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Killing Floor 2: Difference between revisions
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[[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the "Tactical Reload" perk.]] | [[File:KF2 Beretta 92 hybrid reloading1.jpg|thumb|600px|none|Reloading the 92 hybrid with the "Tactical Reload" perk.]] | ||
[[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]] | [[File:KF2 Beretta 92 hybrid reloading2.jpg|thumb|600px|none|Reloading. Inserting a new mag.]] | ||
[[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release.]] | [[File:KF2 Beretta 92 hybrid reloading3.jpg|thumb|600px|none|Reloading. The new mag is in and the player character prepare to flick the slide-release. If not using the "Tactical Reload" perk, the player character will instead rack the slide.]] | ||
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]] | [[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's.]] | ||
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, 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 pistol, though.)]] | [[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, 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 pistol, though.)]] | ||
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== Remington 1858 New Army == | == 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", the revolver has the option to be dual-wielded. | 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", the revolver has the option to be dual-wielded. It spawns (dual-wielded) on all Gunslinger players when starting a game. | ||
[[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]] | [[Image:Remington1858-1.jpg|thumb|none|350px|Remington 1858 New Army - .44 caliber]] | ||
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== 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, gold assortments, was added with the "Return of the Patriarch" update along with the Gunslinger Perk, titled as the "M1911 Pistol", the pistol has the option to be dual-wielded. | ||
[[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]] | [[Image:NickelM1911.jpg|thumb|350px|none|M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP]] | ||
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[[File:KF2 M1911A1 holding.jpg|thumb|600px|none|As Albert make his way through a rather nasty french subway, he comes across a creative use of blood.]] | [[File:KF2 M1911A1 holding.jpg|thumb|600px|none|As Albert make his way through a rather nasty french subway, he comes across a creative use of blood.]] | ||
[[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert it not a big fan of graffiti.]] | [[File:KF2 M1911A1 iron sights.jpg|thumb|600px|none|Albert it not a big fan of graffiti.]] | ||
[[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert's loads his 1911 with a new mag, | [[File:KF2 M1911A1 reloading.jpg|thumb|600px|none|After re-decorating the wall with bullet holes, Albert's 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 of the maps makes it hard to see the engravings most of the time anyway..]] | ||
[[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Checking the chamber.]] | [[File:KF2 M1911A1 misc.jpg|thumb|600px|none|Checking the chamber.]] | ||
[[File:KF2 M1911A1 akimbo holding.jpg|thumb|600px|none|After making his way out of the subway, Albert comes across a second 1911, prompting him to channel his inner Chow Yun-Fat.]] | [[File:KF2 M1911A1 akimbo holding.jpg|thumb|600px|none|After making his way out of the subway, Albert comes across a second 1911, prompting him to channel his inner Chow Yun-Fat.]] | ||
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== IMI/Magnum Research Desert Eagle Mark XIX == | == IMI/Magnum Research Desert Eagle Mark XIX == | ||
The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, titled as the "Desert Eagle" | The [[Desert Eagle|Desert Eagle Mark XIX]], (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, this time titled as the "Desert Eagle". It returned in "Return of the Patriarch" update as a Gunslinger weapon. Like the other handguns, the Desert Eagle has the option to be dual-wielded. | ||
[[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]] | ||
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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". The player character will always cock the hammer after every shot. | 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 actually a fairly powerful weapon in game; not only can it one-shot most lesser Zeds (even on Hard and above), it is cheap, light and easily handled. | ||
[[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| | [[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 M500's]] | [[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 M500's]] | ||
[[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!]] | ||
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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. 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. | 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. | ||
[[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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[[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]] | [[File:KF2 RO991 reloading1.jpg|thumb|600px|none|Reloading. Checking the chamber...]] | ||
[[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, this reload animation is only used when the player has the "Tactical Reload" perk.]] | [[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 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.]] | ||
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[[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.]] | [[File:KF2 M4 Super 90 brass check2.jpg|thumb|600px|none|A player performs an ammo check. As with the M1911, this brass check runs the risk of throwing the checked shell directly into the player'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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[[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.]] | [[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.]] | ||
== Haenel MKb 42(H) == | == Haenel MKb 42(H) == |
Revision as of 22:36, 5 December 2015
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", the revolver has the option to be dual-wielded. It spawns (dual-wielded) on all Gunslinger players when starting a game.
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 the option to be dual-wielded.
IMI/Magnum Research Desert Eagle Mark XIX
The Desert Eagle Mark XIX, (Also known as the Handcannon from the original Killing Floor) returns in Killing Floor 2 with a chrome finish, this time titled as the "Desert Eagle". It returned in "Return of the Patriarch" update as a Gunslinger weapon. Like the other handguns, the Desert Eagle has the option to be dual-wielded.
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 actually a fairly powerful weapon in game; not only can it one-shot most lesser Zeds (even on Hard and above), it is cheap, light and easily handled.
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 of Mossberg 500. Attached to the rail on the muzzle device is a usable flashlight. Rather than the 5+1 12 gauge shells that this model holds, in-game, it holds 7+1 20 gauge shells.
Benelli M4 Super 90
The Benelli M4 Super 90 shotgun with a 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 an 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 than the standard pump-action and the ability to fire both barrels but has a wider pellet spread, however its ammo capacity is restricted to two shells. 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 on actual AA-12's nor needed as the low rate-of-fire means it's possible to fire it in semi-auto via quick pulls of the trigger. It sports black and gray digital camouflage, a pump-shotgun-like foregrip tacked on 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, both are unusable.
Winchester Model 1897 "Trench Gun"
The Winchester Model 1897 "Trench Gun" returns from the first game, again loaded with 'Dragons Breath' shells and correctly holds 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.
Assault Rifles & Carbines
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 L22A1 from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul EMAGs 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 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 20rd 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 a Aimpoint CompM2 red dot sight instead of the Aimpoint CompM4s, and it has an unusable InForce WML flashlight attached to the left rail.
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 upcoming Patriarch Boss, 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.