9mm Pistol (Killing Floor 2): Difference between revisions
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[[Category:KF2]] | |||
{{KF2WeaponInfo | {{KF2WeaponInfo | ||
| Name=9mm Pistol | | Name=9mm Pistol | ||
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The '''9mm Pistol''' is the basic sidearm that every player spawns with at the beginning of a game. It is a 9mm handgun equipped with a flashlight. | |||
It has a magazine size of 15 bullets. With a full supply of ammo, it can reload 5 times + its initial magazine. | |||
Due to its limited ammunition, it is generally only used in early waves to thin out groups of weak ZEDs to save ammunition, or to deal with the few remaining handful in a wave. As such, its primary use is as a last resort when a player has exhausted all other forms of ammunition for their guns. | |||
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. | 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. | ||
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<div class="toclimit-3">__TOC__</div> | <div class="toclimit-3">__TOC__</div> | ||
==Description== | ==Description & Flavor Text== | ||
''- "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."'' | ||
== | ==Technical Information== | ||
'''<big>Damage:</big>''' | |||
'' | * Damage per bullet = 25. | ||
* Bash = 20. | |||
'''<big>Damage Type = Ballistic.</big>''' | |||
= | '''<big>Damage Type Group = Handgun.</big>''' | ||
'''<big>Rate Of Fire:</big>''' | |||
* Burst and semi-auto = 300 RPM. | |||
* Bash = 80. | |||
'''<big>Reload Time:</big>''' | |||
* '''Tactical Reload:''' | |||
** Normal = 2.17s. | |||
** Elite = 1.53s. | |||
* '''Dry Reload:''' | |||
** Normal = 2.13s. | |||
** Elite = 1.23s. | |||
'''<big>Equip Time = 0.25s, Putdown Time = 0.55s.</big>''' | |||
<big>'''Weapon [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Powers]]:'''</big> | |||
*Gun hit power = 10. | |||
*Knockdown power = 12. | |||
==Upgrades== | |||
*Upgrade 1 (200): Base damage x1.2 '''(30 per bullet)'''. | |||
*Upgrade 2 (500): Base damage x1.4 '''(35 per bullet)'''. | |||
*Upgrade 3 (600): Base damage x1.6 '''(40 per bullet)'''. | |||
*Upgrade 4 (700): Base damage x1.8 '''(45 per bullet)'''. | |||
*Upgrade 5 (1500): Base damage x2 '''(50 per bullet)'''. | |||
==Notes== | ==Notes== | ||
* Upgrades give no extra weight at all, since the 9mm Pistol already has no weight. | |||
* | |||
*Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil. | *Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil. | ||
*Tagged as a [[Gunslinger]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]] weapon, and as such, benefits from all their passives and skills. | |||
* All "elite" reload skills apply to the 9mm Pistol. | |||
*The [[Commando_(Killing_Floor_2)|Commando's]] level 10 skill ''Fallback'' and the [[SWAT|SWAT's]] level 10 skill ''Close Combat Training'' are the only skills to directly affect the 9mm Pistol. | |||
*Grants relevant EXP to the perk currently selected. | |||
*Costs '''3500''' Dosh to fully upgrade. | |||
* Costs '''72''' Dosh to fully replenish ammo from 0 bullets. | |||
==Strategy== | ==Strategy== | ||
A surprisingly powerful gun when used against lesser ZEDs like [[Crawler_(Killing_Floor_2)|Crawlers]], [[Cyst|all]] [[Alpha_Clot|Clot]] [[Slasher|variants]], and [[Stalker_(Killing_Floor_2)|Stalkers]]. Its damage is enough to decapitate them in one shot, and only a few bodyshots are needed to take them down if you miss. Medium ZEDs, besides Bloats, may prove a bit hardier with their heads. If the 9mm Pistol is your only choice when fighting a large ZED, you might as well consider yourself out of the fight. | |||
When used by a [[Gunslinger]], [[SWAT]], or [[Commando_(Killing_Floor_2)|Commando]], especially with their relevant skills, it becomes an effective sidearm that remains viable in dispatching ZEDs even in later waves. | |||
In the first few waves, [[Berserker (Killing Floor 2)|Berserkers]], [[Demolitionist (Killing Floor 2)|Demolitionists]], and [[Field Medic (Killing Floor 2)|Field Medics]] may find themselves using the 9mm Pistol much more often than other perks due to the nature of their weapons. Usually, the problem is with Bloats and their high health: Berserkers may not want to risk being too close with melee weapons, the Demolitionists' explosive weapons are indiscriminate in damage, and the Field Medics' HMTech-101 Pistol deals very low damage compared to even the 9mm Pistol. | |||
Upgrade the pistol if you have the Dosh to spare. Sooner or later, you're going to run out of ammo in the middle of a wave, and you don't want to be stuck shanking ZEDs with a knife. | |||
==Bonuses== | ==Bonuses== | ||
The 9mm Pistol is notably affected by the following boosts: | The 9mm Pistol is notably affected by the following boosts: | ||
*All of the [[Gunslinger|Gunslinger's]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter's]] passives and skills. | |||
*[[Gunslinger]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]] | *The [[Commando_(Killing_Floor_2)|Commando]]'s Passive bonus damage and reload time, the level 10 ''Fallback'' skill (x1.85 more damage '''(46 damage)'''), the level 15 skill ''Prepared'' (increases reserve ammo from 75 bullets to 90) and ''Machine Gunner'' skill (increases both damage and faster RoF in ZED Time). | ||
*[[Commando_(Killing_Floor_2)|Commando]]'s ''Fallback'' skill (x1. | *[[SWAT]]'s ''Close Combat Training'' skill (x2 more damage '''(50 damage)''') and ''Rapid Assault'' (faster RoF in ZED Time). | ||
*[[SWAT]]'s ''Close Combat Training'' skill ( | *Additional notes on how it interacts with perk's skill choices can be found [[Mechanics_(Killing_Floor_2)#Weapons_-_9mm.2C_knife_and_grenades|here]]. | ||
* | |||
==Trivia== | ==Trivia== | ||
* The 9mm Pistol 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. | |||
*The flashlight serves no purpose and can't be used, since all player characters are already equipped with body flashlights. | |||
==Gallery== | |||
== Gallery == | |||
<gallery mode="packed" heights="275"> | <gallery mode="packed" heights="275"> | ||
File:9mm pistol.png|9mm Pistol | File:9mm pistol.png|9mm Pistol | ||
</gallery>{{KF2NavBox}} | </gallery>{{KF2NavBox}} |
Latest revision as of 21:47, 8 January 2023
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 a 9mm handgun equipped with a flashlight.
