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Killing Floor 2: Difference between revisions
m (Reverted edits by Kadorhal (talk) to last revision by Shotgunner) |
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[[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The 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.]] | [[File:KF2 Beretta 92 hybrid misc1.jpg|600px|thumb|none|The 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.]] | ||
[[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]] | [[File:KF2 Beretta 92 hybrid misc3.jpg|thumb|600px|none|The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.]] | ||
[[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger | [[File:KF2 Beretta 92 hybrid brass check.jpg|thumb|600px|none|Performing a brass check, showing the round in the chamber and his proper trigger discipline.]] | ||
[[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open once the reload animation | [[File:KF2 Beretta 92 hybrid misc.jpg|thumb|600px|none|Unlike the first Killing Floor, where the slide locked open on its own once the reload animation was triggered, it properly only locks open when the gun runs dry now.]] | ||
[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|The speedy reload animation when one has the "Tactical reload" perk. First | [[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|The speedy reload animation when one has the "Tactical reload" perk. First, an overdramatic chamber check is performed. The magazine is empty but appears to lack a follower.]] | ||
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|About to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.]] | [[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|About to mash in a new magazine. Note that the trigger is in double-action mode even though the hammer is cocked.]] | ||
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Just frames away from using the slide release. The basic reload animation has the character racking the slide.]] | [[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Just frames away from using the slide release. The basic reload animation has the character racking the slide.]] | ||
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Berettas.]] | [[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Berettas.]] | ||
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike 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. | [[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike 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.]] | ||
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual | [[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Berettas.]] | ||
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]] | [[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]] | ||
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]] | [[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol. Note the 92A1/90Two Picatinny rail and the 92FS hooked trigger guard.]] | ||
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[[File:KF2 R1858 misc.jpg|thumb|600px|none|Albert gives the 1858 a twirl.]] | [[File:KF2 R1858 misc.jpg|thumb|600px|none|Albert gives the 1858 a twirl.]] | ||
[[File:KF2 R1858 akimbo.jpg|thumb|600px|none|They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.]] | [[File:KF2 R1858 akimbo.jpg|thumb|600px|none|They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.]] | ||
[[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the "Return of the Patriarch" update, the ability to simply zoom in like in the first Killing Floor when aiming paired handguns was added; | [[File:KF2 R1858 aiming.jpg|thumb|600px|none|Along with the "Return of the Patriarch" update, the ability to simply zoom in like in the first Killing Floor when aiming paired handguns was added; switching between the two aiming styles for dual handguns was made the secondary-fire option for them.]] | ||
[[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858s includes a whole lot of flailing around.]] | [[File:KF2 R1858 akimbo reloading.jpg|thumb|600px|none|Reloading two 1858s includes a whole lot of flailing around.]] | ||
[[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good...]] | [[File:KF2 R1858 akimbo misc.jpg|thumb|600px|none|You're pretty good...]] | ||
== Colt M1911A1 == | == Colt M1911A1 == | ||
An ornate [[Colt M1911A1]] with a nickel finish, pearl grips, gold assortments | 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. | ||
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 | [[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 with bright nickel finish and pearl grips - .45 ACP]] | ||
[[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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[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most maps makes it hard to see the engravings most of the time anyway.]] | [[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert loads his 1911 with a new mag, looking at the oft-maligned engravings. While admittedly perhaps not the best fit for the weapons, the darkness and low contrast of most maps makes it hard to see the engravings most of the time anyway.]] | ||
