Is Killing Floor 2 Split Screen

Picture of Is Killing Floor 2 Split Screen

At first, London went into ruins as someone at Horzine Labs let out some specimens who weren't supposed to end up like they ended up. So, what do you get when a containment breach occurs and the specimens run havoc in not just London, but the rest of Europe? As more people attempt to fight back specimens, someone is causing them to spread, even after the Patriarch's final death.After the successful Unreal Tournament 2004 mod Killing Floor gained traction and became a full release in 2009, Tripwire Interactive took a couple of things learned from their other games released in the meantime, and created Killing Floor 2.

The game got released as an Early Access title in April 2015, to fix bugs and receive plentiful feedback to improve on the Killing Floor formula, along with letting players experience a bit of the game before it fully launched in November 2016 on both PC and PlayStation 4, with an Xbox One port following the next August. I'm back, and I've got some new tropes! A.I. Breaker: Scrakes, Fleshpounds and even Hans could previously be tricked into just spinning on the spot if the player runs in close circles around them.

This gamebreaking exploit has been fixed in the beta preview release though. All There in the Manual: Know the plot for the last game?You don't?  Okay, well, you're sent in to kill lots of freak cloning specimens, get money, buy better guns, survive to kill the boss, rinse and repeat until the game goes gold and possibly gets a plot-point like the last game. note  And Your Reward Is Clothes: As of the Summer Sideshow event, Weekly Outbreaks are available which can earn you exclusive cosmetic items, as well as a separate set of sideshow tickets that when collected in sufficient number can be exchanged for themed cosmetics.

The later Halloween Horrors update, alongside its own set of Halloween tickets, introduced a new dosh vault that players can earn money for by completing certain objectives, including the weekly objectives. Filling it up past certain intervals rewards special loot crates that can be opened for free and contain exclusive cosmetic items. Attack Its Weak Point: Some of the zeds have designated weak points apart from their heads, including the fleshpound's glowing chest plate, Hans Volter's power core on his back and the Husk's backpack.

The All-Seeing A.I.: There are plenty of dark places on some maps (especially Catacombs) and your options for lighting them up are severely limited and often ineffectual. What lights there are tend to get broken quickly, especially with a Demolitionist on the team. Naturally the Zeds have perfect night vision at all times. Always Night: Almost every map is either set at night or indoors with almost no natural light sources available.

The only exceptions are Outpost, which appears to be set during polar twilight; Black Forest, which starts at dusk, then switches to night in the midpoint of the mission; and Zed Landing, the only map to straight-up take place in daylight. Amusement Park of Doom: The Summer Sideshow limited time event added a new map called The Tragic Kingdom which is set in a giant abandoned amusement park. The map has tons of special features including minigames, ride based traps and hazards that players can set off, new Circus of Fear themed skins for all of the Zeds (including bosses) and prize tickets players can exchange for new cosmetic items.

Anti-Frustration Features: Due to Tripwire taking things into account, a lot of things have been added to ease issues: You don't need to be alive to get the achievement for completing a map, nor do you need to complete it on 10 waves. When you die and respawn, you're either compensated with an amount of money proportional to progress through the mission, or you get to keep how much you had before dying, whichever one is higher.

Similarly, if you join a game that has been in progress for a few waves, you'll find yourself with a larger amount of starting dosh. You'll still need help from your teammates to fully kit yourself out, but it won't require them to sacrifice nearly as much of their own funds. Each class has a class-starting weapon even without any experience with that class (compared to the first game requiring high levels in a perk to spawn with weapons), lessening the issue of getting a gun from the get-go that revolves around your perk.

The Healing Dart hitbox is double the size of the playermodel for injured players. The darts will actually home in on other players, and all medic weapons will have an audio cue for when the dart is locked on to a player. Updates made it so that the darts fly through the air faster as well. A button was made specifically for a Quick Melee bash, leaving you less defenseless than previously, especially during reloads.

However, it interrupts a reload, so use it wisely or you'll die bashing zeds instead of shooting them and living on. It will get clots to let go, which is good if you're grabbed while trying to reload on the run. Wave-completion rewards increase on higher difficulties. Perks were remade to fit a better leveling structure (you gain experience by using perk weapons and doing specific things the perk is designed to do, even if you're not playing as that perk, instead of specific requirements that only count when playing as that perk), making leveling up more of a frequent thing, allowing for leveling perks without actually playing them, and made each perk get skills every 5 levels that players can swap between when they need to between waves.

A later update also allowed for more explicit cross-class abilities, such as getting Commando bonuses while using the Medic's assault rifle, or Sharpshooter getting lesser versions of the bonuses for pistols and revolvers that its Gunslinger offshoot can get. It does retain a hint of the old "requirements" leveling by giving you increased XP for specific perk-related actions. For example, the Commando still gets XP bonuses for killing stalkers, which he can also share with his teammates, the Support still gains experience for welding doors, the Demolitionist can get more experience by killing Fleshpounds with explosive weapons, etc.

However, you're not required to do these while playing as those perks to level them as in the first game - they're just a bonus you can get any time you have the appropriate weapon on-hand. You're no longer stopped dead in your tracks when you receive melee damage from enemies. Instead, this was re-worked into clots and its siblings grabbing hold of you, with the game pointing you into the direction of what exact enemy grabbed you.

This can be a disadvantage at times, however, as it forces you to prioritize weaker specimens regardless of your situation (though sometimes you can get lucky and nail an accidental headshot on the enemy in question just due to the camera naturally pointing your gun directly at it); a later update added an option to toggle this behavior on or off depending on whether you appreciate it or find it annoying.

The maps have multiple respawn points, unlike the first game where everyone always spawned at one specific point. The respawn point used for between-wave player spawning will be within a short sprint's distance from the trader. Increasing difficulty will raise the smaller Zeds' numbers, damage, speed, aggression, and variety of attacks, but they don't gain additional HP at any difficulty level above Hard.

The devs specified this was to mitigate the frustration of leveling up to more powerful weapons but having them be less effective because you're playing on harder difficulties. Similarly, the game's Dynamic Difficulty system can increase the game's pace, but won't make enemies more durable or numerous, so you don't have to worry about running out of ammunition because you started out doing too well.

Unlike the first game (and earlier versions of 2), everyone has a body-mounted flashlight instead of just a few weapons having mounted flashlights, so players no longer need to choose between the right tool for the job or something lesser to be able to see. If Zed Time starts when no Zeds are around any players, everyone can move at normal speed until someone attacks or comes into range of an enemy.

Zed Time also slightly speeds up reloads and weapon switching (with some perks also getting skills that let you reload even faster during it), so if you have to do either, the Zed Time won't be completely wasted. Weapons lower on the tier tend to start out with more ammunition than ones that are more powerful, and are cheaper to refill as well. Reloads can be interrupted at any time, unlike in the first game where, at best, weapons had one or two specific points before the animation finished that would let you interrupt.

This is a mixed blessing, but is generally seen as more of an advantage than a disadvantage, with some weapons (particularly the Gunslinger's various dual pistols) allowing for noticeable amounts of time to be shaved off of reloads because of how early in the animation the player's ammo counter actually updates. The final three zeds remaining in a wave are marked on the heads up display if they are not in line of sight.

This is especially helpful when a zed is stuck in a spawning vent, circumventing the need to locate them using only their audio cues. Unlocked skills that are so useful that everyone uses them, but aren't considered overpowered, generally end up patched to be innate abilities of the class. Examples include the Berserker's immunity to being grabbed by clots, Demolitionist and Support's supplying teammates with grenades and ammo, and Commandos sharing their sight of cloaked Zeds.

Conversely, the same also sometimes happens for skills that are simple, useful in some circumstances, but completely outclassed by a much better skill they compete against at the same level, like the Demolitionist's ability to set welded doors to explode when Zeds break them down. While playing solo, a self-heal restores at least twice as much health as it does in multiplayer. The achievements for collecting items across levels used to require finding all of the items, of which there was something like 30.

A later update lowered this to just ten, allowing quite a bit of leeway for exploration without having to waste a lot of time ignoring one or two enemies to find everything. Some later maps have even been designed with only ten collectibles in them, though maps where the player goes past a Point of No Return between waves, like The Descent (where it's a straight shot between areas), Nightmare (where the starting and final waves always take them to specific areas, but the waves in-between are randomized), and Krampus' Lair (another straight shot that changes every three waves) still have the full thirty to try and alleviate the possibility of a player missing just one collectible in an area and promptly screwing themselves out of getting the achievement in that run.

Arbitrary Minimum Range: If the M79, RPG-7, or Seeker Six hits something less than about 10 meters away, the explosive won't detonate* , though the impact itself still does some damage. This is contrast with the starting grenade pistol, whose projectiles can detonate at any distance and won't even harm the shooter. Asymmetric Multiplayer: A versus mode debuts in this game. It plays similarly to the regular survival mode where one side controls the humans and fights against the horde, but now there's another side that plays as some of the special zeds.

Aura Vision: Cloaked specimens (such as Stalkers) near a Commando will be visible to the entire team as transparent red figures. They can also uniquely see specimens' health bars, whereas everyone else can only see the boss's health bar. Ax-Crazy: Oh boy... Hope you loved the Zeds in the first game, cause they got worse. Oh, and the Patriarch might be late to the party, but Hans is much... much worse.

Awesome, but Impractical: While melee weapons when not used by the Berserker are good for emergencies, you have a melee bash which can be equally as effective, if you're not the melee guy. All melee weapons including starting ones, however, can block another zed's melee damage and stumble them. This can save you a lot of health and armour against a single Clot or Gorefast that's managed to get to you.

While off-perk weapons aren't as crippled (or ridiculously expensive) as in the first game, it's still generally better to stick to your specialty. Audible Sharpness: Invoked as part of a consistent audible cue system. The Katana and Zweihander do this when you equip them. The Gorefast uses a blade as a weapon, so it makes that sound to warn of its approach. Also semi-justified as the blade is actually long enough to scrape against the ground (they'll use them as a sort of crutch if you shoot their heads off, for instance) which could be making the sounds.

Bad Guys Play Pool: Volter Manor has a pool table set up on the upper floor. Maybe it's what Hans plays during his entertainment break? Bling of War: The prize for the fourth weekly mutation of the Summer Sideshow is a sweet suit of golden Horzine combat body armor. Now you can mow down a legion of Zeds with a katana and look totally bitchin' while you do it. The prize for another one added a golden helmet to go along with it, and yet another added a "King Fleshpound" visor that takes the form of a gold-plated version of the metal band over the Fleshpounds' eyes.

There are also "Precious" skins for various firearms that take the form of entirely gold-plating the things, and as of the Dosh Vault's addition you can also get similar gold skins for cosmetics (including a version of the Scrake's facemask) and the various classes' starting knives. Bloodier and Gorier: The MEAT system makes Killing Floor 2 much more gory than the first game, which was pretty bloody to begin with.

Attacked Zed parts become bloodied and cratered when hit and dismembered by lethal blows. While corpses will fade once you've put enough distance from them, the blood that gets spilled all over the floor and walls persists through the entire match, letting you paint the maps so red that even the player characters (who at this point are experienced veterans in the struggle against Paddy's hordes) will express their disgust at it.

Taken Up to 11 with the introduction of NVIDIA FleX in a post-launch update, which adds realistic fluid simulation to Zed blood (and Bloat vomit), as well as plenty of wobbling, gory goodness from the various chunks of flesh, internal organs, and lengths of intestine that spew out of the hundreds of Zeds you'll be slaughtering through. Body Armor as Hit Points: Zigzagged, though in a different manner than in the first game: rather than getting different protection values depending on the damage source,note  the percentage of damage your armor absorbs from an attack depends on its condition, starting at 75% and decreasing to 65% and then 55% at specific intervals.

Siren screams and falling damage will, as before, bypass it entirely. The amount of protection even at low percentages still ensures you'll almost never die with armor still on though, so it basically is an extra health bar that's harder to restore. Most significantly, losing armor doesn't slow you down like losing health does. This is invoked with the SWAT's Heavy Armour Training skill and the Survivalist's passive Heavy Body Armor bonus, where all physical damage is applied to armor first, with only Sirens being able to damage hitpoints through that armor.

Body Horror: Hope you loved what they presented in the first game, cause this is taken further this time around: Clots exist in 3 variants: Regular or "Alpha" Clots are just mean looking, and have blood from their mouths. While not as terrible as other Zeds, their bodies can, and will, walk around with their heads partially (or completely) removed. Cysts, which look very... "hollow", have empty black holes for mouths and eyes, and look just.

.. horrifying. They're underdeveloped versions of the Clots. Slashers are basically batshit-insane Clots. They have claws, they slash at you, jump at you, lunge at you, and have spikes popping out of almost every part of their body, something of a cross between a Clot and a Crawler. Gorefasts seem much more bloody and meaty, still missing their lower jaw, their non-blade arms have been removed from the shoulder and the arm 'holding' the blade just has it jammed halfway through, leaving the hand and lower arm completely bisected.

Gorefiends are both better and worse, as they've been allowed to keep their left arm... but they've got another blade jammed through that one. They also seem to be missing their lower jaws, leaving their unnaturally-long black tongues to hang out. Crawlers look less like they've been strapped into leather BDSM gear and instead have clumpy hair everywhere and random vestigial spider legs that twitch around as well as extra eyes.

Husks' body glow as if their fire-tank is lighting fire inside of them. This is more or less confirmed if you take a Husk's head off, as the neck stump will occasionally spew fire. They'll also occasionally just blow up, usually from a kill-shot that hits the tank on the back (which damages nearby Zeds), but sometimes intentionally to try and take you down as well. Sirens have gotten what seems to be a sonar-machine jammed into their throats and their jaws broken, explaining their ability to scream people to death.

Oh and they look much, much worse, with their arms not being strapped to their body, but hooked out by their metal harness, which goes through their body. Bloats are just as fat as ever, but have huge boils on their body. And jiggle physics. Fleshpounds are bigger, wider, and much more aggressive, along with looking like a freak accident between steroids, extreme body modification and unrelenting rage.

Scrakes are again a lot bigger and more muscular than previously. Which isn't much body horror until you open fire and see the skin slowly wear off his skull. The metal plate on his face that almost looks like a surgical mask is actually part of his mouth, which you can sometimes see open when he stops to taunt a killed player. It's full of spiky teeth, of course. Stalkers are much less humanlike, their skin has a texture resembling charcoal, they're extremely thin and they have Barbie Doll Anatomy, unlike the lingerie and curvy figures they had in the first game.

The new boss, Hans Volter, is not as tall as the old Patriarch, but geezus crust on a crutch, he is covered in syringes and tubes, which change colour as he loses health, along with appearing bloodier and sparking as he reaches critical health levels. The Patriarch himself has become so mutated he's barely recognizable from his human form, apart from his glasses. He's much larger, and much of that mass isn't from his natural muscles.

The Firebug causes this, since zeds burnt by him will have realistically charred skin, and will inflate to the point of exploding if shot at with the Microwave Gun. The Hemogoblin is a great asset for the Medic class, but the way it drains Zed's of their blood is pretty horrifying as it leaves them looking like shriveled up prunes. Boring, but Practical: The Support's starting weapon, being a pretty potent shotgun, with the main downside being the reload and cocking animation between shots.

You can occasionally find a free one lying around, which will be useful even off-perk, because it can quickly dispatch common Zeds without using more valuable ammo until its runs dry, then be sold for 100 dosh. The Double-barreled Boomstick, their next-cheapest weapon available, is far more spectacular than that fact would imply - the full damage of all of its pellets are guaranteed to remove the head of any zed save for the largest two, even those two will be staggered for a bit after eating its pellets, and the kick on the gun when firing both barrels with alt-fire will knock you backwards to keep you away from zed retaliation.

Just don't miss, because it only holds two shells. The Berserker's starting melee, the Crovel (a combined shovel and crowbar), which does its job, but is less fancy looking than a katana. It works like a slightly less hefty version of the fire axe from the first game. The Medic's starting weapon is a pistol that is slightly stronger than the base 9mm pistol, but carries less reserve ammo and weighs 1 block.

It also makes healing darts available for you from the beginning of the game. Even if you aren't a Medic (and already have a Medic), it's good to keep everyone healed, especially on higher difficulties, where even one Medic can't keep everyone healed. On anything other than normal, it also works better as a sidearm because the basic 9mm needs two headshots to kill weaker zeds while the medic pistol just needs one.

The Commando's starting weapon is not the Bullpup, a much favored gun (it has been replaced with a higher-tier, full-size rifle that does better damage), but the 9mm Varmint Rifle, a slightly less powerful submachine gun, with burst fire or single fire settings, which makes it more like an oversized pistol due to its small mag and lack of auto-fire. It does just fine getting you through early waves where all but one of the zeds that spawn can be killed in one headshot.

Like the pump shotgun, you'll occasionally find one lying around, which it good for off-class use as a faster substitute for the pistol that kills common zeds in one headshot, then can be sold for an extra hundred dosh towards a better gun. The Gunslinger's M1911 pistols are basically the 9mm handguns, but with extra firepower in exchange for about half the magazine capacity. Still cost-effective and easy to use against smaller targets even as an off-perk weapon; in the hands of a gunslinger they will clear crowds of weaker zeds in seconds with good aim and recoil compensation.

