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		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Glossary&amp;diff=200</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Glossary&amp;diff=200"/>
		<updated>2021-06-27T10:19:00Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Naksiloth moved page Glossary to Help:Glossary over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Help:Glossary]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Help:Glossary&amp;diff=199</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Help:Glossary&amp;diff=199"/>
		<updated>2021-06-27T10:19:00Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Naksiloth moved page Glossary to Help:Glossary over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a glossary of terms used throughout the articles of the &#039;&#039;[[Killing Floor]]&#039;&#039; wiki and their meaning in relation to &#039;&#039;Killing Floor&#039;&#039;. Many of the terms may have alternate meanings outside the context of the &#039;&#039;Killing Floor&#039;&#039; universe. Links in bold will lead to articles dedicated to the subject, others link to the relevant section of this article.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Table of Contents:&#039;&#039;&#039; {{rl|A}} [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] __NOTOC__&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
* {{anchor|A.D.S.}} &#039;&#039;&#039;A.D.S.&#039;&#039;&#039; — Short abbreviation for Aiming Down Sights or Aiming Down {{rl|iron sights}}. Sometimes mentioned as &amp;quot;quick a.d.s.&amp;quot; or {{rl|quick scope}} for describing an animation cancel by tapping aim down button (default: Mouse2) twice in quick succession with shot fired inbetween.&lt;br /&gt;
* {{anchor|afterburn}}&#039;&#039;&#039;afterburn&#039;&#039;&#039; — Lingering fire damage over time, dealt over the incrementals of 3-4 damage each half a second and stacks. {{rl|Firebug}} perk gets improved afterburn damage on perk related weapons except [[MAC-10]] and [[Trenchgun]].&lt;br /&gt;
* {{anchor|afk}}&#039;&#039;&#039;afk&#039;&#039;&#039;, &#039;&#039;&#039;away from keyboard&#039;&#039;&#039; — Idle player that doesn&#039;t move. Sometimes jokingly mentioned as {{rl|faked player}}.&lt;br /&gt;
* {{anchor|ammo box}}&#039;&#039;&#039;ammo box&#039;&#039;&#039; — Randomly spawning ammunition boxes at pre-determined places in maps. Always replenish two clip or two magazine worth of ammunition for automatic or semi auto weapons, and replenish varying ammo count for heavy hitter or explosive weapons. They spawn less frequently at high difficulty levels and this makes them rare to come by while kiting around the map. On top of that ammo boxes have diminishing chances of replenishing {{rl|grenade}}s and {{rl|pipe bomb}}s with each increased difficulty scale. While this is guaranteed to find either grenade or pipe bombs or both in {{rl|beginner}} difficulty on ammo box pickups, it&#039;s a measly 14% chance in {{rl|hell on earth}}.&lt;br /&gt;
* {{anchor|assist}}&#039;&#039;&#039;assist&#039;&#039;&#039; — Assistance number on a secured score kill by another player. Even dealing the slightest amount of damage to a {{rl|specimen}} will count towards assist number when they&#039;re dead and cause {{rl|bounty}} to split between players regarding the damage they have dealt.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
* {{anchor|backstab}}&#039;&#039;&#039;backstab&#039;&#039;&#039; — Attacking any specimen from behind with a {{rl|melee}} weapon. All melee weapons have double damage as backstab multiplier when attacked from behind. This damage multiplier can be improved by {{rl|headshot}}s.&lt;br /&gt;
* {{anchor|beginner}}&#039;&#039;&#039;beginner&#039;&#039;&#039; — Either the easy mode of {{rl|difficulty}}, or a player who&#039;s new to the game. The two are often found together. Beginner difficulty specimen moves 5% slower, has 50% health and deals 63% less ranged damage and 70% less melee damage respectively compared to the {{rl|normal}} difficulty.&lt;br /&gt;
* {{anchor|berserker}}&#039;&#039;&#039;[[berserker]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in melee combat.&lt;br /&gt;
* {{anchor|bile}}&#039;&#039;&#039;bile&#039;&#039;&#039; — Toxic and acidic substance that mustered by {{rl|Bloat}}s and puked upon their targets to tenderize them. Puke causes {{rl|splash}} damage and clings onto the target with no minimum damage requirement to cause damage over time. {{rl|player characters|Players}} can use bile attacks with the {{rl|DLC}} weapons to cause {{rl|specimen}} to aggrevate against the nearest Bloat.&lt;br /&gt;
* {{anchor|bloat}}&#039;&#039;&#039;[[Bloat]]&#039;&#039;&#039; — A large {{rl|specimen}} that can make its appearance on the first {{rl|wave}}. Vulnerable against direct hit {{rl|incendiary}} weapons and stands as a durable meat shield with high health but a weak head. Puking acidic bile over player characters as he slowly waddle over them and burst into a rain of acidic goop when killed. His aggression chance of puking as he walks over increases with {{rl|difficulty}}.&lt;br /&gt;
* {{anchor|block}}&#039;&#039;&#039;block&#039;&#039;&#039; — Scrapped ability of {{rl|Fleshpound}} of the first game. Re-introduced in the second installment as a mechanic for {{rl|player character}}s and {{rl|specimen}} ability.&lt;br /&gt;
* {{anchor|body block}}&#039;&#039;&#039;body block&#039;&#039;&#039; — As long as {{rl|specimen}} has a sightline on its main target, they will ignore collision with other players as long as others don&#039;t attack them or aggrevate with gunfire noise. This allows durable perk players such as {{rl|Berserker}} and {{rl|Field Medic}}, to lead {{rl|Scrake}} or {{rl|Fleshpound}} near to a wall by steering around them for getting them stuck in narrow halls. By leaving a very narrow gap between themselves and the nearest wall, specimen navigation ignores blockade player and stands there to become a free target as long as their main target on sightline, doesn&#039;t circle out of position too wide or lose eye contact. This tactic requires team work to exploit specimen artificial intelligence; more than one person who intend to block specimen may ruin this and main target will be forced to not lose eye sight&lt;br /&gt;
* {{anchor|bounty}}&#039;&#039;&#039;bounty&#039;&#039;&#039; — How much money killing any given {{rl|specimen}} will garner, in British pounds. Varies between {{rl|specimen}}s and {{rl|difficulty|difficulty scale}}. Rewarded bounty money can be split between kill assisting players and the player did the last hit depending on the damage they dealt to the specimen.&lt;br /&gt;
* {{anchor|burning}}&#039;&#039;&#039;burning&#039;&#039;&#039; — Burning condition is incendiary damage incurred being equal or over 15 to lit up. A flamethrower on a direct contact always burn specimen. All {{rl|specimen}}s are 50% weaker to direct shot from incendiary attacks. {{rl|Bloat}}s are 50% weaker on top of that making them suffer over double damage from incendiary attacks directly hit their body mass.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
* {{anchor|clot}}&#039;&#039;&#039;[[Clot]]&#039;&#039;&#039; — A weak {{rl|specimen}} found in all {{rl|waves}}. Capable of pinning down player at its a grasp but deals weak damage. Not considered dangerous when alone or from a distance, but tends to approach player at blind angles to initiate an assault from other {{rl|specimens}}. Sometimes grouped as {{rl|trash specimen}} with {{rl|crawler}} and {{rl|stalker}}.&lt;br /&gt;
* {{anchor|combat armour}}&#039;&#039;&#039;[[combat armour]]&#039;&#039;&#039; — Protective piece of equipment that absorb a grand amount of damage. Absorb rate is 77% by default but can be lower or higher due how game handles both health and armor. The {{rl|Beginner}} {{rl|difficulty}} scale, makes armour about 70% sturdier for all players and {{rl|Field Medic}} gets high resistances per perk level as long as they have armour.&lt;br /&gt;
* {{anchor|commando}}&#039;&#039;&#039;[[commando]]&#039;&#039;&#039; — a perk class playable by the {{rl|player character}}, specialises in using assault rifles. Perk roles generally cover the trash sweeping and {{rl|Zed time}} extending on kill to press an attack. Generally flexible perk on equipment thanks to reload speed but not durable and perk resources are limited against strong specimen.&lt;br /&gt;
* {{anchor|crawler}}&#039;&#039;&#039;[[Crawler]]&#039;&#039;&#039; — A weak {{rl|specimen}} found in most {{rl|waves}}, usually considered a nuisance. Can spawn in unexpected high places and anywhere deemed out of {{rl|player character}}&#039;s line of sight.&lt;br /&gt;
* {{anchor|crisped}}&#039;&#039;&#039;crisped&#039;&#039;&#039; — After incurring tenth {{rl|afterburn}} tick damage, approximately over 5 seconds, the {{rl|burning}} {{rl|specimen}} that can endure it becomes charred up and cause them to move 20% slower and worsen their reaction times. If that&#039;s a big specimen, this crisped state overrides some enrage mechanics.&lt;br /&gt;
* {{anchor|crouching}}&#039;&#039;&#039;crouching&#039;&#039;&#039; — Crouching (default key: C) prevents the player from falling off edges along with a reduction of speed. While it doesn&#039;t come into play often due map layout and hold spot of choice, it also has a small benefit of cutting down spread by 15%. Generally preferred by {{rl|commando}}s for mitigating spread further and {{rl|firebug}}s for minimizing visibility issues at certain positions.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
* {{anchor|damage per second}}&#039;&#039;&#039;damage per second&#039;&#039;&#039; — The amount of damage a {{rl|weapon}} or {{rl|specimen}} can inflict in a second, not always counting for reloading or other downtimes.&lt;br /&gt;
* {{anchor|dead}}&#039;&#039;&#039;dead&#039;&#039;&#039; — A state of being that players and {{rl|specimens}} occupy once all of their {{rl|hit points}} are depleted.&lt;br /&gt;
* {{anchor|decapitation}}&#039;&#039;&#039;decapitation&#039;&#039;&#039; — Exhausting the head health of specimen by {{rl|headshot}}s will leave them headless and unable to use their special abilities. Whether they die or slowly bleed out on decapitation depends on the last shot to determine decapitating last hit&#039;s damage to their body health. Latter mentioned as {{rl|soft decapitation}} also.&lt;br /&gt;
* {{anchor|demo}}&#039;&#039;&#039;demo&#039;&#039;&#039; — A shortened term for the perk {{rl|demolition}}.&lt;br /&gt;
* {{anchor|demolition}}&#039;&#039;&#039;[[demolition]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of {{rl|explosive device}}s. Perk role covers killing multiple {{rl|Fleshpound}}s when any other perk would fall flat, clearing large groups after mass spawns emerged. Can kill anything in game with stacked {{rl|explosion}}s, well aimed {{rl|explosive}} {{rl|projectile}}s and smart use of {{rl|grenade}}s, but held off by slow reload times, limited ammo, causing visibility problems and retailiating spawn rates.&lt;br /&gt;
* {{anchor|demoman}}&#039;&#039;&#039;demoman&#039;&#039;&#039; — A term originating from Team Fortress 2, sometimes used to refer to players of the {{rl|demolition}} perk.&lt;br /&gt;
* {{anchor|difficulty}}&#039;&#039;&#039;[[difficulty]]&#039;&#039;&#039; — Options for difficulty were originally &#039;{{rl|beginner}}&#039;, &#039;{{rl|normal}}&#039;, &#039;{{rl|hard}}&#039; and &#039;{{rl|suicidal}}&#039;, but a &#039;{{rl|hell on earth}}&#039; difficulty was later added. Higher difficulties increase {{rl|specimen}} stats, tightens spawn rates and decrease specimen {{rl|bounty}}.&lt;br /&gt;
* {{anchor|DLC}}&#039;&#039;&#039;DLC&#039;&#039;&#039; — Downloadable Content. Require real life micro-transactions from the game&#039;s digital shop to unlock the content in game. Currently there are three DLC weapon packs and over 12 different cosmetic packs for players and weapon re-skins.&lt;br /&gt;
* {{anchor|dual wield}}&#039;&#039;&#039;dual wield&#039;&#039;&#039; —  An ability extended only to {{rl|secondary weapons}}; carrying and using two of the same gun at the expense of ammo and accuracy, &lt;br /&gt;
* {{anchor|dual wielding}}&#039;&#039;&#039;dual wielding&#039;&#039;&#039; — Present participle of {{rl|dual wield}}. &lt;br /&gt;
* {{anchor|DPS|dps}}&#039;&#039;&#039;DPS&#039;&#039;&#039; — {{rl|damage per second|Damage per second}} — Damage per second, calculated by dividing damage per shot to fire delay value described in seconds. Generally classified as &amp;quot;(overall) dps&amp;quot; but that expresses a very long sustained use with non-estimated pauses. Calculating &amp;quot;before reload dps&amp;quot; and &amp;quot;after reload dps&amp;quot; will give a rough sense of weapon switching or reloading after emptying the magazine in a real game at practice.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
* {{anchor|enrage}}&#039;&#039;&#039;enrage&#039;&#039;&#039; — {{rl|Fleshpound}}s and {{rl|Scrake}}s have short temper against pain and frustration. When their damage incur threshold or sightline conditions met, they will enrage with or without visual and audial cues. {{rl|Fleshpound}} enrage state made obvious with their shriek but has frustration for long sightline trigger as much as damage incurred over a small time span, ceases after they landed a hit or killed. {{rl|Scrake}} enrage state is more subtle as it only can be distinguished by instant increase in movement speed with louder murmuring when they incur 25-50% of their maximum health to never stop his assault unless {{rl|stun|disabled}} or killed.&lt;br /&gt;
* {{anchor|explosion}}&#039;&#039;&#039;explosion&#039;&#039;&#039; — Area damage and impact shock created by explosive {{rl|projectile}}s on impact or devices such as [[Grenade]] and [[Pipe bomb]]s. Area damage from the blast always separated from the impact damage; handheld {{rl|explosives}} spray shrapnels and {{rl|projectile}}s have blunt damage on impact. Upon explosion, blast collision checks for nearby targets position to apply damage and fall off regarding their distance from the center of the blast.&lt;br /&gt;
* {{anchor|explosive device}}&#039;&#039;&#039;explosive device&#039;&#039;&#039; — Generally describe handheld explosive devices such as {{rl|grenade}}s and {{rl|pipe bomb}}s.&lt;br /&gt;
* {{anchor|explosives}}&#039;&#039;&#039;explosives&#039;&#039;&#039; — Same expression as {{rl|explosive device}} with the addition of armed explosive {{rl|projectile}}s.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
* {{anchor|faked player}}&#039;&#039;&#039;faked player&#039;&#039;&#039;, &#039;&#039;&#039;faked&#039;&#039;&#039;, &#039;&#039;&#039;faked mut&#039;&#039;&#039; — Faked player {{rl|mutator}} to take on solo challenge modes with increased specimen count per wave but solo scale health. Faked player mutator can be customized to increase the faked player count 1-5 to simulate a 6 player game and tweak the minimum specimen health between 1 player and 6 player health scale as well. Sometimes faked player used as a slang to describe an {{rl|afk}} or useless {{rl|griefing}} player.&lt;br /&gt;
* {{anchor|field medic}}&#039;&#039;&#039;[[field medic]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in more durable {{rl|body armour}}, gas grenades and healing, both self and other players. Perk roles cover; tanking or {{rl|body block}}ing high threat aggression from big {{rl|specimen}} such as {{rl|fleshpound}} to keep others from harm&#039;s way and healing {{rl|squad}}. Often shortened to {{rl|medic}}).&lt;br /&gt;
* {{anchor|final wave}}&#039;&#039;&#039;final wave&#039;&#039;&#039; — The boss {{rl|wave}} where the players must fight the {{rl|Patriarch}}. Defined as wave 5/4 on {{rl|short game}}, 8/7 on {{rl|medium game}} or 11/10 on {{rl|long game}}.&lt;br /&gt;
* {{anchor|firebug}}&#039;&#039;&#039;[[firebug]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of {{rl|incendiary}} weaponry and incendiary grenades. Perk roles cover thinning the crowd with sustained afterburn and splash, and causing fire panic on big enraged {{rl|specimen}} when there&#039;s a breach. Can be mobile and break away from chokes with crowd control or override some enrage triggers or big specimen with {{rl|afterburn}}. Somewhat limited options against big specimen.&lt;br /&gt;
* {{anchor|flashlight}}&#039;&#039;&#039;flashlight&#039;&#039;&#039; — Part of the default equipment as a weapon attachment; alternate mode of starter pistol also available at some shotguns. Quick access default key is &#039;F&#039;, prioritize higher tier weapon with flashlight available when pressed. Helps player to see in dark places or behind smoke better by shining a light beam that recharges over time when not active.&lt;br /&gt;
* {{anchor|fleshpound}}&#039;&#039;&#039;[[Fleshpound]]&#039;&#039;&#039; — A hulking powerful {{rl|specimen}} that makes its {{rl|wave début}} on a {{rl|long game}} in the seventh {{rl|wave}}, on a {{rl|medium game}} appears on fifth wave and on {{rl|short game}} appears at fourth wave. Highest threat non-boss specimen and should be dispatched quickly before he frustrates by incurring damage or being unable to blow off steam in close combat. When left unattended for long an enraged Fleshpound wrecks havoc among your team composition.&lt;br /&gt;
* {{anchor|Fleshpound Party}}&#039;&#039;&#039;Fleshpound Party&#039;&#039;&#039; — Custom Sandbox game mode for challenge. Big specimen spawns such as {{rl|Fleshpound}} and {{rl|Scrake}} are amped up and max specimen count modified as well.&lt;br /&gt;
* {{anchor|flinch}}&#039;&#039;&#039;flinch&#039;&#039;&#039; — A control impaired state for {{rl|specimen}} of being mobile but unable to attack for a varying moment of occurance. All specimen in Killing Floor can be flinched or interrupted from attacking for a brief moment. There&#039;s no damage threshold requirement causing a flinch on most of the specimen, but a matter of timing their attack animation at the right moment and avoiding a direct collision to not snap them out are required. Only {{rl|Scrake}}s are an exception to require certain damage thresholds to be doled out in one single hit trajectory to be flinched for varying lengths such as {{rl|mini flinch}}, {{rl|heavy flinch}} or {{rl|stun|stunned}}.&lt;br /&gt;
* {{anchor|flinch combo}}&#039;&#039;&#039;flinch combo&#039;&#039;&#039; — Describes a burst damage spike after inducing a {{rl|flinch}} for a very brief moment on {{rl|Scrake}}. When used for non perk, Scrakes can be flinched by any type of attack as long as it&#039;s over 150 damage in one trajectory hit and lower than 667 damage. Damage range inbetween determines the {{rl|mini flinch}} and {{rl|heavy flinch}}.&lt;br /&gt;
* {{anchor|FP}}&#039;&#039;&#039;FP&#039;&#039;&#039; — Abbreviation of {{rl|Fleshpound}}, often used in game by players without microphones over text chat to warn team mates of their encounter. &lt;br /&gt;
* {{anchor|FPP}}&#039;&#039;&#039;FPP&#039;&#039;&#039; — Abbreviation of {{rl|Fleshpound Party}}.&lt;br /&gt;
* {{anchor|funnel}}&#039;&#039;&#039;funnel&#039;&#039;&#039; — Term for holding up in a spot with one entrance-exit gate creating a choke hold and whole team firing at same direction. Generally created by welding doors for make shift defenses. A cheap and easy tactic that leaves no room or need for trash clearing or sweeping but focus firing big targets as they approach.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
* {{anchor|game length}}&#039;&#039;&#039;game length&#039;&#039;&#039; — Defines the number of {{rl|waves}} that will occur in any given match. Default options for game length are {{rl|short game}}, {{rl|medium game}} and {{rl|long game}}. Short game has 4+1 waves, Medium game has 7+1 waves and Long game has 10+1 waves; each game session and length, end with one extra boss wave every time. Chosen length, also changes some of the special specimens&#039; first {{rl|wave début}} besides the specimen count increase between waves become more dense.&lt;br /&gt;
* {{anchor|gorefast}}&#039;&#039;&#039;[[Gorefast]]&#039;&#039;&#039; — A flayed looking dismembered humanoid {{rl|specimen}} swings a makeshift armblade. Serves as meatshield for other more dangerous specimen with its charging rushes and above mediocre health. His aggrevation chance on first sight increases with difficulty. Makes its {{rl|wave début}} on the first {{rl|wave}}.&lt;br /&gt;
* {{anchor|grenade}}&#039;&#039;&#039;grenade&#039;&#039;&#039; — Handheld explosives; rigid pieces of shrapnel engraved metallic alloy shells surrounding a fused explosive charge at its core. In the game their fuses duration can not be cooked by holding them but they are susceptible to sources of heat or other explosives for creating chain blasts.&lt;br /&gt;
* {{anchor|grenade combo}}&#039;&#039;&#039;grenade combo&#039;&#039;&#039; — A term that describes a speedkill volley combo of multiple {{rl|grenade}}s against {{rl|Fleshpound}}(s). Combo either includes utilizing a hard hit to enrage it on top of single grenade to stack more grenades to time the explosion barrage or a direct set off almost instantly by sources of heat or another explosive projectile by direct shots to wipe it outright.&lt;br /&gt;
* {{anchor|grief}}&#039;&#039;&#039;grief&#039;&#039;&#039; — Unwanted annoyances or problems to get a reaction, usually caused by player stereotype {{rl|griefer}}.&lt;br /&gt;
* {{anchor|griefer}}&#039;&#039;&#039;griefer&#039;&#039;&#039; — An intentionally disruptive player who causes {{rl|grief}}.&lt;br /&gt;
* {{anchor|griefing}}&#039;&#039;&#039;[[griefing]]&#039;&#039;&#039; — Present participle of {{rl|grief}}.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
* {{anchor|hard}}&#039;&#039;&#039;hard&#039;&#039;&#039; — A measurement of {{rl|difficulty}} above {{rl|normal}}. All {{rl|specimens}} gain %15 movement speed, 35%  maximum health and 25% damage respectively, besides tightened attack frequency and accuracy.&lt;br /&gt;
* {{anchor|head-up display}}&#039;&#039;&#039;[[head-up display]]&#039;&#039;&#039; —  The informational graphics found on the players screen, detailing {{rl|health}}, ammo etc.&lt;br /&gt;
* {{anchor|headshot}}&#039;&#039;&#039;headshot&#039;&#039;&#039; —  A blow to a specimen&#039;s head, dealing more damage which indicated by a thumping critical shot sound and possibly score a kill by {{rl|decapitation}}. Headshot multiplier applied by target taking damage with exceptions being [[M99]], [[Buzzsaw]] and [[Crossbow]], which applies the multiplier themselves before target takes damage to check for headshot after it. Melee weapons have 25% larger volume hitbox for landing headshots easier.&lt;br /&gt;
* {{anchor|head health}}&#039;&#039;&#039;head health&#039;&#039;&#039; —  The amount of damage needed in order to decapitate a specimen. It is 25 health base for all weaker specimens and scales up with {{rl|specimen}}&#039;s {{rl|difficulty}} multiplier for health. For stronger specimen it scales up with alive players at the moment of their spawn.&lt;br /&gt;
* {{anchor|health}}&#039;&#039;&#039;health&#039;&#039;&#039; — A measure of how much damage a player can sustain before they die, also called as an entity&#039;s {{rl|hitpoint}}s also describing effective health. Only the weakest {{rl|specimen}} will only scale up with {{rl|difficulty}} multiplier for health. Medium and higher threats will have their health scale up with alive player count at the moment of their spawn.&lt;br /&gt;
* {{anchor|heavy flinch}}&#039;&#039;&#039;heavy flinch&#039;&#039;&#039; — A moderate duration {{rl|flinch}} moment for {{rl|Scrake}} to become mobile but unable to attack as a reaction to any type of damage over 500 but lower than 667. For non-perk use [[Buzzsaw]] bodyshots and [[Crossbow]] headshots are capable of causing heavy flinch on Scrakes, as they gain resistance to the crossbow bolts in {{rl|suicidal}} and {{rl|hell on earth}} difficulty. Although requiring headshots, for on perk options; level 3-4 {{rl|Sharpshooter}} with any single shot rifle, level 3+ {{rl|berserker}} with any heavy weight melee or level 3+ {{rl|demolition}} can achieve that with any explosive headed projectile launcher.&lt;br /&gt;
* {{anchor|hell on earth}}&#039;&#039;&#039;hell on earth&#039;&#039;&#039; — Highest measurement of {{rl|difficulty}} over {{rl|suicidal}} and {{rl|hard}}. All {{rl|specimens}} gain 30% movement speed and 75% buff to their maximum health and damage respectively besides attack frequency and accuracy compared to {{rl|normal}} difficulty. Being the ultimate difficulty, random spread of damage and speed values become noticable and specimen also gain extra mechanics and restrictions apply against them to make the game harder.&lt;br /&gt;
* {{anchor|hit points|hit-points}}&#039;&#039;&#039;hit points&#039;&#039;&#039; — The unit for measuring {{rl|health}} of an non-player character or player. The maximum value for players being 100, can be protected with {{rl|armour}} for more effective health.&lt;br /&gt;
* {{anchor|hitscan|hitscan}}&#039;&#039;&#039;hitscan&#039;&#039;&#039; — Instant hit weapons that imitate bullet trajectory by checking collision with objects/targets at firing cone that originates from eye level, determined by spread value. An exception to this are melee weapons; they operate with very short distance hitscan checks and have no spread, kickback or recoil forces.&lt;br /&gt;
* {{anchor|hold spot}}&#039;&#039;&#039;hold spot&#039;&#039;&#039; A term used for team&#039;s position of choice, lanes that need to be hold may vary from a single one to three usually, sometimes four. It also can indicate a starting point when kiting together.&lt;br /&gt;
* {{anchor|horzine}}&#039;&#039;&#039;Horzine&#039;&#039;&#039; — The industry face of the fictional company that performed the experiments which led to the creation of the {{rl|specimen}}s.&lt;br /&gt;
* {{anchor|HP|hp}}&#039;&#039;&#039;HP&#039;&#039;&#039; — Health points or {{rl|hit points}}.&lt;br /&gt;
* {{anchor|HUD|hud}}&#039;&#039;&#039;HUD&#039;&#039;&#039; — {{rl|Head-up display}}.&lt;br /&gt;
* {{anchor|husk}}&#039;&#039;&#039;[[Husk]]&#039;&#039;&#039; — A burnt looking {{rl|specimen}} with a ranged fireball attack and a tendency to backtrack and steer behind other specimen to keep distance.&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
* {{anchor|incendiary}}&#039;&#039;&#039;incendiary&#039;&#039;&#039; — Gasoline, phosphorus or other chemical based devices and weapons used by the perk {{rl|firebug}} to {{rl|burning|burn}} specimen and inflict {{rl|afterburn}} damage from {{rl|splash}} effect or direct exposure. All {{rl|specimen}} are 50% weaker against incendiary direct hits. While {{rl|Bloat}}s are only vulnerable against direct hits, {{rl|Husk}} and {{rl|Fleshpound}} are resistant against {{rl|afterburn}} besides varying resistance against incendiary direct hits. Also, {{rl|Husk}}s can inflict {{rl|afterburn}} on {{rl|player character|players}} by ranged {{rl|splash}} damage attacks from a distance.&lt;br /&gt;
* {{anchor|inventory system}}&#039;&#039;&#039;[[inventory system]]&#039;&#039;&#039; — The name of system which controls a players inventory.&lt;br /&gt;
* {{anchor|iron sight|iron sights}}&#039;&#039;&#039;iron sights&#039;&#039;&#039; — Technically refers to the metal aiming sight found attached to some firearms, but can often simply refer to the act of using the aiming device on the weapon in question.&lt;br /&gt;
* {{anchor|Insane mutator}}&#039;&#039;&#039;Insane mutator&#039;&#039;&#039; / &#039;&#039;&#039;Insane mod&#039;&#039;&#039; — Sandbox challenge mod. Big specimen spawns are amped up and finishes with modified version of {{rl|Patriarch}} to be harder.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
* {{anchor|Jack}}&#039;&#039;&#039;Jack&#039;&#039;&#039;— End boss of the free Downloadable Content, Toy Master mod with only one map; Devil&#039;s Dollhouse. Unlike {{rl|Patriarch}}, Jack can not move and sends waves of specimen between his peek out sessions to throw explosives and circular blades at {{rl|squad}}.&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
* {{anchor|kevlar}}&#039;&#039;&#039;kevlar&#039;&#039;&#039; — Another term for {{rl|combat armour}}.&lt;br /&gt;
* {{anchor|kilogram}}&#039;&#039;&#039;kilogram&#039;&#039;&#039; — Measure of weight for equipment used by players, usually substitute for {{rl|weight block}}.&lt;br /&gt;
* {{anchor|kiting}}&#039;&#039;&#039;kiting&#039;&#039;&#039; — Also known as {{rl|training wheel}}. The act of leading the group of {{rl|specimens}} around, generally at a safe distance from {{rl|teammates}} or by teammates. Requires to keep a certain distance and the pulse of spawn rates by not stacking too much kills in a short period of time. This tactic can be performed as a team or a loner {{rl|berserker}} keeps some of the {{rl|specimen}} aggro on self, while rest of team stands the ground at their {{rl|hold spot}}.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
* {{anchor|length}}&#039;&#039;&#039;length&#039;&#039;&#039; — Can refer to {{rl|game length}}, how many waves in the current map.&lt;br /&gt;
* {{anchor|long game}}&#039;&#039;&#039;long game&#039;&#039;&#039; — Refers to game mode 11 {{rl|waves}} in {{rl|length}}. 10 standard waves and the {{rl|final wave}}.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
* {{anchor|map}}&#039;&#039;&#039;map&#039;&#039;&#039; — Singular noun of {{rl|maps}}.&lt;br /&gt;
* {{anchor|maps}}&#039;&#039;&#039;maps&#039;&#039;&#039; — Different gameplay layouts chosen and/or voted by present players or server cycle. Currently there are 33 [[List_of_official_maps|official maps]] with the latest released at winter of 2014 update.&lt;br /&gt;
* {{anchor|medic}}&#039;&#039;&#039;medic&#039;&#039;&#039; — {{rl|Field medic}}.&lt;br /&gt;
* {{anchor|medical syringe}}&#039;&#039;&#039;[[Medical syringe]]&#039;&#039;&#039; — Healing syringe. One of the default equipment given to the {{rl|player character}} to heal themselves or their teammates. Heals a limited amount health per injection and drains all of the charge when healing self. Always more potent while healing teammates and has increased self heal efficiency when {{rl|solo}}. {{rl|Field medic}} gets bonus for injection potency per appliance and charge regeneration rate.&lt;br /&gt;
* {{anchor|medium game}}&#039;&#039;&#039;medium game&#039;&#039;&#039; — Refers to a game 8 {{rl|waves}} in {{rl|length}}, 7 standard waves and the {{rl|final wave}}, but could also erroneously refer to {{rl|normal}} {{rl|difficulty}}.&lt;br /&gt;
* {{anchor|melee}}&#039;&#039;&#039;melee&#039;&#039;&#039; — Describes both, {{rl|specimen}} melee attacks or close combat weapons that mainly used by {{rl|Berserker}} {{rl|perk}} and the close quarter range that you need to land an effective hit with said melee weapons.&lt;br /&gt;
* {{anchor|mini flinch}}&#039;&#039;&#039;mini flinch&#039;&#039;&#039; — A very brief {{rl|flinch}} moment for {{rl|Scrake}} to become mobile but unable to attack as a reaction to any type of damage over 150 but lower than 500. For non-perk use any type of [[Fire axe]] chops, [[Katana]] alternative attack and [[Single Piston Long Musket|Musket]] shots capable of inflicting that brief pause to Scrake on bodyshots. Alternatively [[Lever-action rifle]], [[M14 EBR]], [[Machete]] alt fire and [[Katana]] primary attack require precise headshots to mini-flinch them.&lt;br /&gt;
* {{anchor|money}}&#039;&#039;&#039;money&#039;&#039;&#039; — Refers to the in-game currency; measured in pounds sterling (£).&lt;br /&gt;
* {{anchor|multiplayer}}&#039;&#039;&#039;multiplayer&#039;&#039;&#039; — A match with the ability to have more than one player. Perk progression is disabled with more than six players, the default maximum.&lt;br /&gt;
* {{anchor|mutator}}&#039;&#039;&#039;[[mutator]]&#039;&#039;&#039; — A mod usually designed to alter gameplay, non-{{rl|white listed}} mutators disable {{rl|perk}} progression.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
* {{anchor|nade}}&#039;&#039;&#039;nade&#039;&#039;&#039; — Short for {{rl|grenade}}.&lt;br /&gt;
* {{anchor|nade stack}}&#039;&#039;&#039;nade stack&#039;&#039;&#039; — Tossing {{rl|grenade}}s before the first one&#039;s fuse run off in quick succession to create a chain {{rl|explosion}}. Normally players able to toss 2 grenades per second (2.7 toss per second to be exact) but it&#039;s possible to stack up to 3-5 grenades with some practice and animation cancels.&lt;br /&gt;
* {{anchor|non-playable character}}&#039;&#039;&#039;non-playable character&#039;&#039;&#039; — A character not controlled by one of the participants. &lt;br /&gt;
* {{anchor|normal}}&#039;&#039;&#039;normal&#039;&#039;&#039; — When in reference to the {{rl|difficulty}} of the game, the base difficulty with no stat modifiers.&lt;br /&gt;
* {{anchor|NPC}}&#039;&#039;&#039;NPC&#039;&#039;&#039; — {{rl|Non-playable character}}. Also known as; non-player character.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
* {{anchor|patriarch}}&#039;&#039;&#039;[[Patriarch]]&#039;&#039;&#039; — The final boss, who makes his appearance in the {{rl|final wave}}. On-foot fastest {{rl|specimen}}, armed with a nerve controlled war platform which he uses to attack far distances while taking a stand. Escapes to heal after taking a knee.&lt;br /&gt;
* {{anchor|Pat}}&#039;&#039;&#039;Pat&#039;&#039;&#039;, &#039;&#039;&#039;Patrick&#039;&#039;&#039; - Common nicknames for the {{rl|Patriarch}}, used mainly to signify his presence or warn of the final wave. &lt;br /&gt;
* {{anchor|perk}}&#039;&#039;&#039;perk&#039;&#039;&#039; — Singular form of {{rl|perks}}.&lt;br /&gt;
* {{anchor|perks}}&#039;&#039;&#039;perks&#039;&#039;&#039; — The selectable classes available to the {{rl|player character}}, defined as either {{rl|berserker}}, {{rl|commando}}, {{rl|demolition}}, {{rl|field medic}}, {{rl|firebug}}, {{rl|sharpshooter}}, or {{rl|support specialist}}.&lt;br /&gt;
* {{anchor|perk setup}}&#039;&#039;&#039;perk setup&#039;&#039;&#039; — Term for overall perk choice of {{rl|team}} members. A balanced team setup should consist of perks that can deal each of the big specimen at individual lanes, a trash sweeper and a crowd control or healer/tank for a safety net.&lt;br /&gt;
* {{anchor|pipe bomb}}&#039;&#039;&#039;[[Pipe bomb]]&#039;&#039;&#039; / &#039;&#039;&#039;pipes&#039;&#039;&#039; — Handheld explosive devices with motion sensors. A pair of small metal pipes filled with plastic explosives tied to a circuit, triggered to explode by {{rl|specimen}} motion around them once armed. Perk {{rl|demolition}} gets a discount on them besides increased damage.&lt;br /&gt;
* {{anchor|player character}}&#039;&#039;&#039;player character&#039;&#039;&#039; — Singular form of {{rl|player characters}}.&lt;br /&gt;
* {{anchor|player characters}}&#039;&#039;&#039;player characters&#039;&#039;&#039; — The characters in the game whose actions are controlled by one of the participants.&lt;br /&gt;
* {{anchor|pre-damage}}&#039;&#039;&#039;pre-damage&#039;&#039;&#039; — Short term for &amp;quot;previously damaged&amp;quot;; usually used for big specimen that is damaged before a damage spiking finish or to state that they might be close to enraging on an assist participation.&lt;br /&gt;
* {{anchor|projectile}}&#039;&#039;&#039;projectile&#039;&#039;&#039; — Ballistic entities that either do impact damage or explode, both apply for some weapons. Created ballistic entities by projectile weapons, have their own hitbox to register a hit on collision independent of player eye level but still have kickback forces and might be subject to spread.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
* {{anchor|quick-heal}}&#039;&#039;&#039;quick-heal&#039;&#039;&#039; — A small macro for skipping {{rl|Syringe}}&#039;s self heal animation.&lt;br /&gt;
* {{anchor|quick scope}}&#039;&#039;&#039;quick scope&#039;&#039;&#039; &#039;&#039;&#039;quick a.d.s&#039;&#039;&#039; — Tapping aiming down {{rl|iron sights}} button twice in quick succession and shooting or burst firing inbetween before animation completes to negate some of the spread penalty. Generally a technique used by {{rl|sharpshooter}}s and {{rl|commando}}s.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
* {{anchor|range}}&#039;&#039;&#039;range&#039;&#039;&#039; — Describes effective trajectory distance of a weapon to describe its reach of {{rl|distance}} in-game. Single trajectory, smaller {{rl|spread}} and recoil helps to improve weapon&#039;s effective distance hence results in higher range score.&lt;br /&gt;
* {{anchor|recoil}}&#039;&#039;&#039;recoil&#039;&#039;&#039; — Kickback force that apply to the user when shooting, deviates their view ever so slightly from transferred momentum.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
* {{anchor|scrake}}&#039;&#039;&#039;[[Scrake]]&#039;&#039;&#039; — A powerful chainsaw wielding {{rl|specimen}} who makes his {{rl|wave début}} on a {{rl|long game}} in the fifth {{rl|wave}}, fourth wave in a {{rl|medium game}} and third wave in a {{rl|short game}}. Slow and calm until he suffers 25-50% of his maximum health to run amok non-stop until killed or disabled by a {{rl|stun}} for a mediocre duration.&lt;br /&gt;
* {{anchor|Sc}}&#039;&#039;&#039;Sc&#039;&#039;&#039; - an abbreviation of &#039;&#039;&#039;Scrake&#039;&#039;&#039;, used when players want to warn their teammates of the presence of a Scrake.&lt;br /&gt;
* {{anchor|ScrN}}&#039;&#039;&#039;ScrN&#039;&#039;&#039; - Short abbreviation of the &amp;quot;Scrake &#039;Naders&amp;quot;; balance and gameplay mod for Killing Floor. Adds whole new specimen, slightly modified multi perk capable weapons, new perks (Gunslinger, Combat Medic, Heavy Machine Gunner) and add balance changes to the existing perks while retaining the classic gameplay on these perks.&lt;br /&gt;
* {{anchor|sharpshooter}}&#039;&#039;&#039;[[sharpshooter]]&#039;&#039;&#039; — A perk class playable by the {{rl|player character}}, specialises precision rifles used for artistic shooting paired with military grade pistols. Capable of killing any big specimen with ease from any distance with accurate, high-damage {{rl|headshot}}s to {{rl|decapitation|decapitate}} them but gets punished when failed to prioritize immediate threats as it lacks crowd control to chew through combinated attacks.&lt;br /&gt;
* {{anchor|short game}}&#039;&#039;&#039;short game&#039;&#039;&#039; — Refers to a game 5 {{rl|waves}} in length. 4 standard waves and the {{rl|final wave}}. &lt;br /&gt;
* {{anchor|siren}}&#039;&#039;&#039;[[Siren]]&#039;&#039;&#039; — A blind female {{rl|specimen}} that unleashes an ear shattering scream in tightly packed waves that applies a small pull force to {{rl|player characters}} caught in it within&#039; a wide area of effect. Has a tendency to mutter, listen to gun noises, shuffle behind other specimen and nod her head before screaming and cause disorientation.&lt;br /&gt;
* {{anchor|slow-rage}}&#039;&#039;&#039;slow-rage&#039;&#039;&#039; — A homestasis state where {{rl|Scrake}} is aggravated but can not run fast to reach any of its target so stays in a staggered slow moving state with jumbled run animation. Caused by inflicting a successful {{rl|heavy flinch}} or stacked {{rl|afterburn}} with a methodic approach. Scrake shakes this state off when they eventually come in collision contact with any player.&lt;br /&gt;
* {{anchor|soft decapitation}}&#039;&#039;&#039;soft decapitation&#039;&#039;&#039; — In case specimen decapitated by something really weak and low damage but their body health can tank the decapitating hit damage, they will bleed out slowly headless, losing health in increments over time before finally keeling over after wailing aimlessly. Bleed duration before death depends on specimen&#039;s type as they lose it on small integers over a fixated time, but remaining health after decapitation affects it too.&lt;br /&gt;
* {{anchor|solo}}&#039;&#039;&#039;solo&#039;&#039;&#039; — Single-player mode.&lt;br /&gt;
* {{anchor|SP}}&#039;&#039;&#039;SP&#039;&#039;&#039; — Short abbreviation for &amp;quot;Single Player&amp;quot; or {{rl|solo}}. Sometimes used to mention, &#039;Steampunk&#039; player model {{rl|DLC}}s or gold-plated &#039;Steampunk&#039; weapons from the second Community Weapon Pack.&lt;br /&gt;
* {{anchor|specimen}}&#039;&#039;&#039;specimen&#039;&#039;&#039; — Singular of {{rl|specimens}}.&lt;br /&gt;
* {{anchor|specimens}}&#039;&#039;&#039;[[specimens]]&#039;&#039;&#039; — The main enemy; an experiment took the point of no return. Bio engineered army of freaks by the lead of {{rl|Horzine}} upon the request of British Government to create an obeying army of super powered soldiers that doesn&#039;t fear or question orders and disposable. Often referred to as zombies, and officially, but rarely, as {{rl|Zeds}} or creatures.&lt;br /&gt;
* {{anchor|speed-kill}}&#039;&#039;&#039;speed-kill&#039;&#039;&#039;, &#039;&#039;&#039;speedkill&#039;&#039;&#039; — Combinated and planned inputs that require quick succession to dispatch a big {{rl|specimen}} like {{rl|Scrake}} and {{rl|Fleshpound}} swiftly before they become a nuisance with their enraged state. Require committance and help from teammates to clear and eliminate any protruding threats towards the {{rl|player character}} stepping forward to engage the big specimen.&lt;br /&gt;
* {{anchor|splash}}&#039;&#039;&#039;splash&#039;&#039;&#039; — A general term to remark area of effect damage from {{rl|projectile}}s only. Can be used to specify pure blast damage of {{rl|explosion}}s, ignoring the physical impact damage of the collision. Else it indicate the attacks that has no physical impact damage, nor fiery explosions but still has an area of effect. Usually describes the damage caused by collateral damage or whiffed explosion on the intended target. As an example {{rl|incendiary}} attacks or {{rl|bile}} can deal splash damage to a small area besides {{rl|explosives}}.&lt;br /&gt;
* {{anchor|spread}}&#039;&#039;&#039;spread&#039;&#039;&#039; — Deviation of firearms affected by recoil forces upon fire. Each weapon has the same spread value on first shot, then accumulates it for every shot fired under half second to reach its max value of 0.12 at the sixth shot. Spread accumulated per shot can be reduced by {{rl|crouching}} or perk bonuses for specific weapons that reduce kickback and spread under the name of recoil mitigation.&lt;br /&gt;
* {{anchor|Squad}}&#039;&#039;&#039;[[squad]]&#039;&#039;&#039; — {{rl|player characters}} that embody the entirety of team.&lt;br /&gt;
* {{anchor|stock bash}}&#039;&#039;&#039;stock bash&#039;&#039;&#039; — Weapon stock bash that deals damage to specimen, introduced in {{rl|ScrN}} mod first and carried over to the second installment.&lt;br /&gt;
* {{anchor|stun}}&#039;&#039;&#039;stun&#039;&#039;&#039; — A control impairment state for {{rl|specimen}} that renders the specimen disabled, along the duration of stun they&#039;re unable to move and attack. Only a few specimen can get stunned in the game and it requires a certain damage threshold requirement in one single hit to be met. To name {{rl|Stalker}}s, {{rl|Gorefast}}s, {{rl|Husk}}s and {{rl|Scrake}}s can get stunned if they incur enough damage over a certain threshold in one single trajectory hit or area of effect damage.&lt;br /&gt;
* {{anchor|support specialist|Support Specialist}}&#039;&#039;&#039;[[support specialist]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of shotguns, {{rl|grenade}}s and welding doors to hold off or redirect streams of {{rl|specimen}}. Perk roles array between sweeping small {{rl|specimen}} to killing multiple {{rl|Scrake}}s or {{rl|Fleshpound}}s with swift {{rl|speed-kill}} inputs, but suffers from limited ammunition, lack of range, long reload times and prone to getting interrupted by {{rl|Siren}} or {{rl|Husk}} often. Sometimes shortened to &#039;support&#039;.&lt;br /&gt;
* {{anchor|suicidal}}&#039;&#039;&#039;suicidal&#039;&#039;&#039; — A measurement of {{rl|difficulty}} over {{rl|hard}}. All {{rl|specimens}} gain 22% movement speed, deals 50% more damage and 55% health stat buffs over {{rl|normal}} difficulty. The penultimate difficulty that adds mechanics and restrictions apply to some {{rl|specimen}} to make the game harder.&lt;br /&gt;
* {{anchor|survival game}}&#039;&#039;&#039;survival game&#039;&#039;&#039; — Classic, traditional game mode that uses scripted sequences to spawn limited {{rl|specimens}} which their number scaled with active players along the waves depending on {{rl|game length}}.&lt;br /&gt;
* {{anchor|stalker}}&#039;&#039;&#039;[[Stalker]]&#039;&#039;&#039; — A cloaking female {{rl|specimen}} that is hard to detect with a feint shimmer, whispering mockery until too close to attack. Runs around in circles and sneak under eye level in a hunched position to avoid fire line.&lt;br /&gt;
* {{anchor|syringe}}&#039;&#039;&#039;[[Syringe]]&#039;&#039;&#039; — {{rl|medical syringe}}.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
* {{anchor|tanking}}&#039;&#039;&#039;tanking&#039;&#039;&#039; — Taking aggression of an immediate threat such as {{rl|Fleshpound}} or {{rl|Scrake}} to thwart the brunt of damage away from {{rl|teammates}}. Sometimes referred as capability of enduring any sort of attack for a limited time.&lt;br /&gt;
* {{anchor|target distance}}&#039;&#039;&#039;target distance&#039;&#039;&#039; — Target {{rl|specimen}}&#039;s distance from {{rl|player character}}&#039;s location. When looked at the horizon parallel to the ground, it&#039;s easy to distinguish if a target is far away or too close by checking some features. At up close, player shouldn&#039;t be able to see target&#039;s feet while looking at horizon, as they&#039;d be concealed out of view from that distance first, then legs. When too close obviously tall specimens&#039; head and face features are impossible to see while staring at horizon level parallel to the ground as well. At medium distance, player should be able to see target specimen&#039;s full body with the smallest details intact, such as; small cybernetic lights, visible scars, belt buckles, full-body braces and iris of their eyes. When looking at the horizon level and at long distance, estimated 40 meters and beyond, some small details will be lost or indistinguishable to tell.&lt;br /&gt;
* {{anchor|teammates}}&#039;&#039;&#039;teammates&#039;&#039;&#039; — Sometimes refer to entirety of present {{rl|squad}} or smaller group of players that holds a specific lane at a hold spot.&lt;br /&gt;
* {{anchor|test map}}&#039;&#039;&#039;test map&#039;&#039;&#039; — Community created sandbox playground maps with spawn triggers to test {{rl|speed-kill}}s against health scaled specimen and variable approaches against different combination of attacks. Testmaps have instant respawn for players and an always active trader, so trying again is encouraged. For {{rl|player character|players}} convenience, some later developed test maps have; insta-kill projectiles on demand, teleport to certain areas and god mode commands added, so maps can not be locked out by {{rl|griefing}} players via mass spawn of specimen.&lt;br /&gt;
* {{anchor|trader}}&#039;&#039;&#039;[[trader]]&#039;&#039;&#039; — Gun merchant who only opens her doors when all {{rl|specimen}} in a {{rl|wave}} is dead.&lt;br /&gt;
* {{anchor|training}}&#039;&#039;&#039;training&#039;&#039;&#039; — Term for training in the {{rl|test map}}.&lt;br /&gt;
* {{anchor|training wheel}}&#039;&#039;&#039;training wheel&#039;&#039;&#039; — Slang for the act of leading an enemy around, generally at a safe distance from team-mates. Also known as {{rl|kiting}}.&lt;br /&gt;
* {{anchor|trash specimen}}&#039;&#039;&#039;trash specimen&#039;&#039;&#039;, &#039;&#039;&#039;trash zeds&#039;&#039;&#039;, &#039;&#039;&#039;trash&#039;&#039;&#039; — General term for a group of very flimsy specimen such as {{rl|stalker}} and {{rl|crawler}}, sometimes {{rl|clot}} included.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
* {{anchor|uppercut}}&#039;&#039;&#039;uppercut&#039;&#039;&#039; — A {{rl|flinch}} combo variant against {{rl|Scrake}} that specifically describing crouching after the flinch to aim at its head better to stabilize the trajectory. Sometimes such uppercut moves mentioned to be useful for {{rl|Gorefast}}s.&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
* {{anchor|walking}}&#039;&#039;&#039;walking&#039;&#039;&#039; — An action performed by player by pressing down the Ctrl button (default), slows down player down to same speed as aiming down the sights. Don&#039;t have much use besides tweaking distance while kiting a big specimen.&lt;br /&gt;
* {{anchor|wave}}&#039;&#039;&#039;wave&#039;&#039;&#039; — Singular of {{rl|waves}}.&lt;br /&gt;
* {{anchor|wave debut|wave début}}&#039;&#039;&#039;wave début&#039;&#039;&#039; — The earliest possible {{rl|wave}} any given {{rl|specimen}} can appear, usually in reference to {{rl|long game}}.&lt;br /&gt;
* {{anchor|waves}}&#039;&#039;&#039;waves&#039;&#039;&#039; — Refers to the &#039;levels&#039; of match during which time the team is onset by the {{rl|specimens}}. The number of waves is determined by the {{rl|game length}}.&lt;br /&gt;
* {{anchor|weight block}}&#039;&#039;&#039;weight block&#039;&#039;&#039; — Singular form of {{rl|weight blocks}}. Measure unit is a kilogram for one single block as its icon suggests. Usually players can hear the word {{rl|kilogram}} used instead of block or weight block.&lt;br /&gt;
* {{anchor|weight blocks}}&#039;&#039;&#039;weight blocks&#039;&#039;&#039; — The aspect of the {{rl|inventory system}} which governs how much a player can carry.&lt;br /&gt;
* {{anchor|whitelist}}{{anchor|white list}}&#039;&#039;&#039;[[whitelist]]&#039;&#039;&#039; — The list of maps and {{rl|mutators}} that will allow {{rl|perk}} progression during a game.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
* {{anchor|zed extender}}&#039;&#039;&#039;zed extender&#039;&#039;&#039; — Addresses {{rl|perk}}s that can extend and chain {{rl|zed time}}, namely {{rl|commando}} and {{rl|berserker}}. Sometimes used to classify rapid weapons with short sustain or low damage efficiency, used by those perks to chain kills in {{rl|zed time}}.&lt;br /&gt;
* {{anchor|zeds}}&#039;&#039;&#039;zeds&#039;&#039;&#039; — The official nickname for the {{rl|specimens}} which saw use by a small number of players. Based on the movie &amp;quot;Shaun of the Dead&amp;quot;, where the characters describe the zombies as Zeds.&lt;br /&gt;
* {{anchor|Zed time}}&#039;&#039;&#039;Zed time&#039;&#039;&#039; — A bullet-time system which activates during particular kills, quick dispatches, mass kills, engaging up to big specimen and slows the game down to 20% for dramatic effect. ZED time can be extended by some perk bonuses dedicated to {{rl|Commando}} and {{rl|Berserker}}. Along the slowed time phase, weapons that are {{rl|hitscan}} will behave like {{rl|projectile}} weapons. That throw most players off from their aim and requires a dedicated ZED time extender. Some servers disable this feature of the game by No Drama {{rl|mutator}}.&lt;br /&gt;
* {{anchor|zerk}}&#039;&#039;&#039;zerk&#039;&#039;&#039; — Short name for {{rl|Berserker}}, one of the {{rl|perk}} roles.&lt;br /&gt;
* {{anchor|zombie}}&#039;&#039;&#039;zombie&#039;&#039;&#039; — Singular of {{rl|zombies}}. A name often used to refer to a {{rl|specimen}}.&lt;br /&gt;
* {{anchor|zombies}}&#039;&#039;&#039;zombies&#039;&#039;&#039; — A name often used to refer to the {{rl|specimens}}.&lt;br /&gt;
* {{anchor|zoom}}&#039;&#039;&#039;zoom&#039;&#039;&#039; — Magnifying ratio of combat scopes or a general name for combat scopes attached on the {{rl|iron sights}} of a weapon.&lt;br /&gt;
* {{anchor|zoom-in}}&#039;&#039;&#039;zoom-in&#039;&#039;&#039; — {{rl|a.d.s.|Aiming down sights}} of a weapon with any sort of combat scope attached.&lt;br /&gt;
&lt;br /&gt;
{{language bar}}&lt;br /&gt;
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[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Help:Glossary&amp;diff=197</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Help:Glossary&amp;diff=197"/>
		<updated>2021-06-27T10:18:50Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Naksiloth moved page Help:Glossary to Glossary: Main page link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a glossary of terms used throughout the articles of the &#039;&#039;[[Killing Floor]]&#039;&#039; wiki and their meaning in relation to &#039;&#039;Killing Floor&#039;&#039;. Many of the terms may have alternate meanings outside the context of the &#039;&#039;Killing Floor&#039;&#039; universe. Links in bold will lead to articles dedicated to the subject, others link to the relevant section of this article.&lt;br /&gt;
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&#039;&#039;&#039;Table of Contents:&#039;&#039;&#039; {{rl|A}} [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] __NOTOC__&lt;br /&gt;
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&lt;br /&gt;
==A==&lt;br /&gt;
* {{anchor|A.D.S.}} &#039;&#039;&#039;A.D.S.&#039;&#039;&#039; — Short abbreviation for Aiming Down Sights or Aiming Down {{rl|iron sights}}. Sometimes mentioned as &amp;quot;quick a.d.s.&amp;quot; or {{rl|quick scope}} for describing an animation cancel by tapping aim down button (default: Mouse2) twice in quick succession with shot fired inbetween.&lt;br /&gt;
* {{anchor|afterburn}}&#039;&#039;&#039;afterburn&#039;&#039;&#039; — Lingering fire damage over time, dealt over the incrementals of 3-4 damage each half a second and stacks. {{rl|Firebug}} perk gets improved afterburn damage on perk related weapons except [[MAC-10]] and [[Trenchgun]].&lt;br /&gt;
* {{anchor|afk}}&#039;&#039;&#039;afk&#039;&#039;&#039;, &#039;&#039;&#039;away from keyboard&#039;&#039;&#039; — Idle player that doesn&#039;t move. Sometimes jokingly mentioned as {{rl|faked player}}.&lt;br /&gt;
* {{anchor|ammo box}}&#039;&#039;&#039;ammo box&#039;&#039;&#039; — Randomly spawning ammunition boxes at pre-determined places in maps. Always replenish two clip or two magazine worth of ammunition for automatic or semi auto weapons, and replenish varying ammo count for heavy hitter or explosive weapons. They spawn less frequently at high difficulty levels and this makes them rare to come by while kiting around the map. On top of that ammo boxes have diminishing chances of replenishing {{rl|grenade}}s and {{rl|pipe bomb}}s with each increased difficulty scale. While this is guaranteed to find either grenade or pipe bombs or both in {{rl|beginner}} difficulty on ammo box pickups, it&#039;s a measly 14% chance in {{rl|hell on earth}}.&lt;br /&gt;
* {{anchor|assist}}&#039;&#039;&#039;assist&#039;&#039;&#039; — Assistance number on a secured score kill by another player. Even dealing the slightest amount of damage to a {{rl|specimen}} will count towards assist number when they&#039;re dead and cause {{rl|bounty}} to split between players regarding the damage they have dealt.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
* {{anchor|backstab}}&#039;&#039;&#039;backstab&#039;&#039;&#039; — Attacking any specimen from behind with a {{rl|melee}} weapon. All melee weapons have double damage as backstab multiplier when attacked from behind. This damage multiplier can be improved by {{rl|headshot}}s.&lt;br /&gt;
* {{anchor|beginner}}&#039;&#039;&#039;beginner&#039;&#039;&#039; — Either the easy mode of {{rl|difficulty}}, or a player who&#039;s new to the game. The two are often found together. Beginner difficulty specimen moves 5% slower, has 50% health and deals 63% less ranged damage and 70% less melee damage respectively compared to the {{rl|normal}} difficulty.&lt;br /&gt;
* {{anchor|berserker}}&#039;&#039;&#039;[[berserker]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in melee combat.&lt;br /&gt;
* {{anchor|bile}}&#039;&#039;&#039;bile&#039;&#039;&#039; — Toxic and acidic substance that mustered by {{rl|Bloat}}s and puked upon their targets to tenderize them. Puke causes {{rl|splash}} damage and clings onto the target with no minimum damage requirement to cause damage over time. {{rl|player characters|Players}} can use bile attacks with the {{rl|DLC}} weapons to cause {{rl|specimen}} to aggrevate against the nearest Bloat.&lt;br /&gt;
* {{anchor|bloat}}&#039;&#039;&#039;[[Bloat]]&#039;&#039;&#039; — A large {{rl|specimen}} that can make its appearance on the first {{rl|wave}}. Vulnerable against direct hit {{rl|incendiary}} weapons and stands as a durable meat shield with high health but a weak head. Puking acidic bile over player characters as he slowly waddle over them and burst into a rain of acidic goop when killed. His aggression chance of puking as he walks over increases with {{rl|difficulty}}.&lt;br /&gt;
* {{anchor|block}}&#039;&#039;&#039;block&#039;&#039;&#039; — Scrapped ability of {{rl|Fleshpound}} of the first game. Re-introduced in the second installment as a mechanic for {{rl|player character}}s and {{rl|specimen}} ability.&lt;br /&gt;
* {{anchor|body block}}&#039;&#039;&#039;body block&#039;&#039;&#039; — As long as {{rl|specimen}} has a sightline on its main target, they will ignore collision with other players as long as others don&#039;t attack them or aggrevate with gunfire noise. This allows durable perk players such as {{rl|Berserker}} and {{rl|Field Medic}}, to lead {{rl|Scrake}} or {{rl|Fleshpound}} near to a wall by steering around them for getting them stuck in narrow halls. By leaving a very narrow gap between themselves and the nearest wall, specimen navigation ignores blockade player and stands there to become a free target as long as their main target on sightline, doesn&#039;t circle out of position too wide or lose eye contact. This tactic requires team work to exploit specimen artificial intelligence; more than one person who intend to block specimen may ruin this and main target will be forced to not lose eye sight&lt;br /&gt;
* {{anchor|bounty}}&#039;&#039;&#039;bounty&#039;&#039;&#039; — How much money killing any given {{rl|specimen}} will garner, in British pounds. Varies between {{rl|specimen}}s and {{rl|difficulty|difficulty scale}}. Rewarded bounty money can be split between kill assisting players and the player did the last hit depending on the damage they dealt to the specimen.&lt;br /&gt;
* {{anchor|burning}}&#039;&#039;&#039;burning&#039;&#039;&#039; — Burning condition is incendiary damage incurred being equal or over 15 to lit up. A flamethrower on a direct contact always burn specimen. All {{rl|specimen}}s are 50% weaker to direct shot from incendiary attacks. {{rl|Bloat}}s are 50% weaker on top of that making them suffer over double damage from incendiary attacks directly hit their body mass.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
* {{anchor|clot}}&#039;&#039;&#039;[[Clot]]&#039;&#039;&#039; — A weak {{rl|specimen}} found in all {{rl|waves}}. Capable of pinning down player at its a grasp but deals weak damage. Not considered dangerous when alone or from a distance, but tends to approach player at blind angles to initiate an assault from other {{rl|specimens}}. Sometimes grouped as {{rl|trash specimen}} with {{rl|crawler}} and {{rl|stalker}}.&lt;br /&gt;
* {{anchor|combat armour}}&#039;&#039;&#039;[[combat armour]]&#039;&#039;&#039; — Protective piece of equipment that absorb a grand amount of damage. Absorb rate is 77% by default but can be lower or higher due how game handles both health and armor. The {{rl|Beginner}} {{rl|difficulty}} scale, makes armour about 70% sturdier for all players and {{rl|Field Medic}} gets high resistances per perk level as long as they have armour.&lt;br /&gt;
* {{anchor|commando}}&#039;&#039;&#039;[[commando]]&#039;&#039;&#039; — a perk class playable by the {{rl|player character}}, specialises in using assault rifles. Perk roles generally cover the trash sweeping and {{rl|Zed time}} extending on kill to press an attack. Generally flexible perk on equipment thanks to reload speed but not durable and perk resources are limited against strong specimen.&lt;br /&gt;
* {{anchor|crawler}}&#039;&#039;&#039;[[Crawler]]&#039;&#039;&#039; — A weak {{rl|specimen}} found in most {{rl|waves}}, usually considered a nuisance. Can spawn in unexpected high places and anywhere deemed out of {{rl|player character}}&#039;s line of sight.&lt;br /&gt;
* {{anchor|crisped}}&#039;&#039;&#039;crisped&#039;&#039;&#039; — After incurring tenth {{rl|afterburn}} tick damage, approximately over 5 seconds, the {{rl|burning}} {{rl|specimen}} that can endure it becomes charred up and cause them to move 20% slower and worsen their reaction times. If that&#039;s a big specimen, this crisped state overrides some enrage mechanics.&lt;br /&gt;
* {{anchor|crouching}}&#039;&#039;&#039;crouching&#039;&#039;&#039; — Crouching (default key: C) prevents the player from falling off edges along with a reduction of speed. While it doesn&#039;t come into play often due map layout and hold spot of choice, it also has a small benefit of cutting down spread by 15%. Generally preferred by {{rl|commando}}s for mitigating spread further and {{rl|firebug}}s for minimizing visibility issues at certain positions.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
* {{anchor|damage per second}}&#039;&#039;&#039;damage per second&#039;&#039;&#039; — The amount of damage a {{rl|weapon}} or {{rl|specimen}} can inflict in a second, not always counting for reloading or other downtimes.&lt;br /&gt;
* {{anchor|dead}}&#039;&#039;&#039;dead&#039;&#039;&#039; — A state of being that players and {{rl|specimens}} occupy once all of their {{rl|hit points}} are depleted.&lt;br /&gt;
* {{anchor|decapitation}}&#039;&#039;&#039;decapitation&#039;&#039;&#039; — Exhausting the head health of specimen by {{rl|headshot}}s will leave them headless and unable to use their special abilities. Whether they die or slowly bleed out on decapitation depends on the last shot to determine decapitating last hit&#039;s damage to their body health. Latter mentioned as {{rl|soft decapitation}} also.&lt;br /&gt;
* {{anchor|demo}}&#039;&#039;&#039;demo&#039;&#039;&#039; — A shortened term for the perk {{rl|demolition}}.&lt;br /&gt;
* {{anchor|demolition}}&#039;&#039;&#039;[[demolition]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of {{rl|explosive device}}s. Perk role covers killing multiple {{rl|Fleshpound}}s when any other perk would fall flat, clearing large groups after mass spawns emerged. Can kill anything in game with stacked {{rl|explosion}}s, well aimed {{rl|explosive}} {{rl|projectile}}s and smart use of {{rl|grenade}}s, but held off by slow reload times, limited ammo, causing visibility problems and retailiating spawn rates.&lt;br /&gt;
* {{anchor|demoman}}&#039;&#039;&#039;demoman&#039;&#039;&#039; — A term originating from Team Fortress 2, sometimes used to refer to players of the {{rl|demolition}} perk.&lt;br /&gt;
* {{anchor|difficulty}}&#039;&#039;&#039;[[difficulty]]&#039;&#039;&#039; — Options for difficulty were originally &#039;{{rl|beginner}}&#039;, &#039;{{rl|normal}}&#039;, &#039;{{rl|hard}}&#039; and &#039;{{rl|suicidal}}&#039;, but a &#039;{{rl|hell on earth}}&#039; difficulty was later added. Higher difficulties increase {{rl|specimen}} stats, tightens spawn rates and decrease specimen {{rl|bounty}}.&lt;br /&gt;
* {{anchor|DLC}}&#039;&#039;&#039;DLC&#039;&#039;&#039; — Downloadable Content. Require real life micro-transactions from the game&#039;s digital shop to unlock the content in game. Currently there are three DLC weapon packs and over 12 different cosmetic packs for players and weapon re-skins.&lt;br /&gt;
* {{anchor|dual wield}}&#039;&#039;&#039;dual wield&#039;&#039;&#039; —  An ability extended only to {{rl|secondary weapons}}; carrying and using two of the same gun at the expense of ammo and accuracy, &lt;br /&gt;
* {{anchor|dual wielding}}&#039;&#039;&#039;dual wielding&#039;&#039;&#039; — Present participle of {{rl|dual wield}}. &lt;br /&gt;
* {{anchor|DPS|dps}}&#039;&#039;&#039;DPS&#039;&#039;&#039; — {{rl|damage per second|Damage per second}} — Damage per second, calculated by dividing damage per shot to fire delay value described in seconds. Generally classified as &amp;quot;(overall) dps&amp;quot; but that expresses a very long sustained use with non-estimated pauses. Calculating &amp;quot;before reload dps&amp;quot; and &amp;quot;after reload dps&amp;quot; will give a rough sense of weapon switching or reloading after emptying the magazine in a real game at practice.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
* {{anchor|enrage}}&#039;&#039;&#039;enrage&#039;&#039;&#039; — {{rl|Fleshpound}}s and {{rl|Scrake}}s have short temper against pain and frustration. When their damage incur threshold or sightline conditions met, they will enrage with or without visual and audial cues. {{rl|Fleshpound}} enrage state made obvious with their shriek but has frustration for long sightline trigger as much as damage incurred over a small time span, ceases after they landed a hit or killed. {{rl|Scrake}} enrage state is more subtle as it only can be distinguished by instant increase in movement speed with louder murmuring when they incur 25-50% of their maximum health to never stop his assault unless {{rl|stun|disabled}} or killed.&lt;br /&gt;
* {{anchor|explosion}}&#039;&#039;&#039;explosion&#039;&#039;&#039; — Area damage and impact shock created by explosive {{rl|projectile}}s on impact or devices such as [[Grenade]] and [[Pipe bomb]]s. Area damage from the blast always separated from the impact damage; handheld {{rl|explosives}} spray shrapnels and {{rl|projectile}}s have blunt damage on impact. Upon explosion, blast collision checks for nearby targets position to apply damage and fall off regarding their distance from the center of the blast.&lt;br /&gt;
* {{anchor|explosive device}}&#039;&#039;&#039;explosive device&#039;&#039;&#039; — Generally describe handheld explosive devices such as {{rl|grenade}}s and {{rl|pipe bomb}}s.&lt;br /&gt;
* {{anchor|explosives}}&#039;&#039;&#039;explosives&#039;&#039;&#039; — Same expression as {{rl|explosive device}} with the addition of armed explosive {{rl|projectile}}s.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
* {{anchor|faked player}}&#039;&#039;&#039;faked player&#039;&#039;&#039;, &#039;&#039;&#039;faked&#039;&#039;&#039;, &#039;&#039;&#039;faked mut&#039;&#039;&#039; — Faked player {{rl|mutator}} to take on solo challenge modes with increased specimen count per wave but solo scale health. Faked player mutator can be customized to increase the faked player count 1-5 to simulate a 6 player game and tweak the minimum specimen health between 1 player and 6 player health scale as well. Sometimes faked player used as a slang to describe an {{rl|afk}} or useless {{rl|griefing}} player.&lt;br /&gt;
* {{anchor|field medic}}&#039;&#039;&#039;[[field medic]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in more durable {{rl|body armour}}, gas grenades and healing, both self and other players. Perk roles cover; tanking or {{rl|body block}}ing high threat aggression from big {{rl|specimen}} such as {{rl|fleshpound}} to keep others from harm&#039;s way and healing {{rl|squad}}. Often shortened to {{rl|medic}}).&lt;br /&gt;
* {{anchor|final wave}}&#039;&#039;&#039;final wave&#039;&#039;&#039; — The boss {{rl|wave}} where the players must fight the {{rl|Patriarch}}. Defined as wave 5/4 on {{rl|short game}}, 8/7 on {{rl|medium game}} or 11/10 on {{rl|long game}}.&lt;br /&gt;
* {{anchor|firebug}}&#039;&#039;&#039;[[firebug]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of {{rl|incendiary}} weaponry and incendiary grenades. Perk roles cover thinning the crowd with sustained afterburn and splash, and causing fire panic on big enraged {{rl|specimen}} when there&#039;s a breach. Can be mobile and break away from chokes with crowd control or override some enrage triggers or big specimen with {{rl|afterburn}}. Somewhat limited options against big specimen.&lt;br /&gt;
* {{anchor|flashlight}}&#039;&#039;&#039;flashlight&#039;&#039;&#039; — Part of the default equipment as a weapon attachment; alternate mode of starter pistol also available at some shotguns. Quick access default key is &#039;F&#039;, prioritize higher tier weapon with flashlight available when pressed. Helps player to see in dark places or behind smoke better by shining a light beam that recharges over time when not active.&lt;br /&gt;
* {{anchor|fleshpound}}&#039;&#039;&#039;[[Fleshpound]]&#039;&#039;&#039; — A hulking powerful {{rl|specimen}} that makes its {{rl|wave début}} on a {{rl|long game}} in the seventh {{rl|wave}}, on a {{rl|medium game}} appears on fifth wave and on {{rl|short game}} appears at fourth wave. Highest threat non-boss specimen and should be dispatched quickly before he frustrates by incurring damage or being unable to blow off steam in close combat. When left unattended for long an enraged Fleshpound wrecks havoc among your team composition.&lt;br /&gt;
* {{anchor|Fleshpound Party}}&#039;&#039;&#039;Fleshpound Party&#039;&#039;&#039; — Custom Sandbox game mode for challenge. Big specimen spawns such as {{rl|Fleshpound}} and {{rl|Scrake}} are amped up and max specimen count modified as well.&lt;br /&gt;
* {{anchor|flinch}}&#039;&#039;&#039;flinch&#039;&#039;&#039; — A control impaired state for {{rl|specimen}} of being mobile but unable to attack for a varying moment of occurance. All specimen in Killing Floor can be flinched or interrupted from attacking for a brief moment. There&#039;s no damage threshold requirement causing a flinch on most of the specimen, but a matter of timing their attack animation at the right moment and avoiding a direct collision to not snap them out are required. Only {{rl|Scrake}}s are an exception to require certain damage thresholds to be doled out in one single hit trajectory to be flinched for varying lengths such as {{rl|mini flinch}}, {{rl|heavy flinch}} or {{rl|stun|stunned}}.&lt;br /&gt;
* {{anchor|flinch combo}}&#039;&#039;&#039;flinch combo&#039;&#039;&#039; — Describes a burst damage spike after inducing a {{rl|flinch}} for a very brief moment on {{rl|Scrake}}. When used for non perk, Scrakes can be flinched by any type of attack as long as it&#039;s over 150 damage in one trajectory hit and lower than 667 damage. Damage range inbetween determines the {{rl|mini flinch}} and {{rl|heavy flinch}}.&lt;br /&gt;
* {{anchor|FP}}&#039;&#039;&#039;FP&#039;&#039;&#039; — Abbreviation of {{rl|Fleshpound}}, often used in game by players without microphones over text chat to warn team mates of their encounter. &lt;br /&gt;
* {{anchor|FPP}}&#039;&#039;&#039;FPP&#039;&#039;&#039; — Abbreviation of {{rl|Fleshpound Party}}.&lt;br /&gt;
* {{anchor|funnel}}&#039;&#039;&#039;funnel&#039;&#039;&#039; — Term for holding up in a spot with one entrance-exit gate creating a choke hold and whole team firing at same direction. Generally created by welding doors for make shift defenses. A cheap and easy tactic that leaves no room or need for trash clearing or sweeping but focus firing big targets as they approach.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
* {{anchor|game length}}&#039;&#039;&#039;game length&#039;&#039;&#039; — Defines the number of {{rl|waves}} that will occur in any given match. Default options for game length are {{rl|short game}}, {{rl|medium game}} and {{rl|long game}}. Short game has 4+1 waves, Medium game has 7+1 waves and Long game has 10+1 waves; each game session and length, end with one extra boss wave every time. Chosen length, also changes some of the special specimens&#039; first {{rl|wave début}} besides the specimen count increase between waves become more dense.&lt;br /&gt;
* {{anchor|gorefast}}&#039;&#039;&#039;[[Gorefast]]&#039;&#039;&#039; — A flayed looking dismembered humanoid {{rl|specimen}} swings a makeshift armblade. Serves as meatshield for other more dangerous specimen with its charging rushes and above mediocre health. His aggrevation chance on first sight increases with difficulty. Makes its {{rl|wave début}} on the first {{rl|wave}}.&lt;br /&gt;
* {{anchor|grenade}}&#039;&#039;&#039;grenade&#039;&#039;&#039; — Handheld explosives; rigid pieces of shrapnel engraved metallic alloy shells surrounding a fused explosive charge at its core. In the game their fuses duration can not be cooked by holding them but they are susceptible to sources of heat or other explosives for creating chain blasts.&lt;br /&gt;
* {{anchor|grenade combo}}&#039;&#039;&#039;grenade combo&#039;&#039;&#039; — A term that describes a speedkill volley combo of multiple {{rl|grenade}}s against {{rl|Fleshpound}}(s). Combo either includes utilizing a hard hit to enrage it on top of single grenade to stack more grenades to time the explosion barrage or a direct set off almost instantly by sources of heat or another explosive projectile by direct shots to wipe it outright.&lt;br /&gt;
* {{anchor|grief}}&#039;&#039;&#039;grief&#039;&#039;&#039; — Unwanted annoyances or problems to get a reaction, usually caused by player stereotype {{rl|griefer}}.&lt;br /&gt;
* {{anchor|griefer}}&#039;&#039;&#039;griefer&#039;&#039;&#039; — An intentionally disruptive player who causes {{rl|grief}}.&lt;br /&gt;
* {{anchor|griefing}}&#039;&#039;&#039;[[griefing]]&#039;&#039;&#039; — Present participle of {{rl|grief}}.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
* {{anchor|hard}}&#039;&#039;&#039;hard&#039;&#039;&#039; — A measurement of {{rl|difficulty}} above {{rl|normal}}. All {{rl|specimens}} gain %15 movement speed, 35%  maximum health and 25% damage respectively, besides tightened attack frequency and accuracy.&lt;br /&gt;
* {{anchor|head-up display}}&#039;&#039;&#039;[[head-up display]]&#039;&#039;&#039; —  The informational graphics found on the players screen, detailing {{rl|health}}, ammo etc.&lt;br /&gt;
* {{anchor|headshot}}&#039;&#039;&#039;headshot&#039;&#039;&#039; —  A blow to a specimen&#039;s head, dealing more damage which indicated by a thumping critical shot sound and possibly score a kill by {{rl|decapitation}}. Headshot multiplier applied by target taking damage with exceptions being [[M99]], [[Buzzsaw]] and [[Crossbow]], which applies the multiplier themselves before target takes damage to check for headshot after it. Melee weapons have 25% larger volume hitbox for landing headshots easier.&lt;br /&gt;
