Dual 9mm Pistols (Killing Floor 2)

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Killing Floor 2 item
Dual 9mm Pistols
 2
MAGAZINE SIZE 30
SPARE AMMO CAPACITY 60
DAMAGE
25
FIRE RATE
500
ACCURACY
50
PENETRATION
0
"Fire mode is semi-auto only."
"Alt-fire switches aiming styles when in Ironsights."
"This is a pair of standard 9mm pistols. You can sell one (only), if you need to."
General Information
Pricing 150
Ammo Cost 25
Weapon Type Pistol
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 30 + 60
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Secondary Ammunition
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
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Fire Rate
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Accuracy
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Penetration
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Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
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Technical Information
Related Achievements
PS4 Trophies


The 9mm Pistol is the basic sidearm that every player spawns with at the beginning of a game. It is the weakest firearm in the game, and is generally only used in the early waves to save ammunition or cash for other weapons. As such, it is mostly only used as a last resort when a player has exhausted all other forms of ammunition.

Each of the handguns can be wielded or sold/dropped separately. Compare to the single pistol, Dual 9mm Pistols has increased rate of fire and magazine size but also slower reload speed.

Description

"Fire mode is semi-auto only. Alt-fire switches aiming styles when in Ironsights."

Flavor Text

"This is a pair of standard 9mm pistols. You can sell one (only), if you need to."

Technical Information

Damage = 25.
Damage (buttstock bash) = 22.

Rate Of Fire = 500 RPM.
Rate Of Fire (bash) = 89.

Damage Type = Ballistic.
Damage Type Group = Handgun.

Reload Time (tactical): Normal = 3.09s, Elite = 2.41s.
Reload Time (dry): Normal = 3.09s, Elite = 2.25s.

Equip Time = 0.25s.
Putdown Time = 0.55s.

Weapon Powers:
Gun hit power = 10.
Knockdown power = 12.

Upgrades

Upg1 (200): Base damage x1.2.
Upg2 (500): Base damage x1.4.
Upg3 (600): Base damage x1.6.
Upg4 (700): Base damage x1.8.
Upg5 (1500): Base damage x2.

Notes

  • Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.

Strategy

Tagged as a Gunslinger and Sharpshooter weapon, and as such, benefits from all passives and skills. As well affected by the Commando's and SWAT's Fallback / Close Combat Training skills.

Quite powerfull sidearm against certain weak ZEDs, requires just one shot to decapitate a Crawler, Clot, Slasher, Cyst and Stalker.

Moderately weak against everything else, requiring a lot more headshots to decapitate medium ZEDs, and very ineffective against large ZEDs. This, however, can be resolved by upgrades.

When used by a Gunslinger, SWAT, or Commando with the relevant skills, it becomes an effective sidearm that remains viable in later waves when they are able to decapitate lesser ZEDs in a single shot.

Grants EXP to the perk currently selected.

Bonuses

The 9mm Pistol is notably affected by the following boosts:

  • Gunslinger and Sharpshooter perk - passives and skills.
  • Commando's Fallback skill (x1.5 more damage) and Machine Gunner (faster ROF in ZED Time).
  • SWAT's Close Combat Training skill (x1.5 more damage) and Rapid Assault (faster ROF in ZED Time).
  • Any tactical reload skills/reload speed reduction bonuses.

Trivia

  • The 9mm seems to be a mix between the Beretta 92fs Elite and the M9A1, with additional serrations at the front end and plain black sights, in opposite to the 3-dot sights.