Difference between revisions of "9mm Pistol (Killing Floor 2)"

From Killing Floor 2 Wiki
Jump to navigation Jump to search
m (minor grammar edits)
m (corrected SWAT bonus which is not x2 instead of x1.85)
 
Line 110: Line 110:
 
*All of the [[Gunslinger|Gunslinger's]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter's]] passives and skills.
 
*All of the [[Gunslinger|Gunslinger's]] and [[Sharpshooter_(Killing_Floor_2)|Sharpshooter's]] passives and skills.
 
*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).
 
*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).
*[[SWAT]]'s ''Close Combat Training'' skill (x1.85 more damage '''(46 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).
 
*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]].
 
*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]].
  

Latest revision as of 15:23, 17 October 2021

Killing Floor 2 item
9mm Pistol
KF2 Perk Survivalist White.png
KF29mm Pistol.png
MAGAZINE SIZE 15 KF2 Magazine Gray.png
SPARE AMMO CAPACITY 75 KF2 Ammo Gray.png
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 KF2 Dosh Gray.png
Ammo Cost KF2 Dosh Gray.png 12
Weapon Type Pistol KF2 WeaponType Pistol Gray.png
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 15 + 60 KF2 Ammo Gray.png
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 KF2 Dosh Gray.png {{{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 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 = 0.5s.

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 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