* {{anchor|head health}}&#039;&#039;&#039;head health&#039;&#039;&#039; —  The amount of damage needed in order to decapitate a specimen. It is 25 health base for all weaker specimens and scales up with {{rl|specimen}}&#039;s {{rl|difficulty}} multiplier for health. For stronger specimen it scales up with alive players at the moment of their spawn.&lt;br /&gt;
* {{anchor|health}}&#039;&#039;&#039;health&#039;&#039;&#039; — A measure of how much damage a player can sustain before they die, also called as an entity&#039;s {{rl|hitpoint}}s also describing effective health. Only the weakest {{rl|specimen}} will only scale up with {{rl|difficulty}} multiplier for health. Medium and higher threats will have their health scale up with alive player count at the moment of their spawn.&lt;br /&gt;
* {{anchor|heavy flinch}}&#039;&#039;&#039;heavy flinch&#039;&#039;&#039; — A moderate duration {{rl|flinch}} moment for {{rl|Scrake}} to become mobile but unable to attack as a reaction to any type of damage over 500 but lower than 667. For non-perk use [[Buzzsaw]] bodyshots and [[Crossbow]] headshots are capable of causing heavy flinch on Scrakes, as they gain resistance to the crossbow bolts in {{rl|suicidal}} and {{rl|hell on earth}} difficulty. Although requiring headshots, for on perk options; level 3-4 {{rl|Sharpshooter}} with any single shot rifle, level 3+ {{rl|berserker}} with any heavy weight melee or level 3+ {{rl|demolition}} can achieve that with any explosive headed projectile launcher.&lt;br /&gt;
* {{anchor|hell on earth}}&#039;&#039;&#039;hell on earth&#039;&#039;&#039; — Highest measurement of {{rl|difficulty}} over {{rl|suicidal}} and {{rl|hard}}. All {{rl|specimens}} gain 30% movement speed and 75% buff to their maximum health and damage respectively besides attack frequency and accuracy compared to {{rl|normal}} difficulty. Being the ultimate difficulty, random spread of damage and speed values become noticable and specimen also gain extra mechanics and restrictions apply against them to make the game harder.&lt;br /&gt;
* {{anchor|hit points|hit-points}}&#039;&#039;&#039;hit points&#039;&#039;&#039; — The unit for measuring {{rl|health}} of an non-player character or player. The maximum value for players being 100, can be protected with {{rl|armour}} for more effective health.&lt;br /&gt;
* {{anchor|hitscan|hitscan}}&#039;&#039;&#039;hitscan&#039;&#039;&#039; — Instant hit weapons that imitate bullet trajectory by checking collision with objects/targets at firing cone that originates from eye level, determined by spread value. An exception to this are melee weapons; they operate with very short distance hitscan checks and have no spread, kickback or recoil forces.&lt;br /&gt;
* {{anchor|hold spot}}&#039;&#039;&#039;hold spot&#039;&#039;&#039; A term used for team&#039;s position of choice, lanes that need to be hold may vary from a single one to three usually, sometimes four. It also can indicate a starting point when kiting together.&lt;br /&gt;
* {{anchor|horzine}}&#039;&#039;&#039;Horzine&#039;&#039;&#039; — The industry face of the fictional company that performed the experiments which led to the creation of the {{rl|specimen}}s.&lt;br /&gt;
* {{anchor|HP|hp}}&#039;&#039;&#039;HP&#039;&#039;&#039; — Health points or {{rl|hit points}}.&lt;br /&gt;
* {{anchor|HUD|hud}}&#039;&#039;&#039;HUD&#039;&#039;&#039; — {{rl|Head-up display}}.&lt;br /&gt;
* {{anchor|husk}}&#039;&#039;&#039;[[Husk]]&#039;&#039;&#039; — A burnt looking {{rl|specimen}} with a ranged fireball attack and a tendency to backtrack and steer behind other specimen to keep distance.&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
* {{anchor|incendiary}}&#039;&#039;&#039;incendiary&#039;&#039;&#039; — Gasoline, phosphorus or other chemical based devices and weapons used by the perk {{rl|firebug}} to {{rl|burning|burn}} specimen and inflict {{rl|afterburn}} damage from {{rl|splash}} effect or direct exposure. All {{rl|specimen}} are 50% weaker against incendiary direct hits. While {{rl|Bloat}}s are only vulnerable against direct hits, {{rl|Husk}} and {{rl|Fleshpound}} are resistant against {{rl|afterburn}} besides varying resistance against incendiary direct hits. Also, {{rl|Husk}}s can inflict {{rl|afterburn}} on {{rl|player character|players}} by ranged {{rl|splash}} damage attacks from a distance.&lt;br /&gt;
* {{anchor|inventory system}}&#039;&#039;&#039;[[inventory system]]&#039;&#039;&#039; — The name of system which controls a players inventory.&lt;br /&gt;
* {{anchor|iron sight|iron sights}}&#039;&#039;&#039;iron sights&#039;&#039;&#039; — Technically refers to the metal aiming sight found attached to some firearms, but can often simply refer to the act of using the aiming device on the weapon in question.&lt;br /&gt;
* {{anchor|Insane mutator}}&#039;&#039;&#039;Insane mutator&#039;&#039;&#039; / &#039;&#039;&#039;Insane mod&#039;&#039;&#039; — Sandbox challenge mod. Big specimen spawns are amped up and finishes with modified version of {{rl|Patriarch}} to be harder.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
* {{anchor|Jack}}&#039;&#039;&#039;Jack&#039;&#039;&#039;— End boss of the free Downloadable Content, Toy Master mod with only one map; Devil&#039;s Dollhouse. Unlike {{rl|Patriarch}}, Jack can not move and sends waves of specimen between his peek out sessions to throw explosives and circular blades at {{rl|squad}}.&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
* {{anchor|kevlar}}&#039;&#039;&#039;kevlar&#039;&#039;&#039; — Another term for {{rl|combat armour}}.&lt;br /&gt;
* {{anchor|kilogram}}&#039;&#039;&#039;kilogram&#039;&#039;&#039; — Measure of weight for equipment used by players, usually substitute for {{rl|weight block}}.&lt;br /&gt;
* {{anchor|kiting}}&#039;&#039;&#039;kiting&#039;&#039;&#039; — Also known as {{rl|training wheel}}. The act of leading the group of {{rl|specimens}} around, generally at a safe distance from {{rl|teammates}} or by teammates. Requires to keep a certain distance and the pulse of spawn rates by not stacking too much kills in a short period of time. This tactic can be performed as a team or a loner {{rl|berserker}} keeps some of the {{rl|specimen}} aggro on self, while rest of team stands the ground at their {{rl|hold spot}}.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
* {{anchor|length}}&#039;&#039;&#039;length&#039;&#039;&#039; — Can refer to {{rl|game length}}, how many waves in the current map.&lt;br /&gt;
* {{anchor|long game}}&#039;&#039;&#039;long game&#039;&#039;&#039; — Refers to game mode 11 {{rl|waves}} in {{rl|length}}. 10 standard waves and the {{rl|final wave}}.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
* {{anchor|map}}&#039;&#039;&#039;map&#039;&#039;&#039; — Singular noun of {{rl|maps}}.&lt;br /&gt;
* {{anchor|maps}}&#039;&#039;&#039;maps&#039;&#039;&#039; — Different gameplay layouts chosen and/or voted by present players or server cycle. Currently there are 33 [[List_of_official_maps|official maps]] with the latest released at winter of 2014 update.&lt;br /&gt;
* {{anchor|medic}}&#039;&#039;&#039;medic&#039;&#039;&#039; — {{rl|Field medic}}.&lt;br /&gt;
* {{anchor|medical syringe}}&#039;&#039;&#039;[[Medical syringe]]&#039;&#039;&#039; — Healing syringe. One of the default equipment given to the {{rl|player character}} to heal themselves or their teammates. Heals a limited amount health per injection and drains all of the charge when healing self. Always more potent while healing teammates and has increased self heal efficiency when {{rl|solo}}. {{rl|Field medic}} gets bonus for injection potency per appliance and charge regeneration rate.&lt;br /&gt;
* {{anchor|medium game}}&#039;&#039;&#039;medium game&#039;&#039;&#039; — Refers to a game 8 {{rl|waves}} in {{rl|length}}, 7 standard waves and the {{rl|final wave}}, but could also erroneously refer to {{rl|normal}} {{rl|difficulty}}.&lt;br /&gt;
* {{anchor|melee}}&#039;&#039;&#039;melee&#039;&#039;&#039; — Describes both, {{rl|specimen}} melee attacks or close combat weapons that mainly used by {{rl|Berserker}} {{rl|perk}} and the close quarter range that you need to land an effective hit with said melee weapons.&lt;br /&gt;
* {{anchor|mini flinch}}&#039;&#039;&#039;mini flinch&#039;&#039;&#039; — A very brief {{rl|flinch}} moment for {{rl|Scrake}} to become mobile but unable to attack as a reaction to any type of damage over 150 but lower than 500. For non-perk use any type of [[Fire axe]] chops, [[Katana]] alternative attack and [[Single Piston Long Musket|Musket]] shots capable of inflicting that brief pause to Scrake on bodyshots. Alternatively [[Lever-action rifle]], [[M14 EBR]], [[Machete]] alt fire and [[Katana]] primary attack require precise headshots to mini-flinch them.&lt;br /&gt;
* {{anchor|money}}&#039;&#039;&#039;money&#039;&#039;&#039; — Refers to the in-game currency; measured in pounds sterling (£).&lt;br /&gt;
* {{anchor|multiplayer}}&#039;&#039;&#039;multiplayer&#039;&#039;&#039; — A match with the ability to have more than one player. Perk progression is disabled with more than six players, the default maximum.&lt;br /&gt;
* {{anchor|mutator}}&#039;&#039;&#039;[[mutator]]&#039;&#039;&#039; — A mod usually designed to alter gameplay, non-{{rl|white listed}} mutators disable {{rl|perk}} progression.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
* {{anchor|nade}}&#039;&#039;&#039;nade&#039;&#039;&#039; — Short for {{rl|grenade}}.&lt;br /&gt;
* {{anchor|nade stack}}&#039;&#039;&#039;nade stack&#039;&#039;&#039; — Tossing {{rl|grenade}}s before the first one&#039;s fuse run off in quick succession to create a chain {{rl|explosion}}. Normally players able to toss 2 grenades per second (2.7 toss per second to be exact) but it&#039;s possible to stack up to 3-5 grenades with some practice and animation cancels.&lt;br /&gt;
* {{anchor|non-playable character}}&#039;&#039;&#039;non-playable character&#039;&#039;&#039; — A character not controlled by one of the participants. &lt;br /&gt;
* {{anchor|normal}}&#039;&#039;&#039;normal&#039;&#039;&#039; — When in reference to the {{rl|difficulty}} of the game, the base difficulty with no stat modifiers.&lt;br /&gt;
* {{anchor|NPC}}&#039;&#039;&#039;NPC&#039;&#039;&#039; — {{rl|Non-playable character}}. Also known as; non-player character.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
* {{anchor|patriarch}}&#039;&#039;&#039;[[Patriarch]]&#039;&#039;&#039; — The final boss, who makes his appearance in the {{rl|final wave}}. On-foot fastest {{rl|specimen}}, armed with a nerve controlled war platform which he uses to attack far distances while taking a stand. Escapes to heal after taking a knee.&lt;br /&gt;
* {{anchor|Pat}}&#039;&#039;&#039;Pat&#039;&#039;&#039;, &#039;&#039;&#039;Patrick&#039;&#039;&#039; - Common nicknames for the {{rl|Patriarch}}, used mainly to signify his presence or warn of the final wave. &lt;br /&gt;
* {{anchor|perk}}&#039;&#039;&#039;perk&#039;&#039;&#039; — Singular form of {{rl|perks}}.&lt;br /&gt;
* {{anchor|perks}}&#039;&#039;&#039;perks&#039;&#039;&#039; — The selectable classes available to the {{rl|player character}}, defined as either {{rl|berserker}}, {{rl|commando}}, {{rl|demolition}}, {{rl|field medic}}, {{rl|firebug}}, {{rl|sharpshooter}}, or {{rl|support specialist}}.&lt;br /&gt;
* {{anchor|perk setup}}&#039;&#039;&#039;perk setup&#039;&#039;&#039; — Term for overall perk choice of {{rl|team}} members. A balanced team setup should consist of perks that can deal each of the big specimen at individual lanes, a trash sweeper and a crowd control or healer/tank for a safety net.&lt;br /&gt;
* {{anchor|pipe bomb}}&#039;&#039;&#039;[[Pipe bomb]]&#039;&#039;&#039; / &#039;&#039;&#039;pipes&#039;&#039;&#039; — Handheld explosive devices with motion sensors. A pair of small metal pipes filled with plastic explosives tied to a circuit, triggered to explode by {{rl|specimen}} motion around them once armed. Perk {{rl|demolition}} gets a discount on them besides increased damage.&lt;br /&gt;
* {{anchor|player character}}&#039;&#039;&#039;player character&#039;&#039;&#039; — Singular form of {{rl|player characters}}.&lt;br /&gt;
* {{anchor|player characters}}&#039;&#039;&#039;player characters&#039;&#039;&#039; — The characters in the game whose actions are controlled by one of the participants.&lt;br /&gt;
* {{anchor|pre-damage}}&#039;&#039;&#039;pre-damage&#039;&#039;&#039; — Short term for &amp;quot;previously damaged&amp;quot;; usually used for big specimen that is damaged before a damage spiking finish or to state that they might be close to enraging on an assist participation.&lt;br /&gt;
* {{anchor|projectile}}&#039;&#039;&#039;projectile&#039;&#039;&#039; — Ballistic entities that either do impact damage or explode, both apply for some weapons. Created ballistic entities by projectile weapons, have their own hitbox to register a hit on collision independent of player eye level but still have kickback forces and might be subject to spread.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
* {{anchor|quick-heal}}&#039;&#039;&#039;quick-heal&#039;&#039;&#039; — A small macro for skipping {{rl|Syringe}}&#039;s self heal animation.&lt;br /&gt;
* {{anchor|quick scope}}&#039;&#039;&#039;quick scope&#039;&#039;&#039; &#039;&#039;&#039;quick a.d.s&#039;&#039;&#039; — Tapping aiming down {{rl|iron sights}} button twice in quick succession and shooting or burst firing inbetween before animation completes to negate some of the spread penalty. Generally a technique used by {{rl|sharpshooter}}s and {{rl|commando}}s.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
* {{anchor|range}}&#039;&#039;&#039;range&#039;&#039;&#039; — Describes effective trajectory distance of a weapon to describe its reach of {{rl|distance}} in-game. Single trajectory, smaller {{rl|spread}} and recoil helps to improve weapon&#039;s effective distance hence results in higher range score.&lt;br /&gt;
* {{anchor|recoil}}&#039;&#039;&#039;recoil&#039;&#039;&#039; — Kickback force that apply to the user when shooting, deviates their view ever so slightly from transferred momentum.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
* {{anchor|scrake}}&#039;&#039;&#039;[[Scrake]]&#039;&#039;&#039; — A powerful chainsaw wielding {{rl|specimen}} who makes his {{rl|wave début}} on a {{rl|long game}} in the fifth {{rl|wave}}, fourth wave in a {{rl|medium game}} and third wave in a {{rl|short game}}. Slow and calm until he suffers 25-50% of his maximum health to run amok non-stop until killed or disabled by a {{rl|stun}} for a mediocre duration.&lt;br /&gt;
* {{anchor|Sc}}&#039;&#039;&#039;Sc&#039;&#039;&#039; - an abbreviation of &#039;&#039;&#039;Scrake&#039;&#039;&#039;, used when players want to warn their teammates of the presence of a Scrake.&lt;br /&gt;
* {{anchor|ScrN}}&#039;&#039;&#039;ScrN&#039;&#039;&#039; - Short abbreviation of the &amp;quot;Scrake &#039;Naders&amp;quot;; balance and gameplay mod for Killing Floor. Adds whole new specimen, slightly modified multi perk capable weapons, new perks (Gunslinger, Combat Medic, Heavy Machine Gunner) and add balance changes to the existing perks while retaining the classic gameplay on these perks.&lt;br /&gt;
* {{anchor|sharpshooter}}&#039;&#039;&#039;[[sharpshooter]]&#039;&#039;&#039; — A perk class playable by the {{rl|player character}}, specialises precision rifles used for artistic shooting paired with military grade pistols. Capable of killing any big specimen with ease from any distance with accurate, high-damage {{rl|headshot}}s to {{rl|decapitation|decapitate}} them but gets punished when failed to prioritize immediate threats as it lacks crowd control to chew through combinated attacks.&lt;br /&gt;
* {{anchor|short game}}&#039;&#039;&#039;short game&#039;&#039;&#039; — Refers to a game 5 {{rl|waves}} in length. 4 standard waves and the {{rl|final wave}}. &lt;br /&gt;
* {{anchor|siren}}&#039;&#039;&#039;[[Siren]]&#039;&#039;&#039; — A blind female {{rl|specimen}} that unleashes an ear shattering scream in tightly packed waves that applies a small pull force to {{rl|player characters}} caught in it within&#039; a wide area of effect. Has a tendency to mutter, listen to gun noises, shuffle behind other specimen and nod her head before screaming and cause disorientation.&lt;br /&gt;
* {{anchor|slow-rage}}&#039;&#039;&#039;slow-rage&#039;&#039;&#039; — A homestasis state where {{rl|Scrake}} is aggravated but can not run fast to reach any of its target so stays in a staggered slow moving state with jumbled run animation. Caused by inflicting a successful {{rl|heavy flinch}} or stacked {{rl|afterburn}} with a methodic approach. Scrake shakes this state off when they eventually come in collision contact with any player.&lt;br /&gt;
* {{anchor|soft decapitation}}&#039;&#039;&#039;soft decapitation&#039;&#039;&#039; — In case specimen decapitated by something really weak and low damage but their body health can tank the decapitating hit damage, they will bleed out slowly headless, losing health in increments over time before finally keeling over after wailing aimlessly. Bleed duration before death depends on specimen&#039;s type as they lose it on small integers over a fixated time, but remaining health after decapitation affects it too.&lt;br /&gt;
* {{anchor|solo}}&#039;&#039;&#039;solo&#039;&#039;&#039; — Single-player mode.&lt;br /&gt;
* {{anchor|SP}}&#039;&#039;&#039;SP&#039;&#039;&#039; — Short abbreviation for &amp;quot;Single Player&amp;quot; or {{rl|solo}}. Sometimes used to mention, &#039;Steampunk&#039; player model {{rl|DLC}}s or gold-plated &#039;Steampunk&#039; weapons from the second Community Weapon Pack.&lt;br /&gt;
* {{anchor|specimen}}&#039;&#039;&#039;specimen&#039;&#039;&#039; — Singular of {{rl|specimens}}.&lt;br /&gt;
* {{anchor|specimens}}&#039;&#039;&#039;[[specimens]]&#039;&#039;&#039; — The main enemy; an experiment took the point of no return. Bio engineered army of freaks by the lead of {{rl|Horzine}} upon the request of British Government to create an obeying army of super powered soldiers that doesn&#039;t fear or question orders and disposable. Often referred to as zombies, and officially, but rarely, as {{rl|Zeds}} or creatures.&lt;br /&gt;
* {{anchor|speed-kill}}&#039;&#039;&#039;speed-kill&#039;&#039;&#039;, &#039;&#039;&#039;speedkill&#039;&#039;&#039; — Combinated and planned inputs that require quick succession to dispatch a big {{rl|specimen}} like {{rl|Scrake}} and {{rl|Fleshpound}} swiftly before they become a nuisance with their enraged state. Require committance and help from teammates to clear and eliminate any protruding threats towards the {{rl|player character}} stepping forward to engage the big specimen.&lt;br /&gt;
* {{anchor|splash}}&#039;&#039;&#039;splash&#039;&#039;&#039; — A general term to remark area of effect damage from {{rl|projectile}}s only. Can be used to specify pure blast damage of {{rl|explosion}}s, ignoring the physical impact damage of the collision. Else it indicate the attacks that has no physical impact damage, nor fiery explosions but still has an area of effect. Usually describes the damage caused by collateral damage or whiffed explosion on the intended target. As an example {{rl|incendiary}} attacks or {{rl|bile}} can deal splash damage to a small area besides {{rl|explosives}}.&lt;br /&gt;
* {{anchor|spread}}&#039;&#039;&#039;spread&#039;&#039;&#039; — Deviation of firearms affected by recoil forces upon fire. Each weapon has the same spread value on first shot, then accumulates it for every shot fired under half second to reach its max value of 0.12 at the sixth shot. Spread accumulated per shot can be reduced by {{rl|crouching}} or perk bonuses for specific weapons that reduce kickback and spread under the name of recoil mitigation.&lt;br /&gt;
* {{anchor|Squad}}&#039;&#039;&#039;[[squad]]&#039;&#039;&#039; — {{rl|player characters}} that embody the entirety of team.&lt;br /&gt;
* {{anchor|stock bash}}&#039;&#039;&#039;stock bash&#039;&#039;&#039; — Weapon stock bash that deals damage to specimen, introduced in {{rl|ScrN}} mod first and carried over to the second installment.&lt;br /&gt;
* {{anchor|stun}}&#039;&#039;&#039;stun&#039;&#039;&#039; — A control impairment state for {{rl|specimen}} that renders the specimen disabled, along the duration of stun they&#039;re unable to move and attack. Only a few specimen can get stunned in the game and it requires a certain damage threshold requirement in one single hit to be met. To name {{rl|Stalker}}s, {{rl|Gorefast}}s, {{rl|Husk}}s and {{rl|Scrake}}s can get stunned if they incur enough damage over a certain threshold in one single trajectory hit or area of effect damage.&lt;br /&gt;
* {{anchor|support specialist|Support Specialist}}&#039;&#039;&#039;[[support specialist]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of shotguns, {{rl|grenade}}s and welding doors to hold off or redirect streams of {{rl|specimen}}. Perk roles array between sweeping small {{rl|specimen}} to killing multiple {{rl|Scrake}}s or {{rl|Fleshpound}}s with swift {{rl|speed-kill}} inputs, but suffers from limited ammunition, lack of range, long reload times and prone to getting interrupted by {{rl|Siren}} or {{rl|Husk}} often. Sometimes shortened to &#039;support&#039;.&lt;br /&gt;
* {{anchor|suicidal}}&#039;&#039;&#039;suicidal&#039;&#039;&#039; — A measurement of {{rl|difficulty}} over {{rl|hard}}. All {{rl|specimens}} gain 22% movement speed, deals 50% more damage and 55% health stat buffs over {{rl|normal}} difficulty. The penultimate difficulty that adds mechanics and restrictions apply to some {{rl|specimen}} to make the game harder.&lt;br /&gt;
* {{anchor|survival game}}&#039;&#039;&#039;survival game&#039;&#039;&#039; — Classic, traditional game mode that uses scripted sequences to spawn limited {{rl|specimens}} which their number scaled with active players along the waves depending on {{rl|game length}}.&lt;br /&gt;
* {{anchor|stalker}}&#039;&#039;&#039;[[Stalker]]&#039;&#039;&#039; — A cloaking female {{rl|specimen}} that is hard to detect with a feint shimmer, whispering mockery until too close to attack. Runs around in circles and sneak under eye level in a hunched position to avoid fire line.&lt;br /&gt;
* {{anchor|syringe}}&#039;&#039;&#039;[[Syringe]]&#039;&#039;&#039; — {{rl|medical syringe}}.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
* {{anchor|tanking}}&#039;&#039;&#039;tanking&#039;&#039;&#039; — Taking aggression of an immediate threat such as {{rl|Fleshpound}} or {{rl|Scrake}} to thwart the brunt of damage away from {{rl|teammates}}. Sometimes referred as capability of enduring any sort of attack for a limited time.&lt;br /&gt;
* {{anchor|target distance}}&#039;&#039;&#039;target distance&#039;&#039;&#039; — Target {{rl|specimen}}&#039;s distance from {{rl|player character}}&#039;s location. When looked at the horizon parallel to the ground, it&#039;s easy to distinguish if a target is far away or too close by checking some features. At up close, player shouldn&#039;t be able to see target&#039;s feet while looking at horizon, as they&#039;d be concealed out of view from that distance first, then legs. When too close obviously tall specimens&#039; head and face features are impossible to see while staring at horizon level parallel to the ground as well. At medium distance, player should be able to see target specimen&#039;s full body with the smallest details intact, such as; small cybernetic lights, visible scars, belt buckles, full-body braces and iris of their eyes. When looking at the horizon level and at long distance, estimated 40 meters and beyond, some small details will be lost or indistinguishable to tell.&lt;br /&gt;
* {{anchor|teammates}}&#039;&#039;&#039;teammates&#039;&#039;&#039; — Sometimes refer to entirety of present {{rl|squad}} or smaller group of players that holds a specific lane at a hold spot.&lt;br /&gt;
* {{anchor|test map}}&#039;&#039;&#039;test map&#039;&#039;&#039; — Community created sandbox playground maps with spawn triggers to test {{rl|speed-kill}}s against health scaled specimen and variable approaches against different combination of attacks. Testmaps have instant respawn for players and an always active trader, so trying again is encouraged. For {{rl|player character|players}} convenience, some later developed test maps have; insta-kill projectiles on demand, teleport to certain areas and god mode commands added, so maps can not be locked out by {{rl|griefing}} players via mass spawn of specimen.&lt;br /&gt;
* {{anchor|trader}}&#039;&#039;&#039;[[trader]]&#039;&#039;&#039; — Gun merchant who only opens her doors when all {{rl|specimen}} in a {{rl|wave}} is dead.&lt;br /&gt;
* {{anchor|training}}&#039;&#039;&#039;training&#039;&#039;&#039; — Term for training in the {{rl|test map}}.&lt;br /&gt;
* {{anchor|training wheel}}&#039;&#039;&#039;training wheel&#039;&#039;&#039; — Slang for the act of leading an enemy around, generally at a safe distance from team-mates. Also known as {{rl|kiting}}.&lt;br /&gt;
* {{anchor|trash specimen}}&#039;&#039;&#039;trash specimen&#039;&#039;&#039;, &#039;&#039;&#039;trash zeds&#039;&#039;&#039;, &#039;&#039;&#039;trash&#039;&#039;&#039; — General term for a group of very flimsy specimen such as {{rl|stalker}} and {{rl|crawler}}, sometimes {{rl|clot}} included.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
* {{anchor|uppercut}}&#039;&#039;&#039;uppercut&#039;&#039;&#039; — A {{rl|flinch}} combo variant against {{rl|Scrake}} that specifically describing crouching after the flinch to aim at its head better to stabilize the trajectory. Sometimes such uppercut moves mentioned to be useful for {{rl|Gorefast}}s.&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
* {{anchor|walking}}&#039;&#039;&#039;walking&#039;&#039;&#039; — An action performed by player by pressing down the Ctrl button (default), slows down player down to same speed as aiming down the sights. Don&#039;t have much use besides tweaking distance while kiting a big specimen.&lt;br /&gt;
* {{anchor|wave}}&#039;&#039;&#039;wave&#039;&#039;&#039; — Singular of {{rl|waves}}.&lt;br /&gt;
* {{anchor|wave debut|wave début}}&#039;&#039;&#039;wave début&#039;&#039;&#039; — The earliest possible {{rl|wave}} any given {{rl|specimen}} can appear, usually in reference to {{rl|long game}}.&lt;br /&gt;
* {{anchor|waves}}&#039;&#039;&#039;waves&#039;&#039;&#039; — Refers to the &#039;levels&#039; of match during which time the team is onset by the {{rl|specimens}}. The number of waves is determined by the {{rl|game length}}.&lt;br /&gt;
* {{anchor|weight block}}&#039;&#039;&#039;weight block&#039;&#039;&#039; — Singular form of {{rl|weight blocks}}. Measure unit is a kilogram for one single block as its icon suggests. Usually players can hear the word {{rl|kilogram}} used instead of block or weight block.&lt;br /&gt;
* {{anchor|weight blocks}}&#039;&#039;&#039;weight blocks&#039;&#039;&#039; — The aspect of the {{rl|inventory system}} which governs how much a player can carry.&lt;br /&gt;
* {{anchor|whitelist}}{{anchor|white list}}&#039;&#039;&#039;[[whitelist]]&#039;&#039;&#039; — The list of maps and {{rl|mutators}} that will allow {{rl|perk}} progression during a game.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
* {{anchor|zed extender}}&#039;&#039;&#039;zed extender&#039;&#039;&#039; — Addresses {{rl|perk}}s that can extend and chain {{rl|zed time}}, namely {{rl|commando}} and {{rl|berserker}}. Sometimes used to classify rapid weapons with short sustain or low damage efficiency, used by those perks to chain kills in {{rl|zed time}}.&lt;br /&gt;
* {{anchor|zeds}}&#039;&#039;&#039;zeds&#039;&#039;&#039; — The official nickname for the {{rl|specimens}} which saw use by a small number of players. Based on the movie &amp;quot;Shaun of the Dead&amp;quot;, where the characters describe the zombies as Zeds.&lt;br /&gt;
* {{anchor|Zed time}}&#039;&#039;&#039;Zed time&#039;&#039;&#039; — A bullet-time system which activates during particular kills, quick dispatches, mass kills, engaging up to big specimen and slows the game down to 20% for dramatic effect. ZED time can be extended by some perk bonuses dedicated to {{rl|Commando}} and {{rl|Berserker}}. Along the slowed time phase, weapons that are {{rl|hitscan}} will behave like {{rl|projectile}} weapons. That throw most players off from their aim and requires a dedicated ZED time extender. Some servers disable this feature of the game by No Drama {{rl|mutator}}.&lt;br /&gt;
* {{anchor|zerk}}&#039;&#039;&#039;zerk&#039;&#039;&#039; — Short name for {{rl|Berserker}}, one of the {{rl|perk}} roles.&lt;br /&gt;
* {{anchor|zombie}}&#039;&#039;&#039;zombie&#039;&#039;&#039; — Singular of {{rl|zombies}}. A name often used to refer to a {{rl|specimen}}.&lt;br /&gt;
* {{anchor|zombies}}&#039;&#039;&#039;zombies&#039;&#039;&#039; — A name often used to refer to the {{rl|specimens}}.&lt;br /&gt;
* {{anchor|zoom}}&#039;&#039;&#039;zoom&#039;&#039;&#039; — Magnifying ratio of combat scopes or a general name for combat scopes attached on the {{rl|iron sights}} of a weapon.&lt;br /&gt;
* {{anchor|zoom-in}}&#039;&#039;&#039;zoom-in&#039;&#039;&#039; — {{rl|a.d.s.|Aiming down sights}} of a weapon with any sort of combat scope attached.&lt;br /&gt;
&lt;br /&gt;
{{language bar}}&lt;br /&gt;
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[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Help:Glossary&amp;diff=196</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Help:Glossary&amp;diff=196"/>
		<updated>2021-06-27T10:17:49Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a glossary of terms used throughout the articles of the &#039;&#039;[[Killing Floor]]&#039;&#039; wiki and their meaning in relation to &#039;&#039;Killing Floor&#039;&#039;. Many of the terms may have alternate meanings outside the context of the &#039;&#039;Killing Floor&#039;&#039; universe. Links in bold will lead to articles dedicated to the subject, others link to the relevant section of this article.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Table of Contents:&#039;&#039;&#039; {{rl|A}} [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] __NOTOC__&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
* {{anchor|A.D.S.}} &#039;&#039;&#039;A.D.S.&#039;&#039;&#039; — Short abbreviation for Aiming Down Sights or Aiming Down {{rl|iron sights}}. Sometimes mentioned as &amp;quot;quick a.d.s.&amp;quot; or {{rl|quick scope}} for describing an animation cancel by tapping aim down button (default: Mouse2) twice in quick succession with shot fired inbetween.&lt;br /&gt;
* {{anchor|afterburn}}&#039;&#039;&#039;afterburn&#039;&#039;&#039; — Lingering fire damage over time, dealt over the incrementals of 3-4 damage each half a second and stacks. {{rl|Firebug}} perk gets improved afterburn damage on perk related weapons except [[MAC-10]] and [[Trenchgun]].&lt;br /&gt;
* {{anchor|afk}}&#039;&#039;&#039;afk&#039;&#039;&#039;, &#039;&#039;&#039;away from keyboard&#039;&#039;&#039; — Idle player that doesn&#039;t move. Sometimes jokingly mentioned as {{rl|faked player}}.&lt;br /&gt;
* {{anchor|ammo box}}&#039;&#039;&#039;ammo box&#039;&#039;&#039; — Randomly spawning ammunition boxes at pre-determined places in maps. Always replenish two clip or two magazine worth of ammunition for automatic or semi auto weapons, and replenish varying ammo count for heavy hitter or explosive weapons. They spawn less frequently at high difficulty levels and this makes them rare to come by while kiting around the map. On top of that ammo boxes have diminishing chances of replenishing {{rl|grenade}}s and {{rl|pipe bomb}}s with each increased difficulty scale. While this is guaranteed to find either grenade or pipe bombs or both in {{rl|beginner}} difficulty on ammo box pickups, it&#039;s a measly 14% chance in {{rl|hell on earth}}.&lt;br /&gt;
* {{anchor|assist}}&#039;&#039;&#039;assist&#039;&#039;&#039; — Assistance number on a secured score kill by another player. Even dealing the slightest amount of damage to a {{rl|specimen}} will count towards assist number when they&#039;re dead and cause {{rl|bounty}} to split between players regarding the damage they have dealt.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
* {{anchor|backstab}}&#039;&#039;&#039;backstab&#039;&#039;&#039; — Attacking any specimen from behind with a {{rl|melee}} weapon. All melee weapons have double damage as backstab multiplier when attacked from behind. This damage multiplier can be improved by {{rl|headshot}}s.&lt;br /&gt;
* {{anchor|beginner}}&#039;&#039;&#039;beginner&#039;&#039;&#039; — Either the easy mode of {{rl|difficulty}}, or a player who&#039;s new to the game. The two are often found together. Beginner difficulty specimen moves 5% slower, has 50% health and deals 63% less ranged damage and 70% less melee damage respectively compared to the {{rl|normal}} difficulty.&lt;br /&gt;
* {{anchor|berserker}}&#039;&#039;&#039;[[berserker]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in melee combat.&lt;br /&gt;
* {{anchor|bile}}&#039;&#039;&#039;bile&#039;&#039;&#039; — Toxic and acidic substance that mustered by {{rl|Bloat}}s and puked upon their targets to tenderize them. Puke causes {{rl|splash}} damage and clings onto the target with no minimum damage requirement to cause damage over time. {{rl|player characters|Players}} can use bile attacks with the {{rl|DLC}} weapons to cause {{rl|specimen}} to aggrevate against the nearest Bloat.&lt;br /&gt;
* {{anchor|bloat}}&#039;&#039;&#039;[[Bloat]]&#039;&#039;&#039; — A large {{rl|specimen}} that can make its appearance on the first {{rl|wave}}. Vulnerable against direct hit {{rl|incendiary}} weapons and stands as a durable meat shield with high health but a weak head. Puking acidic bile over player characters as he slowly waddle over them and burst into a rain of acidic goop when killed. His aggression chance of puking as he walks over increases with {{rl|difficulty}}.&lt;br /&gt;
* {{anchor|block}}&#039;&#039;&#039;block&#039;&#039;&#039; — Scrapped ability of {{rl|Fleshpound}} of the first game. Re-introduced in the second installment as a mechanic for {{rl|player character}}s and {{rl|specimen}} ability.&lt;br /&gt;
* {{anchor|body block}}&#039;&#039;&#039;body block&#039;&#039;&#039; — As long as {{rl|specimen}} has a sightline on its main target, they will ignore collision with other players as long as others don&#039;t attack them or aggrevate with gunfire noise. This allows durable perk players such as {{rl|Berserker}} and {{rl|Field Medic}}, to lead {{rl|Scrake}} or {{rl|Fleshpound}} near to a wall by steering around them for getting them stuck in narrow halls. By leaving a very narrow gap between themselves and the nearest wall, specimen navigation ignores blockade player and stands there to become a free target as long as their main target on sightline, doesn&#039;t circle out of position too wide or lose eye contact. This tactic requires team work to exploit specimen artificial intelligence; more than one person who intend to block specimen may ruin this and main target will be forced to not lose eye sight&lt;br /&gt;
* {{anchor|bounty}}&#039;&#039;&#039;bounty&#039;&#039;&#039; — How much money killing any given {{rl|specimen}} will garner, in British pounds. Varies between {{rl|specimen}}s and {{rl|difficulty|difficulty scale}}. Rewarded bounty money can be split between kill assisting players and the player did the last hit depending on the damage they dealt to the specimen.&lt;br /&gt;
* {{anchor|burning}}&#039;&#039;&#039;burning&#039;&#039;&#039; — Burning condition is incendiary damage incurred being equal or over 15 to lit up. A flamethrower on a direct contact always burn specimen. All {{rl|specimen}}s are 50% weaker to direct shot from incendiary attacks. {{rl|Bloat}}s are 50% weaker on top of that making them suffer over double damage from incendiary attacks directly hit their body mass.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
* {{anchor|clot}}&#039;&#039;&#039;[[Clot]]&#039;&#039;&#039; — A weak {{rl|specimen}} found in all {{rl|waves}}. Capable of pinning down player at its a grasp but deals weak damage. Not considered dangerous when alone or from a distance, but tends to approach player at blind angles to initiate an assault from other {{rl|specimens}}. Sometimes grouped as {{rl|trash specimen}} with {{rl|crawler}} and {{rl|stalker}}.&lt;br /&gt;
* {{anchor|combat armour}}&#039;&#039;&#039;[[combat armour]]&#039;&#039;&#039; — Protective piece of equipment that absorb a grand amount of damage. Absorb rate is 77% by default but can be lower or higher due how game handles both health and armor. The {{rl|Beginner}} {{rl|difficulty}} scale, makes armour about 70% sturdier for all players and {{rl|Field Medic}} gets high resistances per perk level as long as they have armour.&lt;br /&gt;
* {{anchor|commando}}&#039;&#039;&#039;[[commando]]&#039;&#039;&#039; — a perk class playable by the {{rl|player character}}, specialises in using assault rifles. Perk roles generally cover the trash sweeping and {{rl|Zed time}} extending on kill to press an attack. Generally flexible perk on equipment thanks to reload speed but not durable and perk resources are limited against strong specimen.&lt;br /&gt;
* {{anchor|crawler}}&#039;&#039;&#039;[[Crawler]]&#039;&#039;&#039; — A weak {{rl|specimen}} found in most {{rl|waves}}, usually considered a nuisance. Can spawn in unexpected high places and anywhere deemed out of {{rl|player character}}&#039;s line of sight.&lt;br /&gt;
* {{anchor|crisped}}&#039;&#039;&#039;crisped&#039;&#039;&#039; — After incurring tenth {{rl|afterburn}} tick damage, approximately over 5 seconds, the {{rl|burning}} {{rl|specimen}} that can endure it becomes charred up and cause them to move 20% slower and worsen their reaction times. If that&#039;s a big specimen, this crisped state overrides some enrage mechanics.&lt;br /&gt;
* {{anchor|crouching}}&#039;&#039;&#039;crouching&#039;&#039;&#039; — Crouching (default key: C) prevents the player from falling off edges along with a reduction of speed. While it doesn&#039;t come into play often due map layout and hold spot of choice, it also has a small benefit of cutting down spread by 15%. Generally preferred by {{rl|commando}}s for mitigating spread further and {{rl|firebug}}s for minimizing visibility issues at certain positions.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
* {{anchor|damage per second}}&#039;&#039;&#039;damage per second&#039;&#039;&#039; — The amount of damage a {{rl|weapon}} or {{rl|specimen}} can inflict in a second, not always counting for reloading or other downtimes.&lt;br /&gt;
* {{anchor|dead}}&#039;&#039;&#039;dead&#039;&#039;&#039; — A state of being that players and {{rl|specimens}} occupy once all of their {{rl|hit points}} are depleted.&lt;br /&gt;
* {{anchor|decapitation}}&#039;&#039;&#039;decapitation&#039;&#039;&#039; — Exhausting the head health of specimen by {{rl|headshot}}s will leave them headless and unable to use their special abilities. Whether they die or slowly bleed out on decapitation depends on the last shot to determine decapitating last hit&#039;s damage to their body health. Latter mentioned as {{rl|soft decapitation}} also.&lt;br /&gt;
* {{anchor|demo}}&#039;&#039;&#039;demo&#039;&#039;&#039; — A shortened term for the perk {{rl|demolition}}.&lt;br /&gt;
* {{anchor|demolition}}&#039;&#039;&#039;[[demolition]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of {{rl|explosive device}}s. Perk role covers killing multiple {{rl|Fleshpound}}s when any other perk would fall flat, clearing large groups after mass spawns emerged. Can kill anything in game with stacked {{rl|explosion}}s, well aimed {{rl|explosive}} {{rl|projectile}}s and smart use of {{rl|grenade}}s, but held off by slow reload times, limited ammo, causing visibility problems and retailiating spawn rates.&lt;br /&gt;
* {{anchor|demoman}}&#039;&#039;&#039;demoman&#039;&#039;&#039; — A term originating from Team Fortress 2, sometimes used to refer to players of the {{rl|demolition}} perk.&lt;br /&gt;
* {{anchor|difficulty}}&#039;&#039;&#039;[[difficulty]]&#039;&#039;&#039; — Options for difficulty were originally &#039;{{rl|beginner}}&#039;, &#039;{{rl|normal}}&#039;, &#039;{{rl|hard}}&#039; and &#039;{{rl|suicidal}}&#039;, but a &#039;{{rl|hell on earth}}&#039; difficulty was later added. Higher difficulties increase {{rl|specimen}} stats, tightens spawn rates and decrease specimen {{rl|bounty}}.&lt;br /&gt;
* {{anchor|DLC}}&#039;&#039;&#039;DLC&#039;&#039;&#039; — Downloadable Content. Require real life micro-transactions from the game&#039;s digital shop to unlock the content in game. Currently there are three DLC weapon packs and over 12 different cosmetic packs for players and weapon re-skins.&lt;br /&gt;
* {{anchor|dual wield}}&#039;&#039;&#039;dual wield&#039;&#039;&#039; —  An ability extended only to {{rl|secondary weapons}}; carrying and using two of the same gun at the expense of ammo and accuracy, &lt;br /&gt;
* {{anchor|dual wielding}}&#039;&#039;&#039;dual wielding&#039;&#039;&#039; — Present participle of {{rl|dual wield}}. &lt;br /&gt;
* {{anchor|DPS|dps}}&#039;&#039;&#039;DPS&#039;&#039;&#039; — {{rl|damage per second|Damage per second}} — Damage per second, calculated by dividing damage per shot to fire delay value described in seconds. Generally classified as &amp;quot;(overall) dps&amp;quot; but that expresses a very long sustained use with non-estimated pauses. Calculating &amp;quot;before reload dps&amp;quot; and &amp;quot;after reload dps&amp;quot; will give a rough sense of weapon switching or reloading after emptying the magazine in a real game at practice.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
* {{anchor|enrage}}&#039;&#039;&#039;enrage&#039;&#039;&#039; — {{rl|Fleshpound}}s and {{rl|Scrake}}s have short temper against pain and frustration. When their damage incur threshold or sightline conditions met, they will enrage with or without visual and audial cues. {{rl|Fleshpound}} enrage state made obvious with their shriek but has frustration for long sightline trigger as much as damage incurred over a small time span, ceases after they landed a hit or killed. {{rl|Scrake}} enrage state is more subtle as it only can be distinguished by instant increase in movement speed with louder murmuring when they incur 25-50% of their maximum health to never stop his assault unless {{rl|stun|disabled}} or killed.&lt;br /&gt;
* {{anchor|explosion}}&#039;&#039;&#039;explosion&#039;&#039;&#039; — Area damage and impact shock created by explosive {{rl|projectile}}s on impact or devices such as [[Grenade]] and [[Pipe bomb]]s. Area damage from the blast always separated from the impact damage; handheld {{rl|explosives}} spray shrapnels and {{rl|projectile}}s have blunt damage on impact. Upon explosion, blast collision checks for nearby targets position to apply damage and fall off regarding their distance from the center of the blast.&lt;br /&gt;
* {{anchor|explosive device}}&#039;&#039;&#039;explosive device&#039;&#039;&#039; — Generally describe handheld explosive devices such as {{rl|grenade}}s and {{rl|pipe bomb}}s.&lt;br /&gt;
* {{anchor|explosives}}&#039;&#039;&#039;explosives&#039;&#039;&#039; — Same expression as {{rl|explosive device}} with the addition of armed explosive {{rl|projectile}}s.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
* {{anchor|faked player}}&#039;&#039;&#039;faked player&#039;&#039;&#039;, &#039;&#039;&#039;faked&#039;&#039;&#039;, &#039;&#039;&#039;faked mut&#039;&#039;&#039; — Faked player {{rl|mutator}} to take on solo challenge modes with increased specimen count per wave but solo scale health. Faked player mutator can be customized to increase the faked player count 1-5 to simulate a 6 player game and tweak the minimum specimen health between 1 player and 6 player health scale as well. Sometimes faked player used as a slang to describe an {{rl|afk}} or useless {{rl|griefing}} player.&lt;br /&gt;
* {{anchor|field medic}}&#039;&#039;&#039;[[field medic]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in more durable {{rl|body armour}}, gas grenades and healing, both self and other players. Perk roles cover; tanking or {{rl|body block}}ing high threat aggression from big {{rl|specimen}} such as {{rl|fleshpound}} to keep others from harm&#039;s way and healing {{rl|squad}}. Often shortened to {{rl|medic}}).&lt;br /&gt;
* {{anchor|final wave}}&#039;&#039;&#039;final wave&#039;&#039;&#039; — The boss {{rl|wave}} where the players must fight the {{rl|Patriarch}}. Defined as wave 5/4 on {{rl|short game}}, 8/7 on {{rl|medium game}} or 11/10 on {{rl|long game}}.&lt;br /&gt;
* {{anchor|firebug}}&#039;&#039;&#039;[[firebug]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of {{rl|incendiary}} weaponry and incendiary grenades. Perk roles cover thinning the crowd with sustained afterburn and splash, and causing fire panic on big enraged {{rl|specimen}} when there&#039;s a breach. Can be mobile and break away from chokes with crowd control or override some enrage triggers or big specimen with {{rl|afterburn}}. Somewhat limited options against big specimen.&lt;br /&gt;
* {{anchor|flashlight}}&#039;&#039;&#039;flashlight&#039;&#039;&#039; — Part of the default equipment as a weapon attachment; alternate mode of starter pistol also available at some shotguns. Quick access default key is &#039;F&#039;, prioritize higher tier weapon with flashlight available when pressed. Helps player to see in dark places or behind smoke better by shining a light beam that recharges over time when not active.&lt;br /&gt;
* {{anchor|fleshpound}}&#039;&#039;&#039;[[Fleshpound]]&#039;&#039;&#039; — A hulking powerful {{rl|specimen}} that makes its {{rl|wave début}} on a {{rl|long game}} in the seventh {{rl|wave}}, on a {{rl|medium game}} appears on fifth wave and on {{rl|short game}} appears at fourth wave. Highest threat non-boss specimen and should be dispatched quickly before he frustrates by incurring damage or being unable to blow off steam in close combat. When left unattended for long an enraged Fleshpound wrecks havoc among your team composition.&lt;br /&gt;
* {{anchor|Fleshpound Party}}&#039;&#039;&#039;Fleshpound Party&#039;&#039;&#039; — Custom Sandbox game mode for challenge. Big specimen spawns such as {{rl|Fleshpound}} and {{rl|Scrake}} are amped up and max specimen count modified as well.&lt;br /&gt;
* {{anchor|flinch}}&#039;&#039;&#039;flinch&#039;&#039;&#039; — A control impaired state for {{rl|specimen}} of being mobile but unable to attack for a varying moment of occurance. All specimen in Killing Floor can be flinched or interrupted from attacking for a brief moment. There&#039;s no damage threshold requirement causing a flinch on most of the specimen, but a matter of timing their attack animation at the right moment and avoiding a direct collision to not snap them out are required. Only {{rl|Scrake}}s are an exception to require certain damage thresholds to be doled out in one single hit trajectory to be flinched for varying lengths such as {{rl|mini flinch}}, {{rl|heavy flinch}} or {{rl|stun|stunned}}.&lt;br /&gt;
* {{anchor|flinch combo}}&#039;&#039;&#039;flinch combo&#039;&#039;&#039; — Describes a burst damage spike after inducing a {{rl|flinch}} for a very brief moment on {{rl|Scrake}}. When used for non perk, Scrakes can be flinched by any type of attack as long as it&#039;s over 150 damage in one trajectory hit and lower than 667 damage. Damage range inbetween determines the {{rl|mini flinch}} and {{rl|heavy flinch}}.&lt;br /&gt;
* {{anchor|FP}}&#039;&#039;&#039;FP&#039;&#039;&#039; — Abbreviation of {{rl|Fleshpound}}, often used in game by players without microphones over text chat to warn team mates of their encounter. &lt;br /&gt;
* {{anchor|FPP}}&#039;&#039;&#039;FPP&#039;&#039;&#039; — Abbreviation of {{rl|Fleshpound Party}}.&lt;br /&gt;
* {{anchor|funnel}}&#039;&#039;&#039;funnel&#039;&#039;&#039; — Term for holding up in a spot with one entrance-exit gate creating a choke hold and whole team firing at same direction. Generally created by welding doors for make shift defenses. A cheap and easy tactic that leaves no room or need for trash clearing or sweeping but focus firing big targets as they approach.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
* {{anchor|game length}}&#039;&#039;&#039;game length&#039;&#039;&#039; — Defines the number of {{rl|waves}} that will occur in any given match. Default options for game length are {{rl|short game}}, {{rl|medium game}} and {{rl|long game}}. Short game has 4+1 waves, Medium game has 7+1 waves and Long game has 10+1 waves; each game session and length, end with one extra boss wave every time. Chosen length, also changes some of the special specimens&#039; first {{rl|wave début}} besides the specimen count increase between waves become more dense.&lt;br /&gt;
* {{anchor|gorefast}}&#039;&#039;&#039;[[Gorefast]]&#039;&#039;&#039; — A flayed looking dismembered humanoid {{rl|specimen}} swings a makeshift armblade. Serves as meatshield for other more dangerous specimen with its charging rushes and above mediocre health. His aggrevation chance on first sight increases with difficulty. Makes its {{rl|wave début}} on the first {{rl|wave}}.&lt;br /&gt;
* {{anchor|grenade}}&#039;&#039;&#039;grenade&#039;&#039;&#039; — Handheld explosives; rigid pieces of shrapnel engraved metallic alloy shells surrounding a fused explosive charge at its core. In the game their fuses duration can not be cooked by holding them but they are susceptible to sources of heat or other explosives for creating chain blasts.&lt;br /&gt;
* {{anchor|grenade combo}}&#039;&#039;&#039;grenade combo&#039;&#039;&#039; — A term that describes a speedkill volley combo of multiple {{rl|grenade}}s against {{rl|Fleshpound}}(s). Combo either includes utilizing a hard hit to enrage it on top of single grenade to stack more grenades to time the explosion barrage or a direct set off almost instantly by sources of heat or another explosive projectile by direct shots to wipe it outright.&lt;br /&gt;
* {{anchor|grief}}&#039;&#039;&#039;grief&#039;&#039;&#039; — Unwanted annoyances or problems to get a reaction, usually caused by player stereotype {{rl|griefer}}.&lt;br /&gt;
* {{anchor|griefer}}&#039;&#039;&#039;griefer&#039;&#039;&#039; — An intentionally disruptive player who causes {{rl|grief}}.&lt;br /&gt;
* {{anchor|griefing}}&#039;&#039;&#039;[[griefing]]&#039;&#039;&#039; — Present participle of {{rl|grief}}.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
* {{anchor|hard}}&#039;&#039;&#039;hard&#039;&#039;&#039; — A measurement of {{rl|difficulty}} above {{rl|normal}}. All {{rl|specimens}} gain %15 movement speed, 35%  maximum health and 25% damage respectively, besides tightened attack frequency and accuracy.&lt;br /&gt;
* {{anchor|head-up display}}&#039;&#039;&#039;[[head-up display]]&#039;&#039;&#039; —  The informational graphics found on the players screen, detailing {{rl|health}}, ammo etc.&lt;br /&gt;
* {{anchor|headshot}}&#039;&#039;&#039;headshot&#039;&#039;&#039; —  A blow to a specimen&#039;s head, dealing more damage which indicated by a thumping critical shot sound and possibly score a kill by {{rl|decapitation}}. Headshot multiplier applied by target taking damage with exceptions being [[M99]], [[Buzzsaw]] and [[Crossbow]], which applies the multiplier themselves before target takes damage to check for headshot after it. Melee weapons have 25% larger volume hitbox for landing headshots easier.&lt;br /&gt;
* {{anchor|head health}}&#039;&#039;&#039;head health&#039;&#039;&#039; —  The amount of damage needed in order to decapitate a specimen. It is 25 health base for all weaker specimens and scales up with {{rl|specimen}}&#039;s {{rl|difficulty}} multiplier for health. For stronger specimen it scales up with alive players at the moment of their spawn.&lt;br /&gt;
* {{anchor|health}}&#039;&#039;&#039;health&#039;&#039;&#039; — A measure of how much damage a player can sustain before they die, also called as an entity&#039;s {{rl|hitpoint}}s also describing effective health. Only the weakest {{rl|specimen}} will only scale up with {{rl|difficulty}} multiplier for health. Medium and higher threats will have their health scale up with alive player count at the moment of their spawn.&lt;br /&gt;
* {{anchor|heavy flinch}}&#039;&#039;&#039;heavy flinch&#039;&#039;&#039; — A moderate duration {{rl|flinch}} moment for {{rl|Scrake}} to become mobile but unable to attack as a reaction to any type of damage over 500 but lower than 667. For non-perk use [[Buzzsaw]] bodyshots and [[Crossbow]] headshots are capable of causing heavy flinch on Scrakes, as they gain resistance to the crossbow bolts in {{rl|suicidal}} and {{rl|hell on earth}} difficulty. Although requiring headshots, for on perk options; level 3-4 {{rl|Sharpshooter}} with any single shot rifle, level 3+ {{rl|berserker}} with any heavy weight melee or level 3+ {{rl|demolition}} can achieve that with any explosive headed projectile launcher.&lt;br /&gt;
* {{anchor|hell on earth}}&#039;&#039;&#039;hell on earth&#039;&#039;&#039; — Highest measurement of {{rl|difficulty}} over {{rl|suicidal}} and {{rl|hard}}. All {{rl|specimens}} gain 30% movement speed and 75% buff to their maximum health and damage respectively besides attack frequency and accuracy compared to {{rl|normal}} difficulty. Being the ultimate difficulty, random spread of damage and speed values become noticable and specimen also gain extra mechanics and restrictions apply against them to make the game harder.&lt;br /&gt;
* {{anchor|hit points|hit-points}}&#039;&#039;&#039;hit points&#039;&#039;&#039; — The unit for measuring {{rl|health}} of an non-player character or player. The maximum value for players being 100, can be protected with {{rl|armour}} for more effective health.&lt;br /&gt;
* {{anchor|hitscan|hitscan}}&#039;&#039;&#039;hitscan&#039;&#039;&#039; — Instant hit weapons that imitate bullet trajectory by checking collision with objects/targets at firing cone that originates from eye level, determined by spread value. An exception to this are melee weapons; they operate with very short distance hitscan checks and have no spread, kickback or recoil forces.&lt;br /&gt;
* {{anchor|hold spot}}&#039;&#039;&#039;hold spot&#039;&#039;&#039; A term used for team&#039;s position of choice, lanes that need to be hold may vary from a single one to three usually, sometimes four. It also can indicate a starting point when kiting together.&lt;br /&gt;
* {{anchor|horzine}}&#039;&#039;&#039;Horzine&#039;&#039;&#039; — The industry face of the fictional company that performed the experiments which led to the creation of the {{rl|specimen}}s.&lt;br /&gt;
* {{anchor|HP|hp}}&#039;&#039;&#039;HP&#039;&#039;&#039; — Health points or {{rl|hit points}}.&lt;br /&gt;
* {{anchor|HUD|hud}}&#039;&#039;&#039;HUD&#039;&#039;&#039; — {{rl|Head-up display}}.&lt;br /&gt;
* {{anchor|husk}}&#039;&#039;&#039;[[Husk]]&#039;&#039;&#039; — A burnt looking {{rl|specimen}} with a ranged fireball attack and a tendency to backtrack and steer behind other specimen to keep distance.&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
* {{anchor|incendiary}}&#039;&#039;&#039;incendiary&#039;&#039;&#039; — Gasoline, phosphorus or other chemical based devices and weapons used by the perk {{rl|firebug}} to {{rl|burning|burn}} specimen and inflict {{rl|afterburn}} damage from {{rl|splash}} effect or direct exposure. All {{rl|specimen}} are 50% weaker against incendiary direct hits. While {{rl|Bloat}}s are only vulnerable against direct hits, {{rl|Husk}} and {{rl|Fleshpound}} are resistant against {{rl|afterburn}} besides varying resistance against incendiary direct hits. Also, {{rl|Husk}}s can inflict {{rl|afterburn}} on {{rl|player character|players}} by ranged {{rl|splash}} damage attacks from a distance.&lt;br /&gt;
* {{anchor|inventory system}}&#039;&#039;&#039;[[inventory system]]&#039;&#039;&#039; — The name of system which controls a players inventory.&lt;br /&gt;
* {{anchor|iron sight|iron sights}}&#039;&#039;&#039;iron sights&#039;&#039;&#039; — Technically refers to the metal aiming sight found attached to some firearms, but can often simply refer to the act of using the aiming device on the weapon in question.&lt;br /&gt;
* {{anchor|Insane mutator}}&#039;&#039;&#039;Insane mutator&#039;&#039;&#039; / &#039;&#039;&#039;Insane mod&#039;&#039;&#039; — Sandbox challenge mod. Big specimen spawns are amped up and finishes with modified version of {{rl|Patriarch}} to be harder.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
* {{anchor|Jack}}&#039;&#039;&#039;Jack&#039;&#039;&#039;— End boss of the free Downloadable Content, Toy Master mod with only one map; Devil&#039;s Dollhouse. Unlike {{rl|Patriarch}}, Jack can not move and sends waves of specimen between his peek out sessions to throw explosives and circular blades at {{rl|squad}}.&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
* {{anchor|kevlar}}&#039;&#039;&#039;kevlar&#039;&#039;&#039; — Another term for {{rl|combat armour}}.&lt;br /&gt;
* {{anchor|kilogram}}&#039;&#039;&#039;kilogram&#039;&#039;&#039; — Measure of weight for equipment used by players, usually substitute for {{rl|weight block}}.&lt;br /&gt;
* {{anchor|kiting}}&#039;&#039;&#039;kiting&#039;&#039;&#039; — Also known as {{rl|training wheel}}. The act of leading the group of {{rl|specimens}} around, generally at a safe distance from {{rl|teammates}} or by teammates. Requires to keep a certain distance and the pulse of spawn rates by not stacking too much kills in a short period of time. This tactic can be performed as a team or a loner {{rl|berserker}} keeps some of the {{rl|specimen}} aggro on self, while rest of team stands the ground at their {{rl|hold spot}}.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
* {{anchor|length}}&#039;&#039;&#039;length&#039;&#039;&#039; — Can refer to {{rl|game length}}, how many waves in the current map.&lt;br /&gt;
* {{anchor|long game}}&#039;&#039;&#039;long game&#039;&#039;&#039; — Refers to game mode 11 {{rl|waves}} in {{rl|length}}. 10 standard waves and the {{rl|final wave}}.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
* {{anchor|map}}&#039;&#039;&#039;map&#039;&#039;&#039; — Singular noun of {{rl|maps}}.&lt;br /&gt;
* {{anchor|maps}}&#039;&#039;&#039;maps&#039;&#039;&#039; — Different gameplay layouts chosen and/or voted by present players or server cycle. Currently there are 33 [[List_of_official_maps|official maps]] with the latest released at winter of 2014 update.&lt;br /&gt;
* {{anchor|medic}}&#039;&#039;&#039;medic&#039;&#039;&#039; — {{rl|Field medic}}.&lt;br /&gt;
* {{anchor|medical syringe}}&#039;&#039;&#039;[[Medical syringe]]&#039;&#039;&#039; — Healing syringe. One of the default equipment given to the {{rl|player character}} to heal themselves or their teammates. Heals a limited amount health per injection and drains all of the charge when healing self. Always more potent while healing teammates and has increased self heal efficiency when {{rl|solo}}. {{rl|Field medic}} gets bonus for injection potency per appliance and charge regeneration rate.&lt;br /&gt;
* {{anchor|medium game}}&#039;&#039;&#039;medium game&#039;&#039;&#039; — Refers to a game 8 {{rl|waves}} in {{rl|length}}, 7 standard waves and the {{rl|final wave}}, but could also erroneously refer to {{rl|normal}} {{rl|difficulty}}.&lt;br /&gt;
* {{anchor|melee}}&#039;&#039;&#039;melee&#039;&#039;&#039; — Describes both, {{rl|specimen}} melee attacks or close combat weapons that mainly used by {{rl|Berserker}} {{rl|perk}} and the close quarter range that you need to land an effective hit with said melee weapons.&lt;br /&gt;
* {{anchor|mini flinch}}&#039;&#039;&#039;mini flinch&#039;&#039;&#039; — A very brief {{rl|flinch}} moment for {{rl|Scrake}} to become mobile but unable to attack as a reaction to any type of damage over 150 but lower than 500. For non-perk use any type of [[Fire axe]] chops, [[Katana]] alternative attack and [[Single Piston Long Musket|Musket]] shots capable of inflicting that brief pause to Scrake on bodyshots. Alternatively [[Lever-action rifle]], [[M14 EBR]], [[Machete]] alt fire and [[Katana]] primary attack require precise headshots to mini-flinch them.&lt;br /&gt;
* {{anchor|money}}&#039;&#039;&#039;money&#039;&#039;&#039; — Refers to the in-game currency; measured in pounds sterling (£).&lt;br /&gt;
* {{anchor|multiplayer}}&#039;&#039;&#039;multiplayer&#039;&#039;&#039; — A match with the ability to have more than one player. Perk progression is disabled with more than six players, the default maximum.&lt;br /&gt;
* {{anchor|mutator}}&#039;&#039;&#039;[[mutator]]&#039;&#039;&#039; — A mod usually designed to alter gameplay, non-{{rl|white listed}} mutators disable {{rl|perk}} progression.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
* {{anchor|nade}}&#039;&#039;&#039;nade&#039;&#039;&#039; — Short for {{rl|grenade}}.&lt;br /&gt;
* {{anchor|nade stack}}&#039;&#039;&#039;nade stack&#039;&#039;&#039; — Tossing {{rl|grenade}}s before the first one&#039;s fuse run off in quick succession to create a chain {{rl|explosion}}. Normally players able to toss 2 grenades per second (2.7 toss per second to be exact) but it&#039;s possible to stack up to 3-5 grenades with some practice and animation cancels.&lt;br /&gt;
* {{anchor|non-playable character}}&#039;&#039;&#039;non-playable character&#039;&#039;&#039; — A character not controlled by one of the participants. &lt;br /&gt;
* {{anchor|normal}}&#039;&#039;&#039;normal&#039;&#039;&#039; — When in reference to the {{rl|difficulty}} of the game, the base difficulty with no stat modifiers.&lt;br /&gt;
* {{anchor|NPC}}&#039;&#039;&#039;NPC&#039;&#039;&#039; — {{rl|Non-playable character}}. Also known as; non-player character.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
* {{anchor|patriarch}}&#039;&#039;&#039;[[Patriarch]]&#039;&#039;&#039; — The final boss, who makes his appearance in the {{rl|final wave}}. On-foot fastest {{rl|specimen}}, armed with a nerve controlled war platform which he uses to attack far distances while taking a stand. Escapes to heal after taking a knee.&lt;br /&gt;
* {{anchor|Pat}}&#039;&#039;&#039;Pat&#039;&#039;&#039;, &#039;&#039;&#039;Patrick&#039;&#039;&#039; - Common nicknames for the {{rl|Patriarch}}, used mainly to signify his presence or warn of the final wave. &lt;br /&gt;
* {{anchor|perk}}&#039;&#039;&#039;perk&#039;&#039;&#039; — Singular form of {{rl|perks}}.&lt;br /&gt;
* {{anchor|perks}}&#039;&#039;&#039;perks&#039;&#039;&#039; — The selectable classes available to the {{rl|player character}}, defined as either {{rl|berserker}}, {{rl|commando}}, {{rl|demolition}}, {{rl|field medic}}, {{rl|firebug}}, {{rl|sharpshooter}}, or {{rl|support specialist}}.&lt;br /&gt;
* {{anchor|perk setup}}&#039;&#039;&#039;perk setup&#039;&#039;&#039; — Term for overall perk choice of {{rl|team}} members. A balanced team setup should consist of perks that can deal each of the big specimen at individual lanes, a trash sweeper and a crowd control or healer/tank for a safety net.&lt;br /&gt;
* {{anchor|pipe bomb}}&#039;&#039;&#039;[[Pipe bomb]]&#039;&#039;&#039; / &#039;&#039;&#039;pipes&#039;&#039;&#039; — Handheld explosive devices with motion sensors. A pair of small metal pipes filled with plastic explosives tied to a circuit, triggered to explode by {{rl|specimen}} motion around them once armed. Perk {{rl|demolition}} gets a discount on them besides increased damage.&lt;br /&gt;
* {{anchor|player character}}&#039;&#039;&#039;player character&#039;&#039;&#039; — Singular form of {{rl|player characters}}.&lt;br /&gt;
* {{anchor|player characters}}&#039;&#039;&#039;player characters&#039;&#039;&#039; — The characters in the game whose actions are controlled by one of the participants.&lt;br /&gt;
* {{anchor|pre-damage}}&#039;&#039;&#039;pre-damage&#039;&#039;&#039; — Short term for &amp;quot;previously damaged&amp;quot;; usually used for big specimen that is damaged before a damage spiking finish or to state that they might be close to enraging on an assist participation.&lt;br /&gt;
* {{anchor|projectile}}&#039;&#039;&#039;projectile&#039;&#039;&#039; — Ballistic entities that either do impact damage or explode, both apply for some weapons. Created ballistic entities by projectile weapons, have their own hitbox to register a hit on collision independent of player eye level but still have kickback forces and might be subject to spread.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
* {{anchor|quick-heal}}&#039;&#039;&#039;quick-heal&#039;&#039;&#039; — A small macro for skipping {{rl|Syringe}}&#039;s self heal animation.&lt;br /&gt;
* {{anchor|quick scope}}&#039;&#039;&#039;quick scope&#039;&#039;&#039; &#039;&#039;&#039;quick a.d.s&#039;&#039;&#039; — Tapping aiming down {{rl|iron sights}} button twice in quick succession and shooting or burst firing inbetween before animation completes to negate some of the spread penalty. Generally a technique used by {{rl|sharpshooter}}s and {{rl|commando}}s.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
* {{anchor|range}}&#039;&#039;&#039;range&#039;&#039;&#039; — Describes effective trajectory distance of a weapon to describe its reach of {{rl|distance}} in-game. Single trajectory, smaller {{rl|spread}} and recoil helps to improve weapon&#039;s effective distance hence results in higher range score.&lt;br /&gt;
* {{anchor|recoil}}&#039;&#039;&#039;recoil&#039;&#039;&#039; — Kickback force that apply to the user when shooting, deviates their view ever so slightly from transferred momentum.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
* {{anchor|scrake}}&#039;&#039;&#039;[[Scrake]]&#039;&#039;&#039; — A powerful chainsaw wielding {{rl|specimen}} who makes his {{rl|wave début}} on a {{rl|long game}} in the fifth {{rl|wave}}, fourth wave in a {{rl|medium game}} and third wave in a {{rl|short game}}. Slow and calm until he suffers 25-50% of his maximum health to run amok non-stop until killed or disabled by a {{rl|stun}} for a mediocre duration.&lt;br /&gt;
* {{anchor|Sc}}&#039;&#039;&#039;Sc&#039;&#039;&#039; - an abbreviation of &#039;&#039;&#039;Scrake&#039;&#039;&#039;, used when players want to warn their teammates of the presence of a Scrake.&lt;br /&gt;
* {{anchor|ScrN}}&#039;&#039;&#039;ScrN&#039;&#039;&#039; - Short abbreviation of the &amp;quot;Scrake &#039;Naders&amp;quot;; balance and gameplay mod for Killing Floor. Adds whole new specimen, slightly modified multi perk capable weapons, new perks (Gunslinger, Combat Medic, Heavy Machine Gunner) and add balance changes to the existing perks while retaining the classic gameplay on these perks.&lt;br /&gt;
* {{anchor|sharpshooter}}&#039;&#039;&#039;[[sharpshooter]]&#039;&#039;&#039; — A perk class playable by the {{rl|player character}}, specialises precision rifles used for artistic shooting paired with military grade pistols. Capable of killing any big specimen with ease from any distance with accurate, high-damage {{rl|headshot}}s to {{rl|decapitation|decapitate}} them but gets punished when failed to prioritize immediate threats as it lacks crowd control to chew through combinated attacks.&lt;br /&gt;
* {{anchor|short game}}&#039;&#039;&#039;short game&#039;&#039;&#039; — Refers to a game 5 {{rl|waves}} in length. 4 standard waves and the {{rl|final wave}}. &lt;br /&gt;
* {{anchor|siren}}&#039;&#039;&#039;[[Siren]]&#039;&#039;&#039; — A blind female {{rl|specimen}} that unleashes an ear shattering scream in tightly packed waves that applies a small pull force to {{rl|player characters}} caught in it within&#039; a wide area of effect. Has a tendency to mutter, listen to gun noises, shuffle behind other specimen and nod her head before screaming and cause disorientation.&lt;br /&gt;
* {{anchor|slow-rage}}&#039;&#039;&#039;slow-rage&#039;&#039;&#039; — A homestasis state where {{rl|Scrake}} is aggravated but can not run fast to reach any of its target so stays in a staggered slow moving state with jumbled run animation. Caused by inflicting a successful {{rl|heavy flinch}} or stacked {{rl|afterburn}} with a methodic approach. Scrake shakes this state off when they eventually come in collision contact with any player.&lt;br /&gt;
* {{anchor|soft decapitation}}&#039;&#039;&#039;soft decapitation&#039;&#039;&#039; — In case specimen decapitated by something really weak and low damage but their body health can tank the decapitating hit damage, they will bleed out slowly headless, losing health in increments over time before finally keeling over after wailing aimlessly. Bleed duration before death depends on specimen&#039;s type as they lose it on small integers over a fixated time, but remaining health after decapitation affects it too.&lt;br /&gt;
* {{anchor|solo}}&#039;&#039;&#039;solo&#039;&#039;&#039; — Single-player mode.&lt;br /&gt;
* {{anchor|SP}}&#039;&#039;&#039;SP&#039;&#039;&#039; — Short abbreviation for &amp;quot;Single Player&amp;quot; or {{rl|solo}}. Sometimes used to mention, &#039;Steampunk&#039; player model {{rl|DLC}}s or gold-plated &#039;Steampunk&#039; weapons from the second Community Weapon Pack.&lt;br /&gt;
* {{anchor|specimen}}&#039;&#039;&#039;specimen&#039;&#039;&#039; — Singular of {{rl|specimens}}.&lt;br /&gt;
* {{anchor|specimens}}&#039;&#039;&#039;[[specimens]]&#039;&#039;&#039; — The main enemy; an experiment took the point of no return. Bio engineered army of freaks by the lead of {{rl|Horzine}} upon the request of British Government to create an obeying army of super powered soldiers that doesn&#039;t fear or question orders and disposable. Often referred to as zombies, and officially, but rarely, as {{rl|Zeds}} or creatures.&lt;br /&gt;
* {{anchor|speed-kill}}&#039;&#039;&#039;speed-kill&#039;&#039;&#039;, &#039;&#039;&#039;speedkill&#039;&#039;&#039; — Combinated and planned inputs that require quick succession to dispatch a big {{rl|specimen}} like {{rl|Scrake}} and {{rl|Fleshpound}} swiftly before they become a nuisance with their enraged state. Require committance and help from teammates to clear and eliminate any protruding threats towards the {{rl|player character}} stepping forward to engage the big specimen.&lt;br /&gt;
* {{anchor|splash}}&#039;&#039;&#039;splash&#039;&#039;&#039; — A general term to remark area of effect damage from {{rl|projectile}}s only. Can be used to specify pure blast damage of {{rl|explosion}}s, ignoring the physical impact damage of the collision. Else it indicate the attacks that has no physical impact damage, nor fiery explosions but still has an area of effect. Usually describes the damage caused by collateral damage or whiffed explosion on the intended target. As an example {{rl|incendiary}} attacks or {{rl|bile}} can deal splash damage to a small area besides {{rl|explosives}}.&lt;br /&gt;
* {{anchor|spread}}&#039;&#039;&#039;spread&#039;&#039;&#039; — Deviation of firearms affected by recoil forces upon fire. Each weapon has the same spread value on first shot, then accumulates it for every shot fired under half second to reach its max value of 0.12 at the sixth shot. Spread accumulated per shot can be reduced by {{rl|crouching}} or perk bonuses for specific weapons that reduce kickback and spread under the name of recoil mitigation.&lt;br /&gt;
* {{anchor|Squad}}&#039;&#039;&#039;[[squad]]&#039;&#039;&#039; — {{rl|player characters}} that embody the entirety of team.&lt;br /&gt;
* {{anchor|stock bash}}&#039;&#039;&#039;stock bash&#039;&#039;&#039; — Weapon stock bash that deals damage to specimen, introduced in {{rl|ScrN}} mod first and carried over to the second installment.&lt;br /&gt;
* {{anchor|stun}}&#039;&#039;&#039;stun&#039;&#039;&#039; — A control impairment state for {{rl|specimen}} that renders the specimen disabled, along the duration of stun they&#039;re unable to move and attack. Only a few specimen can get stunned in the game and it requires a certain damage threshold requirement in one single hit to be met. To name {{rl|Stalker}}s, {{rl|Gorefast}}s, {{rl|Husk}}s and {{rl|Scrake}}s can get stunned if they incur enough damage over a certain threshold in one single trajectory hit or area of effect damage.&lt;br /&gt;
* {{anchor|support specialist|Support Specialist}}&#039;&#039;&#039;[[support specialist]]&#039;&#039;&#039; — A perk class selectable by the {{rl|player character}} which specialises in the use of shotguns, {{rl|grenade}}s and welding doors to hold off or redirect streams of {{rl|specimen}}. Perk roles array between sweeping small {{rl|specimen}} to killing multiple {{rl|Scrake}}s or {{rl|Fleshpound}}s with swift {{rl|speed-kill}} inputs, but suffers from limited ammunition, lack of range, long reload times and prone to getting interrupted by {{rl|Siren}} or {{rl|Husk}} often. Sometimes shortened to &#039;support&#039;.&lt;br /&gt;
* {{anchor|suicidal}}&#039;&#039;&#039;suicidal&#039;&#039;&#039; — A measurement of {{rl|difficulty}} over {{rl|hard}}. All {{rl|specimens}} gain 22% movement speed, deals 50% more damage and 55% health stat buffs over {{rl|normal}} difficulty. The penultimate difficulty that adds mechanics and restrictions apply to some {{rl|specimen}} to make the game harder.&lt;br /&gt;
* {{anchor|survival game}}&#039;&#039;&#039;survival game&#039;&#039;&#039; — Classic, traditional game mode that uses scripted sequences to spawn limited {{rl|specimens}} which their number scaled with active players along the waves depending on {{rl|game length}}.&lt;br /&gt;
* {{anchor|stalker}}&#039;&#039;&#039;[[Stalker]]&#039;&#039;&#039; — A cloaking female {{rl|specimen}} that is hard to detect with a feint shimmer, whispering mockery until too close to attack. Runs around in circles and sneak under eye level in a hunched position to avoid fire line.&lt;br /&gt;
* {{anchor|syringe}}&#039;&#039;&#039;[[Syringe]]&#039;&#039;&#039; — {{rl|medical syringe}}.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
* {{anchor|tanking}}&#039;&#039;&#039;tanking&#039;&#039;&#039; — Taking aggression of an immediate threat such as {{rl|Fleshpound}} or {{rl|Scrake}} to thwart the brunt of damage away from {{rl|teammates}}. Sometimes referred as capability of enduring any sort of attack for a limited time.&lt;br /&gt;
