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-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted GAU-19/A, while the player reconsiders if the 9mm Varmint Rifle was really an appropriate choice.]]
[[File:KF2-Patriarch-GAU-19-4.jpeg|thumb|600px|none|The Patriarch lets loose and fires his arm-mounted GAU-19/A, while the player reconsiders if the 9mm Varmint Rifle was really an appropriate choice.]]
== Stoner 63 ==
The [[Stoner 63]] was released as a render on the 3rd of March as a teaser for an upcoming update.
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.
Error creating thumbnail: File missingBeretta 92FS Inox - 9x19mm. The frame and the overall finish.Error creating thumbnail: File missingBeretta 92G Elite 1A - 9x19mm. The slide and barrel.Error creating thumbnail: File missingBeretta 92A1 - 9x19mm. The Picatinny rail.Error creating thumbnail: File missingA player prepares to check the mag of his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide. Also note the flashlight fitted to the pistol.Error creating thumbnail: File missingThe player peers at the Beretta's magazine before loading it in. Note the shape of the cut-out in the hammer, and that the butt of the grip is rounded, evident to the 92FS.Error creating thumbnail: File missingThe player character spins his 92 hybrid around his finger, giving us a better look at the barrel.Error creating thumbnail: File missingPerforming a brass check, showing the round in the chamber and his proper trigger discepline.Error creating thumbnail: File missingUnlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.Error creating thumbnail: File missingThe speedy reload animation when one has the "Tactical reload" perk. First a overdramatic chamber check is performed. The magazine is empty but appears to lack a follower.Error creating thumbnail: File missingAbout to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.Error creating thumbnail: File missingJust frames away from using the slide release. The basic reload animation has the character racking the slide.Error creating thumbnail: File missingAnton Strasser dual-wields Berettas.Error creating thumbnail: File missingUnlike in KF1, where 'aiming' with dual pistols was just a zoom and holding the two pistols slightly closer to the center of the screen, the characters in KF2 are slightly smarter; they only aim down the right-hand pistol. (This doesn't explain how he's aiming the left-hand one, though.)Error creating thumbnail: File missingAnton Strasser opens fire on a nearby Stalker with his dual Beretta's.Error creating thumbnail: File missingAfter an intense battle, Strasser reloads his right-hand pistol...Error creating thumbnail: File missing...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.
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.
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.
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.
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.
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.
Error creating thumbnail: File missingColt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mmError creating thumbnail: File missingThe player character peeks into a nasty looking room, his RO991 at the ready.Error creating thumbnail: File missingA 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.Error creating thumbnail: File missingReloading. Checking the chamber (note that the front sight is far too low...)Error creating thumbnail: File missing....inserting a new mag...Error creating thumbnail: File missing...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.Error creating thumbnail: File missingReloading 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.
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.
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.
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.
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.
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.
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.
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.
Error creating thumbnail: File missingMPS AA-12 CQB - 12 gaugeError creating thumbnail: File missingA player fires his AA-12 into a Scrake at close range.Error creating thumbnail: File missingDetermined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.Error creating thumbnail: File missingThe AA-12, ready to tear up some Zeds. Note the digital camouflage.Error creating thumbnail: File missingThe 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.Error creating thumbnail: File missingPulling back the charging handle shows this oddity, the bolt doesn't move at all!Error creating thumbnail: File missingThe 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.Error creating thumbnail: File missingPulling 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.Error creating thumbnail: File missingInserting a new drum.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.