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Killing Floor 2: Difference between revisions
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== Smith & Wesson Model 500 Bone Collector == | == Smith & Wesson Model 500 Bone Collector == | ||
A [[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" (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, being able to kill most Zeds with just one shot, usually sending them flying in the process. It can also shoot through Zeds (as many as four!) and can knock back bigger enemies like Fleshpounds and even the Boss Zeds | A [[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" (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, being able to kill most Zeds with just one shot, usually sending them flying in the process. It can also shoot through Zeds (as many as four!) and can knock back bigger enemies like Fleshpounds and even the Boss Zeds. | ||
[[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]] | ||
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[[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(!).]] | ||
[[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith | [[File:KF2 M500 akimbo holding.jpg|thumb|600px|none|Half Smith, half Wesson. All Zedstopper (and Wristbreaker).]] | ||
[[File:KF2 M500 akimbo aiming.jpg|thumb|600px|none|Albert better watch out so he doesn't get smacked in the face when he fires the M500s]] | [[File:KF2 M500 akimbo aiming.jpg|thumb|600px|none|Albert better watch out so he doesn't get smacked in the face when he fires the M500s.]] | ||
[[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]] | [[File:KF2 M500 akimbo reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor while still holding the other M500!]] | ||
[[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. Loading up the cylinder with some .500 S&W.]] | [[File:KF2 M500 akimbo reloading2.jpg|thumb|600px|none|Reloading. Loading up the cylinder with some .500 S&W.]] | ||
[[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]] | [[File:KF2 M500 akimbo reloading3.jpg|thumb|600px|none|Reloading. Mashing the extractor with his wrist.]] | ||
[[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive | [[File:KF2 M500 akimbo reloading4.jpg|thumb|600px|none|Reloading. Albert manages the impressive feat of reloading two revolvers without ever taking more than two fingers off of either one.]] | ||
[[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]] | [[File:KF2 M500 akimbo misc.jpg|thumb|600px|none|You're even better.]] | ||
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[[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 | [[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. Checking the chamber (note that the front sight is far too low...)]] | [[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber (note that the front sight is far too low...)]] | ||
[[File:KF2 RO991 reloading2.jpg|thumb|600px|none|....inserting a new mag...]] | [[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 | [[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.]] | ||
= Shotguns = | = Shotguns = | ||
== Mossberg 500 Rolling Thunder == | == 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 | 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. | ||
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]] | [[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]] | ||
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== Benelli M4 Super 90 == | == Benelli M4 Super 90 == | ||
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun with | The [[Benelli M Series Super 90 Shotguns#Benelli M4|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. | ||
[[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]] | [[File:M4H20NP3.jpg|thumb|none|501px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]] | ||
[[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]] | [[File:KF2 M4 Super 90 holding.jpg|thumb|600px|none|Standing around in the catacombs, the player character has his Super 90 prepared for some Zed slaughter.]] | ||
[[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check | [[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check in reality would most likely throw the checked shell directly into the player character's face.]] | ||
[[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]] | [[File:KF2 M4 Super 90 misc5.jpg|thumb|600px|none|A view of the right side of the M4.]] | ||
[[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]] | [[file:KF2 M4 Super 90 reloading1.jpg|thumb|600px|none|Dropping a shell into the chamber...]] | ||
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== 12 Gauge Double Barreled Shotgun == | == 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 than the standard pump-action and the ability to fire both barrels but has a wider pellet spread | 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. | ||
[[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]] | [[Image:IGA-Coach-Gun.jpg|thumb|500px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]] | ||
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]] | [[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]] | ||
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== MPS AA-12 CQB == | == 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 | 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 ab 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. | ||
[[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]] | [[Image:AA-12 CQB.jpg|thumb|500px|none|MPS AA-12 CQB - 12 gauge]] | ||
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]] | [[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]] | ||
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]] | [[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]] | ||
[[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds | [[file:KF2 AA12 holding.jpg|thumb|600px|none|The AA-12, ready to tear up some Zeds. Note the digital camouflage.]] | ||
