9mm Pistol (Killing Floor 2): Difference between revisions
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{{ | {{KF2WeaponInfo | ||
| Name=9mm Pistol | |||
|Name=9mm Pistol | | PerkImage=KF2_Perk_Survivalist_White.png | ||
| | | PerkLink= | ||
| | | WeaponImage=KF29mm Pistol.png | ||
| | | Damage=25.000000 | ||
|Damage=15 | | FireRate=300 | ||
|Fire | | Accuracy=50.000000 | ||
| | | Penetration=0.000000 | ||
| | | MagazineSize=15 | ||
| | | AmmoCapacity=75 | ||
|AmmoCost= | | Description=• ''"Fire mode is semi-auto only."''<br />• ''"This is the standard 9mm pistol. Simple and cheap (very cheap, frankly, to you), it is the basic sidearm for all Horzine operatives."'' | ||
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| | | PerkName= | ||
| | | Pricing= | ||
| | | Weight= | ||
| | | | ||
| | | InitialSpareMags=4 | ||
| | | AmmoCost=12 | ||
| | | Block= | ||
| | | Parry= | ||
| WeaponType=Pistol | |||
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| SecondaryAmmoType= | |||
| SecondaryAmmoImage= | |||
| HealAmount= | |||
| HealAmountSolo= | |||
| HealAmountGrenade= | |||
| HealRecharge= | |||
| HealRechargeSolo= | |||
| HealDuration= | |||
| SecondaryMagazineSize= | |||
| SecondaryAmmoCapacity= | |||
| SecondaryAmmoConsumption= | |||
| SecondaryAmmoCost= | |||
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| Achievement_0_Image= | |||
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}} | }} | ||
''' | 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. | ||
Can be [[Dual_9mm_Pistols_(Killing_Floor_2)|dual wielded]] by buying a second 9mm Pistol at the Trader, or picking up another from the ground. | |||
<div class="toclimit-3">__TOC__</div> | |||
==Description== | |||
''"Fire mode is semi-auto only."'' | |||
==Flavor Text== | |||
''"This is the standard 9mm pistol. Simple and cheap (very cheap, frankly, to you), it is the basic sidearm for all Horzine operatives."'' | |||
==Technical Information== | |||
Damage = 25.<br/> | |||
Damage (buttstock bash) = 20.<br/> | |||
Rate Of Fire = 300 RPM.<br/> | |||
Rate Of Fire (bash) = 80.<br/> | |||
Damage Type = Ballistic.<br/> | |||
Damage Type Group = Handgun.<br/> | |||
Reload Time (tactical): Normal = 2.17s, Elite = 1.53s.<br/> | |||
Reload Time (dry): Normal = 2.13s, Elite = 1.23s.<br/> | |||
Equip Time = 0.25s.<br/> | |||
Putdown Time = 0.55s.<br/> | |||
Weapon Powers:<br/> | |||
Gun hit power = 10.<br/> | |||
Knockdown power = 12.<br/> | |||
==Upgrades== | |||
Upg1 (200): Base damage x1.2.<br/> | |||
Upg2 (500): Base damage x1.4.<br/> | |||
Upg3 (600): Base damage x1.6.<br/> | |||
Upg4 (700): Base damage x1.8.<br/> | |||
Upg5 (1500): Base damage x2.<br/> | |||
==Notes== | |||
* Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.<br /> | |||
==Strategy== | |||
Tagged as a [[Gunslinger]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]] weapon, and as such, benefits from all passives and skills. As well affected by the [[Commando_(Killing_Floor_2)|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_(Killing_Floor_2)|Crawler]], [[Alpha_Clot|Clot]], [[Slasher|Slasher]], [[Cyst|Cyst]] and [[Stalker_(Killing_Floor_2)|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|Gunslinger]], [[SWAT]], or [[Commando_(Killing_Floor_2)|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_(Killing_Floor_2)|Sharpshooter]] perk - passives and skills. | |||
* [[Commando_(Killing_Floor_2)|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. | |||
{{KF2NavBox}} | {{KF2NavBox}} |
Latest revision as of 10:15, 9 June 2018
Killing Floor 2 item | |||
9mm Pistol | |||
MAGAZINE SIZE | 15 | ||
SPARE AMMO CAPACITY | 75 | ||
DAMAGE | 25 | ||
FIRE RATE | 300 | ||
ACCURACY | 50 | ||
PENETRATION | 0 | ||
• "Fire mode is semi-auto only." • "This is the standard 9mm pistol. Simple and cheap (very cheap, frankly, to you), it is the basic sidearm for all Horzine operatives." | |||
General Information | |||
Ammo Cost | 12 | ||
Weapon Type | Pistol | ||
Weapon Information | |||
Starting Ammo | 15 + 60 | ||
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.
Can be dual wielded by buying a second 9mm Pistol at the Trader, or picking up another from the ground.
Description
"Fire mode is semi-auto only."
Flavor Text
"This is the standard 9mm pistol. Simple and cheap (very cheap, frankly, to you), it is the basic sidearm for all Horzine operatives."
Technical Information
Damage = 25.
Damage (buttstock bash) = 20.
Rate Of Fire = 300 RPM.
Rate Of Fire (bash) = 80.
Damage Type = Ballistic.
Damage Type Group = Handgun.
Reload Time (tactical): Normal = 2.17s, Elite = 1.53s.
Reload Time (dry): Normal = 2.13s, Elite = 1.23s.
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.