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 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]
[[File:KF2 L85A2 misc1.jpg|thumb|600px|none|Checking the mag, looking closely, there seems to be bullets modeled in the mag.]]
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug. Note the knob shape.]]
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug. Note the knob shape.]]
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading. inserting a new mag. The bolt is not properly depicted as looking back.]]
[[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Inserting a new mag. The bolt is not properly depicted as looking back.]]
== AK-12 ==
== AK-12 ==
Revision as of 02:08, 18 October 2018
Killing Floor 2
PC Boxart
Developer:
Tripwire Interactive
Publisher:
Tripwire Interactive
Platforms:
PC Linux PlayStation 4 Xbox One
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 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:
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, 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.
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.
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
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.
Arsenal Firearms AF2011-A1
Rounding out the current list of double-barreled firearms, 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.
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 a tan Magpul AFG. Despite being an SMG, it is not one of the weapons buffed when using the SWAT class.
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.
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.
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
The 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.
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.
M16A4
An M16A4 fitted with an M203 grenade launcher was added in the "Tactical Response" update for the "Demolitionist" class.
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) 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. An option skin, available from random loot drops, 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 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.
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.