[[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed-bolt. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]] | [[file:KF2 AA12 misc2.jpg|thumb|600px|none|The player character takes a look at the right side of the weapon, noticing the closed bolt, much to his frustration. The AA-12 is an open-bolt weapon, but in-game it is shown as a closed-bolt. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.]] | ||
[[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]] | [[file:KF2 AA12 misc1.jpg|thumb|600px|none|Pulling back the charging handle shows this oddity, the bolt doesn't move at all!]] | ||
[[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little | [[File:KF2 AA12 misc3.jpg|thumb|600px|none|The issue of the closed bolt has since been fixed, the shell is however a little bit too far down into the drum. It should also be noted that, while obviously not noticeable here, the weapon is properly showed firing with an open bolt in first person now.]] | ||
[[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless | [[File:KF2 AA12 misc4.jpg|thumb|600px|none|Pulling the charging handle is still useless as the bolt never closes in the first place. Note however that the shell is in a more proper position in this particular animation.]] | ||
[[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]] | [[file:KF2 AA12 reloading.jpg|thumb|600px|none|Inserting a new drum.]] | ||
== Winchester Model 1897 "Trench Gun" == | == Winchester Model 1897 "Trench Gun" == | ||
The [[Winchester Model 1897|Winchester Model 1897 "Trench Gun"]] returns from the first game, again loaded with 'Dragons Breath' shells and correctly | The [[Winchester Model 1897|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 in "Trench" configuration - 12 gauge]] | [[Image:Winchester1897TrenchTakedown.jpg|thumb|500px|none|Winchester Model 1897 in "Trench" configuration - 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 | [[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 more-than-a-century-old shotgun.)]] | ||
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]] | [[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]] | ||
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a "Dragons Breath" shell loaded in the chamber.]] | [[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a "Dragons Breath" shell loaded in the chamber.]] | ||
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]] | [[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]] | ||
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]] | [[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]] | ||
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]] | [[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine. The overall six-shell capacity in this game is more correct than in the first game, where the player characters would load the tube with one more shell than it could actually hold before chambering one.]] | ||
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== Winchester Model 1894 == | == Winchester Model 1894 == | ||
The [[Winchester Model 1894]] is a returning rifle from the original Killing Floor, designed for the sharpshooter, | The [[Winchester Model 1894]] is a returning rifle from the original Killing Floor, designed for the sharpshooter, 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. | ||
[[Image:Win94saddlering.jpg|thumb|none|500px|Winchester Model 1894 Saddle Ring Carbine - .30-30.]] | [[Image:Win94saddlering.jpg|thumb|none|500px|Winchester Model 1894 Saddle Ring Carbine - .30-30.]] | ||
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[[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The Render for the Winchester 1894 for the Sharpshooter.]] | [[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The Render for the Winchester 1894 for the Sharpshooter.]] | ||
[[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prion map with a shiny Winchester 1894.]] | [[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prion map with a shiny Winchester 1894.]] | ||
[[File:KF2 M1894 iron sights.jpg|thumb|600px|none|Iron sights.]] | [[File:KF2 M1894 iron sights.jpg|thumb|600px|none|Iron sights; note that this game goes for the standard sights rather than the rear tang peep sight the first game's model had.]] | ||
[[File:KF2 M1894 misc1.jpg|thumb|600px|none|Taking a peek | [[File:KF2 M1894 misc1.jpg|thumb|600px|none|Taking a peek at the ejection port.]] | ||
[[File:KF2 M1894 misc2.jpg|thumb|600px|none|Checking the chamber.]] | [[File:KF2 M1894 misc2.jpg|thumb|600px|none|Checking the chamber.]] | ||
[[File:KF2 M1894 misc3.jpg|thumb|600px|none|Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.]] | [[File:KF2 M1894 misc3.jpg|thumb|600px|none|Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.]] | ||
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= Assault Rifles & Carbines = | = Assault Rifles & Carbines = | ||
== Enfield L85A1 == | == Enfield L85A1 == | ||
The [[L85A1]], incorrectly called called L85A2 (the charging handle is the knob shape of an A1 instead of the comma shape of the A2) 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. | The [[L85A1]], incorrectly called called L85A2 (the charging handle is the more-projecting knob shape of an A1 instead of the comma shape of the A2) 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. | ||
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]] | [[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]] | ||
[[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]] | [[Image:Sa80-l85a2.jpg|thumb|none|500px|L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO]] | ||
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[[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 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]] | [[File:KF2 L85A2 reloading.jpg|thumb|600px|none|Reloading, inserting a new mag.]] | ||
[[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug | [[File:KF2 L85A1 misc3.jpg|thumb|600px|none|The player character about to give the charging handle a tug. Note the knob shape, indicating it's an A1.]] | ||
== Izhmash AK-12 == | == Izhmash AK-12 == | ||
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[[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]] | [[file:KF2 AK12 misc2.jpg|thumb|600px|none|Checking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.]] | ||
