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 low damage and limited ammunition and is generally only used in the early waves to kill weak ZEDs such as [https://wiki.killingfloor2.com/Cyst Clots] or [https://wiki.killingfloor2.com/Stalker%20(Killing%20Floor%202) Stalkers], save ammunition or [https://wiki.killingfloor2.com/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 rather weak weapon due to its low damage and limited ammunition 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.


Each of the handguns can be wielded or sold and dropped [[9mm_Pistol_(Killing_Floor_2)|separately]]. Compare to the single pistol, dDual 9mm Pistols have increased rate of fire and magazine size but also slower reload speed.
Each of the handguns can be wielded or sold and dropped [[9mm_Pistol_(Killing_Floor_2)|separately]]. Compare to the single pistol, dDual 9mm Pistols have increased rate of fire and magazine size but also slower reload speed.
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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==
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*[[Gunslinger]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]] perk - passives and skills.
*[[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).
*[[Commando_(Killing_Floor_2)|Commando]]'s ''Fallback'' skill (x1.85 more damage).
*[[SWAT]]'s ''Close Combat Training'' skill (x1.5 more damage) and ''Rapid Assault'' (faster ROF in ZED Time).
*[[SWAT]]'s ''Close Combat Training'' skill (x1.85 more damage) and ''Rapid Assault'' (faster ROF in ZED Time).
*Any tactical reload skills/reload speed reduction bonuses.
*Additional notes on how it interact with perk's skill choices can be found [[Mechanics_(Killing_Floor_2)#Weapons_-_9mm.2C_knife_and_grenades|here]].


==Trivia==
==Trivia==

Revision as of 16:42, 17 November 2020

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
Expression error: Unrecognized punctuation character "{".
Fire Rate
Expression error: Unrecognized punctuation character "{".
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
Expression error: Unrecognized punctuation character "{".
Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
Ammo Consumption (per use) Expression error: Unrecognized punctuation character "{".
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount Expression error: Unexpected round operator.
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 low damage and limited ammunition 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, dDual 9mm Pistols have increased rate of fire and magazine size but also slower reload speed.

Description

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

Flavor Text

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

Technical Information

Damage = 25.
Damage (buttstock bash) = 22.

Rate Of Fire = 500 RPM.
Rate Of Fire (bash) = 89.

Damage Type = Ballistic.
Damage Type Group = Handgun.

Reload Time (tactical): Normal = 3.09s, Elite = 2.41s.
Reload Time (dry): Normal = 3.09s, Elite = 2.25s.

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

  • Upgraders cost no extra weight at all.
  • 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.

Bonuses

The 9mm Pistol is notably affected by the following boosts:

  • Gunslinger and Sharpshooter perk - passives and skills.
  • Commando's Fallback skill (x1.85 more damage).
  • SWAT's Close Combat Training skill (x1.85 more damage) and Rapid Assault (faster ROF in ZED Time).
  • Additional notes on how it interact 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