Weapons

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

WeaponPriceDamageMagazine / reserveNotes
M16 with M203120030 bullet; grenade 150 impact + 225 blast30 x 5 mags, 12 grenadesCommando; grenade arms at about 3.87 m
AR-15 Varmintstart3020 / 240Commando starting rifle, burst and semi
SA 80 (L85)6503030 / 270Bullpup with Eotech sight, auto and semi
AK-1211004030 / 300Auto, semi and burst; easy recoil
SCAR-H15005520 / 340Top Commando rifle
HMTech 40115003540 / 440Medic; 4 healing darts on alternate fire

M16 with the M203 grenade launcher. M16 with the M203 grenade launcher.

AK-12 assault rifle. AK-12 assault rifle.

SCAR-H. SCAR-H.

Rifles

WeaponPriceDamageMagazine / reserveNotes
M14 EBR11009020 / 120Semi-auto designated marksman rifle with ACOG; affordable around wave 5
Winchester 1894-8012 / 84Lever action; aim for the head and keep it loaded
SPX 46465018010 / 70Modernized lever action; the author prefers the M14
M99 .5025008501 + 20Single shot anti-material rifle, the most expensive weapon then, strong against bosses

M14 EBR. M14 EBR.

M99 .50 anti-materiel rifle. M99 .50 anti-materiel rifle.

SMGs and PDWs

WeaponPriceDamageMagazine / reserveNotes
MP7start1630 / 330SWAT starter; penetrates well, use semi to save ammo
MP56502540 / 320Semi, 3-round burst, auto
P9011003050 / 350Very high rate of fire, ammo goes fast
Kriss Vector15003333 / 495Tier 4 SMG
UMP12004530 / 2903-round burst; good penetration
HMTech 2016501530 / 480Medic SMG with two healing darts
Micro UZI110025-Very fast, sets targets on fire; semi and auto

MP7. MP7.

P90. P90.

UMP. UMP.

Shotguns

WeaponPriceDamage x pelletsMagazine / reserveNotes
Winchester 1897 incendiary (Dragonsbreath)65027 x 96 / 45Sets targets on fire; strong at close range
HZ1275020 x 1016 / 80Loads two shells per pump
HMTech 301110020 x 610 / 80Semi-auto medic shotgun with healing darts
Mossberg SG500start20 x 78 / 56Support starting pump
AA-12150020 x 720 / 120Full auto drum shotgun
Holland & Holland 12 gauge (double barrel)65025 x 12 (24 both barrels)2 / 46Alternate fire shoots both barrels
Benelli M4110030 x 78 / 64The author's favorite, stronger per shot than the AA-12
Doomstick150036 x 6 per barrel (24 pellets with all four)4 / 40Four-barrel version of the double barrel

HZ12 shotgun. HZ12 shotgun.

AA-12 automatic shotgun. AA-12 automatic shotgun.

Benelli M4. Benelli M4.

Doomstick. Doomstick.

Heavy and explosive weapons

WeaponPriceDamageAmmoNotes
Stoner 63A15003075 / 500The only LMG at the time of writing
RPG-71500150 impact, 750 blast, 150 backblast1 + 15Needs 3.87 m to arm; great vs Fleshpounds and Quarter Pounds
M79650150 impact + 225 blast1 + 26Cheap early grenade launcher; arms at 3.87 m
Seeker Six1500100 impact + 125 blast6 / 84Unguided and laser-guided rockets; arms at 3.31 m

Stoner 63A light machine gun. Stoner 63A light machine gun.

RPG-7 rocket launcher. RPG-7 rocket launcher.

Firebug, Survivalist and other special weapons

WeaponPriceDamageNotes
Spitfire-10 direct, 5 splash, 10 ground fireShort-range flamethrower, about 50 seconds of fuel
Flamethrower110021 direct, 5 splash, 10 ground fireTank 100, reserve 500; controls zones
Microwave gun150014 direct, 200 alternate blastStrong against metal ZEDs such as Fleshpound, Siren and Volter
VLAD-1000 Nailgun60030 per nail x 742 / 336; single or multi-nail mode
Crossbow6503501 + 34; pierces several ZEDs
Railgun1500750 (375 in lock-on mode)20 rails; aim assist hits weak points
Hemoclobber110055 + 50 bleed per dart7 / 77 plus two healing syringes
Freezethrower-10 direct; shotgun mode 20 x 7The first Survivalist weapon, freezes ZEDs
Eviscerator1500disc 480, secondary 90, melee 295 discs, 25 total
Husk Cannon150080 uncharged, 360 fully charged20 / 260
Electric fists (Power Gloves)160095 primary, 174 secondary, 100 meleeElectrocute ZEDs

Flamethrower. Flamethrower.

Microwave gun. Microwave gun.

VLAD-1000 Nailgun. VLAD-1000 Nailgun.

Crossbow. Crossbow.

Railgun. Railgun.

Freezethrower. Freezethrower.

Eviscerator. Eviscerator.

Husk Cannon. 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. Katana.

Zweihander. Zweihander.

Bone Crusher. Bone Crusher.

Grenades

GrenadeClassDamageRadiusNotes
DynamiteDemolitionist3004 mExplodes on contact or after 3 s
Flashbang (stun grenade)SWAT1257 mStuns big ZEDs, kills very weak ones
Frag grenadeSupport2009 m2 s fuse
HE grenadeCommando3006.5 m1 s fuse, one big blast
EMP grenadeBerserker257 mStuns ZEDs; time depends on distance
Freeze grenadeSurvivalist256 mFreezes Scrakes and Fleshpounds before they rage
Medical grenadeMedic50 (heal)-Covers an area to heal teammates and hurt ZEDs
MolotovFirebug605 mCreates 5 flames on the ground
Nail bombGunslinger10010 m10 fragments of 35, bounce twice
C4Demolitionist8204 mRemote 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.