* {{anchor|target distance}}&#039;&#039;&#039;target distance&#039;&#039;&#039; — Target {{rl|specimen}}&#039;s distance from {{rl|player character}}&#039;s location. When looked at the horizon parallel to the ground, it&#039;s easy to distinguish if a target is far away or too close by checking some features. At up close, player shouldn&#039;t be able to see target&#039;s feet while looking at horizon, as they&#039;d be concealed out of view from that distance first, then legs. When too close obviously tall specimens&#039; head and face features are impossible to see while staring at horizon level parallel to the ground as well. At medium distance, player should be able to see target specimen&#039;s full body with the smallest details intact, such as; small cybernetic lights, visible scars, belt buckles, full-body braces and iris of their eyes. When looking at the horizon level and at long distance, estimated 40 meters and beyond, some small details will be lost or indistinguishable to tell.&lt;br /&gt;
* {{anchor|teammates}}&#039;&#039;&#039;teammates&#039;&#039;&#039; — Sometimes refer to entirety of present {{rl|squad}} or smaller group of players that holds a specific lane at a hold spot.&lt;br /&gt;
* {{anchor|test map}}&#039;&#039;&#039;test map&#039;&#039;&#039; — Community created sandbox playground maps with spawn triggers to test {{rl|speed-kill}}s against health scaled specimen and variable approaches against different combination of attacks. Testmaps have instant respawn for players and an always active trader, so trying again is encouraged. For {{rl|player character|players}} convenience, some later developed test maps have; insta-kill projectiles on demand, teleport to certain areas and god mode commands added, so maps can not be locked out by {{rl|griefing}} players via mass spawn of specimen.&lt;br /&gt;
* {{anchor|trader}}&#039;&#039;&#039;[[trader]]&#039;&#039;&#039; — Gun merchant who only opens her doors when all {{rl|specimen}} in a {{rl|wave}} is dead.&lt;br /&gt;
* {{anchor|training}}&#039;&#039;&#039;training&#039;&#039;&#039; — Term for training in the {{rl|test map}}.&lt;br /&gt;
* {{anchor|training wheel}}&#039;&#039;&#039;training wheel&#039;&#039;&#039; — Slang for the act of leading an enemy around, generally at a safe distance from team-mates. Also known as {{rl|kiting}}.&lt;br /&gt;
* {{anchor|trash specimen}}&#039;&#039;&#039;trash specimen&#039;&#039;&#039;, &#039;&#039;&#039;trash zeds&#039;&#039;&#039;, &#039;&#039;&#039;trash&#039;&#039;&#039; — General term for a group of very flimsy specimen such as {{rl|stalker}} and {{rl|crawler}}, sometimes {{rl|clot}} included.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
* {{anchor|uppercut}}&#039;&#039;&#039;uppercut&#039;&#039;&#039; — A {{rl|flinch}} combo variant against {{rl|Scrake}} that specifically describing crouching after the flinch to aim at its head better to stabilize the trajectory. Sometimes such uppercut moves mentioned to be useful for {{rl|Gorefast}}s.&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
* {{anchor|walking}}&#039;&#039;&#039;walking&#039;&#039;&#039; — An action performed by player by pressing down the Ctrl button (default), slows down player down to same speed as aiming down the sights. Don&#039;t have much use besides tweaking distance while kiting a big specimen.&lt;br /&gt;
* {{anchor|wave}}&#039;&#039;&#039;wave&#039;&#039;&#039; — Singular of {{rl|waves}}.&lt;br /&gt;
* {{anchor|wave debut|wave début}}&#039;&#039;&#039;wave début&#039;&#039;&#039; — The earliest possible {{rl|wave}} any given {{rl|specimen}} can appear, usually in reference to {{rl|long game}}.&lt;br /&gt;
* {{anchor|waves}}&#039;&#039;&#039;waves&#039;&#039;&#039; — Refers to the &#039;levels&#039; of match during which time the team is onset by the {{rl|specimens}}. The number of waves is determined by the {{rl|game length}}.&lt;br /&gt;
* {{anchor|weight block}}&#039;&#039;&#039;weight block&#039;&#039;&#039; — Singular form of {{rl|weight blocks}}. Measure unit is a kilogram for one single block as its icon suggests. Usually players can hear the word {{rl|kilogram}} used instead of block or weight block.&lt;br /&gt;
* {{anchor|weight blocks}}&#039;&#039;&#039;weight blocks&#039;&#039;&#039; — The aspect of the {{rl|inventory system}} which governs how much a player can carry.&lt;br /&gt;
* {{anchor|whitelist}}{{anchor|white list}}&#039;&#039;&#039;[[whitelist]]&#039;&#039;&#039; — The list of maps and {{rl|mutators}} that will allow {{rl|perk}} progression during a game.&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
* {{anchor|zed extender}}&#039;&#039;&#039;zed extender&#039;&#039;&#039; — Addresses {{rl|perk}}s that can extend and chain {{rl|zed time}}, namely {{rl|commando}} and {{rl|berserker}}. Sometimes used to classify rapid weapons with short sustain or low damage efficiency, used by those perks to chain kills in {{rl|zed time}}.&lt;br /&gt;
* {{anchor|zeds}}&#039;&#039;&#039;zeds&#039;&#039;&#039; — The official nickname for the {{rl|specimens}} which saw use by a small number of players. Based on the movie &amp;quot;Shaun of the Dead&amp;quot;, where the characters describe the zombies as Zeds.&lt;br /&gt;
* {{anchor|Zed time}}&#039;&#039;&#039;Zed time&#039;&#039;&#039; — A bullet-time system which activates during particular kills, quick dispatches, mass kills, engaging up to big specimen and slows the game down to 20% for dramatic effect. ZED time can be extended by some perk bonuses dedicated to {{rl|Commando}} and {{rl|Berserker}}. Along the slowed time phase, weapons that are {{rl|hitscan}} will behave like {{rl|projectile}} weapons. That throw most players off from their aim and requires a dedicated ZED time extender. Some servers disable this feature of the game by No Drama {{rl|mutator}}.&lt;br /&gt;
* {{anchor|zerk}}&#039;&#039;&#039;zerk&#039;&#039;&#039; — Short name for {{rl|Berserker}}, one of the {{rl|perk}} roles.&lt;br /&gt;
* {{anchor|zombie}}&#039;&#039;&#039;zombie&#039;&#039;&#039; — Singular of {{rl|zombies}}. A name often used to refer to a {{rl|specimen}}.&lt;br /&gt;
* {{anchor|zombies}}&#039;&#039;&#039;zombies&#039;&#039;&#039; — A name often used to refer to the {{rl|specimens}}.&lt;br /&gt;
* {{anchor|zoom}}&#039;&#039;&#039;zoom&#039;&#039;&#039; — Magnifying ratio of combat scopes or a general name for combat scopes attached on the {{rl|iron sights}} of a weapon.&lt;br /&gt;
* {{anchor|zoom-in}}&#039;&#039;&#039;zoom-in&#039;&#039;&#039; — {{rl|a.d.s.|Aiming down sights}} of a weapon with any sort of combat scope attached.&lt;br /&gt;
&lt;br /&gt;
{{language bar}}&lt;br /&gt;
{{DEFAULTSORT:{{PAGENAME}}}}&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=AA12&amp;diff=195</id>
		<title>AA12</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=AA12&amp;diff=195"/>
		<updated>2021-05-19T01:29:02Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = AA12 Shotgun | image       = Trader_AA12.png | perk        = Support specialist | cost        = 4000 | weight      = 10 | ammo-load   = 20 | ammo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = AA12 Shotgun&lt;br /&gt;
| image       = Trader_AA12.png&lt;br /&gt;
| perk        = Support specialist&lt;br /&gt;
| cost        = 4000&lt;br /&gt;
| weight      = 10&lt;br /&gt;
| ammo-load   = 20&lt;br /&gt;
| ammo        = 3&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 80&lt;br /&gt;
| ammo-cost   = £40 – £160&lt;br /&gt;
| power       = 88&lt;br /&gt;
| range       = 34&lt;br /&gt;
| speed       = 71&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Pound This&lt;br /&gt;
| ach1i       = Pound This.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|An advanced automatic shotgun. Fires steel ball shot in semi or full auto.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;AA12&#039;&#039;&#039; (Auto-Assault 12) is the tier 3 weapon available for the [[Support specialist]]. The AA12 is a fully automatic combat shotgun with rate of fire and magazine size comparable to assault rifles, but which lacks in total magazines compared to assault rifles. It also has smaller spread than other shotguns and thus has a longer effective range. The high rate of fire and damage output is enough to kill a [[Fleshpound]] under most circumstances. The AA12 has the largest ammo reserve of the shotguns at 80 shells by default. The AA12&#039;s alt-fire option switches it to semi-automatic, which can be used to preserve ammunition. The AA12 has the lowest single shot damage of all four shotguns, however it has the highest rate of fire, [[Help:Glossary#DPS|DPS]] and second highest accuracy, making it a desirable choice for [[support specialist]]s.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
The [[Support Specialist]] perk gives bonuses and discounts for the AA-12.&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left;&lt;br /&gt;
|base_cost = 4000&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_base = 150&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|col2_name = Ammo capacity&lt;br /&gt;
|col2_base = 80&lt;br /&gt;
|col2_inc0 = 0&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 25&lt;br /&gt;
|col2_inc4 = 25&lt;br /&gt;
|col2_inc5 = 25&lt;br /&gt;
|col2_inc6 = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The AA-12 has a base cost of £4000, being one of the most expensive weapons. The [[support specialist]] perk offers discounts on this cost at intervals of £400 per level, to a current minimum price of £1200. The ammunition cost is £40 for one 20 round magazine; £160 for a full refill at the base level, and £208 at level 6.&lt;br /&gt;
&lt;br /&gt;
AA12 comes loaded with 20 shells with 40 shells of 2 full drum mag at spare. Its maximum ammo pool is 80 shells, making it carry one loaded and 3 to spare at most without any perk bonuses. Support Specialist shotgun ammo carried bonus extends this ammo pool up to 104 shells, allowing Support Specialist to carry one magazine loaded with ammunition enough to fill 4 spare drum magazines.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
AA-12 spreads 5 pellets per shot with each pellet dealing 30 damage with 1.5x headshot multiplier. With a very low 150 (base) damage per shot, the AA-12 isn&#039;t powerful when fired once; instead it boasts an extremely fast rate of fire to take down crowds or tough zeds. Along with its large drum magazine capacity of 20 shots, the AA-12 fires tightly spread pellets to help focusing damage to carve a path through crowds of specimen while providing hefty and stable DPS until magazine empties. Support Specialist gains damage bonus of 10%, adding 15 extra damage per 5 pellet buckshot up to a maximum of 90 extra damage by level 6, granting 240 damage per shot to AA-12.&lt;br /&gt;
&lt;br /&gt;
Being magazine loaded, it shares initial 75% pierce efficiency and 3 additional target pierces behind first target of other magazine loaded shotguns such as [[HSG-1]] and [[Vlad the Impaler]]. At its base value, each target pierced cause pellets to lose 25% damage which is reduced by Support Specialist perk bonuses down to 2% damage loss per target. For the recoil spread value and fire rate, it shares the same 0.2 second shot delay and 1125 unit radius spread at maximum distance per shot with [[Combat shotgun]]; approximately 12.5% larger spread than standard [[Shotgun]].&lt;br /&gt;
&lt;br /&gt;
Before the reload, it can deal up to 3000 damage over the course of 3.8 seconds that scores 789 damage per second from up close and losing efficiency as distance grows due pellet spread. Considering 3.133 seconds reload time, after the reload this huge burst reduce down to 432 damage per second over the course of 6.933 seconds. At the hands of level 6 Support Specialist it barely deals 4800 damage from bodyshots at full efficiency making it 1263.15 damage per second before reload and 692.34 damage after reload. By sheer headshots, AA-12 has the potential of dealing up to 7200 damage at the hands of a level 6 Support Specialist on paper but its wide recoil, kickback on the move and loose spread at distance leaves huge margin for error.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* While the AA12 is capable of fully automatic fire, this is rarely required. Using the semi-automatic fire mode will help conserve ammunition and allow it to be used as an efficient crowd control weapon with the freedom of switching back to tackle heavier specimens, such as the [[Scrake]].&lt;br /&gt;
* The AA12 is accurate for a shotgun, so aiming for the head is effective with 1.5x headshot multiplier. If facing a combinated attack, it&#039;s wise to trace the big specimen&#039;s chest level to sweep clear behind them then focus on their head or center mass if desperate.&lt;br /&gt;
* At higher levels of the [[Support specialist]] perk, it is possible to carry any other shotgun in combination with the AA12, allowing the player to adapt their shotgun usage to the situation while also carrying an additionaly sidearm. At low mid levels by level 2, it&#039;s only possible to carry [[HSG-1]] with AA12; by level 3 Support gains the capacity of carrying a middle weight of 8 kilogram shotgun with any heavy shotgun such as AA12 or [[Hunting shotgun]] only.&lt;br /&gt;
* Being a shotgun, the AA12 still benefits from the [[support specialist]]&#039;s penetration bonus, so lining up several specimens helps conserve ammo.&lt;br /&gt;
* On higher difficulties, the damage figures of an AA12 drum magazine alone is not enough to take down a Fleshpound or a Scrake. If left with no other options, the AA12 can be used to eliminate a fraction of a large specimen&#039;s health; however, the AA12 should generally be used for eliminating large groups of smaller specimens when the team is on the verge of being overwhelmed. AA12 at high difficulties always should be paired by a weapon switch combo for the burst. Else it should be focused at big specimen&#039;s throat after a few pre-damaging shots from another shotgun before switching to AA12 and dumping it.&lt;br /&gt;
* Scrake can easily be killed by AA12 if most of the shots focused on its head. Easier way to achieve this without enraging Scrake to get retaliation is flinching the Scrake first by some melee tool like [[Katana]] or [[Fire axe]] alt-fire heavy swings or [[Machete]] alt-fire jab at its face else [[Lever-action rifle]] headshot to cancel its chainsaw swing from up close. After Scrake got denied from his chainsaw swing, player can crouch and uppercut Scrake with about 7-8 chinshots from AA12 to kill him safely.&lt;br /&gt;
* An entire AA12 magazine won&#039;t enough to kill a Fleshpound at Hell on Earth difficulty with high player counts alone with their 50% innate resistance to most conventional weapons. AA12&#039;s highest damage potential being 4800 at most from bodyshots, halving this damage means Fleshpound will catch up to you while you&#039;re reloading in no time after enduring the entire magazine. At times of desperation, pace two seconds between 1-2 AA12 single bodyshots before dumping AA12 at Fleshpound&#039;s head as much as you can as he&#039;s enraging, then score a few more shots to amber core as he runs towards then swiftly switch to another shotgun for a bursting finish off. This should deal immense damage if not kill him outright, just it wastes almost entire magazine while you can use it to clear masses of specimen or waste less ammo.&lt;br /&gt;
* [[Fleshpound]] can be enraged on top of stacked grenades with pre-damage. Shoot one AA12 shot to its center mass, toss a nade then immediately shoot once again to stack two more grenades as he enrages. When first grenade go off, they will explode in a chain to deal massive burst to Fleshpound and anything close by. Rest of the magazine can be used to sweep clear behind Fleshpound and kill him if he were to survive the tripple grenade stack at high player counts.&lt;br /&gt;
* If Fleshpound followed by a [[Siren]] or just peeked around the corner, it&#039;s better for Support Specialist to observe or sweep first instead of directly engage at Fleshpound directly. Siren scream can exterminate grenades if she&#039;s not kept busy with sustained gunfire to distract her or tap fired to deny her scream as she nods. When Fleshpounds appear around corner positions, Support Specialist either have to wait for a teammate to adapt for a role of sweeper or takedown else he will have to lose ground while observing following spawns and slowly or try to align her with Fleshpound to dispatch the lot of them in one fell swoop.&lt;br /&gt;
** A [[Commando]], [[Berserker]] or a [[Firebug]] killing Siren for you, means you can takedown Fleshpound with less hassle; but if the helping teammate is a [[Sharpshooter]] or another Support Specialist, that depends. Other Support Specialist or Sharpshooter teammate may choose to takedown Fleshpound which leaves you to sweep the pillowed specimen behind it without going guns blaring too close to the Fleshpound soon to be enraged and pick the target on noise and proximity.&lt;br /&gt;
* If nobody is there to sweep for the Support Specialist against a combinated attack, to take the matter at own hands, you can try to shoot around the Fleshpound to sweep [[Gorefast]] and other trash while cutting the crowd for killing [[Siren]] at distance. To be safe, shots can be paced for giving two step moves to the Fleshpound between shots as you may deal some chip damage by mistake. If desperate and there&#039;s still distance between Fleshpound and Siren a single nade toss aimed right behind FP to reset its sight enrage timer and make Fleshpound give way for clear sightline to Siren. In case Siren is just behind the Fleshpound, same scenery could play but you will only have time to toss two grenades total at most, as you will be forced to get rid of Siren from your stray fire before you throw the second grenade.&lt;br /&gt;
* While the AA-12 is certainly a powerful weapon, it still suffers from the down fall all shotguns have - spread at range. At 50 feet, the AA-12 is rendered almost useless and has a lengthy reload time of over 3 seconds. Therefore, it is wise to carry a secondary, long range weapon such as the [[MK23]], [[lever-action]] or [[Single Piston Long Musket]] for purposes of clearing trash, picking off long ranged threats like [[Husk]]s and flinching [[Scrake]]s respectively.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
&lt;br /&gt;
* Very high rate of fire and damage per second;&lt;br /&gt;
* Smaller spread than other shotguns;&lt;br /&gt;
* Cheapest shotgun ammo at £2 per shot;&lt;br /&gt;
* Only loses 25% damage per pierce at base offperk;&lt;br /&gt;
* Onperk damage loss of 2% per pierce won&#039;t mitigate its pellet damage much;&lt;br /&gt;
* Excellent sweeper against a large crowd;&lt;br /&gt;
* Can pierce and damage up to 4 targets total;&lt;br /&gt;
* Large drum magazine capacity;&lt;br /&gt;
* Fastest reload per shell loaded of any shotgun.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Very expensive at £1200 minimum with perk bonuses;&lt;br /&gt;
* Heavy, at 10 blocks;&lt;br /&gt;
* Low pellet damage is punishing at range due random spread;&lt;br /&gt;
* Less pellet count spread with each shot;&lt;br /&gt;
* Kickback control required for sustaining fire rate;&lt;br /&gt;
* Low ammo pool even with extend perk bonuses;&lt;br /&gt;
* Slow magazine reload, a fraction of a second faster than [[HSG-1]];&lt;br /&gt;
* Damage per second suffers from the lengthy magazine reloads;&lt;br /&gt;
* Cannot cancel reload like the pump-action [[Shotgun]] or [[Combat shotgun]].&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
The weapon is the Atchisson Auto Assault-12 gauge (AA-12) with a 20-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Support equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Vlad_the_Impaler&amp;diff=194</id>
		<title>Vlad the Impaler</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Vlad_the_Impaler&amp;diff=194"/>
		<updated>2021-05-19T01:28:29Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = Vlad 9000 | image       = Trader Vlad9000.png | perk        = ss | cost        = 1500 | weight      = 8 | ammo-load   = 6 | ammo        = 7 |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = Vlad 9000&lt;br /&gt;
| image       = Trader Vlad9000.png&lt;br /&gt;
| perk        = ss&lt;br /&gt;
| cost        = 1500&lt;br /&gt;
| weight      = 8&lt;br /&gt;
| ammo-load   = 6&lt;br /&gt;
| ammo        = 7&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 48&lt;br /&gt;
| ammo-secondary      = 100&lt;br /&gt;
| ammo-secondary-type = torch&lt;br /&gt;
| ammo-cost   = £30-£240&lt;br /&gt;
| power       =65&lt;br /&gt;
| range       = 20&lt;br /&gt;
| speed       = 66&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Nail&#039;d!&lt;br /&gt;
| ach1i       = Nail&#039;d!.jpg‎&lt;br /&gt;
}}{{quote text|The Black and Wrecker Vlad 9000 nail gun. Designed for putting barns together. Or nailing Zeds to them.|Unused trader description.}}&lt;br /&gt;
&#039;&#039;&#039;Vlad the Impaler&#039;&#039;&#039; (Also called Vlad 9000) is a magazine fed, pistol grip, nail-gun for the[[ support specialist]]. At a weight of eight blocks, an ammo capacity of six, fast reload, and slow semi-automatic firing, it is comparable to the [[HSG-1 shotgun|HSG-1]] as a general weapon. The nails ricochet off surfaces up to 5 times and pierce with a 25% damage penalty.&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[Support Specialist]] perk gives various bonuses and discounts for the Vlad 9000.&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style     = float: left&lt;br /&gt;
|base_cost = 1500&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col2_name = Ammo capacity&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 48&lt;br /&gt;
|col2_inc0 = 0&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 25&lt;br /&gt;
|col2_inc4 = 25&lt;br /&gt;
|col2_inc5 = 25&lt;br /&gt;
|col2_inc6 = 30&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 245&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Price and Ammunition===&lt;br /&gt;
Vlad has a base price of 1500£ and gets a discount of 150£ for each perk level, lowering the price to 450£ at most. Ammo price is 30£ for a magazine of nail bucks which means each shot cost is 5£ per buckshot.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Vlad has identical stats to standard [[Shotgun]] aside from its ricochet utility, spread and pierce efficiency. Each nail shot dealing 35 base damage and each buckshot spraying 7 nails just like a standard buckshot shell. Nails apparently have the high pierce efficiency of 0.75; only losing 25% damage per pierce and piercing up to three additional targets as base value without perk bonuses like other magazine loaded shotguns. When it comes to spread, Vlad loses so much potential here with a spread of 2500 units, second highest after [[Hunting shotgun]], and making it impossible for ricochets to hit targets away from walls for a second time. Thanks to its magazine based reload of 2.6 seconds, Vlad will net more potential damage than standard shotgun at close up only to lose it over long distance.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
*Use the Nailgun&#039;s rapid fire rate to your advantage, whittling down bigger specimens or clearing crowds of smaller ones. However, make sure you have a backup weapon when you inevitably need to reload small magazine or only approach it as a finisher. It can perform speedkill combos on big specimen but larger spread might not be utilized well when doing anything else other than sweeping trash specimen in chokes.&lt;br /&gt;
*Thanks to ricochet and pierce capability, Vlad actually capable of dishing out more damage to tall specimen when shot at their ankles and feet from up close. In enclosed spaces low ceilings also contribute to this effect on low angle ground ricochet shots. Also the Nailgun&#039;s wide spread and ricocheting projectiles make it an excellent weapon for killing small enemies trying to sneak under the fire line such as [[Crawler]]s and [[Stalker]]s.&lt;br /&gt;
*Use the flashlight as a makeshift reticle, seeing in the dark and shine light for the targets behind explosion smoke. The light gives a good indication of where the center of your screen is and doesn&#039;t reduce your movement speed to quickly get rid of rushing enemies. The flashlight will run out of battery power though, so you should turn it off when it is not needed at the bright light.&lt;br /&gt;
*Because of the Nailgun&#039;s spread and constant need of reloading, it is less effective in wide open maps or when kiting. The Nailgun is best suited for enclosed, dark maps such as [[Abusement Park]], [[Bedlam]], [[Biotics Lab]], and [[Filths Cross]]. Besides that, depending on the hold spot on open maps, it can work well in small split crosspaths creating chokes. While it&#039;s great for wide sweeps, when precision is required a small sidearm, such as [[Handcannon]] or [[MK23]] needed for dealing with small trash gaining up on teammates or picking long range targe targets.&lt;br /&gt;
*Small magazine size and wide spread cause you to miss more pellets unless you let specimen get closer between shots, resulting in reloading much often than you intended and drying out ammo pool early in the wave. Despite random spread looking way wider to hit anything, if aimed properly Vlad can sweep clear a group of low-medium grade specimens with ease at close to mid distance by half magazine. Utilizing ground ricochet shots to chew through first line of specimen and carrying a reliable sidearm such as [[MK23]], [[Handcannon]] or [[Lever-action rifle]] helps you to pick off targets from range and stop your reliance on emptying shells.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
* Comes equipped with a flashlight;&lt;br /&gt;
* Nails pierce through targets to increase damage at aligned hitboxes;&lt;br /&gt;
* High pierce efficiency of 0.75, which is shared by [[HSG-1]] and [[AA12]];&lt;br /&gt;
* Nails ricochet off of surfaces and ground, capable of hitting the same target multiple times;&lt;br /&gt;
* Cheaper than [[Combat Shotgun]] yet has similar capabilities;&lt;br /&gt;
* Semi-automatic fire rate with only half second delay between shots;&lt;br /&gt;
* Significantly faster reload than the other shotguns with magazines.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Requires frequent reloading;&lt;br /&gt;
* Low magazine capacity of six shots;&lt;br /&gt;
* Cannot be reload canceled like the pump-action [[Shotgun]] or [[Combat shotgun]];&lt;br /&gt;
* Very high spread, approximately 1.5 times larger than all other regular shotguns;&lt;br /&gt;
* Limited ammo pool for a weapon which can&#039;t utilize its pierce to stack kills;&lt;br /&gt;
* In open areas or kiting away, ricochet ability will not be utilized at all;&lt;br /&gt;
* Wide spread and low pellet damage render the nailgun useless in medium-long range combat.&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{language bar}}&lt;br /&gt;
[[Category:Support equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Seal_Squeal_Harpoon_Bomber&amp;diff=193</id>
		<title>Seal Squeal Harpoon Bomber</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Seal_Squeal_Harpoon_Bomber&amp;diff=193"/>
		<updated>2021-05-19T01:27:59Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = Seal Squeal Harpoon Bomber | image       = Trader SealSqueal.png | perk        = demolition | cost        = 2000 | weight      = 6 | ammo-load...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = Seal Squeal Harpoon Bomber&lt;br /&gt;
| image       = Trader SealSqueal.png&lt;br /&gt;
| perk        = demolition&lt;br /&gt;
| cost        = 2000&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| ammo-load   = 3&lt;br /&gt;
| ammo        = 9&lt;br /&gt;
| ammo-type   = clip&lt;br /&gt;
| ammo-total  = 30&lt;br /&gt;
| ammo-cost   = £30 – £150&lt;br /&gt;
| power       = 90&lt;br /&gt;
| range       = 85&lt;br /&gt;
| speed       = 50&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Fire and Forget&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Seal Squeal Harpoon Bomber&#039;&#039;&#039; is a weapon for the [[Demolition]] class, added in the &amp;quot;Us vs. Them&amp;quot; Community Weapon Pack. It shoots fast-moving, barbed projectiles that stick in a specimen (or the scenery) and smoulder for a couple of seconds before exploding. Surprisingly, harpoons do not appear to do damage; even the weakest specimens survive a headshot from the Seal Squeal weapon until the projectile detonates after a fuse time and unleashes a massive blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is magazine-fed, with three harpoons in each magazine. If fired as quickly as possible, all three projectiles can be placed before detonation, in which case a particularly powerful explosion can be produced, as when &amp;quot;stacking&amp;quot; [[grenade|grenades]]. If another player kills the zed while a harpoon&#039;s fuse is still burning down, it detonates immediately. If a zed gets very close to the player, they can be injured or killed by the explosion.  &lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|base_cost = 2000&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 350&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Sealsqueal have 350 damage only for explosion and deals no damage for projectile pinning onto the target for initial impact with 3.65x-4.00x headshot multiplier depending on the specimen&#039;s distance from the position of initial pin. Its explosion damage is equal to grenade launchers&#039; blast damage without their blunt impact calculated in.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
*Harpoon can be set off with gun fire, flames or another explosion when stuck to a specimen. It makes [[M4 M203]] or [[SeekerSix]] not a bad choice for coupling with Harpoon Bomber.&lt;br /&gt;
*Placing a harpoon in a group of gorefast/sirens and then quickly detonating it with another grenade launcher, can outright kill the entire group. Using 2 shots of the [[M32]] is sometimes not as effective as the first shot somestimes knock them out of the center of the explosion.&lt;br /&gt;
*Harpoon is capable of dealing tremendous damage to [[Fleshpound]] on a headshot. After successfully pinning two headshots then prematurely set it with any grenade launcher upperbody shot to enrage it. As it enrages with a shriek, [[Demolitions]] either sticks another harpoon to FP&#039;s throat while it enrages or can stack 2 nades infront of its feet instead and detonate hastily with another [[M79]]/M203 upperbody shot. That combo will be enough to kill FP on any difficulty disregard of player count.&lt;br /&gt;
*Harpoon projectile not following the fast running target quick enough to catch up with hitboxes; explosion happens on the point that it first struck while main target remains unharmed. That requires player to detonate the harpoon right away with a grenade launcher for ensuring maximum damage on enraged targets, thus creating large smoke clouds on the process. [[SeekerSix]] can help with that to shove big targets away to the center of the explosion. Trash clearing and clear sight is important to not get blocked.&lt;br /&gt;
*A Scrake can be killed with 3 accurate harpoon headshot blasts, but if more than one harpoon blast triggers in a short time period, they may not register as headshots snapping the Scrake out of its stun, mowing down the helpless Demolition Expert. Whatever the situation is Harpoon must be used against Scrakes within&#039; long distance where there&#039;s no other option to get dispose of them. If they&#039;re enraged they&#039;ll get away from the area where it&#039;s pinned on them, not allowing the blast damage to catch on later.&lt;br /&gt;
*This weapon is particularly effective against the [[Patriarch]] at low difficulty because he doesn&#039;t appear to take into account the imminent detonation of harpoons that have already struck him from a corner peek shot. When walking slowly at low difficulties, he won&#039;t be able to get away fast enough from the initial area of pinning impact. At high difficulties you need a weapon switch to a grenade launcher or any impactful projectile weapon to set it off after first pinning shot.&lt;br /&gt;
*Pinpoint large hallways by sticking some harpoons to ground and corners. Unlike grenades, the specimens will never see harpoons on walls. Yet, since it creates much more smoke than a single M32/M79 shot, it adviced to aim at ceiling or rear walls to mitigate smoke.&lt;br /&gt;
&lt;br /&gt;
== Advantages &amp;amp; Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
=== Advantages ===&lt;br /&gt;
*Harpoons can be shot into floors and walls, for more accurate placement than when throwing a [[grenade]]&lt;br /&gt;
*Large zeds do not rage when struck with a harpoon (until it detonates)&lt;br /&gt;
*Ability to place up to three harpoons in a zed before detonation&lt;br /&gt;
*Explosions can damage or kill multiple zeds&lt;br /&gt;
*The [[Patriarch]] does not notice when first harpooned, permitting hit-and-run attacks&lt;br /&gt;
*Exploding harpoons do not damage welded doors, as [[grenade|grenades]] do&lt;br /&gt;
*Reasonably lightweight weapon, for its power and apparent size. &lt;br /&gt;
*Second highest headshot multiplier in-game and medium blast radius.&lt;br /&gt;
*Does not need to hit the target to detonate; this allows you to shoot at the actual centre of a group.&lt;br /&gt;
*Capable of stunning [[Scrake]] on headshots&lt;br /&gt;
*Capable to kill fleshpound with 3 headshots on any difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Disadvantages ===&lt;br /&gt;
*Delay before explosion: zeds may advance close to the shooter before they explode, perhaps permitting them to attack, as well as causing the splash damage&lt;br /&gt;
*High recoil - the shooter may need to pause between shots if accuracy is required&lt;br /&gt;
*Small magazine capacity of 3 shots&lt;br /&gt;
*Somewhat limited ammo reserve&lt;br /&gt;
*Somewhat slow reload&lt;br /&gt;
*Even though it increases damage on headshots, like all explosions it only damages body health of specimen&lt;br /&gt;
*Altough headshots deal higher damage than grenade launcher shots to the [[FP#Damage_multipliers|Fleshpound]], bodyshots do less&lt;br /&gt;
*Sucessfully planted headshots make the target flail, hindering additional headshots&lt;br /&gt;
*Sirens&#039; screams destroy harpoons&lt;br /&gt;
*Slow flight time makes it necessary to aim ahead of zeds if they are crossing your field of vision&lt;br /&gt;
*Requires DLC in order to be purchased in the game.&lt;br /&gt;
*Cancels stun effect on [[Scrake]] if additional projectiles don&#039;t register as headshots&lt;br /&gt;
*There&#039;s a bug with harpoon projectile and fast running targets&lt;br /&gt;
*Requires a detonator like a grenade launcher or Seeker6, or a [[Firebug]] teammate to be effective.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery note}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:CWP3 Promo.jpg|Promo image [http://store.steampowered.com/app/258751/ DLC]&lt;br /&gt;
File:Seal Squeal Harpoon Bomber Promo.jpg|Promo image weapon&lt;br /&gt;
File:CWP3 Screenshot 3.jpg|Seal Squeal Harpoon Bomber in third person view.&lt;br /&gt;
File:CWP3 Screenshot 1.jpg|Seal Squeal Harpoon Bomber in first person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Community Weapons Pack 3 - Us Versus Them Total Conflict Pack]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment navbox}}&lt;br /&gt;
{{Language bar|Seal Squeal Harpoon Bomber}}&lt;br /&gt;
[[Category:Demolition equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=SeekerSix&amp;diff=192</id>
		<title>SeekerSix</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=SeekerSix&amp;diff=192"/>
		<updated>2021-05-19T01:27:37Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info|lang=en | name        = SeekerSix | image       = Trader SeekerSix.png | perk        = demolition | cost        = 2250 | weight      = 7 | ammo-load   = 6 | a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info|lang=en&lt;br /&gt;
| name        = SeekerSix&lt;br /&gt;
| image       = Trader SeekerSix.png&lt;br /&gt;
| perk        = demolition&lt;br /&gt;
| cost        = 2250&lt;br /&gt;
| weight      = 7&lt;br /&gt;
| ammo-load   = 6&lt;br /&gt;
| ammo        = 15&lt;br /&gt;
| ammo-type   = clip&lt;br /&gt;
| ammo-total  = 96&lt;br /&gt;
| ammo-cost   = £15 – £120&lt;br /&gt;
| power       = 90&lt;br /&gt;
| range       = 95&lt;br /&gt;
| speed       = 65&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Seeker Six&#039;&#039;&#039; rocket launcher is a mid-tier weapon for the [[demolition]]-class. It can shoot single, weak rockets semi-automatically or dispose of its entire magazine (or what&#039;s left of it) for multiplied damage. Like the name suggests, the Seeker 6 is able to lock-on to specimens (this happens automatically) to minimize ammunition wasted and maximize efficiency against fast moving targets.&lt;br /&gt;
Unlike most demo weapons, the Seeker 6 deals minimal damage to its user at close range and as such is relatively safe to use for personal defense, even off-perk.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left;&lt;br /&gt;
|base_cost = 2250&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 90&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
}}&lt;br /&gt;
===Price and Ammunition===&lt;br /&gt;
SeekerSix starts with £2250 base price and gets 10% discount per Demolition Expert level. Starting ammunition is 48, max ammunition is 96 missiles total and stays stable. A single missile chamber costs £15 base and Demolition Expert gets small discount of 7% per level, reducing the cost down to £10 per chamber of six missiles.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
SeekerSix have 90 base damage per missile which can be increased by [[Demolition]] perk up to 144 damage per missile shot. Fire delay between shots are 0.33 second and reload time is 3.13 seconds. Each missile cylinder have six shots loaded and alt fire sends all remaining missiles in a salvo to reload instantly. When fired off perk shooting each missile, one at a time it takes 1.65 second to empty it all resulting 327 damage per second before reload and 112 damage per second for after reload. When fired by a level 6 Demolition, the figures only go up about 57-60%; before reload scores 523 damage per second and after reload is 180.75 damage per second. A level 6 [[Commando]] only affects the after reload dps slightly with 35% faster reload speed and results 136.07 damage per second.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*Seeker 6 deals immense knockback compared to its low damage. The launcher has the lowest base damage among Demolition weapons, but even single missiles are able to push around lesser zeds.&lt;br /&gt;
*In the hand of a level 6 demo, a single body shot kills crawlers, two shot kills stalkers and clots and full magazine with alt fire is enough to kill gorefast and sirens on bodyshots or husks on headshots, even with 6 players hell on earth.&lt;br /&gt;
*The main use of the knockback is flailing the big target on the point, juggling -preferably on a new darted Pipe, buying time until it arms- and stalling it. To maximize the knockback, one should aim down in front of the target after lock on, hitting the targets feet to sweep it away.&lt;br /&gt;
*Locking on and aiming above the target&#039;s mass can result in horizontal pushbacks. This is also desirable on a fleshpound, to ensure none of the rockets hit his feet to maximize the damage. When all 6 missiles land, it can deal up to 1700 damage to a [[Fleshpound]] and push it back from the hands of a level 6 Demolition.&lt;br /&gt;
*Aiming at lower legs with a six shot salvo can send any durable target sky high, especially useful when dangerous specimen enraged and started to run around. This is desirable if said specimen is about to attack a glasscannon perk or low on health teammate and [[Field Medic]] is at the ready to interfere. &lt;br /&gt;
*Since the splash radius is very small, it can be used to snipe down important targets without enraging scrakes or fleshpounds.&lt;br /&gt;
&lt;br /&gt;
== Advantages &amp;amp; Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
=== Advantages ===&lt;br /&gt;
*Variable firepower, via alt fire&lt;br /&gt;
*Can fire off its entire drum with alt-fire, or at least the remaining rockets. &lt;br /&gt;
*Substantial knockback - ideal for making distance between the user and enraged Scrakes/Fleshpounds.&lt;br /&gt;
*Fast reload (all 6 rounds at once)&lt;br /&gt;
*Can set off hand grenades&lt;br /&gt;
*Sirens can not blast jump to leap forward when hit by missile salvos&lt;br /&gt;
*With a clear sightline can kill Fleshpound by grenade set offs that gradually increase in density&lt;br /&gt;
*Missiles can home in on targets, scoring headshots from far away&lt;br /&gt;
*Can track the [[Patriarch]] even when cloaked&lt;br /&gt;
*Missiles can be launched without locking on, in an emergency&lt;br /&gt;
&lt;br /&gt;
=== Disadvantages ===&lt;br /&gt;
*Single shots deal &#039;&#039;very&#039;&#039; low damage and almost no splash, limiting perk progression.&lt;br /&gt;
*Heavy compared to its damage&lt;br /&gt;
*Carrying one with M32 leaves no space for pipebombs&lt;br /&gt;
*Moderately slow uninterruptible drum mag reload&lt;br /&gt;
*Ability to deliver a powerful blow via alt fire degrades as individual shots are fired off.&lt;br /&gt;
*Low magazine capacity of six shots&lt;br /&gt;
*Sirens can exterminate projectiles with ease&lt;br /&gt;
*Spamming to push higher threats away might get you overwhelmed by pillowed trash instead&lt;br /&gt;
*Pushback power can be detrimental for other perks who need specimen pinned at their sights to burst them down&lt;br /&gt;
*Time delay to lock missiles on target can be troublesome&lt;br /&gt;
*Picking the right angle to headshot is hard, almost impossible at short ranges&lt;br /&gt;
*Requires DLC in order to be purchased in the game.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The weapon has &amp;quot;GLM CAL. 40MM&amp;quot; and &amp;quot;Horzine DefenceTech&amp;quot; writen on the left side of the barrel. This implies a new division of Horzine titled &amp;quot;DefenceTech&amp;quot;, a weapons development division.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*When reloading the weapon, the new cylinder the player inserts into the weapon only has a single rocket loaded into the top chamber instead of all six chambers being occupied.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Community Weapons Pack 3 - Us Versus Them Total Conflict Pack|Community Weapons Pack 3]]&lt;br /&gt;
* [[Specimens]]&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Orca_Bomb_Propeller&amp;diff=191</id>
		<title>Orca Bomb Propeller</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Orca_Bomb_Propeller&amp;diff=191"/>
		<updated>2021-05-19T01:26:51Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = The Orca Bomb Propeller | image       = Trader Orca.png | perk        = d | cost        = 1250 | weight      = 4 | ammo        = 24 | ammo-type...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = The Orca Bomb Propeller&lt;br /&gt;
| image       = Trader Orca.png&lt;br /&gt;
| perk        = d&lt;br /&gt;
| cost        = 1250&lt;br /&gt;
| weight      = 4&lt;br /&gt;
| ammo        = 24&lt;br /&gt;
| ammo-type   = m79&lt;br /&gt;
| ammo-note   = £10 – £240&lt;br /&gt;
| power       = 87&lt;br /&gt;
| range       = 78&lt;br /&gt;
| speed       = 21&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Single-Load Doom Bombardier&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|The Orca Bomb Propeller tosses little delayed explosive bombs. Good for those bank shots!|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;Orca Bomb Propeller&#039;&#039;&#039; is a single-shot grenade launcher. It fires a projectile that explodes if it collides with a specimen that is sufficiently distant from the player, or explodes 2.5 seconds after launch otherwise. Upon hitting a specimen that is too close, the grenade causes impact damage, falls vertically instead of being reflected back at the player, and then explodes after the two-second fuse. The Orca Bomb Launcher can be seen as a sidegrade for the [[M79]] since the Orca Bomb Launcher doesn&#039;t explode instantly if it doesn&#039;t hit a target making it hard to stack grenades and exploding them to deal a lot of damage. And the Orca Bomb deals both blunt damage and the explosive damage (2.5 second delay) on a target if it is too close.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
The [[Demolition]]s perk gets a discount on the Orca from the [[Trader]].&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left;&lt;br /&gt;
|base_cost = 1250&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 325&lt;br /&gt;
|col1_inc0 = 5&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|col2_name = Blunt damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 200&lt;br /&gt;
|col2_inc0 = 5&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 30&lt;br /&gt;
|col2_inc4 = 40&lt;br /&gt;
|col2_inc5 = 50&lt;br /&gt;
|col2_inc6 = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and Ammunition ===&lt;br /&gt;
The Orca Bomb Launcher has a base cost of £1250. The Demolition gets a 10% discount of £125 per rank pulling the price down to £375.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The Orca Bomb Launcher deals lower explosive damage than the M79 to balance the fact that it deals blunt damage and explodes after 2.5 seconds when the target is close enough to recieve blunt damage.&lt;br /&gt;
The Orca Bomb Launcher deals 325 explosive damage after 2.5 seconds when the M79 deals 350 explosive damage instantly on impact (zed or surface). Both the Orca Bomb Launcher and M79 deals 200 blunt damage.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
* As grenades do not explode on impact it can be used on close range targets to deal a little bit of damage that can flinch certain zeds and be taken out by the following explosion.&lt;br /&gt;
*Grenades can be rebounded around corners and off of roofs and floors. This is a good tactic to use if you want to target bigger badder enemies first to conserve ammo.&lt;br /&gt;
&lt;br /&gt;
== Advantages &amp;amp; Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
=== Advantages ===&lt;br /&gt;
&lt;br /&gt;
* Grenades do not explode on impact, instead they bounce off surfaces;&lt;br /&gt;
* Explosions create somewhat less smoke compared to the M79;&lt;br /&gt;
* More suitable for close range than M79&lt;br /&gt;
&lt;br /&gt;
=== Disadvantages ===&lt;br /&gt;
&lt;br /&gt;
* Does less damage compared to the M79 or M32;&lt;br /&gt;
* It fires grenades in a slow arc, making long range hits harder to achieve;&lt;br /&gt;
* Grenades are more vulnerable to a [[Siren]]&#039;s scream due to slow speed;&lt;br /&gt;
* Cannot be bought in game without the DLC.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:The Orca Reloading.jpg | The Orca Bomb Propeller in-game while being reloaded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Demolition equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Blowerthrower&amp;diff=190</id>
		<title>Blowerthrower</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Blowerthrower&amp;diff=190"/>
		<updated>2021-05-19T01:25:54Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Stub}} {{DISPLAYTITLE:Blower Thrower Bile Launcher}} {{Equipment info | name        = Blowerthrower | image       = Trader BlowerThrower.png | perk        = medic | cost...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{DISPLAYTITLE:Blower Thrower Bile Launcher}}&lt;br /&gt;
{{Equipment info&lt;br /&gt;
| name        = Blowerthrower&lt;br /&gt;
| image       = Trader BlowerThrower.png&lt;br /&gt;
| perk        = medic&lt;br /&gt;
| cost        = 1000&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| ammo-load   = 50&lt;br /&gt;
| ammo        = 5&lt;br /&gt;
| ammo-type   = clip&lt;br /&gt;
| ammo-total  = 300&lt;br /&gt;
| ammo-cost   = £15 – £75&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Under The Weather&lt;br /&gt;
| ach1i       = Under The Weather.jpg&lt;br /&gt;
| power       = 55&lt;br /&gt;
| range       = 35&lt;br /&gt;
| speed       = 80&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Blower Thrower&#039;&#039;&#039; is a weapon for the [[field medic]]. Its use is similar to that of the [[flamethrower]] in that it sprays a substance (in this case bloat bile) that causes continuous damage after hitting a specimen. While the effect of the bile does not last as long as igniting specimens, it has the added benefit of causing affected specimens to blame any nearby [[Bloat]] and attack it first. Unlike the other field medic weapons, the Blower Thrower does not contribute towards perk progression. Medics do however enjoy a larger magazine size than other perks, but with the same total ammunition capacity. Perks without bloat bile resistance (that is, other than the berserker and field medic) should take extra care not to cover themselves with their own bile, as can happen when using the weapon at point-blank range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Statistics==&lt;br /&gt;
Section to remain hidden until it receives content.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Tactics==&lt;br /&gt;
Section to remain hidden until it receives content.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages and Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
&lt;br /&gt;
* Good for close quarter trash clearing;&lt;br /&gt;
* Bile pierces through specimen, inflicting bile damage on lined up specimen;&lt;br /&gt;
* Alt-fire sprays out 7 bile projectiles in a much larger area;&lt;br /&gt;
* Can hit multiple targets with prolonged spray or alt fire;&lt;br /&gt;
* Deals damage over time after initial splash or direct hit;&lt;br /&gt;
* Blower bile alt fire can make affected specimens provoked to attack nearest [[Bloat]];&lt;br /&gt;
* Fleshpound is not totally immune to it like the Bloat bile;&lt;br /&gt;
* When all players surrounding him using it doesn&#039;t trigger [[Patriarch]]&#039;s sweep;&lt;br /&gt;
* Good magazine capacity when playing as a medic;&lt;br /&gt;
* Even [[Berserker]]s can use it;&lt;br /&gt;
* Inexpensive for high level medics;&lt;br /&gt;
* Ideal weapon for crowd control.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
&lt;br /&gt;
* Doesn&#039;t have the heal ability like other medic guns;&lt;br /&gt;
* Weak against large enemies;&lt;br /&gt;
* Does not level up any perks, even the Field Medic;&lt;br /&gt;
* Relatively short range;&lt;br /&gt;
* Fires in an arc, making it inaccurate at the upper limits of its range;&lt;br /&gt;
* High recoil on sustained fire;&lt;br /&gt;
* Low initial impact damage;&lt;br /&gt;
* Low ammo reserve of 300 units total, regardless of the perk;&lt;br /&gt;
* Requires frequent reloading when not playing as a medic due to smaller tank size;&lt;br /&gt;
* Slow reload unless using Commando perk;&lt;br /&gt;
* Fairly heavy at 6 Blocks;&lt;br /&gt;
* Can be hard to judge if a target has been hit, and if the damage over time will be enough to kill it;&lt;br /&gt;
* Other perks besides Medic and Berserker will take high self splash damage from bile if specimens get too close;&lt;br /&gt;
* Requires DLC in order to be used in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Bugs and exploits==&lt;br /&gt;
Section to remain hidden until it receives content.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:CWP3 Promo.jpg|200px|thumb|left|Promo image of [http://store.steampowered.com/app/258751/ DLC]]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment navbox}}&lt;br /&gt;
&lt;br /&gt;
{{Language bar|Blowerthrower}}&lt;br /&gt;
[[Category:Medic equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Schneidzekk_medic_gun&amp;diff=189</id>
		<title>Schneidzekk medic gun</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Schneidzekk_medic_gun&amp;diff=189"/>
		<updated>2021-05-19T01:25:06Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot; {{Equipment info | name        = Schneidzekk | image       = Trader KRISS.png | perk        = medic | cost        = 2750 | weight      = 3 | ammo-load   = 25 | ammo        =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Equipment info&lt;br /&gt;
| name        = Schneidzekk&lt;br /&gt;
| image       = Trader KRISS.png&lt;br /&gt;
| perk        = medic&lt;br /&gt;
| cost        = 2750&lt;br /&gt;
| weight      = 3&lt;br /&gt;
| ammo-load   = 25&lt;br /&gt;
| ammo        = 13&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 350&lt;br /&gt;
| ammo-cost   = £10 – £140&lt;br /&gt;
| ammo-secondary      = 100&lt;br /&gt;
| ammo-secondary-type = syringe&lt;br /&gt;
| power       = 58&lt;br /&gt;
| range       = 50&lt;br /&gt;
| speed       = 91&lt;br /&gt;
| head multiplier = 1.1&lt;br /&gt;
| ach1        = One Small Step for Man&lt;br /&gt;
| ach1i       = 20px-One small step for man.jpg&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Schneidzekk medic gun&#039;&#039;&#039; is a KRISS Vector submachine gun modified for use by [[Field medic|medics]]. Pressing alt-fire will shoot darts that function just like the [[medical syringe]], effectively making it a ranged version of said tool. It is generally of no use to other perks due to its extremely high cost, but (if given by a high-level field medic) it can still be an effective addition to team healing capability because of its low weight. The Schneidzekk does not share its charge with the medical syringe or the other medic guns, meaning that if the Schneidzekk is out of charge, players can use their medical syringe or a different medic gun. The only disadvantage of the Schneidzekk&#039;s medical dart is that players cannot heal themselves with it, and are forced to rely on the medical syringe in an emergency. This weapon&#039;s primary fire causes recoil that will slow the player down if fired while moving, but the healing darts do not have this effect.&lt;br /&gt;
&lt;br /&gt;
There is also a &amp;quot;Neon Scneidzekk&amp;quot; available in the &amp;quot;Neon Weapons&amp;quot; DLC. Its statistics are identical to the normal Schenidzekk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|base_cost = 2750&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 40&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Magazine Size&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 25&lt;br /&gt;
|col2_inc0 = 10&lt;br /&gt;
|col2_inc1 = 20&lt;br /&gt;
|col2_inc2 = 40&lt;br /&gt;
|col2_inc3 = 60&lt;br /&gt;
|col2_inc4 = 80&lt;br /&gt;
|col2_inc5 = 100&lt;br /&gt;
|col2_inc6 = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*It is highly advisable to carry at least another weapon to compensate for the Schneidzekk&#039;s low ammo reserve. Popular options include the [[Lever-action rifle]], [[Hunting shotgun]], [[Crossbow]] and [[Katana]] among others. It is also possible to pair it with the [[MP7M]], [[MP5M]], and/or [[M7A3]] and significantly increase your healing capacity; at high levels, carrying more than one medic gun allows to fire healing darts virtually non-stop.&lt;br /&gt;
&lt;br /&gt;
*If you find yourself unable to hit a player with darts, consider jabbing them with a [[Medical syringe]]. &lt;br /&gt;
&lt;br /&gt;
*The dart doesn&#039;t have instant hit. It has some flying time. This means that you have to estimate where the target will be when the dart arrives. Hence, sometimes you must fire in front of the target in order for it to be healed. It would be wise to wait until your target is standing still or running straight ahead to fire. &lt;br /&gt;
&lt;br /&gt;
*This weapon&#039;s low recoil and high rate of fire make it effective at close range self-defense, especially against charging [[Scrake]]s.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
* Allows healing from range;&lt;br /&gt;
* Satisfying damage per shot;&lt;br /&gt;
* Large magazine size;&lt;br /&gt;
* Low recoil and high rate of fire;&lt;br /&gt;
* Low weight;&lt;br /&gt;
* Highest healing dart potency per dispense of 40 health;&lt;br /&gt;
* Healing darts recharge at the same speed of MP5M.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Expensive at low perk levels;&lt;br /&gt;
* Obtrusive iron sights;&lt;br /&gt;
* Runs out of ammunition very quickly;&lt;br /&gt;
* Less stopping power than the M7A3;&lt;br /&gt;
* Less bullets per magazine than the MP5M;&lt;br /&gt;
* Greater dispersion of bullets compared with MP7M;&lt;br /&gt;
* High fire-rate makes it difficult to conserve ammunition.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Schneidzekk means &amp;quot;Zed Cutter&amp;quot; in German, referring to how well this weapon disposes of enemies. (schneiden = to cut, but zekk is not a real german word)&lt;br /&gt;
*This weapon is based off of the KRISS Vector Super V submachine gun. Somewhat popular with civilian shooters, it isn&#039;t used by any military around the globe.&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Medic equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=M7A3_medic_gun&amp;diff=188</id>
		<title>M7A3 medic gun</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=M7A3_medic_gun&amp;diff=188"/>
		<updated>2021-05-19T01:24:42Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = M7A3 Medic Gun | image       = Trader M7A3.png | perk        = medic | cost        = 2050 | weight      = 6 | ammo-load   = 15 | ammo        = 20...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = M7A3 Medic Gun&lt;br /&gt;
| image       = Trader M7A3.png&lt;br /&gt;
| perk        = medic&lt;br /&gt;
| cost        = 2050&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| ammo-load   = 15&lt;br /&gt;
| ammo        = 20&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 300&lt;br /&gt;
| ammo-cost   = £10 – £200&lt;br /&gt;
| ammo-secondary      = 100&lt;br /&gt;
| ammo-secondary-type = syringe&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Combat Medic&lt;br /&gt;
| power = 45&lt;br /&gt;
| range = 55&lt;br /&gt;
| speed = 60&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|An advanced Horzine prototype assault rifle. Modified to fire healing darts.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;M7A3&#039;&#039;&#039; is an assault rifle that was introduced during the Summer Sideshow 2012 event. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&#039;&#039;The values in this table are derived from the SDK. However, they have not gone through extensive testing &amp;amp; therefore may not be 100% accurate.&#039;&#039;&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style     = float: left&lt;br /&gt;
|base_cost = 2050&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 70&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Magazine size&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 15&lt;br /&gt;
|col2_inc0 = 10&lt;br /&gt;
|col2_inc1 = 20&lt;br /&gt;
|col2_inc2 = 40&lt;br /&gt;
|col2_inc3 = 60&lt;br /&gt;
|col2_inc4 = 80&lt;br /&gt;
|col2_inc5 = 100&lt;br /&gt;
|col2_inc6 = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
M7A3 deals 70 damage per shot and have 15 bullets loaded in magazine at once as base. Magazine size can be increased by Field Medic&#039;s perk bonuses up to 100%, doubling it. M7A3 has a very slight fire delay of 0.17 second. Although rate of fire is slower than other counterparts, it gives space for recoil control.&lt;br /&gt;
&lt;br /&gt;
M7 reloads for 3.07 seconds, which is faster than any other medic rifle but on terms of bullets loaded at once, time efficiency is still low. A level 6 Field Medic, can empty the entire mag in 4.93 seconds thanks to increased magazine size dealing 2100 damage over the course of action. Until magazine is emptied damage per second lingers around 425 dps, while including reload time for considering 8 full seconds into the conclusion it reduces down to 262.5 dps for after reload.&lt;br /&gt;
&lt;br /&gt;
Compared to this, offperk use of the rifle will only allow user to deal 1050 damage over the course of 3.23 second per magazine, setting before reload performance to 325 damage per second and 166.6 damage per second for after reload. Only exception to the after reload dps is using [[Commando]] perk which changes it slightly up to 190 damage per second.&lt;br /&gt;
&lt;br /&gt;
===Price===&lt;br /&gt;
M7A3 itself costs 2050£ as base and Field Medic gets 205£ discount for it with each perk level, reducing the initial cost of buying the weapon down to 820£. M7A3 magazine costs 10£ like other medic rifles and gets no discount.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*Short, controlled bursts are extremely effective. Firing 2-3 shots reliably decapitates specimen such as Husks and Sirens at medium range, and allows for more accurately-placed rounds. With this particular weapon&#039;s rate of fire, this should not be that difficult. If a more powerful specimen comes speeding in towards you, don&#039;t be afraid to empty the mag, just be aware of where your rounds are flying. &lt;br /&gt;
*If you find yourself unable to hit a player with darts, consider jabbing them with a [[Medical syringe]]. Slower charge regen rate and automatic dart appliances can be unreliable.&lt;br /&gt;
*The dart doesn&#039;t have instant hit. It has some flying time. This means that you have to estimate where the target will be when the dart arrives. Hence, sometimes you must fire in front of the target in order for it to be healed. It would be wise to wait until your target is standing still or running straight ahead to fire. &lt;br /&gt;
*Since the weapon has a slow syringe recharge, carry a faster recharging weapon, which also combos with the M7A3&#039;s low ammo capacity so you can continue firing, although, this is only advised if you completely prefer using the M7A3. &lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
&lt;br /&gt;
*Allows healing from range;&lt;br /&gt;
*Good damage per shot;&lt;br /&gt;
*More spare magazines than [[MP5M]] at full reserve;&lt;br /&gt;
*Holographic sight for easy target acquisition;&lt;br /&gt;
*Fastest magazine reload among medic rifles;&lt;br /&gt;
*Digital counter for ammo in magazine and healing dart charge;&lt;br /&gt;
*Holographic sight and ammo counter on the weapon turn red when ammo in the magazine is low;&lt;br /&gt;
*Fires darts fully-automatic when held down rather than semi-automatic as the MP7 and MP5.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Healing darts recharge slower than [[MP5M]] and [[Schneidzekk]];&lt;br /&gt;
*Small magazines;&lt;br /&gt;
*Slow rate of fire;&lt;br /&gt;
*Extremely high recoil;&lt;br /&gt;
*Twice the weight of MP7/MP5;&lt;br /&gt;
*Expensive at low perk levels;&lt;br /&gt;
*Less healing potency per dart application, equal to [[MP7M]];&lt;br /&gt;
*Not fitting for off perk use due to weight and low heal performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs and exploits==&lt;br /&gt;
&lt;br /&gt;
*Sometimes the display screen on the weapon will become glitched.&lt;br /&gt;
*The orientation of the weapon in third-person or from an outlier look can sometimes glitch, causing a character to appear to be holding it one-handed and pointing 90 degrees to the right of where it should be pointing. Aiming, spraying dart or firing fixes this.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The M7A3 may be based on the [[wikipedia:Kel-Tec RFB|Kel-Tec RFB]] (Rifle, Forward Ejecting, Bullpup).&lt;br /&gt;
* The M7A3 was the most expensive weapon in the game, before it was the [[MP5M]], which cost £5000. Now the most expensive weapon is the [[Schneidzekk]] at the price of £10000, however all medic weapons&#039; prices were lowered as of the Twisted Christmas 2013 event.&lt;br /&gt;
* It has the lowest rate of fire of all fully automatic weapons in Killing Floor. Interestingly enough, all of the other Medic weapons have the highest rates of fire.&lt;br /&gt;
* It was originally a weapon in the UT2004 mod &amp;quot;Ballistic Weapons&amp;quot;, described as an assault rifle, which was equipped with a scope and different, larger-capacity magazines than the version in &#039;&#039;Killing Floor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar|M7A3 medic gun}}&lt;br /&gt;
[[Category:Medic equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=MP5M_medic_gun&amp;diff=187</id>
		<title>MP5M medic gun</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=MP5M_medic_gun&amp;diff=187"/>
		<updated>2021-05-19T01:23:41Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = MP5M Medic Gun | image       = Trader Mp5Medic.png | perk        = medic | cost        = 1375 | weight      = 3 | ammo-load   = 32 | ammo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = MP5M Medic Gun&lt;br /&gt;
| image       = Trader Mp5Medic.png&lt;br /&gt;
| perk        = medic&lt;br /&gt;
| cost        = 1375&lt;br /&gt;
| weight      = 3&lt;br /&gt;
| ammo-load   = 32&lt;br /&gt;
| ammo        = 12&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 400&lt;br /&gt;
| ammo-cost   = £10 – £125&lt;br /&gt;
| ammo-secondary      = 100&lt;br /&gt;
| ammo-secondary-type = syringe&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = I love ze Healing not ze Hurting&lt;br /&gt;
| ach1i       = I_love_ze_Healing_not_ze_Hurting.jpg&lt;br /&gt;
| power = 40&lt;br /&gt;
| range = 55&lt;br /&gt;
| speed = 85&lt;br /&gt;
}}{{quote text|Following on from Horzine&#039;s earlier experiments with healing darts, they have now provided the Medic with an MP5 machine pistol, mounting a dart-firing device.|&amp;lt;!-- Unused --&amp;gt;Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;MP5M&#039;&#039;&#039; is an MP5 submachine gun modified for use by [[Field medic|medics]]. Pressing alt-fire will shoot darts that function just like the [[Medical syringe]], effectively making it a ranged version of said tool. It is generally of no use to other perks due to its low damage and high cost, but if given by a high-level field medic it can still be a cost-effective addition to team healing capability due to its low weight. The MP5M does not share its charge with the [[Medical syringe]] or the other medic guns, meaning that if the MP5M is out of charge, players can use their Medical syringe or a different medic gun. The only disadvantage of the MP5M&#039;s medical dart is that players cannot heal themselves with it, and are forced to rely on the Medical syringe in an urgency. This weapon generates recoil that will slow the player down if fired while moving; the healing darts do not have this effect.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style     = float: left&lt;br /&gt;
|base_cost = 1375&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 30&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Magazine Size&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 32&lt;br /&gt;
|col2_inc0 = 10&lt;br /&gt;
|col2_inc1 = 20&lt;br /&gt;
|col2_inc2 = 40&lt;br /&gt;
|col2_inc3 = 60&lt;br /&gt;
|col2_inc4 = 80&lt;br /&gt;
|col2_inc5 = 100&lt;br /&gt;
|col2_inc6 = 100&lt;br /&gt;
}}&lt;br /&gt;
===Damage and Reload===&lt;br /&gt;
MP5M deals 30 damage per shot and have 32 bullet magazine size at base value, in which mag size can be increased by Field Medic perk level up to double. Rate of fire is about 33% slower compared to [[MP7M]] and [[Schneidzekk]] with about 750 rpm. A high level Field Medic at level 5-6, can deal a total of 1920 damage over 4.96 seconds, scoring 387 damage per second before reloading. After the slowest reload among medic rifles for 3.8 seconds, this mediocre value reduces down to 219.2 damage per second. &lt;br /&gt;
&lt;br /&gt;
Compared to this, on the off perk use, the entire mag merely deals 960 damage before reload over 2.48 seconds and after reload, it reduces down to 152.86 damage per second over the course of 6.28 seconds of non stop firing followed by reload. Only [[Commando]] perk slightly increases after reload damage per second value to 181 dps.&lt;br /&gt;
&lt;br /&gt;
===Price and Ammunition===&lt;br /&gt;
MP5M costs 1375£ at its base which Field Medic perk gaining 137.5£ discount per level, reducing its price down to 412£ for a level 6 Field Medic. Magazine cost is 10£ which makes its bullets as cheap as 0.03£ which doesn&#039;t get any discount from perk level.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*It is highly advisable to carry at least another weapon to compensate for the MP5M&#039;s lackluster offensive power. Popular options include the [[Lever-action rifle]], [[Hunting shotgun]], [[Crossbow]] and [[Katana]] among others. It is also possible to pair it with the [[MP7M]] and/or [[M7A3]] or [[Schneidzekk]] to significantly increase your healing capacity; at high levels, carrying more than one medic gun allows to fire healing darts virtually non-stop.&lt;br /&gt;
*The dart doesn&#039;t have instant hit. It has some flying time. This means that you have to estimate where the target will be when the dart arrives to lead it. Hence, sometimes you must fire in front of the target in order for it to be healed. It would be wise to wait until your target is standing still or running straight ahead to fire. &lt;br /&gt;
*If you find yourself unable to hit a player with darts, consider jabbing them with a [[Medical syringe]]. &lt;br /&gt;
*This weapon&#039;s clear sight and manageable recoil, coupled with its large magazine capacity, make it moderately effective at long range against weaker threats.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
* Allows healing from range;&lt;br /&gt;
* Relatively cheap for Field Medics;&lt;br /&gt;
* More powerful and controllable than the [[MP7M]];&lt;br /&gt;
* Light weight, half of the [[M7A3]]&#039;s;&lt;br /&gt;
* Easy to aim red dot sight;&lt;br /&gt;
* Largest ammo reserve medic rifle;&lt;br /&gt;
* Can be used as an off perk healing device easily;&lt;br /&gt;
* Healing darts recharge 33% faster than the MP7M and M7A3;&lt;br /&gt;
* Has 50% more potent healing than M7A3 and MP7M per dart;&lt;br /&gt;
* Has the highest magazine capacity than other medic rifles;&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Low damage per shot;&lt;br /&gt;
* Slowest reload among all medic rifles;&lt;br /&gt;
* Darts dispensed manually semi-automatic;&lt;br /&gt;
* Expensive when off-perked;&lt;br /&gt;
* Less stopping power than the M7A3;&lt;br /&gt;
* Fast rate of fire can lead to frequent reload.&lt;br /&gt;
&lt;br /&gt;
==Bugs and exploits==&lt;br /&gt;
*Healing dart hits don&#039;t register consistently. This is determined if the impact uses a wall ricochet effect (rather then the MP5M&#039;s green splatter), or if the healing text is absent when it shouldn&#039;t.  This is more prevalent in servers where you have a high ping. The opposite may also happen.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This weapon has the highest magazine capacity out of any automatic weapon in the game, at 64 rounds in a magazine, but only when utilized by a Level 5 or 6 Medic.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
The MP5M is a [http://en.wikipedia.org/wiki/Heckler_%26_Koch_MP5 H&amp;amp;K MP5A4] modified with the capacity to shoot heal darts, a red dot sight, and a black and olive drab color scheme. It appears to possess an integrated underbarrel flashlight, which is not usable in-game.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Xmas mp5.jpg | Promo image for the MP5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar|MP5M medic gun}}&lt;br /&gt;
[[Category:Medic equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=MP7M_medic_gun&amp;diff=186</id>
		<title>MP7M medic gun</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=MP7M_medic_gun&amp;diff=186"/>
		<updated>2021-05-19T01:23:15Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;&amp;lt;small&amp;gt;Small text&amp;lt;/small&amp;gt; {{Equipment info | name        = MP7M Medic Gun | image       = Trader MP7m.png | perk        = medic | cost        = 825 - 248 | weight      = 3 | a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;Small text&amp;lt;/small&amp;gt; {{Equipment info&lt;br /&gt;
| name        = MP7M Medic Gun&lt;br /&gt;
| image       = Trader MP7m.png&lt;br /&gt;
| perk        = medic&lt;br /&gt;
| cost        = 825 - 248&lt;br /&gt;
| weight      = 3&lt;br /&gt;
| ammo-load   = 20&lt;br /&gt;
| ammo        = 19&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 400&lt;br /&gt;
| ammo-cost   = £10 – £200&lt;br /&gt;
| ammo-secondary      = 100&lt;br /&gt;
| ammo-secondary-type = syringe&lt;br /&gt;
| power       = 35&lt;br /&gt;
| range       = 54&lt;br /&gt;
| speed       = 95&lt;br /&gt;
| head multiplier = 1.1&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Healing Touch&lt;br /&gt;
| ach1i       = Healing Touch.jpg&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;MP7M&#039;&#039;&#039; (H&amp;amp;K MP7) modified sub-machine gun is a great tool to any [[Medic]]&#039;s arsenal. In addition to its standard firing mode, pressing alt-fire will shoot darts that function just like the [[Medical syringe]], effectively giving the Medic range to their healing capability. While all medics should carry this gun (or one of the other three Medic guns), it is barely useful to other perks due to its low damage, mediocre base magazine size and high cost, but if given by a high-level field medic, it can still be a cost-effective augmentation to team healing capability. In addition, the MP7M does not share its charge with the [[Medical syringe]], meaning that if the MP7M is out of charge, players can use their Medical syringe to heal themselves or team mates while waiting for it to be usable again. The disadvantage of the MP7M&#039;s medical dart is that players cannot heal themselves with it, and are forced to rely on their Medical syringe whenever they urgently need to heal themselves.&lt;br /&gt;
&lt;br /&gt;
