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Pictured above: Tripwire's David Hensley, John Gibson and Bill Munk holding weapons that appear in Killing Floor 2.
Tripwire Entertainment knows a thing or two about guns—both the real deal, and the ones they create in video games like the upcoming Killing Floor 2 . In 2006, as a mod-team-turned-development studio working on World War 2 shooter Red Orchestra , they managed to create reload animations smoother and more detailed than the large teams developing Battlefield and Call of Duty.
'[Back then] we heard 'how come these guys' reload animations are better than yours?' says Tripwire's president, John Gibson, thinking back to the competitive World War 2 market in 2006. 'We heard the same thing about our sounds. We had pretty good sounds in the first Red Orchestra game. And the DICE guys actually said that motivated them to want to do better, and that's why Battlefield Bad Company had such amazing sounds. They were like 'crap, we have to do better than these guys.'
For Red Orchestra and Red Orchestra 2 , Tripwire earned a reputation for authenticity. With Killing Floor , Tripwire's wave-based co-op shooter released in 2009, fans started calling Tripwire's digital firearms “gun porn.” Killing Floor players praised how fun the guns were to fire and how detailed and different each firearm was. Killing Floor also let Tripwire get weird, with completely fictional weapons like the Zed Eradication Device.
Now Tripwire is developing Killing Floor 2 with eyes on an Early Access release for SteamOS and Windows. The crazy mutant freak hordes of Killing Floor and its sci-fi trappings don't mean Tripwire is giving up on accurately rendering real-world weapons, though. Gibson just wants every single gun to be cooler than ever.
Animated fire
Before making Red Orchestra 2, Tripwire's developers fired dozens of guns to record audio of each weapon and study how it performed. They used their study session to create more accurate recoil for machine guns. Killing Floor 2's larger budget means the team can go one step further: full motion capture for insanely high framerate reload animations.
'Guns shoot at such a high framerate, if you animated the gun at 30 frames per second, you're only going to get six frames per second when you go into slow-mo in detail to show that gun animating,' says lead animator Bill Munk. At 30 fps, most gun animations just show a 'generic forward and back motion.' For KF2, Tripwire committed to higher framerate animations that would preserve the details of firing and reloading even in Zed Time, the slow-mo system that kicks in when cool things happen in Killing Floor.
'Using the Bullpup as an example, we animated at 242 frames per second, which gives us 22 frames per shell that ejects out of the weapons,' Munk tells me. 'The weapon shoots at 660 rounds per minute, which equals 11 rounds per second. In slow-mo you can actually see every kickback. In realtime you can't see these details but it makes the guns feel more powerful. We've come up with a formula to calculate: we have a weapon, this is its rate of fire—how many frames to do want to have per actual kickback, to make sure the fidelity of it is absolutely perfect? To my knowledge, no game is doing something like that, or would even think it would be worth doing something like that.'
Gibson breaks it down. 'At this rate of fire, you'd have one frame of animation to shoot. To put that in perspective, if you've ever done one of those little flipbook animation things, a frame is essentially one page. So you'd have one page to represent the barrel wiggling, the shell ejecting, the bolt moving back. It's a small touch, but it adds to the feel of it really happening.'
Gibson gets even more excited about KF2's new gun technology when he talks about weapon accuracy and recoil. Most games, he explains, represent accuracy with a bullet spread. Less accurate guns will have a wider spread on their bullets, so planting your crosshair dead center on a target doesn't guarantee a hit. 'We wanted to actually have the gun physically move instead of having some magic number that you tweak that makes the bullets go in random directions. The gun's accurate; if you can manage to keep your sights on an enemy, you will hit it. The crosshair's just moving around, but wherever that crosshair is, that's where the bullet's actually going.'
For the motion captured weapon reloads in KF2, Tripwire researched speed reloads on Youtube , watching and imitating the reload tricks of modern gunslingers. Each gun in the game has four different reload animations: two regular and two faster 'elite' reloads, based on whether a magazine is partially full or empty. The elite reloads are locked behind perk abilities: you'll have to earn them.
There's a noticeable difference in speed between the regular reloads and elite reloads with rifles like the Bullpup, which will be a lifesaver in tough Killing Floor 2 matches. Munk promises that other weapons will have reloads that are as ridiculous and badass as they are useful.
Tripwire motion captured every reload to create third person animations. But Killing Floor is a first-person shooter. Munk is proud when he talks about how they used the motion capture recordings.
'The raw mocap data just gets authored two separate ways to create the third- and first-person [animations],' he says. 'Creating third [person] is actually way easier. If a guy's moving and shifting his weight, it's great, but in first person it's really weird..it feels really awkward and stiff. That's one reason why Arma feels really awkward. In third-person they're using the first person animations, so it doesn't feel like it's been specifically edited for that. We've massaged it so it's perfect for what we're doing.'
Weapon balance
Despite Killing Floor 2's over-the-top sci-fi tone, Tripwire still aims to keep its weapons fairly true to life. The designers match rate of fire with real guns and have gone out of their way to correct some lingering inaccuracies from the first Killing Floor and its progenitor, an Unreal Tournament 2004 mod. In KF1, a round from the 9mm pistol actually dealt more damage than a bullet from the Bullpup rifle. That's not true in KF2.
Weapons are also being balanced more carefully. Each perk has four primary weapons, ranked weakest to strongest, and no future DLC weapons will change that tier system. The most powerful assault rifle will stay the most powerful assault rifle, but 'sidegrades' will offer more options—higher rate of fire but lower damage, higher stun or knockback against the Zeds. Damage values aren't rigorously beholden to the real-world weapons.
'With RO2, the model is, make it just like real life,' Gibson says. 'The recoil, the way the gun moves when you shoot, the accuracy of the weapon, the damage of the weapon. For the most part we model reality.'
Gibson explains that Red Orchestra's balance comes from controlling access to weapons. 'Some games have unlimited snipers! Not in RO2. There are a couple snipers on a team, a couple machine guns, and we try to take a realistic format that was fairly balanced in the real world and apply it to the game. What we've always said about the RO franchise is we take the fun parts of realism. It is not fun to be cowering in a trench getting artillery dropped on you for hours on end and crapping your pants. But it is fun to line up a shot on a distant target while your guy's breathing and you finally nail that long distance shot and you know that it was challenging and rewarding to do.'
With four weapon tiers spread across a planned 10 perks, plus backups like pistols and melee weapons, balancing Killing Floor 2's entire arsenal will be a big job. So far, Tripwire isn't talking about most of the game's arsenal. The SCAR 17, AK-12, Bullpup, and 9mm AR-15 are Commando weapons already implemented in the game. The Mossberg 500 shotgun will also make an appearance.
Tripwire knows how to nail the feel of KF2's weapons, but perfect balance can only come from large scale playtesting. Enter Early Access and the Killing Floor community.
'It's about getting the players' feedback and letting that inform us to make smart decisions for what becomes the full release,' Gibson says. 'We're excited to get it into peoples' hands. We don't want to wait..we want to see their reaction, get their feedback. That's a big driver to do Early Access.'
Tripwire won't say when Killing Floor 2 is coming, but its weapons may set a new bar for FPS fidelity. If, in a couple years, you're playing the next Battlefield and notice that the reload animations are especially detailed, you'll know who DICE was hellbent on beating.
For more on Killing Floor 2, make sure to read our exclusive reveal feature .
Posted by3 years ago
Archived
I've gotten the GS up to level 20, and this is my opinion of the class and it's abilities, based on performance on 6p suicidal. Let's start by looking at the skills break down.
Lvl 5 Shoot and Scoot vs Weapon Swap Speed. -I've been trying both of these, and I go back and forth. The weapon swap is nice for canceling the reload animation on your guns and bringing up the next.set, though I dislike it defaulting to the 9mm. Shoot and scoot is nice for the extra moves peed while aiming, particularly when back pedaling and firing.
Level 10 Rack em Up vs Bone breaker -When solo I go with the first, in multiplayer with the latter. It's just so frustrating to miss headshots due to a teammate stumbling a zed, beating you to the headshot, or one of a million other ways things can go wrong.
Lvl 15 Speed Loader vs Penetration -The extra Penetration really isn't necessary so this one's a no brainer.
Lvl 20 Chest Stumble vs Leg Knockdown. -I really like the knockdown here, it's frustrating when someone else stumbles them and starts the cc timer and you can no longer do it, but when you can get it off it is fantastic. A great way to prevent damage to your team if the team is organized against big zeds. I do notice a lot of people stop firing in pubs when it goes down instead of finishing it off though, essentially wasting the time.
Lvl 25 Fire speed vs Uber ammo
- I haven't git 25 yet so I can't test them, however I suspect I will be going with Uber just based off of descriptions and what seems more worthwhile.
Overall the class is fun to play, the weapons feel strong, but it doesn't really fill a role very effectively. A chain of headshots with a good rack em up meter is pretty effective, if somewhat situational.But other then that, it's difficult to be a big zed killer with the class, though the knockdown can be invaluable. Really where the class shines is on medium zeds, being able to take out bloats / sirens / husks with ease. The class is also expensive, requiring t3 and t4 complete to be effective in later waves, and since you only drop one gun when you die, it heavily penalizes death eveb more so than others. I give the class a B overall, fun to play, but not amazing.
What do you think? Do you see gunslinger becoming part of the meta, or more of a side class like commando. Currently the meta is basically just 6 FBs but I suspect that will change in a few months with the next large patch.
