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Killing Floor 2

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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.



Killing Floor 2
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PC Boxart
Developer: Tripwire Interactive
Publisher: Tripwire Interactive
Platforms: PC
Linux
Genre: First-Person Shooter


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 HX25 and 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.

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Beretta 92FS Inox - 9x19mm. The frame and the overall finish.
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Beretta 92G Elite 1A - 9x19mm. The slide and barrel.
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Beretta 92A1 - 9x19mm. The Picatinny rail.
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A 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.
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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.
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The player character spins his 92 hybrid around his finger, giving us a better look at the barrel.
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Performing a brass check, showing the round in the chamber and his proper trigger discepline.
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Unlike the first Killing Floor, where the slide locked open once the reload animation starts, it properly locks open when the gun runs dry now.
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Reloading the 92 hybrid with the "Tactical Reload" perk.
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Reloading. Inserting a new mag.
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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.
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Anton Strasser dual-wields Berettas.
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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.)
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Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.
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After an intense battle, Strasser reloads his right-hand pistol...
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...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.

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Remington 1858 New Army - .44 caliber
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Render of the Remington 1858 New Army
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Reverend Albert has his 1858 at the ready, looking out at a rather sinister looking courtyard.
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Albert takes a look at the iron sights, wondering who brought the map technology from Dead Space here.
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Reloading.
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Reloading. Inserting a new cylinder.
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Albert gives the 1858 a twirl.
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They say six shots are more than enough to kill anything that moves. But this time, he's got twelve shots.
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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; it's still possible to switch styles of aiming with the press of a button.
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Reloading two 1858s includes a whole lot of flailing around.
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You're pretty good...

Colt M1911A1

An ornate Colt M1911A1 with a nickel finish, pearl grips, gold assortments, was added with the "Return of the Patriarch" update along with the Gunslinger Perk, titled as the "M1911 Pistol". The pistol has an eight round capacity in game using flush fitting 8-round magazines.

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M1911A1 Pistol with bright nickel finish and pearl grips - .45 ACP
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Render of the M1911A1.
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As Albert makes his way through a rather nasty French subway, he comes across a creative use of blood.
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Albert is not a big fan of graffiti.
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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 of the maps make it hard to see the engravings in most of the time anyway.
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Checking the chamber (with one hand!).
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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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"Aiming".
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After blasting away with his 1911s, one of the runs dry.
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Reloading. Inserting a new mag....
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Reloading ...and releasing the slide.
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Reloading. Albert is known as an equal opportunity reloader.
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Albert peeks into the chamber. Pulling the slide far back enough that you can see the entirety of the actual bullet would most likely eject the round entirely.
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One side...
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...and the other.

IMI/Magnum Research Desert Eagle Mark XIX

The Desert Eagle Mark XIX, returns in Killing Floor 2 with a chrome finish, this time properly titled as the "Desert Eagle". It returned in "Return of the Patriarch" update as a Gunslinger weapon. Also, the Desert Eagle is now correctly shown to operated in SAO.

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IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE
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Render of the Desert Eagle.
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Albert brings his Desert Eagle for some Zed hunting in the woods.
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Peeking through the iron sights.
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Spooked, Albert fires a round in to the forest. Realizing it was nothing, he reloads his Eagle, wisely keeping the old magazine.
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Right side of the pistol.
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As Albert makes his way through an old dark house, he brings two Desert Eagles.
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Iron sights.
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His attempt at shooting ghosts failed, Albert reloads his Deagles.
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Reloading. Inserting a new magazine.
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Albert checks his Handcannons, note the KF2 logo on the grip.
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Pew pew.
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Making sure there is a .50 AE round in the chamber.
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Not the smartest of gun-slingers, the player attempts to take on the Patriarch with only two Desert Eagles.

Smith & Wesson Model 500 Bone Collector

A Smith & Wesson Model 500 Bone Collector with custom wood grips was added with the "Return of the Patriarch" update, titled as the "T&W 500 Zed Collector" (though known as the "500 Magnum Revolver" in the actual game). The player character will always cock the hammer after every shot and they can be dual-wielded, a feat that even surpasses the Desert Eagle's dual-wielding antics in sheer ridiculousness. It's very powerful in-game, even on hard and above, being able to kill most Zeds with just one shot, usually sending them flying in the process. It can also shoot through Zeds (as many as four!) and can knock back bigger enemies like Fleshpounds and even the Boss Zeds.