Although it had a rocky start (it seemed it took the entire shot just to kill one basic Clot), thanks to buffs, the starting HX25 Grenade Pistol for the Demolitions perk can take down 4-5 weaker Zeds at once in earlier waves, is cheap to buy both itself and ammo for it, and the best part: whereas the M79 and RPG-7 can cause self-harm if you're too close to the explosion and have an Arbitrary Minimum Range before their projectiles will actually detonate, the HX25 will detonate even on a zed that's grabbed you, and deal no self-damage whatsoever.

Plus, it sells for 150 dosh, fifty more than most other starting perk weapons. Boss in Mook Clothing: In the first game, Scrake and Fleshpounds could be a problem, but still manageable by a single player. In this game? Even if you do a solo match, Scrake and Fleshpounds are practically mini-bosses. Even worse on difficulties above Normal. This has been mitigated somewhat by the introduction of the long-awaited Sharpshooter class, which is capable of powerful headshots and can stun even large zeds long enough to finish them off.

Breakout Character: Mr. Foster's popularity made him one of the first two characters from the first game to be playable in the second, pretty much solidifying him as the face of Killing Floor. Break Out the Museum Piece: Among the selection of modern weaponry available are such things like an old-west lever-action rifle, black powder revolvers, a pre-WWI shotgun, and a Vietnam War-era light machine gun.

Hans Volter's primary weapons are also a pair of old MKb-42(H)s from midway through World War II, which he will gleefully point out while shredding you from long range with them ("Old man, old guns!"). Bullet Time: Zed Time. Not only does it slow down time, it increases the contrast and adds a slight monochrome effect, making it easier to see in the dark at the cost of blinding you in the light or if you're using night vision.

All perks's maximum level bonuses are two choices to make things even more awesome for them while in Zed Time, such as being able to reload in real-time or causing zeds to explode and poison other nearby zeds when you kill them during it. Call a Hit Point a "Smeerp": Money was renamed into "Dosh". That's not even just what the characters or fanbase call it - the money icon on the HUD isn't any real currency symbol, but a modified "D" that's open at the bottom and has two horizontal lines through its stem, similar to the symbol for the Euro.

This is probably because the maps now take place well outside of the British isles — two of the starting maps take place in Paris and Germany. Calling Your Attacks: Your character along with your teammates call most enemy attacks and when enemies go berserk. Hans calls out nearly everything he does, including changing from melee attacks to guns, throwing grenades of each type (he makes sure to clearly identify which one he uses) and when he enters his 'hunting' phase.

One of his callouts is even "HERE'S A WARNING FOR YOU!" The Patriarch is equally guilty of this, with one of the randomly-chosen hints displayed when the boss wave starts telling you that he does so because of his arrogance. Chainsaw Good: Currently, the Berserker's Eviscerator is the closest thing to a player-usable chainsaw at the moment. It's more chainsaw bad from the Scrake. Character Class System: Even moreso than in the first game, with 10 in total and more occasionally coming with updates.

The Commando: Focuses on hitting enemies at mostly any range and dealing a good amount of damage, making them quite able at taking out trash mobs, special threats such as Stalkers or Husks, and even the giant zeds with headshots. Can see Zed health and cloaked stalkers that are close enough, and reset Zed time up to 6 times at maximum level to provide his team a bunch of leeway to annihilate the Zeds in slow-motion.

Throws normal HE grenades. The Support: Focuses on dealing huge amounts of damage on multiple targets, and making sure big threats, like Scrakes and Fleshpounds, die quick at close-range. They're also good at welding doors (and are the only class that can repair destroyed doors) and can, well, support other players by carrying an ammo pack that their allies can get ammo once every round from. Can throw frag grenades that have a weaker explosion but will shoot out shrapnel that will bounce like pinballs in enclosed areas for greater effectiveness.

The Berserker: Focuses on high melee damage and taking out the trash without their buddies wasting ammo. The class has been slightly re-balanced to support a couple of guns to make the Berserker less reliant on "running face first into danger and die" tactics. Can throw EMP grenades that will leave zeds doing little more than walking and swinging (rather than, say, Husks burning the team). They have natural damage resistance and, depending on the skills chosen, can regenerate health.

The Medic: One of the two re-balanced perks, adding Medic-based guns for almost each weapon category, giving Medical versions of pistols, SMGs, shotguns and automatic rifles. They're less potent then their proper brethren, but hold more ammo and can fire healing darts to keep the rest of the team at full strength. Also gains gas grenades that heal teammates and poison zeds. Their regular healing syringe also recharges faster than any other class.

The Firebug: Focuses on setting things on fire to deal damage over time, and lighting up dark areas. Most of their weapons create a radius of fire if fired at the ground, allowing both your teammates to see better in the dark, and to set zeds that walk through it ablaze. Throws Molotov Cocktails... which, of course, also light the ground and stuff on fire. The Demolitionist: Focuses on utilizing explosives to deal massive damage.

Every single one of their weapons save their melee is explosive. Rather limited when things get closer since most of their weapons will damage themselves then. Can throw extremely potent sticks of dynamite as grenades which explode on contact, they can turn any door into an explosive deathtrap, and they themselves release an explosion instead of dying the first time they're reduced to zero health each wave.

The Gunslinger: An offshoot of the Sharpshooter that focuses on single and dual-wielding pistols and revolvers to take out zeds with headshots. Similarly to the Commando, the Gunslinger is quite versatile and able to handle a variety of things easily from a variety of ranges. Throws a nail bomb that is similar to the Support's frag grenade that instead does mostly piercing damage from bouncing shrapnel and is liable to stun Zeds for a short duration, just a bit less than the SWAT's flashbang.

The Sharpshooter: The original Sharpshooter perk is back, only he's given his pistols to the Gunslinger and now only uses rifles and the old crossbow. The lever-action rifle, a Winchester, is much as it's ever been, and his starting weapon at all skill levels, with a later update also adding a higher-tier version with more modern furniture, including a short-range scope. The crossbow has lost its perfect aim (but does increased damage and causes Zeds to stumble almost every time), so the go-to weapon is now the M14 EBR, much unloved in the first game but improved with an ACOG scope.

He's also traded his M99 in for the much lighter rail gun (which includes an aim-assist mode with reduced damage). Instead of blowing up, his grenades freeze surrounding zeds for a few seconds, doing only minimal damage but allowing easy headshots and making stalkers visible. The SWAT: Small guns with large magazines and fast rates of fire, the SWAT specializes in hosing down zeds with bullets and keeping large targets at bay.

Currently, the SWAT can focus either on buffing his armor limit and durability in order to get in the face of large targets, or enhancing his own mobility and disrupting the mobility of targets with increased stumble and slowing down targets with continuous fire. The SWAT carries a flashbang grenade that puts targets into a stunned state and kills small targets at the site of the explosion. Survivalist: Has no weapons to itself (except the Freezethrower, added in late 2017), instead they get increase damage with any weapon, but not quite as much as dedicated perks.

Unlocks allow minor specialization, for instance increasing reload speeds for about one half of the weapons or the other, extra space for ammo or more room for weapons, replacing their grenades with other sorts of grenades (e.g., the Medic grenade), and the like. This allows for extremely versatile weapon combinations to fill several roles at once, but most players would prefer that you use a specialist.

Charles Atlas Superpower: A couple of selectable skills in each perk invoke this: Carry around more ammo or carry around an ammo bag your teammates can use. Collection Sidequest: Every map has hidden items that players have to find and shoot to collect, usually Dosh pendants but sometimes something unique, like purple baby-ish things in Black Forest, puppets in Farmhouse, or beachballs with Alan Wilson's face on them in Zed Landing.

You earn an achievement if you and your team can find ten of them. Colour-Coded for Your Convenience: Several examples. Green poison gas and Bloat bile. Bad for you! Run away. Medic guns have blue Tron Lines, syringes also have a blue motif (though the healing fluid is green while in the capsule) and all healing device readouts are blue. Healing darts generate a puff of blue vapor, and medic grenades emit blue smoke.

Even the medic's scalpel melee has a glowing neon blue handle. Updates have added a visual component to the zed-time healing area effect; if you leave zed time before it finishes, you'll see that it is also blue. Fleshpounds glow yellow when calm, red when raging. Their hand-grinders also glow with heat when they've been attacking. Scrakes' chainsaws glow red when raging. The red glow of the Fleshpound and Scrake weapons, along with the Patriarch's gun and Volter's claws when preforming melee attacks, indicates that the player can't parry them.

Hans Volter's chemical harness glows a bright green when he's healthy and runs through yellow, to orange, to red as he goes through his healing phases. Same for the Patriarch's various growths on his right arm. Hans Volter's frag grenades trail red smoke as they're being thrown. They are also highlighted on the HUD with flashing red symbols. When Hans Volter is healing, his victim occasionally emits red vapor.

Commando-vision shows stalkers and the Patriarch as transparent red figures. Siren screams also manifest visually as waves of red. The Computer Is a Cheating Bastard: Hans Volter's lunge is much longer than what his animation shows, although this seems to be more of hitbox dissonance, rather than outright cheating. His aim with his guns, on the other hand, sometimes goes through the level geometry, as well as being on point, every damn time.

It was once possible to join a server as a spectator and spectate Hans in first person. Doing so showed his view was somewhat rigid, as if his view was being moved around with a controller thumbstick, as in it takes a short moment for him to turn around or go around a corner. But as soon as he pulls his guns out, his view would instantly snap between targets at rapid speed, regardless of his world animations.

Explains why he would be facing away from you shooting at a teammate, and you would get nailed with a bullet or two without him even turning around. For reasons unknown, bullets fired by Hans would somehow open any closed door, preventing you shutting one behind you to take cover from his fire or buy time. This was a big problem if he shot a door open from behind you, then tossed a very deadly gas grenade ahead of you, boxing you in between him and the gas when the grenade should have bounced of a door that should have been shut.

This has been mitigated in later patches, and now the only attacks that will open closed doors are explosions. Originally, Zeds could teleport ahead of you. This was most noticeable near the end of a wave, when there are only a few zeds left; people frequently run around the map looking for extra weapons to sell for cash — or even just try to get to the trader before killing the last zed, to get more time at the trader (especially important on large maps).

You could run away from a zed, turn a corner and run directly into him again. Some areas could be temporarily blocked at both ends by a single zed. In spite of this, it is still possible to create a map with stuck zeds. The mind boggles. A patch released shortly after the "Bullseye" update made it so zeds could only teleport if they had gotten stuck or had no way of reaching the player otherwise, but this for the most part has removed their tendency to teleport ahead of you in favor for a tendency to teleport behind you, often seeming to do so less than five feet away when you're looking in another direction.

The Computer Is A Lying Bastard: Some of the weapon and skill descriptions are inaccurate, either because they are outdated or describe features that haven't been implemented yet. The alt-fire on the AA12 toggles between semi-automatic and fully-automatic, but the description say it's automatic only. The Commando's stat listing claims every fifth level will increase Zed time extension by one second, to a maximum of six.

The way it actually works is that getting a kill during Zed time causes the three second timer to reset, and what increases is the limit on consecutive extensions that that Commando can cause (any other perk can only do the first reset). The Demolitionist's "Extra Rounds" skill claims to increase the maximum ammo for explosive weapons by 5. It does so... so long as the explosive weapon in question isn't C4.

Naturally, there is no mention before trying the skill out that C4 is exempt. Making this more confusing, one of the perks's innate bonuses is an extra round for each explosive weapon every fifth level, and that one does work with C4. Continuity Nod A few of characters from the previous game reappear, with a couple of background (and minor) changes, to either their background story, name and/or face.

And voices too. The last map added to the original game, when played in Objective mode, has you finish by leaving in a train bound for Paris as London blows up behind you. Naturally it's explained that the infection has preceded you, so you're going there to fight more zeds. Cool, but Inefficient: Night-Vision Goggles have every downside they could have in real life (obscured peripheral vision, blurred picture, fewer colors), can only be used for 25 seconds at a time before waiting just as long to recharge, and their usual purpose is rendered null by the fact that all enemies are unaffected by darkness.

Previously, they were the only way to see in the dark while not using a weapon with a flashlight attached, but an update made flashlights body-mounted, and subsequent patches made turning the flashlight on/off the default action of the flashlight key, making the night vision goggles less accessible and usefulnote . However, night vision goggles allow for a wider cone of visibility than the flashlight, and the update which introduced the SWAT perk also boosted the battery life of flashlights/night vision goggles, making them situationally more useful.

Counter Attack: Parrying by hitting the block button with a melee weapon around the moment a zed's melee strikes lands can stumble and leave them vulnerable for a small duration. More advanced melee weapons can stumble even the largest zeds with a parry and reduce more damage while parrying or blocking. The Berserker has a Parry skill available to choose at level 15 that will pull this trope up even higher by reducing damage taken, increasing melee attack speed and melee damage for 10 seconds after a successful parry.

Crosshair Aware: The grenades Hans throws are marked so you can spot them more easily. Crowbar Combatant: The Crovel Survival Tool is this mixed with Shovel Strike. They're the Berserker's starting weapon and can also occasionally be found in the maps. Cycle of Hurting: Health below 100 lowers you movement speed by as much as 15%. Since almost all enemies use melee attack exclusively, this makes it a lot easier for them to hurt you, lowering you speed even more.

This is one reason armor is so important: it takes most of the damage instead of your health, and losing it doesn't slow you down. Likewise, health lost above the standard 100 does not cause speed loss, making skills that boost maximum health even more useful than they initially appear. Killing enemies just slightly slower than they come in can lead to a few strays sneaking up behind you to body-block or even grab you.

This often slows and distracts you enough that a swarm will catch up to you and surround you, continuously pouring in faster than you can hope to handle (especially if you have to reload). Once you're surrounded, even the most basic mooks can take you from full health and armor to nothing in seconds by sheer volume. Deadly Gas: Hans throws gas grenades that basically function like aerosolized bloat bile.

He calls them 'nerve gas', but they will rip through armor just as well as health. On the player's side, the Medic's gas grenades will poison zeds. It's potent enough to kill crawlers and clots on its own, and does decent damage-over-time to everything else. White-colored "Alpha" Crawlers will explode in a cloud of gas similar to Hans, unless killed with a headshot. Demonic Dummy: The collection items on Farmhouse are strange dummies placed about in odd locations, such as the driver's seat of a truck or looking down from a support beam in a barn.

.. Diegetic Interface: The medic weapons show how many bullets are left in the magazine and how long you have to wait before firing a new healing dart via a small screen located within the sights. For added practicality, when your magazine is about to run dry, both the gun's ammo counter and the reflex sight turn red, along with having the weapon's firing sound go hollow as it empties. They also emit a short tone and gain a second sort of crosshair around the normal one when you're aiming at a teammate who's in less than perfect health.

Difficult, but Awesome: Berserker can wade through hordes and even take on Scrakes, Fleshpounds, and Hans in melee, but this requires understanding the expanded melee system that isn't really explained anywhere. The biggest things to understand are that you get a different attack depending on the directional arrow you're holding and that blocking with precise timing will actually parry attacks (if the weapon is strong enough compared to the enemy), negating all damage and stunning the enemy briefly.

While using a blade, aiming the swing to cut onto the neck will also cut the weaker Zeds' heads clean off. Diminishing Returns for Balance: C4 blocks can be detonated as fast as you can hit Secondary Fire, but using several in rapid succession weakens its effect against a single enemy: each bomb will do three-quarters the damage that enemy took from the last one until you go three seconds without using C4 on it.

Luckily, explosions do not detonate C4 (just using the detonator and shooting them), so you can still do maximum damage, there's just a limit to how fast you can. Disc-One Nuke: Each Perk Class has a selection of skills that can help players stick with their starter weapon for a wave or two, and move directly to the final tier, by carefully scavenging for most necessities, such as ammo and armor. The Berserker, post-starter weapon, can cash in a surprising amount of dosh, one-hit kill almost any specimen, as well as resist a ton of damage.

Soloing Scrakes and Fleshpounds, HECK, even Hans, is much easier as a Berserker, due to having such a high damage resistance. Do Not Run with a Gun: Pistol, SMG, and rifle accuracy is doubled while looking down the sights and increased by a third while crouching, both of which slow you down. All projectile weapons receive less recoil if you aim down the sights or stay still, though some of them fire slow enough that it doesn't really matter.

The Sharpshooter in particular can choose to get extra damage while stationary (level 5, "Sniper") and even more damage while crouching (level 10, "Stability") when using on-perk weapons. Conversely, the SWAT and Gunslinger perks have abilities that allow you to move at normal speed even while aiming and (in the SWAT's case) crouching. Dynamic Difficulty: In addition to adjusting the number and health of zeds per wave depending on player count and difficulty level, KF2 adds an AI "Game Conductor" that tweaks the difficulty depending on how well players are doing, much like a certain other horde-based shooter.

Most of the time you're assessed based on a combination of average Character Level, accuracy, and how quickly an average Zed is killed, but low average health or a recent player death will take this rating down to the minimum. Zed spawn rate, movement rate, and aggression go up when performance is better and down when it is worse—unless you're playing Hell on Earth, where it will only get harder, not easier.

Elite Mooks: There are a couple Zed sub-varients that appear more often at higher difficulties. Paler-colored albino Crawlers explodes into a cloud of view-obscuring, armor-shredding gas when killed without being decapitated. They're quite fragile, but their deaths can be a pretty effective distraction. Alpha Clots are slightly more durable Clots that will occasionally buff the zeds around them to sprint and do more damage.