16 comments
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Killing Floor 2 - Stats and Mechanics | |||||
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4 | Various in-game statistics, data and information. | ||||
Table based on PC v1.081. | |||||
6 | Feel free to ask a question. Right click on the cell - insert comment. | ||||
8 | External links | ||||
TWI Forums: Weapon stats. | Link | ||||
10 | TWI Forums: Weapon change log. | Link | |||
TWI Forums: ZED change log. | Link | ||||
12 | TWI Forums: Perk change log. | Link | |||
TWI Forums: Difficulty change log. | Link | ||||
14 | Spreadsheet: Effectiveness of reload canceling. | Link | |||
Guide: How to preview weapon skins. | Link | ||||
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Gameplay mechanics | |||||
18 | Gameplay - Afflictions. | ZEDs can be immobilized by different types of afflictions. | |||
Afflictions (aka Incaps) are all possible ways to immobilize a ZED. All afflictions stack - with each single hit from the weapon featuring certain amount of the Power, ZED's stacking meter goes up. At the same time ZED resists to this meter by dissipating it at rate of Dissipation Rate which is a timer that constantly goes down. Upon reaching the Incap Threshold ZED become afflicted by listed type of affliction for the duration of Incap Duration. Different body parts of ZEDs may be resistant or vulnerable to certain types of the weapon powers, in such case incoming power will be multiplied by Vulnerability multiplier. Note: exposive weapons apply the weapon power proportionally to ZED-Explosive proximity - the closer to ZED explosion happens the more power it will give. | |||||
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24 | Knockdown is a special move where ZED goes into 'ragdoll' state. Knockdown followed by getup animations. By any means only 5 ZEDs are allowed to be knocked down at time (this rule, however, implies 5 separate instances of knockdown - each ZED can be knocked down individually only if in the world there are less than 5 already knocked ZEDs, otherwise it is possible to knockdown much bigger groups of ZEDs, for example with the single explosion). Once fell on the ground, ZED will be evaluating its getup possibilities within 0.2 second intervals, ZEDs with velocity greater than 100 uu/s or whose rigid body is still awake and simulated should skip getup animation untill their next evaluation check. Up to 25 checks (due to code specifics - actually 32) with 0.2s intervals between each two allowed before ZED will be forced to get up back on feet, this results in overall maximum knockdown time of 6.4 seconds. Knocked down ZED will die instantly if it will fall from the height greater than 7.5 meters. ZEDs with dismembered limbs cannot play knockdown / getup animations. Every ZED can be knocked down when player lands on top of its head. | ||||
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30 | Stun is a special move where ZED goes into 'sleeping' state. Stun animation has different duration and depend on ZED type. Stun followed by wakeup animations. | ||||
32 | Stumble is a special move that makes ZED play specific animations where ZED looses its balance and / or trips and almost falls on the ground. Hits from different angles cause different stumble animations, each stumble animation has its own duration. After playing stumble animation for random (0.5-0.75) seconds ZED will be able to interrupt it by taking hit from the weapon which Melee hit power / Gun hit power will be greater than ZED's Melee hit / Gun hit resistance. Additionally ZED should not be in cooldown to applied type of the power, otherwise stumble animation will not be interrupted. | ||||
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36 | Melee hit / Gun hit (aka Hard hits / Medium hits) are ZED's reactions. When 'hit' ZED's AI paused for listed amount of time ('AI pause, on melee hit' for Melee hits and 'AI pause, on gun hit' for Gun hits). Gun hit / Melee hit can interrupt ZED's special moves (if listed power > ZED's resistance, ZED is not in cooldown and such move can be interrupted by design). Both terms are abstract - firearm can have Melee hit power and Melee weapons can have Gun hit power assigned to them, the only significant difference between them is the duration of the reaction. NOTE: as for the current version ZEDs use 'AI pause, on melee hit' timers to pause their AI for the duration of either reaction. | ||||
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Snare slows ZED's movement by 30% (x0.7 multiplier). Snare and Bleeding speed debuffs are multiplicative, total speed mod is 0.7 x 0.7 = x0.49. | |||||
42 | Poison / Microwave / Fire / EMP affliction cause ZED panic, EMP Disrupt cancels ZED's certain abilities (special attacks, sprinting). | ||||
Freeze temporary stops ZED's movement. | |||||
44 | Bleed. Bleeding is a ZED state, when bleeding ZEDs takes more incap power towards its incap meter, moves 30% slower (stack with Snare for a total of x0.49 speed multiplier), does 30% less damage (x0.7 multiplier) and attacks 25% slower (animation-wise, as bleeding divide the duration of animation by x0.8). Bleed increases amount of the incap power taken by ZED: by default amount of the power given by damage type is '1 + perk incap bonuses', instead bleeding ZED takes '1.5 + perk bonuses' amount the weapon powers towards its affliction meter. For the duration of bleed affliction ZEDs shrink in size, however their hitboxes remain the same. ZED affected by bleeding as long as it's stacking meter above the Incap Threshold. Cooldown on this affliction meaning that upon hitting 100 points of bleeding power on ZED's incap meter (not 65 where bleeding start its effects) ZED stops taking any further bleeding power applications until cooldown expires which makes it impossible to maintain constant bleeding. In theory it is possible to avoid cooldown while keep bleeding effect active by keeping ZED's incap meter in range of (65-99), however it is next to impossible on practice. | ||||
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50 | Radial damage sources (e.g. grenades) have their incap powers adjusted according to ZED-to-Explosion proximity. Explosion provides maximum amount of the powers at its epicenter and minimum at the edge. Incap powers scale up / down linearly. | ||||
52 | Affliction priority (highest first): Knockdown - Stun - Stumble - Freeze - Snare - Melee hit - Gun hit - EMP - Burn - Poison - Microwave - Bleed. | ||||
Various incap powers can be applied on ZED at the same time, however, when either Knockdown, Stun, Stumble or Freeze incap is IN-PROGRESS (threshold is reached and ZED playing specific animation), the other 3 of these incaps CANNOT appear and for the duration of given incap and ZED DOES NOT accept any incap powers towards these 3. For example, stunned ZED does not take any knockdown, stumble or freeze powers at all. | |||||
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56 | Effect-based incaps (EMP - Burn - Poison - Microwave - Bleed) can co-exist with each other and all other incaps. They can appear along any other incap at the same time, however they do not override ZED animations - instead (for their remaining duration) they start playing right after ZED animation ends. However, these incaps themselves can be overridden by either Knockdown, Stun, Stumble or Freeze. NOTE: ZED that is currently suffering from any effect-based incaps but Bleed DOES NOT accept any Stumble powers. | ||||
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60 | Note: blocking ZED become completely immune to the effects of Knockdown, Stun and Stumble (does not accept incap powers at all). All other incaps during the block getting their powers reduced by 80% (ZED accepts only 20% of the incap powers), power mitigation effect begins after 0.25 seconds since the block move started. | ||||
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Gameplay - Armor. | Armor has three levels on integrity. | ||||
64 | Armor has 3 levels of integrity - High (when it has more than 75 points), Medium (when it has 50-75 points) and Low (when it has less than 50 points). Each integrity level allows to absorb different amount of damage: High = absorbs 75% of all incoming damage, Medium = absorbs 65% and Low = absorbs 55% of all incoming damage. Amount of the damage to absorb depending on current armor state (if player takes hit while having 76 points of armor, absorbed percentage will be at High level). If damage given to player will be greater than amount of the armor he/she has, player will lose all his/her armor and the rest of the damage will be dealt to the actual health. | ||||
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68 | Heavy Armor Training skill of the SWAT and Survivalist's passive armor ability ignore the armor absorption rate - armor always take full damage acting like a second health pool. Additionally armor of the SWAT perk (but NOT of Survivalist) drained at the decreased rate - as long as player will be wearing armor all incoming damage towards it will be multiplied by x0.65. However 100% absorption rate only guaranteed if incoming damage (per single attack or damage tick) will be lesser than current amount of the armor - otherwise incoming damage to health will be decreased by amount of the remaining armor (Damage To Health = Base Damage - Amount of the Armor) and amount of the armor itself will be decreased by 65% (New Armor = Old Armor - Old Armor x 0.65). | ||||
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Example 1: SWAT player with 100 HP and 100 AP takes 60 points of damage in single hit. This amount of the damage is lesser than amount of the armor player has so on top of 100% absorption rate player will take only 60x0.65 = 39 points of damage to armor. | |||||
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Example 2: SWAT player with 100 HP and 20 AP takes 40 points of damage in single hit. This amount of the damage is greater than amount of the armor player has so firstly damage to health will be decreased by amount of the armor i.e. 40-20 = 20 and secondly amount of the armor player has will be decreased by 65%: 20 - 20x0.65 = 7. The player will end up having 80 HP and 7 AP. | |||||
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78 | Gameplay - Crushing / falling damage. | Landing on pawn may cause damage to it. Landed pawn will be pushed off. | |||
Falling pawns (ZEDs or humans) may cause damage to other ZEDs or humans by jumping and landing on top of them (players cannot damage friendly players). Amount of the damage depends on falling velocity and mass of both pawns. Damage to take is an integer value of ((1 - Falling Velocity / 400) x Mass of Falling Pawn) / Mass of Pawn That Getting Crushed). Note that Falling Velocity is a negative value, maximum falling velocity = 40 m/s (-4000 units / second). After landing on top of the pawn's collision cylinder landed pawn will be pushed away by getting extra Z-axis velocity into random direction. | |||||
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ZEDs do not take damage from falling. Information on falling damage for players can be found in Player Tab, 'Falling damage' section. | |||||
84 | Gameplay - Damage over time (DOT). | Some weapons or ZED attacks can apply damage over time (DOT). | |||
As a rule of thumb, in order to take DOT ZEDs (and players too) have to lose some of their health in the first place. Damaging armored zones such as E.D.A.R's torso or head should not apply DOT status at all, same goes for players - taking armor-only damage results in no DOT applications. Should the player hit any of the armored ZED's exposed body parts and trigger DOT sequence, the armor is always to take damage over time FIRST, protecting actual health for while it lasts. As with all the other forms of indirect damage, DOT damage getting split between all existing armor pieces for equal parts. | |||||
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Damage over time uses 'DOT scale' which is multiplier for initial amount of damage given by weapon / ZED, this amount of the damage will be repeated for the duration of 'DOT duration' within intervals of 'DOT interval'. | |||||
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More than one type of DOT can be applied at time, in such case each DOT type will be having its own damage, duration and interval. If DOT of same type applied at target (for example 'new' Fire vs. 'old' Fire) game will check the effectiveness of 'new' DOT in terms of total damage (total damage = DOT damage x (DOT duration / DOT interval), calculation does not imply ZED's resistances and perk damage bonuses except ones that modify DOT duration) comparing to 'old' DOT. If 'new' DOT will be more 'effective' then it will be applied (including new and updated damage, duration and interval values) otherwise 'old' DOT will be used for its remaining duration. For examplel, DOT from Flamethrower direct hit in most cases will be more 'effective' than DOT from splash damage so it will overwrite splash DOT and vice-versa - DOT from splash damage will be 'less' effective than DOT from direct hit so it will not overwrite remaining direct hit DOT. | |||||
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Amount of DOT ticks and DOT duration / interval: the first DOT tick is not instant but rather kicks-in only after <DOT interval> seconds. On top of that DOT wears off completely when <DOT duration> value become less than <DOT interval>. For example, Caulk n' Burn (DOT duration = 1.7s, interval = 0.4s) has only 3 DOT ticks on it: tick 1 starts at 1.7 - 0.4 = 1.3s mark, tick 2 comes next at 1.3 - 0.4 = 0.9s mark, tick 3 takes place at 0.9 - 0.4 = 0.5s mark. Even though there is a space for tick 4 which could have happened at 0.1s mark, it actually does not happen because DOT wears off 0.1s later after tick 3 (by this time DOT duration become < DOT interval). | |||||
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Field Medic's Hemogoblin weapon is an exception to the rule above. Each projectile of this weapon applies its own DOT, with its own (yet the same) damage, duration and interval making it the only weapon that can spawn multiple instances of the same DOT type. | |||||