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Brass checking the 1911 with one hand.]] | [[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Brass checking the 1911 with one hand.]] | ||
[[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading | [[File:KF2 M1911A1 akimbo reloading1.jpg|thumb|600px|none|Reloading dual 1911s with a round in the chamber still in the left gun.]] | ||
[[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Brass checking one of the 1911s | [[File:KF2 M1911A1 akimbo misc1.jpg|thumb|600px|none|Brass checking one of the 1911s. Pulling the slide far back enough that you can see the entirety of the actual bullet would most likely eject the round.]] | ||
== IMI/Magnum Research Desert Eagle Mark XIX == | == IMI/Magnum Research 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 "Return of the Patriarch" update as | 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. | ||
[[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | [[Image:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | ||
[[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]] | [[File:KF2 DesertEaglerender.jpg|none|600px|thumb|Render of the Desert Eagle.]] | ||
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[[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|Reloading the two dry Desert Eagles.]] | [[File:KF2 DesertE akimbo reloading1.jpg|thumb|600px|none|Reloading the two dry Desert Eagles.]] | ||
[[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Inserting a new magazine.]] | [[File:KF2 DesertE akimbo reloading2.jpg|thumb|600px|none|Inserting a new magazine.]] | ||
[[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Like with the 1911, brass checking the gun like this would eject the loaded round.]] | [[File:KF2 DesertE akimbo misc3.jpg|thumb|600px|none|Like with the 1911, brass checking the gun like this would eject the loaded round; interestingly, the left-hand gun's slide - or, for that matter, the slide of a Desert Eagle when used on its own - isn't pulled nearly as far back.]] | ||
[[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none| | [[File:KF2-GAU-19-Patriarch-2.jpeg|thumb|600px|none|Assured that game mechanics will make the Desert Eagle unrealistically practical for the purpose, a player attempts to take on the Patriarch with only two Desert Eagles.]] | ||
== Smith & Wesson Model 500 Bone Collector == | == Smith & Wesson Model 500 Bone Collector == | ||
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[[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 | [[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. Pushing the extractor.]] | [[File:KF2 M500 reloading1.jpg|thumb|600px|none|Reloading. Pushing the extractor.]] | ||
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== Colt 1851 Navy == | == 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. | 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. | ||
[[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber]] | [[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber]] | ||
[[File:KF2 spitfire.jpg|thumb|600px|none|]] | [[File:KF2 spitfire.jpg|thumb|600px|none|Render of the Spitfire Revolver.]] | ||
[[File:KF2 spitfire holding.jpg|thumb|600px|none|Masterson with a Spitfire revolver on the ZED landing map.]] | [[File:KF2 spitfire holding.jpg|thumb|600px|none|Masterson with a Spitfire revolver on the ZED landing map.]] | ||
[[File:KF2 spitfire irons.jpg|thumb|600px|none|Iron sights.]] | [[File:KF2 spitfire irons.jpg|thumb|600px|none|Iron sights.]] | ||
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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 in their inventory upon starting a | 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. | ||
[[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.]] | ||
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== Heckler & Koch MP7A1 == | == Heckler & Koch MP7A1 == | ||
The [[Heckler & Koch MP7|Heckler & Koch MP7A1]], appearing as the "MP7 SMG", | The [[Heckler & Koch MP7|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. | ||
[[Image:H&K MP71A1.jpg |thumb|400px|none|Heckler & Koch MP7A1 - 4.6x30mm]] | [[Image:H&K MP71A1.jpg |thumb|400px|none|Heckler & Koch MP7A1 - 4.6x30mm]] | ||
[[file:Kf2-mp7smg.jpg|thumb|600px|none|View model of the MP7A1.]] | [[file:Kf2-mp7smg.jpg|thumb|600px|none|View model of the MP7A1.]] | ||
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== Heckler & Koch MP5A2 == | == 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 [[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. | ||
[[Image:JG_MP5_RAS.jpg |thumb|450px|none|'''Airsoft''' MP5A2-RAS by Jing Gong - 6mm BB]] | [[Image:JG_MP5_RAS.jpg |thumb|450px|none|'''Airsoft''' MP5A2-RAS by Jing Gong - 6mm BB]] | ||
[[file:Kf2-mp5smg.jpg|thumb|600px|none|]] | [[file:Kf2-mp5smg.jpg|thumb|600px|none|Holding the MP5RAS.]] | ||
[[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.]] | ||
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[[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.]] | ||
[[File:KF2 MP5 reloading3.jpg|thumb|600px|none| | [[File:KF2 MP5 reloading3.jpg|thumb|600px|none|Just a few frames away from the HK-slap.]] | ||
== FN P90 TR == | == FN P90 TR == | ||
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[[File:KF2 P90 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] | [[File:KF2 P90 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty mag.]] | ||
