9mm Pistol (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 | 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. | ||
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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==Description== | ==Description== | ||
''"Fire mode is semi-auto only."'' | ''"Fire mode is semi-auto only."'' | ||
==Flavor Text== | ==Flavor Text== | ||
''"This is the standard 9mm pistol. Simple and cheap (very cheap, frankly, to you), it is the basic sidearm for all Horzine operatives."'' | ''"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== | ==Technical Information== | ||
Damage = 25.<br /> | Damage = 25.<br /> | ||
Damage (buttstock bash) = 20.<br /> | Damage (buttstock bash) = 20.<br /> | ||
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==Upgrades== | ==Upgrades== | ||
Upg1 (200): Base damage x1.2 '''(30 per bullet)'''.<br /> | Upg1 (200): Base damage x1.2 '''(30 per bullet)'''.<br /> | ||
Upg2 (500): Base damage x1.4 '''(35 per bullet)'''.<br /> | Upg2 (500): Base damage x1.4 '''(35 per bullet)'''.<br /> | ||
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==Notes== | ==Notes== | ||
*Upgraders cost no extra weight at all. | *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. | *Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil. | ||
==Strategy== | ==Strategy== | ||
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. | 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. | ||
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==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. | *[[Gunslinger]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]] perk - passives and skills. | ||
*[[Commando_(Killing_Floor_2)|Commando]]'s ''Fallback'' skill (x1.85 more damage) and ''Machine Gunner'' (faster ROF | *[[Commando_(Killing_Floor_2)|Commando]]'s Passive bonus, ''Fallback'' skill (x1.85 more damage) and ''Machine Gunner'' skill (both damage and faster ROF). | ||
*[[SWAT]]'s ''Close Combat Training'' skill (x1.85 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). | ||
*Additional notes on how it | *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== | ||
<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}} |
Revision as of 00:51, 27 February 2021
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 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.
Can be dual wielded by buying a second 9mm Pistol at the Trader, or picking up another from the ground.
Description
"Fire mode is semi-auto only."
Flavor Text
"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 = 25.
Damage (buttstock bash) = 20.
Rate Of Fire = 300 RPM.
Rate Of Fire (bash) = 80.
Damage Type = Ballistic.
Damage Type Group = Handgun.
Reload Time (tactical): Normal = 2.17s, Elite = 1.53s.
Reload Time (dry): Normal = 2.13s, Elite = 1.23s.
Equip Time = 0.25s.
Putdown Time = 0.55s.
Weapon Powers:
Gun hit power = 10.
Knockdown power = 12.
Upgrades
Upg1 (200): Base damage x1.2 (30 per bullet).
Upg2 (500): Base damage x1.4 (35 per bullet).
Upg3 (600): Base damage x1.6 (40 per bullet).
Upg4 (700): Base damage x1.8 (45 per bullet).
Upg5 (1500): Base damage x2 (50 per bullet).
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.
Grants EXP to the perk currently selected.
Bonuses
The 9mm Pistol is notably affected by the following boosts:
- Gunslinger and Sharpshooter perk - passives and skills.
- Commando's Passive bonus, Fallback skill (x1.85 more damage) and Machine Gunner skill (both damage and faster ROF).
- SWAT's Close Combat Training skill (x1.85 more 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
-
9mm Pistol