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Note that DOT calculation takes on account DEFAULT damage value of the weapon and does not depend on amount of the actual (initial) damage taken by ZED. For example, Bloat vs. un-upgraded Spitfire Revolver: Bloat is resistant to ballistic handgun damage of the Spitfire and only takes 35%, 40x0.35 = 14. This, however, does not mean that DOT (which is 80% of the Spitfire damage) will be 14x0.8 = 11. Actual DOT is % of the default weapon damage which is 40x0.8 = 32. Since Bloat is neutral to fire, 32 is exact amount of damage given to it per DOT tick. This means that damage types of the DOT and its causer are treated separately in terms of damage calculation. | |||||
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Player takes twice less damage and affected by twice less time from Fire DOT when healed (damage x 0.5, duration x 0.5). | |||||
108 | Berserker affected by any forms of DOT for 20% less time than any other perk. | ||||
Beam attack of the Firebug's Microwave Gun uses 'Microwave' for its DOT damage type, however it still considered as 'Fire' hence cannot co-exist with other fire DOT damage types. | |||||
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Gameplay - Death prevention. | Player cannot die during the trader time. | ||||
112 | During the trader time player takes no damage at all - all incoming damage is being set to 0. | ||||
Gameplay - Doors. | Doors have two types of the health. | ||||
114 | Doors have weld integrity (can be restored by Welder) and maximum health (cannot be restored). Regardless from game difficulty ZEDs do same amount of the damage to door (damage amount is ZED-specific). | ||||
116 | Support has passive skill that allows to repair destroyed doors. Each welder attack restores 7 points. Door will be restored once it accumulate a total of 255 points. | ||||
118 | Information on doors can be found in Player Tab, 'Doors' section. | ||||
When door is welded, ZEDs may try to attack it or will try to find another path to the players. Generally the higher door weld integrity is, the more ZEDs attacking or pending to open it already - the greater chances for ZEDs to try to find another path. | |||||
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Depending on amount of ZEDs attacking the door it takes additional damage. With each next attacker door takes 10% more damage per single attack, up to 100% more damage (x2 damage multiplier) when it being attacked by 10 ZEDs at once. | |||||
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Bosses have an ability to destroy closed unwelded doors by sprinting (bumping) into them. | |||||
124 | Gameplay - Dosh. | Dosh can be earned or granted on respawn. | |||
Amount of the Dosh player getting on kill depend on the Base Dosh Reward, Dosh Kill modifier, Wave Length modifier, percentage of the damage dealt to ZED and finally on Game Length Dosh Scale modifier. | |||||
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Base Dosh Reward: Clots (all) - 7, Bloat - 17, Crawler - 10, Gorefast (-fiend) - 12, Stalker - 15, Husk - 17, E.D.A.Rs - 17, Siren - 25, Scrake - 75, Quarter Pound - 75, Fleshpound - 200, bosses - 500 (King Fleshpound - 2500), Abomination Spawn - 10. PvP ZEDs have their own Dosh rewards (actual numbers can be found in PvP Tab). | |||||
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130 | Dosh Kill modifier: Normal - x1.2, Hard - x1, Suicidal - x1, HOE - x0.9. | ||||
Wave Length modifier: 1 player - 1, 2 players - 2, 3 players - 2.75, 4 players - 3.5, 5 players - 4, 6 players - 4.5. | |||||
132 | Game Length Dosh Scale modifier: Short game - x1.75, Medium game - x1, Long game - x0.8. | ||||
Earned Dosh calculated by formula: | |||||
134 | 1. Calculate Adjusted Dosh value = Base Dosh Reward x Dosh Kill modifier x (Amount of the players / Wave Length modifier) x Game Length Dosh Scale modifier. Outcome is a FLOAT variable. | ||||
136 | 2. Calculate Score Denominator value = Adjusted Dosh / Total Damage Taken By ZED. Outcome is a FLOAT variable. | ||||
3. Calculate player's dosh cut that depends on % of inflicted damage: Earned Dosh = Round (Damage Inflicted By Player x Score Denominator). | |||||
138 | 4. If player has assisted in ZED kill but did not kill it themself, calculate Assistance Dosh value = Round (Earned Dosh x Perk Assist Dosh Modifer). Relevant for Sharpshooter which is the only perk in game that gets 10% more dosh (x1.1 multiplier) for assists. | ||||
140 | % of Damage Dealt in the formula above implies how much damage exactly each player inflicted to ZED compare to overall amount of the damage taken by this ZED by the moment of its death. | ||||
142 | Depending on game difficulty and current wave number player will recieve different amount of the Dosh or respawn. Information on amount of the Dosh player can get on respawn can be found in Difficulty Tab, 'Dosh on respawn' section. | ||||
144 | End wave Dosh bonus is a total amount on Dosh earned by all players during the last round divided between all living players into the equal parts. | ||||
Gameplay - Game conductor. | System that modifies difficulty 'on the fly'. | ||||
146 | Information on difficulty adjustments can be found in Difficulty Tab, 'Game Conductor' section. | ||||
Gameplay - Healing. | Players can heal themselves or each other. Healing other players gives Dosh reward. | ||||
148 | Healers apply health instantly but regeneration takes time. When healed player regenerate health at rate of 1 HP per 100ms (making it 10 HP per second), this rate is equal for all perks. Amount of health in player's 'health to regenerate' pool will never be more than Maximum Health - Current Health. Each next iteration of healing updates 'health to regenerate' pool by its value. Healing decreases damage and duration of fire DOT by half. | ||||
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Amount of Dosh given for healing calculates as Earned Dosh = (Given Health / Player's Max Health) x 60, where Given Health is amount of health given by healers, Given Health adjusted depend on healer and perk but it will never be more than Maximum Health - Current Health. | |||||
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Gameplay - Item pickups. | Amount of the item pickups increases with game progression. | ||||
154 | Amount of the item pickups that can be active at time depend on game difficulty and current wave number. | ||||
Information on item pickups can be found in Difficulty Tab, 'Maximum amount of items that can exist at same time' section. | |||||
156 | Gameplay - Movement speed. | Movement speed depend on amount of the health and carrying capacity. | |||
Player can lose up to 15% of the movement speed depending on their current HP. Movement speed decreases linearly from 0 to -15% based on amount of the player's health: 100+ HP = no penalty, 0 HP = -15% speed loss. Having 100+ HP results in no speed loss at all. | |||||
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Player can lose up to 8% of the movement speed when carrying 15/15 (or 20/20) blocks of weight. Movement speed decreases linearly. | |||||
160 | Heavy melee attacks causing player to pause current movement input for 100ms, as a result there is slight movement pause prior to each of these attacks. | ||||
Information on movement speed can be found in Player Tab, 'Movement speed' section. | |||||
162 | ADS-walking / crouching / both-at-the-same-time speed is 40% of the player's default walking speed (i.e. unaffected by health loss and extra weight). Gunsliger's Steady skill multiplies ADS-walking speed by x2, SWAT's Tactical Movement multiplies both ADS-walking and crouching speed by x2.5. Sharpshooter's Stability skill instead multiplies player's walking / sprinting speed by x1.5 but only when crouching (hence x0.4 multiplier should be applied as well) making Sharpshooter the only perk whose extra movement speed depend from the health and weight. Additionally while ADS-walking speed of the SWAT is independent from health and weight, its crouching speed actually depend (only) from the HP loss. | ||||
164 | |||||
166 | Gameplay - Parrying. | ZED attacks might or might not be parried with the melee weapons. | |||
Melee weapons have Parry Strength and ZEDs have Parry Resistance. The incoming attack can only be parried with the weapon that has the same or the greater Parry Strength than ZED's Parry Resistance. This rule DOES NOT apply at the damage mitigation process - parry window of the melee weapon lasts for the duration of its 'brace-in' animation, any ZED attack encountered during this time will have its damage multiplied by weapon's Parry damage multiplier OR if 'brace-in' animation is finished already - by weapon's Block damage multiplier. This means that damage reduction happens regardless from the Parry Strength / Parry Resistance levels however unlike blocking, parrying an attack causes ZED to play stumble or parry-stumble animation. Some of the ZED's strong attacks (indicated with the red glow around the arms) cannot be parried in terms of stumbling ZEDs back but the damage mitigation for these attacks will still be there. | |||||
168 | |||||
170 | |||||
172 | |||||
After player leaves the block state there is 0.5 seconds cooldown before he/she can initiate a new block/parry sequence. | |||||
174 | Gameplay - PvP mode. | Player-controlled ZEDs have different stats. | |||
Player-controlled ZEDs have their own, different HP / Afflictions / Resistances / Movement / etc. values. Information on this can be found in PvP Tab. All missing data not related to AI controlls should be taken from ZEDs Tab. | |||||
176 | |||||
If PvP ZED does not have resistance / weakness value for the given damage type it means that this value is taken from its parent (PvE) variant. | |||||
178 | Gameplay - PvP mode (anti-griefing). | PvP gamemode has anti-griefing system. | |||
Whenever during the wave time there will be no spare AI ZEDs to spawn, human-controlled ZEDs will be affected by anti-griefing system that will punish them for avoiding engagements. After spending 30 seconds without dealing or taking damage within 2 second intervals they will be taking damage that is 5% of their maximum health. | |||||
180 | |||||
182 | Gameplay - Stand Your Ground objectives. | An optional tasks rewarding players with Dosh, XP and Vault Dosh. | |||
In Survival mode on official maps starting from wave 2 there is 35% chance for an optional 'Stand Your Ground' objective to appear. Upon receiving such objective players will be having 20 seconds (usually) to make their way into the designated area of the map and defend it from ZEDs. | |||||
184 | |||||
Not getting into location in time, having too many ZEDs in it or not having enough players in the area will result in penalties. For every second of lacking players, prommised dosh reward will be decreased by 5, for having too many ZEDs in it - by 10. | |||||
186 | |||||
To maintain the area in the valid state there should be at least A players on B man server (total players - players needed) : 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3 and no more than C ZEDs (total players - ZEDs in area to start penalty): 1p - 4, 2p - 4, 3p - 4, 4p - 3, 5p - 2, 6p - 2. | |||||
188 | |||||
After completing the wave, players will be given promised Dosh, XP and Vault Dosh rewards proportionally to how well the area was defended (Given % = Final Dosh / Promised Dosh). | |||||
190 | |||||
Base Dosh rewards per game length / wave can be found in XP Tab, 'Objective rewards' table. | |||||
192 | Note that all the values above are the subject of change as they all set manually, per map and location. For example SYG objectives on the 'Krampus Lair' map have different requirements for holding areas to stay valid (info on Gamemodes Tab, 'Winter 2017' table). | ||||
194 | Gameplay - ZED decapitation. | ZEDs can be decapitated when shot in the head. | |||
Whether weapon will decapitate or will it instakill, depending on amount of the given damage and remaining body health. ZEDs can only be decapitated when amount of their head health will be lesser than amount of the damage given by weapon. When landing a head blowing shot the extra damage to ZED's body health will be done. Essentially ZED takes extra damage which is at least 25% of its maximum health plus the weapon damage itself. | |||||
196 | |||||
198 | If ZED resistant or weak against the damage type used for decapitation, initial weapon damage will be adjusted (increased or decreased), then this damage will be added to 25% body HP value and this whole sum will be adjusted (increased or decreased) once more. | ||||
200 | Decapitated ZED: stops sprinting / doing special moves (attacks, taunst, evades etc.) / cloaking, getting slower rotation rate, limited to headless attacks. E.D.A.R enemies do not bleed to death upon decapitation but extra damage application still happening. | ||||
202 | Gameplay - ZED frustration. | Five remaing ZEDs at the end of each wave will enter frustration mode. | |||
Whenever during the wave time there only 5 ZEDs remains, following ZEDs will enter frustration mode. In this mode ZEDs will be forced to sprint regardless of their normal sprint conditions. It takes them random (2.5-5) seconds to enter such mode. Scrakes, Fleshpounds and bosses cannot get frustrated. | |||||
204 | |||||
206 | ZEDs spawned during the boss wave are always frustrated. | ||||
Gameplay - ZED Time. | ZED Time happens on killing ZEDs or killing players. | ||||
208 | ZED Time slows the world to 20% of its normal speed, ZED Time duration = 3 seconds, ZED Time is a timer, ZED Time can only be reset (not extended). | ||||
DOT-based damage types (Fire, Microwave, Freezethrower beam, Toxic as well as killing single targets with C4 or bodyshot killing ZEDs with Hemogoblin) do NOT trigger ZED Time events. | |||||
210 | |||||
Information on ZED Time can be found in Player Tab, 'ZED Time' section. Instances where ZED Time can be triggered are separated from each other, for example there is 2.5% chance for ZED Time to appear after killing a ZED and at same time there would be another 5% ZED Time chance if ZED was killed by headshot. | |||||