Even though the MP7M has an extremely high rate of fire, the disadvantages make the MP7M unreliable even to Medics, and it is advisable to keep a back-up weapon to ensure survival. The [[Crossbow]] is a good choice due to its high damage, its ability to penetrate multiple enemies and is also quite cheap, although it weighs quite a lot, bringing the [[Medic]]&#039;s speed down. Another example of a good back-up weapon would be the [[M32]], the reasons being the same as the Crossbow only that it&#039;s a lot more costly than the Crossbow. A third choice would be the [[Katana]], allowing the medic to employ hit and run tactics with freedom to switch to the MP7M at any time without being held back by the reload time of an extra weapon. Another choice is carrying the [[MP5M Medic Gun]], [[M7A3 medic gun]] or [[Schneidzekk medic gun]], since all weapons do not share the same charge in their healing darts. One could infinitely shoot healing darts at his allies if his Medic perk is high enough. &lt;br /&gt;
&lt;br /&gt;
Although an MP7M bought from the trader sells for £618 by default and decreases with each level of the Medic perk, an MP7M spawned by a level 6 medic at the beginning of a game will sell for only £225.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] perk gets a discount on the MP7M from the [[Trader]] and spawns with one at level 6.&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|base_cost = 825&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 25&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Magazine size&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 20&lt;br /&gt;
|col2_inc0 = 10&lt;br /&gt;
|col2_inc1 = 20&lt;br /&gt;
|col2_inc2 = 40&lt;br /&gt;
|col2_inc3 = 60&lt;br /&gt;
|col2_inc4 = 80&lt;br /&gt;
|col2_inc5 = 100&lt;br /&gt;
|col2_inc6 = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Fire short, controlled bursts. This SMG has rate of fire of nearly 952~ RPM, causing tremendous recoil.&lt;br /&gt;
* Another alternative to burst firing is to line up multiple enemies and loose entire magazine in bursts. This way you&#039;re sure that every bullet hits and you&#039;re not shooting more rounds than you need to.&lt;br /&gt;
* Use the Alt-fire healing darts whenever you need to heal teammates away from you or your syringe is recharging.&lt;br /&gt;
* The healing darts function exactly the same as the [[Syringe]], save that it can be used at range; it is wasted when you miss, but can be used to heal faster.&lt;br /&gt;
* If you find yourself unable to hit a player with darts, consider jabbing him/her with a [[Syringe]].&lt;br /&gt;
* The MP7M deals damage at a surprisingly decent rate, and killing several lesser specimens with a single magazine is doable if you avoid wasting ammo.&lt;br /&gt;
* If you&#039;re a high level medic, you can buy MP7Ms for low cost, so consider offering to buy the other squad members MP7Ms if they&#039;ve got the inventory space, allowing them to heal others at range as well. It could save a life, or more importantly, save you some work.&lt;br /&gt;
* It is often cheaper to sell and rebuy the MP7M to refill ammo instead of filling the ammo traditionally, due to the fact that newly bought MP7Ms come with a full stock of ammo.&lt;br /&gt;
*The dart doesn&#039;t have instant hit. It has some flying time. This means that you have to estimate where the target will be when the dart arrives. Hence, sometimes you must fire infront of the target in order for it to be healed. It would be wise to wait until your target is standing still or running straight ahead to fire.&lt;br /&gt;
* Since the weapon has a slow syringe recharge, carry a faster recharging weapon, which also combos with the MP7M&#039;s low ammo capacity so you can continue firing, although, this is only advised if you completely prefer using the MP7M.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
* Allows healing from range.&lt;br /&gt;
* Doubles your healing capacity, as it doesn&#039;t share charge with the [[Medical syringe]].&lt;br /&gt;
* Cheap for medics.&lt;br /&gt;
* Extremely fast rate of fire.&lt;br /&gt;
* Easy to aim red dot sight.&lt;br /&gt;
* Plenty of backup magazines.&lt;br /&gt;
* Low weight, at 3 pounds (same as [[MP5M Medic Gun]] and [[Schneidzekk medic gun]]).&lt;br /&gt;
* Level 6 medics spawn with it.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Low damage per shot.&lt;br /&gt;
* Slow reload.&lt;br /&gt;
* Unable to heal self.&lt;br /&gt;
* Frequently requires reloading, as the magazines are depleted in one to two seconds, depending on medic perk level.&lt;br /&gt;
* Healing darts recharge slower than [[MP5M Medic Gun]] and [[Schneidzekk Medic Gun]].&lt;br /&gt;
&lt;br /&gt;
==Bugs and exploits==&lt;br /&gt;
&lt;br /&gt;
*Sometimes when you fire a dart at one of your injured team mates, the hit doesn&#039;t register. This is determined if the impact uses a wall ricochet effect (rather than the MP7M&#039;s green splatter), or if the healing text is absent (even though the player&#039;s health is lower than 100).  This is more prevalent in servers where you have a high ping.&lt;br /&gt;
*The opposite can happen sometimes as well; you may hit the wall close to a player and get the green splatter. This can be even more troublesome as it isn&#039;t that easy to notice a misfire.&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Medic equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=M32&amp;diff=185</id>
		<title>M32</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=M32&amp;diff=185"/>
		<updated>2021-05-08T19:03:32Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = M32 Grenade Launcher | image       = Trader M32.png | perk        = demo | cost        = 4000 | weight      = 7 | ammo-load   = 6 | ammo        =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = M32 Grenade Launcher&lt;br /&gt;
| image       = Trader M32.png&lt;br /&gt;
| perk        = demo&lt;br /&gt;
| cost        = 4000&lt;br /&gt;
| weight      = 7&lt;br /&gt;
| ammo-load   = 6&lt;br /&gt;
| ammo        = 30&lt;br /&gt;
| ammo-type   = m32&lt;br /&gt;
| ammo-total  = 36&lt;br /&gt;
| ammo-cost   = £60 – £360&lt;br /&gt;
| power       = 87&lt;br /&gt;
| range       = 78&lt;br /&gt;
| speed       = 70&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|An advanced semi automatic grenade launcher. Launches high explosive grenades.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;M32 grenade launcher&#039;&#039;&#039; (M32 MGL with Trijicon RX01 red dot sight) is a revolver-style multiple grenade launcher that can be loaded with up to six grenades at once. It is the larger counterpart of the [[M79 grenade launcher]]. Their projectiles are equal in power, but the M32 can fire all six grenades in under two seconds, whereas the M79 can only fire one before reloading. Because grenades are reloaded individually, the reload can be interrupted before a full set of grenades have been chambered. Shots should still be carefully considered though, as it takes a comparatively long time to reload and each shot creates a thick smoke cloud on detonation, making it difficult for yourself and/or other players to see approaching enemies. &lt;br /&gt;
&lt;br /&gt;
There is also a &amp;quot;Camo M32&amp;quot; available from the &amp;quot;Camo Weapons DLC&amp;quot;. Its statistics are identical to the normal M32.&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[demolition]]s [[perk]] receives discounts and damage bonuses with the M32.&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style = float:left;&lt;br /&gt;
&lt;br /&gt;
|base_cost = 4000&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 350&lt;br /&gt;
|col1_inc0 = 5&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|col2_name = Blunt damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 200&lt;br /&gt;
|col2_inc0 = 5&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 30&lt;br /&gt;
|col2_inc4 = 40&lt;br /&gt;
|col2_inc5 = 50&lt;br /&gt;
|col2_inc6 = 60&lt;br /&gt;
}}&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The M32 has a base price of £4000 which decreases according to the table shown.&lt;br /&gt;
It has a drum magazine with 6 grenades and 30 additional grenades can be carried, for a total of 36 shots. At £7-10 per grenade a full load of ammo costs quite some money, especially if taken into account that the [[Demolition]] should also buy a few [[Pipe bomb]]s.&lt;br /&gt;
So it is of advantage for the team to let the [[Demolition]] pick up any found ammo boxes.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Grenade projectiles both deal blunt and explosive damage at range after being armed mid-air. Before arm time at the close distance they only deal blunt damage without setting off for explosion. At its base grenade projectiles deal 200 blunt damage and adds 150 explosion damage when it set off, dealing 350 damage per shot for a total cumulative. Demolition perk bonuses grant increased damage per shot, both improving the damage of blunt impacts and explosion damage. Both blunt impact and explosion damage increases on headshots for 2.0x headshot multiplier and treated as two different hits on damage calculations.&lt;br /&gt;
It reloads quite slow for 1.63 second for each grenade loaded into the cylinder, taking 9.8 seconds to load all six when emptied. As with every interruptible reload weapon, M32 will not let you fire from the hip until it loads up at least 2 shots into the drum or interrupted by going down at iron sights.&lt;br /&gt;
&lt;br /&gt;
Having 182 repeats per minute fire rate, delays between shots are only as short as 0.33 second and can empty the entire six shot cylinder clip in slightly over one and half seconds (five delays including flight time for arming; 0.3296s * 5 = 1.648~= 1.7s). In that time span by off-perk hands M32 can deal 2100 damage at long distance by direct shots upon targets without any headshots. Any whiff will be at least 57-60% lower than that figure as blunt damage will not be included; this is not considering the damage fall off that explosions might suffer when they barely whiff the target. For a level 6 Demolition Expert, this figure will be 3120 damage in six shots at the same time span with direct hits and excluding any headshots.&lt;br /&gt;
&lt;br /&gt;
At the off perk hands, M32&#039;s before reload performance from direct hits is ~1235.3 damage per second; for headshots, this figure simply doubles and can be increased further if head piercing projectile hits a wall nearby the target. At the off perk hands from complete M32 whiffs (shot at the ground nearby specimen) the before reload performance is 57-60% lower, dealing 529.41 damage per second for emptying the whole cylinder.&lt;br /&gt;
As a level 6 Demolition before reload performance from direct hits become 1976.47 damage per second; for headshots, this figure simply doubles and can be increased further if head piercing projectile hits a wall nearby the target. As a level 6 Demolition, whiffs from M32 deals much lower damage when aimed at the ground, excluding blunt damage and dealing 847 damage per second before reload.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Reserve ammunition for large groups or stronger specimens. When firing at long range, remember to compensate for the arc of the grenade&#039;s trajectory. If enemies are too close, aim for a wall, ceiling or floor behind them. This will put them in the splash damage and keep you out, and prevent you from wasting the shell with an impact that does not detonate it. For most situations, it can be beneficial to carry a another weapon, such as a [[MK23]] or [[Lever-action rifle]], so that you have an effective short range weapon, for close encounters and tight corners. Providing you have enough team-mates to provide you adequate cover, the M79 can also be carried to provide a backup supply of projectile grenades.&lt;br /&gt;
* The M32 is very effective against the [[Fleshpound]], able to exterminate one with a single drum on any difficulty level. However, this can expend a great deal of ammunition in later waves, making a backup weapon highly valuable. Easiest way to dispatch a Fleshpound by using M32 to is doing a stacking grenade combination then setting them off with M32 blasts, which can vary from player to player. General profound way is not wasting more than two hand grenades against one Fleshpound unless it&#039;s really urgent and you need to spare grenade shots from the chamber for an incoming second engage.&lt;br /&gt;
* Avoid using the M32 against the [[Scrake]]; because it has a high amount of health, easy to anger, does not have a weakness against explosives and a fast runner that covers great distances once enraged. Especially avoid using handgrenades or any kind of nuke on a calm Scrake, else your reload time will be lengthy and painful at the same time; with the retaliation of Scrake. Demolition Expert only should focus fire Scrake with the help of team in case of an enrage, hand grenades should generally be saved for other specimens. The explosion will also wake the Scrake from it&#039;s stun when engaged by Berserker or Sharpshooter in most of the cases. This, combined with the smoke, can hinder other players to deal with the Scrake. When M32 used right and dealt a good heavy-flinch as the enraging hit, it can put Scrake in a comatose like slow-rage state where Scrake looks like it&#039;s enraging but running deliberately slow. Slow-rage will require practice and Scrake&#039;s full attention to pull perfectly in a moment of desperation. Otherwise it shouldn&#039;t be attempted.&lt;br /&gt;
*Due to the large splash damage caused by the explosions and self-damage, the M32 is hazardous to the player at short to medium range. Due to a safety feature of the grenades, however, it can be fired at point-blank range, killing weaker foes by sheer force of the grenade. Regardless, it is less practical than hitting groups at longer ranges, and against stronger specimens, the blunt impact is less than ideal, but may be necessary. As with any explosive, anyone or anything that takes damage but lives through the explosion will burn with a small fire for a few seconds.  This deals no damage, but can be useful for tracking invisible specimens, such as the [[Patriarch]] and [[Stalker]]s, without relying on a Commando.&lt;br /&gt;
* Altough blunt shots do less damage and no splash, unlike explosions blunt shots can deal damage to the head of specimen. This can sometimes be more desirable since one headshot is enough to decapitate a Siren or Husk as a level 6 Demo under any circumstance. Blunt projectiles are powerful enough to decapitate a 6p HoE setup Scrake in 5 headshots and Fleshpound in 7 headshots. &lt;br /&gt;
* A [[Siren]]&#039;s scream can occasionally neutralize grenades in midair, and a [[Husk]]&#039;s projectile splash prematurely detonates them. However, M32 projectiles are capable of piercing through Siren&#039;s scream and allow Demolition to finish a Fleshpound as long as he/she has a clear sight for him.&lt;br /&gt;
*With a sufficiently high level of [[Commando]], the M32 is one of the best off-perk weapons, in part because of the faster reload speed (up to 35%). While a Commando cannot output as much damage over time as a Demolitions, he can be much more effective against larger specimens, especially the Fleshpound, which assault rifles are weak against.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
* Does not need to hit a target to detonate; this allows you to shoot at the actual centre of a group;&lt;br /&gt;
* High damage and large blast radius;&lt;br /&gt;
* Headshots will deal double damage and mitigate smoke like other grenade launchers and L.A.W;&lt;br /&gt;
* Will not detonate on impact at extremely short range, for the operator&#039;s safety;&lt;br /&gt;
* At close range will still do effective blunt damage on small targets;&lt;br /&gt;
* 6 round chamber;&lt;br /&gt;
* Can actively set off thrown hand grenades via explosions;&lt;br /&gt;
* Fleshpounds have high weakness against its projectiles;&lt;br /&gt;
* Pierces through Siren screams;&lt;br /&gt;
* Can fire off its chamber in less than two seconds for extreme damage;&lt;br /&gt;
* Easy to use red dot sight;&lt;br /&gt;
* Single reload that can be cancelled any moment.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Expensive;&lt;br /&gt;
* Needs to be shot from a safe distance;&lt;br /&gt;
* If operator has no trigger discipline, keen on enraging any big target you see right away;&lt;br /&gt;
* Explosions create thick smoke clouds when spammed;&lt;br /&gt;
* Throws off teammate&#039;s aim by making big targets move around via splash damage;&lt;br /&gt;
* Slight recoil on follow up shots which can be a problem at long distance;&lt;br /&gt;
* Extremely slow reload to refill a chamber;&lt;br /&gt;
* Allies can block the grenade, usually either wasting the grenade or causing damage to the operator. (Fixed in [[Updates#Date:_13th_December_2011|update]])&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
The MilKor M32 Multiple Grenade Launcher is used by the United States Marine Corps. Serving as indirect fire support at the small unit level, the M32 puts more rounds on the enemy faster, enabling Marines to fire and adjust with each shot delivered. Using an advanced firing system, firing the weapon produces a quiet(compared to firearms or mortars), low-pitched &amp;quot;whump&amp;quot; sound, which means the user can fire the weapon at medium-long range without giving up their position.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Specimens]]&lt;br /&gt;
{{Weapons navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Demolition equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Flare_revolver&amp;diff=184</id>
		<title>Flare revolver</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Flare_revolver&amp;diff=184"/>
		<updated>2021-05-08T19:00:39Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Flare revolver | image       = Trader FlareGun.png | perk        = firebug | cost        = 500 | weight      = 2 | ammo-load   = 6 | ammo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Flare revolver&lt;br /&gt;
| image       = Trader FlareGun.png&lt;br /&gt;
| perk        = firebug&lt;br /&gt;
| cost        = 500&lt;br /&gt;
| weight      = 2&lt;br /&gt;
| ammo-load   = 6&lt;br /&gt;
| ammo        = 21&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 128&lt;br /&gt;
| ammo-cost   = £13 – £277&lt;br /&gt;
| power       = 60&lt;br /&gt;
| range       = 40&lt;br /&gt;
| speed       = 65&lt;br /&gt;
}}&lt;br /&gt;
{{Weapon Info&lt;br /&gt;
| name        = Dual flare revolvers&lt;br /&gt;
| image       = Trader DualFlareGun.png&lt;br /&gt;
| perk        = firebug&lt;br /&gt;
| cost        = 1000&lt;br /&gt;
| weight      = 4&lt;br /&gt;
| ammo-load   = 12&lt;br /&gt;
| ammo        = 10&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 128&lt;br /&gt;
| ammo-cost   = £26 – £277&lt;br /&gt;
| power       = 65&lt;br /&gt;
| range       = 30&lt;br /&gt;
| speed       = 75&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Fiery Personality&lt;br /&gt;
| ach1i       = Fiery Personality.jpg}}&lt;br /&gt;
{{quote text|Flare Revolver. A classic wild west revolver modified to shoot fireballs.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;flare revolver&#039;&#039;&#039; is a slow-firing, moderate damage pistol for the firebug, which launches flares that ignite zeds on contact and has a small explosion (igniting zeds in very close proximity). It weighs the same as a .44 Magnum or MK23 and can be dual-wielded. Two can be carried with the Flamethrower in the place of the usual MAC-10, or one can be used with the Husk gun (or Trenchgun) and MAC-10, allowing the firebug a greater number of fire-based weapons in one loadout. It is only available for purchase from the trader after buying the Community Weapon Pack on Steam, though not owning the pack does not prevent a player from picking dropped ones up.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[firebug]] [[perk]] gives discounts, damage, reload and afterburn bonuses to the flare pistol.&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left&lt;br /&gt;
|base_cost = 500&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Impact Damage&lt;br /&gt;
|col1_base = 100&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_inc0 = 5&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|col2_name = Explosion Damage&lt;br /&gt;
|col2_base = 25&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_inc0 = 5&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 30&lt;br /&gt;
|col2_inc4 = 40&lt;br /&gt;
|col2_inc5 = 50&lt;br /&gt;
|col2_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|col3_name = Average Afterburn Damage*&lt;br /&gt;
|col3_base = 533&lt;br /&gt;
|col3_func = floor&lt;br /&gt;
|col3_inc0 = 5&lt;br /&gt;
|col3_inc1 = 10&lt;br /&gt;
|col3_inc2 = 20&lt;br /&gt;
|col3_inc3 = 30&lt;br /&gt;
|col3_inc4 = 40&lt;br /&gt;
|col3_inc5 = 50&lt;br /&gt;
|col3_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|note = * Damage results may vary due to a slight variation that is applied during each &amp;quot;tick&amp;quot; of afterburn depending on accuracy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and Ammunition ===&lt;br /&gt;
Flare Revolver costs £500 per six shooter by default as an off perk but Firebug perk gains -10% discounts to the price with each perk level up to -60%, reducing it down to £150. Dual revolvers cost £1000 or £300 if grabbed by a level 6 Firebug. Its ammunition pool is rather abundant with 128 shots total, which again Firebug perk gains a bonus of +10% larger ammo pool per level to increase it up to 204 shots at level 6.&lt;br /&gt;
&lt;br /&gt;
Each six shot cylinder costs £13, that makes each flare shot to cost two and a sixth pounds, which is relatively cheap for its power. It costs £277 for a full refill for off perk and up to £442 for a level 6 firebug. Flare revolver comes with 18 shots total when bought initally with 6 shots loaded in regardless of dual, this initial ammo count doubles if each revolver bought separately instead of instant dual flares.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The flare revolver launches flares that do moderate damage and causes specimens to set on fire, dealing additional damage over time. The flare revolver has a relatively generous 1.5x headshot multiplier and moderate 100 units splash radius. Direct shots will grant 50% more bonus to afterburn damage per tick, totaling about 170~ over the course of 10 seconds and can be modified by perk bonuses. Single Flare revolver have the fire rate of 150 RPM and doubles to 300 RPM when dual wielded. Single reload takes a hefty 3.2 seconds and dual wield reload takes 4.85 seconds.&lt;br /&gt;
&lt;br /&gt;
Thanks to after burn and quick fire rate, a single revolver can stack a cylinder of 600 damage in 2.4 seconds when considered accurate enough; also stack about 40 afterburn damage as cylinder empties. On a quick empty and hasty reload occassion, the afterburn will bring a small bump to the after reload dps making it score 124.14 [[Glossary#dps|damage per second]] as an off perk Flare revolver wielder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
* Setting the [[Patriarch]] on fire helps a great deal with hunting him down when he tries to flee and heal up. [[Commando|Commandos]] don&#039;t need any help to see the [[Patriarch]] of course, but everybody else will get four or five extra seconds of visibility. This can make all the difference.&lt;br /&gt;
* Interestingly, the flares work as flares should, and if you are surrounded in a dark area (such as the trader basement of [[West London]]) firing a shot into the darkness, while possibly damaging enemies, will illuminate the room, and help give you an idea of enemy numbers.&lt;br /&gt;
* The Flare Revolver makes an excellent secondary weapon for Berserkers, as it is light and capable of killing [[Crawlers]] with only one shot to the body even on [[Difficulty#Hell_on_Earth|Hell on Earth]], factoring in afterburn damage. Their inherent damage resistance also helps to mitigate any self-damage that may be incurred from close range shots.&lt;br /&gt;
* While bigger specimen are a bit more resilient because of their beefy health deciding to engage closer or kite around would be encouraged when dealing with them. Because of Fleshpound&#039;s inner resistant nature, he will ignore crisping effects of fire and reduce the afterburn damage to a small blisters. Avoid using Flare Revolvers on [[Fleshpound]]s except in desperation, kiting him away or when the team is ganging up on the enemy.&lt;br /&gt;
* High headshot multiplier, thus of great benefit to aim for headshots against tougher specimens (Gorefast and stronger); this is both easier and necessary with a single flare revolver. Additionally, if shot at an enemy from too close, projectile&#039;s damage will be roughly doubled. This cause Scrakes to get flinchlocked with relatively safety and dispatch them with minimal risk when dual wielded.&lt;br /&gt;
* At any level Firebugs have the ability to flinch-lock [[Scrake]]s with the Flare Revolver -this is not very effective without dual Flare Revolvers. Alas, high recoil of Flare Revolvers could throw off the aim of a low level Firebug and low damage output might require some pre-damage to be dealt before hand. A level 6 Firebug capable of dealing more than 560 average on direct close up shots to a Scrake, killing it by unleashing 11 shots from up close. Lower perk levels might be more comfortable by damaging the Scrake first from range then reload then go up close to finish it.&lt;br /&gt;
* [[Siren]]s can nullify flare revolver projectiles by screaming. So Fleshpound itself NEVER would be a primary target for Firebug. Instead they should try to take attention of Husk and fry down the Siren and Gorefasts behind them so team would have a clear path when dealing with Fleshpound.&lt;br /&gt;
* Dual Flare Revolvers have very long reload of 4 seconds off-perk&#039;d, which greatly reduces the effectiveness of the dps you can dish out with the onperk weapons or put your team in risk if you&#039;re in a kiting team of [[Field Medic]]s and [[Berserker]]s.&lt;br /&gt;
* Although this is a fire weapon, the impact damage is not ignored by [[Husk]]s, making this an effective weapon against them, particularly when aiming for the head or rapid firing at close range. Each flare produces a very small explosion with its impact, which has a radius of approximately one foot and can sometimes be used to burn two or three enemies in a tight group.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Lightweight, making it a great off perk weapon.&lt;br /&gt;
*Ideal for slowly chipping away at the Patriarch&#039;s health from a distance due to the afterburn (same applies for the Trenchgun).&lt;br /&gt;
*A direct hit will instantly kill a Crawler under all circumstances, even off perk.&lt;br /&gt;
*Ignites enemies, causing damage over time and sometimes makes them panic in awe.&lt;br /&gt;
*Can be dual-wielded for more close range dps.&lt;br /&gt;
*Cheap ammo.&lt;br /&gt;
*Single revolver reloads quickly.&lt;br /&gt;
*Cheap backup weapon for a high-level [[Firebug]].&lt;br /&gt;
*Dual flare revolvers will make for a high damage, close range weapon.&lt;br /&gt;
*Dual flare revolvers can flinch-lock [[Scrakes]] if used by a high-level [[Firebug]].&lt;br /&gt;
*Higher burst-damage than 9mm.&lt;br /&gt;
*Most powerful pistol in game, reliably decapitating lesser specimens.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Mediocre damage output against larger enemies such as [[Scrake]]s and [[Fleshpound]]s.&lt;br /&gt;
*Small magazine of only 6 rounds.&lt;br /&gt;
*Requires frequent reloading.&lt;br /&gt;
*Slow reload if not a Firebug, even more so when dual wielded.&lt;br /&gt;
*Absurdly high recoil, especially when dual-wielded, affecting long range accuracy.&lt;br /&gt;
*Slow projectiles, requires well timed shots to be effective.&lt;br /&gt;
*Flares are rather slow and very bright, can obscure other players&#039; vision.&lt;br /&gt;
*A [[Siren]]&#039;s scream can nullify flares mid-air.&lt;br /&gt;
*Only DLC owners can buy it.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*When dual Flare revolvers are bought from the trader, only 6 rounds will be loaded, instead of the full 12.&lt;br /&gt;
*It is possible to go over the standard reserve ammo limit by buying dual Flare revolvers, filling to the ammunition limit, and selling one of the Flare revolvers. By picking up ammunition packs you can reach up to 55 total clips, or about 330 shots, as a level 6 Firebug.&lt;br /&gt;
*As a firebug, selling the flare revolver will earn you less than the value displayed on the screen.&lt;br /&gt;
*When killing an enemy with the impact damage, surrounding enemies will not be burned or hit by the explosion.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Community Weapon Pack]]&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Firebug equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Husk_fireball_launcher&amp;diff=183</id>
		<title>Husk fireball launcher</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Husk_fireball_launcher&amp;diff=183"/>
		<updated>2021-05-08T18:17:21Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = Husk Fireball Launcher | image       = Trader Huskgun.png | perk        = fb | cost        = 4000 | weight      = 8 | ammo        = 150 - 240...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = Husk Fireball Launcher&lt;br /&gt;
| image       = Trader Huskgun.png&lt;br /&gt;
| perk        = fb&lt;br /&gt;
| cost        = 4000&lt;br /&gt;
| weight      = 8&lt;br /&gt;
| ammo        = 150 - 240&lt;br /&gt;
| ammo-type   = flame&lt;br /&gt;
| ammo-cost   = £300 – 480&lt;br /&gt;
| power       = 88&lt;br /&gt;
| range       = 79&lt;br /&gt;
| speed       = 37&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Burning Irony&lt;br /&gt;
| ach1i       = Burning Irony.jpg&lt;br /&gt;
}}{{quote text|Ripped from the arm of a dead Husk the Firebug gets his asbestos-covered hands on the fireball launching Huskgun!!! Charge this baby up and watch the zeds explode in a ball of flames!|Steam store description}}&lt;br /&gt;
The &#039;&#039;&#039;Husk fireball launcher&#039;&#039;&#039; is a high tier flame based cannon weapon for the [[Firebug]] perk that mirrors the [[Husk]]s&#039; cannon. It can be charged to varying degrees for more powerful shots that consume additional fuel, or treated as a semi-automatic weapon and be rapid fired. Currently, it is the only weapon in the game that features a chargeable attack and to have a single ammo pool that negates the requirement to ever reload the weapon.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[firebug]] [[perk]] gives discounts and bonuses to the Husk fireball launcher.&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left&lt;br /&gt;
|base_cost = 4000&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|col1_name = [[help:Glossary#DPS|DPS]]&lt;br /&gt;
|col1_base = 171&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_inc0 = 5&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|note = DPS does not include after burn damage.--&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The base price of the Husk fireball launcher is £4000, one of the most expensive weapons in the game. This price is decreased for firebugs at intervals of £400 per level, down to a minimum of £1200. The ammunition costs a flat rate of £2 per single unit, and the weapon holds 150 units of fuel by default. This can be extended to up to 240, in intervals of 15 with increasing levels of the firebug perk, leading to a total maximum refuel charge of £480 at level six. The shots fired use between 1 and 10 units of fuel each depending on the charge level of the individual shots.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The Husk Fireball Launcher deals impact damage and burn damage. Firebugs only receive a damage bonus and perk progression for the burn damage, not the impact damage. It takes 3 seconds to fully charge the Husk Fireball Launcher; when it is, its sound changes and gains a slightly higher pitch, as well as the sights becoming more steady. [[Husk|Husks]] have a high resistance to its afterburn effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impact Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
100-750 damage. The gun has a base damage of 100 gets a bonus of up to 7.5x for a fully charged shot. There is a 1.5x headshot multiplier, meaning the Husk Cannon can do 150-1125 for a headshot. The fully charged impact damage is high enough to be able to stun a [[Scrake]] with a headshot, stun [[Husk]] on a bodyshot or kill any medium specimen like [[Siren]] or [[Gorefast]] in a second. A fully charged headshot from a level 6 [[Firebug]] deals 1800 damage to the head and even 1348 damage to a [[Fleshpound]]&#039;s head after resistance of 25% considered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burn Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of burn damage dealt and the explosion radius increases by charging the Husk Fireball Launcher. The base explosion radius is 150 and goes up to 450 for a fully charged shot. By comparison, the LAW has an explosion radius of 500.&lt;br /&gt;
&lt;br /&gt;
Husk cannon has 37-75 damage as base afterburn damage improved by charge amount. The base explosion damage is 25, and gets a bonus of up to 2x by charging it up. The fire also deals an extra 1.5x damage. The burn damage is improved by the Firebugs perk level. A level 6 Firebug will deal 1.6x more damage, giving a damage range of 59-120. As of the Hillbilly Horrors update, hitting burning enemies with the Husk Fireball Launcher no longer resets the cumulative damage. Meaning that more damage is done over time.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
Charged Husk cannon shots shouldn&#039;t be wasted on trash specimen and only should be fired at the ground for crowd control against trash or setting off incendiary [[Hand Grenade|grenades]]. Teammates have to clear around Firebug when they heard him charging for clear base while watching their own back because Firebug is unable to unleash a charged shot against smaller specimen but large groups to keep [[Gorefast]]s and [[Siren]]s under control.&lt;br /&gt;
&lt;br /&gt;
Raw damage is enough to two-hit kill a Scrake on Hell on Earth difficulty with 6 players by one fully followed by a half charged headshots. Against [[Scrake]]s, two well charged headshots or a short volley from [[Flare revolver]] after one stunning headshot should dispatch them easily. Half charged husk bodyshots can even put them in a state of slow rage by heavy flinching (over 450 damage in a single shot) them. Lower threats such as Sirens and Husks are quick to succumb to such bursts once shot is charged throughly. [[Siren]]s generally die right away to a near half charged shot while a fully charged shot to body stuns [[Husk]]s; both ranged threats die when they get a headshot from a mildly charged Husk cannon.&lt;br /&gt;
&lt;br /&gt;
After two fully charged headshots, it leaves a Fleshpound with only 366 head health which is slightly over their enrage thresholds, indicating a few shots from a reliable sidearm as a pre-damage needed to dispatch it before it enrages. [[Fleshpound]]s can be brougth down to a reasonable limit for quick decapitation threshold with a single [[Flare revolver]] or [[Lever-action rifle]] headshot from distance. After a single headshot from the strong single fire sidearm, it must be followed by two fully charged Husk cannon headshots then quickly decapitating it with another well put headshots from the side arm of choice as it already running at you. Fleshpound will start the enrage at the first Husk headshot if no interferences happen then start rushing at your position as you&#039;re about to release the second shot after charging.&lt;br /&gt;
&lt;br /&gt;
The risk of the combo shot resides at the use of sidearm, as in case you missed just once after landing Husk headshots Fleshpound will be way too close to land an accurate headshot with Flare revolver. While [[MAC-10]] can be a substitute for sidearm, the recoil, low damage and high fire rate are great concerns. Lever-action rifle seems to be the most fitting sidearm to kill a Fleshpound properly without taking risks for randomly deviated trajectory.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Strong against large groups of weak-medium specimens;&lt;br /&gt;
*Generous headshot multiplier of 1.5x;&lt;br /&gt;
*Strong against any large specimen including [[Patriarch]], [[Fleshpound]] and [[Scrake]];&lt;br /&gt;
*Fleshpound only 25% resisted to its headshots;&lt;br /&gt;
*A well charged headshot can stun a Scrake even off perk use;&lt;br /&gt;
*[[Husk]]s can be stunned by a well charged bodyshot;&lt;br /&gt;
*Ignites enemies, causing damage over time and sometimes stunning them;&lt;br /&gt;
*Medium blast radius allow player to ignite multiple specimens;&lt;br /&gt;
*Never requires reloading;&lt;br /&gt;
*Cheap ammo per unit;&lt;br /&gt;
*Longer-ranged weapon than flamethrower;&lt;br /&gt;
*Can charge attack for increased damage.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Mediocre damage output against a single enemy with afterburn and non-charged shots;&lt;br /&gt;
*Fleshpounds are 50% resistant against bodyshot impact damage and afterburn;&lt;br /&gt;
*Heavy at 8 kilogram of weight;&lt;br /&gt;
*Charging up for a more powerful attack takes considerable time between shots;&lt;br /&gt;
*Charging shots drain ammo reserves way to quickly;&lt;br /&gt;
*Expensive ammo to fully refill in comparison to other Firebug weaponry;&lt;br /&gt;
*Small wind down after each shot makes it unviable to deal with weaker targets;&lt;br /&gt;
*Limited ammo reserves require it to be paired with a single fire side arm;&lt;br /&gt;
*Extremely expensive at low perk levels;&lt;br /&gt;
*Fireballs have slower projectile speed than bullets;&lt;br /&gt;
*Flames can obscure vision;&lt;br /&gt;
*Noise from the weapon when charged up can mask the sound of approaching specimens (or the Patriarch).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Attempting to manually reload while wielding this weapon will still cause the character to announce that he is reloading. Interestingly, this cannot be done twice in a row without firing.&lt;br /&gt;
*The trader image inaccurately depicts the weapon without its pistol grip handle.&lt;br /&gt;
&lt;br /&gt;
==Trivia== &lt;br /&gt;
*Specimen [[Husk]] never seem to charge its cannon to get increased area of effect or damage. Yet game files indicate he can switch between strong and weak Husk shot sound effects.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HuskGun Promo.jpg | The promotional image of the fireball launcher.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{weapons}}&lt;br /&gt;
{{language bar|Husk fireball launcher}}&lt;br /&gt;
[[category: firebug equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Trenchgun&amp;diff=182</id>
		<title>Trenchgun</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Trenchgun&amp;diff=182"/>
		<updated>2021-05-08T18:16:52Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = Trenchgun | image       = Trader TrenchGun.png | description = Pellets ignite enemies | perk        = fb | cost        = 1250 | weight      =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = Trenchgun&lt;br /&gt;
| image       = Trader TrenchGun.png&lt;br /&gt;
| description = Pellets ignite enemies&lt;br /&gt;
| perk        = fb&lt;br /&gt;
| cost        = 1250&lt;br /&gt;
| weight      = 8&lt;br /&gt;
| ammo-load   = 6&lt;br /&gt;
| ammo        = 48&lt;br /&gt;
| ammo-type   = single&lt;br /&gt;
| ammo-total  = 54&lt;br /&gt;
| ammo-cost   = £20 – £120&lt;br /&gt;
| power       = 75&lt;br /&gt;
| range       = 29&lt;br /&gt;
| speed       = 50&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Trench Warfare&lt;br /&gt;
| ach1i       = Trench_Warfare.jpg‎&lt;br /&gt;
| ach2        = Fiery Personality&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;trenchgun&#039;&#039;&#039; is a weapon for the Firebug class. It is a shotgun loaded with special Dragon&#039;s Breath shells, allowing its projectiles to light targets on fire. This makes it far more usable at medium range than support shotguns, because even though it will not cause as much basic hit damage, it can light whole groups of enemies on fire at range more efficiently than almost any other firebug weapon with the exception of the husk launcher.&lt;br /&gt;
&lt;br /&gt;
It also retains the shotgun&#039;s basic high damage potential at close range. The low cost and strategic possibilities make this weapon extremely useful to Firebugs, especially when playing alone or with a smaller group.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[MAC-10]], the trenchgun keeps its incendiary ammunition even when used off-perk.&lt;br /&gt;
&lt;br /&gt;
At eight blocks, a Firebug cannot carry a Husk launcher or flamethrower with this, though the Mac-10 and Flare Revolver, which can be carried, complement it well.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[Firebug]] [[perk]] gives discounts and bonuses to the trenchgun. While damage is not boosted, the [[support specialist]] perk still gets increased shot penetration.&lt;br /&gt;
=== Damage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width:3.5em&amp;quot;|Any perk&lt;br /&gt;
|-&lt;br /&gt;
!style=width:3.5em|Pellet damage&lt;br /&gt;
!style=width:3.5em|Burn damage over 10 secs&lt;br /&gt;
|-&lt;br /&gt;
|27 x 14 || 515-600&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each shell&#039;s impact damage is not affected by the Firebug perk. Dragonbreath trench cartridges fire 14 pellets doing 27 damage each totaling to 378 damage per shot with 1.5x headshot multiplier. Base damage of each pellet is 18 but all specimen have weakness against direct hit incendiary projectiles for 50%. Its shells inflict moderate damage and set specimens on fire, dealing additional damage over time. The trenchgun is one of the Firebug&#039;s most effective weapons against [[Husk]]s, [[Siren]]s and [[Scrake]]s because of its fast reload speed and potential for relatively large damage spikes compared to the [[flamethrower]] and [[MAC-10]]. Just like MAC-10, afterburn effects of Trenchgun doesn&#039;t scale with firebug level but it grants a faster handling at both reload and fire rate per perk level.&lt;br /&gt;
&lt;br /&gt;
Trenchgun is a cartridge shotgun with 6 shots loaded at once in its tube with standard 50% pierce efficiency shared with other cartridge loaded shotguns. Pierce efficiency can be improved by Support perk, reducing the damage loss down to 4% per target pierced but damage is unaffected. Reloading it will be 5% slower compared to standard [[Shotgun]] with 0.7 second per shell loaded at its base which can be improved by Firebug perk. The Firebug perk also receives bonus for loading up Trenchgun up to 60% with level 6, reducing the reload time for single shell down to 0.437 second, which is slightly shorter than half second. Besides Firebug, the Commando perk can slide shells faster, reducing the reload time 0.52 second.&lt;br /&gt;
&lt;br /&gt;
=== Price and Ammunition ===&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left&lt;br /&gt;
|base_cost = 1250&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
}}&lt;br /&gt;
Base cost of Trenchgun is £1250 and gets 10% discount per perk level to reduce the cost down to £375. Initially bought it comes with 6 shots loaded and 18 shells on spare to maximize at 48 shots. Firebug perk again grants 10% bonus per level for maximum ammo carried, and increases the maximum ammo pool of Trenchgun to 62 shells at level 6 Firebug. Each six shot worth of shells cost £20 which makes each shell cost about a little over three pounds a piece. Full refill of the weapon costs £160 off perk and at maximum level a complete refill will cost £206.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
*If the first shell does not kill the specimen, it&#039;s safer to back up and either fire once the trenchgun has been cocked again or just wait for the specimen to burn to death.&lt;br /&gt;
*Using the [[9mm tactical pistol]] is stronger and far more accurate for targets at long and even medium range, when aiming for the head.&lt;br /&gt;
*The trenchgun is still ineffective against the [[Fleshpound]] and [[Scrake]] on higher difficulty levels, so it is generally wise to let your team initiate the attack on these specimens before enraging them. However, on normal difficulty, a Scrake can be killed using one magazine of the trenchgun, with the appropriate number of players and Firebug level.&lt;br /&gt;
*Reloading the trenchgun whenever you have the time is important, since the reload time to completely fill it is fairly long. On later waves, you won&#039;t have much time to reload between attacking specimens, so timing your reloads with your teammates is essential.&lt;br /&gt;
*Firing at a large group of specimens from a moderate distance is a good way to soften up or kill many of them before they close in. Although the pellets may not do much damage at that range, the afterburn will kill them or damage them before they get to you.&lt;br /&gt;
*Especially on higher difficulty levels, waiting for enemies to close in and bunch up is a much more efficient use of ammo than picking them off one by one. With practice, you should be able to judge the risk and reward of this technique appropriately.&lt;br /&gt;
*The trenchgun is an extremely effective crowd-controller, (On Hard Difficulty) you will rarely require more than 2 shots to kill anything less than the Husk, Scrake, Fleshpound and Patriarch. As mentioned before, be wise on ammo usage. The trenchgun has an arguably tight spread, allowing you to go mid-range with the shotgun fairly well.&lt;br /&gt;
*An effective strategy on Hard difficulty and below is to go for a load-out of a trenchgun, .44 Magnum and an M79, in that particular order. Using the trenchgun as a &#039;primary weapon&#039;, the .44 as a weapon dedicated to head shots only, and the M79 coupled with a fire-grenade for emergency or a large area of crowd-control.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Powerful, even as an offperk weapon;&lt;br /&gt;
*Generous ammo reserve;&lt;br /&gt;
*Interruptible reload;&lt;br /&gt;
*Fast reload for [[Firebug]]s;&lt;br /&gt;
*Sets enemies on fire;&lt;br /&gt;
*Does not obscure Player view (unlike the [[Flamethrower]] or [[Husk Fireball Launcher]]);&lt;br /&gt;
*Receives penetration bonus from [[Support Specialist]] class.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Does the same damage, regardless of level;&lt;br /&gt;
*Inaccurate, especially at longer ranges;&lt;br /&gt;
*Ineffective against big specimen such as [[Scrake]]s, [[Fleshpound]]s and the [[Patriarch]];&lt;br /&gt;
*Pump-action limits rate of fire;&lt;br /&gt;
*Low magazine capacity of only 6;&lt;br /&gt;
*Moderately heavy at 8 blocks;&lt;br /&gt;
*Cannot penetrate specimens if wielded by a [[Firebug]].&lt;br /&gt;
*Can only give experience to the Firebug perk.&lt;br /&gt;
&lt;br /&gt;
==Bugs and exploits==&lt;br /&gt;
*The HUD shows the flashlight-charge indicator when the Trench Gun is equipped, even though the weapon does not have an attached light. As such, pressing the quick-flashlight button does nothing while the Trench Gun is in the player&#039;s hands. This was fixed with the patch from [[List_of_2012_updates#8th_November_2012|8th November 2012]].&lt;br /&gt;
*If you buy the gun on perk and then swap to a Support Specialist, the gun retains its increased maximum ammo capacity (Untested for other classes). While you cannot buy ammo past 48 shells you can pick up excess from ammo crates.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
It is a Winchester Model 1897, a shotgun that gained popularity during World War I, loaded with pyrotechnic rounds.&lt;br /&gt;
{{Equipment navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Firebug equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Flamethrower&amp;diff=181</id>
		<title>Flamethrower</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Flamethrower&amp;diff=181"/>
		<updated>2021-05-08T18:15:48Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{main|text=For the &amp;#039;&amp;#039;Killing Floor 2&amp;#039;&amp;#039; weapon, see Flamethrower (Killing Floor 2).}}  {{Weapon Info | name        = Flamethrower | image       = Trader_Flame_Thrower....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|text=For the &#039;&#039;[[Killing Floor 2]]&#039;&#039; weapon, see [[Flamethrower (Killing Floor 2)]].}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Info&lt;br /&gt;
| name        = Flamethrower&lt;br /&gt;
| image       = Trader_Flame_Thrower.png&lt;br /&gt;
| perk        = firebug&lt;br /&gt;
| cost        = 750&lt;br /&gt;
| weight      = 10&lt;br /&gt;
| ammo-load   = 100&lt;br /&gt;
| ammo        = 3&lt;br /&gt;
| ammo-type   = tank&lt;br /&gt;
| ammo-total  = 400&lt;br /&gt;
| ammo-cost   = £30 – £120&lt;br /&gt;
| power       = 42&lt;br /&gt;
| range       = 50&lt;br /&gt;
| speed       = 100&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Flaming Hell, That Was Close&lt;br /&gt;
| ach1i       = Flaming Hell, That Was Close.jpg&lt;br /&gt;
}}{{quote text|A deadly experimental weapon designed by Horzine industries. It can fire streams of burning liquid which ignite on contact.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; is the original weapon for the [[Firebug]] [[perk]]. This weapon can project flames at a good range and is effective against large crowds of [[specimen]]s such as [[Clots]], [[Gorefasts]], [[Bloats]] and [[Sirens]] due to the fact that it can deal a tremendous amount of damage in a short time. Successfully hitting an enemy will ignite them and they will continue to take fire damage; this is an effective means of killing weak enemies while conserving ammo. The Flamethrower is easily one of the most powerful crowd control weapons at [[medium range]], however, when fired against a [[squad member]] or any specimen at [[close range]], the user will catch fire unless the user is a level 5+ Firebug, which has 100% resistance to fire. The Flamethrower is not an easy weapon to use, as it has extremely high recoil and limited ammo reserves. Players usually expend just one unit of ammo at a time in order to conserve ammo and manage the recoil.&lt;br /&gt;
&lt;br /&gt;
The Flamethrower, like all special weapons, is never randomly spawned on the map by the game.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[firebug]] [[perk]] gives discounts and bonuses to the flamethower.&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left&lt;br /&gt;
|base_cost = 750&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = [[help:Glossary#DPS|DPS]]&lt;br /&gt;
|col1_base = 171&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_inc0 = 5&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|note = DPS does not include after burn damage.&lt;br /&gt;
&lt;br /&gt;
|col2_name = Magazine Size&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 100&lt;br /&gt;
|col2_inc0 = 0&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 30&lt;br /&gt;
|col2_inc4 = 40&lt;br /&gt;
|col2_inc5 = 50&lt;br /&gt;
|col2_inc6 = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The base price for the flamethrower is £750. This price is decreased by £75 per level starting at level 0, ending at a total price of £225 for level 6 firebugs. The cost of fuel stays static at 0.3 per unit, the lowest of any ammo in the game; however, the total capacity per fuel canister increases by 10% per level, starting at level 1. At level 0 and while not playing firebug, the cost per canister containing 100 units of fuel is £30. At level 6 the total capacity per canister is 160, resulting in a price of £48 per canister.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The flamethrower deals a steady amount of damage per second, and also causes specimens to set on fire, dealing additional damage over time. Flamethrower has a base damage of 12 per sprayed gasoline unit to deal this as splash in a small radius and 18 damage on direct hit. That splash damage can hurt the wielder if one is too close to solid surfaces or their target. [[Firebug]] perk gets bonus damage to both flamethrower base damage and afterburn damage over 10 seconds.&lt;br /&gt;
&lt;br /&gt;
As of the Hillbilly Horrors update, hitting burning enemies with the flamethrower no longer resets the cumulative damage. Meaning that more damage is done over time.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
*At low levels of Firebug, it is possible to cause self harm with the weapon by setting yourself on fire by shooting [[specimen]], teammates or solid surfaces at close distance. This also can be caused by playing with high latency and walking forwards while firing. That splash damage can be utilized if one aims at enemies lower legs to both pierce with direct damage and deal splash to them in quick bursts to recover the kickback. Self damage from flamethrower will set the wielder on fire along the duration of 7.5 seconds. It&#039;s advised you have a [[Field Medic]] around to heal you or a [[Commando]] clearing fast trash specimen off from Firebug.&lt;br /&gt;
*Due to the nature of the weapon, it is ill advised to use it against [[Husk]]s, who has up to 75-87% resistance to its damage and ignition effect, and is generally ineffective against [[Scrake]]s and [[Fleshpound]]s at higher difficulties. While it&#039;s risky, when sufficiently leveled the Firebug perk, it&#039;s possible to burn down a Scrake by focusing at its center of mass and legs as it got close after a reload in a high player Hell on Earth match. Same thing doesn&#039;t really apply to Fleshpound at the same setup with its 50% innate resistance and durable health however, and will require bigger fire power.&lt;br /&gt;
*Players using the flamethrower should always be mindful of visibility; the flames can obscure a large portion of the view for all players, making it difficult for all players to see the specimens. As a high level Firebug crouching at the front opening of the team by spraying in small bursts will give rest of the teammates enough visibility also shield them from Husk fire. Sustaining the fire for long not only achieve nothing but also drop the framerates to nearby players and set off explosive projectiles from teammates mid air. This causes Flamethrower to end up being treated as a [[griefing]] tool if one ignores team composition and refuses to keep teammates&#039; line of sight clear.&lt;br /&gt;
*Incurring enough fire damage will cause specimen to panic and flail around, try to spare this crowd control utility on big specimen that enraged close and try not to burn them accidentally at long range. Burnt specimen after taking stacked fire damage will uncontrollably start to flail around have a crisped look and their reactions and movement speed will be 20% slower while has potential to override some enrage mechanics.&lt;br /&gt;
*Setting the [[Patriarch]] on fire helps a great deal with hunting him down when he tries to flee and heal up. [[Commando|Commandos]] don&#039;t need any help to see the [[Patriarch]] of course, but everybody else will get four or five extra seconds of visibility. This can make all the difference. Patriarch is the only specimen to be immune to slow down effects of afterburn.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Strong against large groups of weak-medium specimens;&lt;br /&gt;
*Ignites enemies, causing damage over time;&lt;br /&gt;
*Causing lit enemies to flail around helpless for a small period;&lt;br /&gt;
*Crisped enemies slows down on movement speed by 20% and have worse reaction times;&lt;br /&gt;
*Takes out [[Siren]]s among the crowd without needing to aim precisely;&lt;br /&gt;
*Large magazine;&lt;br /&gt;
*Tags Patriarch visible for teammates;&lt;br /&gt;
*Cheap ammo;&lt;br /&gt;
*Cheap weapon for a high-level [[Firebug]].&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Use at short range can cause great self-damage without the Firebug perk;&lt;br /&gt;
*Mediocre damage output against a single enemy;&lt;br /&gt;
*Heavy, can&#039;t evade approaching big targets when wielded;&lt;br /&gt;
*Limited ammo reserves unless ammunition is managed by small bursts and relying on afterburn;&lt;br /&gt;
*Limited range when not used by a level 3+ Firebug;&lt;br /&gt;
*Patriarch is immune to crisping effect;&lt;br /&gt;
*[[Husk]]s are almost immune to fire damage and losing control;&lt;br /&gt;
*High recoil, especially with sustained fire;&lt;br /&gt;
*Reduces the framerate of closer players to fire stream on sustained fire;&lt;br /&gt;
*Lit enemies lose control in an instant and cause them to get out of sights;&lt;br /&gt;
*Flames can obscure vision.&lt;br /&gt;
*Can destroy grenades, even from grenade launchers of friendly players.&lt;br /&gt;
&lt;br /&gt;
== Bugs and Exploits ==&lt;br /&gt;
*This weapon sometimes shoots with no recoil at all. This usually happens after you reloaded a magazine and then hold primary fire.&lt;br /&gt;
&lt;br /&gt;
*This weapon will sometimes fire without the player pressing the primary fire button. This occurs from setting incendiary grenades or firing it away as slow motion [[Glossary#Zed_time|Zed time]] get extended. If this happens just switch weapons to save ammo.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Specimens]]&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Firebug equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Chainsaw&amp;diff=180</id>
		<title>Chainsaw</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Chainsaw&amp;diff=180"/>
		<updated>2021-05-08T18:14:44Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Chainsaw | image       = Trader_Chainsaw.png | description =  | perk        = b | cost        = 2750 | weight      = 8 | power       = 66 | range...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Chainsaw&lt;br /&gt;
| image       = Trader_Chainsaw.png&lt;br /&gt;
| description = &lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 2750&lt;br /&gt;
| weight      = 8&lt;br /&gt;
| power       = 66&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 92&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Bitter Irony&lt;br /&gt;
| ach1i       = Bitter Irony.jpg&lt;br /&gt;
}}{{quote text|A gas powered industrial strength chainsaw. This tool may rely on a steady supply of gasoline, but it can cut through a variety of surfaces with ease.|Trader description}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chainsaw&#039;&#039;&#039; is a powerful motorized melee weapon for [[Berserker]]s. It has two firing modes usable with the primary and secondary fire buttons. Primary has a high rate of attack but low damage, secondary is the opposite; a powerful swing of the chainsaw which can stun specimens and does large amounts of damage while still possessing a relatively high rate of attack. It is the only melee weapon to not give a speed boost and by default is never found in random weapon spawns. &lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[Berserker]] perk gets bonuses and discounts for the chainsaw.&lt;br /&gt;
&lt;br /&gt;
{{Berserker weapon stats&lt;br /&gt;
|cost    = 2750&lt;br /&gt;
|pri_dmg = 19&lt;br /&gt;
|pri_rof = 0.1&lt;br /&gt;
|alt_dmg = 270&lt;br /&gt;
|alt_rof = 0.8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price ===&lt;br /&gt;
The base cost of the chainsaw is £2750, which can be reduced to £825 with the [[berserker]] perk. As with all melee weapons there are no maintenance costs for this weapon. It also doesn&#039;t require fueling up to function as the trader description made&amp;lt;!-- past tense; they are no longer visible ingame --&amp;gt; out.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}== Tactics ==&lt;br /&gt;
As with all Berserker equipment, it is ill advised to encounter [[Fleshpound]]s or the [[Patriarch]] with it on higher difficulties. [[Siren]]s, and to a lesser extent [[Husk]]s and [[Bloat]]s, can also be a problem due to their ranged attacks; ambush tactics and hit and run maneuvers can be useful against them. [[Scrake]]s and all smaller zeds suffer a stun effect from the chainsaw&#039;s alternate fire backstab damage bonus, making them easier to kill and will likely also earn you the [[Achievements#Bitter Irony|Bitter Irony]] achievement by killing a Scrake.&lt;br /&gt;
&lt;br /&gt;
Fleshpounds require kiting and quick switches back to [[Knife]] or any other melee weapon to maintain distance while dealing with them as Berserker. While Chainsaw requires precision, it also lacks movement speed bonus that Berserkers usually get so it&#039;s not entirely a weapon of choice while dealing with Fleshpounds. Chainsaw is rather a trash clearing weapon when you stand at a crosspath and distanced yourself from the big specimen just enough. Biggest opportunity and pros of the Chainsaw is how fast its secondary attack is; this allow Berserker to score lots of backstabs without needing any speed bonus. With a [[Field Medic]] tossing a heal gas grenade at Fleshpound&#039;s feet, it&#039;s possible to backstab it to enrage Fleshpound on top of gas that it&#039;s vulnerable against. Without healing gas or at least [[Grenade]] barrages from other teammates, sheer accuracy of alt fire to the back of Fleshpound&#039;s head will not be enough to decapitate it alone at 6 player Hell on Earth game.&lt;br /&gt;
&lt;br /&gt;
Due to their size and speed, a small group of [[Crawler]]s are likely to cause a Berserker grief, holding primary fire and aiming at the angle they jump is one solution, another option is to simply swap to a firearm such as [[Handcannon]] and deal with them before they get in range. Whilst kiting away, [[Stalker]]s or [[Gorefast]]s may tangle on you to slow you down on wide straight areas. Try to take the nearest turns or always run past the threats with a melee weapon that grants speed bonus to Berserker.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Powerful and has no upkeep cost;&lt;br /&gt;
*Quickly decapitates lesser specimens;&lt;br /&gt;
*Benefits from backstab multiplier of melee weapons;&lt;br /&gt;
*Stuns a [[Scrake]] upon alt-fire from behind as level 2+ [[Berserker]];&lt;br /&gt;
*Primary fire provides a constant attack stream; &lt;br /&gt;
*Primary fire can cancel alt-fire animation;&lt;br /&gt;
*Alt-fire only slows the bearer for 50%;&lt;br /&gt;
*Alt-fire provides a single powerful hit;&lt;br /&gt;
*Alt-fire delay is the fastest between melee weapons;&lt;br /&gt;
*Alt-fire has the highest dps among melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Heaviest melee weapon available;&lt;br /&gt;
*Headshots deal no extra damage;&lt;br /&gt;
*Limited range, shorter than [[Fire axe]] and [[Katana]];&lt;br /&gt;
*Can&#039;t stun a [[Scrake]] from front, only heavy flinch;&lt;br /&gt;
*Can&#039;t stun a Scrake on off-perk use, only mini flinch;&lt;br /&gt;
*Lacking arc of effect;&lt;br /&gt;
*Does not provide the speed boost that other melee weapons have;&lt;br /&gt;
*[[Berserker]] don&#039;t gain a speed boost when wielding it;&lt;br /&gt;
*Noise from the chainsaw can conceal the sound of approaching specimens.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*According to unused messages in the game&#039;s files (KFMod.int), it seems the chainsaw was originally intended to rely on a finite, refillable gasoline supply.&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Claymore&amp;diff=179</id>
		<title>Claymore</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Claymore&amp;diff=179"/>
		<updated>2021-05-08T18:13:25Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = Claymore Sword | image       = Trader Claymore.png | perk        = b | cost        = 3000 | weight      = 6 | power       = 79 | range       =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = Claymore Sword&lt;br /&gt;
| image       = Trader Claymore.png&lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 3000&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| power       = 79&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 50&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Highlander&lt;br /&gt;
| ach1i       = Highlander.jpg&lt;br /&gt;
}}{{quote text|Berserkers can go all Scottish, with a massive two-handed Claymore. Perfect for the holiday season...|&amp;lt;!-- Unused --&amp;gt;Steam store description}}&lt;br /&gt;
The &#039;&#039;&#039;claymore&#039;&#039;&#039; is a two-handed Scottish&amp;lt;sup class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.killingfloorthegame.com/xmas2011/]&amp;lt;/sup&amp;gt; sword for the [[berserker]] perk. It is the third top-tier berserker weapon available, and the most expensive with a price of £3000, which is £1000 more than the [[katana]] and [[chainsaw]]. Somewhat like the [[fire axe]], the claymore is a swung melee weapon that is slow and powerful, with an even slower and more powerful alt-fire. It also has a long reach, making it more suitable for killing [[crawler]]s than other melee weapons.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The Berserker perk gets bonuses and a discounts for the {{lc:{{PAGENAME}}}}. It has a x1.1 headshot multiplier.&lt;br /&gt;
&lt;br /&gt;
{{Berserker weapon stats&lt;br /&gt;
|style   = float: left;&lt;br /&gt;
|cost    = 3000&lt;br /&gt;
|pri_dmg = 210&lt;br /&gt;
|pri_rof = 1.05&lt;br /&gt;
|alt_dmg = 320&lt;br /&gt;
|alt_rof = 1.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price ===&lt;br /&gt;
The base cost of the {{lc:{{PAGENAME}}}} is £3000, which can be reduced to £900 (a reduction of £2100) with use of the berserker perk, at intervals of £300 per level. As with all melee weapons, there are no maintenance costs for it.&lt;br /&gt;
&lt;br /&gt;
=== Usage and damage ===&lt;br /&gt;
The {{lc:{{PAGENAME}}}} is similar to the [[Fire axe]], it has a slower attack compared to the [[Katana]] but does more damage. Claymore has a base primary damage of 210 with 1.05 second delay and a slower 320 damage alt fire swing with 1.25 second delay. Both damage and attack speed increases with Berserker perk bonuses. The massive damage that can be dealt by the Claymore make it ideal for the level requirement for Berserkers, and can shorten an otherwise very long grind with big zeds presence.&lt;br /&gt;
&lt;br /&gt;
The {{lc:{{PAGENAME}}}} seems to have been implemented as a better alternative to the fire axe since it acts similarly but swings slightly faster, offers better mobility and does more damage than the Fire axe but lower headshot multiplier. As with all other 1.1x headshot multiplier melee weapons, Claymore only slows the bearer by 50% when swinging it similar to Katana, which is faster than Fire axe and Scythe.&lt;br /&gt;
&lt;br /&gt;
Reach of Claymore is the highest with 2.1 meters which surpasses of the DLC Berserker weapon [[Scythe]]. Even so the range of the Claymore also allow players to strike a [[Crawler]] before they may even hit the Berserker, though this will require some practice.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Its damage improvement over Fire axe, don&#039;t give a noticeable edge when kiting [[Fleshpound]] but swing speed and comparably higher mobility while attacking sure helps abusing the hit&#039;n&#039;runs on a Fleshpound whilst getting rid of trash around. Compared to the Fire axe; at the hands of a level 6 Berserker, it takes 9 alter-fire headshots for Fire axe to finish Fleshpound, while for Claymore it takes 8.7 headshots. In short, Claymore can decapitate a Fleshpound with a primary swing after 8 alter-fire chops to head. Without the alternate fire swings, Claymore is still faster than Fire axe when solely used by primary fire as well. It would take around 13-14 headshots with primary fire to finally kill a Fleshpound as a level 6 Berserker but considering damage per second provided is low enough to not rage him, this allows the hit pace to be tighter for margin of error and higher mobility.&lt;br /&gt;
&lt;br /&gt;
Claymore also benefits the 2.0x backstab multiplier and can stun a Scrake from a backstabbing headshot from an alt-fire even off perk similar to Fire axe. Claymore is swift and offers a high reach, that it&#039;s possible to backstab headshot Fleshpound and kill him in 5 accurate slashes at its neck from behind. In Hell on Earth difficulty it&#039;s possible to backstab headshot Fleshpound three times as a level 6 Berserker safely from behind before it finishes the enrage animation and turns to you for retaliation. Regardless, attacking Fleshpound from behind with any of the attack styles or trying to whack at him when he&#039;s lit on fire most likely result in him enraging right away cause of high damage per second.&lt;br /&gt;
&lt;br /&gt;
For the case of [[Scrake]]s it&#039;s pretty much straight forward, just like Fire axe and any other heavier melee, Claymore have the capability of stunning a Scrake on a direct headshot from alternate fire swing, dealing 704 damage per alt-fire headshot to meet Scrake&#039;s stun requirement of over 667 damage in one single hit. As a level 5+ Berserker, Claymore only takes about 4-5 heavy swings to kill a Scrake by stunning him. After 4 alternate swing headshots from Claymore at the hands of a level 5+ Berserker, Scrake will be left with a handful of health, in which the fourth hit would directly kill it if Scrake were to get some pre-damage to its head before approaching closer. Upon a headshot from primary swing it still capable of heavy flinching Scrake by dealing over 450 damage in an emergency or a body slash will mini-flinch him.&lt;br /&gt;
&lt;br /&gt;
Overall, it corrects some issues a Berserker may have, such as range or a weapon that deals massive amounts of damage for the trade-off of the speed and ease of dealing with lower, trash mobs such as Clots or Gorefasts like the Katana. The Claymore in the hands of a good Berserker can easily form a frontline (switching between the Katana and Claymore as necessary) that may need very little to some form of support at times. The Claymore is not an effective weapon on Zed-Time chains, though it may be accomplished for one or two kills if timed correctly. If the secondary fire swing is used followed by a primary fire swing, the the claymore actually swings fast enough for 1 time extension, or and easy follow-through.&lt;br /&gt;
&lt;br /&gt;
The {{lc:{{PAGENAME}}}} is very effective for fighting the [[Patriarch]], due to its increased range and damage. With a small amount of practice it is possible to strike the [[Patriarch]] and avoid its retaliation. Since the [[Patriarch]] attacks fast enough that a Berserker is only able to do one melee strike at a time before retreat. Claymore can be more preferable over Katana, with its higher damage.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*One of the most powerful melee weapons available &lt;br /&gt;
*Reliably decapitates most [[Specimen]]s;&lt;br /&gt;
*Capable of stunning Scrakes on a headshot or Husks in one hit;&lt;br /&gt;
*Alt-fire swing deals extremely high damage;&lt;br /&gt;
*Capable of killing multiple weak specimens in one swing.&lt;br /&gt;
*Has a slightly longer melee reach than the [[Scythe]]&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Slightly heavier than the [[Katana]] or [[Fire axe]];&lt;br /&gt;
*Slow attack rate, especially when using alt-fire at lower levels;&lt;br /&gt;
*One of the most expensive melee weapons available;&lt;br /&gt;
*Weaker, slower primary fire compared to the [[Scythe]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The claymore was added to the game in the version 1030 patch update; the second [[Twisted Christmas]] update. In the version 1031 patch, on 15 December 2011, the weight bug with the claymore, which caused it to functionally weigh 3 blocks instead of its listed 6, was fixed.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Claymore promo.jpg | Promo image for the claymore.&lt;br /&gt;
File:First person claymore.png | First person view of the claymore.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar|Claymore|en}}&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Katana&amp;diff=178</id>
		<title>Katana</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Katana&amp;diff=178"/>
		<updated>2021-05-08T18:12:45Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Katana | image       = Trader Katana.png | description = An incredibly sharp katana sword. | perk        = b | cost        = 2000 | weight      =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Katana&lt;br /&gt;
| image       = Trader Katana.png&lt;br /&gt;
| description = An incredibly sharp katana sword.&lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 2000&lt;br /&gt;
| weight      = 3&lt;br /&gt;
| power       = 67&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 67&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|An incredibly sharp katana sword.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;katana&#039;&#039;&#039; is a fast, powerful and light melee weapon for [[berserker]]s. It can be used with two different firing modes, a quick slash with the primary fire button, or a slower swing with the alternate fire button. Of the two firing modes the primary has the highest damage per second. The katana is never found at random weapon spawn points in official maps, but can be found on Icebreaker in a katana only spawn point found amidships in front of a dead crew member. There is also a &amp;quot;Golden Katana&amp;quot; available in the &amp;quot;Golden Weapons&amp;quot; DLC. Its statistics are identical to the normal Katana.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The Berserker perk gets bonuses and a discounts for the katana. Strikes to the head cause 10% more damage.&lt;br /&gt;
&lt;br /&gt;
{{Berserker weapon stats&lt;br /&gt;
|style     = float: left&lt;br /&gt;
|cost    = 2000&lt;br /&gt;
|pri_dmg = 135&lt;br /&gt;
|pri_rof = 0.67&lt;br /&gt;
|alt_dmg = 205&lt;br /&gt;
|alt_rof = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price ===&lt;br /&gt;
The base cost of the katana is £2000, this can be reduced by up to £1400 with use of the berserker perk, at intervals of £200 per level. As with all melee weapons there are no maintenance costs for it. With full level 6 bonuses Katana drops down to £600 for cost and sells for £449. The golden weapons downloadable contents adds a golden katana that share the same price range and stats without any additional benefits.&lt;br /&gt;
