KF2 Weapons Catalog: Damage, Prices and Ammo (2018)
A Spanish-language Steam guide (last updated June 2018) that summarizes every Killing Floor 2 weapon of that time: primaries, sidearms, grenades, tools and useful combinations. The author says it is a short digest of the Tripwire wiki with a few personal notes. The tables below translate the main numbers (damage per bullet or pellet, price, magazine and reserve ammo); values reflect the game version of the guide and have since been rebalanced, so use them for orientation only. For the modern view see weapons economy and the weapon upgrade system.
Assault rifles
| Weapon | Price | Damage | Magazine / reserve | Notes |
|---|---|---|---|---|
| M16 with M203 | 1200 | 30 bullet; grenade 150 impact + 225 blast | 30 x 5 mags, 12 grenades | Commando; grenade arms at about 3.87 m |
| AR-15 Varmint | start | 30 | 20 / 240 | Commando starting rifle, burst and semi |
| SA 80 (L85) | 650 | 30 | 30 / 270 | Bullpup with Eotech sight, auto and semi |
| AK-12 | 1100 | 40 | 30 / 300 | Auto, semi and burst; easy recoil |
| SCAR-H | 1500 | 55 | 20 / 340 | Top Commando rifle |
| HMTech 401 | 1500 | 35 | 40 / 440 | Medic; 4 healing darts on alternate fire |
M16 with the M203 grenade launcher.
AK-12 assault rifle.
SCAR-H.
Rifles
| Weapon | Price | Damage | Magazine / reserve | Notes |
|---|---|---|---|---|
| M14 EBR | 1100 | 90 | 20 / 120 | Semi-auto designated marksman rifle with ACOG; affordable around wave 5 |
| Winchester 1894 | - | 80 | 12 / 84 | Lever action; aim for the head and keep it loaded |
| SPX 464 | 650 | 180 | 10 / 70 | Modernized lever action; the author prefers the M14 |
| M99 .50 | 2500 | 850 | 1 + 20 | Single shot anti-material rifle, the most expensive weapon then, strong against bosses |
M14 EBR.
M99 .50 anti-materiel rifle.
SMGs and PDWs
| Weapon | Price | Damage | Magazine / reserve | Notes |
|---|---|---|---|---|
| MP7 | start | 16 | 30 / 330 | SWAT starter; penetrates well, use semi to save ammo |
| MP5 | 650 | 25 | 40 / 320 | Semi, 3-round burst, auto |
| P90 | 1100 | 30 | 50 / 350 | Very high rate of fire, ammo goes fast |
| Kriss Vector | 1500 | 33 | 33 / 495 | Tier 4 SMG |
| UMP | 1200 | 45 | 30 / 290 | 3-round burst; good penetration |
| HMTech 201 | 650 | 15 | 30 / 480 | Medic SMG with two healing darts |
| Micro UZI | 1100 | 25 | - | Very fast, sets targets on fire; semi and auto |
MP7.
P90.
UMP.
Shotguns
| Weapon | Price | Damage x pellets | Magazine / reserve | Notes |
|---|---|---|---|---|
| Winchester 1897 incendiary (Dragonsbreath) | 650 | 27 x 9 | 6 / 45 | Sets targets on fire; strong at close range |
| HZ12 | 750 | 20 x 10 | 16 / 80 | Loads two shells per pump |
| HMTech 301 | 1100 | 20 x 6 | 10 / 80 | Semi-auto medic shotgun with healing darts |
| Mossberg SG500 | start | 20 x 7 | 8 / 56 | Support starting pump |
| AA-12 | 1500 | 20 x 7 | 20 / 120 | Full auto drum shotgun |
| Holland & Holland 12 gauge (double barrel) | 650 | 25 x 12 (24 both barrels) | 2 / 46 | Alternate fire shoots both barrels |
| Benelli M4 | 1100 | 30 x 7 | 8 / 64 | The author's favorite, stronger per shot than the AA-12 |
| Doomstick | 1500 | 36 x 6 per barrel (24 pellets with all four) | 4 / 40 | Four-barrel version of the double barrel |
HZ12 shotgun.
AA-12 automatic shotgun.
Benelli M4.
Doomstick.
Heavy and explosive weapons
| Weapon | Price | Damage | Ammo | Notes |
|---|---|---|---|---|
| Stoner 63A | 1500 | 30 | 75 / 500 | The only LMG at the time of writing |
| RPG-7 | 1500 | 150 impact, 750 blast, 150 backblast | 1 + 15 | Needs 3.87 m to arm; great vs Fleshpounds and Quarter Pounds |
| M79 | 650 | 150 impact + 225 blast | 1 + 26 | Cheap early grenade launcher; arms at 3.87 m |
| Seeker Six | 1500 | 100 impact + 125 blast | 6 / 84 | Unguided and laser-guided rockets; arms at 3.31 m |
Stoner 63A light machine gun.
RPG-7 rocket launcher.
