9mm Pistol (Killing Floor 2)

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Revision as of 06:31, 4 June 2021 by Wowololo (talk | contribs) (changed intro around, cleared up tech info, added to notes a bit, cleared up strategy a bit, added to bonuses)
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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
Pricing
Ammo Cost 12
Weapon Type Pistol
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 15 + 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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Full Recharge Time Expression error: Unrecognized punctuation character "{".s
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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 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, 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 & 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 = 0.5s.

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.

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 relevant skills, it becomes an effective sidearm that remains viable 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, the Demolitionists' explosiove do not affect the head, and the Field Medics' HMTech-101 Pistol deals very low damage.

Upgrade the pistol if you have the Dosh to spare. Inevitably, you're going to run out of ammo, and you don't want to be stuck with an unreliable gun.

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 (x1.85 more damage (46 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