[[File:KF2 P90 reloading2.jpg|thumb|600px|none|About to seat in a new one.]] | [[File:KF2 P90 reloading2.jpg|thumb|600px|none|About to seat in a new one.]] | ||
[[File:KF2 P90 reloading3.jpg|thumb|600px|none|Pulling the charging handle. This particular animation is the "Tactical | [[File:KF2 P90 reloading3.jpg|thumb|600px|none|Pulling the charging handle. This particular animation is the "Tactical Reload" variant, which for this weapon isn't much different from the normal one, just faster and with slightly different motions.]] | ||
== KRISS USA Vector == | == KRISS USA Vector == | ||
Along with the "Tactical Response" update, the [[TDI Vector|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. | Along with the "Tactical Response" update, the [[TDI Vector|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. | ||
[[Image:KRISSVectorBlank.jpg |thumb|400px|none|TDI / KRISS USA Gen I Vector - .45 ACP]] | [[Image:KRISSVectorBlank.jpg |thumb|400px|none|TDI / KRISS USA Gen I Vector - .45 ACP]] | ||
[[file:Kf2-krisssmg.jpg|thumb|600px|none|Note that the Vector has a folded down front sight but no rear sight.]] | [[file:Kf2-krisssmg.jpg|thumb|600px|none|Note that the Vector has a folded down front sight but no rear sight.]] | ||
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= 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. 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 [[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. | ||
[[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]] | [[Image:Mossberg500RollingThunder.JPG|thumb|500px|none|Mossberg 500 Rolling Thunder - 12 gauge]] | ||
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player with his Mossberg while marveling at the destroyed Paris streets.]] | [[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player with his Mossberg while marveling at the destroyed Paris streets.]] | ||
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]] | [[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]] | ||
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]] | [[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube.]] | ||
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]] | [[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500.]] | ||
== Benelli M4 Super 90 == | == Benelli M4 Super 90 == | ||
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 | 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 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. | ||
[[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]] | ||
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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 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 [[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. | ||
[[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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[[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 bit too far down into the drum. | [[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. Also, occasionally the bolts of weapons will glitch out from Zed Time; in the case of the AA-12, the bolt will lock closed as it used to be.]] | ||
[[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 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.]] | ||
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[[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, 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 | [[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Gun's sights.]] | ||
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a " | [[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a "Dragon's Breath" shell loaded in the chamber.]] | ||
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning | [[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. 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.]] | [[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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== Standard Manufacturing DP-12 == | == Standard Manufacturing DP-12 == | ||
The Standard Manufacturing DP-12 makes its debut | The Standard Manufacturing DP-12 makes its video game debut appearance 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. | ||
[[Image:KF2-HZ12-1.jpg|thumb|600px|none|Profile view of the HZ12 Multi Action.]] | [[Image:KF2-HZ12-1.jpg|thumb|600px|none|Profile view of the HZ12 Multi Action.]] | ||
[[Image:KF2-HZ12-2.jpg|thumb|600px|none|Performing a | [[Image:KF2-HZ12-2.jpg|thumb|600px|none|Performing a mag check, clearly showing the two stacks for feeding the two separate barrels. This weapon, and its real-life counterpart's method of feeding two barrels from two mags, is at odds with the design of other bullpup shotguns, such as the [[Kel-Tec KSG]] and [[UTAS UTS-15]], which feed from two mag tubes into a single barrel.]] | ||
[[Image:KF2-HZ12-3.jpg|thumb|600px|none|Lt. Masterson performing a | [[Image:KF2-HZ12-3.jpg|thumb|600px|none|Lt. Masterson performing a brass check, showing the Horzine-branded shells loaded.]] | ||
[[Image:KF2-HZ12-ADS.jpg|thumb|600px|none|Aiming down the | [[Image:KF2-HZ12-ADS.jpg|thumb|600px|none|Aiming down the weapon's sights. Notice they are slightly misaligned. In reality, this aim would cause the user to shoot right of their target.]] | ||