&lt;br /&gt;
=== Usage and damage ===&lt;br /&gt;
The katana&#039;s headshot multiplier is 1.1x, which is less than the 1.25x multiplier of the [[knife]], [[machete]] and [[fire axe]]. Like other melee weapons it has a 2.0x backstab damage multiplier as standard which can be improved further by aiming for headshots. Katana has a swing reach of 1.8 meters which is longer than [[Fire axe]] and [[Chainsaw]]. Upon swinging for a heavier alternative fire horizontal slash, it slows down the bearer only 50% which is on par with [[Knife]]. Its delay for primary attack is as short as 0.67 seconds at base value, scoring up to 89~ RPM and its delay lengthens further to 1 second for alternative fire horizontal swing for a flat 60RPM.&lt;br /&gt;
&lt;br /&gt;
Without any perk bonuses katana deals 135 damage on primary and 205 damage per alternate attack. While alternate swing deals 65% more damage per attack, the damage per second difference between two are rather negligible. Primary attack scores 201.49~ dps, compared to that alternate attack barely surpassing it with 205 dps. Berserker bonuses allow wielder to deal up to double damage and attack up to 25% faster. Without any perk bonuses an off-perk user only can deal that amount of damage by general backstab multiplier of 2.0x to attack from behind per hit but can&#039;t sustain it and won&#039;t have faster attack speed bonus.&lt;br /&gt;
At the hands of a level 5-6 Berserker, Katana can deal up to 270 damage on primary and 410 damage on alternate swing. At the hands of a level 6 Berserker, dps table won&#039;t change much besides the increased attack speed over the level 5. Level 5 Berserker can deal 483.58 dps with primary attacks and 492 dps with alt-attacks; Level 6 Berserker can score 503 dps with primary primary fire and 512 dps with alternate fire.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
In terms of damage output, the katana deals approximately a third more damage over time than the axe in primary fire and the same damage in alternate fire, despite its higher rate of fire. Compared to the [[chainsaw]], the katana has up to 40% less damage potential over time, but is five blocks of weight lighter, has a 10% larger headshot multiplier, and allows the player to run faster whilst wielding it.&lt;br /&gt;
While Chainsaw is much more effective trash clearer at lower difficulties, this effect vains away as Berserker gains moderate movement speed as they level up, which can&#039;t be utilized with Chainsaw. Overall, Katana stoods as a reliable side arm for trash clearing with lower dps output for all kinds of [[Berserker]] players. However, Katana loses effectiveness as an off-perk weapon to deal with trash as [[Field Medic]] at high difficulties due 5% movement speed negate and increased damage of crowded specimen but it retains its status as a reliable tool for [[Support Specialist]]s and [[Commando]]s to perform flinch and dispatch kills on [[Scrake]]s.&lt;br /&gt;
&lt;br /&gt;
When playing on lower difficulties (Hard and below), a berserker wielding the Katana can repeatedly mini flinch a [[Scrake]] (150+ damage in one shot, attack interrupted but able to move, very short duration) and prevent it from retaliating by continuously attacking with primary attack. Headshots are needed for a level 0 Berserker to deal with Scrake properly in order to reach the ~150 damage threshold for flinching. Unfortunately, this tactic is not feasible on the higher difficulty levels (Suicidal and HoE) as each Scrake gains an inner cooldown for flinch states inflicted from melee weapons on these difficulties.&lt;br /&gt;
&lt;br /&gt;
At times of desperation, Katana can be used to kill a Scrake at high player Suicidal or Hell on Earth difficulty games but it takes a level 5+ Berserker to perform safely and knowing when Scrake gonna enrage. By pre-damaging its head with 2-4 alt fire swings, Scrake can be enraged controllably but can be halted by interchanging between primary and alternative attacks to its head to slash away at its face. The damage you may suffer diminishes greatly if pulled right but risk of this combo grows greater at lower levels due slower attack speed and inability to heavy flinch (450+ damage in one shot, attack interrupted but able to move, short duration).&lt;br /&gt;
However, a mid-high level berserker (level 4+) can still stun a Scrake (unable to move or attack, moderate duration) on any difficulty level by attacking with the Katana&#039;s alt-fire from behind doubling the damage; dealing over 667 damage done in a single attack. Team cooperation would be needed in that case.&lt;br /&gt;
&lt;br /&gt;
Katana is fast and reliable to clear trash specimen while dealing with a bigger specimen. While kiting a [[Fleshpound]] as Berserker, switching to Katana and moving around to juke smaller specimen will give you quicker results to get back to Fleshpound to keep whittling at him. When kiting Fleshpound away, instead of dealing chip damage for one alternative fire attack per step in, you can attack its head twice with primary attack without enraging Fleshpound considering he&#039;s not incurring any other damage output and whiffs or loses eye sight with squad once in 11-15 seconds as intended.&lt;br /&gt;
Katana also will not enrage Fleshpound lit on fire on first primary hit on body, successfully able to take its aggro without enraging it; considering you didn&#039;t perform a follow up melee slash or any other teammate shooting at it. Same situation apply when Fleshpound turned its back, a primary attack at its body won&#039;t enrage Fleshpound right away without any outer effects.&lt;br /&gt;
An intentional headshot from Katana when it&#039;s lit on fire or back turned will enrage him most likely. In addition, as a level 3+ Berserker slashing Fleshpound from the back or when it&#039;s lit on fire with alternative swing of Katana will enrage it right away. At these situations it&#039;s better to switch to knife just to poke Fleshpound to take its aggression usually.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Lightweight at 3 kilogram;&lt;br /&gt;
*Fast attack rate under a second;&lt;br /&gt;
*Moderately powerful with fast swings;&lt;br /&gt;
*Can chain ZED-time efficiently;&lt;br /&gt;
*Reliably decapitates lesser specimens;&lt;br /&gt;
*Grants onperk speed for causing big specimen to whiff their attacks;&lt;br /&gt;
*Has a longer reach than most of the melee weapons;&lt;br /&gt;
*Alternate attack only slows for 50%;&lt;br /&gt;
*Alternate attack can be used offperk for Scrake flinch combos;&lt;br /&gt;
*From backstab, a mid-high level Berserker can stun a Scrake;&lt;br /&gt;
*A primary swing will not enrage the lit or backstabbed Fleshpound;&lt;br /&gt;
*Alt-fire to the body stuns [[Husk]]s when used by high-ranked Berserker;&lt;br /&gt;
*Headshots flinch [[Scrake]]s when used by a high-ranked Berserker.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Weak against bigger and stronger specimens([[Fleshpound]] and [[Patriarch]]);&lt;br /&gt;
*Without perk bonuses even backstabs can&#039;t do much;&lt;br /&gt;
*[[Fleshpound]] has a 50% resistance against any kind of melee damage;&lt;br /&gt;
*Offperk damage is not impressive at high difficulties;&lt;br /&gt;
*[[Scrakes]] gain inner cooldown against melee flinch-locks at high difficulties;&lt;br /&gt;
*Deals less damage per hit than the heavier melee counter-parts;&lt;br /&gt;
*Requires precise headshots against trash when used offperk;&lt;br /&gt;
*Short range requires a side-arm to deal with agile threats at range;&lt;br /&gt;
*Requires the user to close into melee range.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Golden katana.jpg | Promo image for Golden Katana. &lt;br /&gt;
File:Golden katana screen.jpg |Golden Katana used in-game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Fire_axe&amp;diff=177</id>
		<title>Fire axe</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Fire_axe&amp;diff=177"/>
		<updated>2021-05-08T18:12:21Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Axe | image       = Trader_Axe.png | description = A sturdy fireman&amp;#039;s axe. | perk        = b | cost        = 1000 | weight      = 5 | power...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Axe&lt;br /&gt;
| image       = Trader_Axe.png&lt;br /&gt;
| description = A sturdy fireman&#039;s axe.&lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 1000&lt;br /&gt;
| weight      = 5&lt;br /&gt;
| power       = 63&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 43&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Random Axe of Kindness&lt;br /&gt;
| ach1i       = Random Axe of Kindness.jpg&lt;br /&gt;
| ach2        = Can&#039;t Catch Me!&lt;br /&gt;
| ach2i       = Can&#039;t Catch Me!.jpg&lt;br /&gt;
| ach3        = Deck the Halls with Buckets o&#039; Blood&lt;br /&gt;
| ach3i       = Deck the Halls with Buckets o&#039; Blood.jpg&lt;br /&gt;
| ach4        = I Am Become Death&lt;br /&gt;
| ach4i       = I Am Become Death.jpg&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fire Axe&#039;&#039;&#039; is a slow, powerful melee weapon. It is the fourth most powerful melee weapon available in terms of single shot damage, after the the DLC [[Scythe]], the unlockable [[Dwarfs!? axe|Dwarfs!? Axe]], and the [[Claymore]]. The Fire Axe has an overall damage per second comparable to the [[Katana]] while costing half as much. The Fire Axe can be found in any default random weapon spawns and allows the same run speed bonus as the other blades while wielded.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[berserker]] perk receives bonuses for the use of a Fire Axe. It has a x1.25 headshot multiplier.&lt;br /&gt;
&lt;br /&gt;
{{Berserker weapon stats&lt;br /&gt;
|cost    = 1000&lt;br /&gt;
|pri_dmg = 175&lt;br /&gt;
|pri_rof = 1.1&lt;br /&gt;
|alt_dmg = 275&lt;br /&gt;
|alt_rof = 1.333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price ===&lt;br /&gt;
The Fire Axe used to cost £150, a price which is nearly always within the players price range. The sell value was originally £100, but was increased to £112 to match the 75% returns value of other weapons. As of the 13/12/12 Christmas Update, the fire axe base cost is £1000, but the Berserker now gets discounts for this weapon. As with all melee weapons there are no upkeep costs.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
There are two modes of attacking with the Fire Axe, controlled by the primary and alternate fire buttons. The primary fire function is a horizontal slash, and the secondary is a powerful overhead vertical swing. The power of either function is enough to stun targets, allowing for easy one on one battles with any specimen susceptible to stunning. The alternate fire function has approximately a third higher damage per second than the primary function, making it more useful for dealing with tougher specimens. It possesses a 1.25x headshot damage multiplier compared to the Katana&#039;s 1.1x, allowing it to stun [[Scrake|Scrakes]] and effectively decapitate most targets.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
The Fire Axe&#039;s alt-fire attack has a specific distance with which to inflict a headshot with; learning this range is crucial when fighting aggressive specimens at higher difficulties, especially coupled with its low rate of attack. However, the head-shot multiplier of this weapon makes it ideal for killing Scrakes and Fleshpounds, as you can stun-lock the former and can kite the latter at maximum range. If you are missing headshots with this weapon, you&#039;re probably too close.&lt;br /&gt;
&lt;br /&gt;
As of the 13/12/12 christmas update, the Fire Axe has an area of effect meaning that the player can attack multiple nearby specimens with one swing.&lt;br /&gt;
&lt;br /&gt;
It takes the Fire Axe about 15 primary-fire (14, if head pre-damaged), 9 alter-fire headchops to remove the head of a 6-player, Hell on Earth (HoE) [[Fleshpound]]. When decapped from primary swing hits, the headless Fleshpound will walk around aimlessly and try to score a hit, the body will fall after a few seconds. It takes 5 alternate-fire headchops to kill a 6-player, HoE [[Scrake]].&lt;br /&gt;
&lt;br /&gt;
== Advantages and Disadvantages ==&lt;br /&gt;
===Advantages===&lt;br /&gt;
&lt;br /&gt;
*Often found lying around the maps and can be sold for a hefty price of £750 by off-perk;&lt;br /&gt;
*Reliably decapitates lesser specimens even off-perk;&lt;br /&gt;
*Approximately 13.6% higher headshot multiplier and 34% higher base damage than the [[Katana]];&lt;br /&gt;
*A level 5 Berserker can stun a [[Scrake]] by alt fire headshot from front;&lt;br /&gt;
*A level 2+ Berserker can stun Scrakes with alt fire backstabs;&lt;br /&gt;
*Can mini flinch Scrakes off-perk for flinch combos;&lt;br /&gt;
*When offperk, alt-fire can stun [[Scrake]]s with a headshot from their behind;&lt;br /&gt;
*Primary attack has a moderate arc;&lt;br /&gt;
*Primary attack will not enrage a Fleshpound lit on fire upon a headshot;&lt;br /&gt;
*Offers speedbonus onperk like many other Berserker melee weapons;&lt;br /&gt;
*Rank 6 Berserkers spawn with it;&lt;br /&gt;
*Lighter than [[Claymore]] and [[Scythe]];&lt;br /&gt;
*Resulting 52% higher headshot damage allowing stun-lock Scrakes with headshots on high perk levels;&lt;br /&gt;
*Will not rage a Fleshpound with a single head-hit on perk if performed once every 2 seconds.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
&lt;br /&gt;
*Weak against stronger specimens (like the [[Fleshpound]] or [[Patriarch]]);&lt;br /&gt;
*Slower than the [[Katana]], hard to sweep trash when busy with a big specimen;&lt;br /&gt;
*Slow swing speed makes it almost impossible to chain ZED time;&lt;br /&gt;
*Melee range and slow swing frequency requires a sidearm to pair with;&lt;br /&gt;
*Alternate attack slows you down for 80%;&lt;br /&gt;
*Damage is weaker than the [[Claymore]], [[Scythe]] or [[Dwarfs!? Axe]];&lt;br /&gt;
*Shorter reach than Claymore, Scythe or Katana&lt;br /&gt;
*When cornered slow swing speed will not give any recovery space;&lt;br /&gt;
*Moderately heavy, at 5 blocks;&lt;br /&gt;
*Forces user to close into melee range to deal damage.&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Machete&amp;diff=176</id>
		<title>Machete</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Machete&amp;diff=176"/>
		<updated>2021-05-08T18:12:07Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{forKF2|weapon|knives}} {{Weapon Info | name        = Machete | image       = Trader_Machete.png | description = A machete - commonly used for hacking through bush, or limbs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{forKF2|weapon|knives}}&lt;br /&gt;
{{Weapon Info&lt;br /&gt;
| name        = Machete&lt;br /&gt;
| image       = Trader_Machete.png&lt;br /&gt;
| description = A machete - commonly used for hacking through bush, or limbs of ZEDs.&lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 500&lt;br /&gt;
| weight      = 1&lt;br /&gt;
| power       = 45&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 66&lt;br /&gt;
| ach1        =Too Close For Comfort&lt;br /&gt;
| ach1i       =Too Close For Comfort.jpg&lt;br /&gt;
| ach2        =Can&#039;t Catch Me!&lt;br /&gt;
| ach2i       =Can&#039;t Catch Me!.jpg&lt;br /&gt;
| ach3        =Deck the Halls with Buckets o&#039; Blood&lt;br /&gt;
| ach3i       =Deck the Halls with Buckets o&#039; Blood.jpg&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Machete&#039;&#039;&#039; is useful for decapitating [[Clot]]s, [[Bloat]]s and [[Gorefast]]s. The Machete is basically a more powerful version of the [[Knife]], as both of them have the same range and nearly the same attack speed (machete is slightly slower) while the machete deals higher damage (more than double). The Machete deals considerably less damage than the [[Fire axe]], but is much lighter which conserves [[weight-blocks]]. The Machete&#039;s alt-fire deals more damage but is slower than the primary-fire. &lt;br /&gt;
&lt;br /&gt;
The low weight of the Machete can also make it a useful backup weapon while conserving weight for heavier weapons. It is the lightest melee weapon available weighing at only one block.&lt;br /&gt;
&lt;br /&gt;
The Machete may be found lying on the ground.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[berserker]] perk receives bonuses for the use of a Machete and spawns with one at level 5.&lt;br /&gt;
&lt;br /&gt;
{{Berserker weapon stats&lt;br /&gt;
|cost    = 500&lt;br /&gt;
|pri_dmg = 70&lt;br /&gt;
|pri_rof = 0.71&lt;br /&gt;
|alt_dmg = 130&lt;br /&gt;
|alt_rof = 1.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*[[Hit-and-run tactics]] works extremely well with the Machete, basically run forward and slash, then run backwards to wait for the cooldown, then run forward and slash again (repeat until the [[specimen]] dies).&lt;br /&gt;
*Avoid engaging [[Siren]]s, [[Scrake]]s, [[Fleshpound]]s and the [[Patriarch]] due to the Machete&#039;s low damage output.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Cheap;&lt;br /&gt;
*Fast attack rate;&lt;br /&gt;
*Reliable to keep [[Patriarch]] busy with hit and run as he whiffs and team focus fires;&lt;br /&gt;
*Often found lying around and sold for a good price of 375£ off-perk;&lt;br /&gt;
*Offers speedbonus onperk like other Berserker weapons;&lt;br /&gt;
*High headshot multiplier of 1.25x, decapitates lesser specimens with a single slash;&lt;br /&gt;
*Very lightweight;&lt;br /&gt;
*Allow experienced players to perform Scrake flinch trick for speedkills;&lt;br /&gt;
*Extremely useful in the hands of a Level 3+ Berserker or a high level Field Medic;&lt;br /&gt;
*Makes a good backup weapon to heavy (ie. [[Hunting shotgun]], [[Chainsaw]]), slow (ie. [[Scythe]]) or low ammo (ie. [[MP7M]]) weapons.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Limited range;&lt;br /&gt;
*Falters at the terms of damage against medium-high threats, offperk or onperk;&lt;br /&gt;
*Requires precision to swing it due low damage, else gets you punished for it;&lt;br /&gt;
*Nearly useless against the big late-game specimens ([[Fleshpound]] and [[Patriarch]]), besides kiting and keeping them busy;&lt;br /&gt;
*Almost completely useless against [[Scrakes]], solely as they gain an inner cooldown for flinch at high difficulties;&lt;br /&gt;
*Has no wide reach unlike other heavier weapons, getting swarmed gives no recovery;&lt;br /&gt;
*Not really cheap for off-perk, considering the damage it offers.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
It seems to be an Ontario Knife Company Spec Plus SP8 Machete, but it lacks the rear side saw teeth and lanyard hole.&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Knife&amp;diff=175</id>
		<title>Knife</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Knife&amp;diff=175"/>
		<updated>2021-05-08T18:11:40Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Knife | image       = Trader Knife.png | description = Military Combat Knife | perk        = b | cost        = 0 | weight      = 0 | power...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Knife&lt;br /&gt;
| image       = Trader Knife.png&lt;br /&gt;
| description = Military Combat Knife&lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 0&lt;br /&gt;
| weight      = 0&lt;br /&gt;
| power       = 20&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 66&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        =Master Surgeon&lt;br /&gt;
| ach1i       =Master Surgeon.jpg&lt;br /&gt;
| ach3        =Cracked the Nutcracker!&lt;br /&gt;
| ach3i       =Cracked the Nutcracker!.jpg&lt;br /&gt;
}}{{Gametext|Width=725|Text=&#039;&#039;&amp;quot;Your movement speed is affected by your weight total. You can also run faster with a Knife rather than a gun.&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Knife&#039;&#039;&#039; is the most basic melee weapon, which every player carries. It has a very fast attack rate and can easily cut off the heads of [[Clot]]s, [[Bloat]]s and [[Gorefast]]s. The Knife has an alt-fire attack, which is stronger but slower than the primary-fire and can easily kill a Gorefast with one swipe. It is a weaker version of the [[Machete]], which has a slightly slower primary attack rate but is more powerful than the Knife. The Knife is often used to conserve ammo on the first [[wave]] of each game; a strategy for most players is to choose the [[Berserker]] [[perk]] and then simply slash all the [[specimen]]s&#039; heads off during the first wave.&lt;br /&gt;
&lt;br /&gt;
The Knife also enables players to run faster while equipped. This is ideal for players who are low on health and need to find safety, or for players who wish to reach the [[Trader]] quickly.&lt;br /&gt;
&lt;br /&gt;
The Knife may be seen lying on the ground after a player is killed while wielding it; however, it cannot be picked up because every player spawns with it and it cannot be discarded.&lt;br /&gt;
&lt;br /&gt;
When in viewed in first person mode, a set of six tally-marks can be seen on the near side of the blade&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
The [[berserker]] perk receives bonuses for the use of a Knife.&lt;br /&gt;
&lt;br /&gt;
{{Berserker weapon stats&lt;br /&gt;
|pri_dmg = 19&lt;br /&gt;
|pri_rof = 0.71&lt;br /&gt;
|alt_dmg = 55&lt;br /&gt;
|alt_rof = 1.1&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*[[Hit-and-run tactics]] work with the knife: run forward and slash, then run backwards to wait for the cool-down, then run forward and slash again, etc.&lt;br /&gt;
*When confronted with overwhelming odds and a route of escape exists, swap to the knife and run away to a relatively safe area. Heal or find better positioning to deal with the rough situation.&lt;br /&gt;
*Avoid engaging [[Siren]]s, [[Fleshpound]]s, [[Scrake]]s and other dangerous close-range fighters. While Siren can be interrupted with a well timed stab as she nods and Fleshpound can be kited away after making him whiff; an enraged Scrake won&#039;t stop at any cost until either of you is dead.&lt;br /&gt;
*Knife can never really enrage Fleshpound at all. A simple stab to its back or when it&#039;s lit on fire, won&#039;t anger it. Only way to enrage him is apparently stabbing his back continuously for at least three times as a high level [[Berserker]] when he&#039;s also lit on fire.&lt;br /&gt;
*Don&#039;t underestimate the power of the knife, especially if low on ammo and facing weak specimens.  With practice, the knife can kill a group of four [[Clot|Clots]] faster than the standard issue [[9mm]].&lt;br /&gt;
*Use alt-fire to decap [[Clot]]s, [[Gorefast]]s and [[Stalker]]s on any difficulty by aiming for their throats with alternate attack. Even when you miss, a well timed knife jab can interrupt the attack animation Clots or Stalkers to flinch for a brief moment.&lt;br /&gt;
&lt;br /&gt;
==Advantages and disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Fast attack rate.&lt;br /&gt;
*Generous 1.25x headshot multiplier.&lt;br /&gt;
*Alt fire attack only slows down 50%.&lt;br /&gt;
*Players move faster compared to wielding other melee while equipped.&lt;br /&gt;
*Able to slash [[Clot]], [[Stalker]], [[Bloat]] or [[Gorefast]]&#039;s head off in one hit.&lt;br /&gt;
*Part of free starter equipment.&lt;br /&gt;
*Very hard to enrage [[Fleshpound]] with it.&lt;br /&gt;
*A real ammo saver during the first wave.&lt;br /&gt;
*No [[weight-blocks]] needed.&lt;br /&gt;
*Small amount of damage still enough to keep Clots at bay.&lt;br /&gt;
*A trained player can kite and kill every specimen beside the [[Scrake]] and [[Patriarch]].&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Limited range, requires one to get close to deal any damage.&lt;br /&gt;
*No swing arc at its reach.&lt;br /&gt;
*Slow to perform alt fire.&lt;br /&gt;
*While still effective, too slow and lacks reach to kill [[Crawler]]s.&lt;br /&gt;
*Nearly useless against the [[Scrake]], and the [[Patriarch]].&lt;br /&gt;
*Generally ineffective against enemies other than Gore and Clots.&lt;br /&gt;
*Weak damage, meant to be a movement advantage for positioning.&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Dwarfs!%3F_axe&amp;diff=174</id>
		<title>Dwarfs!? axe</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Dwarfs!%3F_axe&amp;diff=174"/>
		<updated>2021-05-08T18:10:57Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = Dwarfs!? Axe | image       = Trader Dwarven Battle Axe.png | perk        = b | cost        = 3000 | weight      = 6 | power       = 79 | range...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = Dwarfs!? Axe&lt;br /&gt;
| image       = Trader Dwarven Battle Axe.png&lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 3000&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| power       = 79&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 50&lt;br /&gt;
| ach1        = Gimli That Axe!&lt;br /&gt;
| ach2        = Have my axe&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Dwarfs!? Axe&#039;&#039;&#039; is a two-handed axe for the [[Berserker]] perk, and is only purchasable from the trader after unlocking the &amp;quot;Not A War hammer&amp;quot; achievement in &#039;&#039;[http://store.steampowered.com/app/213650/ Dwarfs!?]&#039;&#039; free-to-play version to accumulate 40k gold total or purchasing the full game. Dwarfs?! Axe is one of the two weapons in the game to be unlocked by Achievements in the game but only one to require another game to do so. Due to a bug in the coding and Steam&#039;s policies about cross promotions now Dwarfs?! axe is now harder to obtain, please see the Bugs section about the issue.&lt;br /&gt;
&lt;br /&gt;
The Dwarfs!? Axe is slow and powerful, and its primary fire can knock back enemies. It has a headshot multiplier of x1.1, lower than the x1.25 of the [[Scythe]] and [[Fire axe]]. At £3000 it is the most expensive melee weapon, tied at the same price as the [[Claymore]] with slightly higher base damage.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{{Berserker weapon stats&lt;br /&gt;
|style   = float: left;&lt;br /&gt;
|cost    = 3000&lt;br /&gt;
|pri_dmg = 235&lt;br /&gt;
|pri_rof = 1.4&lt;br /&gt;
|alt_dmg = 325&lt;br /&gt;
|alt_rof = 1.5&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Knock-back effect is very useful for keeping large specimens at arm&#039;s length;&lt;br /&gt;
*One of the most powerful melee weapons available;&lt;br /&gt;
*Slightly higher damage than [[Claymore]];&lt;br /&gt;
*Reliably decapitates most [[specimen]]s;&lt;br /&gt;
*Alt-fire swing deals extremely high damage;&lt;br /&gt;
*Capable of killing multiple weak specimens in one swing.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*While useful for the wielder, the knockback may frustrate team-mates trying to help;&lt;br /&gt;
*Knockback encourages wielder to enrage specimen early;&lt;br /&gt;
*Slightly heavier than the [[Fire axe|Fire Axe]];&lt;br /&gt;
*Slower than Claymore to swing it, results lower damage per sec;&lt;br /&gt;
*Slow attack rate, especially when using alt-fire;&lt;br /&gt;
*One of the most expensive melee weapons available;&lt;br /&gt;
*Requires the &amp;quot;Not A War hammer&amp;quot; achievement in Dwarfs!? to gain access to the weapon;&lt;br /&gt;
*Knock-back has no effect on the Patriarch;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The Dwarfs!? Axe is a good choice for Berserkers soloing on the higher difficulties, particularly against a raging [[Scrake]] or [[Fleshpound]]. If timed correctly, a swing from this weapon can interrupt a Fleshpound&#039;s charge thanks to the knock-back effect of the primary fire. Subsequent swings and careful footwork to avoid the Fleshpound&#039;s attacks can enable the berserker to finish it off without taking damage.&lt;br /&gt;
&lt;br /&gt;
A recommended tactic is to allow a Fleshpound within striking distance and knocking it back just as it swings at the player. Going forth as doing a primary attack then retreat is essential to dodge the melee attacks of specimen by luring them to attack. Doing this at approximately 3 second intervals allows the Berserker to safely chip away at the Fleshpound&#039;s health without causing it to rage. Repeatedly using the alternate fire against a Scrake&#039;s head can chain-stun and eventually kill it in 2-5 blows, depending on difficulty and number of players.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Currently, the Dwarfs!? Axe is unobtainable by unlocking the achievement associated with it, as it is bugged, and will not give you the &amp;quot;Gimli That Axe!&amp;quot; achievement after earning &amp;quot;Not A War hammer&amp;quot; as Steam can not read into memory like old times for cross promotion anymore.&lt;br /&gt;
Community made guides and coded small python fixes for making this achievement work. It requires one to forward some ports via hosts file momentarily albeit requires some effort it&#039;s the only working fix that one can do to get the achievement.&lt;br /&gt;
Link to Steam Community Guide: [https://steamcommunity.com/sharedfiles/filedetails/?id=2144450008| Gimli That Axe! - Achievement Fix]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dwarfs axe.jpg |Dwarfs!? Axe in Moonbase.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=HSG-1_shotgun&amp;diff=173</id>
		<title>HSG-1 shotgun</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=HSG-1_shotgun&amp;diff=173"/>
		<updated>2021-05-07T06:34:18Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = HSG-1 Shotgun | image       = Trader KSG.png | perk        = ss | cost        = 1250 | weight      = 6 | ammo-load   = 12 | ammo        = 4 |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = HSG-1 Shotgun&lt;br /&gt;
| image       = Trader KSG.png&lt;br /&gt;
| perk        = ss&lt;br /&gt;
| cost        = 1250&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| ammo-load   = 12&lt;br /&gt;
| ammo        = 4&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
&lt;br /&gt;
| ammo-total  = 48&lt;br /&gt;
| ammo-cost   = £30 – £120&lt;br /&gt;
&lt;br /&gt;
| power       = 70&lt;br /&gt;
| range       = 30&lt;br /&gt;
| speed       = 50&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Fugly&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|An advanced Horzine prototype tactical shotgun. Features a large capacity ammo magazine and selectable tight/wide spread fire modes.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;HSG-1 Shotgun&#039;&#039;&#039; is a magazine fed pump action shotgun for the [[Support Specialist]] perk, equipped with glow in the dark night sights. It carries 12 shotgun shells in a box magazine and has 48 shells spare. Its alt fire toggles between &#039;wide spread&#039; and &#039;tight spread&#039; bullet spread.&lt;br /&gt;
&lt;br /&gt;
There is also a &amp;quot;Neon HSG-1&amp;quot; available in the &amp;quot;Neon Weapons&amp;quot; DLC. Its statistics are identical to the normal HSG-1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The support specialist perk receives bonuses and discounts for the HSG-1 Shotgun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The values in this table are derived from the SDK. However, they have not gone through extensive testing &amp;amp; therefore may not be 100% accurate.&#039;&#039; &lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left;&lt;br /&gt;
|base_cost = 1250&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_base = 228&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 100/19&lt;br /&gt;
|col1_inc2 = 300/19&lt;br /&gt;
|col1_inc3 = 500/19&lt;br /&gt;
|col1_inc4 = 700/19&lt;br /&gt;
|col1_inc5 = 900/19&lt;br /&gt;
|col1_inc6 = 1100/19&lt;br /&gt;
&lt;br /&gt;
|col2_name = Ammo capacity&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 48&lt;br /&gt;
|col2_inc0 = 0&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 25&lt;br /&gt;
|col2_inc4 = 25&lt;br /&gt;
|col2_inc5 = 25&lt;br /&gt;
|col2_inc6 = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The HSG-1 Shotgun has a base cost of £1250. The support specialist perk offers discounts on this cost at intervals of £125 per level in the perk, to a current minimum price of £375. The ammunition cost is £30 for one 12 round magazine; £120 for a full refill at the base level and approximately £2.50 per shot. At the initial buy, HSG-1 comes packed with 24 shots which is only enough to fill one spare magazine. Its ammo pool is 48 by default just like other shotguns, that means three spare magazines with one loaded into the shotgun. Maximum ammo pool can be increased up to 62 by Support Specialist&#039;s shell carried bonuses which add slightly more than one extra magazine for the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The HSG-1 Shotgun fires a spread of 12 pellets with each pellet causing 19&amp;lt;!--&amp;quot;19.5&amp;quot; is truncated--&amp;gt; damage each with standard 1.5x headshot multiplier. HSG-1 has the lowest pellet damage of all shotguns available for the Support Specialist. Damage per pellet can be improved by Support Specialist perk, up to 360 damage per shot, making pellets deal 30 damage each.&lt;br /&gt;
&lt;br /&gt;
Being a magazine loaded shotgun, it shares the 0.75 pierce efficiency and pierce capacity of up 4 targets of other magazine loaded shotguns such as [[Vlad the Impaler]] and [[AA12]]. Pierce efficiency can be improved by Support Specialist perk again and pellets only lose 2% damage per target pierced at level 6. HSG-1 has a spread value of 1000 units in tight spread shots which is also shared by [[Shotgun]] at max distance, while has 2050 units spread at max distance at wide spread mode. At tight spread it can have a better range, yet large spread could be useful for crowd control from medium range for ammo management.&lt;br /&gt;
&lt;br /&gt;
HSG-1 has 0.82 second fire delay between shots, which is 73 RPM roughly and it takes 9.02 seconds to empty the entire magazine with 11 delays between 12 shots. At base it has 303 damage per second before reload as raw damage over 9.02 seconds, and 224 damage per second after reload over 12.18 seconds. For a level 6 support, values are 478 damage per second before reload and 354 damage per second after reload. Values estimated with 100% efficiency with no spread over distance, weapon performance may vary in the real environment depending on range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
&lt;br /&gt;
* Lightweight;&lt;br /&gt;
* Adjustable spread, useful for longer and shorter ranges;&lt;br /&gt;
* Large magazine;&lt;br /&gt;
* High pierce efficiency of 0.75 which shared by [[Vlad the Impaler]] and [[AA12]];&lt;br /&gt;
* Automatic, it is possible to continuously fire shells by holding down the fire key;&lt;br /&gt;
* Significantly more efficient reload than the other shotguns, except for the [[AA12]];&lt;br /&gt;
* Range is the best of all the shotguns.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Individual pellets do lowest damage compared to other shotguns;&lt;br /&gt;
* Less damage per shot than regular Shotgun;&lt;br /&gt;
* Quite expensive for its power;&lt;br /&gt;
* Liable to running out of ammo in larger waves;&lt;br /&gt;
* Cannot be reload canceled like the pump-action [[Shotgun]] or [[Combat shotgun]];&lt;br /&gt;
* Rather ineffective against far off foes compared to other class&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*By pressing Alternate Fire, you can switch the HSG between Tight-spread and Wide-spread. Try to use the tight-spread in small hallways, or when focusing on one target, and use Wide-spread to deal with specimens that are spread out. Remember that the wide spread, in general, deals less damage per specimen struck but hits more specimens per shot. When you face lined up specimen with varying threat levels and speed, a quick switch to wide spread shot could put the fast ones in their place without needing precise aim.&lt;br /&gt;
*Because of limited ammunition that HSG-1 has it&#039;s possible to run out of ammo by wasting shots on a single trash specimen. HSG-1 is lightweight a high level Support can carry both [[Lever-action rifle]] and HSG-1 together along with a heavier shotgun. Lever-action rifle can flinch a [[Scrake]] on headshot and retaliate long distance against ranged threats such as [[Husk]]s and reliable to pick out single trash specimen to spare limited shotgun ammunition. Weak pellet damage at long distances cause a dent on the damage output due spread. For lower level Supports any pistol such as [[MK23]] would be easy to handle and pair with it as well.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* The shotgun does not eject a shell when pumped. Also, it lacks the shell ejection port on the other side of the weapon. The weapon is based on the KSG, which loads and ejects shells from a port in the stock; in the HSG-1, this port is used as a magazine well instead, leaving no place for ejected shells to go.&lt;br /&gt;
* It is technically fully automatic (the fire key does not need to be released in order to fire again). This is likely due to it being based on the [[AA12]], with the fire toggle replaced by the HSG-1&#039;s spread toggle.&lt;br /&gt;
&lt;br /&gt;
== Origins and history ==&lt;br /&gt;
The HSG-1 Shotgun appears to be based off the [http://en.wikipedia.org/wiki/Kel-Tec_KSG Kel-Tec KSG], but modified to use 12 round detachable box magazines instead of the dual 7 round fixed tubular magazines of the KSG. It was released during the 2012 [[Summer_Sideshow|Summer Sideshow]] event.&lt;br /&gt;
&lt;br /&gt;
Due to the lack of both an ejection port and shell casings, the weapon could possible be using caseless ammo. However, caseless shotgun shells are highly unlikely.&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{language bar|HSG-1 shotgun|en}}&lt;br /&gt;
[[Category:Support equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Patriarch&amp;diff=172</id>
		<title>Patriarch</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Patriarch&amp;diff=172"/>
		<updated>2021-05-03T03:49:17Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=Menu Patriarch Missile.png | health	=4000 (+3000) | bounty	=500 | damage	=75 | landspeed	=120 | swimspeed	=120 | runspeed	=300 | ach1 = Merry Friggi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=Menu Patriarch Missile.png&lt;br /&gt;
| health	=4000 (+3000)&lt;br /&gt;
| bounty	=500&lt;br /&gt;
| damage	=75&lt;br /&gt;
| landspeed	=120&lt;br /&gt;
| swimspeed	=120&lt;br /&gt;
| runspeed	=300&lt;br /&gt;
| ach1 = Merry Friggin Christmas&lt;br /&gt;
| ach2 = Highlander&lt;br /&gt;
| ach3 = Ringmaster&lt;br /&gt;
| ach4 = Fugly&lt;br /&gt;
| ach5 = Sparkling in the Twilight&lt;br /&gt;
| ach6 = The L.A.W. That Broke The Camel&#039;s Back&lt;br /&gt;
| ach7 = Merry Men&lt;br /&gt;
| ach8 = Straight Rush&lt;br /&gt;
| ach9 = Death To The Mad Scientist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote text|The Patriarch. This is the Big One. Chain-gun. Rockets. And vicious up close, too!}}&lt;br /&gt;
{{Quote text|Patriarch addendum: Did we forget to brief you? Yes, it seems he can cloak when he needs to heal. Luckily, only a couple of times in his short, angry life.|Loading screen tips.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Patriarch&#039;&#039;&#039; is the final boss of &#039;&#039;[[Killing Floor]]&#039;&#039;, appearing in the final wave of each game. He is the most powerful and heavily armed [[specimen]] in the game, being equipped with a minigun, rocket launcher, a cloaking system and three single use healing syringes. He is also the fastest runner in the game, easily outrunning all players and specimens, however he makes use of this after being injured either to run and heal or to retaliate against a specific player.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Halloween Menu Patriarch Missile.png|thumb|left|The Patriarchs&#039; vampire Halloween costume.]]&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Patriarch is a 9-foot tall humanoid with long hair and a well-trimmed moustache, wearing a torn-sleeved shirt and a belt. He has a strap belt on his right leg that carries three large healing syringes which he uses to heal up when weak. His swollen right eye hangs out of its socket apparently due to his muscular retinal artery. His left eye still wears the shattered remains of his old glasses. He also has a very large tentacle extruding from the centre of his torso, which appears to hold a stinger beneath a fleshy bulb. He has several other smaller tentacles surrounding it. His left arm has been replaced below the elbow with a nerve-controlled assault platform; housing a minigun and a rocket launcher. His other hand and his feet are mutated into claws.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
During the [[Twisted Christmas]] events he was re-skinned as a robotic Santa with a red suit and boots. Other cosmetic changes are metallic looking chest impale, baubles over his tendrils and a red visor on his right eye. He howls jolly one-liners about his naughty list mixed with some laughter and robotic echo. Robotic Santa says &amp;quot;&#039;&#039;Let&#039;s see what&#039;s in my bag? Bullets! Ho ho ho ho!&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Seven, six, two; I&#039;ve got a present for you!&#039;&#039;&amp;quot; while readying his machine gun and &amp;quot;&#039;&#039;I&#039;ve got a present for you!&#039;&#039;&amp;quot; as he readies up a rocket shot.&lt;br /&gt;
&lt;br /&gt;
For the [[Summer Sideshow]] update, he was reskinned into the Ring leader with a remarkable moustache. He wears a well fit jacket, strapped creme colored pants, leather boots. He wears a top hat with goggles that cover his both eyes and possess a brass looking chest impale with brass covered nails. Like other events, Patriarch has new one-liners such as &amp;quot;&#039;&#039;Drum roll, please.&#039;&#039;&amp;quot;, &amp;quot;&#039;&#039;Stop clowning around!&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Watch this! The crowd loves it!&#039;&#039;&amp;quot; while loading a rocket shot.&amp;lt;br&amp;gt;&lt;br /&gt;
For the first [[Halloween Sideshow]] event, he was reskinned into the Vampire. In the later Summer and Halloween events he wears the same Ringmaster outfit, with the same claw in the front, and in both events his hands looked the same. Only the suit colours and his head were changed between the two outfits.&lt;br /&gt;
&lt;br /&gt;
In the [[Hillbilly Horror]] event, he was reskinned as Sheriff Wade, who has donned a deputy&#039;s uniform, and instead of a bulb or metallic object, a rattlesnake is what appears to have been impaled through his abdomens, with the tail of the snake sticking out of his left shoulder. Sheriff Wade appears to be the most polite out of the others, for as he preps his chain gun, he says: &amp;quot;&#039;&#039;&#039;Scuse me while I whip this out...&#039;&#039;&amp;quot; (which to some implies a sexual innuendo), after he performs a roundhouse swing &amp;quot;&#039;&#039;Here used to be a nice neighbourhood!&#039;&#039;&amp;quot; and if you lose to him, there is a chance he says &amp;quot;&#039;&#039;Guess they won&#039;t be needin&#039; that phone call.&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Remember kids, don&#039;t do the crime if you ain&#039;t wantin&#039; a whuppin&#039;.&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
At the start of the final wave, the player&#039;s camera moves to a third-person view of the Patriarch performing his introductory taunt and walking towards the player.  The camera will then return to the player character in first person.  Upon sight of a player, the Patriarch will either use one of his firearms or sprint towards the player, possibly cloaking himself in the process.&lt;br /&gt;
&lt;br /&gt;
After receiving sufficient damage, the Patriarch cloaks himself, summons specimens to his aid, and attempts to retreat to a safe location in order to heal.  After healing, he will often return to the players while cloaked and launch a melee attack, sometimes in the midst of the group.  The Patriarch can heal up to three times, and different types of specimens are summoned each time.  During his first retreat, the Patriarch summons [[Clot]]s.  During his second, he summons Clots and [[Crawler]]s, and during his last, he summons Clots, Crawlers and [[Stalker]]s.&lt;br /&gt;
&lt;br /&gt;
==== Attacks and abilities ====&lt;br /&gt;
There is a wide variety of offensive materials at the disposal of the Patriarch. Attached to his left arm is a heavy weapons platform with both a rocket launcher and a mini-gun attachment. The use of these attacks are well telegraphed with a preceding taunt and loading sequence. The main distinguishing mark between the two is the vocal taunt; when he is readying the mini-gun he says either &amp;quot;&#039;&#039;Time for a more direct approach&#039;&#039;&amp;quot;, &amp;quot;&#039;&#039;Wait right there, Hahahahaha!&#039;&#039;&amp;quot;, &amp;quot;&#039;&#039;Stay there- I&#039;ll make this quick.&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;This is the end of you!&#039;&#039;&amp;quot; and when loading the rocket launcher he says &amp;quot;&#039;&#039;One in the pipe.&#039;&#039;&amp;quot;. He generally notices any pipe bombs close to player and planted at the same height, readies his rocket launcher platform to blow them up in an instant.&lt;br /&gt;
&lt;br /&gt;
In close quarters combat, the Patriarch effectively has three attacks: he can strike you with either his tentacle or claw, both of which do high amount of damage to the player and could send them flying away; he can thrust the giant tentacle on his chest at the player, which has half the reach of the claw attack but can hit twice in quick succession. Both attacks will send the victim flying through the air and are immediately preceded by very short animations distinguishing them apart, either in the form of drawing one of the arms back or by squatting slightly before the tentacle attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Stalker]], the Patriarch has the ability to cloak himself and render himself invisible. However, unlike the Stalker, the Patriarch turns red and translucent for a split second before becoming almost completely invisible; only glimmers are visible. Patriarch cloaks and gains 25% movement speed to melee players in a chain of melee attacks to eliminate them.&lt;br /&gt;
&lt;br /&gt;
The third melee attack has him swinging his claw and tentacle out in a 360 degree radius in mid-air then thrusting himself forward and doing another large swing to players; dealing major damage to anyone who might be within its radius or his path. That swing is the most deadly one as it can kill a fully armored player (besides a high level Berserker or Field Medic) with a single contact. After performing that deadly swing, Patriarch stands trembled, wiping under his nose with his claw hand and mocking players; yelling &amp;quot;&#039;&#039;So you&#039;re trying to do that again? Ha ha ha ha!&#039;&#039;&amp;quot;. Luckily Patriarch will only use his roundhouse swing when cornered and swarmed by 3 or more players. Most of the time getting too close to him with more than two players would result in quick deaths, which eventually can lead to team wipes in a blink.&lt;br /&gt;
&lt;br /&gt;
If a player is having a rough time with Patriarch&#039;s melee attacks, only one player (preferably a Field Medic or Berserker who can take his retaliation; cancel his ranged attacks by attacking him with a melee weapon or at least evade his swings) should approach Patriarch to take the unwanted attention away from the cornered or weak player.&lt;br /&gt;
&lt;br /&gt;
The Patriarch has 3 adrenaline stimulants strapped on his leg, to heal back when he hits certain health thresholds and kneeldown. After kneeling down he rushes away with doubled speed to heal once from a syringe use. Each syringe heals him back for 25% and won&#039;t be used more than once for each session even if he&#039;s still under the expected threshold after healing. Patriarch also gains health with melee attacks like all other specimen when hit below 90% maximum health. If he has 90% health or below he gains 10% of current health for each player he kills with any of his melee attacks.&lt;br /&gt;
&lt;br /&gt;
[[File:Kevin C.jpg|thumb|right|[[Killing Floor (modification)|&#039;&#039;Killing Floor&#039;&#039; mod]] era Patriarch promo image.]]&lt;br /&gt;
&lt;br /&gt;
=== Historic data ===&lt;br /&gt;
{{KF-mod notice|s|specimen}}&lt;br /&gt;
The Patriarch was added in early Killing Floor Mod versions, but he was scrapped because he was bugged. He was re-added in a community patch. The main difference between the two are purely aesthetic, besides that, his one-liners has a more manic tone and recorded with a brutal echo which includes swearing insults towards the squad.&lt;br /&gt;
&lt;br /&gt;
Aside from the graphical upgrade and slight change of manners, there are a few minor visual differences between mod and retail version Patriarch; the weapons platform attached to his left arm was different, and in the mod, his eye was not detached from its socket. His skin was bloodier and more mottled, he possessed several leprous appendages over his body (including one over the groin that gives the appearance of still possessing genitalia), he wore no clothing, and he moved as though suffering or diseased.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
[[File:KF Kevin.png|thumb|upright|Kevin Clamely, former Horzine founder and CEO]]  &lt;br /&gt;
Kevin Clamely, the Patriarch&#039;s original identity, was the CEO and founder of Horzine Biotech, the company responsible for the outbreak in London. He was hired by the government to create the perfect soldier—something that wouldn&#039;t experience pain or fear, and wouldn&#039;t question or reason. London was to be used as a staging ground—a test of Horzine&#039;s accomplishments. Kevin thought of the clones as his &amp;quot;children&amp;quot; and &amp;quot;family&amp;quot; because they were the only companions he had left.&lt;br /&gt;
&lt;br /&gt;
Sergeant Masterson was Horzine&#039;s last project before the outbreak. He escaped from the [[Biotics Lab]]s below the city through the sewer system to the city above, hoping that he could rebel against his mad creators. Sadly, this is what Kevin wanted all along; Masterson led his soldiers into combat, and they were killed just as Kevin had planned.  With the British Disaster Response Force eliminated, nobody could stand in the way of the clones.&lt;br /&gt;
&lt;br /&gt;
Horzine&#039;s methods were deemed too immoral even for such a controversial project, and were shut down. However, the project didn&#039;t want to be shut down. In a second complex deep underneath the city of London, the experiments continued.&lt;br /&gt;
&lt;br /&gt;
Eventually, he realised that his work was in jeopardy. His scientists were leaving and he feared that someone may reveal his secret work to a world that wouldn&#039;t understand or even allow it. In a final act to save his dream, he asked the remaining scientists to take the most advanced pieces of technology at their disposal, and use the methods they had perfected over the course of their work to implant them into him:&lt;br /&gt;
*An updated version of the cloaking device used on project [[Stalker]]&lt;br /&gt;
*Three modified neuro-stimulation systems similar to those used on project Guardian&lt;br /&gt;
*A nerve-controlled weapons platform on his left arm.&lt;br /&gt;
Finally, he underwent the same &amp;quot;gene-enhancing&amp;quot; process that all the specimens underwent, but with all the safeties off and the process running at full capacity.  As Kevin walked out of the test chamber, he knew he had become as perfect as any human could hope to be.&lt;br /&gt;
&lt;br /&gt;
When humans started murdering his &amp;quot;children&amp;quot;, he knew that it was time to take the fight to them. Armies fell before him, none seemed to be able to kill him, or even harm him. He would continue his work alone, and create and protect more of his specimens until the day someone could finally work out how to kill him.&lt;br /&gt;
&lt;br /&gt;
== Extermination ==&lt;br /&gt;
{{main|Help:Patriarch extermination tactics|Patriarch extermination tactics}}&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
=== Health chart ===&lt;br /&gt;
{{Specimen health chart|4000|3000}}&lt;br /&gt;
*Patriarch has no head health to decapitate and won&#039;t be decapitated or dismembered until dead.&lt;br /&gt;
&lt;br /&gt;
=== Bounty ===&lt;br /&gt;
Under normal circumstances, it is impossible to do anything with the bounty received from the Patriarch other than throw it around in the post-game freeze frame.&lt;br /&gt;
&lt;br /&gt;
{{Specimen bounty chart|500|en}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{gallery note|cat=Patriarch}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Patriarch Missile.png | The main menu splash screen of the Patriarch.&lt;br /&gt;
File:Menu Patriarch Gun.png | The main menu splash screen of the Patriarch.&lt;br /&gt;
File:Menu Patriarch Tentacles.png | The main menu splash screen of the Patriarch.&lt;br /&gt;
File:Christmas Menu Patriarch Missile.png | The main menu splash screen of the Patriarch during the Twisted Christmas event.&lt;br /&gt;
File:Christmas Menu Patriarch Gun.png | The main menu splash screen of the Patriarch during the Twisted Christmas event.&lt;br /&gt;
File:Christmas Menu Patriarch Tentacles.png | The main menu splash screen of the Patriarch during the  Twisted Christmas event.&lt;br /&gt;
File:Summer Menu Patriarch Missile.png | The main menu splash screen of the Patriarch during the Summer Sideshow event.&lt;br /&gt;
File:Summer Menu Patriarch Gun.png | The main menu splash screen of the Patriarch during the Summer Sideshow event.&lt;br /&gt;
File:Summer Menu Patriarch Tentacles.png | The main menu splash screen of the Patriarch during the Summer Sideshow event.&lt;br /&gt;
File:Halloween Menu Patriarch Missile.png | The main menu splash screen of the Patriarch during the Halloween Sideshow event.&lt;br /&gt;
File:Halloween Menu Patriarch Tentacles.png | The main menu splash screen of the Patriarch during the Halloween Sideshow event.&lt;br /&gt;
File:Hillbilly Horror Patriarch Minigun.png | The main menu splash screen of the Patriarch during the Hillbilly Horror event.&lt;br /&gt;
File:Hillbilly Horror Patriarch pose.png | The main menu splash screen of the Patriarch during the Hillbilly Horror event.&lt;br /&gt;
File:ZombieBossMix.png | Patriarch in his unused Mixed Model.&lt;br /&gt;
File:Kev.jpg |[[Killing Floor (modification)|&#039;&#039;Killing Floor&#039;&#039; mod]] era Patriarch.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Fleshpound&amp;diff=171</id>
		<title>Fleshpound</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Fleshpound&amp;diff=171"/>
		<updated>2021-05-03T03:48:06Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=Fleshpound.png | health	=1500 (+375) | bounty	=200 | damage	=35 | landspeed	=130 | swimspeed	=120 | runspeed	=299 | ach1 = Cracked the Nutcracker! |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=Fleshpound.png&lt;br /&gt;
| health	=1500 (+375)&lt;br /&gt;
| bounty	=200&lt;br /&gt;
| damage	=35&lt;br /&gt;
| landspeed	=130&lt;br /&gt;
| swimspeed	=120&lt;br /&gt;
| runspeed	=299&lt;br /&gt;
| ach1 = Cracked the Nutcracker!&lt;br /&gt;
| ach2 = Highlander&lt;br /&gt;
| ach3 = Have my axe&lt;br /&gt;
| ach4 = Elephant Gun&lt;br /&gt;
| ach5 = Fire and Forget&lt;br /&gt;
| ach6 = Pound This&lt;br /&gt;
| ach7 = Too Close For Comfort&lt;br /&gt;
| ach8 = Quarter Pounder With Ease&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote text|The Fleshpound. Shooting him with small weapons just makes him mad. Think big, powerful weapons for this one!|Loading screen tip}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fleshpound&#039;&#039;&#039;, the most powerful non-boss [[specimen]] in the game, makes its first appearance in the last [[waves]] of the game. It has spiked gauntlets that can spin and shred anything in its path, and is also equipped with an adrenaline pump in its chest; if a player deals too much damage to it too quickly or if it spends too long out of combat, the Fleshpound will rage and let out a loud roar, and its pump will turn red and activate. While it is enraged, it will run much faster and dole out a massive amount of damage, usually killing or leaving players in need of medical treatment. &lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Fleshpound appears as a tall muscular humanoid with a number of metal attachments. There is a large light on its lower torso and several small lights on its back which change colour dependent on its mood; either amber or red. There are metal plates covering its eyes, groin, spine, feet, and part of its chest. On both arms there are large spiked tubular metal attachments.&lt;br /&gt;
&lt;br /&gt;
[[File:Haloween Menu Fleshpound2.png|thumb|left|The Fleshpound during the Halloween Sideshow event, Dubbed the Frankenpound.]]&lt;br /&gt;
==== Events ====&lt;br /&gt;
During the [[Twisted Christmas]] events the Fleshpound was re-skinned as a nutcracker toy dubbed the Nut Pound; with a massive mouth and candy cane coloured spikes on the end of each arm instead of hands. For the [[Summer Sideshow]] update, it received a re-skin as a diseased, mutated circus strongman with what appears to be clown like luchador wrestler&#039;s cowl, with glowing pustules(or possibly cybernetic tubing grafted deep into his body) replacing its usual lights, and pointed objects on its arms. This skin was dubbed the Flesh Clown. During the [[Halloween Sideshow]] event it was given a skin based off the summer skin, but stylised as classic depictions of Frankenstein&#039;s monster; dubbed Frankenpound. During the [[Hillbilly Horror]] event of 2012, he was reskinned into Bubba, who appears to have a light pack implanted into his back and the cuff-like objects on his arms are replaced by augers(see picture below). The only piece of clothing that Bubba wears is overalls and boots.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
While most other specimens will pick and change targets based on proximity, the Fleshpound fixates and will pursue one specific player until it loses line of sight or either one of them is dead. However, since the Christmas Update, the Fleshpound&#039;s behavior has changed in that it will automatically target players that are dealing damage to it or too close if the current target is running away or ain&#039;t firing potshots at it for several seconds.&lt;br /&gt;
&lt;br /&gt;
Fleshpounds also have a tendency to rage, signified by their distinctive imposing roar and the red colourisation of their torso light. A raging Fleshpound runs towards its target at great speed and causes massive damage that increases by 75% upon raging. There are two triggers for this rage, the first and foremost rage trigger is based on damage over time; if a Fleshpound receives more than approximately 360 damage within a 2 seconds period it will rage.&amp;lt;br&amp;gt;&lt;br /&gt;
The second enrage trigger added after game&#039;s retail version, a few months after its initial release. Before that, Fleshpounds were to remain calm as long as it doesn&#039;t incur too high damage per second and can be kited around with ease without needing to lure or hide. The second trigger is based on sightline period for melee attack; if a Fleshpound hasn&#039;t made it into attacking range for a variable length of time to keep a direct sightline; between 10 to 15 seconds without attacking once, it will become frustrated and rage anyway.&lt;br /&gt;
&lt;br /&gt;
Enrage timer for sightline frustration will be randomized at each reset, adding a random variable of extra seconds between 0 and 5 over 10 seconds at each reset for enrage timer. Second trigger can be reset if Fleshpound swings his grinder maces at any player or loses direct sightline when players hide behind solid obstacles or walls. When Fleshpound enters the melee range and allowed to swing at any player even once, the enrage timer will reset back to 10-15 seconds again. It doesn&#039;t matter if the swing hit the target or completely miss. As long as he&#039;s allowed to attack once every 10-15 seconds and don&#039;t incur too much damage over 2 seconds regarding first enrage trigger, he&#039;ll stay calm.&lt;br /&gt;
&lt;br /&gt;
Where there&#039;s no walls or solid obstacles, Fleshpound&#039;s time based second rage trigger still can be reset even it&#039;s abit risque; time based enrage also resets when he evade grenades. Tossing a single grenade at the Fleshpound to land nearby his feet where he can evade it, will reset the timer when players can not cut eyesight. Risk of this practice being Fleshpounds incurring more damage from grenade shrapnels and at very tight spaces they can be easily enraged even from a single grenade. That makes such technique only viable at the open with no obstacles to hide behind for, where Fleshpound can steer away from a single thrown grenade safely. Multiple grenades to form a barrage, will not slow him down more than 2 seconds and will enrage him right away when grenades set off in a chain.&lt;br /&gt;
&lt;br /&gt;
When enraged, Fleshpound will let out a mechanical shriek, his amber lights will turn to red and he will start rushing towards players at great speeds to hit them. Any attempt of focus firing, not holding back strong attacks when they&#039;re lit on fire, backstabs to its head by strong melee, tossing random grenades or explosives without a plan and entering a staring contest for several seconds, always end with Fleshpound getting frustrated and raging.&amp;lt;br&amp;gt;&lt;br /&gt;
Apparently he is able to pick another target based on sightline, close proximity gunfire noise or damage, after he nods down as he&#039;s about lash out an enraged shriek. So if the player who enraged him able to hide from his sight in that very brief moment, Fleshpound will beeline towards other teammates that lit him on fire, players attacking him or anyone shooting non-stop at closer proximity regardless of one aiming for him or not. Only exception to this rule being is the Fleshpound damaged by a [[pipebomb]] that didn&#039;t kill him; in which he chases the owner of that pipe bomb relentlessly for a while ignoring other players&#039; interference or proximity.&lt;br /&gt;
&lt;br /&gt;
If by any reason, Fleshpound fails to hit the player after being enraged, he&#039;ll continue to charge in an enraged state until he finally land a massive blow for 75% increased damage. A Fleshpound&#039;s enraged state can subside after it has successfully struck a player providing the conditions for its occurrence are no longer being met or ceases away after a long period of time without coming into sight contact with any player. That timer is approximately 30 seconds to one minute at Hell on Earth; enrage cease timer stops when he detected a player on his sights and counts down as it loses sight line of player.&lt;br /&gt;
&lt;br /&gt;
Alternatively shredding a welded door successfuly will also subside his enraged state and cause him to go calm. However welding a door on an enraged Fleshpound is hard when there are other specimen around and he has to be the one to tear the door down for enraged state to cool off. If by any chance, another specimen manage to break the door before Fleshpound did, Fleshpound will continue his adrenaline filled dash until he hits a player or faces another welded door. Considering this, players have to keep the doors not only closed while other specimen will be very active to open them back, they also have to weld them down for a good medium amount to ensure it only could be broken by enraged Fleshpound. To note, a single door will not keep multiple enraged Fleshpounds calm, as they have to be the specimen to break down the door.&lt;br /&gt;
&lt;br /&gt;
There is also no cool down period for their rage, so a Fleshpound can be enraged again immediately after calming down. Getting focus fired to suffer high damage spikes as he hits a player will enrage him again right away as it cools off. This sometimes result Fleshpound to cancel animation frames for his enraged shriek and hit right away to the victimized player and it can be lethal.&amp;lt;br&amp;gt;&lt;br /&gt;
At Hell on Earth [[Difficulty|difficulty]] his enrage duration is doubled, with his high movement speed while charging it&#039;s much harder to outrun him to cease its enrage on its own. This makes the door welding scenario viable if the current map has any, otherwise players have to face what&#039;s coming at them.&lt;br /&gt;
&lt;br /&gt;
An interesting point regarding Fleshpound behaviour is their lack of regard for other specimens. A raging Fleshpound will mow through weak specimens, doling out fivefold damage against other specimen to get to its target. If an obstructing specimen is strong enough to survive, like a [[Bloat]] or [[Scrake]], they will sometimes retaliate against the Fleshpound, who will in turn engage them in combat instead of the players. Unless disturbed, specimens engaged in fights with each other will ignore players until the fight is over, with the victor usually being the Fleshpound.&lt;br /&gt;
&lt;br /&gt;
This mow down action can work as a double edge for the player, as it can instantly kill annoying medium threats like [[Gorefast]], [[Husk]]s and [[Siren]]s but killed spawns might end up respawning at the front positions in a kite scenery right away as if they&#039;re killed too quick by squad. As by default there are only 32 specimen present in the map at a time, enraging a Fleshpound from long distance to watch him wreck havoc in the horde only cause new respawns to appear all over the map. This results in team getting flanked or facing cross aggression from front spawns if they were to lose sightline of ahead directions while kiting.&lt;br /&gt;
&lt;br /&gt;
Between its inhuman growls and laughter, Fleshpound can be heard hissing &amp;quot;Flesh... Pound!&amp;quot;, &amp;quot;I&#039;m going to fix you!&amp;quot;, &amp;quot;Ha-ha ha-ha, puny!&amp;quot; between its teeth.  It also seems to have a robotic personality, due to saying &amp;quot;Level of aggression: 11!&amp;quot; and &amp;quot;Merging process: complete.&amp;quot; on occasion. Fleshpound can bleed out for up to seven seconds when softly decapitated by a weak weapon, which is the longest a specimen can endure for. When headless, he can still enrage based on damage taken but will lose its time based checks.&lt;br /&gt;
&lt;br /&gt;
[[File:FleshpoundKFMod.png|thumb|right| The Fleshpound as he appeared in the KillingFloor Mod.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Historic data ===&lt;br /&gt;
{{KF-mod notice|s|specimen}}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;== Background ==&lt;br /&gt;
The story behind the Fleshpound is that they were developed by Horzine, to make super-soldiers. Fleshpounds were routinely injected with muscle growth stimulants and adrenaline cocktails to help build a titanic body, however it had the side effect of making them incredibly violent and quick to anger. After a few accidents, each Fleshpound was harnessed with a device to monitor their adrenaline levels, as well as to inject them with depressants and other chemicals in order to keep them calm. However, the device also served as a life preserver, as it would flood the Fleshpound&#039;s system with adrenaline and stimulants whenever it was in pain.&lt;br /&gt;
&lt;br /&gt;
They were considered a failure, and the entire population of them was consigned to the lowest levels of Horzine&#039;s laboratory. When it came time to destroy them, the drugs used instead triggered their devices into action, allowing them to break free from their bonds and kill the laboratory&#039;s staff. However, they were never able to free themselves from the &#039;mace&#039; restraints used to hold their giant fists at bay, which ironically makes them even better at pounding flesh. Their name stems from the few words that they knew.&lt;br /&gt;
&lt;br /&gt;
== Extermination ==&lt;br /&gt;
{{main|Fleshpound extermination tactics}}&lt;br /&gt;
Fleshpounds are unique specimen to both possess damage vulnerability and damage resistances together. No other specimen have a damage vulnerability with damage resistance in the game. Fleshpounds are resistant against bullet based gunfire at their body, have varying resistances for headshot damage depending on headshot multiplier (there are exceptions) also vulnerable against most of explosives and poison gas while generally resistant against lingering damage over time effects overall.&lt;br /&gt;
&lt;br /&gt;
At low difficulties where Fleshpound only can move so slowly, a stacked barrage of 2-3 grenades usually kills him outright before he can do anything. At high difficulties when he can get away from stacked grenades before blast fuse set off, he will only take a whiff, endure it and most likely enrage right away. Due to the Fleshpound being immune to stun effects, the safest way to exterminate the Fleshpound is to do it fast, before it has a chance to rage of its own accord and before it can cause substantial damage. When used with perk bonuses high damage per second output weapons can make short work of a Fleshpound; any kind of explosive projectile aimed at his upper torso and head or a high headshot multiplier burst damage weapon exhausting his head health can wipe him out without needing any quick weapon switches.&lt;br /&gt;
&lt;br /&gt;
Used onperk any highly explosive projectile weapon, [[pipe bomb]]s and when used in a timely manner, [[grenades]], can deal immense damage at Fleshpound or outright dispatch him when used in conjunction together. [[Demolition]] has a pretty nice advantage here as long as he&#039;s at the medium distance, both [[M32]] and [[L.A.W.]] are able to kill a Fleshpound with the help of some grenade tosses or darted pipe bombs. Without explosives, onperk use of [[Sharpshooter]] weapons shine against him as well. All rifles of Sharpshooter at high perk ranks capable of dropping him in a few well calculated shots if one able to control the recoil and compensate for spread. Another option is surprisingly a high level [[Firebug]] wielding [[Husk fireball launcher|Husk Cannon]] with any reliable high damage single fire side arm.&lt;br /&gt;
&lt;br /&gt;
For weapons that have high damage per second output but he&#039;s resistant against, [[Grenade]]s or a second back up weapon with high pierce power must be held at ready. Depending on the used weapon&#039;s ammunition pool or lacking power, grenades also can help player to manage reloads and still kill the Fleshpound. If the player&#039;s current weapon is weak, slow or using an offperk weapon, then the safest way to kill it is to do so slowly and to frequently escape it line of sight, so as to not enrage it: inflict less than 360 damage every two seconds and break line of sight again or make him strike the air in 10-15 seconds at most.&lt;br /&gt;
&lt;br /&gt;
Comparably to Demolition, [[Support Specialist]] able to dispatch Fleshpound by piercing damage spikes and grenades only. Perk capable of reaching a comfort zone early just by abusing chained explosions against FP to get rid of it in one fell swoop. In case it got interrupted by a [[Siren]] or a very unlucky [[Husk]] pot shotting at your grenades, then Support better get ready to switch weapons and let it loose at its amber core and legs. Similar to the Support Specialist, [[Commando]] can use a similar chain explosion technique with grenades besides going experimental with off perk Pipe bombs to shoot them off as Fleshpound comes near. &lt;br /&gt;
&lt;br /&gt;
The Fleshpound will rage in one of two circumstances: if it takes 360 or more damage in 2 seconds, or if it spends about 10 seconds without striking at melee range of any of its sightline targets. When the Fleshpound picks a new target, this timer may have anywhere from 0 to 5 seconds added to it, and it can be reset by breaking line of sight by getting behind cover or letting Fleshpound swing and forcing him to avoid a thrown grenade. Note that Fleshpounds are weak against grenades; any explosive grenade that explodes too close is capable of enraging it instantly. For pacing up to two seconds between your attacks, you may allow him to advance for up to three steps before hitting him again.&lt;br /&gt;
&lt;br /&gt;
While kiting [[Berserker]]s have to check the pulse of Fleshpound occassionally to ensure he won&#039;t go out of control in a whim. Switching between alternate attack and primary where needed, Berserker have to ensure Fleshpound kept busy as they wittle down at him and dodge his swings. While kiting him away they also have to sweep off trash that interfere their engage and keep an eye for spawn rates for not getting flanked as they go toe to toe against Fleshpound. Berserker can safely kite Fleshpound off around the map by picking a steady route, taking shortcuts depending on the pressure of spawn rates. For speedkills they might need to pre-damage its head a few time safely to take on him faster from front approach as they kite or directly backstab behind its head when it&#039;s distracted for a quicker but riskier approach.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
=== Wave distribution ===&lt;br /&gt;
The Fleshpound appears in the later waves, after the midpoint wave(s); the last wave for short, the last three for medium and the last four in long games.&lt;br /&gt;
{{Specimen wave chart}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Health charts}}&lt;br /&gt;
&lt;br /&gt;
=== Total health ===&lt;br /&gt;
{{Specimen health chart|1500|375}}&lt;br /&gt;
=== Head health ===&lt;br /&gt;
{{Specimen health chart|700|210|head=h}}&lt;br /&gt;
=== Bounty ===&lt;br /&gt;
{{Specimen bounty chart|200|en}}&lt;br /&gt;
&lt;br /&gt;
=== Damage multipliers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=65px |Multiplier*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Damage source&lt;br /&gt;