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Smith & Wesson Model 500 Bone Collector - .500 S&W Magnum
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Render of the "Zed Collector".
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Albert, realizing he's in a Zed infested mansion, pulls out his Magnum.
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Albert makes sure the sights are good, knowing he'll need them for any and all headshots.
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Reloading. Pushing the extractor.
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Reloading. About to feed the cylinder.
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Albert spinning a 2.30 kg revolver around his finger(!).
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Half Smith, half Wesson. All Zedstopper (and Wristbreaker).
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Albert better watch out so he doesn't get smacked in the face when he fires the M500s.
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Reloading. Pushing the extractor while still holding the other M500!
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Reloading. Loading up the cylinder with some .500 S&W.
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Reloading. Mashing the extractor with his wrist.
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Reloading. Albert manages the impressive feat of reloading two revolvers without ever taking more than two fingers off of either one.
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You're even better.

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.

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Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm
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The player character peeks into a nasty looking room, his RO991 at the ready.
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A player withdraws his SMG. Note the Tripwire logo on the magwell. Also note how the weapon is set to semi; while that is a possible fire mode in game, the model's selector won't actually move when flicking between them.
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Reloading. Checking the chamber (note that the front sight is far too low...)
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....inserting a new mag...
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...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.
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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.

Heckler & Koch MP7A1

The Heckler & Koch MP7A1, appearing as the "MP7 SMG", was added in the "Tactical Response" 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.

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Heckler & Koch MP7A1 - 4.6x30mm
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View model of the MP7A1.

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. It can fire in either full-auto or three-round bursts.

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Airsoft MP5A2-RAS by Jing Gong - 6mm BB
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Iron sights.
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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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Performing a brass check.
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Reloading. Pulling back the bolt.
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Loading in a new mag.
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just a few frames away from the HK-slap.

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.

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FN P90 TR - FN 5.7x28mm
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Like in many games, the P90's magazine is opaque instead of translucent, which is always unfortunate.

KRISS USA Vector

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.

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TDI / KRISS USA Gen I Vector - .45 ACP
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The KRISS Vector in-game.

Shotguns

Mossberg 500 Rolling Thunder

The Mossberg 500 is the first weapon for the Support Perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder model. Attached to the rail under the muzzle device is a usable flashlight. Rather than the 5+1 12-gauge shells that the real model holds, in-game it holds 7+1 20-gauge shells.

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Mossberg 500 Rolling Thunder - 12 gauge
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A player aims his Mossberg while marveling at the destroyed Paris streets.
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The empty reload - inserting the first shell into the chamber...
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... while the rest of the shells are inserted into the magazine tube
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The player character performs a brass check of his Mossberg 500

Benelli M4 Super 90

The Benelli M4 Super 90 shotgun with an NP3 mariner finish is the third weapon available for the Support Perk. Just like in the first game, it is equipped with a usable weaponlight mounted under the magazine tube as well as a red dot sight on the top rail. It originally had a 5+1 round capacity, though this has been changed to a 7+1 round capacity in a patch, better reflecting the tube-magazine model.

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Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge
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Standing around in the catacombs, the player character has his M4 Super 90 prepared for some Zed slaughter.
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A player performs an ammo check. As with the M1911, this brass check in reality would most likely throw the checked shell directly into the player character's face.
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A view of the right side of the M4.
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Dropping a shell into the chamber...
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...then loading the rest in the magazine tube.

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.

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Stoeger/IGA imported side by side shotgun - 12 gauge
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The Double Barreled Shotgun in game.
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A player shows us the two shotgun shells that he intends to load into his Boomstick.
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A player preforms a brass check, showing off how detailed the shotguns engravings are.
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The Double Barreled Shotgun seen in the trader inventory screen.

MPS AA-12 CQB

The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20-round drum magazines. It is possible to fire the AA-12 in semi only via changing the fire mode, something which isn't possible nor even necessarily required with ab actual AA-12 as the low rate-of-fire means it's easy to get single shots with quick squeezes and releases of the trigger. It sports Navy blue and gray digital camouflage and a pump-shotgun-like foregrip tacked onto the existing foregrip. There is a laser sight mounted on the left side end of the foregrip and a flashlight mounted on the right side end of the foregrip, neither of which can be used.

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MPS AA-12 CQB - 12 gauge
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A player fires his AA-12 into a Scrake at close range.
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Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.
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The AA-12, ready to tear up some Zeds. Note the digital camouflage.
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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.
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Pulling back the charging handle shows this oddity, the bolt doesn't move at all!
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The issue of the closed bolt has since been fixed, the shell is however a little bit too far down into the drum. It should also be noted that, while obviously not noticeable here, the weapon is properly showed firing with an open bolt in first person now.
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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.
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Inserting 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.

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Winchester Model 1897 in "Trench" configuration - 12 gauge
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Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel, as to be expected of a more-than-a-century-old shotgun.)
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Aiming down the Trench Guns sights.
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Mr. Foster performs a brass check on his Trench Gun, clearly showing a "Dragons Breath" shell loaded in the chamber.
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Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.
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After running dry, Foster cleverly loads the first shell directly into the chamber...
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...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.