Firebug, Survivalist and other special weapons
| Weapon | Price | Damage | Notes |
|---|---|---|---|
| Spitfire | - | 10 direct, 5 splash, 10 ground fire | Short-range flamethrower, about 50 seconds of fuel |
| Flamethrower | 1100 | 21 direct, 5 splash, 10 ground fire | Tank 100, reserve 500; controls zones |
| Microwave gun | 1500 | 14 direct, 200 alternate blast | Strong against metal ZEDs such as Fleshpound, Siren and Volter |
| VLAD-1000 Nailgun | 600 | 30 per nail x 7 | 42 / 336; single or multi-nail mode |
| Crossbow | 650 | 350 | 1 + 34; pierces several ZEDs |
| Railgun | 1500 | 750 (375 in lock-on mode) | 20 rails; aim assist hits weak points |
| Hemoclobber | 1100 | 55 + 50 bleed per dart | 7 / 77 plus two healing syringes |
| Freezethrower | - | 10 direct; shotgun mode 20 x 7 | The first Survivalist weapon, freezes ZEDs |
| Eviscerator | 1500 | disc 480, secondary 90, melee 29 | 5 discs, 25 total |
| Husk Cannon | 1500 | 80 uncharged, 360 fully charged | 20 / 260 |
| Electric fists (Power Gloves) | 1600 | 95 primary, 174 secondary, 100 melee | Electrocute ZEDs |
Flamethrower.
Microwave gun.
VLAD-1000 Nailgun.
Crossbow.
Railgun.
Freezethrower.
Eviscerator.
Husk Cannon.
Sidearms
All classes start with the 9mm Beretta (damage 15, magazine 15 or 30 dual, reserve 230 single, 210 dual). Others from the guide:
- Spitfire revolver (incendiary): 6 rounds single, 12 dual, reserve 192, price 325 / 650, damage 40.
- Colt 1911: 8 or 16 rounds, reserve 128, price 325 / 650, damage 50.
- Remington 1858: Gunslinger starter, 6 / 12 rounds, reserve 180, damage 30; slow reload.
- Desert Eagle: 7 / 14 rounds, reserve 98, price 550 / 1100, damage 98.
- Magnum .500 (S&W): 5 / 10 rounds, reserve 95, price 750 / 1500, damage 150.
- Welded double 1911 (AF2011-A1): 16 / 32 rounds, reserve 288, price 750 / 1500, damage 53.
Melee weapons
The knives all share the same damage (32 light, 64 heavy, stab 15), so they are grouped together. Heavier melee:
- Survival shovel (Berserker start): up to 49 light and 86 heavy damage.
- Katana (650): up to 68 light, 90 heavy and 68 stab.
- Pulverizer (1200): up to 70 light, 145 heavy without ammo and up to 383 with the explosion; 5 charges and 15 spare. Good against Fleshpounds and crowds.
- Zweihander (1000): up to 85 light, 195 heavy, 63 stab; damage rises when you walk forward as you swing.
- Bone Crusher (1500): bat with a truck-rim shield, up to 85 light, 165 heavy, 175 bash; knocks away or stuns most ZEDs.
Katana.
Zweihander.
Bone Crusher.
Grenades
| Grenade | Class | Damage | Radius | Notes |
|---|---|---|---|---|
| Dynamite | Demolitionist | 300 | 4 m | Explodes on contact or after 3 s |
| Flashbang (stun grenade) | SWAT | 125 | 7 m | Stuns big ZEDs, kills very weak ones |
| Frag grenade | Support | 200 | 9 m | 2 s fuse |
| HE grenade | Commando | 300 | 6.5 m | 1 s fuse, one big blast |
| EMP grenade | Berserker | 25 | 7 m | Stuns ZEDs; time depends on distance |
| Freeze grenade | Survivalist | 25 | 6 m | Freezes Scrakes and Fleshpounds before they rage |
| Medical grenade | Medic | 50 (heal) | - | Covers an area to heal teammates and hurt ZEDs |
| Molotov | Firebug | 60 | 5 m | Creates 5 flames on the ground |
| Nail bomb | Gunslinger | 100 | 10 m | 10 fragments of 35, bounce twice |
| C4 | Demolitionist | 820 | 4 m | Remote detonation |
Tools
- Kevlar vest: three integrity levels: high (over 75 points) absorbs 75 percent of damage, medium (50 to 75) absorbs 65 percent, low (under 50) absorbs 55 percent.
- Syringe: every class has one. Healing yourself takes 15 seconds to recharge, healing a teammate only 7.5 seconds, so heal each other when there is no medic.
- Welder: doors save and bury you; avoid welding without need. Keep the welder in your inventory (the option in settings) to save about a second, which can preserve the door.
Upgrades by tier
Weapons are grouped by tier: Tier 1 starting weapons (9mm, Varmint), Tier 2 at 750 or less, Tier 3 at 1100, Tier 4 at 1500, Tier 5 the M99 .50. A weapon can be upgraded as many times as tiers remain up to Tier 5, for example a Tier 1 weapon up to five times, and the M99 cannot be upgraded. Each upgrade increases weight slightly.
Combos
The guide ends with ideas for combinations of weapons. Perks with light weapons like SWAT and Gunslinger can carry extra items, for example P90 plus Heckler plus C4 against all targets, or MP7 plus dual 9mm to save money.