Gorefasts are arguably elites compared to the most common Zed, but have their own upgraded variant, Gorefiends, that have two blades to work with. They're faster, have more health and can perform very damaging Spin Attacks that can't be interrupted. Inverted with Quarter Pounds: Notably weaker Fleshpounds that tend to spawn in packs from a single Quarter Pound to up to 6. They also spawn with a new Fleshpound variant that plays the trope straight: King Fleshpound, the third boss to be added to the game.

Unlike the other two bosses that cycle through attacks until they hit a certain health gate, whereupon they'll try to regain health and spawn weak mooks like Clots and Crawlers, King Flesh Pound has no way of healing, and instead charges at enemies until he's killed. He also consistently spawns Quarter Pounds. The fourth new boss added to the game, the Abomination, or, during the Christmas event, Krampus, could be considered an elite variant of the Bloat.

He is essentially a bloat with a giant healthpool, 3 armor pieces that can be knocked off, the ability to move much faster should he lose said armor pieces, and a new ability where he "devours" the zeds he spawns throughout the fight, creating running bile timebombs that deal a fair amount of damage and eat through armor. Much like regular bloats, he also drops a whole lot of gas and bile puddles that deal damage, making it hard to take him down, while also having to watch out for his zed spawns and his gas.

Emergency Weapon: Along with the standard knife, you can do weapon bashes to not only knock enemies back, but also potentially knocking their heads off! Don't depend on it against anything taller than you, though. The best benefit of every class' specific starting melee weapon is that they can block or parry with it (though with less reduction than a bought/found melee weapon) even when their guns are currently empty.

It's a lot better than just eating the Fleshpound's rage attack entirely, after all! Every Bullet Is a Tracer: Not only every bullet, but every projectile, including shotgun shot and nails. Even Hans' grenades have color-coded trails! The bullets become especially visible during Zed Time. Excuse Plot: Similarly to its predecessor, the narrative is basically only found on the game's Steam Store page: it's almost non-existent within the game itself, due to its wave shooter roots and heavy emphasis on online play.

Based on the premise, the sequel is set one month after the previous episode, with the outbreak of Zed clones spreading from London and the UK to continental Europe. Communications have failed, and national militaries are mostly crushed by the horde. Therefore, enter Horzine Biotech, the amoral company whose former CEO is responsible for the invasion, who hires gun-savvy civilians, mercenaries, and the few remaining European police and military personnel they can find to contain the Zed forces and thus, save the company's face by cleaning up hot-spots around the continent (beginning with their own hidden facilities dotted around Europe, of course).

However, all this is just basically meant to explain the automatic TRADER machines, the multinational line-up of core maps (which, among others, includes downtown Paris, a Scandinavian ferry port, an Italian catacomb, or a Russian prison) and the diverse cast of civilian and law enforcement characters. Later official maps (set for example in a tropical island, a nightmare world, or hell itself) however tend to heavily deviate from this premise, but no one cares.

After all, the business is the same on all of them: Kill Zeds, get money, buy weapons, kill the Boss, rinse and repeat! No need for spoiler tags or any meaningful story here. Fire-Breathing Weapon: The Firebug specializes in them. First is the "Caulk'n'Burn", as the name implies a DIY flamethrower made from caulk guns and scrap metal, then a WW2 M1897 Trench Gun loaded with Dragon's Breath rounds that shoot incendiary shot, then a bigger, better flamethrower made from industrial piping and using proper fuel, and a microwave ray that acts either like an incendiary Wave Motion Gun or uses concentrated bursts of microwaves to (somehow) cause knockback like the Pyro's airblast from Team Fortress 2.

Fragile Speedster: Crawlers become this on Suicidal, getting a new attack pattern letting them rush players in a hurry. They're still able to be two-shotted by the 9mm pistol, though. Some of the Clot subcategories, such as Slashers and Cysts, get special sprinting abilities on Suicidal. Slashers, especially, get new lunging attacks, where they jump surprisingly far to attack targeted players, as well as a combat roll when approaching a player at close range to avoid head-height shots.

They too are rather lacking in the health department. Stalkers are as fragile as Crawlers, but mostly invisible. On Suicidal, they'll do cartwheels to evade headshots. Ghostapo: Hinted at. Hans Volter has the Black Sun symbol, strongly associated with both the occult and Nazis, branded on his chest, and adorning his home. It can also be found underneath Paris on the Hostile Ground map, suggesting a link.

Glass Cannon: Husks, although this is more apparent on harder difficulties, where they stop just sniping with their fire-cannon and actually use the flamethrower as a flamethrower and attempt to charge and blow themselves up to take you with them if their health gets too low. The glass part comes from their very tiny head-health pool, which allows decapitation with a single shotgun blast or a rapid series of pistol rounds.

Also, if you can get enough hits on their backpacks, they'll explode and damage or kill surrounding zeds. Much easier to do after patches where it seems to only require a few body shots. Firebugs can kill common Zeds en mass with fire that spreads or explodes its victims while holding giants at bay with the Microwave Gun's knockback. Demolitionist can carry extra explosives, including up to four times the regular amount of C4, and eventually prevent Sirens from destroying them with their screech.

Unlike the other perks, neither one has any way to increase their health or armor, and they only get damage resistance against fire and explosions, respectively, which very few Zeds attack with. Gun Porn: The weapon models have a significant level of visual quality and attention to detail even by the standards of the genre. For example, reloading half-empty guns will have the character visibly keep the old magazine while inserting a new one, and pressing reload while the weapon is already fully loaded will have the character inspect the weapon in various ways (looking over the right side of the weapon, pulling out the mag to check it's full, pulling back the slide or charging handle to check the chamber, etc.

). Tripwire went so far as to animate the weapons at 200 frames per second (roughly 4 times more than typical animations), allowing for Zed Time details like individual parts vibrating and moving from the force of gunfire. Hand Cannon: The Desert Eagle pistol is back as the generic-sounding "hand cannon", but is surpassed in this regard by the tier 4 gunslinger revolver, the Smith & Wesson Model 500, called the "Zed Collector" in-game.

While both are highly impractical for one-hand usage in real life, the player characters seem to have no trouble wielding them akimbo. Have a Nice Death: The message displayed when a player dies varies depending on what killed them. Hazmat Suit: The main prize of the Summer Sideshow limited time event is a hazmat suit that is unlocked once the player completes all of the carnival minigame missions on The Tragic Kingdom map.

Health/Damage Asymmetry: Players have 100 health and armor by default, and by the end of the match will be capable of hundreds of points of damage per second. The most common enemy has 100 health and does less than ten damage per attack. Bosses have health in the thousands and do in the area of 50 damage per slow attack. For this reason, players have 70-90% self-damage reduction depending on difficulty—except on Hell on Earth, where pretty much all self-damage is instantly lethal.

Hit-and-Run Tactics: A valid means of dealing with Scrakes, Fleshpounds and bosses. While they will move faster than some characters, putting level geometry between you or closing doors in their faces will slow them enough to make a getaway. The last player standing in a round is reduced to this, as the Zeds will swarm him and hold him/her down if they don't keep moving. Holiday Mode: Like the previous game, Killing Floor 2 sometimes has events like the Summer Sideshow in which all the specimens sport special themed looks and special objectives appear which award exclusive cosmetic items when completed.

Invisibility Flicker: Stalkers' and Patriarch's cloaking is much less visible compared to the first game, where cloaked stalkers still showed rough outlines in the air as well as cast shadows. Now the only indication of them nearby before they attack you is what appears to be disturbed air, which is much harder to notice when you're frantically running and gunning down other zeds. The player characters at least automatically call out that there are invisible enemies nearby should they get close, putting you on the alert if you're not busy doing something else.

Jack-of-All-Stats: The survivalist dabbles in the other perks' specialties in its skills. Its innate bonuses are just general good things to have, like "Global damage reduction". It seems mostly to exist to bridge the gap between perks rather than be all of them. If you want to be flexible in your roles such as juggling crowd control and topping off everybody's health, then this is the perk for it.

Jump Scare: Keeps happening thanks to teleporting Zeds. It can be as harmless as a Clot waiting around a corner to grab a fleeing player, or horrifyingly bad with a Fleshpound waiting behind a door in front of you. Kung-Foley: Every melee weapon makes audible "wooshing" sounds with every swing. Lag Cancel: Like many other shooters, the full animation for reloading can be canceled after the current ammo counter for your weapon goes to full by switching back to the same or a different weapon, or pressing the bash button.

This can also be done after healing oneself with your own medical syringe, very useful since it's likely you're doing that while barely managing to avoid getting torn apart. Lightning Bruiser: Scrakes move quickly when enraged and Fleshpounds got an upgrade in their attack pattern, letting them do attacks that close the gap between running players and themselves. Hans Volter is also quite fast and damaging, especially when he's gone berserk.

All of them are incredibly durable, with health that scales depending on the number of players and difficulty. Medics get significant passive boosts to armour and speed, healing and trash-clearing gas grenades, a wider-than-usual variety of perk weapons, and they're almost as good at self-healing as healing others. The half of the skills based on being a Combat Medic give them better damage, even higher speed, larger weapon magazines, and add a poison effect to their weapons that debilitates and does damage over time.

Berserkers get damage resistance, increased damage, and increased attack speed from levels and skill, and one of the first skills unlocked is a large movement speed boost along with damage. One level 25 perks allow them to move with their normal speed in Zed Time; a skilled Berserker can charge through a horde of Specimens in Zed Time and kill them all before the body parts hit the floor. Literally Shattered Lives: Zeds that are frozen solid will shatter into dozens of pieces when killed.

Little Useless Gun: The 9mm pistol that's always in every player's inventory has a base damage of 15, compared to the Medic pistol's 20 and the M1911's 50. Exactly how useless this makes it varies a lot by difficulty and perk: on Normal, this is exactly enough for one headshot to kill the most common types of Zeds, making it a very cheap and economical way to clear up the majority of a wave. Hard and higher difficulty gives them just enough extra head health to require a second headshot, unless you're a Commando or SWAT using the Backup skill or a sufficiently leveled Gunslinger.

The 9mm can't be sold off either, as it's intended as an absolute last resort. Hilariously, the weapon is literally more damaging when used as a bludgeon. Lumber Mill Mayhem: The Krampus Lair map has this in its first major area, complete with deadly blade traps that can mulch any unlucky zeds (or players) that get caught in them. One of the side missions for the map even tasks the players with killing some zeds this way.

Macross Missile Massacre: The Halloween Horrors update brings back the Seeker Six from some of the DLC for the first game, which trades the brute force of other Demo weapons for being able to partake in this. Its damage may not be too impressive, but the ability to lock onto multiple targets at once with a large missile barrage is very satisfying. Mad Scientist: Hans Volter will be happy to test his new nerve gas on you and drag your body away for experimentation once you are dead, and the Patriarch is still livid that you murdered his "children".

Master of None: The survivalist can do anything, but a dedicated perk can usually accomplish what they do much better. Its general bonuses aren't very powerful one way or the other, while the class perks give small bonuses to every other perk's specialty, such as making any healing done more potent or increasing melee weapon handling. It's basically good for supplementing multiple teammates who are more specialized; if you want to do something specific, then you'll want to take that particular perk.

Mighty Glacier: Scrakes prior to raging are powerful but slow and easily avoided. Damage them enough beyond a certain threshold though and they'll turn into something else entirely. Berserker with the Dreadnaught and Berserker Rage skills forsakes any speed boosts in favor of massively increased health and health recovery for every Zed time trigger, respectively. Missile Lock-On: The main feature of the Seeker Six is that it can lock on to several Zeds at once.

Mix-and-Match Weapon: The Berserker's starting weapon is the "Crovel", a short folding shovel with a sharpened edge and a crowbar at the end of the handle. Molotov Cocktail: The signature grenade item of the Firebug class; the Survivalist can use them too with a skill. Monster Clown: The Summer Sideshow special event added a new map filled with monster clown versions of the Zeds along with other similarly themed monstrosities such as bearded ladies and sword swallowers.

Monumental Damage: On the Burning Paris and Hostile Grounds maps, you can see a destroyed Eiffel Tower in the distance. More Dakka: This is the SWAT perk's shtick, as their SMG weapons have some of the highest magazine sizes in the game, which only increases as they level up. The Descent update added the Stoner 63A for the Commando, a light machine gun that holds an insane 75 bullets by default. Talents allow Commandos to increase their magazine sizes, allowing it to reach a colossal 188 bullets in a single magazine.

Mother of a Thousand Young: In the Biotics Lab map, you can see giant sea anemone creatures that grow Cysts on giant tentacles. These tentacles can also be seen on the Catacombs and Black Forest maps, though these two are not seen to grow any cysts. What appear to be infantile versions are scattered throughout the Black Forest map as its unique collectible. Nail 'Em: The Vlad 9000 nailgun returns, now assigned to the Berserker.

It is the only strictly ranged weapon in the Berserker's arsenal and shots can ricochet up to two times. In single fire, it's powerful enough to kill common Zeds with a headshot, but slow and a bit inaccurate. In multi-shot mode, it's a powerful Short-Range Shotgun that burns through ammo very quickly and can use the ricochet to take out densely packed hordes of Zeds. Nightmare Sequence: The Nightmare map.

It all takes place inside a deranged Monster Clown's head and is filled with surreal and nightmarish imagery such as giant spider nests and broken up buildings floating in a void. Night-Vision Goggles: Commandos and Berserkers get goggles as an alternative to the flashlight, but they're quite realistic, meaning they mess with your depth perception, blur your peripheral vision and looking at a light source or even just using them in lighted areas all but blinds you.

They can also be disabled by hitting yourself with an EMP grenade. Classic!Masterson will occasionally make mention of these as well, lamenting when in the dark that he misses the "PVS-7" he had in the military. No Bulk Discounts: Played straight with all weapons and ammunition, except C4, which was initially a bizarre, probably-accidental aversion. You buy a detonator and get it fully stocked with C4, and can sell it back for 75% of what you paid even if you've detonated all the explosives (because ammunition supply doesn't affect sell-back cost).

You could then buy C4 again, effectively letting you refill your stock for 1/4 of the weapon price (rounded up). Since C4 costs 650 dosh and refilling it originally cost 100 dosh per explosives, this is a discount when buying any more than one explosive. This was pretty minor for off-perk use because you only get two explosives, but a Demolitionist gets between three and seven explosives depending on level, so one could effectively get C4 for half the price of grenades despite doing more than twice the damage.

A later update lowered the price to 27 dosh per replaced charge, so you only save dosh this way with a fully-leveled Demolitionist who is completely out of charges. Noisy Guns: Pick up or equip any weapon. It will click and clink and rattle like it's about to fall apart, especially when you reload with a full magazine and your character does a 'fiddle' animation. Then again, they were 3D-printed from a machine made by the same company responsible for the outbreak.

.. Non Fatal Explosion: Husks can choose to make themselves explode when near death, which will do enormous damage to players. They also explode when the tank on their back is shot and/or hit enough times or on occasions where they're decapitated while charging, which does not harm the player at all. This leads to the bizarre instance of charging Husks blowing up in a player's face due to a lucky shot and leaving them completely unharmed, and other times where the Husk makes itself blow up in exactly the same fashion and the player is either heavily wounded or completely dead on higher difficulties.

Non Indicative Name: The Commando's starting weapon is called a "Varmint Rifle", but visibly uses handgun rounds, which technically makes it a submachine gun (specifically a Colt 9mm SMG). Even its description pokes fun at this in a Right for the Wrong Reasons sort of way, by pointing out that you'll be shooting zeds with it, not varmints. No Swastikas: Hans Volter's manor contains golden Nazi Reichsadler, but the swastika has been replaced with the iron cross.

The presence of the Black Sun symbol, commonly associated with Neo-Nazi groups, should also be noted. In the earlier concepts, Volter clearly wore swastika armbands. Numbers Stations: In the official map "Farmhouse", there is a radio in the basement that plays a repeating sequence of numbers in Czech. Offscreen Teleportation: As in the first game, Zeds can spawn in thin air or teleport to spawn points if players aren't looking at them or their potential destination.

However, the game also adds some limits on this: just being within 10 meters of a Zed is equivalent to looking at them, teleportation cannot happen until some time after line-of-sight is broken, and the largest types of Zeds (Bloats, Husks, Scrakes, Fleshpounds, and bosses) cannot ever teleport. Even when they aren't teleporting, though, all off-screen Zeds move at a fixed speed that's faster than most Zeds' on-onscreen sprinting.

One Bullet Clips: Played straight in the same manner as the first game, but there are now multiple different reloading animations for any one weapon. Reloading before the magazine is emptied has the player character grabbing a new magazine and swapping it out with the old one in one quick motion before tucking away the old mag, while reloading from empty has them drop the old mag, attach a new one, and then chamber the first round of the new one.

A skill available for most perks, most often called "Tactical Reload", offers alternate animations to speed up the reloads, like using the slide release lever or bolt-catch button instead of pulling back the slide or handle for empty reloads. Attempting to reload when the gun is still full plays one of the idle animations, in which the player character double-checks that the mag is full, performs a brass-check to ensure a round is in the chamber, examines the weapon itself, or shows off.

And, unlike the first game, all of these are interruptible. Painfully Slow Projectile: All projectiles have travel time during Zed Time, and some have at all times. Most go at 100-200 m/s, which is faster than most examples (and a perfectly realistic speed for grenade and rocket launchers), but bullets still only fly at a fraction of their real life speed. Since handguns and rifles are Hitscan weapons normally, going into Zed Time can actually make it harder to hit the target.

