Dual 9mm Pistols (Killing Floor 2): Difference between revisions

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The '''9mm Pistol''' is the basic sidearm that every player spawns with at the beginning of a game. It is rather weak weapon due to its limited ammunition (yet somewhat moderate damage) and is generally only used in the early waves to kill weak ZEDs such as [[Cyst|Clots]] or [[Stalker_(Killing_Floor_2)|Stalkers]], save ammunition or [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh]] for other weapons. As such, it is mostly only used as a last resort when a player has exhausted all other forms of ammunition.


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.
Each of the handguns can be wielded or sold and dropped [[9mm_Pistol_(Killing_Floor_2)|separately]]. Compare to the single pistol, Dual 9mm Pistols have increased rate of fire and magazine size but also slower reload speed.
 
Each of the handguns can be wielded or sold/dropped [[9mm_Pistol_(Killing_Floor_2)|separately]]. Compare to the single pistol, Dual 9mm Pistols has increased rate of fire and magazine size but also slower reload speed.


<div class="toclimit-3">__TOC__</div>
<div class="toclimit-3">__TOC__</div>


==Description==
==Description & Flavor Text==
''- "Fire mode is semi-auto only. Alt-fire switches aiming styles when in Ironsights."''


''"Fire mode is semi-auto only. Alt-fire switches aiming styles when in Ironsights."''
''- "This is a pair of standard 9mm pistols. You can sell one (only), if you need to."''


==Flavor Text==
==Technical Information==
'''<big>Damage:</big>'''


''"This is a pair of standard 9mm pistols. You can sell one (only), if you need to."''
* Damage per bullet = 25.
* Bash = 22.


==Technical Information==
'''<big>Damage Type = Ballistic.</big>'''


Damage = 25.<br/>
'''<big>Damage Type Group = Handgun.</big>'''
Damage (buttstock bash) = 22.<br/>


Rate Of Fire = 500 RPM.<br/>
'''<big>Rate Of Fire:</big>'''
Rate Of Fire (bash) = 89.<br/>


Damage Type = Ballistic.<br/>
* Burst and semi-auto = 500 RPM.
Damage Type Group = Handgun.<br/>
* Bash = 89.


Reload Time (tactical): Normal = 3.09s, Elite = 2.41s.<br/>
'''<big>Reload Time:</big>'''
Reload Time (dry): Normal = 3.09s, Elite = 2.25s.<br/>
* '''Tactical Reload:'''
** Normal = 3.09s.
** Elite = 2.41s.
* '''Dry Reload:'''
** Normal = 3.09s.
** Elite = 2.25s.
* '''Half-Empty Reload (1 bullet left):'''
** Normal = 3.41s.
** Elite = 3.01s.


Equip Time = 0.25s.<br/>
'''<big>Equip Time = 0.31s, Putdown Time = 0.46s.</big>'''
Putdown Time = 0.55s.<br/>


Weapon Powers:<br/>
<big>'''Weapon [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Powers]]:'''</big>
Gun hit power = 10.<br/>
*Gun hit power = 10.
Knockdown power = 12.<br/>
*Knockdown power = 12.


==Upgrades==
==Upgrades==


Upg1 (200): Base damage x1.2.<br/>
* Upgrade 1 (200): Base damage x1.2 '''(30 per bullet)'''.
Upg2 (500): Base damage x1.4.<br/>
* Upgrade 2 (500): Base damage x1.4 '''(35 per bullet)'''.
Upg3 (600): Base damage x1.6.<br/>
* Upgrade 3 (600): Base damage x1.6 '''(40 per bullet)'''.
Upg4 (700): Base damage x1.8.<br/>
* Upgrade 4 (700): Base damage x1.8 '''(45 per bullet)'''.
Upg5 (1500): Base damage x2.<br/>
* 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.<br />
*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 '''75''' Dosh to fully replenish ammo from 0 bullets.