212 | |||||
214 | ZED Time can affect players either partially or fully. If ZED Time appears and there is no players-in-ZEDTime or ZEDs nearby, player will enter ZED Time partially - world time will be slowed down but player will retain full movement / reload / weapon swap speed. Player will enter ZED Time fully as soon as he/she spot/get spotted by another player-in-ZEDTime or ZED or will simply perform a shot with the firearm. There are different visual and sound effects for entering either of ZED Times. | ||||
216 | |||||
218 | When ZED Time kicks in, variable ZedTimeExtensionsUsed (which is assigned to the 'world' and not to the certain player) will be reset to 0. On each next kill during the time ZED Time active the game will be checking how many times player can extend (reset) it - by default every perk has ZedTimeExtension of 1, Commando has it up to 6 at level 25. If amount of the ZedTimeExtensionsUsed variable will be less than player's ZedTimeExtension, the ZED Time will be reset and ZedTimeExtensionsUsed counter will be increased by one. In other words first ever extension can be performed by any perk but all further - only by Commando. By any means only 6 ZED Time extensions can be used in single ZED Time chain. | ||||
220 | |||||
222 | Normally ZED Time will not trigger on braindead ZEDs (dummy pawn), however ZED Time checks on headshot kills or explosive kills do not require AI Controllers and will work regardless. | ||||
224 | Gameplay - ZED Time resistance. | ZED Time resistance determines how much subject affected by slow-mo effect. | |||
Certain skills provide ZED Time resistance. By default actions (e.g. shooting, moving, reloading etc.) have no ZED Time resistance at all (weapon equipping and putting down has ZED Time resistance of 35%). These skills add listed % of how much certain action has to be resistant to slow-mo effect - 0 (0%) - no resistance, 1 (100%) - full ZED Time resistance. ZED Time slows the world to 20% of its normal speed (0.2 vs. 1), the subject of change which being modified by skills is for how much world slowed: 1 - 0.2 = 0.8 or 80%. If skill gives full ZED Time resistance, the action will be happening at rate of 0.2 + 0.8 x 1 = 1, i.e. at full speed, if skill gives 50% resistance, the action will be happening at rate of 0.2 + 0.8 x 0.5 = 0.6, so when everything will be slowed to 20% (by 5 times) this action will only be slowed to 60%, i.e. by 1.67 times. | |||||
226 | |||||
228 | |||||
230 | Weapon swaps have ZED Time resistance of 35%. When ZED Time occurs, weapon swapping slowed by 1 / (0.2 + 0.8 x 0.35) = 2.08 times. Commando's Tactician skill adds additional 30% to the base 35% resistance value making weapon swaps in ZED Time only 1 / (0.2 + 0.8 x (0.35 + 0.3)) = 1.39 times slower than if it would be in real time. | ||||
232 | |||||
Gameplay - Units. | Speed, distance and radius values in Killing Floor 2 measured in Unreal Units. | ||||
234 | 1 Unreal Unit (uu) equal to 1 centimeter. | ||||
Perks - Attack / reload speed. | These attributes change the duration, not speed. | ||||
236 | Despite the fact that perk description says '+X% of speed', it does not directly change the speed but instead it decreases duration of the attack / reload animation by listed value. For example -25% duration of the reload animation will actually increase its speed by 1 / 0.75=1.33 or 33% and -50% of the melee attack animation will increase its speed by 1 / 0.5 = 2 or 100%. This rule also applied on ROF changing skills - 25% faster firing actually means that it takes 25% less time to perform subsequent shot which increases Rate Of Fire by 33.3%. | ||||
238 | |||||
240 | Combination of few speed bonus applied at same time is a result of multiplication, not a result of sum. For example if two speed bonus (-15% and - 30%) applied at time the final speed bonus will not be -45% but instead it will be (1 - 0.15) x (1 - 0.3) = 0.595 = 41.5% less time to play the animation. This increases actual speed by 1 / 0.595 = 1.68 times. | ||||
242 | |||||
Perks - Damage calculation. | Calculated damage is an integer value. | ||||
244 | Note: Upgrade bonuses take place before the perk calculations. Each upgrade is a multiplier toward weapon's DEFAULT damage value, it overriders (does not stack) the previous upgrade: 20 x 1.1 -> 20 x 1.2 etc. Upgrade calculations imply interger values: 15 x 1.1 = 16.5 = 16. Upgrades do NOT improve Bash damage. Upgrades do NOT improve Ground Fire damage of the flame-based weapons but DO improve DOT and Splash damage. | ||||
246 | |||||
With each next damage bonus associated with the perk, the base weapon damage will be increased by (base damage) x damage modification value. Sum of all damage adjustments will be either ROUNDED or ROUNDED UP - ROUNDED for Berserker, Support, Demolitionist, Firebug, SWAT and Survivalist and ROUNDED UP for Commando, Gunslinger and Sharpshooter. | |||||
248 | |||||
250 | Example 1: un-upgraded SCAR-H Assault Rifle + level 25 passive bonus + Hollow Point Rounds damage bonus: Damage = Roundup (55+55x0.25+55x0.3) = 86, where 0.25 is a passive damage modifier and 0.3 is a modifier of Hollow Point Rounds skill. | ||||
252 | Example 2: un-upgraded RPG-7 (impact + explosion) + level 25 passive bonus: Damage (impact) = Round (150+150x0.25) = 188. Damage (explosion) = Round (750+750x0.25) = 938. Total damage = 188+938 = 1126, where 0.25 is a passive damage modifier. | ||||
254 | Weapons - Ammo modification skills. | Certain skills modify magazine size of the weapon AND / OR its spare ammo pool. | |||
Magazine size modification increases amount of the ammo in each magazine. This extra ammo is NOT being taken from maximum spare ammo pool. Spare ammo modification does not imply magazine size of the weapon, it only modifies amount of the maximum spare ammo. Certain skills also increase the ammo pool of the 9mm Pistol(s). | |||||
256 | |||||
258 | Weapons - Bullets / projectiles / hitscans / shards. | Firearms can utilize both - hitscans AND / OR projectiles. | |||
Shotgun pellets, grenades, rockets, Eviscerator's saw blades, Crossbow's bolts, AF2011-A1(s)'s bullets and healing darts are always projectiles. ARs, SMGs, Rifles and pistols are hitscans unless in slow-mo, where they become projectiles. Flame-based weapons use sprays - physical objects that do damage when collide with targets. | |||||
260 | |||||
262 | Upon explosion, the Support's Frag Grenade and Gunslinger's Nail Bomb both spawn shards. Shards cover 360 degrees area around the explosion epicenter. The angle between each two shards (yaw rotation) is equal to 360 / Shard Amount. Minimum pitch angle (the angle between floor and potential shard direction) is 10 degrees, maximum - 35 degrees. | ||||
264 | |||||
Weapons - Ballistic-explosive tracing. | Ballistic-explosive projectiles can collide with both - ZED's hitzones and collision cylinder. | ||||
266 | Weapons that do two types of the damage (ballistic and explosive) at same time use BallisticExplosive type of projectiles. These projectiles can collide with either ZED's hitzones (e.g. head, arms, legs, torso) or with ZED's collision cylinder - an outter cylinder-shaped 'hitbox' that defies ZED's size in the world. If projectile misses all the hitzones it will attempt to collide with the collision cylinder. In such case damage will be dealt to the nearest (from the explosion epicenter) hitzone. BallisticExplosive projectiles do impact damage at any range, regardless if they explode or dud due to minimum arm distance. | ||||
268 | |||||
270 | Weapons - Damage types. | ZEDs have resistances and weaknesses to certain types of the damage. | |||
Generally damage types determining following: visuals (gore, dismemberment, amount of blood, impulse / velocity given to live or death pawns, impact effects, obliteration etc.), DOT existence (its duration, amount and interval) and weapon powers. | |||||
272 | |||||
Ballistic = Normal bullets or projectiles and their respective sub-damage types (handguns, shotguns, rifles etc.), Ballistic_Shell - impact damage of the weapons that use ballistic-explosive types of projectiles, Slashing = Edged melee weapons (plus Eviscerator's projectile), Bludgeon = Bludgeoning weapons (plus weapon buttstock), Toxic = Poisoning damage (Medic Grenade, DOT of Acidic Rounds / Zedative skill, radiation cloud of Nuke skill), Explosive = Explosives, Piercing = Frag / Nail Grenade shard (plus stab attack of edged melee weapons), Fire = Flame-based weapons, Microwave = Microwave Gun, EMP = EMP Grenade, Freeze = Freeze Grenade. | |||||
274 | |||||
276 | |||||
Some damage types associated with certain perks. Association could be meaning that this perk will be getting damage or power bonuses for weapons that use this damage type. Association also used in certain functions that modify different weapon attributes. | |||||
278 | |||||
Damage types extend each other. For example damage type 'Fire' is a parent damage type class for 'Fire_FlameThrower'. If perk associated with the parent damage type it as well associated with all of its child sub-damage types unless they specifically have another perk(s) to belong to. | |||||
280 | |||||
Weapons - Explosion falloff. | Most explosives lose their effectiveness (damage) on the distance from explosion epicenter. | ||||
282 | 0 (none) = Explosion does full damage within its radius, 1 (linear) = damage over range changes linearly from the maximum at epicenter to the minimum at the edge, 0.5/2/3 (exponential) = damage over the range changes by formula: Final Damage = Base Damage x ((Proximity Percentage) ^ Falloff value). | ||||
284 | Example: Explosion (damage - 100, radius - 10 meters) vs. ZED (2 meters away from the epicenter) : 1. No falloff - ZED will take full damage. 2. Linear falloff - ZED will take ((10-2)/10)x100 = 80 points of damage. 3. Exponential falloff (power of 0.5) - ZED will take (((10-2)/10)^0.5)x100 = 89 points of damage. 4. Exponential falloff (power of 2) - ZED will take (((10-2)/10)^2)x100 = 64 points of damage. 5. Exponential falloff (power of 3) - ZED will take (((10-2)/10)^3)x100 = 51 points of damage. | ||||
286 | |||||
288 | Weapons - Explosive tracing. | Explosives do damage to the actual ZED health. | |||
Explosives do not trace hit zones. Player cannot damage certain ZED's limb with an explosion. Hit detection happens by checking whether explosion sphere does or does not make a contact with ZED's collision cylinder. Since explosions do not trace hit zones it is not possible to apply certain explosion power (knockdown, stun etc.) to certain body part. Instead all explosion powers are being applied to ZED's 'Torso' body part. | |||||
290 | |||||
292 | However damage inflicted by explosion is a subject of change depending on the victim's Exposure Percentage. By default uncovered victim (player or ZED) takes full damage (Exposure Percentage = 1). Victim covered behind the obstacles has Exposure Percentage of at least 0.3 plus 0.4 if its head is NOT covered plus 0.15 for each of UNCOVERED leg. On explosion damage to take will be multiplied by the Exposure Percentage value. | ||||
294 | |||||
Weapons - Fire / flame weapons. | Fire-spraying weapons have a various sources of the damage. | ||||
296 | Direct hits with the fire-spraying weapons cause FLAME DAMAGE which is applied at the certain rate of fire. At the same time at same rate all targets within certain proximity (SPLASH DAMAGE RADIUS) from the initial target take 'indirect' damage - SPLASH DAMAGE. Immediately after taking damage and for some time after ZEDs start to suffer from the DAMAGE OVER TIME (DOT) effect. Afterburn has its own duration and interval to apply the damage which are specific for different sources of fire damage. Amount of the damage per afterburn tick is a % of initial damage - amount of the damage per DOT tick after taking direct hit (as well as interval and duration) will be different from amount of the damage per tick after taking Ground Fire damage. | ||||
298 | |||||
300 | Flame based weapons are also capable of creating either GROUND FIRE or RESIDUAL FLAME (depend on the weapon) - both are small bonfires that remain of the ground for certain amount of the time. Ground Fire / Residual Flame applied at the different rate, has its own damage, radius and falloff as well as its own afterburn attributes. Two Ground Fire sources cannot spawn on top of each other unless there would be at least 0.25 meters between them. | ||||
302 | |||||
In most cases each time ZED takes damage its DOT parameters are being reset, however there might be exceptions. Additional information in 'Gameplay - Damage over time (DOT)' section. | |||||
304 | |||||
Weapons - Flame tracing / post-firing. | Flame based weapons do not trace any hitzones. | ||||
306 | Much like explosives, flame-based weapons such as Flamethrower or Microwave Gun do not trace any hit zones but torso, it is not possible to hit any other hit zones with this kind of weapons. Note that during the post-firing period (read below) flames DO perform zone tracing in a specific way - for the short period of time, when 'flame ending' animation still plays it is become possible to headshot ZED or if this ZED wears armor which normally absorbs all indirect damage to inflict damage to any of its exposed body parts, such as to hit Rioter's legs. | ||||
308 | |||||
310 | Sprays of the flame-based weapons have post-firing lifetime where they keep doing damage for a short period of time after player releases the fire button. It takes 0.35 seconds to finish the 'flame ending' animation, during this time weapon will be doing damage without consuming ammo. 'Flame ending' animation will be canceled and ended earlier should the player trigger new 'flame start' animation. | ||||
312 | |||||
Weapons - Melee tracing. | Amount of the damage dealt by melee weapons depend on the tracer direction. | ||||
314 | Damage dealt by the melee weapons depends on attack direction and on how well melee tracer connects with the ZED's body - vertical strikes do more damage while horizontal strikes do less damage but have better AOE. Pure horizontal (left-to-right, right-to-left) strikes do never more than 75% and never less than 50% of the base weapon damage depending on the view angle - the closer target to player's view center the more damage it will take. | ||||