|-&lt;br /&gt;
|align=center|2.00× *&lt;br /&gt;
|Any handheld explosive device or poison; [[Grenade|High explosive grenades]], [[pipe bomb]]s, [[Grenade|neuro heal gas grenade]] of [[Field Medic]].&lt;br /&gt;
|-&lt;br /&gt;
|align=center|1.25× *&lt;br /&gt;
|Armed explosive shots of [[M79 grenade launcher|M79]], [[M32 grenade launcher|M32]], [[M4 carbine|M4 203 grenades]], [[Orca Bomb Propeller|Orca]], [[Seeker 6]] and [[Seal Squeal Harpoon Bomber|Harpoons]].&lt;br /&gt;
|-&lt;br /&gt;
|align=center|1.00×&lt;br /&gt;
|Armed explosive shots from [[L.A.W.]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|0.75× ***&lt;br /&gt;
|Headshots from any non-explosive impactful shot with headshot multiplier equal or higher than 1.5x; exceptions being [[Buzzsaw]], [[M99 AMR]] and [[Compound crossbow|Crossbow]].&lt;br /&gt;
|-&lt;br /&gt;
|align=center|0.35× **&lt;br /&gt;
|[[Compound crossbow|Crossbow]] headshots on [[Difficulty#Suicidal|Suicidal and Hell on Earth]] difficulty scale.&lt;br /&gt;
|-&lt;br /&gt;
|align=center|0.25×&lt;br /&gt;
|[[Blowerthrower]]&#039;s damage over time effects and direct spray.&lt;br /&gt;
|-&lt;br /&gt;
|align=center|0.0×&lt;br /&gt;
|Bloat bile attack fully negated and Fleshpound won&#039;t retaliate against [[Bloat]]s when accidentally being vomit upon directly.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-top-width: 3px;border-top-style: double;&amp;quot; align=center | 0.50×&lt;br /&gt;
| style=&amp;quot;border-top-width: 3px;border-top-style: double;&amp;quot; | Everything else; incendiary effects, any hitscan bodyshot, any weapon with lower than 1.5x headshot multiplier and M99 AMR or Buzzsaw headshots.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Multipliers for explosives are not always accurate because of damage falloff that increases proportionally to the explosion&#039;s distance from the center of the Fleshpound&#039;s body. Fleshpound incurs more damage from explosives to its head, upper chest and amber core.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Unlike the explosive damage multipliers, multipliers for Sharpshooter headshots are stable without any damage falloff and calculated in addition to their own multipliers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; Weapons with headshot multiplier equal or higher than 1.5x includes: all shotguns (1.5x), close up blunt fired rocket and grenade launcher projectiles (2.0x), single/semi-auto long rifles such as [[M14 EBR|M14]], [[Single Piston Long Musket|Musket]], [[Lever-action rifle|LaR]] and impactful projectile weapons such as [[Husk Fireball Launcher]] and [[Flare revolver]] (1.5x).&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{gallery note|See [[:category: Fleshpound|the Fleshpound category]] for more images.}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Fleshpound.png | The main menu splash screen of the Fleshpound.&lt;br /&gt;
File:Menu Fleshpound2.png | The main menu splash screen of the Fleshpound.&lt;br /&gt;
File:Christmas Menu Fleshpound.png | Menu splash screen of the Fleshpound during the Twisted Christmas events.&lt;br /&gt;
File:Christmas Menu Fleshpound2.png | Menu splash screen of the Fleshpound during the Twisted Christmas events.&lt;br /&gt;
File:Circus Menu Fleshpound.png | Menu splash screen of the Fleshpound during the Summer Sideshow event.&lt;br /&gt;
File:Circus Menu Fleshpound2.png | Menu splash screen of the Fleshpound during the Summer Sideshow event.&lt;br /&gt;
File:Halloween Menu Fleshpound.png | Menu splash screen of the Fleshpound during the Halloween events.&lt;br /&gt;
File:Haloween Menu Fleshpound2.png | Menu splash screen of the Fleshpound during the Halloween events.&lt;br /&gt;
File:Hillbilly Horror Fleshpound.png | Menu splash screen of the Fleshpound during the Hillbilly Horror event.&lt;br /&gt;
File:Hillbilly Horror Fleshpound2.png | Menu splash screen of the Fleshpound during the Hillbilly Horror event.&lt;br /&gt;
File:ZombieFleshpoundMix.png | The Fleshpound in his unused mixed model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Characters navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Fleshpound| ]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Scrake&amp;diff=170</id>
		<title>Scrake</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Scrake&amp;diff=170"/>
		<updated>2021-05-03T03:47:22Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=Scrake.png | health	=1000 (+500) | bounty	=75 | damage	=20 | landspeed	=85 | swimspeed	=75 | runspeed	=297.5 | ach1 = Toasted Jack Frost | ach2 = Hi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=Scrake.png&lt;br /&gt;
| health	=1000 (+500)&lt;br /&gt;
| bounty	=75&lt;br /&gt;
| damage	=20&lt;br /&gt;
| landspeed	=85&lt;br /&gt;
| swimspeed	=75&lt;br /&gt;
| runspeed	=297.5&lt;br /&gt;
| ach1 = Toasted Jack Frost&lt;br /&gt;
| ach2 = Highlander&lt;br /&gt;
| ach3 = Finish Him&lt;br /&gt;
| ach4 = The Big Hunt&lt;br /&gt;
| ach5 = The Big One&lt;br /&gt;
| ach6 = This is No Ordinary Rabbit!&lt;br /&gt;
| ach7 = Fire and Forget&lt;br /&gt;
| ach8 = Bitter Irony&lt;br /&gt;
| ach9 = Assault Flayer Ordinance&lt;br /&gt;
}}&lt;br /&gt;
{{Quote text|The Scrake. Yes, that is a chainsaw he&#039;s carrying. Nothing subtle about him!|Loading screen tip.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scrake&#039;&#039;&#039; is a large [[specimen]] equipped with a chainsaw. It lumbers along unsteadily towards its target, and tends to charge after taking sufficient damage. The Scrake is like a more powerful, albeit slower, version of the [[Gorefast]]. In combat, the Scrake is capable of delivering a series of extremely deadly blows from its chainsaw arm, which tends to catch the victim&#039;s body and pull him in closer. Its skin is like a thick, leathery hide, and as a result, it is highly resistant to small firearms.&lt;br /&gt;
&lt;br /&gt;
There is an unofficial Scrakes-only [[mutator]] called &#039;&#039;Chainsaw Massacre&#039;&#039;, of pending [[white list]] status.&amp;lt;ref&amp;gt;[http://forums.tripwireinteractive.com/showthread.php?p=541769  Chainsaw Massacre - Scrakes only - Tripwire Interactive Forums]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Hillbilly Menu Scrake 2.png|left|thumb|upright|The Scrake&#039;s appearance during the Hillbilly Horror update.]]&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Scrake appears as a tall male wearing bloody medical scrubs, an earloop mask, and a rubber glove on his left hand. A chainsaw is in place of his right hand.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
During the [[Twisted Christmas]] event, the Scrake was reskinned into Jack Frost (See picture). &lt;br /&gt;
For the [[Summer Sideshow]] event, the Scrake was reskinned into &amp;quot;the Incredible Man Monkey&amp;quot;, a psychotic man in a giant cymbal monkey costume bearing big, beady, demented eyes, quoting lines from psychotic movies and making circus puns such as: &amp;quot;Organs for the grinder, Organs for the Organ Grinder!&amp;quot;, &amp;quot;This sh*t is bananas&amp;quot;, &amp;quot;Mother says I&#039;m allowed to have the applesauce.&amp;quot;, &amp;quot;and not a single f*ck was given that day.&amp;quot;. For the [[Halloween Sideshow]] event, the Scrake was reskinned into the &amp;quot;Extraordinary Rabbit,&amp;quot; a man in a rabbit costume with a psychotic grin and a pink-and-white shirt and pink-and-white shorts, it is based off the Man Monkey. During the [[Hillbilly Horror]] Event, a newer version of the Halloween event, the Scrake was reskinned into a lumberjack with a boar&#039;s head, known as Cousin Otis. The boar&#039;s head more than likely represents his sexual nature, as he makes sexual quotes such as: &amp;quot;I bet you squeal like a pig *squeal*&amp;quot; and &amp;quot;Them panties, *snort* take &#039;em off.&amp;quot; Also to represent his pig-like nature as he will often squeal or snort.  All three times, he retained the Chainsaw arm, apart from the Twisted Christmas event, in which the Scrake utilizes a frost saw.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
The Scrake&#039;s behaviour and abilities are similar to the [[Gorefast]]&#039;s; it picks a target based on proximity, and may change target based on the actions of the players to charge and chase them. After spawning, it walks at a slow pace towards their target. The main difference is its conditions for charging players, which is based primarily on its health and the current difficulty of the game; the harder the difficulty and lower the player count, the more likely they are to charge the players upon enduring damage. As alive player count in the map is dwindling the new spawning Scrakes will have their health backscaled and become more susceptible to rage at any weak attack that doesn&#039;t kill them.&lt;br /&gt;
&lt;br /&gt;
A Scrake, starts charging when it reaches 50% health threshold and doesn&#039;t slow down unless flinched or stunned; in [[Difficulty#Suicidal|high difficulties]], they start their enraged charge at 75% health threshold.  Its modes of attack are very similar to those of the [[Chainsaw]] that players can carry, and it favours the powerful swinging attack when something angers him. When enraged, he rushes at target, slams his Chainsaw twice  followed by a mow down to the target&#039;s guts. At this state, trying to get away from Scrake is not recommended and ill advised as each step you take away from Scrake will result in him catching up and slashing his Chainsaw twice again which deals more damage than his mow down state. Before the enraged state they show signs of losing temper, as they lose their 10% of maximum health or more, they do small dashes to nearby players instead of waiting them to get to their attack distance then get to calm down a while, until picking another target that provokes him.&lt;br /&gt;
&lt;br /&gt;
In original KFmod of UT2k4 sometimes, the Scrake can say humourous quotes such as &amp;quot;April Fools.&amp;quot; and &amp;quot;I like trousers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Scrake old.png|right|thumb|The Scrake as it appeared in the &#039;&#039;Killing Floor&#039;&#039; mod.]]&lt;br /&gt;
&lt;br /&gt;
=== Historic data ===&lt;br /&gt;
{{KF-mod notice|s|specimen}}&lt;br /&gt;
The Scrake&#039;s behaviour was almost identical in the &#039;&#039;Killing Floor&#039;&#039; mod (the scrake could not &amp;quot;rage&amp;quot; but it could grab the player), however, there were several key differences in its appearance. The most noticeable was its face, which resembled classic depictions of Frankenstein&#039;s monster with its skin even bearing greenish tinge, beneath all the blood. Its chainsaw was attached to its left arm instead of its right, and it wore what resembled a grimy butcher&#039;s apron instead of the medical scrubs and face mask worn by its successor.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
The original story behind the Scrake is that it was designed to be the perfect field medic, able to take hideous amounts of pain while working on their patients in the field. While it was considered success because the Scrake could take an absolutely astounding amount of damage, it was considered a horrible failure at the same time. He could only learn by having wounds inflicted on himself, and much like the Gorefast, he became quite interested in pain.&lt;br /&gt;
&lt;br /&gt;
== Extermination ==&lt;br /&gt;
{{main|Help:Scrake extermination tactics|Scrake extermination tactics}}&lt;br /&gt;
The large amount of health the Scrake possesses can make it a troublesome beast to overcome. Assuming normal difficulty, he gains 500 hit points on top of his base of 1000 per additional player on the server. The upshot of this is that with three players on the server he can easily survive the blast from a [[pipe bomb]], and come out the other end within its charge threshold. If the Scrake starts running prior to going within a pipe bombs range, the pipe bomb will go off too late and the Scrake will avoid a large portion of the damage. For this reason it is often advisable to open fire following the explosion to maximize damage.&lt;br /&gt;
&lt;br /&gt;
Unloading a full magazine from any of the £2500+ weapons will be more than enough to take it down under most circumstances and, as always aiming for the head (or upper torso with the [[M32 grenade launcher|M32]] or [[L.A.W.]]) is advised to maximize damage. Dual [[handcannon]]s, the [[crossbow]] and the [[hunting shotgun]] are also effective weapons for taking out the Scrake with their various tactics for use. While the [[L.A.W.]] is a very effective weapon against the Scrake; it is not considered a cost-effective strategy due to the cost of the rockets and the Scrake&#039;s bounty.&lt;br /&gt;
&lt;br /&gt;
In addition, if enough damage is inflicted in a single hit, Scrakes can be &amp;quot;stunned&amp;quot;, rendering him immobile and unable to attack for a few seconds, or &amp;quot;flinched&amp;quot;, rendering him unable to attack momentarily but still able to move. Testing have shown that 667 damage or higher is needed to stun a Scrake and it will be mini flinched if an attack does more than 150 damage to briefly make him unable to attack. Flinch duration can increase if damage dealt is over 500, called heavy flinch that can override some enrage mechanics. Also, when it&#039;s completely [[Glossary#crisped|burnt]] by high enough afterburn damage as he&#039;s about to enrage, similar to the heavy flinch mechanic, it can hinder the Scrake&#039;s ability to run towards the player, making it easier to take him down. Due to the &amp;quot;single hit&amp;quot; criteria for flinch and stun, any of the [[Shotgun]] type weapons cannot be used to stun or flinch him, since the damage is spread out among individual, weaker pellet shots. &lt;br /&gt;
&lt;br /&gt;
A tactic often used by [[Berserker]]s playing on lower difficulty levels would be to repeatedly flinch a Scrake using a [[Katana]], preventing it from retaliating by chaining the flinching attacks. However, this tactic cannot be used on Suicidal difficulty and above, since Scrakes gain a short inner cooldown against melee attack type flinches on that difficulty. Ranged weapons, while remaining capable of flinch-locking a Scrake on higher difficulty levels, are a somewhat riskier alternative as headshots are often required to exceed the damage threshold for flinching and the danger of not being able to kill the Scrake before needing to reload when missed. Players are advised not to use small arms fire on Scrakes that are being flinched as doing so will break the flinch and endanger the player who is flinch-locking the Scrake.&lt;br /&gt;
&lt;br /&gt;
Stunning a scrake can be done off-perk by powerful weapons such as L.A.W, Pipe bomb, [[M99 AMR]], [[Husk Fireball Launcher]] charged shots or [[Buzzsaw Bow]] and [[Crossbow]] headshots. Off-perk crossbow users should note however, that scrakes gain a 50% resistance to crossbow headshots on Suicidal difficulty and above and this render the crossbow incapable of stunning a scrake on these difficulty levels. Some off-perk melee weapons are also capable of exceeding the damage threshold required for stunning by hitting the scrake&#039;s head from behind with a powerful alt-fire attack, combining the melee backstab multiplier and the headshot multipler together for x2.2 times to x2.5 times the normal damage. Since there are no limits to the number of times a Scrake can be stunned on Suicidal and HoE difficulty levels and that shots from small firearm cannot break the stun, it is considered the safer alternative to flinch-locking. Downside of stunning a Scrake is that it completely disables oncoming flinch attempts unless Scrake is stunned by [[Pipe bomb]]s. Any other fire arm or melee attack, stunning the Scrake will completely deny mini-flinch or heavy flinch attacks following it.&lt;br /&gt;
&lt;br /&gt;
Although the Scrake do not have any special resistance or weakness against explosives, players are advised not to use any explosive weaponry other than the L.A.W or Pipe bombs against them, as explosions will wake the Scrake from its stunned state immediately. Sufficiently leveled a [[Demolition]] Expert is able to abuse heavy flinch against Scrake with [[M32]] easily and halt its enrage mechanic but off perk use of any grenade launcher would only mini flinch him and quite slow to finish him at high difficulties with high player counts.&lt;br /&gt;
&lt;br /&gt;
Note that when a Scrake charges at a player, he will swing his chainsaw, then attempt to whittle the player&#039;s HP down by shoving his chainsaw into the player. When this does occur, never backpedal, because this would cause the Scrake to continuously swing his chainsaw, causing more damage than if you stood still. It is also easier to hit a stationary Scrake that is sawing a player down than trying to hit one that is running rampantly.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
=== Wave distribution ===&lt;br /&gt;
The Scrake can start appearing in the middle of the game; appearing the last two waves for short, the last four for medium and the last six in long games.&lt;br /&gt;
{{Specimen wave chart&lt;br /&gt;
|short =3&lt;br /&gt;
|medium=4&lt;br /&gt;
|long  =5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Total health ===&lt;br /&gt;
{{Specimen health chart|1000|500}}&lt;br /&gt;
=== Head health ===&lt;br /&gt;
{{Specimen health chart|650|195|head=Pain is}}&lt;br /&gt;
&lt;br /&gt;
=== Bounty ===&lt;br /&gt;
{{specimen bounty chart|75}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery note|cat=Scrake}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Scrake 1.png | The main menu splash screen of the Scrake.&lt;br /&gt;
File:Menu Scrake 2.png | The main menu splash screen of the Scrake. &lt;br /&gt;
File:Christmas Menu Scrake 1.png | The main menu splash screen of the Scrake during the Twisted Christmas event.&lt;br /&gt;
File:Christmas Menu Scrake 2.png | The main menu splash screen of the Scrake during the Twisted Christmas event.&lt;br /&gt;
File:Summer Menu Scrake 1.png | The main menu splash screen of the Scrake during the Summer Sideshow event.&lt;br /&gt;
File:Summer Menu Scrake 2.png | The main menu splash screen of the Scrake during the Summer Sideshow event.&lt;br /&gt;
File:Halloween Menu Scrake 1.png | The main menu splash screen of the Scrake during the Halloween Sideshow event.&lt;br /&gt;
File:Halloween Menu Scrake 2.png | The main menu splash screen of the Scrake during the Halloween Sideshow event.&lt;br /&gt;
File:Hillbilly Menu Scrake 1.png | The main menu splash screen of the Scrake during the Hillbilly Horror event.&lt;br /&gt;
File:Hillbilly Menu Scrake 2.png | The main menu splash screen of the Scrake during the Hillbilly Horror event.&lt;br /&gt;
File:ZombieScrakeMix.png | The Scrake in his unused Mixed Model.&lt;br /&gt;
File:Scrake old.png | The Scrake during the last KFMod.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{Characters navbox}}&lt;br /&gt;
{{Language bar|Scrake}}&lt;br /&gt;
[[Category:Scrake]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Siren&amp;diff=169</id>
		<title>Siren</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Siren&amp;diff=169"/>
		<updated>2021-05-03T03:46:48Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=Siren.png | image-width	=x300px | health	=300 (+30) | bounty	=25 | damage	=13 | landspeed	=100 | swimspeed	=80 | runspeed	= | ach1 = Not So Silent N...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=Siren.png&lt;br /&gt;
| image-width	=x300px&lt;br /&gt;
| health	=300 (+30)&lt;br /&gt;
| bounty	=25&lt;br /&gt;
| damage	=13&lt;br /&gt;
| landspeed	=100&lt;br /&gt;
| swimspeed	=80&lt;br /&gt;
| runspeed	=&lt;br /&gt;
| ach1 = Not So Silent Night&lt;br /&gt;
| ach2 = A Bloody Christmas Carol&lt;br /&gt;
| ach3 = Windjammer Enthusiast&lt;br /&gt;
| ach4 = Homer&#039;s Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|The Siren is a real screamer. Very nasty. Her screams actually hurt - and they&#039;ll destroy grenades and rockets in mid-air!|Loading screen tip}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Siren&#039;&#039;&#039; is one of the few specimens with a ranged attack, the others being the [[Husk]], the [[Patriarch]], and to a small extent the [[Bloat]]. Its scream, which gives off a visible red disturbance field, is particularly dangerous; it causes large area of effect amounts of damage, is unaffected by a player&#039;s armour, destroys explosives, and causes disorientation, similar to recoil, albeit in all directions, that can make killing her at short range troublesome and even dangerous, as the closer the player, the more disoriented they become. The earliest wave on which she can be found in a [[Help:Glossary#long game|long game]] is the third.&lt;br /&gt;
&lt;br /&gt;
The Siren has a tendency to hide behind other specimens as it approaches, which can sometimes make it hard to spot before they get in range. When it is spotted, it should be treated as a priority target and taken out as soon as possible, a task which can often fall to a [[Sharpshooter]] or [[Firebug]] to do.&lt;br /&gt;
&lt;br /&gt;
When not screaming, a Siren can be heard complaining with a benign voice. When her muttering is decrypted she can be heard; &amp;quot;Get me out of this... jacket! I think it&#039;s white, I think...&amp;quot;, &amp;quot;Why did they have to take my eyes? *sobs* Everything&#039;s black, everything...&amp;quot;, &amp;quot;I&#039;m going to sing, they love it when I sing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Circus Siren.png|x225px|left|thumb|The Siren as she appeared in the Summer Sideshow Event.]]&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Siren is one of only &amp;quot;two&amp;quot; female specimens (gender of crawler(s) unknown)&amp;amp;nbsp;– the other being the [[Stalker]]. It appears as a short, malnourished individual wearing only a series of thick leather straps, which are primarily used to bind its arms to their body.&lt;br /&gt;
As a result, most of the Siren&#039;s skin can be seen; dark veins cover most of her body. Its eyes are missing and the areas around them are bloodied; however, due to another of Horzine&#039;s experiments, she is able to sense nearby humans without the need for sight.&lt;br /&gt;
Their mouths are nearly always open, with their teeth visibly on show, either to intimidate, or due to certain facial muscles being too weak to close it. Because her arms are tied down, her secondary attack is to bite when in extremely close proximity to humans.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
For the [[Twisted Christmas]] update, she was reskinned as a caroler wearing a green dress, tied up in Christmas lights.&lt;br /&gt;
For the [[Summer Sideshow]] update, she was re-skinned as a &amp;quot;The Bearded Beauty&amp;quot;; an average-sized female humanoid wearing a green summer dress, however, her arms are stubs, ending with malformed fingers. As her name suggests, she also has a very thick and scraggly black beard and thick eyebrows, and is also wearing a pink headband. For the [[Halloween Sideshow]] Event she was based on her Summer skin, but renamed the &amp;quot;Scream Fucker&amp;quot;. She donned a pirate hat and has hooks instead of stubs. During the [[Hillbilly Horror]] event, the siren was re-skinned and dubbed Granny Crystal May. She appears to be wearing a pink bath robe that&#039;s only be held closed by her arms, patterned undies, pink slippers, and curlers are in her hair. Under her bath robe there also appears to be a gaping wound on the right side of her chest.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
The Siren has similar behavior patterns to the [[Clot]]. It walks at a slow pace towards the players, and when within range, screams. It can be generally found amongst a large crowd hiding her tiny frame behind other large specimen such as [[Scrake]], [[Bloat]] or [[Fleshpound]]. At that state she keeps her head straight and attempts to talk to other specimen, her benign voice can be heard saying &amp;quot;Can you see?&amp;quot;, &amp;quot;Get me out of this... Jacket!&amp;quot;, &amp;quot;I&#039;ll sing, they love it when I sing!&amp;quot;, &amp;quot;Why do they have to take my eyes? *sobbing*&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When players are at its range it nods her head first, slows down her pace then raises her head and leashes out an ear-shattering scream. The Siren&#039;s scream can exterminate and neutralize any explosives within its effective radius, including the [[Husk fireball launcher]]&#039;s fireball and [[Flare revolver]]&#039;s flares. If a player manages to get close enough to one before it starts preparing to scream, it may attempt to bite the player, which can actually do quite a bit of damage, but unlike their scream, it does not cause any other detrimental effects and only damages the bitten player.&lt;br /&gt;
&lt;br /&gt;
The Siren&#039;s scream can neutralize any explosive, such as [[pipe bomb]]s, hand grenades, and [[L.A.W]] rockets, within its effective radius by disintegrating them into red particles. Aside from dealing very high damage to the players within&#039; a large radius, red frequency field will also pull any helpless player towards the specimen which happen to meatshield Siren at that time. That pull effect is so strong that it might pull players off from ledges into the middle of starving horde.&lt;br /&gt;
&lt;br /&gt;
[[File:Siren old.png|right|thumb|x225px|The Siren as she appeared in the &#039;&#039;Killing Floor&#039;&#039; mod.]]&lt;br /&gt;
&lt;br /&gt;
=== Historic data ===&lt;br /&gt;
{{KF-mod notice|s|specimen}}&lt;br /&gt;
One of the biggest gameplay differences involving the Siren in the mod has to do with her scream; it didn&#039;t let off a visible disturbance field as it does now, meaning that unprepared players could often fail to locate and dispatch her before suffering serious losses. Her physical appearance was quite similar however, despite some quite different features; her hair was relatively tidy, about shoulder length with a red tinge. She also wore a straitjacket instead of a system of straps.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Siren is a clone of Clamely&#039;s wife, who had long wanted to be a singer but lacked in talent. Their eyes were gouged out so that they could not see (thus, know when to scream), and they were all restrained with straitjackets. Kevin Clamely had a Siren kill his wife when she attempted to divorce him.&lt;br /&gt;
&lt;br /&gt;
==Extermination==&lt;br /&gt;
Due to her tiny frame and slowing her pace down when getting ready to scream, Siren generally prefers to be shielded by another big specimen like a [[Scrake]], [[Fleshpound]] or may be even [[Bloat]]. Considering using explosive weaponry throws her around, makes it even easier to lose her track behind the smoke, it&#039;s preferred to get rid of her by cutting the crowd, eliminating her before she gets any closer. A [[Firebug]] can make the flames devour the Siren in a blink before she even finds a chance to scream, with flame based weapons like a [[Flamethrower]]. A successful headshot with Firebug DLC weapon [[Flare revolver]] will heavily damage, kill or at least silence a Siren on any difficulty, taking off a lot of hp whether it&#039;s onperk or offperk.&lt;br /&gt;
&lt;br /&gt;
When fire based weapons are not the option -mostly because of framerates and clear vision issues-, it&#039;s preferred to take her out a rather clean way. The Siren does not have a particularly large amount of health; at most 20% more than the [[Gorefast]]; however, its head is 8–10 times more durable than the Gorefasts&#039;, making the Siren harder to kill via a headshot with less powerful weapons. Weapons such as the [[Lever-action rifle]], [[Crossbow]], [[FNFAL ACOG]], [[SCAR]] or [[M14 EBR]] are particularly effective at ranged decapitation, and other weapons with long effective ranges are also useful for eliminating her.&lt;br /&gt;
&lt;br /&gt;
An experienced player can cancel the scream of Siren and keep her voice down by a bit of kiting. For that to be successful player have to attack her with any low damage weapon when she nods down, ready to scream. If she takes higher than the intended threshold, she will unleash her scream right away. The player who engaged her to keep her silenced must be careful as this will attract the attention of other mobs around her, and a missed timing, dealing too much damage to her or leaving Siren unattended will cause her to scream again. If there&#039;s a single Siren which is close generally this job is done by the [[Commando]]s or [[Sharpshooter]]s. Any of Sharpshooter pistols or Commando&#039;s Assault Rifles within&#039; controlled fire can keep a Siren tame, yet when player can aim properly a few shots at her head will decap her in a blink.&lt;br /&gt;
&lt;br /&gt;
Besides all those, when multiple Sirens spawn as a small group at higher difficulties; rifles or single shot weapons will not come handy unless they&#039;re pretty far away. Alternative to frying them or sniping, a [[Support Specialist]] can deal with small groups of Sirens with rapid shotguns such as [[Combat shotgun]] or [[AA12]]. Also high enough [[Demolition]] can eliminate or scatter groups of Siren with a few accurate [[M32]] MGL shots to her torso, as its and [[M79]] projectiles will easily pierce through her scream. Yet, explosives aren&#039;t a reliable way of dealing with them from range as their light nature will allow them to blast jump over explosions and smoke screen will make them harder to deal with; tossing them around the corner just to peek later or just in the middle of team to release her bone breaking frequencies. Yet if team need to ditch the multiple Sirens fast, explosives are always an answer to the situation.&lt;br /&gt;
&lt;br /&gt;
The Siren&#039;s scream cannot inflict damage through doors and walls, however, the red field passes through all objects; this allows players to wait behind doors for her to come through, therefore a player, such as a [[Berserker]] or [[Field Medic]], can safely dispatch her at short range with the appropriate cover. A distance or distracting factor is needed while trying to take out a Siren from close on an open area. Player have to consider sacrificing some of their health while dealing her in short distances without cover. However, it&#039;s still possible to cancel her scream by putting a bullet through her head or body at the right frames of her nod down animation.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
=== Wave distribution ===&lt;br /&gt;
The Siren starts making her appearance early in the game; wave two for a short game, and wave three for medium and long.&lt;br /&gt;
{{Specimen wave chart&lt;br /&gt;
|short=2&lt;br /&gt;
|medium=3&lt;br /&gt;
|long=3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Total health ===&lt;br /&gt;
{{Specimen health chart|300|30}}&lt;br /&gt;
&lt;br /&gt;
=== Head health ===&lt;br /&gt;
{{Specimen health chart|200|10|head=ass}}&lt;br /&gt;
&lt;br /&gt;
=== Bounty ===&lt;br /&gt;
{{Specimen bounty chart|25|en}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Siren is named after the mythological creature, the Siren, in which it lured sailors with their enchanting singing to shipwreck them.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery note|cat=Siren}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Siren 1.png | The main menu splash screen of the Siren.&lt;br /&gt;
File:Menu Siren 2.png | The main menu splash screen of the Siren.&lt;br /&gt;
File:Christmas Menu Siren 1.png | The main menu splash screen of the Siren during the Twisted Christmas event.&lt;br /&gt;
File:Christmas Menu Siren 2.png | The main menu splash screen of the Siren during the Twisted Christmas event.&lt;br /&gt;
File:Circus Menu Siren.png | The main menu splash screen of the Siren during the Summer Sideshow event.&lt;br /&gt;
File:Halloween Menu Siren.png | The main menu splash screen of the Siren during the Halloween Sideshow event.&lt;br /&gt;
File:Hillbilly Menu Siren 1.png | The main menu splash screen of the Siren during the Hillbilly Horror event.&lt;br /&gt;
File:Hillbilly Menu Siren 2.png | The main menu splash screen of the Siren during the Hillbilly Horror event.&lt;br /&gt;
File:ZombieSirenMix.png | The Siren in her unused Mixed Model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Characters navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Siren]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Husk&amp;diff=168</id>
		<title>Husk</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Husk&amp;diff=168"/>
		<updated>2021-05-03T03:46:04Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=The Husk.png | health	=600 (+60) | bounty	=17 | damage	=15 | landspeed	=115 | swimspeed	=102 | runspeed	= | ach1 = Who Brings a Gun to a Snow Ball F...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=The Husk.png&lt;br /&gt;
| health	=600 (+60)&lt;br /&gt;
| bounty	=17&lt;br /&gt;
| damage	=15&lt;br /&gt;
| landspeed	=115&lt;br /&gt;
| swimspeed	=102&lt;br /&gt;
| runspeed	=&lt;br /&gt;
| ach1 = Who Brings a Gun to a Snow Ball Fight?&lt;br /&gt;
| ach2 = Burning Irony&lt;br /&gt;
| ach3 = Lifting a Dumbell&lt;br /&gt;
| ach4 = Rippin&#039; It Up&lt;br /&gt;
| ach5 = Flaming Hell, That was Close&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Husk&#039;&#039;&#039; is one of the few [[specimen]]s with a ranged attack. The others are the [[Siren]], the [[Patriarch]], and to a much lesser extent, the [[Bloat]]. It can make its first appearance on the second wave, regardless of [[Help:Glossary#game length|game length]]. Its main attack is a projectile fireball, whose speed is similar to that of the [[L.A.W]]&#039;s rocket and inflicts fire-based damage with afterburn. Its melee attack, which it smacks the player with its gun, deals the same damage as the [[Gorefast]]&#039;s. They are characterised by their resemblance to the [[Fleshpound]], their 75% resistance to fire, and their slightly burnt exterior.&lt;br /&gt;
&lt;br /&gt;
There is a unofficial, whitelisted, Husks-only [[List of whitelisted mutators|mutator]] called &#039;&#039;Hellfire&#039;&#039;. The Husks it spawns however, have modified stats to prevent Firebug impunity.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Circus Husk.png|left|thumb|upright|The Summer Sideshow event skin for the Husk. Dubbed the incredible mechanical man.]]&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&lt;br /&gt;
The Husk&#039;s flesh appears to be badly burnt, with the skin seared brown and bleeding profusely. There are several metal protrusions on its body, including several spiked rings in their left arm and lower legs. It wears a type of gas mask in place over their mouth, possibly to protect its lungs from dangerous gases contained in its fuel pack, nailed directly to its back, behind the right shoulder; the weapon, a prototype fireball launcher, has been mounted onto their right arm, replacing its hand and wrist. The fuel appears to be transferred directly to the launcher appendage through it&#039;s veins and arteries, with molten, white-hot fire showing through the skin on it&#039;s right flank. It also appears to be wearing a tattered pair of brown shorts held on by a belt around its waist; the rest of its clothing may have burnt off in the past.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
&lt;br /&gt;
During the [[Twisted Christmas]] update, it was re-skinned as a snowman. This skin depicts a stereotypical snowman, albeit slightly melted, complete with stick arms and legs. Its mouth seems to glow slightly, and its right arm seems to be a stick that can throw flaming &amp;quot;snowballs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the [[Summer Sideshow]] update, it was re-skinned as &amp;quot;The Incredible Mechanical Man&amp;quot; (Though the game officially labeled it as a &amp;quot;Huskotron&amp;quot;); this skin depicts a shiny golden robot with the Husk&#039;s weapon on its right arm and it spoke in a robotic voice either making crude fire-puns, advertisements for fire, or a safety persuasion of no smoking during the show. For the [[Halloween Sideshow]] event, it was re-skinned as The Incredible Mechanical Man, albeit with a pumpkin design painted onto it and dubbed &amp;quot;The Husk-O-Lantern&amp;quot;.&lt;br /&gt;
When aiming for a headshot on The Incredible Mechanical Man, players were required to aim for the tank on its back, not the head of the robot, to accommodate for the unchanged hitboxes of the specimen.&lt;br /&gt;
&lt;br /&gt;
The Husk was re-skinned as Brother Sparky for the [[Hillbilly Horror]] event. Brother Sparky appears to have most of the upper left side of his body burned off and instead of the fireball launcher, Sparky has a firework launcher attached to his arm. The normal fireball launching noise is also replaced with the crackling of fireworks.&lt;br /&gt;
&lt;br /&gt;
==== Killing Floor 2 ====&lt;br /&gt;
&lt;br /&gt;
In Killing Floor 2, not many aesthetic changes were made. The most notable changes include: &lt;br /&gt;
*The steel braces around its torso appear to be larger and more squared. &lt;br /&gt;
*The fire coursing through its body also appear to be much hotter and burn much brighter, being able to display the shadow of its ribcage, and its eyes and mouth glow noticeably brighter. &lt;br /&gt;
*The &amp;quot;gas mask&amp;quot; is also smaller, no longer having the protruding tusks.&lt;br /&gt;
*Its right arm appears larger and more muscular, probably to accommodate the huge metal cannon it&#039;s carrying.&lt;br /&gt;
*Husks in Killing Floor 2 on higher difficulty will feature 2 more attacks: one being the husk cannon being utilized as a flame thrower for close range combat. Second one will be a suicide attack where it destroys itself along dealing heavy damage to all players in the surrounding areas after taking significant damage.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
The Husk attempts to fire upon a player on sight. At long distances, a fireball hitting a nearby ground, the distinctive explosive sound of the fireball doing so, or its loud grunting voice is often the first sign of its presence.&lt;br /&gt;
&lt;br /&gt;
Though many of its shots miss by several metres on lower difficulties, the Husk is capable of accurately predicting the player&#039;s path and landing a good shot for a high splash damage and afterburn as difficulty goes up higher and shoot more often. Husks are aware when you become a threat to them and try to take cover behind other trash zeds by back tracking much like [[Siren]]s when you&#039;re close.&lt;br /&gt;
&lt;br /&gt;
Upon engaging their targets, The Husk steadily walks towards the players between shots and takes cover behind weaker specimen. Sometimes &amp;quot;There you are&amp;quot; words can be deciphered between its braced teeth and asbest filled lungs. The rest of the time, it will pause to aim before firing when within range, will attempt deal splash damage with its gauss rifle.&lt;br /&gt;
Unlike other specimens, the Husk has very high resistance to fire which makes Flamethrower pretty ineffective weapon against them.&lt;br /&gt;
&lt;br /&gt;
=== Historic data ===&lt;br /&gt;
[[File:ZombieFleshpoundRange.png|right|thumb|upright|The Fleshpound Chain-gunner as he appeared in the final version of the KFMod.]]&lt;br /&gt;
{{KF-mod notice|s|specimen}}&lt;br /&gt;
While the Husk did not appear in the mod, it bears a resemblance to a specimen from the mod found in the source files that never made it into the retail version&amp;amp;nbsp;– a modified version of a [[Fleshpound]] that wielded a machine-gun on one arm, dubbed the Fleshpound Chain-gunner. The Chain-gunner had a similar setup of metal apparatus as the Husk, but used the same base mesh of the Fleshpound from the mod. The behaviour patterns and animations on it were incomplete; when readying its weapon, it would just snap into place and glide on its path towards its target, not stopping. Pushing the player along the ground much like the Fleshpound, as opposed to what you would expect of a ranged foe; to stop moving whilst firing.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Husk was part of a cybernetic enhancing experiment, in which the specimens underwent multiple procedures to create a soldier that could incorporate technology and utilize advanced bioprogamming.  The Husk was fitted with a steel brace that supported the backcase for its fireball launcher, and given yellow cybernetic eyes that allowed it to computer-lock on to foes.  After several attempts to train the specimens with the weapon, and failing, the scientists of Horzine simply removed the right arm and set the cannon on a nerve controlled platform.&lt;br /&gt;
&lt;br /&gt;
Although they were generally considered a success, they were labeled as too dull to function properly as soldiers because of their simplistic programming, often times shooting each other when there were no other targets.  When the London Breakout was initiated, hundreds of Husks were &amp;quot;re-booted&amp;quot;, and walked out with their unfinished directives, which was lock on to the first living thing it found, and destroy it.  It was the Husks that led the carnage in the break out, blasting the police cars and bystanders out of the way as the horde of specimens flooded out of the labs.&lt;br /&gt;
&lt;br /&gt;
== Extermination ==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* Husks have the ability to accurately lead their shots and hit moving players consistently. Shuffling in place by quickly strafing in opposite directions is often enough to confuse the Husk and cause most of his shots to miss by large.&lt;br /&gt;
* The Husk must stop to fire its weapon, at which point a player who isn&#039;t the target can blow them sky-high with a grenade or two, or a volley of bullets. It is possible to stun a Husk right before it shoots, causing the shot to be canceled.&lt;br /&gt;
* NEVER move directly towards or away from Husks. They will hit you every time. The Husk&#039;s shots take one second to charge up before firing. Use this to your advantage by faking it out by moving the opposite direction you were moving before(Ex. go right if you were going left). This will throw the Husk&#039;s aim off and will cause it to miss you, if done right. Jumping after they have fired helps tremendously.&lt;br /&gt;
* Husks are highly resistant to certain flame weapons&#039; initial damage and afterburn. They&#039;re highly resistant against Flamethrower both initial damage and afterburn damage over time, while only resistant against [[Trenchgun]]&#039;s initial impact damage but not afterburn damage over time. This resistance scale with [[difficulty]] and they posses 50% resistance at Beginner, 75% resistance at Normal, 81.25% at Hard and 87.25% at Suicidal and Hell on Earth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Class-Specific Tactics===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Field Medic====&lt;br /&gt;
&lt;br /&gt;
* A Medic&#039;s durable armor allows them to to tank the Husk&#039;s shots, protecting their more vulnerable teammates, until they are eliminated.&lt;br /&gt;
* If the medic wishes to take a more direct role in elimination, or in solo mode; the Medic can either charge the Husk with their MP7 or MP5 Medic Guns, going for headshots, use an Axe or Katana to either get headhits or backhits, or use the M7A3 or an off-perk Sharpshooter weapon to headshot the Husk from a distance.&lt;br /&gt;
&lt;br /&gt;
====Support Specialist====&lt;br /&gt;
* In close range, 2-3 bodyshots from any shotgun will kill a Husk, while a point-blank headshot from all shotguns, except the AA-12, will instantly kill them. It is also possible to kill the husk, and generally any mob near or behind them, with a close-range alt-fire Hunting Shotgun blast.&lt;br /&gt;
*In a hallway, it is possible to kill a Husk and mobs close to it with a single shot from a Vlad 9000, due to the ricocheting ability of the weapon.  However, this is dicey and should not be heavily relied upon.&lt;br /&gt;
*At long distance Husk simply cause grief to any Support perk player. Consider siding with comfortable perks that can dispatch the threat right away or carry a [[Lever-action rifle]] to stun and get rid of them. The latter however will restrict your equipment options as you can only fit a 10 blocks shotgun with [[HSG-1]] when you grabbed the rifle but it will be sufficient to fend them off.&lt;br /&gt;
&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
A high-ranked Sharpshooter can kill a Husk in one hit with the [[Lever-action rifle]], [[Crossbow]] or 2 headshots with the [[Handcannon]], .44 [[Magnum]] and [[M14]].&lt;br /&gt;
* The Sharpshooter&#039;s ability to kill a Husk from a distance with either the lever-action or the crossbow, with one shot, can be used to nip the potential problem in the bud. In a team setting, Husks should be one of the Sharpshooter&#039;s primary focuses in any situation, due to their ranged attacks. &lt;br /&gt;
&lt;br /&gt;
====Commando====&lt;br /&gt;
* At close range, unload on the Husks&#039;s head full-auto with any assault rifle as you try to evade at least one attack or bait him into whiffing his melee attack.&lt;br /&gt;
* At a distance, a higher-powered rifle, such as the SCAR-MK17, or the FN-FAL, can be used to snipe the Husk&#039;s head, or simply going for body shots with burst-fire to quickly eliminate it. &lt;br /&gt;
&lt;br /&gt;
====Berserker====&lt;br /&gt;
*At close range, Husks can easily be decapitated with a head shot, or stunned with a body shot from most weapons in the Berserker&#039;s arsenal, with the exceptions of the Machete, the Knife, and, on higher difficulties or lower perk ranks, the Katana. &lt;br /&gt;
* At a distance, Husks can be quite a pain to deal with, given the Berserker&#039;s melee nature. In this situation, a Berserker can either just ignore the Husk and dodge its fireballs while leaving it to ranged teammates, or use an off-perk weapon, such as the Lever-Action Rifle, to eliminate the Husk from a distance.&lt;br /&gt;
* If the Husk is surrounded by smaller enemies, such as Clots or Crawlers, it is still advised to eliminate the Husk, due to the fact that he will manage to do more damage to you while you are distracted by the clots and crawlers. In the case you do not have a long range weapon, it may be wise to stun the Husk (If you have a weapon capable of doing so), then deal with the horde around him, which can minimize damage, and finish the Husk with a heavy attack, such as the Axe.&lt;br /&gt;
*Multiple Husks can be an issue, it is advised to run away when faced with a horde and more than one Husk as a Berserker. Allow your team to either: Pick off the Husks, or kill the Horde so you can close the gap and eliminate the Husks. Your resistance to damage should be abused to a degree in order to dispatch them, so you can reduce the frustration and damage Husks can cause.&lt;br /&gt;
&lt;br /&gt;
====Firebug====&lt;br /&gt;
* The Husk is of little or no threat to Rank 3 or up [[Firebug]]s at range, thanks to the Firebug&#039;s resistance to fire. One of the Firebug&#039;s primary weapon, the [[Flamethrower]], is poorly suited to killing the Husk due to its own 75%-87% resistance to fire; but doing so could earn you the achievement &#039;[[Achievement#Flaming Hell, That Was Close|Flaming Hell, That Was Close]]&#039;. Firebugs can keep the attention of Husks on themselves then kill them with any side arm of their choice once the attack ceased. Firebugs aren&#039;t totally immune to damage from Husks however, as their melee attacks can still cause them damage, a sidearm is advised.&lt;br /&gt;
*Husks have no resistance to burn damage from the [[MAC-10]], [[Trenchgun]], [[Husk fireball launcher]] or [[Flare revolver]]. Three full ignites from the MAC-10 is enough to kill a Husk on 6-player Hell on Earth difficulty. For lower-ranked Firebugs, it&#039;s possible to just charge a Husk with the MAC-10, using the bullet damage to quickly decapitate the Husk.&lt;br /&gt;
* A single headshot from a fully-charged Husk-Ball Launcher will kill or stun a Husk, dependent on the difficulty and number of players on the server. Killing several Husks with the Husk FireBall Launcher could earn you the achievement &#039;[[Achievement#Burning Irony|Burning Irony]]&#039;. Two point-blank headshots from a Dragon&#039;s Breath Trenchgun will also kill a Husk on most difficulties.&lt;br /&gt;
&lt;br /&gt;
====Demolitions====&lt;br /&gt;
* A Demolitions is very capable of killing Husks. It only takes 2~4 grenades, dependent on perk level and other factors, to kill a Husk with bodyshots. High-ranked Demolitions can even stun a Husk with a bodyshot. A single headshot from a grenade launcher by a high level Demolition perk, could be enough to kill a Husk on any difficulty.&lt;br /&gt;
* A headshot or direct bodyshot with the L.A.W will be enough to kill a Husk on any difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Charts ===&lt;br /&gt;
==== Total health ====&lt;br /&gt;
{{Specimen health chart|600|60}}&lt;br /&gt;
==== Head health ====&lt;br /&gt;
{{Specimen health chart|200|10|head=ass}}&lt;br /&gt;
&lt;br /&gt;
==== Bounty ====&lt;br /&gt;
{{Specimen bounty chart|17|en}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Like in the mod, the Husk was originally not in Killing Floor at all. Instead it was added in the [[Level Up]] update, which consisted of  other additions like the Demolitions [[perk]].&lt;br /&gt;
**The above things result in the Husk not having a mixed model.&lt;br /&gt;
*A quirk of the Husk is that when hit with an explosive, if a fragment passes through the Husk&#039;s gun limb, rather than cause gibbing of the limb, it will create clones of the gun for each polygon the fragment passes through. With luck a single Husk detonated by a grenade may leave behind as many as 8 Husk gun limbs.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery note| See the [[:category:husk|Husk category]] for more images.}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Husk.png | The main menu splash screen of the Husk.&lt;br /&gt;
File:Christmas Husk.jpg |The Husk during the Twisted Christmas event.&lt;br /&gt;
File:Circus Menu Husk1.png | The main menu splash screen of the Husk during the Summer Sideshow event.&lt;br /&gt;
File:Circus Menu Husk2.png | The main menu splash screen of the Husk during the Summer Sideshow event.&lt;br /&gt;
File:Halloween Menu Husk.png | The main menu splash screen of the Husk during the Halloween Sideshow event.&lt;br /&gt;
File:Hillbilly Horror Husk.png |  The main menu splash screen of the Husk during the Hillbilly Horror event.&lt;br /&gt;
File:Hillbilly Menu Husk 2.png |  The main menu splash screen of the Husk during the Hillbilly Horror event.&lt;br /&gt;
File:New Husk.png | The Updated model of the Husk in Killing Floor 2.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://forums.tripwireinteractive.com/showthread.php?t=38433  Hellfire - Husks only - Tripwire Interactive Forums]&lt;br /&gt;
* [http://forums.tripwireinteractive.com/showthread.php?p=465945  Fleshpound Chaingunner Mutator - Tripwire Interactive Forums]&lt;br /&gt;
{{Characters navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Husk]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Bloat&amp;diff=167</id>
		<title>Bloat</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Bloat&amp;diff=167"/>
		<updated>2021-05-03T03:45:31Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=Bloatnew.png | health	=525 (+131.25) | bounty	=17 | damage	=14 | landspeed	=75 | swimspeed	=102 | runspeed	= | ach1 = Eggnog Anyone? | ach2 = That&amp;#039;s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=Bloatnew.png&lt;br /&gt;
| health	=525 (+131.25)&lt;br /&gt;
| bounty	=17&lt;br /&gt;
| damage	=14&lt;br /&gt;
| landspeed	=75&lt;br /&gt;
| swimspeed	=102&lt;br /&gt;
| runspeed	=&lt;br /&gt;
| ach1 = Eggnog Anyone?&lt;br /&gt;
| ach2 = That&#039;s not Santa!&lt;br /&gt;
| ach3 = A Bloody Christmas Carol&lt;br /&gt;
| ach4 = Clearing Clown Alley&lt;br /&gt;
| ach5 = It&#039;s Not Easy Being Greasy&lt;br /&gt;
| ach6 = Fascist Dietitian&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|Bloats will explode in a shower of acidic goop when they die. Keep your distance when taking them down.}}&lt;br /&gt;
{{quote text|Bloat, not too hard to kill, but its bile is poisonous, so make sure you keep out of range.|Loading screen tips.}}&lt;br /&gt;
The &#039;&#039;&#039;Bloat&#039;&#039;&#039; is a large [[specimen]] that makes its appearance in the first wave of all games. It is a slow lumbering specimen with a short ranged corrosive vomit attack and a medium damage melee attack. On higher difficulties its vomit attack can be fatal to unaware and unarmoured players. There is a greylisted Bloats only mutator packaged with the game called &#039;Bloat-ed&#039;.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Circus Bloat.png|thumb|left|upright|Pukey the Clown]]&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Bloat appears to be an obese, naked, tall, and bald creature with jaundice. The creature has multiple fat folds, and what appears to be a rash on its right stomach and both thighs. This creature is also wielding a butcher cleaver in its left hand. The Bloat also appears to have both nipples pierced.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
For the [[Twisted Christmas]] update, he was re-skinned as Santa Claus , similar to the [[Patriarch]]. This skin depicts a very obese Santa Claus, with his girth tearing the fabric of his red suit. He is also wielding a cleaver.&lt;br /&gt;
&lt;br /&gt;
For the [[Summer Sideshow]] update he was re-skinned as Pukey the Clown. This skin depicts an old-fashion clown, complete with makeup, silly hat, and frilled collar and frilled wrist-cuffs. The front of the costume is coated in vomit. Unlike both other skins of the Bloat, this one is armed with a medieval mace instead of a butcher cleaver.&lt;br /&gt;
&lt;br /&gt;
For the [[Hillbilly Horror]] update he was re-skinned as Mamma Bessie, a large woman who wore a blue floral patterned blouse. Unlike the original bloat and Pukey the clown, Mamma Bessie wields a meat tenderizer.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
The behavior of the Bloat is similar to that of the [[Siren]], in that it slowly approaches the target character just to unleash a stream of low ranged acidic vomit. When it is in attacking range, it vomits in the direction of the player, dealing damage over time and blurring their vision with an acidic slab after melting through their armor. If it has recently vomited and victim is close enough, it will attack a player in melee range with its cleaver dealing 14-18-21-24 damage scaling with difficulty.&lt;br /&gt;
&lt;br /&gt;
If the Bloat is decapitated not hard enough to burst him, it will attempt to waddle towards a player, at a headless state and attack them with its melee until they bleed out and die in a few seconds. When alone he can be heard muttering to himself with a hoarse voice, muttering phrases such as &amp;quot;What is that smell&amp;quot;, &amp;quot;I&#039;m fat&amp;quot; and &amp;quot;It needs more salt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:ModBloat.png|thumb|right|x200px|The Bloat as it appeared in the [[Killing Floor (modification)|&#039;&#039;Killing Floor&#039;&#039; mod]].]]&lt;br /&gt;
&lt;br /&gt;
==Historic data==&lt;br /&gt;
{{KF-mod notice|s|specimen}}&lt;br /&gt;
The Bloat in the &#039;&#039;Killing Floor&#039;&#039; mod is very similar to the one in the retail version, with the primary difference being its appearance. It is overweight, and noticeably so, but not grotesquely obese like its retail counterpart. It is also more mutilated in the mod, with exposed intestines and blood covering its mouth and hands.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Bloat is one of the more disturbing specimens created by Horzine, mainly because not all Bloats were clones.  Horzine experimented with drugs to maintain a soldiers physical body, designed to combat against fatigue, muscle loss, even old age.  Advertising them as weight loss supplements, Horzine recruited hundreds of obese men, and experimented on them.  &lt;br /&gt;
&lt;br /&gt;
The drugs were a complete failure.  The test subjects grew even more obese, and their immune systems were genetically enhanced into an overdrive, making all of the subjects body fluids a toxic acid.  But because the overall body chemistry and structure of the Bloats remained the same (i.e. human) their bodies violently rejected the toxin, making them vomit whenever the acid reached a critical level.  Furthermore, significant damage to their bodies resulted in a violent rupturing of the cells in the Bloat, causing it to explode in a spray of acid.&lt;br /&gt;
&lt;br /&gt;
Clamley, watching the experiments with interest, ordered the projects continue. This makes the Bloat one of the few specimens not specifically designed as a super soldier, and the only specimen not made by cloning.&lt;br /&gt;
&lt;br /&gt;
==Extermination==&lt;br /&gt;
The Bloat can have a disproportionately large amount of total health compared to that of its head, being the third highest health non-boss specimen. Thus in the vast majority of situations it is easiest to go for its head for a quick kill. Explosives can be ineffective if not aimed towards its head or upper torso. A [[Flamethrower]] can also be effective against a Bloat thanks to its 50% weakness to it&#039;s primary damage, however, on high difficulties with lots of players, this can still take comparably long amount of time without proper bursts to his center mass.&lt;br /&gt;
&lt;br /&gt;
When the Bloat dies it will leave behind a corrosive puddle that damages players, unless it dies as the result of bleed out from being decapitated. During this bleed out time, the Bloat is also incapable of vomiting.&lt;br /&gt;
&lt;br /&gt;
Since it has a very large body hitpoint, and so small head health; decapitating him grants a notable amount of damage point toward the perk leveling progress. Especially damage point requiring perks, should take the advantage of Bloats huge body hitpoint and aim for decapitating him in sight with perk related weapons. Alternatively playing as a bile resistant perk such as [[Field Medic]] or [[Berserker]] and using an off-perk weapon to decapitate the Bloat helps toward damage point progress of other perks.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
=== Wave distribution ===&lt;br /&gt;
The Bloat appears in all waves of standard games of default lengths except the [[Help: Glossary#final wave|final wave]] with the [[Patriarch]].&lt;br /&gt;
&lt;br /&gt;
{{Specimen wave chart&lt;br /&gt;
|short=1&lt;br /&gt;
|medium=1&lt;br /&gt;
|long=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Total health ===&lt;br /&gt;
{{Specimen health chart|525|+131.25}}&lt;br /&gt;
&lt;br /&gt;
=== Head health ===&lt;br /&gt;
{{Specimen health chart|25|0|head=s}}&lt;br /&gt;
&lt;br /&gt;
=== Bounty ===&lt;br /&gt;
{{Specimen bounty chart|17|en}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery note|cat=Bloat}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Bloat.png | The main menu splash screen of the Bloat.&lt;br /&gt;
File:Menu Bloatbarf.png | The main menu splash screen of the Bloat.&lt;br /&gt;
File:Christmas Menu Bloat.png | The main menu splash screen of the Bloat during the Twisted Christmas event.&lt;br /&gt;
File:Christmas Menu Bloatbarf.png | The main menu splash screen of the Bloat during the Twisted Christmas event.&lt;br /&gt;
File:Circus Menu Bloat.png | The main menu splash screen of the Bloat during the Summer Sideshow event.&lt;br /&gt;
File:Circus Menu Bloatbarf.png | The main menu splash screen of the Bloat during the Summer Sideshow event.&lt;br /&gt;
File:Halloween Menu Bloat.png | The main menu splash screen of the Bloat during the Halloween Sideshow event.&lt;br /&gt;
File:Halloween Menu Bloatbarf.png | The main menu splash screen of the Bloat during the Halloween Sideshow event.&lt;br /&gt;
File:Hillbilly Menu Bloat 1.png | The main menu splash screen of the She-Bloat during the Hillbilly Horror event.&lt;br /&gt;
File:Hillbilly Menu Bloat 2.png | The main menu splash screen of the She-Bloat during the Hillbilly Horror event.&lt;br /&gt;
File:ZombieBloatMix.png | The Bloat in his unused Mixed Model.&lt;br /&gt;
File:New Bloat.png | The updated Bloat in Killing Floor 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Characters navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Bloat| ]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Gorefast&amp;diff=166</id>
		<title>Gorefast</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Gorefast&amp;diff=166"/>
		<updated>2021-05-03T03:44:43Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=Gorefastnew.png | health	=250 (+37.5) | bounty	=12 | damage	=15 | landspeed	=120 | swimspeed	=140 | runspeed	=225 | ach1 = Can&amp;#039;t Catch Me! | ach2 =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=Gorefastnew.png&lt;br /&gt;
| health	=250 (+37.5)&lt;br /&gt;
| bounty	=12&lt;br /&gt;
| damage	=15&lt;br /&gt;
| landspeed	=120&lt;br /&gt;
| swimspeed	=140&lt;br /&gt;
| runspeed	=225&lt;br /&gt;
| ach1 = Can&#039;t Catch Me!&lt;br /&gt;
| ach2 = Sparring with a Master&lt;br /&gt;
| ach3 = Fiery Personality&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote text|The Gorefast tends to live up to its name, so watch out for it speeding in towards you.|Loading screen tip}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gorefast&#039;&#039;&#039; is a [[specimen]] that appears on all [[wave]]s of the game. It has a decent speed and will run at its targets when close enough. The blade it wields does quite a large amount of damage compared to most other specimens, 15 damage per hit on [[difficulty|normal]]; something to be avoided. They have a tendency to travel in groups and can easily become fatal to players unable to escape their attacks. There is a greylisted Gorefasts-only [[mutator]] called &#039;&#039;Gored Fast&#039;&#039; packaged with the game.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Circus Gorefast.png|left|thumb|x250px|The Summer Sideshow event skin of the Gorefast, dubbed The Sword Swallower.]]&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Gorefast appears as nude, hairless, dark reddish humanoid, lacking a jaw, genitalia, and most of its left arm; it being amputated just above the elbow. It also appears to lack skin, with the surface of its body resembling bare muscle. The blade protruding from its right arm, which is approximately a meter long, is wedged between the radius and ulna and extends between the middle and ring fingers of its mutilated hand, rending the hand in two from the wrist down. This is all held together by two tight leather straps found just below the elbow and just above the wrist.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
&lt;br /&gt;
During the [[Twisted Christmas]] update, it was reskinned as &#039;&#039;The Ginger-Fast&#039;&#039;. This skin depicts a typical gingerbread man, but with its left arm missing, and what appears to be a bite out of the right side of its head. It also has a toothed-filled mouth, and a pointed candy cane as its right arm. For the [[Summer Sideshow]] event, it was reskinned as &#039;&#039;the sword swallower&#039;&#039;. This skin depicts a pale, hairless, blindfolded male humanoid, who was impaled through the back with 3 swords, and had a sword rammed down his throat, resulting in a large gash down the front of his throat. He had a jagged blade attachment where his right hand should be, and wears tattered green trousers, but no shirt or shoes. As a side effect of the sword down the throat, it was impossible to visually decapitate the sword swallower, however the physiological effects remain the same. During the [[Halloween Sideshow]] event it appeared as a re-textured version of its summer sideshow skin; appearing with a red blindfold and a skeleton costume. The gorefast was reskinned as Lefty Jr. for the [[Hillbilly Horror]] event. Lefty Jr.&#039;s left arm is missing and unlike the traditional blade like weapons of the past gorefasts, Lefty Jr. wields a banjo.&lt;br /&gt;
&lt;br /&gt;
=== Behaviour ===&lt;br /&gt;
The Gorefast could by likened to a glorified [[Clot]], but charging and slashing twice instead of grappling. The Gorefast picks a target based on proximity and steadily walks toward them until it&#039;s within a certain distance of them, at which point it will charge towards them, brandishing its blade ready for attack. His intention is generally meatshielding for other more threatening specimen with sturdy health and a very punishing melee attack when ignored or failed to dispatch.&lt;br /&gt;
&lt;br /&gt;
Gorefast has a chance to charge at the first sightline upon the player that scales up with [[difficulty]]. That chance is 10% at Beginner and Normal, 20% at Hard, 30% at Suicidal and 40% at Hell on Earth. Maximum charge distance of Gorefast is 700 units, he prefers to walk towards until he reaches that distance from the target before they start charging.&lt;br /&gt;
&lt;br /&gt;
It will change its target if another comes closer than its current prey or someone attempting to attack other specimen at his earshot. It attacks by wildly swinging its bladed arm twice in a wide angle, and leans its body to the general direction of its chosen prey, inflicting moderately high damage with each slash. The Gorefast&#039;s primary blade swing requires it to stop moving while attacking. This allows a player walking backwards to evade being hit while the Gorefast is stationary. However at long distance charges from the maximum distance, he always moves onto target as he swings making it hard to avoid him. &lt;br /&gt;
&lt;br /&gt;
If decapitated softly, in the time before it dies, it loses its ability to charge in a given direction and will still attack if close enough to a target. When softly decapitated he bleeds out for a maximum of 3 seconds. Whilst on fire, providing the burns are severe enough, it will start to thrash around with its arms flailing until it eventually dies or the flames go out. After this it will resume its normal behaviour, be it pursue one of the squad members or lie in a crispy pile of flesh. Explosions or any firearm or melee with high damage have the capability of stunning him a for a brief moment.&lt;br /&gt;
&lt;br /&gt;
[[File:Gorefast old.png|thumb|right|x200px|The Gorefast as it appeared in the final version of the [[Killing Floor (modification)|&#039;&#039;Killing Floor&#039;&#039; mod]].]]&lt;br /&gt;
&lt;br /&gt;
=== Historic data ===&lt;br /&gt;
{{KF-mod notice|s|specimen}}&lt;br /&gt;
The behaviour and statistics of a Gorefast in the final version of the [[Killing Floor (modification)|&#039;&#039;Killing Floor&#039;&#039; mod]] were, for the noticeable part, the same as they are in the retail version of &#039;&#039;[[Killing Floor]]&#039;&#039;. The major difference, like most aspects of the game, was their graphical representation. In the mod their appearance was similar to that of the [[Clot]] in the mod, but with similar mutilations that of the current Gorefast; no jaw or left arm, but with a shorter, thicker, more growth-like blade attached to their right arm.&lt;br /&gt;
&lt;br /&gt;
=== Backstory ===&lt;br /&gt;
The original story behind the Gorefast is that they were the end result of a project similar to that of the [[Scrake]], but toned down to an extent, designed to create extremely strong and fast soldiers. While the project was a success, the soldiers became insane, consumed with constant rage and an obsession with pain.&lt;br /&gt;
&lt;br /&gt;
== Extermination ==&lt;br /&gt;
Like most specimens, it is advised to kill them before they get within range to use their blade, however, they are usually quite easy to dispatch. They can be easily defeated via decapitation, rarely requiring much more than a well-aimed shot with most weapons. Similar to the [[Clot]], the Gorefast&#039;s head hit box tends to lie towards the throat and jaw, so players must keep that in mind when they go for the killing shot. More powerful weapons, like the [[shotgun]] can kill them in one or two good shots without aiming for the head. Killing them with melee weapons can require careful timing to avoid their blade, hit and run tactics work well for this. Gorefasts often briefly stop moving prior to striking the player.&lt;br /&gt;
&lt;br /&gt;
They can quite often travel in groups, usually more Gorefasts or Clots; explosives can be useful in this situation. Alternatively, decapitating one specimen at a time and prioritising the closest one whilst ensuring that the player is not grabbed by a Clot is also viable.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
=== Wave distribution ===&lt;br /&gt;
The Gorefast appears in all waves of standard games of default lengths except the [[Help: Glossary#final wave|final wave]] with the [[Patriarch]].&lt;br /&gt;
&lt;br /&gt;
{{Specimen wave chart&lt;br /&gt;
|short=1&lt;br /&gt;
|medium=1&lt;br /&gt;
|long=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Health charts}}&lt;br /&gt;
=== Total health ===&lt;br /&gt;
{{Specimen health chart|250|37.5}}&lt;br /&gt;
&lt;br /&gt;
=== Head health ===&lt;br /&gt;
{{Specimen health chart|25|0|head=s}}&lt;br /&gt;
&lt;br /&gt;
=== Bounty ===&lt;br /&gt;
{{Specimen bounty chart|12|en}}&lt;br /&gt;
&lt;br /&gt;
== Gorefast SP ==&lt;br /&gt;
{{main|GorefastSp|GorefastSP}}&lt;br /&gt;
In the Killing Floor modification, there was data of an unused Gorefast named [[GorefastSp|GorefastSP]]. Its purpose is unknown. It uses the Gorefast model, but, the difference is that SP is much faster than its counterpart. Its still present in TWI&#039;s Killing Floor. Where the Gorefast walking speed is 120, the SP&#039;s is 230. Gorefast&#039;s water speed is 140, the SP&#039;s is 220. The game data calls the Gorefast SP &amp;quot;Gorefast&amp;quot; making it difficult to know when they show up (Or killed) until they charge at you.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery note|See [[:category: Gorefast|the Gorefast category]] for more images.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Gorefast 1.png | The main menu splash screen of the Gorefast.&lt;br /&gt;
File:Menu Gorefast 2.png | The main menu splash screen of the Gorefast.&lt;br /&gt;
File:Christmas Menu Gorefast 1.png | The main menu splash screen of the Gorefast during the Twisted Christmas event.&lt;br /&gt;
File:Christmas Menu Gorefast 2.png | The main menu splash screen of the Gorefast during the Twisted Christmas event.&lt;br /&gt;
File:Circus Menu Gorefast1.png | The main menu splash screen of the Gorefast during the Summer Sideshow event.&lt;br /&gt;
File:Circus Menu Gorefast2.png | The main menu splash screen of the Gorefast during the Summer Sideshow event.&lt;br /&gt;
File:Circus Menu Gorefast3.png | The main menu splash screen of the Gorefast during the Summer Sideshow event.&lt;br /&gt;
File:Halloween Menu Gorefast1.png | The main menu splash screen of the Gorefast during the Halloween Sideshow event.&lt;br /&gt;
File:Halloween Menu Gorefast2.png | The main menu splash screen of the Gorefast during the Halloween Sideshow event.&lt;br /&gt;
File:Hillbilly Menu Gorefast 1.png | The main menu splash screen of the Gorefast during the Hillbilly Horror event.&lt;br /&gt;
File:Hillbilly Menu Gorefast 2.png | The main menu splash screen of the Gorefast during the Hillbilly Horror event.&lt;br /&gt;
File:ZombieGorefastMix.png | The Gorefast in his unused Mixed model.&lt;br /&gt;
File:Circus Gorefast2.png | The Circus event skin of the Gorefast.&lt;br /&gt;
File:Halloween Gorefast.png | The Halloween event skin of the Gorefast.&lt;br /&gt;
File:christmas_Gorefastnew.png | The Christmas event skin of the Gorefast, dubbed The Ginger-fast.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Characters navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Gorefast| ]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Crawler&amp;diff=165</id>
		<title>Crawler</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Crawler&amp;diff=165"/>
		<updated>2021-05-03T03:40:37Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=CrawlerArticle.jpg | health	=70 | bounty	=10 | damage	=6 | landspeed	=140 | swimspeed	=130 | runspeed	= | ach1 = Rudolph, the Bloody Nosed Reindeer...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=CrawlerArticle.jpg&lt;br /&gt;
| health	=70&lt;br /&gt;
| bounty	=10&lt;br /&gt;
| damage	=6&lt;br /&gt;
| landspeed	=140&lt;br /&gt;
| swimspeed	=130&lt;br /&gt;
| runspeed	=&lt;br /&gt;
| ach1 = Rudolph, the Bloody Nosed Reindeer&lt;br /&gt;
| ach2 = A Bloody Christmas Carol&lt;br /&gt;
| ach3 = Seeing Double&lt;br /&gt;
| ach4 = Creepy Crawlies&lt;br /&gt;
| ach5 = Killer Junior&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote text|The Crawler. Interesting attempt to merge human and arachnid genes. Sort-of worked, too - these little nasties have a habit of appearing in all sorts of strange places!|Loading screen tip}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Crawler&#039;&#039;&#039; is a weak [[specimen]] that often becomes annoying. It makes its first appearance in the second [[wave]] of the game, spawning in unusual places, and is generally faster than the player. The Crawler usually finishes off those who are lacking in health due to their speed and agility, as severely wounded players are more likely to panic and run. Crawlers usually come in groups of two to four, which can make them even more dangerous.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Circus Crawler.png|thumb|left|The &#039;&#039;two-headed girl&#039;&#039; skin used for the summer sideshow event]]&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&lt;br /&gt;