Conversely, almost everyone can throw grenades at 50 m/s (major league fastballs are usually only 40) and the fastest projectile in the game is a crossbow bolt (which goes three times as fast as a handgun round). Paint the Town Red: One of the main features of the game is the ability to completely dismember enemies and splatter the walls and floor with their blood and guts. Bodies and severed limbs will eventually disappear so as not to break the game, but blood stays between rounds all the way to the end.

Even on a short 4 wave game there will be enough blood spilled for the players to bathe in by the time the boss goes down. Pajama-Clad Hero: Completing all of the side missions on the Krampus Lair map during the 2017 Twisted Christmas event rewards players with festive pajamas (complete with bunny slippers) to wear during their next bloody killing spree. Play Every Day: There are daily objective to complete that give vault dosh when completed, which goes towards unlocking special crates.

Weekly Outbreaks are games of fixed length and difficulty that modify the game in different ways, like Zeds exploding when they die or shrinking when they're damaged. Completing them earns an exclusive cosmetic item and a large amount of vault dosh. Power-Up Letdown: As a result of its Early Access nature, some unlockable skills are very underpowered, in comparison to their Mutually Exclusive Power Up, or just in general.

Note though that the devs typically respond to this and fix things in some manner, however: The Berserker's Vampire skill restores 4 HP for every kill. Even by itself, this is only mildly useful, requiring large amounts of Zeds that are weak enough to be killed quickly without damaging you in return for it to outpace just relying on the 20 health every 15 seconds from your own syringe. However, it absolutely paled in comparison to its alternate ability, Fortitude, which increased maximum health by 75% (very useful for a class that has to get up close and personal to giant Zeds).

A later update made it slightly more viable mostly by changing Fortitude, a second-tier skill that completely outclassed Vampire, into the first-tier Dreadnaught (where it instead competes with a skill to increase speed and allow Gradual Regeneration), giving Vampire a bonus to attack speed, and giving it a more reasonable counterpart in Butcher, which has a slightly higher attack speed bonus and gives a damage bonus instead of the health-drain effect.

Field Medic's Regeneration skill passively recovered health, but at the absolutely abysmal rate of 2 HP every 5 seconds. For comparison, every class has a syringe that can self-heal 20 HP every 15 seconds, with the Medic getting bonuses to the point that, at the highest level, they can recover 30 health every 5 seconds. Strangely, the Support's version of the same skill healed twice as much in half the time, fast enough to actually be worth using, but both versions of the skill were removed regardless.

Regeneration's alternative, Lacerate, made all perk weapons inflict fifteen seconds of bleed damage. The amount inflicted each second was proportional to the attack's power, but it's such a small fraction (2%) that even the most powerful Field Medic weapon only did any bleed damage thanks to rounding up. Functionally, it increased damage rate by a piddling 1 point per second then, very slowly, did 15 damage afterward, in a game where the weakest enemy has 55 HP, which is why it too was removed from the game.

Zed Napalm, for the Firebug, makes fires spread from one Zed to another. But Firebug weapons aren't exactly precise in their application, so if the Zeds were close enough to each other for one that's on fire to spread it to the others, then they'd have been close enough that they'd all have caught fire from your attack in the first place. The Demolitionist's Door Traps made doors you've welded explode when they're broken down.

Barricading itself is, at best, a situational strategy, and demolished doors cannot be repaired except by a support specialist taking about a minute away from actually fighting to repair the door. In comparison, Siren Resistance prevents Sirens from destroying Demolitionist's explosive (i.e. all of their weapons), completely removing what is easily the most irritating part about playing Demolitionist.

Door Traps was later made into a passive ability the Demolitionist always has, replaced with Fragmentation Rounds - which, increasing the explosive radius but decreasing the damage, still isn't even remotely a fair comparison against what is now called Sonic Resistant Rounds. Prison Rape: Alluded to with the collectibles on the Prison map. Soap on a rope... a large number of which can be found in the showers.

Quick Melee: Every gun can be used as a bludgeon against enemies. These attacks do very little damage (just barely enough to decapitate the weakest Zeds on lower difficulties, depending on the weapon), but can cause almost any enemy to stumble, interrupting special attacks such as grabs—just don't think you can stunlock enemies this way, because they'll be Immune to Flinching for a few seconds afterward.

For actual melee weapons, the button for stock bashes is how one of their attacks are used, generally a quick thrust. Revolvers Are Just Better: Both played straight and inverted with the Gunslinger weapons. Inverted by the starting weapon(s), a pair of Remington Model 1858 Army revolvers. They do the lowest damage of the Gunslinger weapons with a base damage of 30. While headshots are effective against the weakest zeds, the low damage renders bodyshots ridicously innefective, and coupled with only six shots per revolver the weapon(s) are widely regarded as the worst starting weapons.

Played straight by the tier 4 weapon(s), a pair of .500 Magnums, which does the highest damage of the Gunslinger weapons and high damage overall. They have a base damage of 150, compared to the 50 of the SCAR-H, 90 of the M14 EBR, or 91 for the tier 3 Desert Eagle(s). Scenery Gorn: OHHHHHHH YEAH. The violence and gore isn't limited to the enemies by any means whatsoever. Expect lots of ruined city streets, wrecked bases and labs and even some underground caves and tunnels.

To say nothing of the gore system that lets players literally paint the town red with blood and guts... Sequel Difficulty Drop: While the game is harder than the first in many ways, it's much easier to level up perks, as the process of killing certain zeds with certain weapons isn't mandatory, dosh is more readily available on all difficulties and nothing costs quite as much as the ridiculous rates they could reach in the first game (the most you'll pay for anything is 1,500 - one of the last weapons added in the first game infamously required four times that much just to fully replenish its ammo).

Healing darts are more effective, and Volter's lack of invisibility and predictable healing patterns make it easier for the team to plan ahead and bombard him with fire at intervals. Even the Patriarch isn't so brutal as he used to be in some ways, since he's a lot noisier, and his missiles, while harder to dodge in open ground due to launching three at a time, aren't guaranteed to be One-Hit Kills anymore.

Sequel Difficulty Spike: Surprisingly enough, a ton of things got harder in KF2, and in a fair way: Specimens no longer spawn at relatively fixed rates. Spawning instead occurs in peaks and troughs, meaning that players are often swamped with a slightly-larger-than-comfortable group of enemies, which then subside to a trickle for a few moments before the next peak hits. This also makes isolating/eliminating high-priority targets more difficult, as players are often forced to instead eliminate the weaker zeds that are approaching in large numbers lest they get swamped.

According to the developer, this spawning algorithm was applied so that the action feels a lot more fast-paced without exhausting the players. It certainly enhances the tension experienced during gameplay and makes surviving each wave feel like more of an accomplishment even at lower difficulties. Enemies gain new attacks on higher difficulties, which means they'll take you by surprise on Hard and up.

Husks actually use their flamethrower as a flamethrower when a player is near them on Suicidal (quickly cooking even Berserkers), when on Hard, the worst they'll do in close range is a Suicide Attack at you. A few "rare" zeds spawn increasingly more often on harder difficulties: Elite Clots, which are Alpha Clots with whiter skin and blue veins that can speed up nearby clots to mob you; Elite Crawlers, which are white Crawlers that explode into a gas cloud if not killed by a headshot; and Gorefiends, darker-skinned Gorefasts with a blade attached to both arms that are noticeably tougher, immediately sprint at you once damaged instead of just when close enough, and can perform a devastating Spin Attack.

Not only that, but on Suicidal, all enemies can go "berserk", making them move faster than a sprinting player with no weight on. Hans Volter. Oh boy, this guy... this guy can be much worse than the Patriach. What makes him much more difficult? He lacks the invisibility of his predecessor, but he is much more mobile, making up for the new player advantage of sprinting. Oh and he can out-run most players, except for a decently leveled Medic.

He also wields dual StG-44 which gun through your Armor and Health really quickly. He also throws 3 different grenades, two of which are very deadlynote , along with going berserk when low enough on health, where he'll rip through whatever player he has targetted. Random weapons drops have been seriously nerfed since the beginning - all that drops are starting weapons that sell for $100, making it impossible to build up any serious extra cash by stockpiling weapons and selling them at the end of a wave, even on Normal difficulty.

Ammo drops have similarly become parsimonious, with but a single box spawning on the first wave at higher difficulties. Shield Bash: The Bone Crusher has this as a special attack. Shout-Out: The achievements for beating Outpost on varying difficulties are "You Can't Fight In Here, This Is The Control Room", "This Is What Happens When You Meet A Zed In the Alps" (a reference to the TV dub of this scene of The Big Lebowski), "The Shield Doors Must Be Closed", and "Fear Is For The Zeds, My Little Lord".

Beating Catacombs on Hell on Earth awards "They Shall Not Pass". One of Mr. Foster's lines is "Happiness is... as they say." A less subtle line is "Nananananana... BATMAN!" which is most commonly said while exploring cave areas. The officially-recognized community map Nuked continues the Dr. Strangelove references in its completion achievements: "The War Room", "The Mineshaft Gap", "Peace is Our Profession", and "How I Learned to Love the Bomb".

The default appearance for the M79 Grenade Launcher features tiger stripe camouflage. The Sharpshooter's unique melee weapon is a kukri, same as the Sniper from Team Fortress 2. The collectibles for the Zed Landing map are volleyballs with a face on them, and finding them all gets the "ALAN!!!!!!" achievement. The achievement for completing the Halloween-themed Nightmare map on Normal difficulty is "I Got a Rock".

Shovel Strike: The "Crovel", the Berserker's starting weapon and something that can be occasionally found throughout the maps, is a survivalist shovel combined with a crowbar. Sinister Subway: France has some pretty nasty subways which can be seen on the maps Burning Paris and Hostile Ground. The lack of light and hordes of Zeds make them a fun place to traverse. Space Station: The Containment Station community map takes place in an orbital Horzine station.

Spin Attack: The Scrake may spin in a circle while holding its running chainsaw out. It's one of their more dangerous attacks, as it has the potential to hit things other than the intended target (like your Medic). Gorefiends are able to spin like a top to inflict a rapid series of slashes on higher difficulties, which can shred through the armor and health of someone who can't move fast enough to get away from them when they start on it.

The Gorefiend is immune to multiple forms of incapacitation during the attack, including parries. Sound-Coded for Your Convenience: Every Zed makes some kind of distinct noise to warn the user of its approach, which compensates for a necessarily limited field of view. Your character also calls out particularly dangerous Zeds when they are near. The Siren in particular has a rather quiet approach and can be easily missed, especially in a crowd.

Your character will speak up before she gets within range. Stalkers are nigh invisible but your character will remark when there are any nearby. Every time a scrake or a fleshpound spawns, a loud roar is heard; the scrake's is accompanied by the roar of a chainsaw, while the fleshpound's is noticeably deeper and louder. Stupid Jetpack Hitler: Zig-zagged. Hans Volter may have been a Nazi, and he did have considerable technology during the war (for instance cryogenically freezing a wounded soldier from the Battle of Stalingrad), but save for his guns, all the technology he uses nowadays belongs to Horzine.

Swipe Your Blade Off: Pressing the reload key with a bloodied melee weapon plays a cleaning animation, which for the Katana and Zweihander takes this form. Swiss Army Weapon: The Berserker's top tier weapon is the Eviscerator, a motorized device with both a fixed buzzsaw for melee attacks and a magazine of circular sawblades launched as projectiles. As it's technically classified as a melee weapon, even being able to block and parry, the Berserker's speed is boosted while holding it.

It's effectively the Berserker's Chainsaw and Buzzsaw bow from the first game combined into one weapon. Sword Drag: Gorefasts drag their blade across the ground when they're walking. Helps to make them look intimidating. Sword Lines: Every passage through air of a projectile or a melee weapon causes visible distortion. If you swing your Katana you can see the swoosh. Though it's harder to see with bullets, especially your own.

Taking You with Me: Be careful about Husks that are close to death. They will gladly show you their impression of a suicide bomber. The old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive — unless you're a Medic, in which case it will actually heal you while poisoning the Zeds. Berzerker EMP grenades and Sharpshooter "freeze" grenades also do less self-damage and may be survivable.

The Demolitionist perk has a skill that allows them to trigger an explosion on themselves once per wave if they take lethal damage. However, the skill leaves the player with 5 health afterwards. Technicolor Toxin: Green gas and Bloat bile are poison to you, blue gas is poison to zeds. Trick Bomb: Each perk gets their own special grenade with a unique effect (though some types are reused) that fits with their role.

In addition to classic standbys such as EM Ps, molotovs and flashbangs are more exotic designs like the medic grenade or freeze grenade. Tron Lines: Medic weapons and the syringe. Hans also achieves this effect with what looks like IV lines attached to the needles on his gloves. Turns Red: Volter's chest and IV lines go from green to yellow to red as you drain his health, and he becomes faster and more aggressive each time.

Also the chest device on Fleshpounds, which as in the first game glows yellow under normal conditions and then glows red when they get antry. Villainous Breakdown: Volter loses his cool as his fight progresses, starting from constantly taunting you to wondering how you're still standing as he enters the next phase. He starts screaming about how you have to die now on his final phase. The Patriarch will similarly lose his cool whenever the squad brings his health down to critical levels and he runs off to heal, especially if they manage to corner him or have a Commando on their team, which allows them to track him when he turns invisible.

COME MY CHILDREN! DON'T LET YOUR DADDY DIE! THIS ISN'T FAIR! IT CAN'T END LIKE THIS! Very High Velocity Rounds: Inverted. Pistols, submachine guns, and rifles are normally Hitscan weapons (despite the visuals). When Zed Time is active, they use actual projectiles, none of which exceed 200 m/s. This can actually make getting headshots more difficult in Zed Time than outside of it. Violation of Common Sense: When you buy any weapon, it comes with half of its maximum ammo.

When selling a weapon back to the trader, the current ammunition supply does not affect its sellback price. Thus, when certain weapons are almost out of ammo, selling them and buying them back will restore some ammunition for cheaper than just buying the ammunition directly. Hans Volter used to be best dealt with in between waves by deliberately letting him grab a player to siphon health from, since he was Nigh Invulnerable otherwise.

An update changed this to give him a shield as he attempts to grab players to heal, one that can be destroyed when damaged highly enough. Wake-Up Call Boss: The main course is Hans Volter. Not only is he much different from the old Patriach, he is much tougher, has a lot more tricks up his sleeves, and is much harder to outrun. Scrakes and Fleshpounds can be this to both new and old players: They are much tougher and faster than previously, and only get worse with fewer living players.

See Also: Hisense Tv Screen Mirroring

The main function of up to date computer system monitor savers is enjoyment and occasionally even, safety. Nonetheless, they have been initially intended to avert phosphor burn-in on plasma pc monitors in addition as CRT units. Monitor savers aided to stop these negative outcomes by mechanically altering the images once the personal computer wasn't getting used.

Allow me to inform you of the brain enhancing system I had stumbled on immediately after loading an exceedingly huge variety of illustrations or photos into My Pictures file, which was quickly hooked, probably like your computer system established up, to my monitor saver program. Immediately after sitting down and watching it sooner or later, I famous the way it spurred on my mind and increased my spatial reasoning just before building periods. It genuinely served and that i was amazed.

Just maiming and injuring can also occur, however. "On the last day of August, London turned into a Killing Floor." "I told you, I am welding this doah!" A cooperative online Zombie Apocalypse First-Person Shooter for PC developed by Tripwire Interactive on the Unreal Engine 2. Originally a mod for Unreal Tournament 2004, in 2009 an official retail version was released. While generally an updated version of the mod, there are changes - notably the "perk" system, a series of seven different "classes" that players can choose.

You and up to five friends take the roles of a squad of a bunch of surviving military, police personnel, street thugs, the Pyro, a Queen's Guard, and more sent into various areas to wipe out the Specimens of a Freak Lab Accident Gone Horribly Wrong. Games are divided into several rounds, in which players must kill a required number of specimens. Between rounds, the players have a minute (or ninety seconds on Beginner difficulty) to visit the Trader, a woman who sells you weapons, armor, and ammo.

After all the set rounds are completed, one last round against the Patriarch, the creator of all the specimens, who has become a genetic monstrosity himself, happens. The game's story is not exactly a masterpiece, but it has an obvious goal.If the basic premise sounds like anything familiar, it's totally different. (Mainly because the original Killing Floor mod came out first.)A top-down shooter spinoff of the game titled Killing Floor: Calamity has been confirmed for OUYA; it was released on December 18th, 2013.

And on May 8th 2014, PC Gamer announced a sequel, Killing Floor 2, is in the works. An Early Access build of the sequel was made available on April 21, 2015, with a full release following on November 18, 2016.Has a modest Shout Out page. Tropes that appear in Killing Floor include:     # - B  Abnormal Ammo: The Buzzsaw Bow and the Flare Revolver, two DLC weapons, are respectively a crossbow that shoots circular sawblades and a big revolver that shoots flares.

Halloween 2013 DLC added a leafblower that sprays acidic Bloat bile and an apparently scratch-built weapon that launches exploding harpoons. Actually a Doombot: Transit (Objective Mode) confirms without a shadow of a doubt that the Patriarch has been cloning himself as well. All There in the Manual: The entire plot, centering around a leading stem cell researcher, CEO, under-the-table-unorthodox-science-military-applications-expert, and doctor of bio-genetics and engineering named Kevin Clamely, whose research became less than practical after the murder of his son.