316 | |||||
Weapons - Penetration power. | Weapons have Penetration Power and ZEDs have Penetration Resistance. | ||||
318 | If weapon has Penetration Power its bullet or projectile can pass through ZED's body as long as Penetration Power will be greater (greater, not equal) than ZED's Penetration Resistance. Once passed through ZED, Penetration Power of the weapon will be reduced by amount of the ZED's Penetration Resistance. As long as it greater than Penetration Resistance of each next ZED it will continue to penetrate. Support's passive skill adds 0.2 points to the weapon's Penetration Power per level. All players have penetration resistance of 1. | ||||
320 | |||||
322 | With each next penetration, damage gets reduced by amount of the Penetration Power left compare to its base value. For example - Shotgun (Penetration Power = 2) penetrate a Clot (Penetration Resistance = 1). Penetration Power that remains is 2 - 1 = 1. Damage that will be done to the next Clot is 1 / 2 = 0.5 or 50% of the initial weapon damage. This means that penetration-related skills not just increase amount of the bodies weapon can penetrate but also decrease the damage reduction for each subsequent penetration. | ||||
324 | |||||
326 | Support's Penetrator and Gunslinger's Line 'em Up skills remove the penetration damage reduction curve completely, skill owners will always be doing full damage to ZEDs regardless from amount of the penetrated bodies. However Penetration Power loss still remains. | ||||
Damage reduction on penetration happens after calculating upgraded weapon damage but before calculating damage to ZED: Calculate upgraded damage -> Reduce damage on penetration (Damage = Rounddown (Damage x (Remaining Penetration Power / Initial Penetration Power)) -> Calculate damage to ZED ('ZEDs - Damage to take' mechanic). | |||||
328 | |||||
330 | Weapons - Recoil and spread. | Amount of the recoil and bullet spread depend on player's stance. | |||
To avoid unnecessary complexity of the numbers, the actual values that defy recoil of the weapons are NOT in this spreadsheet. Instead there are player stance modifiers which show how much impact certain stance has on the weapon recoil. As for recoil itself - every weapon has its own predefined range of the values - maximum and minimum pitch and yaw. Each time weapon fired, game picks random values from that range and moves player's POV into these coordinates. It takes different amount of the time (weapon-specific Recoil Time) to finish the move. Generally Recoil Time is shorter than weapon's fire interval so every recoil application could apply its full move without overrides from the subsequent recoil applications. The faster weapon fires, the bigger max / min recoil values and the shorter Recoil Time it has - the more overall and more 'spike'-ish recoil will be. Maximum and minimum pitch and yaw range to pick values from is affected by recoil modifiers - it can either be increased with the recoil modifier greater than 1 or decreased otherwise. | |||||
332 | |||||
334 | |||||
336 | |||||
Recoil modifiers are multiplicative - player using 9mm Pistol while crouching and hip-firing will be having recoil modifier of 0.75x1.75 = 1.3125. Recoil for shooting while jumping / falling will also take on account modifiers for hip-firing and jogging - SCAR-H Assault Rifle will be having recoil modifier of 1x1.75x1.5 = 2.625. Lowest possible recoil can be achieved by crouching stationary and aiming down the sights. Recoil modifying skills and bonuses multiply final recoil modifier (after taking on account falling, walking or jogging, crouching and hip-firing modifiers) of the weapon by listed value. | |||||
338 | |||||
340 | |||||
Player stances that has impact on weapon recoil: 'crouched' - player is ducking, 'falling' - player is airborne (jumping or falling), 'hip' - player hip-firing (without ADS-ing), 'jogging' - player moving or crouching without ADS-ing, 'walking' - player moving or crouching while aiming down the sights. | |||||
342 | |||||
Spread is a random bullet or projectile deviation from the player's initial aiming point. Spread values in this spreadsheet are NOT measured in angles. Spread calculation is a complicated process involving rotators (structures to store X, Y, Z aiming coordinates) and scalar products of vectors. An example below is a conversion of spread factor of Tommy Gun (0.024) into degrees assuming only Y-axis (i.e. how much bullet deviates to the right or left from the actual aiming point). Note that this is abstract example as it only implies one axis with X and Z axises being skipped. | |||||
344 | |||||
346 | |||||
Each time weapon fired game picks random float variable RandY = FRand() - 0.5, meaning that its range will be within (-0.5, +0.5). '-' and '+' defy in which direction from the player's POV bullet should move. For simplicity sake let RandY always be +0.5 which is the highest deviation bullet can has while moving 'right' from the player's POV. Y-axis spread is a scalar product of two vectors (0, 1, 0) and (0, RandY x CurrentSpread x 1, 0). CurrentSpread (assuming that player hip fires while standing) is 0.024, RandY is 0.5. Vector1 x Vector 2 = 3 / 250 = 0.012 radians which is 0.012 x (180 / Pi) = ~0.69 degrees. | |||||
348 | |||||
350 | |||||
Spread modifiers of CurrentSpread in the example above do stack up together. Maximum spread modifier is 1, minimum is 0.5x0.75 = 0.375 (while crouching and aiming down the sights). Shotguns do not change their spread with the player's stance change. | |||||
352 | |||||
HX25 Grenade Pistol note: Unlike other multi-projectile weapons, this weapon has its spread profile adjusted to be more predictable (circle-shaped). One of the pellets of this weapon is always dead-center. | |||||
354 | |||||
Weapons - Reloading. | There are different reload animations and some animations can be sped up. | ||||
356 | There are normal reloads and 'elite' reloads. Duration of the 'elite' reload animation is shorter and weapon-specific. Whenever player reloading there is separate timing for updating ammo counter and for allowing to cancel the reload animation. If player managed to cancel reload (by other means, e.g. weapon switching) before reaching the time that it takes to update ammo counter the reload will not be completed. | ||||
358 | |||||
Passive skills that increase reload speed actually decrease the duration of reload animation. For example Firebug's 20% reload speed bonus actually means 1 / 0.8 = 25% faster reloading. | |||||
360 | |||||
Some weapons (mostly ones that hold only one bullet / projectile chambered at time) have a 'force reload' attribute (can be found in Weapons Tab, Misc section) which is an artificial delay that needs to expire before the weapon will be automatically reloaded. It should be noted that even without 'force reload' every weapon has a short delay (fire interval) before it can be reloaded - fire interval needs to be finished first so weapon could leave the 'firing' state. Fire interval is a delay between every two shots fired by weapon. | |||||
362 | |||||
364 | |||||
Prior to every tactical (non-dry) reload tube-fed shotguns and LARs such as Dragonsbreath and Winchester 1894 have to play their 'preparation draw' animation. This animation is not played if player loads the first shell / bullet into completely empty tube. | |||||
366 | |||||
Rate Of Fire of the weapons in this spreadsheet is pure theoretical as it does not take magazine size and reload time on account. However for weapons that only have 1 bullet / projectile loaded at time, ROF is an actual value that implies reload time and fire interval / force reload delay. | |||||
368 | |||||
Weapons - Upgrades. | Upgrades improve various aspects of the weapons such as damage, handling or ammunition. | ||||
370 | Damage: Base damage of the weapon is being multiplied by X value. Does NOT work with the ground fire and residual flames. Calculation of upgraded damage takes place before perk bonuses, ZED's hitzones and resistances (see 'ZEDs - Damage to Take'). Outcome rounded down to INT. | ||||
372 | Magazine capacity: Increases base magazine capacity of the weapon. Calculation takes place before perk effects. Outcome rounded down to INT. | ||||
Spare ammo capacity: Increases spare ammo capacity of the weapon. Calculation takes place before perk effects. Outcome rounded down to INT. | |||||
374 | Spread: Improves bullet deviation from the aim point. Does NOT work with shotguns. Calculation takes place before taking on account aiming, moving and crouching spread adjustments (see 'Weapons - Recoil and spread'). Outcome is a FLOAT variable. | ||||
376 | Penetration: Increases initial penetration power of the weapon. Calculation takes place before perk effects. Outcome is a FLOAT variable. | ||||
Explosion radius: Increases AOE radius of the projectiles. Does NOT work with the ground fire and residual flames. For ballistic-explosive projectiles calculation takes place after perk effects. Outcome is a FLOAT variable. | |||||
378 | |||||
Reload rate: Reload time of the weapon is being multiplied by X value. Calculation is multiplicative with the perk effects, e.g. reload rate of x0.9 will stuck with lvl 25 Firebug's passive reload rate of x0.8 for a total of 0.9 x 0.8 = x0.72 of the normal weapon reload time which will increase reload speed by 1 / 0.72 = 1.39 times. | |||||
380 | |||||
382 | Recoil: Base recoil modifier of the weapon is being set to X value. Calculation takes place before taking on account stance modifiers (falling, walking or jogging, crouching and hip-firing) and perk effects (see 'Weapons - Recoil and spread'). | ||||
384 | Melee rate: Melee animation time is being multiplied by X value. Calculation is multiplicative with the perk effects, e.g. melee rate of x0.9 will stuck with lvl 10 Berserker's Butcher or Vampire rate of x0.8 for a total of 0.9 x 0.8 = x0.72 of the normal melee animation time which will increase melee speed by 1 / 0.72 = 1.39 times. | ||||
386 | |||||
Affliction power: Increases initial given weapon power of the weapon. Calculation takes place before perk effects. Outcome is a FLOAT variable. | |||||
388 | Weight: Increases weapon's weight. | ||||
Heal amount: Increases amount of the health to apply by healer. Calculation takes place before perk effects. Outcome rounded down to INT. | |||||
390 | Heal recharge: Time to fully recharge the healer is being multiplied by X value. Calculation takes place before perk effects. Outcome is a FLOAT variable. | ||||
Block / parry damage mitigation: Block / parry damage multiplier of the weapon is being multiplied by X value. This decreases damage to take even further, e.g. mitigation scale of x0.9 on top of Zweihander's parry scale of x0.4 will result in all damage from parried attacks to be multiplied by 0.9 x 0.4 = x0.36. | |||||
392 | |||||
394 | ZEDs - Aggro. | ZEDs can be aggressive not just to players but also to each other. | |||
Along the complicated mechanism of choosing the target to chase, ZED might become aggressive to the player whenever in single attack it takes damage which is at least 10% of its maximum health. It is not necessary for ZED to become aggressive to the player who shot it. ZED might become aggressive to the player it was initially targeting. ZED's player targeting factors can be found in Player Tab, 'ZED AI player targeting' section. | |||||
396 | |||||
398 | ZED that has lost at least 15% total of its maximum health from the attacks (accidental or intentional) from another ZED, might become aggressive and will attack this ZED. ZEDs with 100+ of current health (not maximum) take more damage from the other ZEDs when fighting, the damage value scales by formula: Damage To Take Multiplier = ( 2 - (HealthMax - Health) / HealthMax), i.e. first ever hit to ZED that has 100+ HP from the other ZED will do twice more damage, all further hits will only be doing less damage since the multiplier declines with the HP loss. This formula works based only on ZED's current health - as soon as HP drops below 100, this ZED starts taking normal amount of the damage without additional multipliers. | ||||
400 | |||||
402 | ZEDs do NOT aggro-switch when taking bump damage from Quarter Pound, Fleshpound, King Fleshpound, Hans Volter and Patriarch. | ||||
ZEDs - Attacks and strikes. | ZEDs attack within certain range, attack itself has its maximum execution range. | ||||
404 | Each ZED has a set of attacks (animation set) that it can execute. Each attack can be performed under the certain conditions including maximum and minimum range of attack. Within that range ZED will be evaluating a possibility to perform such attack. Attack animation itself has the maximum range where it does damage (i.e. making contact with the player). Depending on the game difficulty ZEDs getting specific odds to execute weak / medium / hard attacks. These types have nothing to do with the damage inflicted but rather defy complexity and amount of the possible moves, i.e. on harder difficulties ZEDs getting more of available attacks. | ||||
406 | |||||
408 | There are various factors to determine whether ZED can perform certain attack or not - chance, difficulty limits, maximum and minum range of attack, cooldown, only when / when not X (X - moving, sprinting, enraged, surrounded, headless, cloaked etc.). On higher difficulties ZEDs have wider variety of attacks that they can possibly execute. | ||||
410 | |||||
It should be noted that animation set is a static object and is shared between all the ZEDs of the same type (e.g. all Scrakes or Husks use the same static list of attacks they can pull out) unlike, for example, health or movement speed which are rather handled on the per-ZED basis. If certain attack in the list has global cooldown and one of the ZEDs has already played it recently, the game writes time stamp next to this attack and all the other ZEDs around have to wait for this cooldown to expire before attempting to play it again. As for global cooldown, nearly all of the ZED's melee attacks have it, common cool downs varying in length of 2-10 seconds, but might as well be shorter for some ZEDs and greater for others. | |||||
