Gameplay mechanics (Killing Floor 2)

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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.

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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.

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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