Alternate Reality Game: Is one of the 13 indie games that formed the bulk of the material of Valve's "PotatoFoolsDay" Portal 2 ARG. A.K.A.-47: Zig-zagged. There are things like the AA12, SCARMK17, MP5 and M4, and at the same time there's the "Handcannon" (a Desert Eagle), "Bullpup" (an L22), "Schneidzekk" (a Kriss Vector SMG) and "Combat Shotgun" (a Benelli M4). And, similar to most other games with an AK, the game's version is referred to as simply the original AK-47, but is actually a shortened Romanian variation.

Of note is the promotional image for the Golden Handcannon(s), which refers to it/them by the Desert Eagle name. Amusement Park of Doom: The summer Abusement Park map, complete with freakshow skins for the Zeds and Creepy Circus Music. Hellride and the Steam Punk themed Steamland maps. An Axe to Grind: One of the melee weapons is a fireaxe. Following the Twisted Christmas Event, completing an achievement in another game unlocks a dwarven battle axe.

Apocalyptic Log: A lot of the level descriptions are this, explaining what happened for the area to be overrun by specimens. Mostly this revolves around the specimens moving into an area, then slaughtering everyone within it with the team being sent to clean up or try to Hold the Line. Others mention the aftermath of your team's helicopter going down in an infested area, with specimens closing in on you.

Arm Cannon: The Patriarch's preferred method of problem removal, and the primary weapon of the Husk. And with the Twisted Christmas 2011 update, you can use the Husk's arm cannon as a weapon yourself! Armor Is Useless: Averted in normal gameplay, where body armor protects from at least two-thirds of the damage from anything other than a Siren's scream, but Gameplay and Story Segregation makes this the case for a few characters who visibly wear heavy gear/armor that does nothing useful - the description for Lee Baron even specifically mentions that specimen claws and teeth tear right through his EOD gear.

Artifact Mook: Some maps, especially Suburbia, which takes place in a small American town thousands of miles from the Horzine labs. Since the specimens have no way of infecting others, this means that hundreds of them somehow crossed the Atlantic Ocean. This becomes even more confusing when the Patriarch appears, since his presence essentially means that all of the specimens somehow crossed the ocean.

The map Icebreaker, taking place on a large cargo ship, could technically explain this, however. Artificial Brilliance: Specimens will actively move to avoid hand grenades. Husks aim their shots to impact the ground near their target, similar to a human player with a rocket launcher. And, in an example verging on Artificial Stupidity, specimens will sometimes jump for the hell of it, just to throw off a player's aim.

And speaking of behavior that's situationally stupid, most of the specimens seem to avoid approaching players in a straight line if they're already part of a large group so they can flank better. Artificial Stupidity: Pathing for the specimens can make them suddenly change their mind about what direction to run when chasing players. This has been abused to make the Patriarch attempt to run and heal by trying to blow up a welded door in the same room as the players unloading into him.

Bonus points if the door he came through is still open, moreso if he had only just passed it before attempting to run and heal. Speaking of pathing, the floating light that leads players to the trader likes to spin around like a drunk instead of pointing players in the correct direction if they don't stop moving for a second to let it get its bearings. And in extreme cases, it may point players towards a path that leads to them hurting or even killing themselves if they follow it, such as skipping a set of stairs entirely by jumping over the side or pointing towards an open window on the third story of a building.

Ascended Fanfic: Numerous well-made custom maps and at least one pack of custom weapons have been officially added to the game through patches. Ascended Meme: One of the Circus Scrake's lines is "And not a single fuck was given that day". The inclusion of a Loadsamoney Expy named Harold Lott, who leaves a trail of money behind him as he walks. He also costs $5 by himself, compared to all of the previous character DLC packs which are $2 for a pack of 4.

Ax-Crazy: The Specimens aren't so much as dumb as they are bloody insane. The Siren (in the original mod) acted as if nothing was wrong and everything was sunshine and roses and was wondering why the nice young men were hurting her, the Scrake was meant to be a medic and would feel good while healing people, but found that braining blokes felt even better. Awesome, but Impractical: The Berserker perk can turn into this in later waves or later difficulties - being up close and personal with that many enemies, in particular that many Fleshpouds and Sirens, gets you killed very quickly.

Nevermind fighting the boss. On the other hand, expert Berserker players can easily run circles around most Zeds, and survive without any backup even on the highest difficulties. Being able to stun many specimens with melee attacks definitely helps... unless your teammates interrupt the effect with their firearms. Unfortunately, the Berserker also has the side-effect of blocking the lines of fire for the other players.

Going Guns Akimbo often has this effect, in that you have to sacrifice precise aiming for doubled firing rate and ammo capacity. It does not get in the way, however, if you just keep them handy for close encounters. Bullet-spam, aiming or not, with dual pistols is a decent way to get you out of a jam. The MP7M and the M7A3 are both almost useless to anyone who isn't a Medic. The MP7 has light damage, a small mag size of 20, and an extremely slow heal dart recharge rate.

While the damage for the M7A3 is much better, it weighs 6 blocks, has a small mag size of 15, and has the same heal dart recharge of the MP7. By contrast, the MP5M and the Schneidzekk are much better off perk, due to their heal darts recharging much faster. However, the MP7M can be pushed to Difficult, but Awesome by a skilled player, particularly a Sharpshooter that wants some full-auto teeth. Careful trigger discipline can compensate somewhat for the absolutely absurd fire rate and Boom, Headshot lower-end Specimens while saving the more expensive ammo of the Sharpshooter's dedicated weapons for real threats.

While hideously expensive to non-Medics, the MP7 can be bought after the first round by a level 5 Medic (a level 6 Medic spawns with one). The M7A3 and Schneidzekk also can venture into this territory. The former has damage similar to the MP5M while being fifty percent more expensive, and lacks the power to really go toe-to-toe with heavier-grade Zeds. It also has absolutely absurd recoil, making it difficult to hit anything on full-auto when waves get hairy.

The Schneidzekk, on the other hand, has great damage, but a fire rate that borders on unbelievable and regular iron sights that block half the view when aiming and are hard to see in the dark, compared to the other weapons' more open red-dot sights. It also goes for a hefty price even when well-leveled. The Combat Shotgun does the same damage per shot as the regular Shotgun, but is semi-auto instead of pump action, carries less shells, reloads slower, and costs more, which makes it better for taking down Scrakes and Fleshpounds than weak Zeds.

While carrying 6 shells as opposed to 8 isn't much of a problem, the other two downsides are a bit extreme. Each shell reloads 35% slower, and it costs five times as much as the basic Shotgun. The FAL. Boasts the exact same damage per shot as the SCAR (save a bit more range), with the same ammo capacity and with a higher fire rate, but costs £300-400 more and has a slightly longer reload. The M99 AMR, in the hands of a high-leveled sharpshooter, can one-shot most enemies - including Fleshpounds! - at almost any difficulty level and go through a line of specimens like a hot knife.

The downsides? It costs £6250 to fill up - but only holds 30 shots in reserve - making each shot cost £250. It's also a single-shot rifle with a reload time of at least 1.75 seconds, but the worst part is that it weighs 13 blocks - meaning that the only weapons you can carry alongside it is your starting pistol, knife and grenades (taking up a block in itself), and either a machete (a step up from the knife) or a pipebomb, neither useful for a sharpshooter.

It's only useful against the Patriarch - money serves no purpose after the next-to-final wave, and the only other specimens that spawn in the boss wave are low-tier things that a capable sharpshooter can easily take care of with their 9mm. In fact a majority of weapons in the game are all around outclassed by something else at a similar price point. Choice of pistol is largely irrelevant to a sharpshooter, a headshot is almost always a one hit kill and higher difficulty rounds can't be survived firing for the torso.

The revolver is especially disadvantaged because despite it's high damage its rate of fire renders it so much worse than even the starting pistol it's really only used to show off. The berserker's axe and claymore are the only weapons capable of stunning scrakes on higher difficulties, no other weapon is useful. In fact the more expensive claymore has a less reliable swing arc and expert players almost universally prefer the fireaxe The M7A3 and MP5M's lower med-dart recharge rates make them useful only as a means to compensate for the medic's low ammo capacity.

The L.A.W. It can sweep off a whole group if it explodes, has a extremely high damage spike and a huge blast radius, headshots with it deal double damage, and it can finish off a Fleshpound in two hits. It also can't be fire without having to look down the barrel, is the heaviest weapon in the game and leaves you no room to carry a sidearm, doesn't explode if it hits a target at close ranges (and sometimes at long ranges), thus dealing pitiful damage, has expensive ammunition, leaves defenceless in the presence of a Siren, needs to take a long reload period after a single shot, and needs to be shot from a safe distance in order to explode and actually deal any real damage.

Badass Mustache: The Patriarch sports one of these in his default model. Badass Normal: It'd be easier to list who isn't one. The default player characters are two regular cops and four regular soldiers. Foundry Worker Aldridge, who was rudely interrupted during his lunch break. DJ Scully, an AWOL soldier turned DJ forced back on the battlefield, after Zeds slaughtered his party-goers. Mr. Foster, a day trader who was working on an autobiography before the outbreak.

Dr. Gary Glover, a scientist involved in the Specimen's creation who wants to set things right. Mike Noble, who tapped into his homicidal side at a rave Gone Horribly Wrong. Harold Hunt, the frontman for underground punk band "The Fecking Nancies". Kerry Fitzpatrick, an Ax-Crazy escaped convict being transferred to a psych ward. Paramedic Alfred Anderson, who was working night shift at the time of the outbreak.

Lance Corporal Lee Baron, who was investigating (and defusing) a bomb threat during the outbreak. Chopper Harris, who was now free to beat on people with no consequences. Kevo the Chav, wanna-be thug who grew a pair in time for the apocalypse. Reverend Alberts, who wasn't expecting to have to apply his knowledge of horror films. Bill "Baddest Santa" Weeks, a Mall Santa who got fired and is taking it out on the specimens.

George and Nikolai, a couple of WW2 War Reenactors. Dave "The Butcher" Roberts, a banker turned mob enforcer who's been tasked by The Don with cleaning up the streets. Dr. Jeffery Tamm, a robotics expert at Horzine who is attempting to recreate his college crush. Samuel Avalon, a photogenic fireman with a violent dark streak. Rob Allan, alias Shadow Ferret, a wannabe urban ninja with aspirations at being a Vigilante Man.

Harold Lott, the youngest (and surprisingly wise about it) winner of the british lottery, who started to kill Zeds a bit to save London and mostly because his battles are displayed live on one of his pay-per-view cable channels. Captain Ash Harding, a Mafia Princess who became a soldier instead of a mobster and has a score to settle with the Specimens for exterminating her whole unit. Bad Santa: The Christmas-themed Bloats and Patriarch.

Beat Them at Their Own Game: Two achievements related to killing Husks with fire-based weapons. The newer one fits better because the weapon involved is the same one they're armed with. There is also an achievement for killing two Scrakes with the chainsaw, their signature weapon, in one wave. Beauty Is Never Tarnished: The default Stalker model is surprisingly healthy-looking and attractive, lacking the deformities and disfigurement seen in most of the other specimens (only the Scrake also doesn't have bits sliced or decayed off).

True, the hair on the left side of her head is missing, but it comes across more as an aggressive punk haircut than a medical disfigurement. Averted with the Siren, who is emaciated and missing her eyes. Berserk Button: The Fleshpound does not appreciate being shot or having a line of sight on targets and not attacking them. It also doesn't appreciate it when it can't reach its target. Blood will rain like mist as it rips apart anything around it in a frustrated fury should a player find a spot it can't reach.

This makes it difficult to earn cash since the player does not get money for specimens the Fleshpound kills. This is actually a great way to win a round if you team is likely to die: if one person can glitch to an unreachable spot (and take out any Husks that approach) the Fleshpounds will basically act as a Mole, leaving only a few Specimens left to deal with. Bored specimens will turn on each other, but very rarely.

The Berserker: The Berserker perk. With his brisk movement speed, absurdly thick skin and mighty swinging arm, he specializes in closing in on the Specimens and fighting at spitting distance, first with the humble knife or machete. Later, with some more dosh, he can keep up his nimble ways of dancing in and out of enemy range with renewed strength thanks to the fire axe, katana, or claymore, or become the world's most painful doorstop with a bloody awesome chainsaw.

On the specimen side, Scrakes, who swing wildly at a target with their highly-damaging chainsaws; and Fleshpounds, Scrakes on crack, who move slowly at first (but go into an unstoppable charge when sufficiently damaged), are capable of reducing players to mulch in a few hits. Big Sodding Gun: Usually said while equipping one of the heavy weapons like the LAW and the M99, but as of the 2012 Winter Event, the Zed Eradication Device (Z.

E.D.) which fires lasers and can emit a field which significantly slows down and lowers the defense of any specimens caught within it. The catch is that you need to collect all fifteen parts of the weapon scattered around the "Moonbase" event map in order to use it, and even then it costs 2,000 pounds and, like the other heavy weapons, weighs a lot. Big Damn Heroes: Can happen to you, or anyone for that matter.

Black Comedy: Pukey the Clown is a fan of this. Blade Below the Shoulder: The Gorefast. The Scrake too, but with a chainsaw. Bling-Bling-BANG!: One of the DLC packs released for the 2012 Christmas event allows players access to a gold-plated AK47, Combat Shotgun, M79 (complete with golden grenades), and Katana. A second pack for the 2013 Summer event adds the gold-plated Handcannon (with tiger-stripe pattern), AA-12, Flamethrower, and Chainsaw.

The concept was then deliberately avoided for the 2013 Halloween event, with a new weapon skin pack instead adding properly-camouflaged versions of the Shotgun, M4, MP5M, and M32. Body Armor as Hit Points: The Medic has this, as he gets 100% protection from damage to his health when he has a kevlar vest, in addition to taking less armor damage overall. Kevlar normally reduces damage to health by about 77%, with a few exceptionsnote .

Body Horror: The Summer Sideshow Gorefasts. Good Lord, how are they still alive with that many swords in them? And the Sideshow Crawlers, for those of you who like their Body Horror in the realm of medical possibility. The Halloween Hillbillies also qualify, such as the Crawlers missing their lower bodies, or the Husk and Fleshpound having respectively a fireworks launcher and giant augers grafted to their arm-stubs.

Save for the Scrake and the Stalker, all the standard Specimens are also hideously deformed: The Clot had its nose and genitals surgically removed, in addition to look emaciated and having several "entry ports" Matrix-style jammed in his body. The Gorefast is completely skinned, has its left arm amputated at the elbow, and a blade jammed straight into its right forearm, splitting the hand in half.

Its lower jaw has been removed, giving the Gorefast its characteristic hissing noise. The Crawler is a human-arachnid hybrid, and the result is a sickly-grey creature with a man's body, the many eyes of a spider, and spindly spider legs sprouting out of its body. The Husk is a Specimen with metal protrusions nailed all around its limbs, and what appears to be hooks pulling down the lower eyelids. Also, its skin is badly burned, revealing in some areas the musculature of the creature.

The Siren is an emaciated girl bound by a leather harness with her mouth sagging open, revealing irregular teeth. Her eyes have been ripped out, leaving nothing but dark gaps. The Bloat is a jaundiced creature whose belly is swollen with vomit, and has a red and bubbly rash down the side of its belly and both of its thighs, most likely due to the Bloat's bile. The Fleshpound is a seven-foot-tall muscular giant with spiked steel plates ornating his body and replacing his eyes and genitals, with rotating maces for arms and a biological pump strapped to his chest.

The pump fills him with sedatives and tranquilizers in normal times, but if he's in danger or is frustrated by seeing a survivor without attacking them long enough, it switches to pure adrenaline and excitants. The Patriarch is a bit taller than the Fleshpound, with tentacles pouring out of his chest and a severely swollen right eyeball that pops out of his head sometimes. And has a pornstache. Boom, Headshot: The Sharpshooter perk lives on this trope, but any bullet-shooting weapon can do it.

Also of note: decapitations on any specimen (except the Patriarch) will remove its special ability if they don't kill it outright, as well as making them slower and eventually killing them due to bleeding. Boring, but Practical: The 9mm Tactical you spawn with, while weak, is still useful for beheading low-level specimens, and it's one of the few weapons equipped with a flashlight. At higher Sharpshooter perk levels, it does increasingly respectable damage, nearing the point of becoming a viable primary weapon against all but the toughest enemies or fit for use on all but the hardest difficulties, where a specific damage reduction applies to it.

The Bullpup, the weakest assault rifle in the game, can still clean up a group of enemies and even, in the hands of a Commando or a skilled player, take out tougher enemies such as Sirens or Husks. And you can often find it laying on the ground. The Lever Action Rifle (commonly abbreviated as the LAR). While slow-firing, it has decent power and it's the cheapest any-perk weapon in the game at £200, making it a good early-game sidearm.

Unlike many of the other firearms in the game, it is loaded one round at a time, meaning a player can cancel reloading the full amount if they realize the sudden need to switch to a different weapon or run for their lives. Additionally, its headshot bonus is double the regular damage (moreso if you happen to be a Sharpshooter), compared to most other guns' 10% bonus, and as the rounds drag on, headshots are the only way to go.

The Knife, which you also spawn with, is nominally a last resort weapon. Equipping it allows you to run faster, however, plus no matter what perk you choose, a hard swing or two to the neck of a Clot or Gorefast is still going to kill them immediately on any difficulty. The Compound Crossbow seems out of place in a game full of high-end military hardware. But in the hands of a capable Sharpshooter it can tear the heads off of most Zeds with only one shot (the Fleshpound and Patriarch being the exceptions).