412 | |||||
414 | |||||
Due to complexity and influence of randomness the spreadsheet does NOT contain detailed information on each attack and its conditions, especially implying that without visual representation it will be hard for readers to figure and match names and numbers. For such purposes players may individually examinate ZED's animation sets and '_AnimGroup' archetypes in Killing Floor 2 SDK as well as query the information in a text form (yet again without visual representation) by typing in console 'GetAll KFPawnAnimInfo Attacks'. | |||||
416 | |||||
418 | |||||
There are 2 types of ZEDs melee attacks: 1. Impact Attacks, generally performed by the weak ZEDs (Clots, Crawlers, some of the Stalker attacks) - basic 'one-target-at-time' type of attacks. To do damage by these attacks, ZED should face its enemy, ZED's target should be within melee attack range and not blocked by obstacles. 2. Swipe Attacks - an 'AOE-within-cone-shaped-segment' type of attacks. These attacks can do damage to multiple targets within designated area - forward, forward-left, forward-right, backward etc. Mostly used by medium-to-big ZEDs like Gorefasts, Scrakes, Fleshpounds. Much like Impact Attacks, Swipe Attacks requiring to-target-LOS-clearance and can only collide with the players within melee attack range. | |||||
420 | |||||
422 | |||||
Player-controlled ZEDs do Area Melee Attacks. These attacks perform collision checks within ~174,2 degrees cone segments (87,1 degrees to both sides from the player's view direction). Area Melee Attacks will not register if Z-axis difference (height) between ZED and its victim will be greater than ZED's collision cylinder's height x 1.5 (for better representation 'getall kfpawn location', Abs(VictimLocation.Z - Instigator.Location.Z) > Instigator.CollisionHeight x 1.5). Melee damage inficted to human players DOES NOT scale over the distance. It either does or does not happen. | |||||
424 | |||||
426 | |||||
ZEDs - Clot grapple. | All Clots can perform a grapple attack. | ||||
428 | Grapple is a special move. Grapple prioritized over normal attacks, evaluation of possibility to perform a grapple attack happens each time Clots performs a melee attack. Different Clots have different odds to perform a grapple attack. Maximum distance to play grapple start animation and succeed is 2.1 meters. Breaking grapple causes stumble. Clots cannot end grapple by taking damage from other ZEDs, only players can break it. Grapped players are forced to look at the Clots, although there is an option to turn force look off. | ||||
430 | |||||
432 | ZEDs - Damage to take. | ZEDs are resistant and / or vulnerable to certain damage types. | |||
Weapon damage upgrades calculated in the first place, outcome is an integer value, e.g. 25 x 1.1 = 27.5 = 27. Damage reduction on penetration calculated next (see 'Weapons - Penetration power'). Following damage modification sequence used when ZEDs takes damage: | |||||
434 | |||||
1. Calculate damage in weapon-specific formula - relevant for melee weapons that adjust damage values based on the swing direction. Berserker's Smash or Massacre bonuses for heavy and light melee attacks are calculated in this step as well. Pure horizontal melee strikes do never more than 75% and never less than 50% of the base weapon damage depending on the view angle - the closer target to player's view center the more damage it will take. For horizontal melee strikes: Damage = Rounddown (Base Damage x (0.75 to 0.5 scale)), then for all melee strikes: Damage = Round (Damage x Smash OR Massacre Mod). Outcome is an INT. | |||||
436 | |||||
438 | |||||
2. Calculate damage to hitzone: Damage = Rounddown (Damage x Hitzone Scale). Outcome is an INT. | |||||
440 | 3. Take weakness or resistance on account: Damage = Rounddown (Damage x Damage Type Mod). Outcome is an INT. | ||||
4. Apply ZED's block damage modifier: Damage = Rounddown (Damage x Melee OR Damage Mod). ZEDs have separate multipliers when blocking melee and non-melee damage sources. Outcome is an INT. | |||||
442 | |||||
5. Modify damage in perk-specific formula (apply passive damage bonus and skill effects), outcome is an INT value, either Rounded our Rounded Up. Information on perk-specific damage calculations can be found in Perks Tab, 'Notes' sections. | |||||
444 | |||||
6. Check if player has Field Medic's Focus Injection buff: Damage = Roundup (Damage x Focus Injection Mod). Outcome is an INT. | |||||
446 | 7. If this shot / attack supposed to decapitate ZED: | ||||
7.1. Calculate new value Extra Head Damage = Damage + ZED's Max Health x 0.25. Note: Extra Head Damage for Shotguns calculated presuming that 7 pellets hit,regardless from amount of the actual pellet hits: Damage = Damage x 7, Head Damage = Damage + ZED's Max Health x 0.25. | |||||
448 | |||||
7.2. Apply steps 1-6 on the Extra Head Damage value. | |||||
450 | 7.3. Combine adjusted Extra Head Damage and Damage values in order to recieve the final damage value that will applied on ZED upon decapitation. | ||||
Final damage ROUNDED UP. | |||||
452 | Important note: ZEDs are slightly less resistant to damage types that have Damage Scale < 1 in solo games (when there is only one player at server). Actual resistance value of the given damage type interpolated as Lerp (1, Damage Mod, 0.75). For example Fleshpound's resistance to Ballistic_AssaultRifle is x0.5. When there is only one player at server, it become Lerp (1, 0.5, 0.75), i.e. (1 - (1 - 0.5) x 0.75) = 0.625. Damage type multipliers of x0 are not an exceptions for this rule - if ZED does not take any damage at all, is solo it takes Lerp (1, 0, 0.75) = 25% of it. | ||||
454 | |||||
456 | Trivial note: when all the damage calculations are done and ZED dies, its last particular hit zone to take damage (head, arm, leg etc..) takes 3 times more damage to gore health than FINAL DAMAGE value. This has no impact on gameplay, because ZED is dead already. Gore health is a variable that defies amount of health for a cetain hit zone, it mostly used for after-dead dismemberment. The only gore health variable that matters is head health, but as said by this moment ZED is dead anyway. | ||||
458 | |||||
460 | ZEDs - Damage multipliers. | ZEDs have base damage values that are being adjusted by different modifiers. | |||
ZED attacks are complicated mechanism. During each attack animation ZED might perform one, two or multiple hits. Some attacks have AOE. | |||||
462 | Depending on attack animation ZED's base damage value will be adjusted by one of the possible damage multipliers. Every single attack has its own damage multiplier. If attack animation involves multiple amount of the hits, each of them might also have its own damage multiplier (opposite to that, all the hits within attack animation might have same damage multiplier). At least 1 point of the damage will be done to the player with every single hit. | ||||
464 | |||||
For ZEDs there are different damage multipliers vs. players when playing solo or co-op. Information on damage multpliers can be found in Difficulty Tab, 'Damage modifiers for specific ZEDs' and 'Damage modifiers for specific ZEDs (Solo)' sections. | |||||
466 | |||||
ZED has separate damage multipliers versus players and doors. Generally ZEDs do more damage to doors due to higher damage multipliers. | |||||
468 | ZEDs - Evade / blocking. | ZEDs are able to evade AND / OR to block certain damage sources. | |||
Certain ZEDs are capable of blocking AND / OR evading when taking damage. Information on damage-related ZED evade / block probabilities and parameters can be found in ZEDs Tab, 'Difficulty' section. However there are other cases where ZEDs can execute these moves. Information on additional evade- and block-capable damage sources / threats can be found in Difficulty Tab, 'AI Evade / Block capabilities' section. Evade / block evaluation uses random chance (EvadeChances / BlockChances) that changes with the game difficulty. After evading or blocking damage source for ZED there is cooldown where it cannot evaluate new evade / block possibility. Prior to evading ZED might get an artificial randomized delay (ReactionDelayRanges) that also changes with the game difficulty. | |||||
470 | |||||
472 | |||||
474 | Block has its maximum duration and cooldown, solo game might have an additional block chance multiplier. When blocking ZED takes less damage (melee attacks have separate damage multipliers). Technically damage mitigation effect begin after 0.25 seconds since the block move started. | ||||
476 | There is maximum amount of the blocks that ZED can execute in a single block chain. If ZED currently blocking and takes damage that is enough to trigger its new block instance there will happen block chain increment (initial block gives 1 on the block chain counter, 2nd block attempt (when initial block still active) gives 2, 3rd block attempt (when initial block still active) gives 3 and so on). Each block chain increment resets block duration. Upon exceeding the maximum amount of the block chains (Block chains (max) > value) block ends and ZED plays its Melee hit reaction. Each next block sequence (after block cooldown expired) begin with the block chain counter of 1. Generally it is quite hard for ZEDs to chain blocks due to various factors - next block attempt during the current block has a CHANCE to appear upon depleting CERTAIN AMOUNT OF THE HEALTH which ZED looses at decreased rate due to BLOCK DAMAGE RESISTANCE. | ||||
478 | |||||
480 | |||||
If ZED is allowed to sprint during the block animation, for the duration of block its sprint speed will be decreased by 25% (x0.75 multiplier). | |||||
482 | Evade / block evaluation happens when ZED encounter following threats: | ||||
1. When ZED being aimed at with the Sharpshooter weapons or Hemogoblin, in such case it is necessary for player to ADS. Time for AI to recieve a warning (i.e. for how long player has to aim at ZED) - random (0.4-0.8)s. Maximum danger distance - 25 meters. AI warning evaluation interval - 0.1s. | |||||
484 | |||||
2. When certain projectile (pellet / bolt / blade) being fired there happening AI warning notification. Maximum danger distance - 20 meters from the projectile spawn location. AI warning notification happens only when projectile meant to land at the point which is not further than 1.28 meters away from the ZED's location. | |||||
486 | |||||
488 | 3. When ZED being hit. Evaluation interval - each time ZED takes accumulative damage equal to listed health loss percentage. | ||||
4. When ZED being aimed at with the flashlight. Evaluation interval - 1s. Maximum danger distance, from the player position - 20 meters. Maximum danger distance, from where the flashlight aimed at - 1.28 meters. | |||||
490 | |||||
5. When ZED being attacked by melee weapon. Only relevant for ZEDs that can block. Maximum danger distance - weapon hit range + zed collision radius. | |||||
492 | 6. When ZED being attacked by fire weapon. Maximum danger distance, from the player position - 10 meters (15 meters for the Microwave Gun). AI warning evaluation interval - each 0.5s of the continuous weapon firing. | ||||
494 | 7. When ZED nearby the Ground Fire / Ice. Minimum danger distance, from the Ground Fire / Ice location - 3 meters. | ||||
8. When ZED is at line of Husk's fireball attack. | |||||
496 | Small ZEDs (Clots, Crawlers, Gorefasts, Stalkers and also Abomination Spawns) will attempt to evade when in danger of being run over by big ZEDs (Scrake, Quarter Pound, Fleshpound, Patriarch or King Fleshpound). | ||||
498 | ZEDs - Health. | ZEDs have separate values of the body health and head health. | |||
Damaging body will not be damaging head BUT damaging head will also apply damage to the body (head damage multiplier should be implied in this case). Ballistic-explosive projectiles such as RPG-7 or M203 apply two types of the damage - ballistic shell impact which essentially is a 'big bullet' capable of damaging certain bodyparts such as a head or limbs AND explosion which does not trace hitzones and only does damage to body. | |||||
500 | |||||
502 | Amount of the health and head health for each next spawned ZED depends on amount of the LIVING players. Players joined the game but not yet spawned will not contribute towards ZED's HP. | ||||
504 | When there is more than 6 players on the server, ZED HP begin to grow linearly. The maximum health cap multiplier (x20) can be achieved upon having 128 + 6 = 134 players at same time. Interpolation begin at the point A which is the ZED's Health Mod value for 6 players and ends at the point B = 20 which is the health cap, amount of the interpolation is value of ((Amount Of Living Players - 6) / 128). This interpolated value then being added to 1 to give the final health mod multiplier. | ||||
506 | |||||
508 | Example 1: Gorefiend on the 10-man server. Gorefiend has constant amount of the health at sub-6-man server - 400, i.e. it does not go up when there is 1-6 players because Health Scale value per player for this ZED is 0. So HP begin to interpolate from 0 to 20 and amount of the interpolation is (10-6) / 128 = 0.03125. Lerp (0, 20, 0.03125) = 0 + ((20-0) x 0.03125) = 0.625. Final health multiplier is 1+0.625 = 1.625. At the 10-man server Gorefiend will be having 400 x 1.625 =650 HP. | ||||
510 | |||||
512 | Example 2: Scrake on the 10-man HOE server. Per additional player Scrake gains 39% more health (Health Scale value of 0.39). Interpolation begin from 0.39x6 = 2.34 to 20 and amount of the interpolation is (10-6) / 128 = 0.03125. Lerp (2.34, 20, 0.03125) = 2.34 + ((20-2.34) x 0.03125) = 2.891875. Final health multiplier is 1+2.891875 = 3.891875. At the 10-man server Scrake will be having 1210 x 3.891875 = 4709 HP, where 1210 is amount of the health for 1-man HOE Scrake. | ||||
514 | |||||
516 | ZEDs - Heavy bump. | Big ZEDs can do bump damage to small ZEDs. | |||
Quarter Pound, Fleshpound and King Fleshpound bumps: | |||||
