Gameplay mechanics (Killing Floor 2): Difference between revisions
(Gameplay mechanics of Killing Floor 2. Added info about the money system.) |
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== Money == | == Money == | ||
Dosh is the new currency in Killing Floor 2, replacing the pound sterling from the first game. Dosh is used to buy equipment at the Trader. | <div style="width: 1200px;"> | ||
Dosh is the new currency in Killing Floor 2, replacing the pound sterling from the first game. Dosh is used to buy equipment at the Trader.<br/> | |||
Players can share money between each other by throwing it in stacks of 50 Dosh. Thrown money disappears after 2 minutes if not picked up. | |||
[[File:Killing_floor_2_dosh_symbol.png]] | [[File:Killing_floor_2_dosh_symbol.png|right|caption|100px]] | ||
</div> | |||
=== Starting | === Starting Money === | ||
==== New | ==== New Game ==== | ||
Each player receives money at the start of a game based on difficulty. | Each player receives money at the start of a game based on difficulty. | ||
{|class="wikitable" style=" | {|class="wikitable" style="text-align: center; background-color: #E5EECC;" | ||
! | ! | ||
! scope="col" | Normal | ! scope="col" | Normal | ||
! scope="col" | Hard | ! scope="col" | Hard | ||
Line 27: | Line 28: | ||
Starting money = ''Respawn money * (current wave / max wave (excluding boss wave))'' | Starting money = ''Respawn money * (current wave / max wave (excluding boss wave))'' | ||
{|class="wikitable" style=" | {|class="wikitable" style="text-align: center; background-color: #E5EECC;" | ||
! | ! | ||
! scope="col" | Normal | ! scope="col" | Normal | ||
! scope="col" | Hard | ! scope="col" | Hard | ||
Line 38: | Line 39: | ||
|} | |} | ||
==== After | ==== After Death ==== | ||
There is a penalty for dying, based on difficulty. | There is a penalty for dying, based on difficulty. | ||
Line 44: | Line 45: | ||
Starting money = ''Money - (money * death penalty modifier)'' | Starting money = ''Money - (money * death penalty modifier)'' | ||
{|class="wikitable" style=" | {|class="wikitable" style="text-align: center; background-color: #E5EECC;" | ||
! | ! | ||
! scope="col" | Normal | ! scope="col" | Normal | ||
! scope="col" | Hard | ! scope="col" | Hard | ||
Line 57: | Line 58: | ||
However, if a player has less money after the death penalty than [[#Mid-game|a newly joined player would have]], the player will instead receive that same amount of money. | However, if a player has less money after the death penalty than [[#Mid-game|a newly joined player would have]], the player will instead receive that same amount of money. | ||
=== Earning | === Earning Money === | ||
==== Killing | ==== Killing Specimens ==== | ||
Money is earned through killing | Money is earned through killing specimens. Each specimen has a Dosh value which is modified and distributed to all damaging players once the specimen is dead.<br/> | ||
The final value earned for each player is based on difficulty, the number of players in the game, and the amount of damage done to the specimen (in %). | The final value earned for each player is based on difficulty, the number of players in the game, and the amount of damage done to the specimen (in %). | ||
Line 65: | Line 66: | ||
Money earned = ''(Specimen value * difficulty modifier * (number of players / player modifier)) * (damage done / total damage done)'' | Money earned = ''(Specimen value * difficulty modifier * (number of players / player modifier)) * (damage done / total damage done)'' | ||
{|class="wikitable" style=" | {|class="wikitable" style="text-align: center; background-color: #E5EECC;" | ||
! | ! | ||
! scope="col" | Cyst | ! scope="col" | Cyst | ||
Line 77: | Line 78: | ||
! scope="col" | Husk | ! scope="col" | Husk | ||
! scope="col" | Scrake | ! scope="col" | Scrake | ||
! scope="col" | | ! scope="col" | Fleshpound | ||
! scope="col" | Hans Volter | ! scope="col" | Hans Volter | ||
|- | |- | ||
Line 84: | Line 85: | ||
|} | |} | ||
<div> | <div> | ||
{|class="wikitable floatleft" style=" | {|class="wikitable floatleft" style="text-align: center; background-color: #E5EECC;" | ||