[[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]] | [[file:KF2 AK12 misc.jpg|thumb|600px|none|Checking the chamber, note the bullet.]] | ||
[[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag after an empty, non-tactical reload. Oddly enough, the non-tac reload uses the assumed tactical reload of the AK series (flicking the mag release with a fresh magazine), while the Tactical one involves flicking the mag release with the player character's thumb and ''then'' grabbing a new mag.]] | [[file:KF2 AK12 reloading.jpg|thumb|600px|none|Rocking in a new mag after an empty, non-tactical reload. Oddly enough, the non-tac reload uses the assumed tactical reload of the AK series (flicking the mag release with a fresh magazine), while the Tactical one involves flicking the mag release with the player character's thumb and ''then'' grabbing a new mag. Maybe Tripwire is trying to tell people something.]] | ||
== Haenel MKb 42(H) == | == Haenel MKb 42(H) == | ||
The [[Sturmgewehr 44|MKb 42(H)]] returns from the first game but is currently unusable by the player, | The [[Sturmgewehr 44|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. | ||
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]] | [[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|500px|Haenel MKb 42(H) - 7.92x33mm]] | ||
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= Battle Rifles = | = Battle Rifles = | ||
== 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 in the first game, 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 the first game's model had, and it has an unusable 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 in the first game, the barrel is short, indicating it is the CQC model, the charging handle is flipped onto the right side, it sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser the first game's model had, and it has an unusable InForce WML flashlight attached to the left rail. | ||
[[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]] | [[Image:2fff2537c0.jpg|none|thumb|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]] | ||
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]] | [[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]] | ||
[[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.]] | ||
[[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the | [[file:KF2 SCAR-H misc.jpg|thumb|600px|none|Taking a look at the right side of the weapon shows how the mag release button seems to be missing.]] | ||
[[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]] | [[file:KF2 SCAR-H misc2.jpg|thumb|600px|none|Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.]] | ||
[[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]] | [[file:KF2 SCAR-H reloading.jpg|thumb|600px|none|Inserting a new magazine.]] | ||
== Mk 14 Mod 0 Enhanced Battle Rifle == | == Mk 14 Mod 0 Enhanced Battle Rifle == | ||
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] returns from the first game. Referred to as 'M14 EBR' like in the first game, it is the Tier 3 weapon for the Sharpshooter | 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 '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 toggleable laser, 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 is attached above the action. | ||
[[Image:M14EBR.jpg|none|thumb|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]] | [[Image:M14EBR.jpg|none|thumb|500px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]] | ||
[[File:KF2-RenderEBR.jpg|none|thumb|500px|Render of the M14 EBR. Note despite the text 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|View model of the M14 EBR.]] | [[file:KF2-M14EBR.jpg|thumb|600px|none|View model of the M14 EBR.]] | ||
Revision as of 22:05, 30 June 2016
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Killing Floor 2 for current discussions. Content is subject to change. |
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Killing Floor 2 (also referred as KF2) is an upcoming 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 being developed on a modified Unreal Engine 3. Killing Floor 2 came out on April 21st 2015 as an early access game.
The following weapons appear in the game Killing Floor:
Handguns
With the exception of the fictional Medic pistol, all handguns can be dual-wielded.
Beretta 92 Hybrid
It appears as the "9mm Pistol" and is equipped with a usable tac-light. It's the starting sidearm for all Perks. 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. Also, the Desert Eagle is now correctly shown to operated in SAO.
Smith & Wesson Model 500 Bone Collector
A 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, being able to kill most Zeds with just one shot, usually sending them flying in the process. It can also shoot through Zeds (as many as four!) and can knock back bigger enemies like Fleshpounds and even the Boss Zeds.
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.
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 ab 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, 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 L85A1
The L85A1, incorrectly called called L85A2 (the charging handle is the more-projecting knob shape of an A1 instead of the comma shape of the A2) 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.
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.
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 in the first game, the barrel is short, indicating it is the CQC model, the charging handle is flipped onto the right side, it sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser the first game's model had, and it has an unusable 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 '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 toggleable laser, 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 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. The player can carry 11 spare rockets in reserve. The heavy weight also means the player can only carry their Default Kit, and the option on taking the HX25 Pistol or C4 charges. 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.