Rifles

Winchester Model 1894

The Winchester Model 1894 is a returning rifle from the original Killing Floor, designed for the sharpshooter, first teased with a render released on February 19 2016. The weapon was eventually added along the prison map, the crossbow and some other stuff on April 7 2016.

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Winchester Model 1894 Saddle Ring Carbine - .30-30
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The Render for the Winchester 1894 for the Sharpshooter.
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Rob, a former police officer, finds himself in the new prison map with a shiny Winchester 1894.
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Iron sights; note that this game goes for the standard sights rather than the rear tang peep sight the first game's model had.
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Taking a peek at the loading gate.
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Checking the chamber.
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Rob cycles the lever after some fruitless sky shooting. Note the new round about to be chambered.
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Reloading. About to insert a round in the chamber...
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...and then loading the rest in the magazine tube.

Assault Rifles & Carbines

Enfield L85A1

The L85A1, incorrectly called called L85A2 (the charging handle is the more-projecting knob shape of an A1 instead of the comma shape of the A2) is the second weapon for the Сommando Perk. It replaces the L22A2 from the original and is fitted with an EOtech 553 holographic sight. It also sports Magpul PMAGs as its standard magazines.

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L85A1 with SUSAT scope - 5.56x45mm NATO
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L85A2 with SUSAT scope for comparison, note the shape of the charging handle - 5.56x45mm NATO
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The player character holds his L85A1 whilst enjoying the view.
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Fearing the rain will make the gun all wet, he puts it away.
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The L85A1 gets lit up from the flash of lighting, here the Magpul PMAG can be seen.
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The player character fondling the EOtech sight for some reason.
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Checking the mag, looking closely, there seems to be bullets modeled in the mag.
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Reloading, inserting a new mag.
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The player character about to give the charging handle a tug. Note the knob shape, indicating it's an A1.

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.

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Izhmash AK-12 - 5.45x39mm
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According to the game, the AK-12 was found on a dead Spetsnaz solider.
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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.
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Checking the chamber, note the bullet.
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Rocking in a new mag after an empty, non-tactical reload. Oddly enough, the non-tac reload uses the assumed tactical reload of the AK series (flicking the mag release with a fresh magazine), while the Tactical one involves flicking the mag release with the player character's thumb and then grabbing a new mag. Maybe Tripwire is trying to tell people something.

Haenel MKb 42(H)

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.

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Haenel MKb 42(H) - 7.92x33mm
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The telltale magazine and distinct shape gives away that the guns are indeed MKb 42(H)s.
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A MKb 42(H) on the ground after a fight with Hans Volter.

M16

An M16 fitted with an M203 was added in the "Tactical Response" update for the "Demolitionist" class.

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M16A2 with a heatshield handguard and M203 attached - 5.56x45mm

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 barrel is short, indicating it is the CQC model, the charging handle is flipped onto the right side, it sports an Aimpoint CompM2 red dot sight instead of the CompM4s on a riser and it has an InForce WML flashlight attached to the left rail.

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Third Generation FN SCAR-H CQC - 7.62x51mm NATO
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A SCAR wielding character realizes that his rifle might not be enough for what he's facing.
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The player character admires an aurora borealis, SCAR-H in hand in case some pesky Zeds show up to ruin the moment.
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Taking a look at the right side of the weapon shows how the mag release button seems to be missing.
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Pulling back the charging handle shows a big ol' 7.62x51 bullet in the chamber.
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Inserting a new magazine.

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.

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Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO
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Render of the Mk 14 Mod 0. Note despite the text above there is no laser aiming module present here, it apparently being a last-minute addition to the model.
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The scope reticle. This green "dot & horseshoe" reticle is an actual factory option for Trijicon ACOG sights. Note how the outside of the optic isn't magnified.

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.

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M79 Grenade Launcher with sight folded down - 40x46mm
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View model of the M79. Tripwire have done some really nice weathering detail on this weapon. Though difficult to see in the dark, on the barrel, you can see the orange tiger stripes.
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Aiming down the M79's iron sights. I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.
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Performing an ammo check on the M79. A large, mean 40mm HE grenade sits waiting in the breech.
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Mr. Foster reloading his M79.
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A better look at the tiger-stripe paint job. They're close....

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.

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RPG-7 - 40mm
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The player character holding the RPG while standing around in a port in Denmark.
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Twirling the grenade.
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Mr Foster, loading another Rocket into the RPG-7

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.

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General Dynamics GAU-19/A - .50 BMG
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A render of the Patriarch, The GAU-19/A is attached to his mechanical arm.
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The Patriarch tapping away at some form of display in his intro. He will do this every time he's about to fire missiles out of what seems to be the GAU-19/A, however that works.
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The Patriarch charges at a player character.
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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. Unlike Hans, who can fire his MKb 42s whilst moving, the Patriarch can only fire his GAU-19/A when standing still, as in the first game. To make up for this, the GAU predictably deals way more damage than Hans' MKbs.