==Strategy==
==Strategy==
 
A surprisingly powerful sidearm against certain weak ZEDs, requires just one shot to decapitate a [[Crawler_(Killing_Floor_2)|Crawler]], [[Alpha_Clot|Clot]], [[Slasher]], [[Cyst]] and [[Stalker_(Killing_Floor_2)|Stalker]].
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.
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.
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==
==Bonuses==
The 9mm Pistol is notably affected by the following boosts:
The 9mm Pistol is notably affected by the following boosts:


* [[Gunslinger]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]] perk - passives and skills.
* All of the [[Gunslinger|Gunslinger's]] and [[Sharpshooter (Killing Floor 2)|Sharpshooter's]] passives and skills.
* [[Commando_(Killing_Floor_2)|Commando]]'s ''Fallback'' skill (x1.5 more damage) and ''Machine Gunner'' (faster ROF in ZED Time).
* 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 60 bullets to 72) and ''Machine Gunner'' skill (increases both damage and faster RoF in ZED Time).
* [[SWAT]]'s ''Close Combat Training'' skill (x1.5 more damage) and ''Rapid Assault'' (faster ROF in ZED Time).
* [[SWAT]]'s ''Close Combat Training'' skill (x2 more damage '''(50 damage)''') and ''Rapid Assault'' (faster RoF in ZED Time).
* Any tactical reload skills/reload speed reduction bonuses.
* 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 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 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.
==Gallery==
 
<gallery mode="packed" heights="275">
{{KF2NavBox}}
File:9mm pistol.png|9mm Pistol
</gallery>{{KF2NavBox}}

Latest revision as of 07:25, 30 September 2023

Killing Floor 2 item
Dual 9mm Pistols
 2
MAGAZINE SIZE 30
SPARE AMMO CAPACITY 60
DAMAGE
25
FIRE RATE
500
ACCURACY
50
PENETRATION
0
"Fire mode is semi-auto only."
"Alt-fire switches aiming styles when in Ironsights."
"This is a pair of standard 9mm pistols. You can sell one (only), if you need to."
General Information
Pricing 150
Ammo Cost 25
Weapon Type Pistol
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 30 + 60
Block (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Parry (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Secondary Attack
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
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Fire Rate
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Accuracy
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Penetration
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Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
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Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
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Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time Expression error: Unrecognized punctuation character "{".s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

The 9mm Pistol is the basic sidearm that every player spawns with at the beginning of a game. It is rather weak weapon due to its limited ammunition (yet somewhat moderate damage) and is generally only used in the early waves to kill weak ZEDs such as Clots or Stalkers, save ammunition or Dosh for other weapons. As such, it is mostly only used as a last resort when a player has exhausted all other forms of ammunition.

Each of the handguns can be wielded or sold and dropped separately. Compare to the single pistol, Dual 9mm Pistols have increased rate of fire and magazine size but also slower reload speed.

Description & Flavor Text

- "Fire mode is semi-auto only. Alt-fire switches aiming styles when in Ironsights."

- "This is a pair of standard 9mm pistols. You can sell one (only), if you need to."

Technical Information

Damage:

  • Damage per bullet = 25.
  • Bash = 22.

Damage Type = Ballistic.

Damage Type Group = Handgun.

Rate Of Fire:

  • Burst and semi-auto = 500 RPM.
  • Bash = 89.

Reload Time:

  • Tactical Reload:
    • Normal = 3.09s.
    • Elite = 2.41s.
  • Dry Reload:
    • Normal = 3.09s.
    • Elite = 2.25s.
  • Half-Empty Reload (1 bullet left):
    • Normal = 3.41s.
    • Elite = 3.01s.

Equip Time = 0.31s, Putdown Time = 0.46s.

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 75 Dosh to fully replenish ammo from 0 bullets.

Strategy

A surprisingly powerful 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.

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 60 bullets to 72) 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 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.

Gallery