The Crawler appears as a black-colored creature with white dots. It seems to have tarantula-like fur growing in patches all over its body. It has eight shiny black eyes, no nose, and a vertical mouth with numerous rows of razor-sharp teeth, flanked by a spider&#039;s palpus. The human part of it is still plainly visible: human-like arms with long-clawed hands on the end, and muscular legs used for jumping from surface-to-surface.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
During the [[Twisted Christmas]] update, the Crawler was re-skinned as a mutated reindeer. For the [[Summer Sideshow]] event the Crawler was re-skinned as the girl with two heads. This skin depicts a young female conjoined twin, with four arms, two heads and four legs, with the twins being conjoined at the back. The creature wears a pink dress and each head has a pink flower in its hair.&lt;br /&gt;
&lt;br /&gt;
The [[Halloween Sideshow]] event featured the Crawler in a skin based on its skin from summer event, but with one of the conjoined twins dressed as a devil, the other as an angel. For the [[Hillbilly Horror]] event the crawler was re-skinned as Uncle Pervis, who appears to be lacking a nose, lips, his left eye, and most of his bottom half (see picture below).&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
Whenever the Crawler gets close enough to its target, it pounces towards the target, inflicting 6-8-9-11 damage scaling with difficulty, if it lands on its victim. The Crawler will then attack the target by biting continuously at [[close range]] until either the Crawler or the victim is killed.&lt;br /&gt;
Crawler having a small stature, easily can hide between specimen and appear right under your nose as you drop the first attacking line, pouncing at you under your sight of firing. Just like [[Stalker]], Crawler too punishes going down on iron sights for a prolonged time but tries to seek out the player rather than block the space for manoeuver.&lt;br /&gt;
&lt;br /&gt;
Crawlers at higher difficulty levels with their higher speed, are capable of hitting twice while in mid-air and do it consistently. Effectively doubling their damage regardless of victim movement direction or their momentum, as they can slash repeatedly while floating down from their jump before landing to hit for a second time by collision.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a player is not aware that Crawlers are attacking them due to their dark skin, small size and the fact that the motion blur that occurs upon sustaining damage also makes it harder to see them. At these times a swarm can be highly lethal in a bad position as their leap speed easily tops the highly mobile perks and they can instantly attack by a simple brush away.&lt;br /&gt;
Some classes do not experience the motion blur when attacked by it, as level 4 [[Medic]]&#039; armor or higher will fully absorb all minor damage caused by them. This may also be true for the [[Berserker]] perk with armor as well.&lt;br /&gt;
&lt;br /&gt;
Even though the Crawler has low health and is one of the weakest damage specimens, it has speed and agility to compensate for those downsides. The Crawler is extremely dangerous to low-health players, as they can pounce and damage you even as you are running away. To avoid being pounced or attacked, a player should be cautious and listen to their hissing and gurgling noises. A large flock of crawlers can be troublesome to deal with, especially when they&#039;re coupled with medium or large targets. Players can hear them saying &amp;quot;I hate you&amp;quot; with a gurgling voice when they&#039;re giving their last breath, preferably under hardskin boots.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Crawler was an experiment in fusing species. In this case, a human and an arachnid. Much like the [[Clot]], it is one of the few who valiantly defend the [[Patriarch]] during the final wave, and also makes mention in the midst of its garbled dialogue that &amp;quot;We love our father&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Extermination==&lt;br /&gt;
{{specimen chart compact|70|25|10}}&lt;br /&gt;
Having the lowest default health of all specimens with 70 body health and 25 head health, the Crawler is easily killed with any weapon.  To conserve the ammo of more powerful weapons, the [[9mm tactical pistol]] can be used to kill the Crawler in 1-4 hits, depending on the difficulty level and headshot accuracy. Head-shots are not as critical on these Specimens as with others due to their low health unless they paired up with other specimen or coming in flocks. The Crawler&#039;s small size and dark skin help it blend in with the environment or hide behind other specimen, making flashlights useful in spotting it. A high level Berserker or any survivor carrying light enough equipment, can try to bait up Crawler by going forward and immediately backing away for them to leap into empty space where it will take a brief moment for them to recover and become open to counter attacks.&lt;br /&gt;
&lt;br /&gt;
Because of the Crawler&#039;s size and dexterity, it can often be hard to hit or even spot and is rarely found alone at high difficulties. It is especially troublesome for the [[Berserker]] using melee weapons, as he usually must track its movements to kill a Crawler sometimes from mid-air and then aim again to balance. In some positions, the Berserker must crouch in order to kill them. On Normal difficulty, the Crawler can be killed in one hit with a [[Machete]] but at higher difficulties onperk usage is required to kill it outright in a single bodyshot. On any difficulty, it can be killed in one hit with a machete or any bigger melee weapon in the hands of a level 5 or 6 Berserker, like a [[Katana]] or [[Claymore]] thanks respectfully to their speed and reach. At off-perk use Katana and any other heavier melee weapon packs enough damage to kill a Crawler with a single heavy alt fire attack.&lt;br /&gt;
&lt;br /&gt;
However at high difficulties against swarming numbers, using melee solely won&#039;t help a player to stand their position. Against high number of Crawlers it&#039;s advised for one to carry a fire arm to dispatch them quickly. When aimed well at their heads any pistol bigger than plain 9mm tactical such as [[MK23]] and [[.44 Magnum]] can decapitate them in one headshot and one shot them respectively at [[Difficulty#Normal|Normal]] and [[Difficulty#Hard|Hard]] from body. A [[Handcannon]] bodyshot can kill them at one shot in [[Difficulty#Suicidal|Suicidal]] difficulty or lower and kill them at any difficulty by one headshot. Pistols can be used to dispatch two, three Crawlers with ease but lack power and fire rate at the high difficulties unless you&#039;re very precise with them.&lt;br /&gt;
Similarly, DLC [[Flare revolver]] can make very quick work of them with afterburn by a whiff from an impact splash without requiring any precision but suffers small magazine capacity. Some heavier weapons such as [[Lever-action rifle]] can one shot to body at any given difficulty including [[Difficulty#Hell on Earth|Hell on Earth]] and a compact rifle like [[SCAR]] can two shot them from body even at any difficulty with offperk use.&lt;br /&gt;
&lt;br /&gt;
You can actually jump on top of the crawler and stay on top of him for some short time. This can be useful if you have to reload or in any case if you want to avoid damage, as the Crawler being underneath means it cannot hit the player. Also, when you jump on the crawler (much like any other specimen) - it takes some minor (1-4 points) damage, so you can literally &amp;quot;step on the bug&amp;quot; in order to kill him. Though it is not advised to do so if there are some other specimens around.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery note|See [[:category:crawler|the Crawler category]] for more images.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Crawler 1.png | Menu splash screen of the Crawler&lt;br /&gt;
File:Menu Crawler 2.png | Menu splash screen of the Crawler&lt;br /&gt;
File:Circus Menu Crawler.png | Menu splash screen of the Crawler during the summer sideshow event.&lt;br /&gt;
File:Circus Menu Crawler2.png | The second splash screen from the summer sideshow event.&lt;br /&gt;
File:Halloween Menu Crawler.png | Menu splash screen from the Halloween sideshow event.&lt;br /&gt;
File:Halloween Menu Crawler2.png | Menu splash screen from the Halloween sideshow event.&lt;br /&gt;
File:Christmas Menu Crawler 1.png | Menu splash screen of the Crawler during the Twisted Christmas event.&lt;br /&gt;
File:Christmas Menu Crawler 2.png | Menu splash screen of the Crawler during the Twisted Christmas event.&lt;br /&gt;
File:HillBilly Menu Crawler 1.png | Menu splash screen of the Crawler during the Hillbilly Horror event.&lt;br /&gt;
File:Hillbilly Menu Crawler 2.png | Menu splash screen of the Crawler during the Hillbilly Horror event.&lt;br /&gt;
File:ZombieCrawlerMix.png | The Crawler in his unused Mixed model.&lt;br /&gt;
File:ZombieShade.png | In KFMod 2.0, the Crawler replaced the Shade.&lt;br /&gt;
File:ZombieCrawlerV2-5.gif | The crawler as he appeared in KFMod 2.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Characters navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Crawler| ]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Stalker&amp;diff=164</id>
		<title>Stalker</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Stalker&amp;diff=164"/>
		<updated>2021-05-03T03:40:08Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{character info | image		=Menu Stalker.png | health	=100 | bounty	=15 | damage	=9 | landspeed	=200 | swimspeed	=180 | runspeed	= | ach1 = Fending off Mrs. Claws | ach2 = A Bl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{character info&lt;br /&gt;
| image		=Menu Stalker.png&lt;br /&gt;
| health	=100&lt;br /&gt;
| bounty	=15&lt;br /&gt;
| damage	=9&lt;br /&gt;
| landspeed	=200&lt;br /&gt;
| swimspeed	=180&lt;br /&gt;
| runspeed	=&lt;br /&gt;
| ach1 = Fending off Mrs. Claws&lt;br /&gt;
| ach2 = A Bloody Christmas Carol&lt;br /&gt;
| ach3 = Assistant Homicide&lt;br /&gt;
| ach4 = Nail&#039;d!&lt;br /&gt;
| ach5 = Keep Those Sneakers Off the Floor!&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|The Stalker will be largely cloaked and very hard to see, until she is close enough to gut you. Listen carefully for her.|Loading screen tip}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stalker&#039;&#039;&#039; is a weak but fast specimen with the ability to render itself invisible. It can barely be seen, and its muttering and breathing is the only sign that one is around. When it attacks, it leaves this camouflaged state, before trying to hide again. Players who have chosen the Commando perk are able to make them out, however. Stalkers will be revealed to them within a specific range, based on the Commando&#039;s perk level. Stalkers appear early on as the waves progress. Fortunately for the players, the Stalker has a low amount of health.  Often, they’re killed by players accidentally when caught in the line of fire, explosions from grenades or [[Pipe bomb]]s, or set ablaze from a [[Flamethrower]].&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Circus Stalker.png|left|thumb|upright|The summer event skin of the Stalker, dubbed &#039;&#039;the lovely assistant&#039;&#039;.]]&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&lt;br /&gt;
The Stalker is one of only two types of specimens with female form, the other being the [[Siren]]. When visible, the Stalker&#039;s skin is pale and stained with blood. Her eyes are blueish-white and she only has hair on the right side of the head; the left side is bald with a large scar. Several other large scars can be found dotted around their torso. She wears several fabric bands and black frilly underwear, but no shirt or top covering.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
&lt;br /&gt;
For the [[Twisted Christmas]] update, she was re-skinned, and dubbed Mrs. Claws. This skin depicts a blond-haired female humanoid wearing a red miniskirt with white trim, a red shawl with a cloth barely covering her breasts, and red-and-white stockings saturated with blood. She also appears to be wearing gold-framed glasses and a gas mask with the visor broken.&lt;br /&gt;
&lt;br /&gt;
For the [[Summer Sideshow]] update she was re-skinned into the Lovely Assistant. This skin depicts blond-haired female humanoid wearing a red, black and gold ensemble, a black and red magician&#039;s top hat, black and gold gloves, and red and gold boots with black laces and black fish-net stockings. She is also wearing a black thong and black leather straps on her legs. Her face is mutated, revealing beast-like teeth inside her mouth. This Stalker is slightly different with her invisibility appearance. Instead of being a barely noticeable shadow of the stalker themselves, the Lovely Assistant skin makes the character shimmer. This is much more noticeable than its standard appearance.&lt;br /&gt;
&lt;br /&gt;
For the [[Halloween Sideshow]] her skin was based on the Summer Sideshow model, however the costume is black and has golden trims, and some portions of her corset reveal her skin. Her hat has also been changed into a witch&#039;s hat.&lt;br /&gt;
&lt;br /&gt;
For the [[Hillbilly Horror]] update, she was re-skinned into a blonde &amp;quot;farmer&#039;s-girl&amp;quot; archetype, dubbed Maggie May, wearing a plaid red blouse and jean shorts.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
The Stalker’s simple tactic is the element of surprise by using her camouflage. She moves directly towards the player without any specified paths. When she gets close enough, she takes position and attacks, and her camouflage wears off for a brief moment. Players track her either by spotting her moving shadow on the ground, noticing her subtle outline as she approaches, or listening for muttering or breathing. Stalkers are typically found in duos or trios, but they may appear in large groups.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Created by Project Stalker in Horzine Research Bunker 6 deep in the [[Wyre]] forest, Players can find the remnants of the lab that led to the rise of this specimen; a semblance of Kevin Clamley&#039;s daughter, Rachel. Failed Stalker experiments lay on the table phasing in and out of camouflage. A glimpse of the lab&#039;s descent into madness can be found on the lab walls and floors: phrases such as &amp;quot;Hide and go Eat&amp;quot; and &amp;quot;You are the prettiest when I can&#039;t see you.&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Historic data ===&lt;br /&gt;
{{KF-mod notice|s|specimen}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extermination ==&lt;br /&gt;
{{Specimen chart compact|100|25|15}}&lt;br /&gt;
A Stalker&#039;s base health total health is 100, and head health is 25. These figures are then multiplied by 0.5 on beginner, 1.35 on hard, and 1.75 for suicidal. The base bounty value is £15, this is then multiplied by 2 for beginner, 0.85 on hard, 0.65 on suicidal and hell on earth and reduced to its floor value.&lt;br /&gt;
&lt;br /&gt;
The Stalker can usually be killed with a single shot from the majority of weapons but, due to the requirements of the [[Commando]] perk, it is advised that you or a teammate take them out with an [[assault rifle]].&lt;br /&gt;
&lt;br /&gt;
=== Detection ===&lt;br /&gt;
While the easiest way to detect cloaked Stalkers is to use the Commando perk, this isn&#039;t always an option. The first sign of the Stalker&#039;s existence is often her distinctive vocalizations, which can give you a general idea of the direction from which she is approaching. She generally is identified with the deep breathing, hissing voice response of &amp;quot;give us a kiss,&amp;quot; or short laughters. Another warning of her presence is that when a stalker is close to a player, hard, fast breathing is heard, one can assume that this from the players themselves. These vocalizations, however, are often overwhelmed by the sounds of gunfire on multi-player. Under most circumstances, it is possible to discern them by the semi-transparent white sections of her limbs and face, or by her moving shadow. The Stalker is often found traveling with [[Crawler]]s because they share spawn points, but this tactic is a less reliable indicator.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Gallery note|See the [[:category:stalker|Stalker category]] for more images.}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Menu Stalker.png | The main menu splash screen of the Stalker.&lt;br /&gt;
File:Christmas Menu Stalker.png | The main menu splash screen of the Stalker during the Twisted Christmas event.&lt;br /&gt;
File:Circus Menu Stalker.png | The main menu splash screen of the Stalker during the Summer Sideshow event.&lt;br /&gt;
File:Halloween Menu Stalker 1.png | The main menu splash screen of the Stalker during the Halloween Sideshow event.&lt;br /&gt;
File:Halloween Menu Stalker 2.png | The main menu splash screen of the Stalker during the Halloween Sideshow event.&lt;br /&gt;
File:Hillbilly Menu Stalker.png |  The main menu splash screen of the Stalker during the Hillbilly Horror event.&lt;br /&gt;
File:ZombieStalkerMix.png | The Stalker in her unused Mixed Model.&lt;br /&gt;
File:ZombieWretch.png | The [[Wretch]], who was eventually replaced by the Stalker.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Characters navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Stalker]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Buzzsaw_bow&amp;diff=163</id>
		<title>Buzzsaw bow</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Buzzsaw_bow&amp;diff=163"/>
		<updated>2021-05-03T03:38:35Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Buzzsaw bow | image       = Trader BuzzSaw bow.png | perk        = b | cost        = 4000 | weight      = 7 | ammo        = 16 | ammo-type   = sa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Buzzsaw bow&lt;br /&gt;
| image       = Trader BuzzSaw bow.png&lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 4000&lt;br /&gt;
| weight      = 7&lt;br /&gt;
| ammo        = 16&lt;br /&gt;
| ammo-type   = saw blade&lt;br /&gt;
| ammo-note   = £80 – £1280&lt;br /&gt;
| power       = 80&lt;br /&gt;
| range       = 40&lt;br /&gt;
| speed       = 30&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Rippin&#039; It Up&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;buzzsaw bow&#039;&#039;&#039; is a ranged weapon for the Berserker perk as part of the Community weapons pack. It is the only ranged weapon belonging to the Berserker perk, and functions differently from other weapons. When fired, the buzzsaw bow launches a spinning buzzsaw whose trajectory is linear for a brief period of time and then arcs downward. The buzzsaw can cut through multiple enemies, and will bounce off of objects in the environment five times. After a launched buzzsaw comes to halt, it will appear yellow or green, continue to emit sound, and be recovered by the player like the [[compound crossbow]]&#039;s bolts.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
The [[berserker]] perk gets a discount on the buzzsaw bow, deals increased damage, and reloads faster.&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|base_cost = 4000 &lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 500&lt;br /&gt;
|col1_inc0 = 10&lt;br /&gt;
|col1_inc1 = 20&lt;br /&gt;
|col1_inc2 = 40&lt;br /&gt;
|col1_inc3 = 60&lt;br /&gt;
|col1_inc4 = 80&lt;br /&gt;
|col1_inc5 = 100&lt;br /&gt;
|col1_inc6 = 100&lt;br /&gt;
&lt;br /&gt;
|col2_name = Head damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 1000&lt;br /&gt;
|col2_inc0 = 10&lt;br /&gt;
|col2_inc1 = 20&lt;br /&gt;
|col2_inc2 = 40&lt;br /&gt;
|col2_inc3 = 60&lt;br /&gt;
|col2_inc4 = 80&lt;br /&gt;
|col2_inc5 = 100&lt;br /&gt;
|col2_inc6 = 100&lt;br /&gt;
&lt;br /&gt;
|col3_name = Reload time&lt;br /&gt;
|col3_func = round&lt;br /&gt;
|col3_func_arg2 = 2&lt;br /&gt;
|col3_base = 2&lt;br /&gt;
|col3_inc0 = 0&lt;br /&gt;
|col3_inc1 = -4.76&lt;br /&gt;
|col3_inc2 = -9.09&lt;br /&gt;
|col3_inc3 = -9.09&lt;br /&gt;
|col3_inc4 = -13.04&lt;br /&gt;
|col3_inc5 = -16.67&lt;br /&gt;
|col3_inc6 = -20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that, though it appears to be reloading between shots, it is technically just a slow fire rate, and does not benefit from the [[commando]] perk&#039;s increased reload speed. Every penetration will decrease the projectile damage in 20% Ex: if the projectile penetrates 3 targets they will recive [(0.8)^0]*DMG or 1*DMG for the first, the second will receive [(0.8)¹]*DMG or 0.8*DMG and the third will receive [(0.8)²]*DMG or 0.64*DMG and so on.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
*Reusable ammo;&lt;br /&gt;
*Extremely powerful;&lt;br /&gt;
*2x Head multiplier (up to 3 with [[sharpshooter]] plus the reusable ammo gives it similar capabilities to that of the [[crossbow]];&lt;br /&gt;
*Ranged option for [[Berserker]]s;&lt;br /&gt;
*Stuns [[Scrake]]s on bodyshots for level 2 berserkers and above;&lt;br /&gt;
*Ricocheting projectiles can hit multiple enemies;&lt;br /&gt;
*A level 3 berserker can kill a [[Siren]] with a single saw blade on any difficulty.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
*Though its ammo is reusable you will find yourself unable to recover it about half of the times because either it is unreachable or it has been fired into an unsafe zone.&lt;br /&gt;
*Expensive and low ammo count;&lt;br /&gt;
*Requires reloading after every shot (does not benefit from [[Commando]]&#039;s faster reload bonus);&lt;br /&gt;
*Heavy. [[Chainsaw]] cannot be carried alongside it;&lt;br /&gt;
*Extremely unpredictable in rooms with friendly-fire on;&lt;br /&gt;
*Ricocheting blades cannot damage the same target twice;&lt;br /&gt;
*Rages fleshpounds and scrakes in one hit;&lt;br /&gt;
*Requires DLC to be installed before the gun can be purchased in-game.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*Try to line up enemies to take advantage of the penetration. &lt;br /&gt;
*Predict where saws will bounce and land to cause saw blades to get lost less, damage to be done to more enemies, or even (with enough  finesse in ones aim) allow the saw blade to bounce right back into the shooters inventory.&lt;br /&gt;
*This weapon has a high damage multiplier for headshots, enough for a higher level [[Berserker]] to decapitate a [[Scrake]] in one blow, and taking a big chunk out of the [[Fleshpound]]&#039;s health. Remember that at any range BEFORE the saw starts dropping, aiming so the line on the sight is on the Zed&#039;s throat will cause a head-shot.&lt;br /&gt;
*Having only 16 shots, but the ability to retrieve ammo makes retrieving the saws essential to firing the bow more than a few times per round. With good shot planning, collection routes, and quick thinking, this can turn a [[Berserker]] into a primarily ranged class, making him dominate the field so long as he does not run dry on blades.&lt;br /&gt;
*The saw blade can damage each zed only once per shot. A Berserker can hypothetically run backwards and shoot at the floor / ceiling to let the blade bounce rapidly up and down, chewing apart anything caught in the bouncing saws range until it gets stuck. Just be aware that it will bounce 5-6 times, and because of this will either land on the opposite surface or the same surface.  So if you wish to collect it when doing this, aim at the ceiling so it might stick into the ground when it stops.&lt;br /&gt;
*Carrying the Buzzsaw Bow will limit the number of melee weapons you can buy and carry down to 2. However there is an upside to this if you play solo. As a [[Berserker]], if you choose just to buy one melee weapon from the [[Trader]]. You will have enough remaining space to purchase [[Pipe bomb]]s. Doing so at the end of the last wave you are on in any difficulty, and placing them all in a pile close by the trader but also in an place where the [[Patriarch]] is bound to walk over. Is a great tactic for bringing down the [[Patriarch]] with your remaining cash and finishing him off with the Buzzsaw Bow if he is still alive is bound to make your fight for survival a success.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Community Weapon Pack]]&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar|Buzzsaw bow|en}}&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Scythe&amp;diff=162</id>
		<title>Scythe</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Scythe&amp;diff=162"/>
		<updated>2021-05-03T03:38:11Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Scythe | image       = Trader Scythe.png | description = It&amp;#039;s a scythe. Long handle. Long blade. Good for reaping corn, wheat - or shambling mons...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Scythe&lt;br /&gt;
| image       = Trader Scythe.png&lt;br /&gt;
| description = It&#039;s a scythe. Long handle. Long blade. Good for reaping corn, wheat - or shambling monsters.&lt;br /&gt;
| perk        = b&lt;br /&gt;
| cost        = 2500&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| power       = 75&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 38&lt;br /&gt;
| ach1        = I Am Become Death&lt;br /&gt;
| ach1i       = I Am Become Death.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|It&#039;s a scythe. Long handle. Long blade. Good for reaping corn, wheat - or shambling monsters.|Trader description}}&lt;br /&gt;
The Scythe is a melee weapon that is added to the game when a user purchases the first community Weapon Pack DLC. &lt;br /&gt;
&lt;br /&gt;
The Scythe serves as a sidegrade to the Claymore: the Scythe is slightly stronger and cheaper than the Claymore but is a bit slower and has a slightly smaller range. The secondary attack swings in such a wide arc that it hits anything within range across the entire Field of View, making the Scythe an excellent melee weapon to use for crowd control. However, the Scythe is the slowest melee weapon available, making timing important in its use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The Berserker perk gets bonuses and a discounts for the {{lc:{{PAGENAME}}}}.&lt;br /&gt;
&lt;br /&gt;
{{Berserker weapon stats&lt;br /&gt;
|style   = float: left;&lt;br /&gt;
|cost    = 2500&lt;br /&gt;
|pri_dmg = 260&lt;br /&gt;
|pri_rof = 1.20&lt;br /&gt;
|alt_dmg = 330&lt;br /&gt;
|alt_rof = 1.50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The Scythe has the largest amount of damage in one hit in both primary and alternate fire, surpassing the [[Dwarfs!? axe]]. With a max base damage of 330-660 in a single hit, a Level 6 Berserker can take down a [[Fleshpound]] in four primary headshots and a Scrake in three alt-fire headshots when soloing at 1-player health specimen at highest difficulty. In a 6 player Hell on Earth game, a Scrake will take 3-4 alt fire headshots while Fleshpounds can endure up to 9 primary attacks considering they haven&#039;t enraged by an alt-fire somewhere and kited perfectly.&lt;br /&gt;
&lt;br /&gt;
For Hell on Earth, any kind of alt-fire headshots will enrage Fleshpound right away so they should be dealt with primary attacks mainly until you want to enrage and finish the specimen on your terms. For Scrakes, only alt-fire headshots will stun them while primary headshots will cause them to flinch longer (if they haven&#039;t stunned by bullets or melee yet) but after landing three alt-fire blows to head, you&#039;ll be free to finish the Scrake with a primary headshot which is slightly quicker.&lt;br /&gt;
&lt;br /&gt;
Scythe have enough potential to 4 shot a Fleshpound if alternative swing landed on its head from behind and decapitate Scrakes in two swift headshots from behind via alt-fire. On paper, backstabs will be a swifter way to deal with those specimen but positioning for Scrakes as you have to commit into it as trash specimen will swarm you and Fleshpounds enraging right away to turn their face to you after your second or third hit will make things harder.&lt;br /&gt;
&lt;br /&gt;
The Scythe has a headshot multiplier of 1.25x and default backstab multiplier of 2.0x, making its overall damage output very high despite its slow attack speed. If you can get used to the delay, the Scythe can be the most powerful weapon in your arsenal.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Reliably decapitates lesser specimens;&lt;br /&gt;
*Wide reach;&lt;br /&gt;
*Alt-fire can stun [[Husk]]s, regardless of attack location;&lt;br /&gt;
*Powerful;&lt;br /&gt;
*Cheaper than the [[Claymore]].&lt;br /&gt;
*Capable of killing multiple weak specimens in one swing;&lt;br /&gt;
*People with the DLC can buy it for people without the DLC;&lt;br /&gt;
*Higher single hit damage than Claymore.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*More expensive than the [[Katana]];&lt;br /&gt;
*Slower than the Claymore;&lt;br /&gt;
*Moderately heavy, at 6 blocks;&lt;br /&gt;
*Alt fire enrages [[Fleshpound]]s making hitting them more difficult.&lt;br /&gt;
*Alt fire has a potentially lower DPS.&lt;br /&gt;
*The extra damage compared to the Claymore is usually overkill against weaker specimens&lt;br /&gt;
*Slow speed makes zed time chains nearly impossible&lt;br /&gt;
*Weapon requires DLC&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Community Weapon Pack]]&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Berserker equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Template:Weapon_values_by_level&amp;diff=161</id>
		<title>Template:Weapon values by level</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Template:Weapon_values_by_level&amp;diff=161"/>
		<updated>2021-04-27T22:36:24Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right; {{{style|}}}&amp;quot; |- style=&amp;quot;background-color: #f2f2f2&amp;quot; ! style=&amp;quot;width: 4em&amp;quot; | {{LS|{{{lang}}}     |en=Level     |es=Nivel     |fr=Ni...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
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    |en=Level&lt;br /&gt;
    |es=Nivel&lt;br /&gt;
    |fr=Niveau&lt;br /&gt;
    |it=Livello&lt;br /&gt;
    |ru=Уровень}}{{#if:{{{discount0&amp;lt;includeonly&amp;gt;|&amp;lt;/includeonly&amp;gt;}}}|&amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 4em&amp;quot; {{!}} {{LS|{{{lang}}}&lt;br /&gt;
    |en=Discount&lt;br /&gt;
    |es=Descuento&lt;br /&gt;
    |it=Sconto&lt;br /&gt;
    |fr=Rabais&lt;br /&gt;
    |ru=Скидка}}&lt;br /&gt;
! style=&amp;quot;width: 4em&amp;quot; {{!}} {{LS|{{{lang}}}&lt;br /&gt;
    |en=Price&lt;br /&gt;
    |es=Precio&lt;br /&gt;
    |fr=Prix&lt;br /&gt;
    |it=Prezzo&lt;br /&gt;
    |ru=Цена}}{{#if:{{{no_sale|}}}||&lt;br /&gt;
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    |en=Sale value&lt;br /&gt;
    |es=Valor venta&lt;br /&gt;
    |fr=Valeur de vente&lt;br /&gt;
    |it=Valore di vendita&lt;br /&gt;
    |ru=Цена продажи}}&amp;lt;!--end if no_sale--&amp;gt;}}&lt;br /&gt;
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{{!!}} 0%&lt;br /&gt;
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|-&lt;br /&gt;
{{#if:{{{note|}}}|! style=&amp;quot;font-weight:normal&amp;quot; colspan=&amp;quot;8&amp;quot; {{!}}{{small|{{{note}}} }}| }}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;{{Documentation}}&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Combat_shotgun&amp;diff=160</id>
		<title>Combat shotgun</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Combat_shotgun&amp;diff=160"/>
		<updated>2021-04-27T22:35:06Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = Combat Shotgun | image       = Trader Beneli.png | perk        = ss | cost        = 2500 | weight      = 8 | ammo-load   = 6 | ammo        = 4...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = Combat Shotgun&lt;br /&gt;
| image       = Trader Beneli.png&lt;br /&gt;
| perk        = ss&lt;br /&gt;
| cost        = 2500&lt;br /&gt;
| weight      = 8&lt;br /&gt;
| ammo-load   = 6&lt;br /&gt;
| ammo        = 42&lt;br /&gt;
| ammo-type   = single&lt;br /&gt;
| ammo-total  = 48&lt;br /&gt;
| ammo-secondary      = 100&lt;br /&gt;
| ammo-secondary-type = torch&lt;br /&gt;
| ammo-cost   = £20 – £160&lt;br /&gt;
| power       = 75&lt;br /&gt;
| range       = 29&lt;br /&gt;
| speed       = 66&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Italian Meat Pasta&lt;br /&gt;
| ach1i       = Italian Meat Pasta.jpg&lt;br /&gt;
}}{{quote text|Support Specialists can get their hands on a semi-automatic combat shotgun.|&amp;lt;!-- Unused --&amp;gt;Steam store description}}&lt;br /&gt;
The &#039;&#039;&#039;combat shotgun&#039;&#039;&#039; is a semi-automatic shotgun for the [[support specialist]] perk, which comes equipped with a red-dot sight and a flashlight; the third weapon to do so, alongside the [[shotgun]] and [[9mm tactical pistol]], with the fourth being [[Vlad the Impaler]]. It bears several similarities to the pump shotgun but the combat shotgun fires semi-automatically, has a smaller magazine, and its reload time is approximately 35% slower per shell.&lt;br /&gt;
&lt;br /&gt;
There is also a &amp;quot;Golden Combat Shotgun&amp;quot; available in the &amp;quot;Golden Weapons&amp;quot; DLC. Its statistics are identical to the normal Combat Shotgun. &lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The support specialist perk receives bonuses and discounts for the combat shotgun.&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left;&lt;br /&gt;
|base_cost = 2500&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 245&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 60&lt;br /&gt;
|col2_name = Ammo capacity&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 48&lt;br /&gt;
|col2_inc0 = 0&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 25&lt;br /&gt;
|col2_inc4 = 25&lt;br /&gt;
|col2_inc5 = 25&lt;br /&gt;
|col2_inc6 = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The &#039;&#039;&#039;Combat shotgun&#039;&#039;&#039; has a base cost of £2500, the same price as the [[SCARMK17]] and [[M14 EBR]]. The support specialist perk offers discounts on this cost at intervals of £250 per level in the perk, to a current minimum price of £750. The ammunition cost is £20 for six shots; £160 for a full refill at the base level and approximately £3.33 per shot.&lt;br /&gt;
&lt;br /&gt;
Combat shotgun comes with 24 shells at the initial buy with 6 loaded and 18 spare cartridges. Maximum ammunition pool is standard 48 which mean one loaded with seven spare full tubes for the Combat shotgun. Support Specialist&#039;s maximum shotgun ammo carried bonus increases the ammo pool up to 62 which adds a little more than 2 spare tube full of shells to the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The combat shotgun has identical statistics per shot to the [[Shotgun]]; it differs only in its potential rate of fire, spread and tube capacity. Combat Shotgun spreads out seven pellets per shot and pellets deal 35 base damage each with 1.5x headshot multiplier. Each pellet spread out in 1125 radius circle compared to standard shotgun&#039;s max spread of 1000 unit radius. Combat shotgun shares the same pierce efficiency of 50% and capacity of piercing 2 targets per shot with standard [[Shotgun]] and [[Trenchgun]]. Support Specialist gains bonus to pierce efficiency with shotguns, diminishing this 50% loss per target pierced into 4% per target pierced and increases the target count you can pierce through at once.&lt;br /&gt;
&lt;br /&gt;
Combat shotgun carries 6 shells and shoots them rather faster than the shotgun. Delay between shots are as short as 0.2 seconds which allow you to empty entire tube in a mere second. However its reload sequence is 35% slower than the standard shotgun, where it takes 0.9 second to slide in a single shell into the tube. This makes feeding a single shell into the tube only slightly faster than dumping the entire six shots without ever stopping. Only the [[Commando]] perk gains bonus to reload Combat Shotgun 35% faster making reloading the Combat shotgun on par with standard Shotgun, reducing the time required to load up one shell down to 0.667 second but falls short on damage output.&lt;br /&gt;
&lt;br /&gt;
Due to its extended reload time, wider spread and reduced tube capacity, it is less efficient than the regular shotgun at medium range in situations where this additional rate of fire isn&#039;t utilised. Because of low ammo capacity of the tube and slow reload times for sustain, Combat Shotgun&#039;s pierce ability should be abused at close-medium range to reload the weapon without being disturbed.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
* When emptied you can&#039;t hipfire it until you slide at least 2 shells in tube. That can be painfully slow in case you&#039;re swarmed. In an emergency you can cancel it by going down on ironsights as you loaded at least one shot. Unless you can sweep lined up targets in one single shot or need to dispatch a close up target, it&#039;s always better to wait for chambering more shots before getting stuck in two shell reload animation by emptying it again.&lt;br /&gt;
* Don&#039;t let the tube run out of shells and try to spare shells before reloading by using a reliable sidearm like a [[MK23]], [[Handcannon]] or a [[Lever-action rifle]]. Keep it loaded all the time and be disciplined to draw your sidearm before it goes dry. As reloading them is rather slow, sparing shells for lined up specimen and high threats by utilizing a side-arm, may save you crucial seconds and allow you to time your reloads and unload them when required to do so.&lt;br /&gt;
* If used right Combat Shotgun can offer damage spikes on par with [[Hunting shotgun]] while combo utilization is similar to [[AA12]]. Almost any combo that can be pulled against [[Fleshpound]] or [[Scrake]] with Hunting or AA12, can be done with Combat Shotgun as well.&lt;br /&gt;
* Comes packed with a flashlight, Combat Shotgun shining light on targets will help you to distinguish enemies behind a thick line of smoke after nade volleys and see them in the dark areas for scouting while leading your team back to a safe spot. Flashlight also will help for a makeshift reticle to aim from hip and estimating the spread by the distance.&lt;br /&gt;
* In case you need to volley Combat shotgun onto something really quick, going down on iron sights will help you to mitigate kickback, throwing the sights on repetitive shots for better accuracy and higher after reload damage per second. No other shotgun in the game don&#039;t have such a feature to get kickback mitigation from going down on iron sights, but this accepted as a feature besides a bug. Crouching may give a larger angle of view to track specimen but it doesn&#039;t help spread or recoil.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
&lt;br /&gt;
*Powerful, capable of killing multiple weak specimens with one shot;&lt;br /&gt;
*Pierce increases damage further on aligned hitboxes;&lt;br /&gt;
*Comes with a flashlight, to mitigate smoke screen or illuminate the darkness;&lt;br /&gt;
*Semi-automatic fire rate to create a damage spike;&lt;br /&gt;
*Sweeps clear ranged medium-threats with bursts;&lt;br /&gt;
*Generous ammo reserve;&lt;br /&gt;
*Easy to use red-dot sight;&lt;br /&gt;
*Interruptible reload allows you to switch weapon or go down on iron sights;&lt;br /&gt;
*Pierces targets better with Support Specialist perk.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Inaccurate due to spread, especially at longer ranges;&lt;br /&gt;
*Repetitive shots have massive recoil;&lt;br /&gt;
*Mitigating recoil means diminishing your own movement options as there&#039;s no perk bonus;&lt;br /&gt;
*Too close up shots do not pierce and deal base damage like every other shotgun;&lt;br /&gt;
*Low magazine capacity of only 6;&lt;br /&gt;
*When emptied, you can not interrupt reload until you load two shells in tube from hipfire;&lt;br /&gt;
*Expensive compared to standard pump Shotgun;&lt;br /&gt;
*Relatively long reload (35% longer than the pump Shotgun to chamber a single shot);&lt;br /&gt;
*Loses dps output where its rate of fire and pierce capability isn&#039;t utilized well.&lt;br /&gt;
&lt;br /&gt;
== Origins and history ==&lt;br /&gt;
Basically designed as an upgraded, lighter-weight version of the M3, the Benelli M4 Super 90 was designed as a combat shotgun suitable for extreme CQB situations and door-breaching. It was added to &#039;&#039;Killing Floor&#039;&#039; in the second Twisted Christmas event, which was released on 8 December 2011.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Jumping does not lower the weapon if it is being aimed while jumping.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Combat Shotgun.jpg | Promo image for the Combat shotgun.&lt;br /&gt;
File:Golden combat shotgun.jpg | Promo image for Golden Combat shotgun.&lt;br /&gt;
File:Golden combat shotgun screen.jpg | Golden Combat shotgun used in-game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{language bar|Combat shotgun|en}}&lt;br /&gt;
[[Category:Support equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Welder&amp;diff=159</id>
		<title>Welder</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Welder&amp;diff=159"/>
		<updated>2021-04-27T22:27:50Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Welder | image       = Welder.png | perk        = support | ammo        = 100 | ammo-type   = lightning | ammo-total  = recharges | power       =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Welder&lt;br /&gt;
| image       = Welder.png&lt;br /&gt;
| perk        = support&lt;br /&gt;
| ammo        = 100&lt;br /&gt;
| ammo-type   = lightning&lt;br /&gt;
| ammo-total  = recharges&lt;br /&gt;
| power       = 0&lt;br /&gt;
| range       = 0&lt;br /&gt;
| speed       = 0.2 seconds&lt;br /&gt;
| cost        = 0&lt;br /&gt;
| weight      = 0}}&lt;br /&gt;
{{Quote text|I told you, I am welding this door!|Lt. Masterson}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Welder&#039;&#039;&#039; is a tool used by players to basically &amp;quot;lock&amp;quot; any functioning door in the game. Once the player welds a door, [[specimen]]s would often take a different path to avoid the welded door while a few specimens will still try to break it open.  Players can also un-weld doors by using the Alt-fire button to open up a door. This process is much faster compared to welding and uses less battery power. The welder also needs to recharge after its battery runs out. A player can continuously hold the primary fire button but once the battery runs out it will weld doors very slowly. Team-mates may assist in welding doors by welding onto the same door simultaneously, this will make the door weld a lot faster and will not demand so much use of the battery. To recharge the battery, simply do not weld or un-weld any doors for a moment, it will recharge in just a few seconds and will recharge even if the player is holding another weapon.&lt;br /&gt;
&lt;br /&gt;
[[Support specialist]]s get a very large boost to welding intensity per unit spent, allowing for faster welds with less battery power used. Allowing a single Support to weld any door to 100% integrity in mere seconds. The [[Berserker]] perk also receives increased welding speed, approximately 25% faster because the welder is considered a melee weapon. However it does not increase the amount of battery power.&lt;br /&gt;
&lt;br /&gt;
A door&#039;s health is measured by integrity which is shown as a percentage.  Its integrity will decrease with every hit, and the rate at which it decreases depends on the strength of the attacking specimens. When the integrity of a welded door is reduced to 0 by attacking specimens, the door is destroyed and cannot be welded until it respawns at the end of the wave. However, this can be avoided by unwelding the door when it is near-destruction, preventing specimens from destroying the door, and allowing it to be welded again within the same wave.  A welded door can also be quickly destroyed by [[grenade]]s.  Different doors have different health; larger doors generally have more maximum hit points, but take more time to weld. &lt;br /&gt;
&lt;br /&gt;
The Welder may be seen lying on the ground having been dropped by a player killed while holding it; attempting to pick it up will give you the message &amp;quot;You already have this weapon&#039;, since every player spawns with it and cannot discard it.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*A squad should have a member committed to welding a door often if they want to keep it closed. This often falls on to the Support Specialist but other teammates might need to take over the duty for Support Specialist to clear the excess trash and open breathing space for team.&lt;br /&gt;
*Taking over the door generally requires communication, welding player using voice command &amp;quot;&#039;&#039;Help!&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Weld the doors.&#039;&#039;&amp;quot; should be enough of a clue for some other player to take the duty for a while. When door is about to give in and break from the specimen attacks &amp;quot;&#039;&#039;Look Out!&#039;&#039;&amp;quot; voice command can help team to pay attention and clear the horde in a timely manner before getting flanked.&lt;br /&gt;
*If two nearby doors are welded with different integrity, then specimens will generally attack the weaker door first. If most doors leading to the squad are near equally welded without giving way for any secondary stream, they will attack all of them eventually.&lt;br /&gt;
*In case a narrow door or any door nearby the hold position can be cleared easily by splash damage through an opening, it&#039;s best awaiting a huge aggro of multiple specimen on it first before attempting it. A small zed attacking a narrow door will prevent bigger specimen to tear it down quickly and its damage can be out repaired easily. Doors that are welded outside of team&#039;s view or too wide, must be cleared immediately or welded for a while to prevent any bad surprises, depending on wave&#039;s progress of specimen left.&lt;br /&gt;
*Spamming explosives at crosspaths to score huge chunk of kills cause specimen to respawn all over the place to take the least resistance path. When this happens they will take their time and start attacking nearby doors to flank the team. Listen for any noise of scratching to keep welding or clear the doors along a late wave.&lt;br /&gt;
*The door health display on the welder stays active as long as you are near the door, not necessarily facing it, allowing you to keep an eye on the door without having your back to the battle.&lt;br /&gt;
*It should be noted that the Welder is always fully discharged when a player spawns, and as such can make it much more problematic to weld a door in the first few seconds of a game. Welding a door outright is not crucial as early as first wave where only low threats appear. Upon respawning you will still have enough time to quick tap a close enough door before heading to the trader.&lt;br /&gt;
*Be careful while welding one door with teammates. If you turn to another player next to you while welding a door you can harm him. It does not do that much damage, but it also costs kevlar. Some players use this as a [[Griefing]] device to kill others or a way of punishing players who are fixated on welding unnecessary doors.&lt;br /&gt;
*You can actually kill a specimen with a welder by letting him come close to the door, point the welder at the door, start welding and then rapidly turn to specimen. He will take some minor damage. Repeat until he is dead. This can be fun if you are the last man standing, all teammates are dead, and the last specimen is a clot. This exploit happened after [[Summer Sideshow]] of 2013 and haven&#039;t fixed since, as it might be intentionally left in there.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:File-Welder during welding.png|During welding.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Support equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Grenade&amp;diff=158</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Grenade&amp;diff=158"/>
		<updated>2021-04-27T22:26:31Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Grenades&lt;br /&gt;
| image       = Trader Grenade.png&lt;br /&gt;
| perk        = Commando&amp;lt;!-- despite the lack of any bonuses commando get for grenades they are listed as a commando weapon at the Trader&#039;s --&amp;gt;&lt;br /&gt;
| image-width = 117px&lt;br /&gt;
| description = The frag grenade releases a dense cloud of shrapnel in a large area of effect around its detonation zone. Use with caution.&lt;br /&gt;
| cost        = 40 – £200&lt;br /&gt;
| sell        = no&lt;br /&gt;
| weight      = 1&lt;br /&gt;
| ammo        = 5&lt;br /&gt;
| ammo-type   = nade&lt;br /&gt;
| power       = 36&lt;br /&gt;
| range       = 66&lt;br /&gt;
| speed       = 92&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Social Outburst&lt;br /&gt;
| ach1i       = Social Outburst.jpg&lt;br /&gt;
| ach2        = Explosion Of Love&lt;br /&gt;
| ach2i       = Explosion_of_Love.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|The frag grenade releases a dense cloud of sharpnel in a large area of effect around its detonation zone. Use with caution.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;grenade&#039;&#039;&#039; is a hand-thrown, offhand explosive weapon, which requires the player to aim in an arc. One grenade can explode multiple weak specimens, or inflict a large amount of damage upon a strong specimen. The [[support specialist]], [[demolition]]s, [[field medic]] and [[firebug]] perks receive bonuses to their grenades, although the weapon itself is categorized as a [[commando]] item.&lt;br /&gt;
&lt;br /&gt;
Grenades can also be &amp;quot;stacked&amp;quot;, meaning that when several grenades are successively thrown onto the same place, it will result in a single explosion that is proportional to the number of grenades thrown. This tactic is one of the most effective for damage against a powerful specimen, particularly the [[Fleshpound]]. However, it is dangerous because with poor timing, the last grenade thrown can detonate near the player if it is thrown just before the first grenade explodes or toss get blocked by a fast specimen mid air.&lt;br /&gt;
Specimens will notice thrown grenades on the ground and instinctively scatter a few feet away from one when it lands. While this doesn&#039;t postpone their demise at lower difficulties, at high difficulties the movement speed bonus combined with their +/-10% random spread at movement speed can make a difference.&lt;br /&gt;
&lt;br /&gt;
As with any handheld explosive, anyone or anything that takes damage but endured the explosion will be marked with a small visible fire for a few seconds on their back. This deals no additional damage, but can be useful for tracking cloaked specimens such as the Patriarch and Stalkers at long distance without relying on a commando. &lt;br /&gt;
&lt;br /&gt;
Grenades are not randomly spawned on the map, but ammo boxes have a chance contain exactly one Grenade and/or [[Pipebomb]] that diminishes with difficulty multiplier. In Beginner [[Difficulty|difficulty]], the chance is 100% and difficulty multiplier is 1. Onward difficulties mitigate this chance with their related multipliers by dividing this chance further. These difficulty multipliers are; 2 on Normal, 3 on Hard, 5 on Suicidal and 7 on Hell on Earth, diminishing the chances of finding grenade or [[Pipe bomb]] to 50%, 33%, 20% and 14% respectively.&lt;br /&gt;
&lt;br /&gt;
Grenades are a good way to destroy a group or a powerful and strong specimen, but keep in mind that the player must be cautious as a Grenade underneath the thrower&#039;s foot will result in a lot of health loss or even death depending on how many Grenades were thrown there. This again depends on the difficulty scale and how high is the self damage multiplier from splash and breaking falls. While a grenade may not be enough to kill or damage the player in Normal; it&#039;s capable of either dealing tremendous amount of self damage or kill them outright in Hell on Earth when they&#039;re close enough.&lt;br /&gt;
&lt;br /&gt;
[[Firebug]] and [[Field Medic]] get specialized grenades for their perks. The firebug uses a special kind of grenade at level 3+; at lower levels Firebug only tosses regular frag grenades. After its brief explosion of a heatwave, it acts like a mill to spray fire in all directions. In fact, they seem to have much less explosive power at initial set off than conventional grenades but they are incendiary and capable of litting specimen on fire for lingering damage over time. These grenades inflict minor fire damage on all [[specimens]] caught within their blast radius, and ignite them. Weaker zeds can burn out and die quickly after wailing in panic as a result. For the [[Field Medic]], it emits a healing neuro gas at any perk level, which releases a constant cloud of gas over several seconds, healing players (including the thrower) for the duration of their stay in the cloud, and dealing light damage to specimens who come in contact with it.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
All grenade types can be thrown 2.7 times per second at once. Making their potential toss delay around 0.35-0.36 second. Wielding some weapons with missing raise and holster animations affect the potential grenade toss speed in a positive way.&lt;br /&gt;
&lt;br /&gt;
===Frag Variant===&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|col1_name = &amp;lt;small&amp;gt;Support&amp;lt;br /&amp;gt;damage&amp;lt;/small&amp;gt;&lt;br /&gt;
|style     = float: left&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 300&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 5&lt;br /&gt;
|col1_inc2 = 10&lt;br /&gt;
|col1_inc3 = 20&lt;br /&gt;
|col1_inc4 = 30&lt;br /&gt;
|col1_inc5 = 40&lt;br /&gt;
|col1_inc6 = 50&lt;br /&gt;
&lt;br /&gt;
|col2_name = &amp;lt;small&amp;gt;Demolition&amp;lt;br /&amp;gt;damage&amp;lt;/small&amp;gt;&lt;br /&gt;
|col2_base = 300&lt;br /&gt;
|col2_inc0 = 5&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 30&lt;br /&gt;
|col2_inc4 = 40&lt;br /&gt;
|col2_inc5 = 50&lt;br /&gt;
|col2_inc6 = 60&lt;br /&gt;
&lt;br /&gt;
|col3_name = &amp;lt;small&amp;gt;Carry&amp;lt;br /&amp;gt;capacity&amp;lt;/small&amp;gt;&lt;br /&gt;
|col3_base = 5&lt;br /&gt;
|col3_inc0 = 0&lt;br /&gt;
|col3_inc1 = 20&lt;br /&gt;
|col3_inc2 = 40&lt;br /&gt;
|col3_inc3 = 60&lt;br /&gt;
|col3_inc4 = 80&lt;br /&gt;
|col3_inc5 = 100&lt;br /&gt;
|col3_inc6 = 120&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* The damage bonuses for the [[Support specialist]] and [[Demolition]]s expert are different, but their carry capacities are equal.&lt;br /&gt;
* Frag grenade has a base damage of 300, Support Specialist and Demolition get up to 50% and 60% damage bonus to grenades.&lt;br /&gt;
* Besides [[Field medic]] and [[Firebug]], each perk possess frag grenade variant.&lt;br /&gt;
* Initial explosion radius of frag grenade is 420 units sphere. None of the perks get a modifier for it.&lt;br /&gt;
* Frag grenades have a damage fall off from blast center. Figures on the table considers specimen stumbled upon the grenade as it explodes.&lt;br /&gt;
* Specimen will react to grenades on the ground and will try to move around it to minimize the damage.&lt;br /&gt;
* Frag grenades are susceptible to any kind of splash damage from other explosions or incendiary to set off early with chain explosions.&lt;br /&gt;
* Small amount of shrapnel projectiles spread at a larger distance randomly with the blast and ricochet off from surfaces to fizzle quickly. These small shrapnel projectiles can&#039;t pierce.&lt;br /&gt;
* Grenades that set off by splash damage sprays slightly more shrapnels.&lt;br /&gt;
* [[Fleshpound]] takes double damage from frag grenades. Especially from their shrapnels.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Medic Variant===&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|col1_name = &amp;lt;small&amp;gt;Medic gas&amp;lt;br /&amp;gt;heal per second&amp;lt;/small&amp;gt;&lt;br /&gt;
|style     = float: right&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 10&lt;br /&gt;
|col1_inc0 = 10&lt;br /&gt;
|col1_inc1 = 25&lt;br /&gt;
|col1_inc2 = 25&lt;br /&gt;
|col1_inc3 = 50&lt;br /&gt;
|col1_inc4 = 50&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 75&lt;br /&gt;
&lt;br /&gt;
|col2_name = &amp;lt;small&amp;gt;Medic gas&amp;lt;br /&amp;gt;damage per second&amp;lt;/small&amp;gt;&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 50&lt;br /&gt;
|col2_inc0 = 10&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 25&lt;br /&gt;
|col2_inc3 = 25&lt;br /&gt;
|col2_inc4 = 50&lt;br /&gt;
|col2_inc5 = 50&lt;br /&gt;
|col2_inc6 = 75&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* Base heal amount of gas is 10, but no other perk have access to this grenade as off perk so it&#039;s irrelevant.&lt;br /&gt;
* The Medic Nade&#039;s heal/damage is actually triggered once per second up to a total of 9 heal/damage.&lt;br /&gt;
* Heal gas deals no damage on any of human players, only heals them.&lt;br /&gt;
* Heal gas spreads in a 175 unit radius circle and lingers for 5 seconds.&lt;br /&gt;
* Heal gas damage per second equals to Medic&#039;s solo healing amount per self [[Medical syringe]] appliance.&lt;br /&gt;
* Heal gas grenades have no damage fall off against specimen, nor its healing effects wear off over time. &lt;br /&gt;
* Healing speed delayed to 1 health per 0.1 seconds by default, standing in the gas can be a constant effect.&lt;br /&gt;
* [[Fleshpound]] takes double damage from lingering gas effect.&lt;br /&gt;
* Specimen don&#039;t get alerted by the presence of medic gas grenade and don&#039;t try to get away from it.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Incendiary Variant===&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style     = float: left&lt;br /&gt;
|col1_name = &amp;lt;small&amp;gt;Incendiary impact&amp;lt;br /&amp;gt;min damage&amp;lt;/small&amp;gt;&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 83&lt;br /&gt;
|col1_inc0 = 57.5&lt;br /&gt;
|col1_inc1 = 65&lt;br /&gt;
|col1_inc2 = 80&lt;br /&gt;
|col1_inc3 = 95&lt;br /&gt;
|col1_inc4 = 110&lt;br /&gt;
|col1_inc5 = 125&lt;br /&gt;
|col1_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col2_name = &amp;lt;small&amp;gt;Incendiary impact&amp;lt;br /&amp;gt;max damage&amp;lt;/small&amp;gt;&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 84&lt;br /&gt;
|col2_inc0 = 57.5&lt;br /&gt;
|col2_inc1 = 65&lt;br /&gt;
|col2_inc2 = 80&lt;br /&gt;
|col2_inc3 = 95&lt;br /&gt;
|col2_inc4 = 110&lt;br /&gt;
|col2_inc5 = 125&lt;br /&gt;
|col2_inc6 = 140&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* [[Firebug]] only have access to incendiary grenades at perk level 3, before that level bonuses are irrelevant.&lt;br /&gt;
* Firebug at level 0 to level 2, have explosive frag grenades like rest of the perks.&lt;br /&gt;
* Firebug that reach perk level 5 and 6, is immune to self damage from incendiary grenades.&lt;br /&gt;
* Specimen will react to incendiary grenades on the ground and will try to move around it to minimize the damage.&lt;br /&gt;
* Initial explosion radius or incendiary is 420 units, it sprays flame waves in all directions clockwise and crosswise.&lt;br /&gt;
* Incendiary grenade base damage without perk bonuses is 80, however no other perk have access to incendiary grenades.&lt;br /&gt;
* Minimum tick damage is 3 and maximum tick damage is 4, interchanging between intervals randomly.&lt;br /&gt;
* Self burn duration is 7.5 seconds default. Damage dealt in half second ticks then halved again. Healing reduces afterburn duration.&lt;br /&gt;
* Afterburn duration is 10 seconds default for specimen. Can cause [[Glossary#crisped|crisped]] state on durable specimen.&lt;br /&gt;
* Incendiary grenade has a damage fall off from the blast center, numbers are taken into account that specimen collide with the grenade on explosion.&lt;br /&gt;
* Specimen take 50% more damage from direct hit incendiary projectiles, this also apply to incendiary grenades.&lt;br /&gt;
* [[Fleshpound]]s are highly resistant to afterburn and takes half damage from incendiary impacts.&lt;br /&gt;
* [[Husk]]s are between 75% and 87% resistant to incendiary grenades depends on difficulty level. [[Bloat]]s are 50% weaker to direct incendiary blasts.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*Player can not cook grenade fuse by holding them down but any kind of explosive damage or incendiary splash easily sets them off and they can be stacked tightly to create a barrage for a creating a chain explosion. When set off prematurely by incendiary splash, grenades tend to spread more shrapnels and gets slightly increased area of effect.&lt;br /&gt;
*&amp;quot;Stacking&amp;quot; grenades is a good way to kill powerful specimens especially [[Fleshpound]]s without expending a lot of resources as they&#039;re weaker against explosive damage. However, Fleshpound&#039;s enrage animation is always shorter than grenade fuse timer due to that as Fleshpound starts to gain movement speed at higher difficulties players supposed to enrage him on top of stacked grenades after an initial nade toss right away to stack some more right after.&lt;br /&gt;
*[[welder|Welding]] a door for specimens to break and then throwing many Grenades when the door breaks would most likely kill all the specimens who broke the door. However, if timed wrongly, the door will be destroyed by the Grenades thrown and will not damage the specimens behind it.&lt;br /&gt;
*[[Fleshpound]] appear to be 50% resistant against incendiary grenades of [[Firebug]] however they seem to be comparably weaker against [[Field Medic]]&#039;s neuro/heal gas grenades or have no resistance against it. At the same circumstances, [[Scrake]] succumbs to stacked incendiary grenades quicker as its damage per second is massive but resists staying inside neuro gas for longer compared to pure fire damage as damage over time of heal gas is low.&lt;br /&gt;
*[[Sirens]] are capable of exterminating grenades thrown at their way, regardless of their type. This denies the assault against Fleshpound unless piercing fire or explosive shots paired with the grenade barrage to keep&#039;em silent. When both are not optional repetitive gunfire from assault or battle rifles will cause Siren to stall and listen for changing target instead of acting hastily.&lt;br /&gt;
*[[Husks]] can shoot at tossed grenades if you&#039;re bold enough to throw one when staring at them in high difficulties. They can shoot from corners with ease, denying your engage against Fleshpound and kill you in a one fell swoop in the process. At the face of a combinated attack from up close, someone else have to take their attention or you will fail to deal burst against Fleshpound in a timely manner and possibly get yourself killed.&lt;br /&gt;
*Dropping a grenade at your feet at low difficulties can be useful when surrounded. It can sometimes kill everything around you while leaving you at low health thanks to low starter difficulties having very small penalty for self-damage while it gradually increase for higher difficulty scales. Specimens not killed outright will likely be staggered for a short time, giving you an opportunity to retreat. &lt;br /&gt;
*For the [[Firebug]] at level 5+, being caught in the blast of your own incendiary grenade does no damage at all. This provides a useful tactic for &#039;pest control&#039; when surrounded by crawlers. Even at level 3 or 4, the fire damage is tolerable, with body armour on.&lt;br /&gt;
*The medic&#039;s grenade is useful as an utility when dealing with masses of weak specimens for struggle at ground control, so rather than waste them trying to combat a large foe when panic situation is going, deploy them among a group of wounded teammates to heal everyone within the area of effect. This means that you can heal teammates from a range without medic guns, and you can heal yourself without using the syringe&#039;s alt-fire or the quickheal button.&lt;br /&gt;
*For the medic, deploying a grenade at your feet is amazingly useful, it heals you and damages any zed that is close enough to attack you by melee, and any teammates that come to your aid will also be healed. &lt;br /&gt;
*Some players like to employ &#039;suicide grenades&#039; in a hopeless situation: dropping all remaining grenades just before death can be a good way to weaken a powerful enemy and help the rest of the group - and to kill as many specimens as possible so that you get more money at the respawn.&lt;br /&gt;
*Grenades can deal blunt damage when thrown on specimen. Gibbing any corpse on their way or killing weak ones.&lt;br /&gt;
*On higher difficulties like Suicidal or Hell on Earth; where specimen gains extra speed, they can successfully avoid grenades. For preventing your grenade to be wasted, you should kite them a bit towards the grenade by running back. All specimen have a tendency to chase you but when you stand still or lose eye sight with them, they&#039;ll try and avoid grenades tossed at them.&lt;br /&gt;
*Each grenade has a slightly different fuse time it can vary from 2 to 3 seconds which can result in more or less stacked grenades. It is possible with the right timing to stack up to 8 grenades as mid-level support or demo.&lt;br /&gt;
*It is possible to throw 2 grenades on one button press for example on X. First open console ingame and type:&lt;br /&gt;
 set input x throwgrenade | onrelease throwgrenade&lt;br /&gt;
now you can throw 2 grenades fast at one press of x button. Useful for stacking.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*2-3 Grenades can be thrown in one second.&lt;br /&gt;
*&amp;quot;Stacking&amp;quot; of Grenades is allowed.&lt;br /&gt;
*Grenades inflict 100% &#039;&#039;&#039;more&#039;&#039;&#039; damage to [[Fleshpound]]s&lt;br /&gt;
*Can effectively eliminate clusters of specimens.&lt;br /&gt;
*Sometimes the only way to escape after being surrounded.&lt;br /&gt;
*([[Field Medic]], [[Firebug]]) Dropping a perk&#039;s specialized grenades at one&#039;s own feet produces an AOE damaging effect while doing little to no damage to the user, in fact healing the [[Field Medic]].&lt;br /&gt;
*([[Field Medic]]) Unlike the healing of the Med-Syringe, the self-healing of the medic grenade &#039;&#039;&#039;does&#039;&#039;&#039; level the player&#039;s Medic perk when used on Solo and Multiplayer. This allows players to (admittedly, very slowly) level their [[Field Medic]] perk in Solo mode, by doing self-damage and dropping a grenade, or by allowing zeds to partially injure you.&lt;br /&gt;
*Experienced [[Field Medic]]s may use their special Grenade&#039;s area of effect against raging Fleshpounds to have certain control over their movement similar to this can be done with a regular grenade, but Medic grenades effect last longer.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Unsellable as they use up one kilogram,no matter how many grenades you currently own.&lt;br /&gt;
*Blast radius can easily kill the thrower, if careless. (Does not count for [[field medic]] or a high level [[firebug]] grenades)&lt;br /&gt;
*Expensive (£40 per grenade).&lt;br /&gt;
*Grenades bounce off of enemies and other objects, and may thus explode near the player who threw them.&lt;br /&gt;
*May break welded doors and gates accidentally.&lt;br /&gt;
*([[field medic]],[[firebug]]) very low burst damage.&lt;br /&gt;
*([[support specialist]]) self-damage gets increased as well, making accidental self-killing more an issue.&lt;br /&gt;
*Due to their long fuse, grenades are very vulnerable to [[Siren]] screams.&lt;br /&gt;
*On Suicidal and Hell on Earth difficulties, specimens become better at avoiding grenades.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Exploits==&lt;br /&gt;
*A [[field medic]] can use his specialized grenades to self-heal, which, contrary to Med-syringe self-heal, counts toward the player&#039;s perk, despite that he is not healing teammates. It also displays a heal-message regardless of owner of heal grenade.&lt;br /&gt;
*Since Spectators are &amp;quot;neutral&amp;quot;, they can damage both humans and specimens. This can be exploited with grenades as a method of griefing by throwing them near teammates and quickly spectating before the detonation to severely damage or kill them.&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category: Commando equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Single_Piston_Long_Musket&amp;diff=157</id>
		<title>Single Piston Long Musket</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Single_Piston_Long_Musket&amp;diff=157"/>
		<updated>2021-04-27T22:25:01Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot; {{Stub}}   {{Equipment info | name        = Single Piston Long Musket | image       = Dirty Trader Single Piston Long Musket.png | perk        = sharpshooter | cost        =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Stub}} &lt;br /&gt;
&lt;br /&gt;
{{Equipment info&lt;br /&gt;
| name        = Single Piston Long Musket&lt;br /&gt;
| image       = Dirty Trader Single Piston Long Musket.png&lt;br /&gt;
| perk        = sharpshooter&lt;br /&gt;
| cost        = 1500&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| ammo-load   = 10&lt;br /&gt;
| ammo        = 7&lt;br /&gt;
| ammo-type   = clip&lt;br /&gt;
| ammo-total  = 80&lt;br /&gt;
| ammo-cost   = £20 – £140&lt;br /&gt;
| power       = 65&lt;br /&gt;
| range       = 95&lt;br /&gt;
| speed       = 35&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Single Piston Long Musket&#039;&#039;&#039; is a rifle for [[Sharpshooter|Sharpshooters]] that is only available to those who own the [[Community Weapon Pack 2]] DLC. Aesthetically modelled on the Lee Enfield Mk.2 bolt action rifle, it is in fact an upgraded version of the [[Lever-action rifle]], featuring a scope, roughly 30% more damage, and reloading an entire clip rather than one bullet at a time. However, it has same ammo carry capacity as the LAR, has the same weight, fires 5% slower, and is more expensive. Even for a level 6 sharpshooter it&#039;s still over two times the price of the LAR.&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style     = float: left&lt;br /&gt;
&lt;br /&gt;
|base_cost = 1500&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Base damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 180&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Head damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 360&lt;br /&gt;
|col2_inc0 = 10.22&lt;br /&gt;
|col2_inc1 = 20.95&lt;br /&gt;
|col2_inc2 = 38&lt;br /&gt;
|col2_inc3 = 55.999&lt;br /&gt;
|col2_inc4 = 82&lt;br /&gt;
|col2_inc5 = 125&lt;br /&gt;
|col2_inc6 = 140&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Price and Ammunition ===&lt;br /&gt;
The Musket has a base price of £1500; Sharpshooter receives a 10% discount of £150 per perk rank, pulling the price down to £450 at best. When bought it comes with a total of 4 magazines; players have to buy 4 more magazines to reach max capacity. Magazines hold 10 bullets total and have the same price tag as the Lever-action rifle bullets, costing £20 per magazine and it costs £160 total to refill an empty Musket. Sharpshooters do not get any discounts on ammunition.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Musket deals 180 damage per shot and has headshot multiplier of 2.0x. Compared to Lever-action rifle, it shares the same headshot multiplier but deals more damage per shot. Its headshot multiplier gains bonus from Sharpshooter perk, increasing the head damage up to 864 per headshot.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
* S.P. Long Musket, is a modified version of Lever-action rifle to take care of big targets from a distance with a scope, as being a counter-part to M14 EBR rifle which has laser-sight module to decap big specimen from close quarters relatively quick. People generally tend to use this rifle for everything but at late waves it causes some ammunition problems and it&#039;s not a great weapon for crowd control, so pairing it with [[Handcannon]], [[MK23]], .44 [[Magnum]] or at least [[M14 EBR]] is required to spare ammunition of Musket for critical threats and big targets.&lt;br /&gt;
* Musket&#039;s biggest downside would be uninterruptible magazine reload. When you are [[Glossary#Kiting|kiting]] away or need to get away from a mayhem causing breach with casualties, reloading the rifle at the choke points ahead just might be your impending demise. Try to keep the musket for spare and don&#039;t reload it hastily until you are moving through long straight hallways or vast open areas that you can deny ahead spawns with sightline. Unless you&#039;re swarmed or blocked by trash specimen, accurate Musket&#039;s headshots would allow you to use a side arm like pistols or another rifle to spare its ammo and manage reloads.&lt;br /&gt;
*When fired from the hands of a level 6 sharpshooter; 5 headshots can kill a [[Fleshpound]] and 4 headshots kill a [[Scrake]] in 6-man [[Difficulty#Hell_on_Earth|Hell on Earth]] difficulty. It is possible to stun a Scrake as a level 5 Sharpshooter by a headshot from it, unlike Lever-action&#039;s requirement of being level 6 to do the same. Like Lever-action rifle and M14 EBR, Fleshpound only has 25% resistance against its bullets from headshots, unlike their general 50% innate resistance to everything else. This alone, makes it a pretty nice sidegrade to use at higher difficulties.&lt;br /&gt;
* Counter-intuitively, the tip of the arrow is not the actual center of the scope. The actual center is the middle of the arrow. The arrow, reaches just a bit higher than the actual center of aim. Just line up the sights and use the middle of the arrow to aim at specimens heads.&lt;br /&gt;
* When engaging big specimen like Scrake and Fleshpound standing your ground for clear shots is important. That is mostly ensured by doing controlled shots, and getting trash quickly killed before you engage the main threat. When carrying this rifle a panic situation of abusing rate of fire which causes recoil or moving around may ruin things for you. Because of obstructive sights Sharps generally use hipfiring combos to big targets and that requires contact with trash zeds and close quarter fending before going in for the big hit.&lt;br /&gt;
