KF2 Extra Ammo Capacity Trick: Keep Two Skills at Once
This guide describes a trader-phase trick from the game's 2017 era that lets a perk keep the extra ammo capacity of one skill while using the opposite skill of the same tier. It may no longer work in current builds. For other tricks see advanced movement techniques.
General scheme
- After the wave, get to the trader pod.
- Press ESC, open perk settings and click Configure Skills.
- Choose the skill that gives you increased ammo capacity for the perk weapons, then exit the menu.
- At the trader, buy ammo for your perk weapons up to the maximum, then exit.
- Drop all your perk weapons on the ground and do not touch them (if you play with random people, beware of theft).
- Press ESC again, open Configure Skills.
- Choose the skill on the opposite side from the ammo skill, and exit the menu.
- Pick your weapons up from the ground.
- You have changed skill but still have the increased ammo capacity.
Warnings: after you pick the weapons up, do not press ESC again until trader time finishes, or the effect is canceled. Picking up an ammo box after the trick always resets your capacity to default.
Commando
Take Prepared (up to 20% more ammo per perk weapon), fill your weapons, drop them, then switch to Tenacious (25% more armor and health) and pick the weapons up.

Step 1: take Prepared.

Step 3: drop the full weapons.

Step 4: switch to Tenacious.

Result: the Stoner shows 675 ammo of 575 normally available, and the extra armor and health.
Now buy the extra 25 armor and heal up the extra 25 health.
Support
Take Resupply Pack (up to 20% more ammo), fill, drop, then switch to Concussion Rounds (stumble power +150%) and pick the weapons up. The DBS showed 69 of 60 ammo and the AA12 194 of 170.

Support: extra ammo plus Concussion Rounds.
Demolitionist
Take Extra Rounds (5 more ammo for explosive weapons), fill, drop, then switch to High Impact Rounds (direct hit damage +20%). The RPG showed 26 of 21.

Demolitionist: extra ammo plus High Impact Rounds.
Sharpshooter
Take Always Prepared (up to 25% more ammo for weapons and grenades), fill, drop, then switch to Dead Eye (recoil -10% and headshot damage +10% on iron sights). The Railgun showed 26 of 21 and you carry 6 grenades instead of 5.

Sharpshooter: extra ammo plus Dead Eye.
Survivalist
Take Ammo Vest (up to 15% more ammo for all weapons), fill, drop, then switch to Weapon Harness (carry weight +5 and a Molotov grenade). The DBS showed 55 of 48 and the RPG 18 of 16, and you can also fill the extra carrying capacity.

Survivalist: Ammo Vest plus Weapon Harness.
SWAT
Take Ammo Vest (up to 30% more ammo per perk weapon), fill, drop, then switch to Suppression Rounds (stumble power +100%). The MP7 showed 488 of 389 and the P90 553 of 448.

SWAT: Ammo Vest plus Suppression Rounds.
Ask questions in the comments of the original guide if anything is unclear.
FAQ
- How does the extra ammo trick work in KF2?
- Take an ammo-capacity skill, fill your perk weapons at the trader, drop them, swap to the opposite skill, then pick the weapons up. You keep the extra ammo while having the new skill.
- What cancels the effect?
- Pressing ESC again before trader time ends, or picking up an ammo box, which resets your capacity to default.