518 | Enraged or sprinting Fleshpounds (all variants) can do bump damage to ZEDs just by touching them (although ZEDs on their path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Fleshpounds are sprinting and also multiplied by Fleshpounds' difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZEDs will be having less body health than incoming bump damage, these ZEDs will be knocked down if they would manage to survive (Rioters, for example, as their armor will absorb the damage). Otherwise, if ZEDs will be having enough health to survive the bump, instead they will stumble. | ||||
520 | |||||
522 | Hans Volter and Patriarch bump: | ||||
In Hunt And Heal / fleeing / sprinting modes bosses can do bump damage to ZEDs just by touching them (although ZEDs on their path will likely attempt to evade the threat). Base amount of the damage is 270 multiplied by bosses' difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZEDs will be having less body health than incoming bump damage, there will be 40% chance for these ZEDs to die (get obliterated) and 60% chance to get knocked down without taking any damage. Otherwise, if ZEDs will be having enough health to survive the bump, instead they will stumble. | |||||
524 | |||||
526 | |||||
Notes: ZEDs do not evade when being runover by Hans Volter. Patriarch does 10 points of damage when bumping into players while fleeing. | |||||
528 | ZEDs - Hitzones. | ZEDs have vulnerable AND / OR resistant hitzones. | |||
Damage applied on these hitzones will be adjusted by listed damage multiplier. Hitzones are 'additional' damage multipliers. If ZED resistant or weak to certain damage type and getting hit into certain hitzone, the total amount of the taken damage will be multiplied twice - by ZEDs resistance / weakness scale and by hitzone damage multiplier. For example when hit by Ballistic_Rifle damage type into the gauntlets, Fleshpound will be taking 0.75 x 0.2 = 0.15 (15% of the base weapon damage). | |||||
530 | |||||
532 | |||||
ZEDs - Movement speed. | Two ZEDs of the same type may have different movement speed. | ||||
534 | Each particular ZED has its own movement speed value. Movement speed can be deviated by up to -10%/+10% from the base speed value. Each ZED getting its movement speed value only once - upon spawning. This means that two spawned ZEDs of same class can has different movement speeds which will not change during the time these ZEDs alive. Movement speed mod is ZED-specific and also affected by global difficulty mod, exact difficulty speed modifiers can be found at Difficulty Tab, 'Common modifiers' section. Player-controlled ZEDs do NOT have their speed adjusted by randomization. | ||||
536 | |||||
538 | However there is an exception for bosses. Whenever in the multiplayer (non solo) game there will be only one player alive, for every minute spent bosses (Hans Volter and Patriarch only) will be getting +20% of their movement speed, up to +30% at maximum. | ||||
540 | Final (per-difficulty, per-ZED) speed mod calculated by formula: Final Speed Mod = Base Speed Mod x Per-ZED Speed Mod x (1 ± 10% Deviation), where Base Speed Mod is a value of Normal - 0.9, Hard, Suicidal and HOE - 0.95 which also affected by the Game Conductor. | ||||
542 | Actual values of the walking and running speed can be found in ZEDs Tab, 'Movement Speed' section. E.g. Crawler has movement speed values of (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4), meaning that random value within 450 - 550 units / s range (i.e. ±10% deviation) will be multiplied by x0.9 which is the Base Speed Mod of Normal difficulty and further by x1 which is Per-Crawler Speed Mod of the Normal difficulty. On top of that x0.9 value will be adjusted by the Game Conductor (see Difficulty Tab, Game Conductor section). Based on how well player's team doing it chages from -2.5% to +2.5%, so at the end of it all there gonna be speed deviation from Rand(450-550) x 0.875 x 1 to Rand (450-550) x 0.925 x 1. | ||||
544 | |||||
546 | When hidden (not considered as relevant or not observed by players), ZEDs can move at Hidden Speed (aka Super Speed) which depend on amount of the living players. However in most cases ZEDs prefer to teleport shortly after entering 'рidden' mode. Last 3 ZEDs during the wave time are always relevant. | ||||
548 | Upon spawning each ZED getting its own Sprint and Sprint When Damaged chances - the values that used to determine whether ZED should or should not sprint under the proper conditions. Information on ZED sprint conditions can be found in ZEDs Tab, 'Notes' section. | ||||
550 | ZEDs - Rally boost. | Player-controlled Alpha Clots and Rioters can rally boost nearby ZEDs. | |||
Rally-boosted ZED inflicts more damage and (for certain ZEDs on certain difficulties) become able to sprint regardless from its pre-set settings. Rally boost has duration of 10 seconds. | |||||
552 | |||||
ZEDs - Spawning. | ZEDs tend to spawn in squads / Amount of ZEDs to spawn during the boss wave. | ||||
554 | ZED variety depend on the game length and the current wave number. Information on ZED squads to spawn can be found in Difficulty Tab, 'ZED Squads to spawn during the wave time' section. | ||||
556 | Information of ZED squads to spawn during the boss wave can be found in Difficulty Tab, 'ZED Squads to spawn during the Hans / Patriarch / King Fleshpound / Abomination wave' section. | ||||
558 | Amount of ZEDs to spawn during the boss wave depend on how many players present of the server. This value calculated by formula: ZEDs To Spawn = Base Amount x Per-Player Mod. | ||||
560 | Base Amount values (scale up linearly from 1 player to maximum players allowed): Hans Volter = 1-18, Patriarch = 6-10, King FP = 1-6, Abomination: Normal = 5-30, Hard = 6-66, Suicidal = 6-36, HOE = 8-48. | ||||
562 | Per-Player Mod values: 1 player - x1, 2 players - x1.5, 3 players - x1.5, 4 players - x1.875, 5 players - x1.875, 6 players - 2. | ||||
Note 1: Amount of ZEDs to spawn will never be higher than Maximum ZEDs At Time value. Maximum ZEDs At Time: Normal: 1p - 10, 2p - 14, 3p or more - 32, Hard: 1p - 11, 2p - 18, 3p or more - 32, Suicidal: 1p - 12, 2p - 18, 3p or more - 32, HOE: 1p - 12, 2p - 18, 3p or more - 32. | |||||
564 | |||||
Note 2: During the boss wave there is a limit of AIs that defies how many of them should present on map at the same time (do not confuse it with the Maximum ZEDs At Time). For example, HOE solo allows only 12 AIs at time, but during the Hans Volter wave there can only be maximum of 8 AIs active, meaning that 4 other ZEDs should have to wait for their spawn. Maximum active AIs during the boss wave: Hans Volter - 8, Patriarch - 8, King Fleshpound - 32, Abomination - 10. | |||||
566 | |||||
568 | |||||
Example, how many ZEDs to expect during the Abomination wave at Suicidal difficulty, 3 players: Base Wave Amount laying at the half way through the range of 6-36 (3 players = 1/2 of the 6 which is max), so Base Wave Amount = LERP (6, 36, 0.5) = 21, Per-Player Mod for 3 players = x1.5. ZEDs To Spawn = 21 x 1.5 = 31. Maximum ZEDs At Time for 3 players Suicidal is 32, 32 > 31, so ZEDs To Spawn remains the same (31). Abomination only allows 10 AIs active at time meaning that 21 other ZEDs would be waiting in the pending list and will spawn as soon as players make room for them. | |||||
570 | |||||
572 | |||||
ZEDs - Spawn intensity. | ZED spawn intensity changes depending on the various factors. | ||||
574 | ZED spawn intensity depend from the Spawn Rate modifier which itself depend from the Spawn Mod, Spawn Time modifier, Solo Spawn Rate modifier and Early Wave Rate / Late Wave modifiers (by default Spawn Rate modifier value set to: Normal - x0.8, Hard - x0.8, Suicidal - x0.7, HOE - x0.68). These modifiers change their values with the game difficulty, wave number, amount of the living players and whether this wave is an 'early' wave or not ('early' waves: Long = waves 1-4, Normal = waves 1-3, Short = 1st wave). The greater Spawn Rate modifier is - the slower spawning happens and vice versa, the lesser it is - the faster ZEDs spawn. By any means there is at least 1 second between spawns of each two separate ZED groups. | ||||
576 | |||||
578 | Firstly game calculates the Spawn Mod: | ||||
1. Spawning rate in the 'early' waves will be increased. Spawn Mod for 'early' waves calculated as Spawn Mod = Spawn Time modifier x Solo Spawn Rate modifier x Early Wave Rate modifier. | |||||
580 | |||||
1.1. If current game is a solo game, ZED spawning will be slowed down. Otherwise Solo Spawn Rate modifier remains the same (1). Solo Spawn Rate modifiers: Short game, all difficulties - (wave 1 - 1.55, wave 2 - 1.65, wave 3 - 1.75, wave 4 - 1.80, wave 4 of normal game - 1.85), Normal game, all difficulties - (wave 1 - 1.55, wave 2 - 1.60, wave 3 - 1.65, wave 4 - 1.70, wave 5 - 1.75, wave 6 - 1.80, wave 7 - 1.80), Long game, all difficulties - (wave 1 - 1.55, wave 2 - 1.59, wave 3 - 1.64, wave 4 - 1.68, wave 5 - 1.72, wave 6 - 1.75, wave 7 - 1.78, wave 8 - 1.81, wave 9 - 1.84, wave 10 - 1.85). | |||||
582 | |||||
584 | |||||
1.2. If current wave is an 'early' wave, Spawn Time modifier changes to 1 for 1 player, to 1.3 for 2 players, to 0.9 for 3 players, to 0.7 for 4 players, to 0.4 for 5 players or to 0.3 for 6 players or more. Otherwise Spawn Time modifier remains the same (1). | |||||
586 | |||||
1.3. If current wave is an 'early' wave, Early Wave Rate modifier changes to 0.8 (Normal) OR to 0.6 (Hard) OR to 0.5 (Suicidal and HOE). Otherwise (if this is wave is a 'late' wave) Early Wave Rate modifier remains the same (1). | |||||
588 | |||||
2. Spawning rate in the 'late' waves will be toned down. Spawn Mod for 'late' waves calculated as Spawn Mod = Spawn Time modifier x Solo Spawn Rate modifier. | |||||
590 | |||||
2.1. At 'late' waves Spawn Time modifier changes to 1.1 for 1 player, to 1.45 for 2 players, to 0.9 for 3 players, to 0.8 for 4 players, to 0.7 for 5 players or to 0.6 for 6 players or more. | |||||
592 | |||||
2.2. Solo Spawn Rate modifier taken from step 1.1. | |||||
594 | After getting the Spawn Mod (from either step 1 or step 2), game multiplies it by Difficulty Spawn Rate modifier. For now on all difficulties Difficulty Spawn Rate modifier has a value of 1, i.e. has NO impact on the spawning. | ||||
596 | As a final step game calculates Spawn Rate modifier as Spawn Rate modifier = Spawn Mod x Spawn Rate Intensity of the Game Conductor. | ||||
Furthermore, overall spawn intensity depend on the map. Each map has its own specific value that used for calculation of the next spawn time. Lower value means faster spawning. Information on map-specific spawn periods can be found in Difficulty Tab, 'Map-specific spawn periods' section. | |||||
598 | |||||
Note: PvP mode has its ows spawn rules. Information of PvP spawning can be found in PvP Tab, ZED Spawning section. | |||||
600 | ZEDs - Stuck possibility. | AI might stuck due to obstacles or lack of waypoints. AI tends to evaluate and handle stuck. | |||
ZEDs use complicated mechanism to evaluate their stuck possibility when moving to players. Within constant intervals ZEDs check if it is needed to add certain amount of the StuckPossiblity to their stuck meter. Some actions however mark ZEDs as completely unstuck. Upon reaching the StuckPossiblity meter of 5 or higher ZEDs will handle the stuck. ZEDs use different methods to get unstuck. | |||||
602 | |||||
604 | - ZEDs do not evaluate stuck possibility for next 5 seconds after taking damage. | ||||
- For the next 5 seconds after playing the melee attack animation ZEDs considered as completely unstuck. StuckPossiblity become 0. | |||||
606 | - For the next 5 seconds after teleporting ZEDs considered as completely unstuck. StuckPossiblity become 0. Check 'ZEDs - Teleportation' mechanics for additional information on ZED teleportation. | ||||
608 | - For the next 5 seconds after performing any special move (attack, stumble, knockdown, scream etc.) ZEDs considered as completely unstuck. StuckPossiblity become 0. | ||||
610 | - If ZEDs are not further than 10 meters away from the players AND there are at least 5 AIs remaining throughout the wave, these ZEDs are considered as completely unstuck. StuckPossibility become 0. | ||||
612 | - If ZEDs have path to the player (at least one waypoint is cached), they considered as completely unstuck. StuckPossibility become 0. | ||||
- If ZEDs are waiting outside of the closed door while other ZEDs trying to break though, they considered as completely unstuck. StuckPossibility become 0. | |||||
614 | - If ZEDs are not moving in the X|Y axis, StuckPossibility being increased by +0.5. | ||||
- If ZEDs are moving up / down (jumping in one place) StuckPossibility being increased by +1 (by +2 if ZEDs are falling without Z-axis velocity). | |||||
616 | In order to prevent stuck, ZEDs have their collision cylinder size reduced while at the special areas of the map ('chokepoints') and when they have total StuckPossibility of 2.5 or higher. | ||||
618 | ZEDs handle stuck differently. Small ZEDs prefer to suicide and respawn at the spawn volumes. Scrake, Fleshpound and bosses cannot suicide when being stuck but rather teleport to the nearest waypoint OR (if there is no waypoints nearby) to the spawn volumes. | ||||
620 | ZEDs - Teleportation. | Some ZEDs can teleport when not observed by players. | |||
When hidden (not observed by spectators, not visible and not audible to players) ZEDs can initiate a teleportation to the nearest 'best' spawn volume from the players. Observing ZEDs through walls and objects prevents them from becoming hidden for a short period of time hence prevents their teleportation. ZEDs updating their 'last relevant time' variable within 5s intervals which is enough to trigger their teleportation. To make sure that certain ZED will not teleport closer, players should have it constantly appearing and disappearing within their LOS (line of sight) since this method forces ZED to update its 'last relevant time' variable in intervals shorter than 5s - it is being constantly updated as long as players maintain LOS to this ZED. | |||||
622 | |||||
624 | |||||
ZED teleportation is completely disabled when only 12 AIs remain during the wave time (except for Stalker - this ZED can teleport regardless from amount of the remaining AIs). | |||||
626 | |||||
Bloat, Husk, E.D.A.R, Siren, Scrake, Fleshpound and bosses cannot teleport at all. |
Learn to master the most powerful class in the game.
