. It has orange tiger-stripe paint job, 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 GAU-19/A
The General Dynamics GAU-19/A 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.