! | ! | ||
! scope="col" | Normal | ! scope="col" | Normal | ||
Line 94: | Line 95: | ||
| 110% || 100% || 85% || 65% | | 110% || 100% || 85% || 65% | ||
|} | |} | ||
{|class="wikitable" style=" | {|class="wikitable" style="text-align: center; background-color: #E5EECC;" | ||
! | ! | ||
! scope="col" | 1 | ! scope="col" | 1 | ||
Line 108: | Line 109: | ||
</div> | </div> | ||
==== Surviving | ==== Surviving A Wave ==== | ||
Each player surviving a wave will receive bonus money taken from the pool of money that the team has earned over the wave.<br/> | Each player surviving a wave will receive bonus money taken from the pool of money that the team has earned over the wave.<br/> | ||
There is a death penalty that applies to the pool of money that the team has gathered whenever a player dies, except on Normal. | There is a death penalty that applies to the pool of money that the team has gathered whenever a player dies, except on Normal. | ||
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Team death penalty = ''Money of the dead player * difficulty modifier * 5%''<br/> | Team death penalty = ''Money of the dead player * difficulty modifier * 5%''<br/> | ||
{|class="wikitable" style=" | {|class="wikitable" style="text-align: center; background-color: #E5EECC; font-size: 1.1em;" | ||
! | ! | ||
! scope="col" | Normal | ! scope="col" | Normal | ||
! scope="col" | Hard | ! scope="col" | Hard | ||
Line 129: | Line 130: | ||
== Experience == | == Experience == | ||
Experience is gained by killing specimens. Each specimen is worth a certain amount of experience points, depending on difficulty. Whenever a specimen dies, any player who damaged it receives its full experience value.<br/><br/> | |||
Each perk has its own experience and level which starts at 0 and caps at 25. Experience for a perk is primarily earned by using its class weapons. Using off perk weapons does not result in any experience gain except for the 9mm Pistol, which gives experience to the selected perk. Damaging a specimen with multiple class weapons splits the experience points between the perks. Each perk also receives bonus experience for performing various actions, see each perk page for specific details. | |||
{|class="wikitable" style="text-align: center;" | |||
! scope="col" | Level | |||
! scope="col" | Experience required | |||
! scope="col" | Level | |||
! scope="col" | Experience required | |||
|- | |||
! scope="row" | 1 | |||
| 2,640 || '''14''' || 9,667 | |||
|- | |||
! scope="row" | 2 | |||
| 2,917 || '''15''' || 10,683 | |||
|- | |||
! scope="row" | 3 | |||
| 3,224 || '''16''' || 11,804 | |||
|- | |||
! scope="row" | 4 | |||
| 3,562 || '''17''' || 13,044 | |||
|- | |||
! scope="row" | 5 | |||
| 3,936 || '''18''' || 14,413 | |||
|- | |||
! scope="row" | 6 | |||
| 4,349 || '''19''' || 15,927 | |||
|- | |||
! scope="row" | 7 | |||
| 4,806 || '''20''' || 17,599 | |||
|- | |||
! scope="row" | 8 | |||
| 5,311 || '''21''' || 19,447 | |||
|- | |||
! scope="row" | 9 | |||
| 5,868 || '''22''' || 21,489 | |||
|- | |||
! scope="row" | 10 | |||
| 6,484 || '''23''' || 23,745 | |||
|- | |||
! scope="row" | 11 | |||
| 7,165 || '''24''' || 26,238 | |||
|- | |||
! scope="row" | 12 | |||
| 7,918 || '''25''' || 28,993 | |||
|- | |||
! scope="row" | 13 | |||
| 8,749 | |||
|} | |||
== Trader == | == Trader == | ||
Once all specimens in a wave have been killed, the trader opens up for a limited time before the next wave begins. The opening time is 90 seconds on Normal and 60 seconds on Hard, Suicidal and Hell on Earth.<br/> | |||
The trader and the trader rooms from Killing Floor have been replaced by trader pods. Players can buy, refill and sell equipment while standing close to a trader pod. | |||
[[File:KF2_Trader_Pod.jpeg|caption|300px]] | |||
== Waves == | |||
=== Lengths === | |||
The number of waves for a short, normal and long game is retained from Killing Floor. In addition to the standard waves, there is also a final wave where the boss appears. | |||
{|class="wikitable" style="text-align: center; background-color: #E5EECC;" | |||
! | |||
