Gameplay mechanics (Killing Floor 2)
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.
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