Inventory system
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 grenades, regardless of the carried quantity. 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.
Contents |
[edit] Inventory sections
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
- Tools
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.
[edit] Equipment table
[edit] Melee weapons
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.
[edit] Secondary weapons
There are three firearms that fit into the secondary weapon slot, the 9mm tactical pistol, the .44 Magnum and the Handcannon. Handcannons and .44 Magnums are classed as sharpshooter weapons, but are often used by others as a side arm. There is a unique ability extended only to these three 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. Their 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, effectively meaning that two 9mm's, two .44 magnums, a single handcannon, and dual handcannons weigh the same amount.
| Equipment by perk | |
|---|---|
| Field medic | Medical syringe • Combat armour • MP7M • MP5M |
| Support specialist | Welder • Shotguns (Shotgun • Combat shotgun • Hunting shotgun • AA12) |
| Sharpshooter | Pistols (9mm • .44 Magnum • Handcannon) • Rifles (Lever-action • Crossbow • M14 EBR) |
| Commando | Grenade • Assault rifles (Bullpup • AK-47 • M4 • SCARMK17) |
| Berserker | Knife • Machete • Fire axe • Katana • Claymore • Chainsaw |
| Firebug | MAC-10 • Flamethrower • Husk fireball launcher |
| Demolition | Pipe bomb • Grenade launchers (M79 • M32 • M4 203) • L.A.W |
| Weapon damage table | |
| Language: | English • Русский |
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