The inventory system in Killing Floor is controlled by two factors, weight; measured in blocks, and currency; measured in pounds (£).
All players start the game with a welder, medical syringe, knife, 9mm tactical pistol, 3 grenades, and fifteen weight slots; one of which is permanently taken up by these items. The remaining fourteen slots are then free to house the players choice of weapons. Every additional item the player picks up or purchases will occupy a set amount of slots, players can redeem these slots by selling or dropping said weapons. Players cannot exceed their carrying capacity and a players speed is determined in part by their number of occupied slots so players must choose between whether more guns is more important than maneuverability and which individual guns to use.
Currency is obtainable from killing specimens, borrowing off team-mates, healing team mates or from the wave survival cash bonus. The price of weapons can fluctuate heavily based on your currently selected perk and your level in that perk. For example; each of the three £2500 weapons cost only £749 while playing as a level 6 of the respective perk. Sell values of weapons also scale with the purchase values, the most common sell price is 75% of the purchase price, taking into consideration perk discounts and original ownerships.
There are six sections of the inventory; the passive section and the visible sections, in order these are:
- Melee weapons
- Secondary weapons
- Primary weapons
- Special weapons
Items in each section can be quickly cycled through with their respective key, the passive section is occupied by grenades and armour which are used along side the other items.
|Machete||1||£500||Melee||Berserker||Pickup, Level 5 Berserker|
|Fire axe||5||£1000||Melee||Berserker||Pickup, Level 6 Berserker|
|Katana||3||£2000||Melee||Berserker||Pickup - Icebreaker Only|
|Grenade||1||£40||Passive||Commando||Default for Berserker, Commando,
Demolition, Sharpshooter, & Support only
|Bullpup||6||£400||Primary||Commando||Pickup, Level 5 Commando|
|AK-47||6||£1000||Primary||Commando||Level 6 Commando|
|Rising Storm Tommy Gun||5||£975||Primary||Commando||Nil|
|Dr. T's Lead Delivery System||5||£950||Primary||Commando||Nil|
|Pipe bomb||1||£1500||Special||Demolition||Level 5+ Demolition|
|M79 Grenade launcher||4||£1250||Primary||Demolition||Level 6 Demolition|
|Orca Bomb Propeller||4||£1250||Primary||Demolition||Nil|
|M32 Grenade launcher||7||£2500||Special||Demolition||Nil|
|Seal Squeal Harpoon Bomber||6||£2000||Special||Demolition||Nil|
|Seeker Six Rocket Launcher||7||£2250||Special||Demolition||Nil|
|Incendiary Grenade||10||£750||Passive||Firebug||Level 3+ Firebug|
|Flamethrower||10||£750||Primary||Firebug||Level 5+ (Firebug Only)|
|Husk Fireball launcher||8||£4000||Special||Firebug||Nil|
|Dual Flare Revolvers||4||£1000||Secondary||Firebug||Nil|
|Medical syringe||0||£0||Tools||Field Medic||Default|
|Medic Grenade||1||£40||Passive||Field Medic||Level 0+ (Medic Only)|
|Combat armour||0||£300||Passive||Field Medic||Pickup, Level 6 Berserker, |
Level 6 Firebug, Level 5+ Field Medic
|MP7M Medic gun||3||£3000||Primary||Field Medic||Nil|
|MP5M Medic gun||3||£5000||Primary||Field Medic||Nil|
|M7A3 Medic gun||6||£7500||Special||Field Medic||Nil|
|Schneidzekk medic gun||3||£10000||Primary||Field Medic||Nil|
|Blower Thrower||6||£1000||Primary||Field Medic||Nil|
|9mm tactical pistol||1||£0||Secondary||Sharpshooter||Default, Pickup|
|Dual .44 Magnums||4||£900||Secondary||Sharpshooter||Nil|
|Lever-action rifle||6||£200||Primary||Sharpshooter||Pickup, Level 5 Sharpshooter|
|Single Piston Long Musket||6||£1500||Primary||Sharpshooter||Nil|
|Compound crossbow||9||£800||Special||Sharpshooter||Level 6 Sharpshooter|
|Shotgun||8||£500||Primary||Support Specialist||Pickup, Level 5 Support Specialist|
|Combat Shotgun||8||£2500||Primary||Support Specialist||Nil|
|HSG-1 shotgun||6||£1250||Primary||Support Specialist||Nil|
|Hunting Shotgun||10||£750||Special||Support Specialist||Level 6 Support Specialist|
|Vlad the Impaler||8||£1500||Special||Support Specialist||Nil|
|Multi-Chambered Zed Thrower||10||£2000||Special||Support Specialist||Nil|
|Moss12||5||£600||Primary||Support Specialist||Default (With Mutator enabled)|
|Z.E.D. Gun||8||£2000||Special||Perk Neutral||Nil|
|Z.E.D. Gun v2||6||£750||Primary||Perk Neutral||Nil|
The melee weapons section consists entirely of the berserker's line of equipment. With the exception of the chainsaw, they allow their wielders to run faster and can be cycled through with the 1 key by default. They each have two modes for use, controlled by the primary fire and secondary fire buttons. The primary fire function, compared to the secondary fire, executes a faster, less powerful attack. The secondary fire, due to its higher damage value, is more capable of stunning specimens.
There are five firearms that fit into the secondary weapon slot, the 9mm tactical pistol, the .44 Magnum, the MK23 and the Handcannon and the Flare revolver. All of them are classified as sharpshooter weapons with the exception of the Flare Revolver which is a Firebug weapon, but are often used by others as a sidearm. There is a unique ability extended only to these four secondary weapons, which is that of dual wielding; the ability to carry and use two of any at the same time for doubled rate of fire. There are however various downsides to dual wielding; it doubles reload times, renders the iron sights useless making long range fire difficult, and doesn't increase the maximum ammo carried. It also takes up an additional 4 weight blocks with the 9mm's (because the standard 9mm pistol weighs nothing due to it being undroppable) and an extra 2 with the .44 Magnums, MK23, Handcannon, and Flare Revolver effectively meaning that two 9mm's, two .44 magnums, two MK23s, two handcannons and two Flare Revolvers weigh the same amount. Note that Flare Revolvers are a DLC item.
Weapon cycling in Killing Floor places priority on certain weapons ahead of others as long as any 2 weapons appear in the same weapon slot. Switching to a specific weapon immediately can be extremely beneficial at times rather than having to cycle through weapons to get at the one you really want or need for a situation. For example: a Sharpshooter may use a .44 Magnum to pick off lesser ZEDs, but may want to dual wield Mk23s for clearing a larger crowd of ZEDs; switching from a weapon like the Crossbow to dual wielding Mk23s would be delayed by the .44 Magnum having higher priority than the Mk23s so the Sharpshooter may be at greater risk of taking damage while trying to swap as opposed to using dual Handcannons which, having higher priority than the .44 Magnum, would come up first. Below is a table of all wield-able-equipment sorted by their standard weapon slots.
†† Rising Storm Tommy Gun priority could not be completely determined by this table's author and thus only exists in this table to show it's observed known priority above Dr. T's Lead Delivery System; all other weapons listed above it are assumed to have higher priority than it, but this has not been confirmed.
For a full list of scrapped weapons, [Click here]
|Equipment by perk|
|Weapon damage table|
|Language:||English • Русский|