! scope="col" | Short | |||
! scope="col" | Normal | |||
! scope="col" | Long | |||
|- | |||
! scope="row" | Wave length | |||
| 4 || 7 || 10 | |||
|} | |||
=== Number Of Specimens === | |||
Each wave has a set number of specimens that will spawn, differing depending on game length. The number is affected by difficulty and the number of players in the game. | |||
Total specimens per wave = ''Specimens per wave * difficulty modifier * player modifier'' | |||
== | {|class="wikitable" style="text-align: center; width: 500px; background-color: #E5EECC;" | ||
! scope="col" colspan="11" | Specimens per wave | |||
|- | |||
! | |||
! scope="col" | 1 | |||
! scope="col" | 2 | |||
! scope="col" | 3 | |||
! scope="col" | 4 | |||
! scope="col" | 5 | |||
! scope="col" | 6 | |||
! scope="col" | 7 | |||
! scope="col" | 8 | |||
! scope="col" | 9 | |||
! scope="col" | 10 | |||
|- | |||
! scope="row" | Short | |||
| 25 || 32 || 35 || 42 | |||
|- | |||
! scope="row" | Normal | |||
| 25 || 28 || 32 || 32 || 35 || 40 || 42 | |||
|- | |||
! scope="row" | Long | |||
| 25 || 28 || 32 || 32 || 35 || 35 || 35 || 40 || 42 || 42 | |||
|} | |||
<div> | |||
{|class="wikitable floatleft" style="text-align: center; background-color: #E5EECC;" | |||
! | |||
! scope="col" | Normal | |||
! scope="col" | Hard | |||
! scope="col" | Suicidal | |||
! scope="col" | Hell on Earth | |||
|- | |||
! scope="row" | Difficulty modifier | |||
| 85% || 100% || 130% || 170% | |||
|} | |||
{|class="wikitable" style="text-align: center; background-color: #E5EECC;" | |||
! | |||
! scope="col" | 1 | |||
! scope="col" | 2 | |||
! scope="col" | 3 | |||
! scope="col" | 4 | |||
! scope="col" | 5 | |||
! scope="col" | 6 | |||
|- | |||
! scope="row" | Player modifier | |||
| 100% || 200% || 275% || 350% || 400% || 450% | |||
|} | |||
</div> | |||
=== Specimen Appearances === | |||
Specimen squads are randomized. There is also a special squad that spawns each wave which contains tougher specimens. On Suicidal and Hell on Earth difficulty, the special squad can be recycled, which means these difficulties will spawn tougher specimens on average. | |||
{|class="wikitable" style="text-align: center; width: 500px;" | |||
! scope="col" colspan="13" | Short game | |||
|- | |||
! Wave | |||
! scope="col" | Cyst | |||
! scope="col" | Clot | |||
! scope="col" | Slasher | |||
! scope="col" | Crawler | |||
! scope="col" | Stalker | |||
! scope="col" | Bloat | |||
! scope="col" | Gorefast | |||
! scope="col" | Siren | |||
! scope="col" | Husk | |||
! scope="col" | Scrake | |||
! scope="col" | Fleshpound | |||
|- | |||
! scope="row" | 1 | |||
| style="background-color: #E5EECC;" colspan="3" | || || || style="background-color: #E5EECC;" colspan="2" | || || || || | |||
|- | |||
! scope="row" | 2 | |||
| style="background-color: #E5EECC;" colspan="9" | || || | |||
|- | |||
! scope="row" | 3 | |||
| style="background-color: #E5EECC;" colspan="10" | || | |||
|- | |||
! scope="row" | 4 | |||
| style="background-color: #E5EECC;" colspan="11" | | |||
|} | |||
{|class="wikitable" style="text-align: center; width: 500px;" | |||
! scope="col" colspan="13" | Medium game | |||
|- | |||
! Wave | |||
! scope="col" | Cyst | |||
! scope="col" | Clot | |||
! scope="col" | Slasher | |||
! scope="col" | Crawler | |||
! scope="col" | Stalker | |||
! scope="col" | Bloat | |||
! scope="col" | Gorefast | |||
! scope="col" | Siren | |||
! scope="col" | Husk | |||
! scope="col" | Scrake | |||
! scope="col" | Fleshpound | |||
|- | |||
! scope="row" | 1 | |||
| style="background-color: #E5EECC;" colspan="3" | || || || style="background-color: #E5EECC;" colspan="2" | || || || || | |||
|- | |||
! scope="row" | 2 | |||
| style="background-color: #E5EECC;" colspan="7" | || || style="background-color: #E5EECC;" | || || | |||
|- | |||
! scope="row" | 3 | |||
| style="background-color: #E5EECC;" colspan="9" | || || | |||
|- | |||
! scope="row" | 4 | |||
| style="background-color: #E5EECC;" colspan="10" | || | |||
|- | |||
! scope="row" | 5 | |||
| style="background-color: #E5EECC;" colspan="11" | | |||
|- | |||
! scope="row" | 6 | |||
