This article is still under construction. It may contain factual errors. See Talk:Killing Floor 2 for current discussions. Content is subject to change.
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:
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.
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, (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. Also, the Desert Eagle is now correctly shown to operated in SAO
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!
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 it is possible to fire the weapon in semi, the selector won't actually move when flicking beween firing modes.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 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.
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.
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.
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.
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.
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 weapon. This is only noticeable in third-person. It is nonetheless strange as it was shown properly with an open-bolt in the first Killing Floor.Error creating thumbnail: File missingThe issue of the closed bolt has since been fixed, the shell is however a little to bit 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 third person now.Error creating thumbnail: File missingPulling back the charging handle shows this oddity, the bolt doesn't move at all!Error creating thumbnail: File missingPulling the charging handle is still useless, 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 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.
The Winchester 1894 is a returning rifle from the original Killing Floor, designed for the sharpshooter, to be announced, a render was released on February 19.
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 PMAGs as its standard magazines.
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.
Error creating thumbnail: File missingIzhmash AK-12 - 5.45x39mmError creating thumbnail: File missingAccording to the game, the AK-12 was found on a dead Spetsnaz solider.Error creating thumbnail: File missingChecking to make sure the magazine is loaded with bullets, which it is! Unlike most games where they are loaded with nothing or flat textures.Error creating thumbnail: File missingChecking the chamber, note the bullet.File:KF2 AK12 reloading.jpgRocking 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)
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.
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.
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. 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!
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.