Intro
Meta = Most Effective Tactic Available. This guide is intended for players of all experience levels who want to make the most out of the GS class.
The Gunslinger Code
Headshot and headshot only. This is a general rule for KF2, but it's even more important if you want to play Gunslinger well. Not getting headshots as a gunslinger is like not using melee weapons as zerker, or playing survivalist; you just don’t do it.
Now you might be thinking, 'But why shouldn’t I just play SS if I need to get headshots?” Life lesson my Padawan: Sharpshooter is for babies who want to sit in a corner and be useless until a big zed shows up. Gunslinger is for badasses who want to excel at killing absolutely everything. BUT ONLY IF YOU PLAY IT RIGHT. The Gunslinger's high mobility and high DPS (damage per second) allow him to effectively kill hundreds of trash zeds and still drop a fleshpound in 5 seconds.
Basics
How to headshot (and why it's important)
A. The skill 'Rack em Up” increases the damage you deal every time you land a headshot (stacks for a max of +50% damage. Combined with a level 25 GS's passive damage (+25%), gives you a whopping +75% damage with perk weapons). For hopefully obvious reasons, this is THE most powerful skill in the GS tree. Stacking REU significantly reduces the TTK (time to kill) of both normal zeds, but more importantly large zeds.
Killing Floor 2 Gunslinger Weapons For Sale
B. Since GS’s primary weapons are pistols, his ammo pool is lower than most other perks. Scoring headshots as often as possible is an effective and necessary method of conserving ammunition.Practice Makes Perfect
Unfortunately, headshots aren’t something you can master just by reading a guide. But I can get you started with tips:
First of all ALWAYS TRY TO HEADSHOT. I don't care if it's crawler, a scrake, or a practically invisible stalker (there is only one zed you should not headshot and that's the husk, shoot his backpack). It will only get easier if you TRY. Plus, this is exactly how GS is effectively played. Headshotting every zed you see keeps the REU damage bonus up, which not only makes missed headshots less punishing, but increases your battle readiness in the event that a big zed shows up, thus making your job easier.
Additionally:
- Memorize where the center of your screen is (i.e. where the bullets will go). Feel free to turn on the crosshair to assist you in this process (and leave it on if you prefer).
- Have a high framerate. If you have to make the game look like it runs on the Nintendo 64 to get 60 fps, do it. You won’t be able to headshot with anything less.
- Find your preferred aim sensitivity. Straightforward enough, find a value that’s fast but easy to control.
- Memorize the general movements of the zeds. In other words, how they move their heads when running, walking or attacking. For example, the fleshpound moves his head in a side to side motion as he begins to rage. Try to predict where their head will be so you can land that perfect shot.
- Do NOT try to headshot a zed that is not walking towards you because you will probably miss.
- Do NOT ADS (aim down sights) EVER. This is counterintuitive to becoming a good GS. You should be able to headshot without using the sights as it will increase your DPS massively and generally be more convenient.
Your Role
Unlike SS and Firebug, a Gunslinger's role is not restricted to just large or small zeds. A good GS excels at both trash clearing (i.e. normal zeds) and large zed elimination. Make no mistake however, large zeds should be your priority when you see them.
Dealing with big zeds
A number of people have come up with convoluted, 'combos' to quickly kill zeds. In most cases these never actually work out in an real match due to various factors like trash zeds and map design. When a big zed shows up, just remember your training. If you see a fleshpound or scrake approaching, take the following steps:
- Clear trash around him.
- Quickly check behind you to make sure there are no additional enemies. You should also be looking to make sure there is plenty of space to walk backwards (preferably in a straight line).
- Equip your most powerful weapon (Magnums if you have them, if not then Deagles). Also ensure he is walking towards you and not another player.
- Walk backwards while firing at his head.
- When you run out of ammo, switch to Deagles (or reload your magnums if there’s enough distance between you and the zed).
- Repeat step 4.
Protip: Jump as a big zed is about to hit you. This will throw you backwards and make it impossible for them to chain additional follow up hits.
Skill Selection
This is your skill selection. Accept no substitutes.
Quick Draw:
Gives you a ton of great bonuses. Reduced recoil, additional movement speed, and faster weapon swapping.
Rack em up:
As I’ve explained, this is GS’s most important skill. You can get up to 50% extra damage versus the measly 20% offered by the alternative skill (and why you would want to do extra damage to limbs is beyond me).
Speedloader:
This is the only skill in the GS tree that is optional for experienced GSs. Speedloader reduces your reload time significantly, but can be substituted by animation cancelling (See the 'Animation cancelling' section of this guide).
Skullcracker:
This is a decent bonus since you’ll be getting headshots anyway. 30% decreased speed to zeds isn’t really enough for you to outrun them, but it can still make the difference between life or death by giving you and your teammates some extra time to deal the killing blow. In any case, there is really no benefit to knocking down zeds as it just makes it more difficult to headshot them.
Fan Fire:
Our final and very useful zed time skill. Naive players may be tempted to choose Whirlwind because INFINITE AMMO, but fail to note that your weapons will still fire in slow motion during zed time. Thus, entering zed time with a full mag gives you more or less the same effect as Whirlwind would. Simply put, you won't be able to fire off enough rounds during zed time for infinite ammo to actually matter.
FAN FIRE not only lets us shoot in real time during zed time but reload in real time as well. This means that given the correct circumstances, we can dump a full magazine into an enemy’s head during a single zed time execution (3 seconds) and still be ready and loaded by the time it ends. Note that recoil is greater during zed time with this skill, control your shots.
Protip: If you're stuck in a slow animation during zed time with this skill, swap weapons.
Boss Strategy (Multiplayer)
Your strategy for bosses is.. you guessed it: headshots. Yes this can be a bit more difficult which is why you must pick your shots more carefully.
Hans
Hans is a terrible boss to deal with in general. He is much harder to hit than the Patriarch as he likes to slide around in his annoying suit. You want to have your Magnums out to start with, then take slow but steady shots at his head as soon as you see him. You generally want to be at a middle ground in terms of distance. Too far and you won't be able to land any headshots, too close and he'll probably slice you up with his bayonets. In addition, being closer allows you to take advantage of any openings that may appear. For example, a demo's explosion might knock Hans down, allowing you to run up and pop some rounds in his head. A sharpshooter's freeze nade can also briefly immobilize him.
Once Hans' shield goes up, you'll want to fall back a bit so that he doesn't grab you. Ideally, your team will break his shield before he can drain someone, but if he grabs someone, make sure it isn't you. As soon as Hans grabs another player, you'll want to pull out your Deagles and run right up next to him and start unloading into Hans' head. Combined with your teammates' support fire, this should break his shield almost instantly.
The next time his shield goes up will be a bit more difficult because it can absorb even more damage. You will want to repeat the same general strategy, although you may want to start using the Magnums instead of Deagles to compensate for his stronger shield.
Patriarch
The Patriarch is a piece of cake compared to Hans. He moves much more slowly and often likes to stop and stand in one place for a few seconds. The difference here is that his head can be bit difficult to identify since it's practically in his torso. Just as with Hans, you want to start off with the Magnums and take slow and steady shots at his head. In the event that he turns his back on you, you will not be able to headshot him, so feel free to aim for his glowing green arm which is a weak spot. Again, you want to be at a middleground from him, but this time you want to be sure there's plenty of solid cover. If he catches you in the open with his minigun you're screwed, period.
With a good team, the Patriarch's health should go down very quickly. As soon as his health bar changes color, you want to pull out your Deagles and just unload on him. It's preferable if you hit him in the head or arm, but the point is to maximize your DPS so you can kill him before he runs away and heals. Once again, this will usually only work if the team helps you out. Smart players will try to box him in by surrounding him and blocking his path and this usually buys enough time to kill him before he can escape.
Note that it may be helpful to purchase the M1911s on this final wave for trash killing so that you can conserve the ammo of your more powerful weapons.
Animation Cancelling
Basic animation cancelling
is the second most important skill for a GS to master behind headshotting.
You may or may not have noticed that when you reload some weapons, the ammo counter will refill before the animation is actually completed. This means that the weapon actually IS reloaded at that point, but how do we shave off those extra seconds of animation? In order to do so, simply hit the bash key (defaults to V) once the counter updates. Note that if you do this too early, you will have to restart the reload, so practice your timing.
Almost all class weapons allow this, but because of their low ammo pool, Gunslingers benefit the most from this technique. Combined with the Speedloader skill, a GS can almost always have a full mag ready because animation cancelling brings his reload time down to a mere 1-2 seconds. Animation cancelling is actually easiest using GS weapons because the weapon is loaded as soon as you hear the first magazine click into place. Use this as a reference point for timing your bash.
Note that an animation cancel will not work on the Magnums using Speedloader (the reload time is the same as the animation).
Advanced animation cancelling
There is, in fact, an even faster way to cancel animations. To do so, press and hold mouse 1 after you start the reload. As soon as the ammo counter updates, hit V (bash). This will skip the bashing animation and immediately fire the weapon.
Protip: Swapping weapons after the counter updates also cancels the animation but leaves the weapon reloaded. Use this to quickly reload all weapons in your inventory.
Weapons Overview
Since the cross perk update, GS gained bonuses with a lot of new weapons. The only weapons you should be using if you want to play seriously however, are the pistols. The following overview covers only these weapons.
9MM
You start with one of these. Reliable fallback, but don't use it as a primary. Do not buy dual 9mms as their minimal damage isn't worth the cost.
1858
You start with these. Many players seem to hate them but they are actually decent on the first wave but will inevitably run out of ammo before it ends. Use these over the single 9mm because they have higher DPS and be sure to make use of animation cancelling to skip the long reload. Sell immediately.
M1911
My least favorite weapon. High fire rate, decent damage, but the recoil acts differently than on other GS pistols, thus making it difficult to control. It's better to upgrade straight to the Deagle.
Deagle
All-rounder and your best friend. The Deagles are every good GS's bread and butter. Good fire rate and great damage allows the Deagle to excel at trash disposal and is quite reliable against tougher enemies too.
500. Magnum
The most powerful handgun in the world GS's arsenal. As you'd expect, they do incredible damage for their pricetag, but reload rather slowly and only hold 5 bullets each at a time. Use only for big zeds.
Nail Bomb
This is your class specific grenade. It can stun things but isn't very reliable at doing that. Use it like a normal grenade and be careful not to stand too close.
Loadout & Buy Order
Some people like to use really strange and expensive loadouts often involving off-perk weapons and other things, but the best loadouts for GS contain nothing but the weapons you will be using the most. By Wave 10, your loadout should contain at minimum the following:
Dual Deagles + Dual Magnums (optionally: + Medic Pistol)
If you're doing things right, you don't need more than this, and anything else you buy is just money wasted that could have gone to your teammates instead (what exactly do you plan on doing with that $600 katana?).
My recommended buy order is the following (assuming 7-10 wave matches):
- Single Deagle
- Dual Deagles
- Dual Deagles + Single 500 Magnum
- Dual Deagles + Dual 500 Magnums
- Dual Deagles + Dual 500 Magnums + Dual M1911s (Boss Wave Only)
Your first purchase is the Deagle as it does excellent damage for its price. By the 3rd wave you should already have Dual Deagles. After this you want the 500 Magnums, again buying only one at a time. I recommend that you try to avoid using it until you have two of them. By wave 7-8 you should have finalized your loadout with Dual Deagles + Dual Magnums.
Posted by2 months ago
The gunslingers already have good weapons, but there are no real tier 5 options. I think there should be, since all pistols in the game can be used by every other class as a side weapon, and don't require upgrades (so they don't include much weight).
It's kind of hard to find a handgun caliber above .50 inches, but there are some other types of ammo you can talk about. What about .410 shotgun rounds? You could include something like a Taurus Judge, that shoots mini shotgun shells, and could cross perk with the support class. There are also several types of pistol that shoot rifle rounds, so although the caliber sizes are usually smaller the bullet topology changes (and is more pointy) to accommodate the extra propulsion speed. The five seven is probably the most well known weapon that can use this capability; did I mention that they made the gun in order to help shoot though targets with body armor on?
Oct 12, 2016 Arma 3 General Discussions Topic Details. Oct 12, 2016 @ 7:08pm Best/good single player mods? Hi, anyone who have any tips for good single player mods? What would be really good is a open world mod, with some missions so not just survival, traders etc. I know off some mods that I have not tested yet like Survive Altis and Ravage. May 04, 2016 Yes Pilgrimage is one of the best single player missions imo. The Chernarus version is a lot of fun too in a hellish brutal frightening and downright leathal kind of way. I played the War Of The Hats mission yesterday and had a jolly good time. Best single player arma 3 mods dayz.
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