| style="background-color: #E5EECC;" colspan="11" | | |||
|- | |||
! scope="row" | 7 | |||
| style="background-color: #E5EECC;" colspan="11" | | |||
|} | |||
{|class="wikitable" style="text-align: center; width: 500px;" | |||
! scope="col" colspan="13" | Long game | |||
|- | |||
! Wave | |||
! scope="col" | Cyst | |||
! scope="col" | Clot | |||
! scope="col" | Slasher | |||
! scope="col" | Crawler | |||
! scope="col" | Stalker | |||
! scope="col" | Bloat | |||
! scope="col" | Gorefast | |||
! scope="col" | Siren | |||
! scope="col" | Husk | |||
! scope="col" | Scrake | |||
! scope="col" | Fleshpound | |||
|- | |||
! scope="row" | 1 | |||
| style="background-color: #E5EECC;" colspan="3" | || || || style="background-color: #E5EECC;" colspan="2" | || || || || | |||
|- | |||
! scope="row" | 2 | |||
| style="background-color: #E5EECC;" colspan="7" | || || || || | |||
|- | |||
! scope="row" | 3 | |||
| style="background-color: #E5EECC;" colspan="7" | || || || || | |||
|- | |||
! scope="row" | 4 | |||
| style="background-color: #E5EECC;" colspan="9" | || || | |||
|- | |||
! scope="row" | 5 | |||
| style="background-color: #E5EECC;" colspan="10" | || | |||
|- | |||
! scope="row" | 6 | |||
| style="background-color: #E5EECC;" colspan="10" | || | |||
|- | |||
! scope="row" | 7 | |||
| style="background-color: #E5EECC;" colspan="11" | | |||
|- | |||
! scope="row" | 8 | |||
| style="background-color: #E5EECC;" colspan="11" | | |||
|- | |||
! scope="row" | 9 | |||
| style="background-color: #E5EECC;" colspan="11" | | |||
|- | |||
! scope="row" | 10 | |||
| style="background-color: #E5EECC;" colspan="11" | | |||
|} | |||
{{KF2NavBox}} |
Latest revision as of 18:52, 11 May 2015
Money
Dosh is the new currency in Killing Floor 2, replacing the pound sterling from the first game. Dosh is used to buy equipment at the Trader.
Players can share money between each other by throwing it in stacks of 50 Dosh. Thrown money disappears after 2 minutes if not picked up.
Starting Money
New Game
Each player receives money at the start of a game based on difficulty.
Normal | Hard | Suicidal | Hell on Earth | |
---|---|---|---|---|
Starting money | 300 | 250 | 200 | 100 |
Mid-game
Players joining a game that has already started will get money based on the current wave of the game.
For example, in a long game, players joining during the first wave will receive 10% of the respawn money while players joining during the final normal wave will receive the full value.
Starting money = Respawn money * (current wave / max wave (excluding boss wave))
Normal | Hard | Suicidal | Hell on Earth | |
---|---|---|---|---|
Respawn money | 1750 | 1550 | 1550 | 1000 |
After Death
There is a penalty for dying, based on difficulty.
Starting money = Money - (money * death penalty modifier)
Normal | Hard | Suicidal | Hell on Earth | |
---|---|---|---|---|
Death penalty modifier | 5% | 10% | 20% | 25% |
However, if a player has less money after the death penalty than a newly joined player would have, the player will instead receive that same amount of money.
Earning Money
Killing Specimens
Money is earned through killing specimens. Each specimen has a Dosh value which is modified and distributed to all damaging players once the specimen is dead.
The final value earned for each player is based on difficulty, the number of players in the game, and the amount of damage done to the specimen (in %).
Money earned = (Specimen value * difficulty modifier * (number of players / player modifier)) * (damage done / total damage done)
Cyst | Clot | Slasher | Crawler | Stalker | Bloat | Gorefast | Siren | Husk | Scrake | Fleshpound | Hans Volter | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Specimen value | 7 | 7 | 7 | 10 | 15 | 17 | 12 | 25 | 17 | 75 | 200 | 500 |
Normal | Hard | Suicidal | Hell on Earth | |
---|---|---|---|---|
Difficulty modifier | 110% | 100% | 85% | 65% |
1 | 2 | 3 | 4 | 5 | 6 | |
---|---|---|---|---|---|---|
Player modifier | 100% | 200% | 275% | 350% | 400% | 450% |
Surviving A Wave
Each player surviving a wave will receive bonus money taken from the pool of money that the team has earned over the wave.