It comes equipped with a scope (one of few weapons that do), and not only that, bolts can penetrate and kill multiple smaller Zeds with a single shot. Additionally, a maxed-out Sharpshooter will always spawn with this weapon. It has undergone several whacks with the Nerf bat, but since most of those have focused on its cost it still remains a strong weapon for those who can consistently shoot Zeds in the head.

Boss Banter: The Patriarch has a rather large list of lines. "Excellent, another batch of subjects!" Bottomless Magazines: Not the usual application, but one of the bonuses for a high-leveled Medic player is that guns meant for that perk are given up to double their usual magazine capacity - leading to sights such as loading a 20-round magazine into an MP7 and then spitting out 40note , or managing to fit 64 bullets into an MP5's 30-round mag.

Some other perks get the same bonus, but not to nearly the same extent (Commando weapons only get 5 to 10 extra bullets, for instance). Breakout Character: For a game with an All There in the Manual plot, and characters that have no actual differences other than appearance and voice (there's a total of two voices for 46 of the 50 playable characters), DLC Mr. Foster seems to be slowly becoming the main character of the game.

Everyone loves Mr. Foster. Everyone. Unsurprisingly, he's one of the characters in the sequel. Break Out the Museum Piece: The Halloween 2012 event adds a bunch of World War I and World War II-era weapons, including an MKb42, M1A1 Thompson, and M1897 Trench Gun loaded with incendiary buckshot. Owning the stand-alone Red Orchestra 2 expansion Rising Storm gives access to another Thompson with the famous drum magazine, and the Steampunk weapon pack includes dressed up versions of yet another Thompson and a scoped Lee-Enfield.

British Royal Guards: Captain Sir Richard Wiggins, a minor aristocrat with a commission in the royal guards. He sees specimen hunting as jolly-good fun. His outfit consists of his roughed-up and missing-a-sleeve red coat and fuzzy hat, with some pouches and holsters tacked on. Bullet Time: Zed time, which occurs randomly when a player does something impressive, e.g. getting several headshots, taking down a tough enemy or scoring a kill at an absurd distance.

Time slows for a short time, and multiple slowdowns can be chained by the Berserker and the Commando. Butt-Monkey: Police Sergeant Davin is this, according to his background. He's been looking for a big change in his life. It's safe to say he got one. All hail the end of the world.     C - F  Calling Your Attacks: Played straight with the Patriarch, who utters distinct lines before his rocket or gatling gun attacks.

Subverted when he turns invisible, charges, and without so much as a word punches a Combat Tentacle through your face. Also done with the Fleshpound, which stops in place and screams angrily before charging at the players. Not quite attacks, but player characters loudly announce every time they reload or heal another character with the syringe. They also comment on some of the higher tier weapons when they pull them out.

The Cameo: The RED and BLU Pyros from Team Fortress 2 appear as selectable character skins. See Crossover. Camera Screw: When the Patriach first spawns there are about five seconds during which you are forced into a third-person view of him as he stands up and gets ready to fight. If he spawns near you, the camera continues viewing the Patriarch, during which you can't see well enough to do anything while he can do whatever the hell he wants to you.

Chainsaw Good: Go ahead and guess what one of the best melee weapons is. The Scrake also has a chainsaw for an arm. Character Class System: Seven "perks" are available and serve as the game classes. Each has their own requirements for level advancement, but the general benefits are increased damage/reduced costs for that Perk's associated weapons, which acts as a form of training for harder difficulties where money is scarcer and more skill required for survival: The Berserker: Focuses on melee weapons and combat.

Can run quite fast when wielding a melee weapon and is overall more resistant to damage. Properly used, they can act as a meatgrinder when holding a single defensive area, or superb flankers when situations call for running around the map and whittling the Zed count down. The Commando: Good with all weapons, but shines mostly with assault and battle rifles, for which they get both damage and magazine increases as their perk level progresses.

They can also see through the cloaking used by Stalkers and the Patriarch at close range, and can also see Specimen health bars within a given range as well. The Support Specialist: Shotgun expert; getting more penetration and increased ammunition capacity. They also get increasingly more carrying capacity and un/welds doors faster. The Firebug: Loves fire. A LOT. Inflicts much more damage with fire weapons and becomes more resistant to it, to the point of eventually being immune to all fire damage and starting a game with a free flamethrower.

The Sharpshooter: Shoots Specimens in the head with pistols or semi-automatic rifles. It hurts them. A lot. The Demolitions Expert: Blows up Zeds with launched/thrown grenades and planted explosives; becomes increasingly explosion-resistant and eventually starts the game with a free M79. The Field Medic: The healer of the group; still more than capable to pile up bodies with their frikkin' fast submachine guns.

Also tied with the fastest runner on the team so they can catch teammates to heal them. Originally they used only a rechargable syringe to get the job done, but then dart-shooting medic guns were added specifically for them to use to do even better. Oh, and healing others gives a 60% reward in cash. Charles Atlas Superpower: One of the Support perk bonuses is increased carrying capacity. And even then, other perks can carry their fair share of weapons and ammonote .

Christmas Elves: The Clots became goblin-like grotesqueries of this trope for the Christmas events. Circus of Fear: The summer event's theme. Cloudcuckoo Lander: The Scrake. While his lines can be hard to hear, they're... not exactly all that intimidating. "I like trousers." Clucking Funny: Special Director Edmund Cook, aka the "Commando Chicken", a Cloud Cuckoolander movie cop who wore a giant chicken outfit for his office's party and then began killing Specimens while still wearing it.

Then there's the Chickenator, a cyborg version of the same character. Color-Coded for Your Convenience: The Fleshpound has a bizarre glowing... thing on his chest that Turns Red instead of yellow when he gets mad or takes enough damage in too short a time span. Player characters used to all be green and blue, too. That 'thing' in his chest is an adrenal pump, and when he gets pissed, it... pumps adrenaline.

Which leads to every player in-game yelling 'OH SHIT!' and running, emptying whatever weapon they're currently holding at it, or both. Combat Medic: Even if you go Field Medic, you're going to spend a lot of time shooting at Zeds, unless things start to go horribly wrong. In fact, the Medics are actually good in combat, since the Medic perk gives massive bonuses to your armor and faster ability to heal yourself, not just others.

A higher-level Medic can actually do more of the Combat part of the trope. At level five or above, his weapons (at least the MP5 and MP7) have absolutely absurd ammo capacities, he spawns with armor (which for him acts as a second health bar), he gets healing grenades that cause a form of damaging area denial to Specimens, and his normal running speed matches the sprint speed of the Berserker. The weapons still don't put out enough damage to truly qualify him as a Lightning Bruiser, but a higher-level Medic can certainly mop up the lower-level Specimens with ease in between topping off everyone's health bar.

The Scrake is meant to be the specimens' version of this. He's supposed to have been the ultimate field medic, able to take crazy amounts of punishment while saving the lives of other specimens (with amputations via chainsaw when necessary because why the hell not), but he only learns by being wounded himself and has taken an unusual fascination in dishing out and receiving pain. Cool Guns: A large selection of such, ranging from the classic tommy gun to an overkill autoshotgun.

Cool Mask: A large number of the playable characters wear some kind of mask, mostly gas masks. Crazy Survivalist: According to his bio, Sergeant Powers lost his entire family to the specimens. Oh, and he collects freak fingers. Apparently, he disconcerts the rest of the characters, who are plenty crazy themselves. Creepy Circus Music: The Summer Sideshow maps Abusement Park and Hellride feature variations of well-known melodies.

Critical Existence Failure: The medic has upgraded armor and can thus take heavy amounts of damage. Once he loses that armor he's as fragile as the rest of the team. The actual spirit of this trope is averted by the player characters, who move a bit slower when their health is at about 40, and even slower when that's halved, which is also accompanied by the screen becoming near-totally blood-red. The Specimens all play this straight if you don't take off their head.

Crossover: For the Christmas event, anyone who owns both Killing Floor and Team Fortress 2 received a pair of Pyro player models for KF, and Mr. Foster's gas mask and tie for the Pyro in TF2. Those who preordered The Ball received a player model of that game's protagonist Harchier Spebbington. Killing Floor's involvement in the Alternate Reality Game surrounding the release of Portal 2 climaxed with the addition of KF-Aperture, a Portal-based map with things such as pressure buttons to open certain doors, Zeds using the apparatus delivery systems to get around, and messages to the player scrawled on the walls.

When the ARG was still running, the Trader was temporarily replaced with what appears to be GLaDOS' Anger Sphere. "Well, it's been fun. Enjoy that thing you do. You know, dying." To a lesser extent, there's one with Red Orchestra 2 in the form of Nikolai and George, obtained by pre-ordering or purchasing the Digital Deluxe edition. Doing so also gave you a Stalhelm and a Pilotka to use in Team Fortress 2.

Similarly, the Red Orchestra spinoff, Rising Storm, nets players a World War 2 GI and a Japanese grunt. The Twisted Christmas 2012 event adds a Dwarfs!? Axe to the game, which you can unlock by playing or buying that game. Damage Discrimination: Players are Friendly Fireproof, though you still get hurt by any explosives you yourself deployed. Fleshpounds do not play well with others, and don't appreciate other specimens being in the way of them and their target.

Scrakes, meanwhile, don't enjoy being pushed out of the way by a raging Fleshpound. One plus one equals an enjoyable diversion. Other specimens are much more forgiving of inadvertent friendly fire, but do occasionally turn on their fellows. The Bile Thrower was made to instigate this amongst the Zeds, since it uses drums of Bloat bile as an acid-thrower. If a Zed is doused in it while near a Bloat, it will hold the Bloat responsible and begin attacking it instead of you.

Deadly Doctor: Doctor Dave from the Steampunk DLC. He also has a Nice Hat (top hat, of course). Deadly Lunge: The Scrake, the Gorefast and the Fleshpound all start rushing at you once they take enough damage or get close enough. The Crawler does a more literal lunge, attacking by leaping at your face. Dead Weight: The Bloat is grotesquely fat, but he's not really a zombie. Deadpan Snarker: The player characters are quick to call out specimens on how outrageous some of them look or act.

"A machine gun for an arm? No effin' way!" "He goes bloody invisible too?" "Rockets, too? Now he's really taking the piss." "Bloody hell, what's he got on his arms?" are just a few gems. Some of the other responses qualify as well, be it berating another character for not holding still while trying to heal them or one of the voiceclips for asking for money: "Where's my bloody benefits check?". And then there are the taunts, two separate commands for Zeds ("You're pathetic! Like a bunch of bloody Millwall fans!" and teammates ("Who do you think you are, bleedin' Action Man?") Defector from Decadence: The Lieutenant Masterson player-model is apparently one of the last specimens created, who escaped and brought the army to take out Horzine.

Turns out this was exactly what the Patriarch had expected him to do. Some characters from the character packs are apparently former Horzine employees - Dr. Gary Glover, a scientist in a hazmat suit, is one of the last survivors of the team directly involved in the creation of the Specimens. Rachel Clamely, the Mad Scientists daughter was added with the Summer Event Update in 2014. Apparently the only surviving member of her family, she tries very hard to stop what her father begun.

Desperation Attack: A common tactic among doomed players is to throw all one's grenades at their feet when surrounded to kill as many Zeds with them as possible. Can also be done unintentionally; as grenades, pipebombs and other explosives can easily kill the user (and in the case of the pipebombs, those can go off if the user shoots them). Played with in the case of the Pipebomb Hat, where someone deploys one or more of the things in such a way that they are stuck to their own head.

Since they are proximity-triggered, it works along the same line of thinking as throwing a pile of grenades at one's own feet. This is typically done against the Patriarch, who had to receive a cumulative resistance to pipebombs in an update. Subverted with the Combat Medic, throwing your grenades at your feet when being swarmed will actually save you since it heals you and damages the Zeds over a short period of time.

Firebugs can do much the same, as incendiary grenades + immunity to fire = easy escape. Diegetic Interface: The M7A3 assault rifle for the medic shows how many bullets are left in the magazine and how long you have to wait before firing a new healing dart via a small screen located below the sights. For added practicality, when your magazine is about to run dry, both the gun's ammo counter and the reflex sight turn red.

Difficulty Spike: Likely to compensate for fewer achievements than other holiday-themed events, most of the ones for the 2011 Halloween update specifically required players to play Bedlam (an extremely dark and cramped map) on Hard mode or above to unlock them. Anti-Frustration Features: In contrast, weapon-specific achievements for paid-for DLC weapons can be unlocked with either them or a non-paid-for counterpart.

The Objective mode added with the 2013 Summer event expects you to fight off Fleshpounds starting from the second or third wave - which would be bad enough if you could handle them the normal way, but now you have to stand in place while fighting them or ignore them while moving at a snail's pace. It's far from a majority by any metric, but there have been people asking Tripwire to remove level-completion achievements for Objective maps, simply because it's so much more difficult in a way people are having trouble adapting to.

Ding Dong The Witch Is Dead: It is possible to kill the Patriarch while there are other specimens alive, in which case they just stop moving while the YOUR SQUAD SURVIVED text is displayed. What's more, any dead player respawns at this point as usual after a round ended, unlocking the associated achievement for surviving the map in question, even though they technically didn't, if they don't already have it.

Disaster Dominoes: DLC character Lance-Corporal Lee Baron was already in full EOD gear dealing with a bomb threat in downtown London when the Specimen attacks began. He learned that the best way to keep them at a distance was to blow them up. Disc-One Nuke: Once you reach level 5 of any perk, you start to spawn with one of their weapons (or for Medic, his extremely tough body armor). Most of them can make the first wave extremely easy due to you normally being expected to take out the first wave with your 9mm and Knife.

If you find some more weapons on the ground, selling them and your starting weapon can often let you get any weapon for your perk that you want by wave 2. Said weapons lying on the ground can also last you for a few waves if you get some ammo from the trader, or can save the entire game if a wave goes really bad. If you find yourself with almost no ammo and in an Everybody's Dead, Dave situation, finding a bullpup or a shotgun with a couple magazines worth of ammo can be all you need to turn things around and pull off a One-Man Army moment.

Double Entendre: In the Abusement Park, there's machines hawking "Rainblow" condoms. Hook-handed Circus Clots will occasionally say "Just let me stick the tip in". Double Unlock: An example by default, as paid-for DLC weapons require that one-time payment of real money before you can buy them in-game with virtual dosh. You can use the weapons without buying the DLC, but that requires someone else who did buy the DLC to drop them for whatever reason.

Drop Dead Gorgeous: Okay, she's not dead, per se, but the developers (or alternately, Kevin Clamely himself) are apparently a bit too fond of the Stalker. Let's see: she's nearly naked, it's apparent her breasts use Jiggle Physics when she dies in Zed Timenote , and the two events where they've reskinned the Zeds, she was a Santa Babe (referred to as Mrs. Claws, naturally) and The Lovely Assistant, respectively.

And both reskins were blonde and not horribly deformed. Usually. Dual Boss: The Objective map Transit (which is the last map in the "story" and ties directly into Killing Floor 2) ends with a boss fight against two Patriarchs together, immediately after you learn the Patriarchs are all actually clones of the real one. Dummied Out: The game has an incomplete-but-mostly-functional music player feature (likely left over from Unreal Tournament 2004).

Giving it a hotkey (such as by editing the user.ini in Killing Floor's System folder, finding the line F11= or some other empty key and adding MusicMenu behind it) can allow you to use it anywhere in the game by pressing that hotkey. Dynamic Difficulty: Specimens grow in numbers as more players join. Most specimens also gain more health depending on the number of living players (particularly the Fleshpound and the Patriarch, which do this in lieu of spawning more often).

Eagleland Osmosis: Inverted. Suburbia, the first official map confirmed to be outside of the UK (it's in an American neighborhood), has British license plates on some cars and some other out-of-place stuff. This is due to reusing assets from other maps which, as mentioned, take place within the UK. Emergency Weapon: Besides your starting nine-millimeter, you always have your knife. Its effectiveness is limited, but the "alt-fire" heavy blow can behead weaker enemies in a single stroke on most difficulties, and in the hands of a Berserker, it can be dangerous.

Enemy Chatter: Every enemy has a voice. Not always a clear one, but every enemy says something. The Engineer: The Support Specialist perk has elements of this, making you much more effective with the welding tool. Though you also get bonuses to Shotgun use. In the background, DLC character Aldridge worked on the assembly lines at Horzine. He was paid triple the normal wage for someone of his status and didn't ask questions about the weird goings on - until a Specimen broke open the door to his office.

At that point, as it says in his bio, "lunchtime was over." Evil Laugh: "Hahahaha, FEAR ME!" Exactly What It Says on the Tin: Suicidal mode. See also Harder Than Hard. Excuse Plot: So there's a scientist who's mad with grief over the death of his son, and he's been hired to create an army of supersoldiers, but his project gets shut down, so he experiments on himself, and... ah, the hell with it. Guns good.

Monsters bad. Apply the one to the other. Get money. Buy better guns. Kill the boss. Repeat from step one. Expendable Clone: The original purpose of the experiments was to create an army of disposable clone soldiers. It only gets freakier when you realize that some of them weren't actually made to be soldiers, such as the Scrake, the third strongest enemy, which was designed to be a medic. Expy: The Bloat is pretty much the Bloated Butcher from Blood, with a dash of exploding on death a la Left 4 Dead's Boomer.