It has a magazine size of 15 bullets. With a full supply of ammo, it can reload 5 times + its initial magazine.
Due to its limited ammunition, it is generally only used in early waves to thin out groups of weak ZEDs to save ammunition, or to deal with the few remaining handful in a wave. As such, its primary use is as a last resort when a player has exhausted all other forms of ammunition for their guns.
Can be dual wielded by buying a second 9mm Pistol at the Trader, or picking up another from the ground.
Description & Flavor Text
- "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."
Technical Information
Damage:
- Damage per bullet = 25.
- Bash = 20.
Damage Type = Ballistic.
Damage Type Group = Handgun.
Rate Of Fire:
- Burst and semi-auto = 300 RPM.
- Bash = 80.
Reload Time:
- Tactical Reload:
- Normal = 2.17s.
- Elite = 1.53s.
- Dry Reload:
- Normal = 2.13s.
- Elite = 1.23s.
Equip Time = 0.25s, Putdown Time = 0.55s.
Weapon Powers:
- Gun hit power = 10.
- Knockdown power = 12.
Upgrades
- Upgrade 1 (200): Base damage x1.2 (30 per bullet).
- Upgrade 2 (500): Base damage x1.4 (35 per bullet).
- Upgrade 3 (600): Base damage x1.6 (40 per bullet).
- Upgrade 4 (700): Base damage x1.8 (45 per bullet).
- Upgrade 5 (1500): Base damage x2 (50 per bullet).
Notes
- Upgrades give no extra weight at all, since the 9mm Pistol already has no weight.
- Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
- Tagged as a Gunslinger and Sharpshooter weapon, and as such, benefits from all their passives and skills.
- All "elite" reload skills apply to the 9mm Pistol.
- The Commando's level 10 skill Fallback and the SWAT's level 10 skill Close Combat Training are the only skills to directly affect the 9mm Pistol.
- Grants relevant EXP to the perk currently selected.
- Costs 3500 Dosh to fully upgrade.
- Costs 72 Dosh to fully replenish ammo from 0 bullets.
Strategy
A surprisingly powerful gun when used against lesser ZEDs like Crawlers, all Clot variants, and Stalkers. Its damage is enough to decapitate them in one shot, and only a few bodyshots are needed to take them down if you miss. Medium ZEDs, besides Bloats, may prove a bit hardier with their heads. If the 9mm Pistol is your only choice when fighting a large ZED, you might as well consider yourself out of the fight.
When used by a Gunslinger, SWAT, or Commando, especially with their relevant skills, it becomes an effective sidearm that remains viable in dispatching ZEDs even in later waves.
In the first few waves, Berserkers, Demolitionists, and Field Medics may find themselves using the 9mm Pistol much more often than other perks due to the nature of their weapons. Usually, the problem is with Bloats and their high health: Berserkers may not want to risk being too close with melee weapons, the Demolitionists' explosive weapons are indiscriminate in damage, and the Field Medics' HMTech-101 Pistol deals very low damage compared to even the 9mm Pistol.
Upgrade the pistol if you have the Dosh to spare. Sooner or later, you're going to run out of ammo in the middle of a wave, and you don't want to be stuck shanking ZEDs with a knife.
Bonuses
The 9mm Pistol is notably affected by the following boosts:
- All of the Gunslinger's and Sharpshooter's passives and skills.
- The Commando's Passive bonus damage and reload time, the level 10 Fallback skill (x1.85 more damage (46 damage)), the level 15 skill Prepared (increases reserve ammo from 75 bullets to 90) and Machine Gunner skill (increases both damage and faster RoF in ZED Time).
- SWAT's Close Combat Training skill (x2 more damage (50 damage)) and Rapid Assault (faster RoF in ZED Time).
- Additional notes on how it interacts with perk's skill choices can be found here.
Trivia
- The 9mm Pistol 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.
- The flashlight serves no purpose and can't be used, since all player characters are already equipped with body flashlights.
Gallery
-
9mm Pistol