Perks & Classes

KF2 Gunslinger Guide (Early Access Era): Pistols and Skills

A translated and lightly reworked Portuguese guide to the Gunslinger perk from early Killing Floor 2. The author marks it outdated, so treat the figures as historical.

Perk bonuses

  • Perk weapon damage: 1% per level
  • Bullet resistance: 5% + 1% per level
  • Movement speed: 0.8% per level
  • Recoil: 1% per level
  • Zed Time reload: 3% per level

Role

The Gunslinger is one of the main answers to Scrakes and Fleshpounds and has the widest weapon choice, including dual versions. There are two styles: a precise headshot shooter whose headshot streak raises pistol damage and reload speed by 10%, or an agile gunman who sprays rapid fire without caring about perfect shots. The weakness is slow reloading with two weapons and worse aim while dual wielding. Pistols can be aimed two ways: the classic stance with both guns in the middle of the screen for close range, or a precision mode for distant shots.

Aiming stance

Aiming stance, second view

Screenshots from the original showing the two aiming stances.

Priority targets

Cyst/Clot/Slasher, Crawler, Stalker, Gorefast, Gorefiend, Bloat, Siren, Husk, Scrake, Fleshpound. Focus on Zeds that cause indirect trouble, namely Siren and Husk. Because the headshot streak boosts damage, avoid wasting effort on small Crawlers, invisible Stalkers and shield-blocking Gorefasts. A spray-style gunman has no such problem, but against Scrakes and Fleshpounds can only damage or stagger them to save teammates.

Arsenal

Every weapon exists as a single and a dual version. Singles are more accurate; duals fire faster and hit harder but spread more.

Dual 1858 Revolvers

Dual 1858 Revolvers: starting guns with decent ammo and a standard rate of fire; weak on the body unless you hit headshots.

Dual M1911 Pistols

Dual M1911 Pistols: tier 2, much stronger with a very high rate of fire, a good pick for any Gunslinger.

Dual Desert Eagles

Dual .50 Desert Eagles: more damage than the M1911 at acceptable speed, for precise shooters.

Dual .500 Magnums

Dual .500 Magnums: the strongest and slowest, ideal against Fleshpounds and Scrakes.

Nail Bomb

Nail Bomb: not very powerful but stuns many enemies.

Loadout

Late game, carry the Desert Eagles, the M1911s and the revolvers as a backup, with an optional extra item shown below.

Optional item

Economy

Drop the starting revolvers right after wave 1 unless you are a quick headshot player with team cover. Otherwise the M1911 pair gives similar performance with better body damage. By wave 5 you will not yet afford the .500 Magnums; selling the M1911s helps fund them.

Skills

Headshot master

Headshot master: for precise headshots. Only the last tier may be switched, to the right, for faster Zed Time.

Furious trigger

Furious trigger: for rapid fire and stunning enemies. Again only the last tier may be switched.