Harold Lott is one to Harry Enfield's "Loadsamoney" sketch character. Harchier Spebbington is both this to Indiana Jones and The Cameo from The Ball. Flawed Prototype: All the specimens are failed attempts at creating supersoldiers. Football Hooligans: Chopper Harris, a soccer enthusiast with a long police record of beatdowns taken and given. As far as he's concerned, the mutant apocalypse is just business as usual - only now he gets to use guns.

Four Eyes, Zero Soul: Dr. Kevin "The Patriarch" Clamely. It's more obvious on his loading screen artwork. Fragile Speedster: The Crawler and Stalker are both fairly fast, but both have almost no health. Freak Out!: Mike Noble had one at a rave party after the specimens munched his girlfriend. He grabbed himself a katana and went to town. Freudian Excuse: The only things Dr. Clamely cared about were work, and family.

And then his son was shot through the head in a robbery... thus beginning his interest in "neurological redundancy". Friendly Fireproof: Friendly fire is off by default. It can be turned on, however, and your weapons are just as dangerous to teammates as to specimens. Specimens can kill each other. There is an achievement to get the Bloat to do this. The Fleshpound can too, as it charges through its own in an attempt to kill its target.

Like Team Fortress 2, even without friendly fire players can easily kill themselves with explosives. To a lesser degree, fire-based weapons also hurt the user if used carelessly. Naturally, perks based around these weapon types take less damage from them, but a demolitions expert can still easily blow himself up by accident. Full-Frontal Assault: The Scrake is the only fully dressed specimen. The Clot, Crawler, Gorefast and Bloat are all bare-ass naked, though with no visible genitalia.

A close look at the models shows that the dangly bits were surgically removed. The Siren and Fleshpound are wearing nothing but a few restraints. The Stalker, Husk and Patriarch are in their underwear. When going through the game files and code, it comes to light that the Stalker was supposed to be naked. They were forced to wear black lingerie (indeed, one look at their in-game models makes it clear that their underwear texture was pasted on about 60 seconds before launch).

    G - N  Game Mod: Started out as one to Unreal Tournament 2004. Then the guys who did Red Orchestra (itself a Game Mod for the same title) were impressed and offered to make it a real game. Later got one of its own, Defense Alliance 2. Within the game itself, there are two levels for recognized mods - the first is stuff that is actually added to the game itself through patches, such as well-made maps.

The second is the "whitelist", custom maps and mods that can be used without disabling Perk progression. Give Me a Sword: Don't have the dosh for a bigger gun? Ask your friend for the cash - or just ask them for the gun! Can be done literally by dropping a katana or claymore and letting another player pick it up. This can be extremely helpful for certain perks like the Sharpshooter, who don't really get access to a weapon that fires on full-auto (and can't just buy an assault rifle because most of the Commando's higher-level weaponry is prohibitively heavy).

A higher-level Medic can pass off an MP7, an MP5M, or a Schniedzekk, all of which only weigh three blocks, to a Sharpshooter. Gravity Screw: The Moonbase map, as would be expected. Sadly, third-party maps making use of similar low-gravity situations have yet to appear. Guide Dang It!: Some weapons affiliated for a particuliar class can also be used by others and benefit from their perks: commandos can use the M4-M203 and keep the lower recoil, extended mags and better firepower, for example.

Nothing ever tells you about it, except inspiration. And, if you don't think you can survive a wave as the weapons' intended perk, you'll have to buy them full-price. Guns Akimbo: You can buy two of any of the pistols, but it makes it harder to aim since when trying to look down your iron sights, you have to eyeball where the center of the screen is instead of just lining up the sights, and shots will deviate from that point when fired in this manner.

Hand Cannon: The Handcannon. Half-Human Hybrid: Masterson is this. Thankfully, he's still willing to shoot Zeds in the face. This also goes for DLC character Security Officer Thorne, who is visibly mutated unlike Masterson. Apparently he underwent modification for the pay bonus. He seems to want to take a bite out of Dr. Glover. Half the Man He Used to Be: The Hillbilly Crawler has nothing below the waist but its dangling spine.

Hair-Trigger Temper: Unlike Scrakes, who may go berserk and quickly charge you when their health is damaged enough, Fleshpounds can do this from seeing you and your team long enough (though shooting them enough at once will piss em' off even faster unsurprisingly). Harder Than Hard: In the first Christmas update, a difficulty above Suicidal was added, Hell on Earth. Healing Shiv: The Field Medic's weapons are borderline examples.

They are otherwise regular guns whose Secondary Fire mode launches a healing dart. Unlike the bullets, the darts are not Hitscan and therefore it can be difficult to hit your teammates, especially when they're strafing and jumping around avoiding the Specimens. He also has gas grenades that hurt the Zeds but heal teammates. Hitbox Dissonance: The hitboxes for the first game's Zeds are simply enormous◊.

According to the developers during TotalBiscuit's video, they were quite limited in that regard back then, also restricting the enemies to fairly stiff movement so that it wouldn't get worse for headshots. However, they claim to have improved them so much that its possible to accurately headshot a Stalker in the middle of doing a cartwheel in the sequel. Hoist by His Own Petard: The Demolitions perk grants resistance to explosives in general, meaning that a high-level, armored Demolitions expert can survive a near-miss from a Patriarch rocket.

However, when that same rocket sympathetically detonates all the pipebombs the Demolitions expert has carefully laid out to kill the Patriarch... not so much. Same thing may happen when the Patriarch rushes into the minefield and the Demolition expert is standing too close. Similarly, the Patriarch can hurt himself when trying to blow open a welded door with his rockets. Until a patch removed the ability, it was possible to become sealed inside the Aperture vault with the door's welding percentage at 100% for the Patriarch wave.

This led to the Patriarch repeatedly shooting rockets into the ultra-durable door, and eventually killing himself in the process. After the patch, he simply no longer attacks the door, and will instead walk around outside taunting you until you unweld the door yourself (the door also no longer respawns at 100% if destroyed). This can happen to the entire team due to the Patriarch's randomized spawning locations.

Dropping a bunch of pipe bombs to set a trap as he rounds the corner? Just make sure you're not near your own pipe bombs when he spawns in. The Pipe Bomb Nerf made it so that they do not stack damage beyond a certain amount when placed atop/near each other anymore. This doesn't stop them from being awesome against the Patriarch, they must simply be spread out now. Someone did the math and figured out that 14 is the maximum before the decreasing return has each additional pipebomb contributing zero damage to his health.

Unfortunately for the Patriarch, 14 pipebombs of explosives going off at once will deplete 51% of his health on even a full server on the hardest difficulty. Low rank Firebugs often suffer from this as they ignite themselves with the blowback from using the flamethrower in close quarters. Averted once they level up enough to make themselves immune to fire. Hold the Line: A common plan in most levels since the Welder allows you to funnel Zeds or hold them up by making doors impassable barricades that must be smashed down.

Holiday Mode: The Christmas event made all specimens Christmas-themed, such as Clots disguised as Santa Elves and Gorefasts made of gingerbread and exclaiming "Cholesterol doesn't kill people, I do!" There's also the appearance of three Santas - one playable, one replacing the Bloat, and the other replacing the Patriarch. However, the former appears to be a rather shoddy Mall Santa, the second seem to be clones of the real deal, and the last is a Killer Robot.

All the above return for Twisted Christmas 2, which also features a new map, Ice Cave. And since Third time's a charm, the whole crew comes back for 2012... IN SPAAAAAAAAAAAAAAAAACE!!! For Christmas 2013, no new christmas maps were added (we got Hell and Forgotten instead), but the themed specimens returned, allowing for a Christmas Husk (an animated snowman) to be walking around Hell... Hollywood Silencer: Averted.

The Firebug's MAC-10 has an attached suppressor, but its actual firing sound is rather distinct. When it was first added, it sounded like the AK47. Hostile Show Takeover: GLaDOS got in contact with Horzine, it seems, providing some cloning vats for the Specimens. Then she decided to test them. Hyperspace Arsenal: Excluding what you're currently using, none of your equipment - which in extreme cases can include three full-size shotguns or seven separate pistols, along with separate ammo caches for each - is ever visible on your character model.

Anything that is can't be used. I Know Mortal Kombat: Phil from the "Steampunk 2" character pack. From his bio: "...his so-called elite military training's come from endless hours playing every FPS spat out by the games industry and reading every gun nut magazine he could get his hands on." Implacable Man: The Fleshpound will not change targets unless it loses sight of whoever it was focused on. It will continue to chase and/or horribly mutilate its target through bullets, fire, chainsaws, rockets.

.. and anyone unfortunate enough to be in its way, including other specimens. Note that none of the specimens will actually run away, but most will actively change target or respond to damage. On lower difficulties, a fully-leveled Medic or Berserker player counts as well. Incredibly Lame Pun: A few of the achievements come to mind... Random AXE of Kindness. Kill 15 enemies with the Fire Axe in a single wave.

The L.A.W. That Broke The Camel's Back. Deliver the Killing Blow to the Patriarch with a L.A.W. Rocket. Quite a few of the Circus Patriarch's lines, too. "Ladies and gentlemen, we hope you enjoyed the show as much as we did! You might say... it was to die for." "It's time to knock 'em dead!" "Enough clowning around!" The Circus Husk's lines are full of bad puns. "Fire is the hottest new item of the season.

" "Please remember that there is to be no smoking while the show is in progress." Some of the Circus Scrake's lines, too. "What manner of monkey business is this?" "This shit is bananas!" Infernal Retaliation: Most of the stronger specimens have a lot more health than the Firebug's weapons of choice can chew through, requiring considerable time and ammo to put even one Scrake or Fleshpound down. And in the Scrake's case it'll be more likely to trip his charge threshold long before he burns to death.

Some weapons have an easier time of it, though, such as the Trench Gun, which behaves like a flame shotgun and causes targets to burn to death even faster with repeated shots. The player-usable version of the Husk fireball weapon can charge up a more potent blast, but without a low difficulty and a high perk level, a single fully-changed shot still won't be enough to put down Scrakes or Fleshpounds.

A high-level Firebug, though, can stunlock Scrakes to death with repeated charged shots, and the repeated shots tend to make the Fleshpound rage in place or flail its arms around while on fire, giving time for even more shots. Informed Ability: According to story, the Patriarch was nigh-unstoppable ("Armies fell before him, none seemed to be able to kill him, or even harm him"). In-game, a ragtag group of 6 armed only with various different small arms and maybe a rocket laucher and no armor support to speak of is able to take him down on their own.

"Instant Death" Radius: Do not melee a Fleshpound. Do not all try to melee The Patriarch. Instant-Win Condition: When the Patriarch dies, all other Zeds immediately stop moving and attacking as the victory screen and score tally come up. Averted in Objective mode. Once an objective is completed, all that changes is that enemies stop infinitely spawning - you still have to clear out any of them that are already there.

Interface Screw: Crawlers will blur and darken your vision if they hit you, Stalkers will paint your display blood red, Bloats will stick a gooey substance all over your screen, and Siren screams essentially give you heavy myopia while they last. Even getting bitten by a Clot disturbs your sight more than you might expect. Intrepid Merchant: DLC character and Action Survivor Mr. Foster is apparently this, in a similar vein to the Trader herself.

He also sung at "London's premiere karaoke bar" on the side. He was writing an autobiography and laments the deaths of England's publishers, as doubtless the chapter he is writing about his fight against the Specimens would probably have been a good read. Invisible Wall: Often to keep you out of Specimen spawn points, but most of the official maps don't have too many. They instead tend to feature gravity barriers, in the form of ramps that the Specimens use to enter the area, but which the players are incapable of climbing over.

Jack-of-All-Stats: The Commando has elements of this. He reloads any gun faster, can see enemy health and cloaked stalkers, and can chain Zed Time extensions. He uses the general-purpose assault rifles and tears though the swarming smaller Specimens. He lacks heavy punch though, and is less effective than The Berserker, Demolitions or Support at taking out heavy Zeds. After enough practice as other Perks, and in higher difficulties, some players ignore the class entirely, as chaining Zed times can also be done by The Berserker, a decent Sharpshooter can pick targets off better with fewer shots, and being able to see Specimens' health becomes a negligible ability when the Commando's best weapons merely chip away at their health.

The Support Specialist also counts in a sense, as he can carry more equipment than most, including extra grenades. However, his versatility depends on his gear, whereas the Commando has all his perks already available with the default pistol. Jerkass: Martel Halliday, the Big Bad of Fright Yard's Objective Mode. He's the only NPC featured in Objective Mode to be openly hostile towards the players - Rachel Clamely had you wade through a horde of Specimens to try to stop them from getting to Paris; Ringmaster Lockheart had you wade through a horde of Specimens to save his own skin, but at least compensated you for it.

.. Halliday has you wade through a horde of Specimens specifically to get you killed. Katanas Are Just Better: Fast and lethal, though not quite having the bite of the chainsaw. Mike Noble has a preference for these, according to his bio. Kill It with Fire: The Firebug perk's job. With the addition of the Flare Revolvers and the Trench Gun, everyone can get in on this, with the benefit of not setting themselves on fire as is wont to happen when using the flamethrower at close range.

These other guns are also much lighter, and the Support Specialist's bonuses also apply to the Trench Gun, allowing him to either devastate up close or ignite at a distance in a wide arc. Knife Nut: The Berserker can chew apart early wave enemies with nothing but the weapon he spawned with, and get away with it. Leeroy Jenkins: Doing this is a good way to get killed. Unless you're a Berserker, in which case it's the whole point.

In his bio, Trooper Clive Jenkins is this. As mentioned elsewhere, it is possible to attach proximity-triggered pipe bombs to your own head, especially useful for the Patriarch wave. Players using this tactic may typically shout the trope name or something similar as they charge toward their target. Lightning Bruiser: The enraged Fleshpounds and Scrakes with low health tend to charge the player at high speed and chainsaw them to bits.

The Patriarch, who gains an enormous boost in movement speed upon turning invisible and frequently uses this to charge towards players who can't see him and strike them with an outrageously powerful melee attack that kills unarmored players instantly on higher difficulties. The Patriarch actually teleports when invisible, proven by him bypassing welded doors entirely. Patches turned every single Gorefast into one of these - despite their low health (relative to that of the others listed here), they can easily outrun the player and no longer have to stop moving to swing their arm blade.

Multiple times. The Berserker is second-fastest class in the game, enjoys a nice damage resistance, and deals out heavy damage with melee weapons. Also, an adventurous high-level medic is even faster, and with armor and the right hardware can dish out heavy damage. Love Makes You Evil: The Patriarch views the specimens as his "children", and he gets pissed when you kill them, but the Sirens really take the cake; they're clones of his wife.

Which he used to murder his real wife. It goes deeper than that. The whole backstory kicks off when the soon-to-be-Big Bad misappropriates military funding to clone his dead son. Luck-Based Mission: A few of the original Twisted Christmas achievements rely entirely on how generous the AI feels rather than any skill on the player's side. For example, one requires the player to kill three Bloats with a bullpup in one wave.

With anything less than a full server, the game will barely spawn three Bloats per match if anyone tries to go for it. Commando perk progression depends on Stalker kills with assault rifles, which pretty much only Commandos ever use. A lot of them, actually. The amount of Stalkers spawned per game varies wildly. Even if a lot spawn, its almost certain another class will kill them before you do. Although Commandos at least get to spot them more easily, but that won't help much when the Stalkers are taking point among a crowd of other specimens everyone is firing at.

They are pretty frail, too. A few Berserker-oriented achievements also rely more on luck than on skill, such as the one for chaining four Zed-time bonuses in a row (the game will wait until the last of a group to give you Zed-time for a kill) or the one for killing two Scrakes in one wave with the chainsaw (same issue as the Christmas Bloat achievement above). Many, if not all, of the "Kill X number of Y Specimens with Z weapon" can be unlocked by using the Faked Players mutator, which is used in Solo play to simulate as many players' worth of Specimens as desired.

Of course, you then must survive that many all by yourself instead of learning teamwork taking them all down. Since the mutator makes the game more difficult, it was eventually accepted and now Perk leveling can be done when using it. The "Dignity for the Dead" achievement, for killing 10 Zeds who are feeding on dead teammates' corpses, depends on A) anybody on your team actually dying, B) the enemies who do him in actually bothering to chomp on his corpse instead of just immediately going for you next, and C) the game actually deciding to credit you with killing the Specimens mid-feed (the game has/had a notorious record for not tracking certain achievements' progress 100% of the time).

Mad Doctor: The Patriarch. According to the ModDB entry, he became obsessed with his work. The Summer Sideshow event mentions that Kevin Clamely had an equally-insane great grandpa named Errol Clamely, and that either him or young Kevin were responsible for the Zed freakshow. Made of Iron: Most of the bigger, badder specimens can take stupidly large amounts of punishment, but the Siren in particular is odd - while she can't take as much as Scrakes or Fleshpounds, one would think an anorexic-looking crazed girl in a straitjacket would have less health.

Even odder, she's got a Hard Head! Most specimens' heads will always explode if half their total health bar is dealt to their head - the exceptions are the Scrake and the Siren, whose heads only explode if 65% to 66% of their total health is dealt to their head (not including the Patriarch, whose head simply doesn't explode). Made of Explodium: The Bloat usually explodes when killed. Many parallels are drawn to the Boomer.

Although he's more like the Spitter, using acid rather than an otherwise harmless liquid that attracts more enemies. Made of Plasticine: Clots, Crawlers and Stalkers have little to no health, and most specimens lose limbs very easily. Players also tend to take lots of damage, but you do have the ability to heal yourself and each other. Zed time seems to make heads popping or limbs detaching more spectacular.