[[Image:KF2-HZ12-Firing.jpg|thumb|600px|none|The gun in mid-recoil. | [[Image:KF2-HZ12-Firing.jpg|thumb|600px|none|The gun in mid-recoil. The HZ12 fires 10 pellets per shot, making it one of the more powerful shotguns. However, it has a wider spread, making it less effective at range.]] | ||
[[Image:KF2-HZ12-Pump.jpg|thumb|600px|none|Correct to the real | [[Image:KF2-HZ12-Pump.jpg|thumb|600px|none|Correct to the real steel's mode of operation, the user only re-chambers two fresh shells after two are expended. However, someone on the dev team apparently didn't tell the effects guy that the weapon used a new shell texture, instead reusing the red shells of the M4 and AA12.]] | ||
[[Image:KF2-HZ12-Reload.jpg|thumb|600px|none|Lt. Masterson reloads his weapon during a break in combat.]] | [[Image:KF2-HZ12-Reload.jpg|thumb|600px|none|Lt. Masterson reloads his weapon during a break in combat.]] | ||
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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 | 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). | ||
[[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]] | ||
[[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The | [[File:KF2_Lever_Action_Rifle.jpg|thumb|600px|none|The render for the Winchester 1894.]] | ||
[[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prison map with a shiny Winchester 1894.]] | [[File:KF2 M1894 holding.jpg|thumb|600px|none|Rob, a former police officer, finds himself in the new prison 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.]] | ||
[[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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[[File:KF2-SPX464-1.jpg|thumb|600px|none|Profile view of the SPX 464.]] | [[File:KF2-SPX464-1.jpg|thumb|600px|none|Profile view of the SPX 464.]] | ||
[[File:KF2-SPX464-2.jpg|thumb|600px|none|Briar performs a | [[File:KF2-SPX464-2.jpg|thumb|600px|none|Briar performs a brass check. Unfortunately, the extractor appears to have failed on him.]] | ||
[[File:KF2-SPX464-3.jpg|thumb|600px|none|"Oh well, even if it is broken, it'll make a nice piece on the wall." Briar sighs as he examines his broken weapon from the left...]] | [[File:KF2-SPX464-3.jpg|thumb|600px|none|"Oh well, even if it is broken, it'll make a nice piece on the wall." Briar sighs as he examines his broken weapon from the left...]] | ||
[[File:KF2-SPX464-4.jpg|thumb|600px|none|...and then the right.]] | [[File:KF2-SPX464-4.jpg|thumb|600px|none|...and then the right.]] | ||
[[File:KF2-SPX464-5.jpg|thumb|600px|none|Briar racks the action open again just to check he wasn't going crazy in his old age. | [[File:KF2-SPX464-5.jpg|thumb|600px|none|Briar racks the action open again just to check he wasn't going crazy in his old age. He wasn't. Sadly.]] | ||
[[File:KF2-SPX464-ADS.jpg|thumb|600px|none|Aiming through the red-dot sight. | [[File:KF2-SPX464-ADS.jpg|thumb|600px|none|Aiming through the red-dot sight. If lever-action purists didn't already vomit at the sight of this modernised interpretation of a classic, then the use of an optic on it will seal the deal.]] | ||
[[File:KF2-SPX464-AimingFire.jpg|thumb|600px|none|It's now or never, though. | [[File:KF2-SPX464-AimingFire.jpg|thumb|600px|none|It's now or never, though. Briar takes aim, fires, and cycles. Luckily, game mechanics kicked in and the extractor is working again.]] | ||
[[File:KF2-SPX464-Fire.jpg|thumb|600px|none|Overjoyed, Briar takes a few unaimed shots at the colourful Sideshow horde in celebration that he is not doomed.]] | [[File:KF2-SPX464-Fire.jpg|thumb|600px|none|Overjoyed, Briar takes a few unaimed shots at the colourful Sideshow horde in celebration that he is not doomed.]] | ||
[[File:KF2-SPX464-Reload1.jpg|thumb|600px|none|After running dry, Briar opens the action and prepares to load a round directly into the chamber.]] | [[File:KF2-SPX464-Reload1.jpg|thumb|600px|none|After running dry, Briar opens the action and prepares to load a round directly into the chamber.]] |
Revision as of 10:44, 5 July 2017
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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 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 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.
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.
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 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.
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.
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.
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.
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", and is the Tier 4 weapon for the SWAT perk. 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, 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.
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 still show the character extracting and dropping 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.
Standard Manufacturing DP-12
The Standard Manufacturing DP-12 makes its video game debut appearance 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
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.