Perks & Classes

KF2 Gunslinger Beginner Manual: Weapons, Reload Cancel and Role

This is a paraphrase of a beginner guide written by a level-17 Gunslinger in November 2016. The Gunslinger sits between the Sharpshooter in damage and others in fire rate and mobility: a high damage output class with a satisfying fire rate but less accuracy. It starts with dual 1858 revolvers, the 9mm pistol and the Bowie knife, and uses nail bombs as grenades. For the current perk reference see Sharpshooter for comparison.

Weapons of choice

Pistols and handguns are the primary weapons, single or dual wielded, and are probably the most progression-based set of weapons by damage. Most shots should be headshots.

  • 1858 Revolvers. The starting revolvers are decent: one-shot Clots and other standard ZEDs to the head, two-shot headshot Gorefasts. Do not ditch them as soon as you can afford the next weapon, because ammo efficiency is key.
  • M1911 Pistols. Good value; one-shot headshot Gorefasts. A single one can usually be afforded after round 1 (sometimes by selling the originals). The Gunslinger is bad at ammo efficiency: fewer rounds than most classes and plenty lost to inaccuracy. Milk weapons as long as possible without risking the mission.
  • Desert Eagle. The second strongest pistol: one-shots most weak ZEDs (Gorefasts, Crawlers and below) and destroys Bloats, Husks and Sirens with headshots. Useful even against Fleshpounds, or Scrakes if you dare.
  • .500 Magnum. Outputs enormous damage at very fast fire rates. Pretty much the staple for surviving large ZED attacks on hard games.

Important technique: reload canceling

Gunslinger reloads are slow. When you see the magazine fill (for example dual Deagles going to 14), press the quick melee/shove button to cancel the rest of the animation, or double-tap switch weapon and switch back. It can cut seconds.

Aiming down sights

Aiming down sights with dual weapons puts you at a slight disadvantage, because neither gun is centered. If you press the alternate fire button, the dual revolvers change position when aiming: the right-hand weapon centers like a single weapon while the left stays as is, which can greatly improve accuracy for those who prefer iron sights.

Dual revolvers aiming down sights Aiming down sights with dual revolvers.

Right-hand weapon centered After alternate fire the right-hand weapon is centered.

Nail bomb

A combination of a frag and a concussion grenade. On detonation it shoots visible nails that deal damage and have a chance to stun; the closer a ZED is to the point of detonation, the better the odds. It is great for stunning big ZEDs such as Fleshpounds and Scrakes while wiping out weak ZEDs, and stunning gives you time to shoot the target's face.

What is my role?

You are a high damage-per-second class. Kill ZEDs, but prioritize special or large ones. With dual .500 Magnums or Deagles you are a vital part of killing Fleshpounds and even Scrakes. Because ammo is limited, kill selectively and keep enough for the big ZEDs. Make your shots count: do not waste ammo by fanning the hammer or mashing the trigger.

Conclusion

The loop is kill ZEDs, get money, spend money, repeat. Go kill and support your team.

FAQ

How do you cancel the Gunslinger reload?
Mid reload, once the magazine fills, press the melee/shove button (or switch weapon and switch back) to skip the rest of the animation.
What does the nail bomb do?
It sprays visible nails that deal damage and have a chance to stun, higher the closer the ZED is to the blast. It is good for stunning Fleshpounds and Scrakes and wiping weak ZEDs.
What should a Gunslinger prioritize?
Special and large ZEDs, since ammo is limited; make every shot count and avoid fanning the hammer.