Make Me Wanna Shout: The Siren attacks via a horrid scream. Meatgrinder Surgery: Implied. According to its bio, the Scrake was designed as a medic. So why is it carrying a chainsaw? The Medic: The Field Medic perk makes you this, of course. Alfred Anderson is this in his bio, he was a paramedic at a London hospital. Monster Clown: What the Bloat and Fleshpound were reskinned as for the Summer Sideshow event.

More Dakka: The Medic's SMGs boast the highest fire rate out of all weapons in the game (but mediocre overall DPS). Bonus points go to the Schneidzekk, which will empty a full magazine in 3 seconds, stat. On the plus side, if you aim for the head, only a Scrake, Fleshpound or the Patriarch will survive the bullet rain, but will be seriously hurting, in the case of the first two. Nail 'Em: The Hillbilly Horror Event added Vlad the Impaler (also known as the Vlad 9000), a magazine-fed nail shotgun for the support specialist.

The nails can ricochet and hit other specimens, which makes up for the terrible range. Halloween 2013 also added the Seal Squeal Harpoon Gun, which appears to be a large industrial rivet gun modified to fire explosive-rigged harpoons. Never Split the Party: While not as bad as some other games, going off by yourself is a good way to get mobbed and therefore killed. In addition, it's extremely difficult to kill even a single Fleshpound or (after patches) Scrake without serious injury or deathnote .

It doesn't help that the toughness of the monsters/their numbers increase at a far faster rate than the raw strength of your party, and using your healing syringe on yourself is only half as effective as healing teammates. Night of the Living Mooks: The entire game, pretty much. Although they're not technically undead. No Celebrities Were Harmed: Martel Halliday (the Mission Control NPC in the Fright Yard map) looks almost exactly like Colonel Sanders, down to the distinctive leaning-on-cane pose on his portrait.

He also speaks with an obvious accent. No Fair Cheating: Perks are disabled and unable to be leveled up if a game has any mutator that only spawns low-level mooks or otherwise makes the game easier enabled. If, however, you decide to add a mutator that makes gameplay more difficult, it will likely still count toward your progress. This was the case with the Faked Players mutator, which allowed for six or more survivors' worth of specimens to spawn in offline single player matches.

If you decide to try this, hope you like running around in circles shooting behind you! No Hero Discount: Logically, the Trader's life should depend on you killing the hordes of bloodthirsty specimens overrunning the area. Apparently that isn't quite enough to warrant a discount. Subverted in that you do get discounts for certain weapons depending on your chosen perk and its level. Not Using the "Z" Word: They're "Specimens.

" Justified in that they're not undead or plague-bearing or even necromancy products, they're military clones turned into brain-dead cannibals. Funny enough, the official nickname for the Specimens is a Zed. Absolutely no one calls them that, in-game or out, but two guns are named for getting rid of them: the Zed Eradication Devices, see Recursive Acronym. The player characters refer to them as zombies on occasion.

Granted, it's always to call them inferior to zombies. Insult Specimens: "You're too soft to be a zombie!" Zed (Zee in North America, where "Ƶ" may be taken as Zed) is simply the first letter in the word Zombie, which more an abbreviation than a name. They are officially called specimens. All three terms are correct parlance in the community.     O - Z  Offscreen Teleportation: The spawn points of Specimens are basically wherever a player isn't looking.

Even directly around the corner behind you. Oh, Crap!: Essentially the reaction whenever the Patriarch spawns in the opposite direction from where the players set up their wall of pipe bombs. Doubly so if he spawns in the middle of the group. It does happen sometimes. There's a voice command specifically aimed at vocalizing this sort of reaction. "We're screwed! Leg it!" "Oh crap, run!" "One in the pipe!" "Time for a more direct approach!" One Bullet Clips: Played straight, though the HUD only shows the number of magazines you could fill with the number of bullets you have.

This excludes the pump-action and double-barrel shotguns, the lever-action rifle, and the crossbow, which load one round at a time. Oddly enough, you can't reload the double-barrel shotgun after firing only one barrel. One Steve Limit: Averted, there are three Harolds: Harold Hunt, the Steam Punk support specalist, and the Harry Enfield Captain Ersatz. There's also two Daves, the Steam Punk medic and Dave "The Butcher" Roberts.

Tripwire seems to have caught onto this, as Doctor Dave is now Doctor David. Doesn't totally avert the trope, though. Our Zombies Are Different: Instead of the living dead, they're clones meant as military cannon fodder Gone Horribly Wrong. Poison Is Corrosive: Bloat acid is marked as poisonous by the game tips. However if you're killed by being puked on, the death message reads: "X was corroded by Bloat acid".

Police Brutality: Constable Briar apparently has a history as a riot cop of "bludgeoning hippies" and "manhandling environmentalists." Such tendencies serve him well against the Specimens. Powered Armor: Horzine Industries was apparently publicly developing a next-generation suit of combat armor simultaneously to the Specimens. Agent Wilkes, DLC character and British Overt Operative wears it, having secured it from their labs (though it offers no in-game benefit).

According to his bio, Horzine was great at multitasking both horrifying undead abominations and making great armor Security Officer Thorne also wears what looks to be the same armor minus the helmet and most of the arms. Power Limiter: That...glowy thing...on the Flesh Pound's chest is constantly pumping it full of depressants, sedatives, tranquilizers and the like. However, if the apparatus senses from its vitals that the specimen is in danger (normally from itself and its own temper), it'll stop with the downers and start pumping it full of adrenaline and stimulants.

Power-Up Letdown: The new Combat Shotgun, which costs 5 times as much as the regular Shotgun, shoots faster and has a pretty reflex sight. The tradeoff? Well... it reloads 35% SLOWER than the regular, holds 2 shells less, does the same damage per shell, has the same maximum amount of shells, and its ammo is also more expensive. Pre-Mortem One-Liner: Courtesy of the Patriarch. "One in the pipe!" "Wait right there, I'll make this quick!" The Robot Santa version gets a few new such lines - "And not a creature was stirring, because they're all dead! Ahahaha- eh, ho ho ho ho ho!" Ragtag Bunch of Misfits: the player characters include, among others, a day trader and his girlfriend, a football hooligan, a raver, a failed mall Santa, and an obnoxious wealthy guy based on Harry Enfield's "Loadsamoney" sketch character.

Rare Guns: One of the assault rifles availables is a German MKb42, the prototype of the StG-44, the first assault rifle ever produced. It's a surprisingly good weapon (more powerful and precise than the AK47 and the M4). Real Is Brown: There are shades of brown basically everywhere in a map. Some custom maps made official through patches are more colorful, though. Reality Ensues: All the specimens are recipients of an experimental process that enables them to survive absurd/fatal levels of nervous damage and keep on trucking, in addition to other unique survival mechanisms.

Where this trope kicks in is when it turns out that for all the genius engineering, military hardware and bladed implements can still liberate them of their heads, and while they don't die from that, they still bleed to death within a few seconds. Recoil Boost: The low gravity of the Moonbase map allows for weapons with enough recoil, primarily shotguns, to throw players about if they fire them in the air.

Extremely useful for quick escapes, as no Specimens can match the speed you gain in this manner. Recursive Acronym: The Zed Eradication Device, also known as the Z.E.D. Recycled In Space: The 2012 Christmas event adds a map located on the moon, complete with low gravity. Replacement Goldfish: Several million inhumanly tough deformed murderous goldfish. Revolvers Are Just Better: Twisted Christmas 2 brings a .

44 Magnum revolver for the Sharpshooter. The Weapon Community Pack DLC adds the Flare Revolver for Firebugs. Like the other pistols, they can be dual-wielded. Said .44 Magnums are hilariously powerful, making them good sidearms for most players. The Sharpshooter gets a damage boost for them. Revive Kills Zombie: The Combat Medic's grenades release healing gas that can also harm the specimens. Reward from Nowhere: You earn dosh by killing Zeds.

Where it actually comes from is a secret to everybody. All things considered, judging from how it jumps up if you survive the wave, it may be a credit the merchant is giving you. The actual thrown money is probably just a graphic representation of donating funds to friends. Sexy Santa Dress: During the holiday events, the Stalker wears a very skimpy Santa Costume. Sequel Hook: The Transit - Objective Mode, added with the End Of The Line - Summer Event Update in July 2014, serves as a bridge between the original game and its sequel.

Short-Range Shotgun: Mostly averted - the hunting shotgun, in Doom Super Shotgun fashion, is too inaccurate to use past close range, but every other shotgun is still effective up to medium range. Strangely, the AA12 is actually more effective at longer ranges, due to the smaller number of pellets per shell. The Hillbilly Horror Event for Killing Floor added Vlad the Impaler, a nail shotgun. It has acceptable range and awkward spread, but the nails ricochet quite a bit.

And it has a flashlight. The Trench Gun includes the ability to set Zeds on fire, whether a Firebug pulls the trigger or not. This makes it useful both up close and relatively far away, as up close targets recieve heavy damage from the blast, while further/multiple targets are set on fire and take more damage trying to get closer. Smurfette Principle: While the Trader does play an important role in Killing Floor, Ash Harding, Mrs Foster, and Steampunk Mrs Foster are the only playable female characters.

They snark, swear, and blow stuff up just as much as the male characters do. The number of total women is increased to five when including the Stalker and Siren Specimens. The Crawler's gender is dubious — it's reskinned as a female Siamese Twin during the Summer Event, but during the Hillbilly Halloween and Twisted Christmas event, it's a male hillbilly with a severed torso and a male reindeer, respectively.

Snake Oil Salesman: The Mechanical Man (Summer Sideshow version of the Husk) is a robotic version of this trope. His product is fire. Sniper Pistol: The first shot is pinpoint accurate for most weapons, notably with the handguns. Even when dual wielding! That said, you get no crosshair, and bringing up the iron sights with the right mouse button reduces your walking speed. In the hands of a sharpshooter, though, it's absolutely lethal.

On lower difficulty levels, it's a perfectly usable weapon even late in the game, allowing skilled players to rack up headshot after headshot. Sociopathic Hero: Several characters seem to be this, according to their bios. Joining their number is Kerry Fitzpatrick, an escaped psych-ward prisoner who put the hurt on the specimens after they put the hurt on his guards. He's probably stretching the "hero" part.

Sole Survivor: Private Schnieder's squad was wiped out shortly after they were deployed. He had two options. Die alone, or shoot, stab and bludgeon his way to survival. Guess which one he picked. Captain Ash Harding is the only one left from her command and she's pissed that her men died. So Long, and Thanks for All the Gear: If a player leaves mid-game, all the money they had, along with all their weapons other than what they had equipped at the time, disappears with them.

Nicer players tend to at least donate their best gun to a teammate before they leave, though no such luck if their connection gives out unexpectedly. Soundtrack Dissonance: The Christmas event map "Santa's Evil Lair" has you killing Zeds while the music from The Nutcracker plays in the background. Steampunk: The prize for unlocking 10/13 Summer achievements is a steampunk Mr. Foster skin. One of the prizes from the Steam Summer Sale (which can still be purchased otherwise) was the first Steampunk character pack, and as of Twisted Christmas 2 there is a second pack.

Each of these new characters is identified by a particular class and even has the in-game class symbol on one arm. Reggie: A brutal ex-cop with a custom-made suit of scrap metal armor. Adam: The world's foremost Pyro Maniac-for-hire, whose obsession saw him switch orphanages and later, prisons, alarmingly often. Doctor Dave: A Back-Alley Doctor with a Nice Hat. Peter: A career assassin, descended from a long line of such, and slightly concerned that the mutant masses may be too much for even him.

Quentin: Lifelong demolitions expert, former military man, lost a leg and replaced it with a mechanical one, accidentally blew up a superior officer's dog. He thinks he can make up for that by cleansing England of the Specimens. Harold: Former relationship councilor. Now that all his customers are dead, he's tapped into his dark side in fighting the specimens, and he's kind of scared of it. Phil: Former supermarket shelf stocker, but he tells people he's ex-special forces.

But because of his excellent workout routine and the fact that he played a lot of FPSs and read a lot of gun magazines, he's actually pretty good at killing Specimens. And special guest, Steam Punk DJ Scully! He's still pissed about the Specimens ruining his first big DJ gig. Stuff Blowing Up: Leave this to the L.A.W. and the plentiful grenades, or the Demolitions Perk and its two dedicated grenade launchers, plus an underbarrel one on the new M4 Carbine.

And now that Halloween 2013 has rolled around, there's an exploding harpoon gun and a six-barreled rapid-fire lock-on mini-missile launcher to play with. Suicide Attack: Even with the pipe bombs' nerfing, it is still a viable option to attach several to your head for the Patriarch wave (unless you're playing Solo); pipe hats can still remove over half of the Patriarch's health on the hardest difficulty on a full server (assuming you're wearing 14 or more of them!), but given enough time beforehand, it would be better placing said pipes in strategic places and getting the Patriarch to run over them during the upcoming fight.

Survival Horror: The game bills itself as "co-op survival horror" and the monsters are scary enough, but the plentiful ammo, health, and levity keeps the proceedings from getting too frightening. Take That!: One of the Taunt Button insults is "You're pathetic! Like a bunch of bloody Millwall fans!" Twisted Christmas 2 adds, along with two versions of the American M4A1 carbine, an achievement titled "Bloody Yanks" for expending an entire magazine but only killing a single specimen with it.

One of the insults towards other players is "Wayne Rooney is smarter than you!"note  Taking You with Me: In dire situations, you can throw all your grenades at your feet when surrounded to kill as many Zeds with you as possible. Tactical Rock-Paper-Scissors: Because of resistances some Zeds have to certain weapons, it becomes really important in higher difficulties. Basically boils down to: explosives beat Fleshpound, melee beats Scrake, assault rifles beat Crawlers and Stalkersnote , headshots beat Bloats, fire beats Scrakes, Gorefasts and Sirensnote .

Taunt Button: With just a few short keypresses, you can insult your opposition ("You couldn't scare my mum!")... or your allies. ("I've met smarter donkeys than you lot!") Title Drop: Descriptions for community-made maps tend to shoehorn these in, regardless of whether the resulting phrase makes any sense with context or not. Took a Level in Badass: Pretty much par for the course for the survivors, especially for all the Action Survivor types.

Turns Red: The Flesh Pound literally turns red when he enters attack mode, and the Patriarch has a red shimmer when entering his invisible fleeing/attacking mode. Unstable Equilibrium: The Demolitions class as a whole. Players are usually short on cash, and the Demo's weapons are fairly pricey even at discount. Discounts that are harder to earn than those of other perks because of the price barrier.

Choosing when to convert from your current class to a Demolitions - by virtue of selling your weapons - is a tough strategic decision, and that's assuming no one else did already. Each shot should be carefully assesed, as it is very easy to go overboard and waste explosives. With a grenade launcher on your hands, though, you can clear crowds in the blink of an eye AND deal with the dreaded Fleshpound, who is weak to explosives.

A Demolitions has only two Achilles Heels: Scrakes, and his own explosives. Up to 11: The Fleshpound's aggression levels can apparently go this high, according to it. Unbreakable Weapons: Every Berserker weapon other than the Buzzsaw Bow has unlimited use, making them potentially very cost effective if you kill enough enemies with one. Unusable Enemy Equipment: Understandable, given that the few specimens who have weapons have them grafted on.

This did not stop the Husk's Fireball gun from becoming a usable weapon, as of Twisted Christmas 2. You still can't take it from a dead Husk though; justified as the version he uses is, as mentioned, grafted to its arm, while the player version is modified with a grip. Violation of Common Sense: Confronted by a giant cannibalistic super soldier with a chainsaw for a hand? The best course of action is to engage it in hand-to-hand combat, which stunlocks it with each hit, even past the point where it normally becomes enraged and impossible to stun.

This one is so bad that most players are unaware of it, and playing on public servers is more likely to end with the Berserker dead as clueless teammates "help" by just shooting the Scrake on sight, making it ignore the Berserker's stunlocking effect and get angry. Strapping several proximity bombs to your face is also surprisingly effective, especially if friendly fire is off. Visible Invisibility: Stalkers have a shadow, even when they're cloaked.

Alternatively, if you're a Commando, they appear as a bright red form when they get within a certain distance. Wake-Up Call Boss: Most new players underestimate the Fleshpound. What happens the first time you fight the Patriarch - up till now, you've only been worried about melee (barring the odd Husk fireball) and can outrun everything. Suddenly you're up against an 8 foot monster with a Minigun-Rocket launcher combi-weapon for a left arm that can turn invisible, run twice as fast as you, smash you across the room in melee, take multiple anti-armour rockets to the face without dying, summon more specimens and heal himself.

White Gang-Bangers: Kevo the Chav, a slacker who spent most of his time drinking cheap lager and trying to work up the stones to shoplift. He was as surprised as anyone else when he found himself fighting a tide of angry mutants - and surviving. Yandere: Doctor Jeffery Tamm was a Type 1 to his college crush and even helped build and program a robot to take her place. You All Look Familiar: The specimens.

Hand Waved with cloning. Your Head A-Splode: What happens if a Siren kills a player with her scream. Zombie Apocalypse: Although they're not actually zombies (more like military clones, called "specimens" or Zeds), this is pretty much the plot of the game in a nutshell. Zombie Gait: How Clots and Bloats move around. Gorefasts too, until they get close. "I'm cutting this one open, lads!"

Wilma Lawrence

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