There is a death penalty that applies to the pool of money that the team has gathered whenever a player dies, except on Normal.
Money earned = (Money earned by each player this wave - team death penalties) / surviving players
Team death penalty = Money of the dead player * difficulty modifier * 5%
Normal | Hard | Suicidal | Hell on Earth | |
---|---|---|---|---|
Difficulty modifier | 0% | 100% | 200% | 300% |
Experience
Experience is gained by killing specimens. Each specimen is worth a certain amount of experience points, depending on difficulty. Whenever a specimen dies, any player who damaged it receives its full experience value.
Each perk has its own experience and level which starts at 0 and caps at 25. Experience for a perk is primarily earned by using its class weapons. Using off perk weapons does not result in any experience gain except for the 9mm Pistol, which gives experience to the selected perk. Damaging a specimen with multiple class weapons splits the experience points between the perks. Each perk also receives bonus experience for performing various actions, see each perk page for specific details.
Level | Experience required | Level | Experience required |
---|---|---|---|
1 | 2,640 | 14 | 9,667 |
2 | 2,917 | 15 | 10,683 |
3 | 3,224 | 16 | 11,804 |
4 | 3,562 | 17 | 13,044 |
5 | 3,936 | 18 | 14,413 |
6 | 4,349 | 19 | 15,927 |
7 | 4,806 | 20 | 17,599 |
8 | 5,311 | 21 | 19,447 |
9 | 5,868 | 22 | 21,489 |
10 | 6,484 | 23 | 23,745 |
11 | 7,165 | 24 | 26,238 |
12 | 7,918 | 25 | 28,993 |
13 | 8,749 |
Trader
Once all specimens in a wave have been killed, the trader opens up for a limited time before the next wave begins. The opening time is 90 seconds on Normal and 60 seconds on Hard, Suicidal and Hell on Earth.
The trader and the trader rooms from Killing Floor have been replaced by trader pods. Players can buy, refill and sell equipment while standing close to a trader pod.
Waves
Lengths
The number of waves for a short, normal and long game is retained from Killing Floor. In addition to the standard waves, there is also a final wave where the boss appears.
Short | Normal | Long | |
---|---|---|---|
Wave length | 4 | 7 | 10 |
Number Of Specimens
Each wave has a set number of specimens that will spawn, differing depending on game length. The number is affected by difficulty and the number of players in the game.
Total specimens per wave = Specimens per wave * difficulty modifier * player modifier
Specimens per wave | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Short | 25 | 32 | 35 | 42 | ||||||
Normal | 25 | 28 | 32 | 32 | 35 | 40 | 42 | |||
Long | 25 | 28 | 32 | 32 | 35 | 35 | 35 | 40 | 42 | 42 |
Normal | Hard | Suicidal | Hell on Earth | |
---|---|---|---|---|
Difficulty modifier | 85% | 100% | 130% | 170% |
1 | 2 | 3 | 4 | 5 | 6 | |
---|---|---|---|---|---|---|
Player modifier | 100% | 200% | 275% | 350% | 400% | 450% |
Specimen Appearances
Specimen squads are randomized. There is also a special squad that spawns each wave which contains tougher specimens. On Suicidal and Hell on Earth difficulty, the special squad can be recycled, which means these difficulties will spawn tougher specimens on average.
Short game | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wave | Cyst | Clot | Slasher | Crawler | Stalker | Bloat | Gorefast | Siren | Husk | Scrake | Fleshpound | |
1 | ||||||||||||
2 | ||||||||||||
3 | ||||||||||||
4 |
Medium game | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wave | Cyst | Clot | Slasher | Crawler | Stalker | Bloat | Gorefast | Siren | Husk | Scrake | Fleshpound | |
1 | ||||||||||||
2 | ||||||||||||
3 | ||||||||||||
4 | ||||||||||||
5 | ||||||||||||
6 | ||||||||||||
7 |
Long game | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wave | Cyst | Clot | Slasher | Crawler | Stalker | Bloat | Gorefast | Siren | Husk | Scrake | Fleshpound | |
1 | ||||||||||||
2 | ||||||||||||
3 | ||||||||||||
4 | ||||||||||||
5 | ||||||||||||
6 | ||||||||||||
7 | ||||||||||||
8 | ||||||||||||
9 | ||||||||||||
10 |