* Musket deals 180 damage per shot, that&#039;s not only enough to kill a [[Crawler]] in one shot right away but also can kill a [[Stalker]] at any difficulty. Backdraw is wasting such powerful ammunition with burst damage potential on trash specimen and 5% slower fire delay compared to [[Lever-action rifle]]. This downside hardly comes into play as Musket has plenty of ammunition and it&#039;s not hard to drop medium grade meat shield specimen such as [[Gorefast]]s and [[Bloat]] as long as you have considerable distance.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
* Overall an upgrade to the [[Lever-action rifle]];&lt;br /&gt;
* Added scope for improved accuracy;&lt;br /&gt;
* Fast magazine based reload;&lt;br /&gt;
* Relatively lightweight at 6 weight blocks for its power;&lt;br /&gt;
* Able to carry it with M14 EBR for added firepower and more overall ammo;&lt;br /&gt;
* One-shot [[Stalker]]s and [[Crawler]]s at any difficulty;&lt;br /&gt;
* Can stun a Clot or [[Gorefast]] with a bodyshot;&lt;br /&gt;
* Causes [[Glossary#flinch|mini flinches]] on [[Scrake]] even from a bodyshot or headshot;&lt;br /&gt;
* Able to cause [[Glossary#flinch|heavy flinch]] on Scrake as early as level 3;&lt;br /&gt;
* Able to [[Glossary#stun|stun]] a Scrake with headshots when used by level 5+ Sharpshooter;&lt;br /&gt;
* [[Fleshpound]]s have only 25% resistance to its laser bolts just like [[Lever-action rifle|LaR]];&lt;br /&gt;
* Able to [[Glossary#stun|stun]] a [[Husk]] even from an off perk headshot;&lt;br /&gt;
* Higher damage than Lever-action rifle per shot;&lt;br /&gt;
* Lower recoil than the Lever-action rifle;&lt;br /&gt;
* Cheaper than M14 and Crossbow for high level Sharpshooters.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
* Required DLC first to be unlocked and bought from trader;&lt;br /&gt;
* More expensive than Lever-action rifle;&lt;br /&gt;
* Costly price tag for off perk users;&lt;br /&gt;
* Slightly slower rate of fire than the Lever-action rifle;&lt;br /&gt;
* Reloading sequence is uninterruptible;&lt;br /&gt;
* Reloading while looking through the scope obscures vision;&lt;br /&gt;
* Not a great weapon for crowd control or recovery, hard to sustain;&lt;br /&gt;
* Shots don&#039;t pierce, inefficient against [[Patriarch]]&#039;s minigun stance;&lt;br /&gt;
* Confusing scope design;&lt;br /&gt;
* The DLC must be bought before the weapon can be bought in game.&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Sharpshooter equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=M99_AMR&amp;diff=156</id>
		<title>M99 AMR</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=M99_AMR&amp;diff=156"/>
		<updated>2021-04-27T22:24:46Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = M99 AMR | image       = Trader_M99.png | perk        = sharpshooter | cost        = 3500 | weight      = 13 | ammo        = 25 | ammo-type   = si...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = M99 AMR&lt;br /&gt;
| image       = Trader_M99.png&lt;br /&gt;
| perk        = sharpshooter&lt;br /&gt;
| cost        = 3500&lt;br /&gt;
| weight      = 13&lt;br /&gt;
| ammo        = 25&lt;br /&gt;
| ammo-type   = single&lt;br /&gt;
| ammo-note   = £250 – £6250&lt;br /&gt;
| power       = 95&lt;br /&gt;
| range       = 100&lt;br /&gt;
| speed       = 30&lt;br /&gt;
| achievements= yes &lt;br /&gt;
| ach1        = The Big One&lt;br /&gt;
| ach2        = Rippin&#039; It Up &lt;br /&gt;
}}&lt;br /&gt;
{{quote text|M99 50 Caliber Single Shot Sniper Rifle - The ultimate in long range accuracy and knock down power.|Trader description}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M99 Anti-Materiel Rifle&#039;&#039;&#039; is a sniper rifle that was introduced during the [[Summer Sideshow]] 2012 event.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The sharpshooter perk gives various bonuses for the M99 AMR. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The values in this table are derived from the SDK. However, they have not gone through extensive testing &amp;amp; therefore may not be 100% accurate.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left;&lt;br /&gt;
|base_cost = 3500&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Base damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 675&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Head damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 1518&lt;br /&gt;
|col2_inc0 = 10.22&lt;br /&gt;
|col2_inc1 = 20.95&lt;br /&gt;
|col2_inc2 = 38&lt;br /&gt;
|col2_inc3 = 55.999&lt;br /&gt;
|col2_inc4 = 82&lt;br /&gt;
|col2_inc5 = 125&lt;br /&gt;
|col2_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col3_name = Reload time (s)&lt;br /&gt;
|col3_func = round&lt;br /&gt;
|col3_func_arg2 = 2&lt;br /&gt;
|col3_base = 4.376&lt;br /&gt;
|col3_inc0 = 0&lt;br /&gt;
|col3_inc1 = -9.09&lt;br /&gt;
|col3_inc2 = -16.666&lt;br /&gt;
|col3_inc3 = -23.07&lt;br /&gt;
|col3_inc4 = -28.57&lt;br /&gt;
|col3_inc5 = -33.333&lt;br /&gt;
|col3_inc6 = -37.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The base price of the M99 AMR is £3500. This can be reduced at intervals of £350 with the Sharpshooter perk, down to £1050 at level 6. The cost of ammunition is £250 per bullet, and £6250 for a full refill. At the initial buy M99 comes with a total of 5 shots free of charge, one loaded and 4 to spare. Sharpshooter perk does not get any discount to the ammunition per level.&lt;br /&gt;
&lt;br /&gt;
Ammunition was much cheaper when the weapon was first released, Originally £20 per round, but increased to £250 by a patch, possibly to balance the power of the rifle making any lower tier weapon obsolete.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
&lt;br /&gt;
The M99 does a base damage of 675 with a 2.25 headshot multiplier.  For each target that the bullet penetrates, the bullet loses 20% of its current damage potential; for example, if three targets are struck in the body by one bullet, then the third target receives {{nowrap|1=⌊675 × 0.8&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;⌋ = 432}} damage. This long anti-material rifle has a lengthy reload of 4.376 seconds which can be diminished by Sharpshooter perk bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
Because of the huge cost of ammunition for the M99, it is advised that the Sharpshooter uses the M99 only for the [[Scrake]] and [[Fleshpound]] when not in a dire situation. It is often necessary for other members of the team to contribute large amounts of money so that the Sharpshooter has enough ammunition for each wave. When you decided to go for this rifle, remember to completely fill your [[9mm tactical pistol]] ammo at least once before buying M99 as pistol ammunition can dry up fast between waves. It is also advised that some ammo boxes scattered around the map spared for Sharpshooter to pick up, as it can save hundreds of pounds, containing two M99 shots worthy of £500. Heading to the [[trader]] early enough will give you such opportunities to grab ammo packs and dump the rest at the remaining threats.&lt;br /&gt;
&lt;br /&gt;
If at a dire situation try to buy extra ammunition by guessing the maximum amount of big specimen in a way, nearly exhaust all of its ammunition &#039;till the end of wave then try to sell and re-buy M99 again. M99 sells for a good amount at level 6 for £787 and can be bought for £1050 again which comes with 5 ammunition loaded in. That means, at the cost of £263 difference which is slightly over a single ammo, re-buying for an empty M99 still means you get one ammo loaded in for almost free of charge. Unless very close to the trader, M99 carrying player shouldn&#039;t risk dropping it to grab and sale random weapon spawns. A better approach would be buying this rifle by wave 6 in a medium or long game, and managing it by re-buys along the rest of the rounds and adding one-two extra ammo as wave progress and you see fit. Deciding a re-buy should depend on whether an ammo box acquired on your way to trader to bring ammunition count above 5, would be the right take. If you have no shots left or lower than 2 with one loaded in already as you move to the trader, skip the ammo box for your teammates as you&#039;ll re-buy.&lt;br /&gt;
&lt;br /&gt;
Dying with this rifle at hand means a huge economic loss for team and besides brutal firepower. Losing M99 to a simple casualty, wouldn&#039;t allow you to recover from the already heavy burden it brought upon the team, going back to the [[Crossbow]] might not have the same intended efficiency against multiple big threats as the only Sharpshooter in team. Always remember, it&#039;s best to be a second Sharpshooter if you&#039;re opted to get this sniper rifle or plan on being around a good [[Support Specialist]] and [[Demolition]] for dealing with anything where you fall short like mass trash clearing or taking down multiple big targets scattered around. Loading it up fully to leave your team depending on scraps should not be your purpose when you can sustain it longer along the waves with re-buys and minimal help from your teammates by soaring ammo boxes on your way to trader.&lt;br /&gt;
&lt;br /&gt;
If used by a level 5 Sharpshooter, the M99 can kill the [[Scrake]] with a single headshot on Hell on Earth difficulty with 6 players, and body shots stun them at any level or off-perk use. The [[Fleshpound]] has a 50% damage resistance to the M99 AMR, as is the case for most weapons. It is thus not possible to one-shot a Fleshpound on [[difficulty#Hell_on_Earth|Hell on Earth]] difficulty with three or more players, Suicidal with four or more, or Hard with five or six, because its head health exceeds the damage that can be dealt through a single headshot. While playing solo on [[difficulty#beginner|Beginner]] difficulty, level 2 [[Sharpshooter]] can kill the [[Patriarch]] with one headshot.&amp;lt;br/&amp;gt;&lt;br /&gt;
However, unlike the [[Compound crossbow]], the M99&#039;s damage is not reduced against the Scrake or Fleshpound on any high difficulty such as [[Difficulty#Suicidal|Suicidal or Hell on Earth]], making it extremely powerful and worth taking the risk. A level 4 Sharpshooter can one-shot a Scrake on Hell on Earth with 5 players in the server or leave its head health just two 9mm headshots away from a kill on 6 players, and a level 6 Sharpshooter can one-shot a Fleshpound on Hell on Earth with 2 players.&lt;br /&gt;
&lt;br /&gt;
In addition, the M99 can kill many large threats at once, such as multiple [[Scrake]]s and [[Fleshpound]]s if their heads are aligned. Big specimen aligning for your piercing shots can be a rare occassion and sometimes even come with the cost of massive trash specimen in the vicinity of bigger ones which you shouldn&#039;t dare to attack or wait for a grenade barrage to the farthest ones from your fellow teammates with capable perks for them to be aligned. A level 6 sharpshooter can kill up to two Scrakes at once from a single piercing headshot and stun the following third one. Against multiple Fleshpounds, if their head hitboxes align it&#039;s possible to dispatch both by 3 shots considering level 6 Sharpshooter never missed and stacked the headshot to both at the very first attempt.&lt;br /&gt;
&lt;br /&gt;
When forced to fire the M99 at lesser specimens, try to take advantage of the bullet&#039;s penetration and line up your shots to kill as many as possible. Headshots are not necessary against the [[Gorefast]] or any specimen with less health as it can stun them with ease or outright kill them. When you feel like getting swarmed however, the slow reload of M99 can make things turn for the worse. Because the M99 is so heavy, most of the time you will be forced to use the 9mm pistol efficiently or to wield a weak melee weapon like [[Machete]] for mobility when swarmed. At a sufficiently high level of Sharpshooter, you can decapitate most specimens with one 9mm shot even on Hell on Earth difficulty and Machete will be sufficient to decapitate basic [[Clot]]s to keep them away, but you will likely require assistance against the [[Husk]], [[Siren]], or a large group of [[Crawler]]s.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Extremely high damage.&lt;br /&gt;
*Larger specimens don&#039;t have any resistance against the bullets.&lt;br /&gt;
*Penetrating shots.&lt;br /&gt;
*Equipped with a long-range scope for accuracy.&lt;br /&gt;
*Ability to stun Scrakes &amp;amp; Husks with bodyshots even when used off-perk.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Tied for heaviest weapon in the game, leaving only one other block available for non-[[Support specialist|support]] perks;&lt;br /&gt;
*Long reload time when low level, or off-perk.&lt;br /&gt;
*Requires reloading after every shot.&lt;br /&gt;
*Most expensive ammunition in the game at £250 per bullet, and £6250 for a full refill.&lt;br /&gt;
*Low ammo count.&lt;br /&gt;
*Certainly needs help of a crowd control class in order to be effective.&lt;br /&gt;
*Huge recoil. Some players may suffer slight disorientation for a split second after each shot.&lt;br /&gt;
*High cost of ammo means its horribly uneconomical to use for anything but the patriarch, and even on harder difficulties, affording the bullets for it will be nearly impossible.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
The M99 AMR is a Barrett M99 with an urban grey and black camouflage.&lt;br /&gt;
&lt;br /&gt;
==Bugs and exploits==&lt;br /&gt;
&lt;br /&gt;
*The M99 auto-reloads itself even when another weapon is switched out. This is due to the animation that prevents you from shooting even though the shot is loaded.&lt;br /&gt;
*If shot at a door, the bullet will get stuck in it for a short period of time before disappearing. Interacting with the door before the bullet vanishes will release it and continue its travel.&lt;br /&gt;
*Sometimes, when video settings-scope details are set to Model (Low/High), aiming down the sights will cause the scope lens to be blacked out, causing zero visibility through the scope and it becomes virtually useless at aiming. This can be fixed by setting video settings-scope detail to Textured. &lt;br /&gt;
*If a Sharpshooter Rank 6 fires this weapon, they will notice the recoil is only slightly reduced, and instead the muzzle climb is slowed down.&lt;br /&gt;
*Scope bug fix by TheFear: open file \KillingFloor\System\KillingFloor.ini with any text editor. Find and replace UseStencil=True with UseStencil=False. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Specimens]]&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sharpshooter equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=M14_EBR&amp;diff=155</id>
		<title>M14 EBR</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=M14_EBR&amp;diff=155"/>
		<updated>2021-04-27T22:24:31Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{main|text=For the &amp;#039;&amp;#039;Killing Floor 2&amp;#039;&amp;#039; weapon, see M14 EBR (Killing Floor 2).}}  {{Weapon Info | name        = M14 EBR | image       = Trader_M14.png | perk        =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|text=For the &#039;&#039;[[Killing Floor 2]]&#039;&#039; weapon, see [[M14 EBR (Killing Floor 2)]].}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Info&lt;br /&gt;
| name        = M14 EBR&lt;br /&gt;
| image       = Trader_M14.png&lt;br /&gt;
| perk        = sharpshooter&lt;br /&gt;
| cost        = 2500&lt;br /&gt;
| weight      = 8&lt;br /&gt;
| ammo-load   = 20&lt;br /&gt;
| ammo        = 7&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 160&lt;br /&gt;
| ammo-cost   = £15 – £120&lt;br /&gt;
| power       = 63&lt;br /&gt;
| range       = 96&lt;br /&gt;
| speed       = 34&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Dot of Doom&lt;br /&gt;
| ach1i       = Dot of Doom.jpg&lt;br /&gt;
}}{{quote text|An M14 Enhanced Battle Rifle - Semi Auto variant. Equipped with a laser sight.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;M14 Enhanced Battle Rifle&#039;&#039;&#039; is a highly accurate semi-automatic battle rifle designed for [[sharpshooter]]s. It is largely considered superior to the [[lever-action rifle]] due to its higher rate of fire and ammo capacity, its magazine based reload system, and its mounted laser module. However it actually has a considerably lower damage per shot than the lever-action; almost half the damage per shot, although M14 has a unique headshot multiplier of x2.25, unlike the lever-actions&#039; multiplier of x2.0.&lt;br /&gt;
&lt;br /&gt;
The M14&#039;s headshot damage capabilities are much less than the [[Crossbow]]&#039;s, as it has far lower base stats and multipliers. It also cannot penetrate and kill multiple opponents like the Crossbow can. While not even half as damaging per shot, the M14 can be fired much more quickly than the Crossbow, with enough damage to generally surpass the Crossbow in damage per second. This practicality of applied force, coupled with the laser sight, make the M14 more versatile in general use against both weak and strong foes.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The sharpshooter perk gives damage, headshot damage and reload speed bonuses, as well as a discount for the M14 EBR. The damage values can vary up to 15% below the listed values.&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float:left;&lt;br /&gt;
|base_cost = 2500&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Base damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 80&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Head damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 180&lt;br /&gt;
|col2_inc0 = 10.22&lt;br /&gt;
|col2_inc1 = 20.95&lt;br /&gt;
|col2_inc2 = 38&lt;br /&gt;
|col2_inc3 = 55.999&lt;br /&gt;
|col2_inc4 = 82&lt;br /&gt;
|col2_inc5 = 125&lt;br /&gt;
|col2_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col3_name = Reload time (s)&lt;br /&gt;
|col3_func = round&lt;br /&gt;
|col3_func_arg2 = 2&lt;br /&gt;
|col3_base = 3.366&lt;br /&gt;
|col3_inc0 = 0&lt;br /&gt;
|col3_inc1 = -9.09&lt;br /&gt;
|col3_inc2 = -16.666&lt;br /&gt;
|col3_inc3 = -23.07&lt;br /&gt;
|col3_inc4 = -28.57&lt;br /&gt;
|col3_inc5 = -33.333&lt;br /&gt;
|col3_inc6 = -37.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
At £2500 base price the M14 is one of the more expensive weapons in the game, sharing its price tag with the [[SCARMK17]]. This price is reduced in intervals of £250 based on your [[Sharpshooter]] level down to a current minimum of £750. Since no perk offers changes to ammo capacity or cost for the M14 it remains a static cost of £15 per magazine and £105 for a full refill. When initially bought, M14 comes with 60 bullets total allowing 2 spare magazines with 20 bullets loaded in and carries a total of 8 magazines.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The M14 has a very high potential sustained damage output. It can fire its full load of 20 bullets in 4.75 seconds. And in the hands of a capable level 6 sharpshooter, it can deal up to 8640 damage in this time frame; making it quite impressive compared to performance of Lever-action. For a level 6 sharpshooter, pure headshots deal 1818.95 dps before reload and 1261 dps after reload. However, this figure is over five times lower without headshots, making accuracy a necessity against powerful targets; a feat made easier by the laser module. Without headshots, M14 barely deals about 1600 damage total from 20 shots loaded in magazine dealing 361 dps before a reload and with off-perk use headshots it deals about 3600 damage at most for 757 dps before reload. For after reload figures bodyshots only deal 197.14 damage per second and headshots dealing 443 damage per second after reload.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
Due the intrusive nature of the M14&#039;s iron-sights they are largely ineffective at short to medium range, necessitating the ability to effectively aim with without them. This is mostly mitigated by the laser module, toggle-able with alt-fire (and needing no power supply), which effectively acts as a crosshair. This allows the weapon to be effective even at short range, where players can easily maintain their fire on a specimen&#039;s head.&lt;br /&gt;
Most of the time Sharpshooters prefer to pair M14 with [[Lever-action rifle]] to take out targets and long ranged threats from a distance and handle big targets easily. M14 can be pretty effective tool for hectic Sharps, dual [[Handcannon]]s or [[MK23]] are viable with it for more mobility also. While the [[Crossbow]] and the [[M99 AMR]] are best used for taking down powerful foes in a single headshot, the M14 is more general purpose, good at killing lesser beasties while still doing respectable damage to the bigger specimens.&lt;br /&gt;
&lt;br /&gt;
Against [[Clot]]s, [[Crawler]]s, [[Stalker]]s, [[Gorefast]]s, and [[Bloat]]s a single headshot is enough in all situations. For a lvl6 Sharpshooter, only medium threats like [[Siren]] and [[Husk]] at Hell on Earth with 6 alive players require 2 headshots. With the penalty impacting the headshot damage of [[9mm tactical pistol]] in Hell on Earth, M14 stays as the only reliable way of getting rid of Gorefasts in one shot.&lt;br /&gt;
For bigger targets like [[Scrake]]s and [[Fleshpound]]s, it may require up to 6-10 headshots as a level 6 sharpshooter, depending on the difficulty level and number of players in the server. Fleshpound has a unique resistance against M14 EBR and [[Lever-action rifle]] shots of 25%. For an experienced Sharpshooter a Fleshpound can be taken out in merely 2.25 seconds with 10 accurate headshots at maximum. For the Scrake, 7 headshots at most will be enough to take him down as level 6 Sharpshooter, but he eventually will enrage after 3-4 rapid headshots and start his enraged dash.&lt;br /&gt;
&lt;br /&gt;
In Hell on Earth difficulty, the M14 is actually preferred over the Crossbow against Fleshpounds due to their innate resistance to Crossbow headshots and abundant ammo pool to deal with every target. However, the technique to perform this kill has a very little room for error and requires as many as 10 perfectly placed headshots in less than 3 seconds.&lt;br /&gt;
To achieve that player must watch the Fleshpound&#039;s head and keep it under control while it&#039;s curling down and letting up a roar, when Fleshpound closes its arms in frustration it&#039;s required to focus shots on its neck and when he whips out his head with a loud roar player should focus on infront of its face. Along the animation, Fleshpound also turns his head and this may cause a careless Sharpshooter to miss the opportunity. M14 recoils hastily on rapidfire and that causes the second and after bullets hitting below laser pointer as weapon kicks upwards, so shots must be controlled and be done in a calm manner. &lt;br /&gt;
&lt;br /&gt;
By level3 perk bonuses from Sharpshooter, a 6 player health Hell on Earth difficulty Fleshpound can be killed in 15 well put shots but this requires abit of pre-damage. It&#039;s possible to kite and pre-damage Fleshpound by single fire taps until the desired distance to start the rifle combo is possible as they don&#039;t enrage at the first headshot if taps paced by 2 seconds. This may require a casual grenade toss for him to evade and reset the sightline timer at long distances. Higher Sharpshooter levels, such as level 5 and level 4 can do it in 11-12 headshots from M14 respectively and barely different than a level 6. M14 is a reliable weapon to be targeted at high-mid levels always but at low perk levels the discount gates player off or slows them down until you survive the penultimate wave to boss confrontation.&lt;br /&gt;
&lt;br /&gt;
As for Scrakes, players can walk up to them and mini-flinch them to death with M14 &#039;till their head pop and decapped. Even an off-perk player like a [[Field Medic]] or [[Commando]] can walk up to a Scrake and flinch lock them with repetitive M14 shots as long as they lead the initial shots properly to control the follow up. Yet, it will take half to nearly entire magazine, up to about 17 headshots, varying on difficulty level and alive player count, unlike a Sharpshooter.&lt;br /&gt;
Dealing with Scrakes seems abit easier when you estimate the enrage time because they have no rage animation and can be flinched as long as you&#039;re accurate. As a high level Sharpshooter, player can harass Scrake from far away to enrage it with flinching headshots to depart away from a threatening looking group of specimen. Controlled shots for mitigating recoil and tracking Scrake&#039;s head is required for recovering from recoil of shots and finish him. Long range controlled shots require precision and some forethought for Scrake&#039;s potential pathing on his dash as he&#039;ll go around specimen and steer.&lt;br /&gt;
&lt;br /&gt;
Against [[Patriarch]], M14 is not a preferable weapon unless you can manipulate his attacks and can take cover properly. When Patriarch spins up minigun, all non-piercing rounds don&#039;t work on his head and all piercing rounds work with lower efficiency. For that fact alone, M14 or other non-piercing perk rifles shouldn&#039;t be a weapon to be picked in the final boss wave. Being unable to headshot is a huge penalty for Sharpshooter and they can not cover that up with high fire rate or damage over time effects like other perks. Only way to utilize semi-auto or single shot perk rifles properly would be having a reliable teammate who can melee lock Patriarch in position for you to focus on its head.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Semi-automatic fire rate;&lt;br /&gt;
*Large 20-round magazine;&lt;br /&gt;
*High damage per second capabilities;&lt;br /&gt;
*Moderately powerful;&lt;br /&gt;
*Cheap ammo magazines;&lt;br /&gt;
*Low spread;&lt;br /&gt;
*High headshot multiplier of 2.25x;&lt;br /&gt;
*Reliably decapitates lesser specimens on headshot;&lt;br /&gt;
*Dispatches medium specimen in 3 headshots at most off perk;&lt;br /&gt;
*Can flinch lock [[Scrake]]s on headshot off perk use;&lt;br /&gt;
*Can kill [[Fleshpound]] and Scrake when sufficiently leveled on perk;&lt;br /&gt;
*Fleshpound only possess 25% resistance against its headshots;&lt;br /&gt;
*Equipped with a laser sight to aid with accuracy.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Expensive for a low-level Sharpshooter;&lt;br /&gt;
*Uninterruptible reload;&lt;br /&gt;
*Long reload delay;&lt;br /&gt;
*Recoils more than Lever-action rifle on rapid shots, higher maximum recoil;&lt;br /&gt;
*Intrusive iron-sights and high recoil, weak for sustaining long range shots;&lt;br /&gt;
*Limited ammo pool of 8 magazines, precision required;&lt;br /&gt;
*Shots do not pierce, near useless against [[Patriarch]] when he spin up minigun;&lt;br /&gt;
*Less damage per shot than [[Lever-action rifle]] or [[Crossbow]].&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
The M14 EBR as it appears in &#039;&#039;[[Killing Floor]]&#039;&#039; is based on a heavily customized Mark 14 Mod 0 Enhanced Battle Rifle, missing the scope, pistol grip, and gaining a laser aiming module and a fixed Sage CA-Mandatory Tactical Stock. It is also missing the ability to toggle between semi- and fully-automatic fire, this may be because the weapon appears to be a civilian competition and shooting match rifle, instead of the military-grade battle rifle.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Specimens]]&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sharpshooter equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Compound_crossbow&amp;diff=154</id>
		<title>Compound crossbow</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Compound_crossbow&amp;diff=154"/>
		<updated>2021-04-27T22:23:18Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = Crossbow | image       = Trader Crossbow.png | perk        = sharpy | cost        = 800 | weight      = 9 | ammo        = 36 | ammo-type   = bolt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = Crossbow&lt;br /&gt;
| image       = Trader Crossbow.png&lt;br /&gt;
| perk        = sharpy&lt;br /&gt;
| cost        = 800&lt;br /&gt;
| weight      = 9&lt;br /&gt;
| ammo        = 36&lt;br /&gt;
| ammo-type   = bolt&lt;br /&gt;
| ammo-note   = £20 – £720&lt;br /&gt;
| power       = 70&lt;br /&gt;
| range       = 100&lt;br /&gt;
| speed       = 58&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Hot Cross Fun&lt;br /&gt;
| ach1i       = Hot Cross Fun.jpg&lt;br /&gt;
| ach2        = Merry Men&lt;br /&gt;
| ach2i       = Merry Men.jpg&lt;br /&gt;
| ach3        = The Big Hunt&lt;br /&gt;
| ach3i       = The Big Hunt.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|Recreational hunting weapon, equipped with powerful scope and firing trigger. Exceptional headshot damage.|Trader description}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;compound crossbow&#039;&#039;&#039; is a powerful single-shot weapon. It has a very high damage per shot, can penetrate multiple targets, and has a massive headshot multiplier of 4&amp;amp;times;, compared to the 2&amp;amp;times; multiplier of the rifles and the default 1.1&amp;amp;times; multiplier of most other weapons. It is generally used either to pick off lines of weaker specimens earlier in the game or individual powerful specimens such as [[Scrake]]s and [[Fleshpound]]s. &lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The sharpshooter perk gives various bonuses with the crossbow, and at level 6 spawn in with one.&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style = float: left&lt;br /&gt;
&lt;br /&gt;
|col1_name = Base damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 300&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Head damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 1200&lt;br /&gt;
|col2_inc0 = 10.22&lt;br /&gt;
|col2_inc1 = 20.95&lt;br /&gt;
|col2_inc2 = 38&lt;br /&gt;
|col2_inc3 = 55.999&lt;br /&gt;
|col2_inc4 = 82&lt;br /&gt;
|col2_inc5 = 125&lt;br /&gt;
|col2_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col3_name = 0.5&amp;amp;times;&amp;amp;nbsp;head damage†&lt;br /&gt;
|col3_func = floor&lt;br /&gt;
|col3_base = 600&amp;lt;!--1200*0.5--&amp;gt;&lt;br /&gt;
|col3_inc0 = 10.22&lt;br /&gt;
|col3_inc1 = 20.95&lt;br /&gt;
|col3_inc2 = 38&lt;br /&gt;
|col3_inc3 = 55.999&lt;br /&gt;
|col3_inc4 = 82&lt;br /&gt;
|col3_inc5 = 125&lt;br /&gt;
|col3_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col4_name = 0.35&amp;amp;times;&amp;amp;nbsp;head damage‡&lt;br /&gt;
|col4_func = floor&lt;br /&gt;
|col4_base = 420&amp;lt;!--1200*0.35--&amp;gt;&lt;br /&gt;
|col4_inc0 = 10&lt;br /&gt;
|col4_inc0 = 10.22&lt;br /&gt;
|col4_inc1 = 20.95&lt;br /&gt;
|col4_inc2 = 38&lt;br /&gt;
|col4_inc3 = 55.999&lt;br /&gt;
|col4_inc4 = 82&lt;br /&gt;
|col4_inc5 = 125&lt;br /&gt;
|col4_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col5_name = Reload time&lt;br /&gt;
|col5_func = round&lt;br /&gt;
|col5_func_arg2 = 2&lt;br /&gt;
|col5_base = 1.8&lt;br /&gt;
|col5_inc0 = 0&lt;br /&gt;
|col5_inc1 = -9.09&lt;br /&gt;
|col5_inc2 = -16.666&lt;br /&gt;
|col5_inc3 = -23.07&lt;br /&gt;
|col5_inc4 = -28.57&lt;br /&gt;
|col5_inc5 = -33.333&lt;br /&gt;
|col5_inc6 = -37.5&lt;br /&gt;
&lt;br /&gt;
|col6_name = Cost per bolt&lt;br /&gt;
|col6_func = floor&lt;br /&gt;
|col6_base = 20&lt;br /&gt;
|col6_inc0 = 0&lt;br /&gt;
|col6_inc1 = -7&lt;br /&gt;
|col6_inc2 = -14&lt;br /&gt;
|col6_inc3 = -21&lt;br /&gt;
|col6_inc4 = -28&lt;br /&gt;
|col6_inc5 = -35&lt;br /&gt;
|col6_inc6 = -42&lt;br /&gt;
&lt;br /&gt;
|note = † Applies to the [[Fleshpound]] on Beginner to Hard [[difficulty]],&amp;lt;br /&amp;gt;and the [[Scrake]] on Suicidal and Hell on Earth difficulty.&amp;lt;br /&amp;gt;&lt;br /&gt;
‡ Applies to the Fleshpound on Suicidal and Hell on Earth.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The crossbow always costs £800 and always comes equipped with a partial load of 12 bolts when acquired anew. One bolt costs £20, making it one of the most expensive weapons to use in the game. However, the bolts are recoverable depending on where they land and the sharpshooter receives a discount on ammunition of 7% per level, up to a maximum of 42%.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
[[File:Crossbow-sights.jpg|thumb|right|The aiming sights of the crossbow.]]&lt;br /&gt;
Crossbow damage is flat 300 on a bodyshot with a generous x4.0 headshot multiplier and an astounding 0.8 pierce efficiency. For an off perk user headshot damage is always 1200 and reloads in 1.8 seconds. Only exception to offperk reload time is [[Commando]] which global reload bonus allows him to reload it in 1.33 seconds. For on perk use, on perk headshot multiplier and general headshot multiplier climbs equally per level with each gaining 10% headshot damage until level 6. Onperk bonuses improves the Crossbow headshot multiplier from 4.2x at level 0, up to 9.6x at level 6 and allows Sharpshooter to reload it 60% faster. A level 6 Sharpshooter is capable of reloading the bolt in 1.1 seconds and can deal up to 2880 damage per headshot.&lt;br /&gt;
&lt;br /&gt;
That huge damage spike only resisted by big specimen at [[Difficulty#Suicidal|high difficulty]] scales such as [[Fleshpound]]s and [[Scrake]]s, varying from 50% to 65%. This causes damage output and limited bolt count to become an obstacle at high difficulty levels besides accuracy of the bearer, considering the movement speed of these specimen when enraged.&lt;br /&gt;
&lt;br /&gt;
Piercing targets cause the targets beyond the initial take 20% less damage per pierce multiplicatively. For example, second target behind the first one will take 300 x 0.8 = 240 damage and third target will take {{nowrap|1=⌊300 × 0.8&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;⌋ = 192}}. Bolt shot can pierce as many targets as projectile collides until hits solid surface.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
When used against weaker specimens more interesting tactics can be used. Against a single specimen which can be killed in a single body shot aiming down them, and possibly jumping for a better angle, will cause the bolt to impact in the nearby floor behind them for quick recovery of the bolt after their demise. Against lines of specimens it can penetrate multiple targets, this can even be used against powerful specimens if multiple headshots can be lined up, although the bolt is usually not recoverable afterward.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the Crossbow is treated as a hitscan weapon, like most of the bullet-based weapons, so you do not have to adjust for gravity or travel time. It has projectile characteristics and its bolts can be recovered after taking the shot if it were to pierce the specimen and close enough before it vanishes from where it stuck. Care to conserve ammunition when possible; either by recovering nailed bolts from walls and ground or piercing a few weak specimen at the same time. A jumpshot would kill any weak specimen upclose and you can recover the bolt easily.&lt;br /&gt;
&lt;br /&gt;
Maneuvering into better positions, and forcing the specimens down paths where they have to come in a line can greatly help with this strategy. Changing the scope-type in the options to sprite based removes all scope sway (at the cost of the nice looking iron-sight model), allowing you to snipe on the run impeccably well. If you have room to maneuver, strafe to line up enemies. If you&#039;re on flat ground, lining up headshots on enemies of the same type (and thus the same height) can kill large amounts of foes quickly and efficiently. &lt;br /&gt;
&lt;br /&gt;
The headshot damage is enough to take out almost all normal [[specimens]] with a single headshot under all normal difficulties and player counts even when used as off perk. As for the Scrake and Fleshpound, as a level 6 Sharpshooter this weapon will headshot for one shot kills on Scrakes and two shot kills on Fleshpounds in low [[Difficulty|difficulties]] regardless of player count and solo games at all difficulties. Only exception is high player count [[Difficulty#Suicidal|Suicidal]] and [[Difficulty#Hell_on_Earth|Hell on Earth]] matches, where those specimen gain extra resistance against bolt headshots.&lt;br /&gt;
&lt;br /&gt;
This weapon is also extremely useful against Scrakes, as off-perk crossbow bolts can stun Scrakes if you headshot them when playing at difficulty levels lower than Suicidal. On Suicidal difficulty and above however, being a level 1+ Sharpshooter is required before it can be used to stun Scrakes. Limited bolt count of the weapon becomes a nuisance here and won&#039;t let the low level Sharpshooters take as many Scrakes as they want and damage output becomes a decisive factor when taking on [[Fleshpound]]s. &lt;br /&gt;
&lt;br /&gt;
While it takes 4 bolt headshots to stun and kill a single Scrake at 6 player, Hell on Earth or Suicidal game as a level 1 Sharpshooter; it takes 6-7 bolt headshots to kill a Fleshpound in the same setup. The long reload time between bolts will cause Fleshpound to retaliate freely after enraging at the first shot until focus fired. This lack of damage will force Sharpshooter to stay away from the specimen and this won&#039;t be an optimal approach as they can put their teammates at stake while not having aggression of the specimen.&lt;br /&gt;
&lt;br /&gt;
Being at least a level 4 Sharpshooter allow player to be more proficient and graceful while using Crossbow to push the bolt requirement per big specimen kill to be pretty close to level 6 results. A level 6 Sharpshooter can kill a Scrake in highest difficulty with 2 bolt headshots and a Fleshpound with 3-4 bolt headshots depending dealing damage to its head previous to letting it loose.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Extremely powerful, especially on headshot;&lt;br /&gt;
*Can stun [[Husk]]s with a bodyshot;&lt;br /&gt;
*Can dispatch [[Husk]]s and [[Siren]]s with a single headshot;&lt;br /&gt;
*Projectile based thus hit register is notably larger than hitscan counter-parts;&lt;br /&gt;
*Equipped with a long-range scope for accuracy;&lt;br /&gt;
*Reliably decapitates all small specimen;&lt;br /&gt;
*Capable of penetrating multiple targets with high 0.8 damage efficiency rate;&lt;br /&gt;
*No need to adjust for gravity;&lt;br /&gt;
*Reusable ammo.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Expensive ammunition;&lt;br /&gt;
*Low ammunition;&lt;br /&gt;
*Heavy at 9 blocks of weight;&lt;br /&gt;
*Spamming and whiffing is deemed ineffective also messes hitboxes of specimen that require precise aim;&lt;br /&gt;
*Scrakes have increased 50% headshot resistance against crossbow bolts at Suicidal and above difficulties;&lt;br /&gt;
*Fleshpounds have extra 30% headshot resistance on top of their innate resistance of 50% against crossbow bolts at Suicidal and above difficulties.&lt;br /&gt;
&lt;br /&gt;
==Bugs and exploits==&lt;br /&gt;
It is possible to use the crossbow scope&#039;s zoom on other weapons. To do this, you must set your scope quality to textured, then zoom in with the crossbow. Once zoomed in, switch to another weapon and toggle the iron-sight quickly after doing so. This is most effective with the [[Sharpshooter]] class and the [[Handcannon]]. The effect will be removed if the iron sights are lowered or the weapon is switched.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment navbox}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sharpshooter equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=Handcannon&amp;diff=153</id>
		<title>Handcannon</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=Handcannon&amp;diff=153"/>
		<updated>2021-04-27T22:23:02Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{main|text=For the &amp;#039;&amp;#039;Killing Floor 2&amp;#039;&amp;#039; weapon, see Desert Eagle.}}  {{Weapon Info | name        = Handcannon | image       = Trader Handcannon.png | description = 50...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|text=For the &#039;&#039;[[Killing Floor 2]]&#039;&#039; weapon, see [[Desert Eagle]].}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Info&lt;br /&gt;
| name        = Handcannon&lt;br /&gt;
| image       = Trader Handcannon.png&lt;br /&gt;
| description = 50 Cal AE handgun. A powerful choice for personal defence.&lt;br /&gt;
| perk        = sharpshooter&lt;br /&gt;
| cost        = 500&lt;br /&gt;
| weight      = 2&lt;br /&gt;
| ammo-load   = 8&lt;br /&gt;
| ammo        = 11&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 96&lt;br /&gt;
| ammo-cost   = £15 – £180&lt;br /&gt;
| power       = 71&lt;br /&gt;
| range       = 67&lt;br /&gt;
| speed       = 46&lt;br /&gt;
}}{{Weapon Info&lt;br /&gt;
| name        = Dual Handcannons&lt;br /&gt;
| image       = Trader Dual Handcannons.png&lt;br /&gt;
| perk        = sharpshooter&lt;br /&gt;
| description = &lt;br /&gt;
| cost        = 1000&lt;br /&gt;
| weight      = 4&lt;br /&gt;
| ammo-load   = 16&lt;br /&gt;
| ammo        = 5&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 96&lt;br /&gt;
| power       = 88&lt;br /&gt;
| range       = 67&lt;br /&gt;
| speed       = 46&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = We Have Ourselves a Cowboy&lt;br /&gt;
| ach1i       = We_Have_Ourselves_a_Cowboy.jpg‎&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|.50 caliber action express handgun. This is about as big and nasty as personal weapons are going to get. But with an 8 round magazine, it should be used conservatively.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;handcannon&#039;&#039;&#039;, a secondary weapon that is both formidable and expensive. The handcannon is mainly used as a back-up weapon for a [[Sharpshooter]] but is popular among all [[perks]] due to its power, range, and low weight—only two [[weight-blocks]]. It is possible to [[dual-wield]] Handcannons, but this limits the effectiveness of the [[iron-sights]] and does not increase ammo capacity. The handcannon is primarily for secondary use when things get troublesome (e.g.: groups of [[Crawler]]s, which can be dangerous to [[Berserker]]s) and is also a one-hit-kill to a Crawler. The handcannon also yields two advantages against [[Clot]]s over the [[9mm tactical pistol]] due to its ability to penetrate up to 5 enemies with each shot (each enemy taking half as much damage as the one before) and because it only takes one hit to destroy the head of a Clot and kill it consistently as opposed to its lesser counterpart.&lt;br /&gt;
&lt;br /&gt;
The handcannon may be found lying on the ground, randomly spawned by the game. It has a headshot multiplier of 1.1, which can be improved by Sharpshooter perk.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
The [[Sharpshooter]] perk receives a discount on Handcannons from the [[Trader]].&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|base_cost = 500&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Base damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 115&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Head damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 126&lt;br /&gt;
|col2_inc0 = 10.22&lt;br /&gt;
|col2_inc1 = 20.95&lt;br /&gt;
|col2_inc2 = 38&lt;br /&gt;
|col2_inc3 = 55.999&lt;br /&gt;
|col2_inc4 = 82&lt;br /&gt;
|col2_inc5 = 125&lt;br /&gt;
|col2_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col3_name = Single reload time (s)&lt;br /&gt;
|col3_func = round&lt;br /&gt;
|col3_func_arg2 = 2&lt;br /&gt;
|col3_base = 2.2&lt;br /&gt;
|col3_inc0 = 0&lt;br /&gt;
|col3_inc1 = -9.09&lt;br /&gt;
|col3_inc2 = -16.666&lt;br /&gt;
|col3_inc3 = -23.07&lt;br /&gt;
|col3_inc4 = -28.57&lt;br /&gt;
|col3_inc5 = -33.333&lt;br /&gt;
|col3_inc6 = -37.5&lt;br /&gt;
&lt;br /&gt;
|col4_name = Dual reload time (s)&lt;br /&gt;
|col4_func = round&lt;br /&gt;
|col4_func_arg2 = 2&lt;br /&gt;
|col4_base = 3.5&lt;br /&gt;
|col4_inc0 = 0&lt;br /&gt;
|col4_inc1 = -9.09&lt;br /&gt;
|col4_inc2 = -16.666&lt;br /&gt;
|col4_inc3 = -23.07&lt;br /&gt;
|col4_inc4 = -28.57&lt;br /&gt;
|col4_inc5 = -33.333&lt;br /&gt;
|col4_inc6 = -37.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* A single handcannon is often used as a backup for a main weapon with limited range, such as [[Shotgun]], [[Flamethrower]], [[MP7M]] or any [[:Category:Berserker equipment|melee weapon]].  When there are no [[specimen]]s in range of the main weapon, the player can take long shots at approaching enemies and rack up some headshots for his or her Sharpshooter Perk.&lt;br /&gt;
* Dual handcannons are often used as a backup for long-range weapons, such as the [[lever-action rifle]], [[L.A.W]] or [[Crossbow]].  With an increased rate of fire and reduced accuracy, dual handcannons can be a good tool to deal with enemies that have gotten too close in too many numbers to safely eliminate with the main weapon. Its also good in a moment of panic where the player is swarmed by many enemies, penetrating shots allows to break free or carve a breathing space.&lt;br /&gt;
* If you find a stray handcannon at weapon spawns, it is always wise to pick it up if you can.  Aside from the firepower it can bring, the handcannon sells for £375. As a [[Support Specialist]] or [[Field Medic]], finding a stray handcannon or two is a very powerful start. They pack heavy firepower for a weapon their size, complementing a shotgun or medic rifle for range, and sell for a lot of money when you don&#039;t need it anymore.&lt;br /&gt;
* As a Sharpshooter when you&#039;re dealing with a single specimen; It&#039;s better to switch for your 9mm pistol for conserving handcannon ammo. Handcannon is a great way to deal with simple crowds but also has low ammo reserve. Handcannon may provide great stopping power even with bodyshots but low magazine count and short ammo reserve means you have to make your shots count and aim for the head. Else, you&#039;ll find yourself stuck to 9mm pistol for the rest of the wave or get overwhelmed by trash specimen quickly as you reload.&lt;br /&gt;
* When used off perk, you&#039;ll have much better options for self defense so wasting already small ammunition pool is not really a downside of the weapon. Handcannon is capable of one shotting a [[Crawler]] at [[Difficulty#Suicidal|Suicidal]] difficulty and can 2 shot them at Hell on Earth. Although it is still a weak choice against a large flock due its rather slow fire rate, specimen speed at these difficulties and high spread when dual wielded.&lt;br /&gt;
* Handcannon is hard on recoil off-perk, best move is pace shots to control the recoil when you missed else keeping distance for going down on iron sights again between shots. While recoil rate and spread are mediocre; vertical and horizontal recoil is immensely high per shot when used off perk.&lt;br /&gt;
* When under attack by a [[Scrake]], use dual handcannons and aim for its head. When used on-perk as a high level Sharpshooter, Scrake will fall if you manage to land most of the magazines to head. As short as 10 headshots at best, a Scrake can be flinch locked to death in Hell on Earth 6 players health. From level 3 Sharpshooter and onward, it&#039;s possible to kill a Hell on Earth 6 player health Scrake from upclose headshots by flinchlocking him with dual Handcannons. At lower ranks than level 3, Sharpshooter fails to deal enough damage on a dual pair unleash to kill it outright without reloading once. The handling technique is pretty similar to the [[M14]] against Scrakes. Sharpshooter can choose to provoke Scrake from far just to track his head and dispatch him after a reload safely by enraging. Alternatively, one just can walk up to the alone Scrake to flinch lock him to death with dualies or simply pre-damage his head for a few shots and reload to finish up close. &lt;br /&gt;
* Against a resistant enemy like [[Fleshpound]], Handcannon greatly loses effectiveness even on perk at high perk levels. While it&#039;s possible to kill a Fleshpound by fanfiring two pairs of dual heavy pistols by quick whip up and perfect accuracy. The pistol pairs for the job are dual .44 [[Magnum]]s with dual Handcannons and being a level 6 Sharpshooter is recommended, but the moment you empty the latter, you can&#039;t really do anything against Fleshpound without a rifle. Other onperk long rifles are prominently better for killing Fleshpound and practical in terms of ammo management. Pistol pairings may give a great thrill while killing big specimen but this won&#039;t last long unless one really strict about managing ammunition by use of [[9mm tactical pistol]] against trash specimen.&lt;br /&gt;
* Confronting the [[Patriarch]], dual Handcannons can easily utilized to burst him down. Unless he spins up for his minigun attack, piercing headshots will deal full damage at every other occassion. When he took the minigun stance, he will ignore perk bonus headshot damage multiplier that varies between 1.2-4.8x and will incur default 1.1x headshot damage as if it&#039;s used off perk. When he spun up for minigun, Patriarch should be considered resistant to piercing headshot damage and completely ignoring headshot damage for non-piercing rounds. Just like long rifles, any kind of dual pistol shouldn&#039;t be used against him unless some teammate can contain his melee attacks and lock him in the spot by causing him to whiff, else it should be only considered at long distance with well paced shots as he tries to steer away. Otherwise, trying to burst him from close to mid distance will cause his retaliation be deadly unless you really catch him between his attack intervals. &lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
&lt;br /&gt;
*Powerful and accurate.&lt;br /&gt;
*Highest raw damage per shot for pistols, capable of stunning low-medium threats on bodyshots.&lt;br /&gt;
*Good iron-sights for headshots, unless dual wielded.&lt;br /&gt;
*Extremely good at killing early wave [[specimens]], particularly [[Crawler]]s.&lt;br /&gt;
*Fastest reload time among pistols when only one.&lt;br /&gt;
*When dual wielded can be fired rapidly to take down mid-wave specimens.&lt;br /&gt;
*Light weight compared to all other heavy hitter alternatives.&lt;br /&gt;
*Can flinch lock a [[Scrake]] with accurate onperk headshots from level 1 onwards.&lt;br /&gt;
*Can kill a Scrake with slightly more than a magazine full of onperk headshots at level 6.&lt;br /&gt;
*Can pierce up to 4 targets hitting and stalling specimen behind the urgent threat for crowd control.&lt;br /&gt;
*Single pistol weights 2 block instead of 4 blocks as of Patch 1056, tying it up with the [[MK23]], [[Magnum]], and [[Flare revolver]].&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*High recoil; this is especially noticeable when dual wielding or not using [[Sharpshooter]].&lt;br /&gt;
*Without scoring a headshot it fails to kill any small specimen in one shot.&lt;br /&gt;
*Can&#039;t one bodyshot kill a [[Crawler]] above [[Difficulty#Suicidal|Suicidal]] difficulty.&lt;br /&gt;
*Rather expensive without Sharpshooter discount.&lt;br /&gt;
*Mediocre pierce damage efficiency of 0.5 per target hit.&lt;br /&gt;
*Low magazine capacity of only 8, unless dual wielded.&lt;br /&gt;
*Basically no iron sights when dual wielded.&lt;br /&gt;
*Relatively low ammo reserve compared to other pistols.&lt;br /&gt;
*Long reload when offperk, delay becomes longer when dual wielded.&lt;br /&gt;
*Fleshpound has 50% innate resistance against its bullets without exception.&lt;br /&gt;
*Nearly useless off-perk on higher difficulties when dealing with larger specimens.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*There is a small Biological Hazard symbol imprinted on the grip of the weapon. See the above image.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*When dual handcannons are directly bought from the trader, the player will only receive 48 rounds of ammunition. However, when two handcannons are bought separately for the exact same price, the player will receive 96 rounds of ammunition instead.&lt;br /&gt;
*When a player sell off one of his dual handcannons to the trader, he will receive an additional 48 rounds of ammunition. However, he will only receive half of the listed selling price. &lt;br /&gt;
*When dual handcannons are directly bought from the trader, only 8 rounds will be loaded, instead of the full 16.&lt;br /&gt;
*When reloading, it is seen that the slide isn&#039;t locked fully-back, and is actually about 2 inches from being so.&lt;br /&gt;
*The files as well as in-game voices refer to the Handcannon&#039;s cartridge as .50 Action Express. However, its magazines hold 8 rounds, more than those of the .50 AE version of the gun could hold.&lt;br /&gt;
*When you drop one of your dual handcannons and pick it up again you lose one full magazine. You can do this again and again until you have no bullet left.&lt;br /&gt;
*With the [[Golden Weapons Pack 2]] you can equip up to two double handcannons. Be careful if you have one normal and one golden. If you pick up another normal and another golden handcannon together you will lose one Handcannon. You should have four of them but only get the first doubled and the second pick doesn&#039;t count.&lt;br /&gt;
*For a brief period of time it was possible to pick up a second handcannon even though the user&#039;s weight limit was reached. This was however fixed in the 2013 Christmas update.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
&lt;br /&gt;
The Handcannon most closely resembles the Desert Eagle Mark XIX .50 AE, which actually holds 7 rounds in each magazine. The game incorrectly labels this one as a .50 AE with eight rounds in a magazine, but this is impossible in reality, unless it is chambered for .44 Magnum. This difference is present for balance purposes. In the original 2005 mod, the Handcannon was chambered in .357 Remington Magnum (and used jacketed hollow point rounds).&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Sharpshooter equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=44_Magnum&amp;diff=152</id>
		<title>44 Magnum</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=44_Magnum&amp;diff=152"/>
		<updated>2021-04-27T22:22:46Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Equipment info | name        = .44 Magnum | image       = Trader Revolver.png | image-width = 207px | perk        = s | cost        = 450 | weight      = 2 | ammo        = 2...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Equipment info&lt;br /&gt;
| name        = .44 Magnum&lt;br /&gt;
| image       = Trader Revolver.png&lt;br /&gt;
| image-width = 207px&lt;br /&gt;
| perk        = s&lt;br /&gt;
| cost        = 450&lt;br /&gt;
| weight      = 2&lt;br /&gt;
| ammo        = 21&lt;br /&gt;
| ammo-load   = 6&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-cost   = £13 – £277&lt;br /&gt;
| ammo-total  = 128&lt;br /&gt;
| power       = 65&lt;br /&gt;
| range       = 70&lt;br /&gt;
| speed       = 50&lt;br /&gt;
}}{{Equipment info&lt;br /&gt;
| name        = Dual .44 Magnums&lt;br /&gt;
| image       = Trader DualRevolver.png&lt;br /&gt;
| image-width = 185px&lt;br /&gt;
| perk        = s&lt;br /&gt;
| cost        = 900&lt;br /&gt;
| weight      = 4&lt;br /&gt;
| ammo        = 10&lt;br /&gt;
| ammo-load   = 12&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-cost   = £26 – £277&lt;br /&gt;
| ammo-total  = 128&lt;br /&gt;
| power       = 85&lt;br /&gt;
| range       = 70&lt;br /&gt;
| speed       = 60&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Feeling Lucky?&lt;br /&gt;
| ach1i       = Feeling_Lucky?.jpg‎&lt;br /&gt;
| ach2        = We Have Ourselves a Cowboy&lt;br /&gt;
| ach2i       = We_Have_Ourselves_a_Cowboy.jpg‎&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;.44 Magnum&#039;&#039;&#039; is a secondary weapon comparable to the [[Handcannon]] in terms of damage, recoil, and penetration; like the Handcannon, each shot can damage up to 5 targets. It fires more than half again as fast as the Handcannon, but its low magazine size and slower reload make it less effective for most purposes. Its lower price and weight make it a much less prohibitive weapon while remaining far powerful than the [[9mm tactical pistol]]. 128 rounds can be held in reserve. Two Magnums are able to be dual-wielded to double the capacity per reload, but the ability to use irons sights is lost, and the ammo reserve remains at 128 rounds.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[handcannon]] and [[9mm tactical pistol|9mm pistol]], the .44 Magnum is never found as a random spawn on official maps.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
The [[Sharpshooter]] perk gets bonuses and discounts for the .44 Magnum.&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style= float: left;&lt;br /&gt;
|base_cost = 450&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Base damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 105&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Head damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 115&lt;br /&gt;
|col2_inc0 = 10.22&lt;br /&gt;
|col2_inc1 = 20.95&lt;br /&gt;
|col2_inc2 = 38&lt;br /&gt;
|col2_inc3 = 55.999&lt;br /&gt;
|col2_inc4 = 82&lt;br /&gt;
|col2_inc5 = 125&lt;br /&gt;
|col2_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col3_name = Single reload time (s)&lt;br /&gt;
|col3_func = round&lt;br /&gt;
|col3_func_arg2 = 2&lt;br /&gt;
|col3_base = 2.525&lt;br /&gt;
|col3_inc0 = 0&lt;br /&gt;
|col3_inc1 = -9.09&lt;br /&gt;
|col3_inc2 = -16.666&lt;br /&gt;
|col3_inc3 = -23.07&lt;br /&gt;
|col3_inc4 = -28.57&lt;br /&gt;
|col3_inc5 = -33.333&lt;br /&gt;
|col3_inc6 = -37.5&lt;br /&gt;
&lt;br /&gt;
|col4_name = Dual reload time (s)&lt;br /&gt;
|col4_func = round&lt;br /&gt;
|col4_func_arg2 = 2&lt;br /&gt;
|col4_base = 4.4667&lt;br /&gt;
|col4_inc0 = 0&lt;br /&gt;
|col4_inc1 = -9.09&lt;br /&gt;
|col4_inc2 = -16.666&lt;br /&gt;
|col4_inc3 = -23.07&lt;br /&gt;
|col4_inc4 = -28.57&lt;br /&gt;
|col4_inc5 = -33.333&lt;br /&gt;
|col4_inc6 = -37.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Price and ammunition ===&lt;br /&gt;
The base cost for a .44 Magnum is £450 each, placing it between the [[Bullpup]] and [[Handcannon]] in terms of price. Sharpshooters receive discounts to this price of £45 per level in the perk down to a current minimum of £135 each. At initial buy, Magnum comes with 6 shots loaded and a 58 bullets to spare to fill a little over 9 more cylinders. The ammunition costs £13 per cylinder of six shots and can be stocked up to 128 bullets; costing £277 total. Single bullet of magnum costs about £2.17 which is more costly than most rifle ammunition that deal varying amount of damage but don&#039;t pierce multiple targets.&lt;br /&gt;
Players do not receive any bonuses to ammo cost, or ammo pool size, regardless of perk or the number of Magnums equipped. Due to the fact that the total ammo reserve of 128 isn&#039;t divisible by the capacity of the pistol, players will be left with either 2 or only 8 bullets when dual wielding for the final load if players only reload while empty.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The .44 Magnum has a higher rate of fire than the handcannon, although it deals slightly less damage per shot, has less ammo capacity and takes longer to reload. To compare, a single 44 cal Magnum has 400 rpm while Handcannon has 240 rpm which means a 60% faster fire rate compared to it. Magnum can empty the entire cylinder of six shots in 0.75 second, just a quarter shy and deals 630 damage while doing so. Wielding dual magnums drastically increases potential fire rate, amplifying it up to 800 rpm, making it empty both cylinders in 0.825 second, thus effectively near doubling the damage per second at the cost of increased reload delay.&lt;br /&gt;
&lt;br /&gt;
Thanks to impressive fire rate, before reload damage output is 840 damage per second for a single magnum; when added reload delay of 2.525 seconds the figure goes down to 192 damage per second. Sharpshooter and [[Commando]] can reload Magnum 60% and 35% faster respectively which budges the after reload dps to 270.6 dps for Sharpshooter and 240 dps for Commando by single magnum bodyshots only. On double wield with bodyshots only, theoretical damage output figure ups to 1527.27 dps before reload and drops down 238 dps after reload. For level 6 Sharpshooters and Commandos, after reload values roughly round ups to 348.38 dps for Sharpshooter and 304.8 dps for Commando.&lt;br /&gt;
&lt;br /&gt;
Like all other pistols, magnum shares the same headshot multiplier of 1.1x which can be improved by [[Sharpshooter]] perk. From the hands of a level 6 Sharpshooter, Magnum is capable of dealing 276 damage per headshot and reloads 60% faster, increasing the damage output figures to 2217.6 dps before reload and 711.30 dps for after reload for accurate headshots. For dual wield as a level 6 Sharpsooter, before reload numbers almost double to 4014 dps and after reload won&#039;t budge high up with 915.75 dps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
*A single Magnum weighs just 2 blocks, an attribute shared by all pistols. Compared to other counter parts, magnum has small mag size, lacks damage and has a lengthy reload. However, the price tag of £450 and pierce effficiency of 50% up to 4 targets (same as handcannon) makes this weapon an excellent choice as an off-perk sidearm, not its damage or mag capacity. In very narrow hallways, Magnum can compliment any weapon with low magazine capacity to bridge up reloads and give you breathing space. Pierce ability can keep you alive at kite sceneries but when you get pinned down the reload delay becomes a nuisance.&lt;br /&gt;
*Pierce can easily be utilized to level up Sharpshooter perk faster by lining up similar height enemies to headshot them. As long as you can keep distance or have a weapon to sweep up any close quarter specimen effectively, Magnum can be a nice addition to practice hipfire as it&#039;s pinpoint accurate and kickback has to be controlled to perform well.&lt;br /&gt;
*When dual wielded, rate of fire increases even further and potential damage output per magazine reaches its very high peak. However, reload speed decreases dramatically and there is a severe loss of accuracy, making this a risky endeavor. When dual wielded, magnums fire rate doubles and onperk use allows you to mop up trash with ease, dispatch ranged threats with only 2 shots and kill Scrakes with ease at level 6.&lt;br /&gt;
*On perk used dual 44 cals can easily decapitate a Scrake by walking up to it and unloading up to 11 successful headshots, flinch locking him in place until it drops dead. Its required to be a level 6 Sharpshooter before you can walk up to a Scrake without any pre-damage in a 6 player Hell on Earth game. At level 5 and lower, seeking to pull up a chain flinch combo to a Scrake might require some pre damage to its head before hand without enraging him to unleash a fanfire at its face to kill it.&lt;br /&gt;
*For a resistant enemy like Fleshpound even dual magnums lose its effectiveness quickly. It takes about 22-24 headshots to put down one Fleshpound at 6 player Hell on Earth and it takes another pair of heavy pistols such as [[Handcannon]] for a quick switch up to follow a fanfire from dual 44 cals. Trick requires perfect tracking and any wrong footing or failure to control kickback may end with dual pistol bearer getting hit so some pre-damage to its head beforehand is advised. It&#039;s usually suggested that one has to be sure their both pistol pairs are loaded up and have enough space to move backwards before attempting to pre-damage Fleshpound slightly to keep aggro and reload once before dumping 4 mag worth of pistol ammo up its face.&lt;br /&gt;
*Another resistant enemy, [[Patriarch]] won&#039;t really be fazed from piercing shots when he made a minigun stance to neglect your headshot bonuses coming from perk progress. While damage output maybe impressive, lengthy reload will only make this weapon worth of having onperk as a Sharpshooter at the boss wave. Even so, the impressive damage output is only limited to its cylinder capacity of 6-12 which is not amazing on practical measures to make Patriarch kneeldown on short notice.&lt;br /&gt;
&lt;br /&gt;
== Advantages &amp;amp; Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
=== Advantages ===&lt;br /&gt;
*High single-magazine DPS&lt;br /&gt;
*High reserve ammunition&lt;br /&gt;
*Fast rate of fire&lt;br /&gt;
*Can penetrate its target&lt;br /&gt;
*Lower recoil than the handcannon&lt;br /&gt;
*Higher stopping power than the [[MK23]]&lt;br /&gt;
&lt;br /&gt;
=== Disadvantages ===&lt;br /&gt;
*Slow reload, especially dual-wielded&lt;br /&gt;
*Low magazine capacity&lt;br /&gt;
*Less firepower and penetration than the handcannon&lt;br /&gt;
*Lower ammo capacity and reload speed per bullet than the [[MK23]]&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*When dual .44 Magnums are directly bought from the trader, the player will only receive 64 rounds of ammunition. However, when two .44 Magnums are bought separately for the exact same price, the player will receive 128 rounds of ammunition instead.&lt;br /&gt;
*When a player sells one of his dual .44 Magnums to the trader, he will receive an additional 64 rounds of ammunition. However, he will only receive half of the listed selling price. &lt;br /&gt;
*A player wielding a single .44 Magnum cannot buy an additional .44 Magnum unless he has at least 4 free weight blocks.&lt;br /&gt;
*When dual .44 Magnums are selected, the speedloader used to reload the .44 Magnum appears and rapidly disappears near the middle of both the .44 Magnums.&lt;br /&gt;
*When dual .44 Magnums are bought from the trader, only 6 rounds will be loaded, instead of the full 12.&lt;br /&gt;
*The recoil reduction bonus for the sharpshooter perk does not seem to be applied when only a single .44 Magnum is used but seems to be applied when dual wielded. &lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
The Smith &amp;amp; Wesson Model 29 was introduced in 1955, and it won great fame as &#039;The Most Powerful Handgun in the World&#039; in the 1971 Clint Eastwood film Dirty Harry, despite the fact that the Ruger Redhawk had already been on the market for several years.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{gallery note}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:44 Magnum.jpg | Promo image for the .44 Magnum.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[category:Sharpshooter equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=MK23&amp;diff=151</id>
		<title>MK23</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=MK23&amp;diff=151"/>
		<updated>2021-04-27T22:22:07Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = MK23 | image       = Trader MK23.png | description =  | perk        = sharpshooter | cost        = 500 | weight      = 2 | ammo-load   = 12 | amm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = MK23&lt;br /&gt;
| image       = Trader MK23.png&lt;br /&gt;
| description = &lt;br /&gt;
| perk        = sharpshooter&lt;br /&gt;
| cost        = 500&lt;br /&gt;
| weight      = 2&lt;br /&gt;
| ammo-load   = 12&lt;br /&gt;
| ammo        = 12&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 144&lt;br /&gt;
| ammo-cost   = £16 – £192&lt;br /&gt;
| power       = 50&lt;br /&gt;
| range       = 60&lt;br /&gt;
| speed       = 45&lt;br /&gt;
}}{{Weapon Info&lt;br /&gt;
| name        = Dual MK23&lt;br /&gt;
| image       = Trader Dual MK23.png&lt;br /&gt;
| perk        = sharpshooter&lt;br /&gt;
| description = &lt;br /&gt;
| cost        = 1000&lt;br /&gt;
| weight      = 4&lt;br /&gt;
| ammo-load   = 24&lt;br /&gt;
| ammo        = 6&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 144&lt;br /&gt;
| ammo-cost   = £16 – £96&lt;br /&gt;
| power       = 70&lt;br /&gt;
| range       = 60&lt;br /&gt;
| speed       = 45&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = Spec Ops&lt;br /&gt;
| ach1i       = Spec_Ops.jpg&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;MK23&#039;&#039;&#039; is a pistol that was introduced during the [[Summer Sideshow]] 2012 event. It is comparable to the [[9mm tactical pistol]] in terms of speed, accuracy, recoil and ammo capacity, while dealing significantly higher damage and gaining the ability to shoot through up to three targets. It weighs the same as the [[.44 Magnum]] and the [[Handcannon]], but deals lower damage than they do. The MK23 can be dual-wielded, doubling its magazine capacity and increasing its rate of fire, at the expense of accuracy. Dual-wielding does not increase reserve ammo capacity and gives this weapon a very long reload time.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
The [[Sharpshooter]] perk receives a discount on MK23 from the [[Trader]]. Its base damage is 82 with a headshot multiplier of 1.1.&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|base_cost = 500&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Base damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 82&lt;br /&gt;
|col1_inc0 = 0&lt;br /&gt;
|col1_inc1 = 0&lt;br /&gt;
|col1_inc2 = 0&lt;br /&gt;
|col1_inc3 = 0&lt;br /&gt;
|col1_inc4 = 0&lt;br /&gt;
|col1_inc5 = 0&lt;br /&gt;
|col1_inc6 = 0&lt;br /&gt;
&lt;br /&gt;
|col2_name = Head damage&lt;br /&gt;
|col2_func = floor&lt;br /&gt;
|col2_base = 90&lt;br /&gt;
|col2_inc0 = 10.22&lt;br /&gt;
|col2_inc1 = 20.95&lt;br /&gt;
|col2_inc2 = 38&lt;br /&gt;
|col2_inc3 = 55.999&lt;br /&gt;
|col2_inc4 = 82&lt;br /&gt;
|col2_inc5 = 125&lt;br /&gt;
|col2_inc6 = 140&lt;br /&gt;
&lt;br /&gt;
|col3_name = Single reload time (s)&lt;br /&gt;
|col3_func = round&lt;br /&gt;
|col3_func_arg2 = 2&lt;br /&gt;
|col3_base = 2.6&lt;br /&gt;
|col3_inc0 = 0&lt;br /&gt;
|col3_inc1 = -9.09&lt;br /&gt;
|col3_inc2 = -16.666&lt;br /&gt;
|col3_inc3 = -23.07&lt;br /&gt;
|col3_inc4 = -28.57&lt;br /&gt;
|col3_inc5 = -33.333&lt;br /&gt;
|col3_inc6 = -37.5&lt;br /&gt;
&lt;br /&gt;
|col4_name = Dual reload time (s)&lt;br /&gt;
|col4_func = round&lt;br /&gt;
|col4_func_arg2 = 2&lt;br /&gt;
|col4_base = 4.4667&lt;br /&gt;
|col4_inc0 = 0&lt;br /&gt;
|col4_inc1 = -9.09&lt;br /&gt;
|col4_inc2 = -16.666&lt;br /&gt;
|col4_inc3 = -23.07&lt;br /&gt;
|col4_inc4 = -28.57&lt;br /&gt;
|col4_inc5 = -33.333&lt;br /&gt;
|col4_inc6 = -37.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
*A single MK23 weighs just 2 blocks, an attribute shared by all pistols. This makes this weapon an excellent choice as an off-perk sidearm, especially when weight is a concern.&lt;br /&gt;
&lt;br /&gt;
*Its ability to damage three targets in a row coupled with its ammo capacity and speed makes this pistol somewhat more apt at fending off small groups of zeds than the others.&lt;br /&gt;
&lt;br /&gt;
*When used by a skilled Sharpshooter, it can be used as a decent Primary weapon in the first few waves. With it&#039;s low price, combined very well balanced knockdown power and magazine size, it&#039;s a great sidearm to invest in early on.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
&lt;br /&gt;
*Bullets penetrate enemies, damaging up to three targets.&lt;br /&gt;
*Open, tritium night-sights make it easy to aim at long distances and in dark areas of a map.&lt;br /&gt;
*Lightweight, 2 blocks tied with [[Handcannon]], [[.44 Magnum]] and [[Flare revolver]].&lt;br /&gt;
*Higher magazine capacity than its counterparts.&lt;br /&gt;
*Faster fire rate than the [[Handcannon]].&lt;br /&gt;
*Fast reload.&lt;br /&gt;
*Lower recoil than the Handcannon and .44 Magnum.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
&lt;br /&gt;
*Lower damage than the Handcannon and .44 Magnum.&lt;br /&gt;
*Slowest reload of all the pistols when dual-wielded.&lt;br /&gt;
*Lower dps than the Handcannon and .44 Magnum&lt;br /&gt;
*Slower fire rate than the .44 Magnum&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*When dual MK23 are directly bought from the trader, the player will only receive 72 rounds of ammunition. However, when two MK23s are bought separately for the exact same price, the player will receive 144 rounds of ammunition instead.&lt;br /&gt;
*When a player sells one of his dual MK23s to the trader, they will receive an additional 72 rounds of ammunition. However, he will only receive half of the listed selling price. &lt;br /&gt;
*A player wielding a single MK23 cannot buy or pick up an additional MK23 unless he has at least 4 free weight blocks.&lt;br /&gt;
*When a player is wielding dual MK23s, £16 will buy the player an additional 24 rounds of ammunition instead of the usual 12 rounds.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
&lt;br /&gt;
The MK23 is a [http://en.wikipedia.org/wiki/Heckler_%26_Koch_Mark_23 Heckler &amp;amp; Koch Mark 23] with tritium night-sights.&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
[[Category:Sharpshooter equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
	<entry>
		<id>https://insultplayers.ru/killingfloor/w/index.php?title=FNFAL_ACOG&amp;diff=150</id>
		<title>FNFAL ACOG</title>
		<link rel="alternate" type="text/html" href="https://insultplayers.ru/killingfloor/w/index.php?title=FNFAL_ACOG&amp;diff=150"/>
		<updated>2021-04-27T22:21:41Z</updated>

		<summary type="html">&lt;p&gt;Naksiloth: Created page with &amp;quot;{{Weapon Info | name        = FNFAL ACOG | image       = Trader_FNFAL.png | description =  | perk        = Commando | cost        = 2750 | weight      = 6 | ammo-load   = 20 |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Info&lt;br /&gt;
| name        = FNFAL ACOG&lt;br /&gt;
| image       = Trader_FNFAL.png&lt;br /&gt;
| description = &lt;br /&gt;
| perk        = Commando&lt;br /&gt;
| cost        = 2750&lt;br /&gt;
| weight      = 6&lt;br /&gt;
| ammo-load   = 20&lt;br /&gt;
| ammo        = 14&lt;br /&gt;
| ammo-type   = mag&lt;br /&gt;
| ammo-total  = 300&lt;br /&gt;
| ammo-cost   = £15 – £225&lt;br /&gt;
| power       = 54&lt;br /&gt;
| range       = 75&lt;br /&gt;
| speed       = 92&lt;br /&gt;
| achievements= yes&lt;br /&gt;
| ach1        = British Superiority&lt;br /&gt;
| ach1i       = British_Superiority.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{quote text|Classic NATO battle rifle. Has a high rate of fire and decent accuracy, with good power.|Trader description}}&lt;br /&gt;
The &#039;&#039;&#039;Fusil Automatique Léger&#039;&#039;&#039; (&#039;Light Automatic Rifle&#039;), or &#039;&#039;&#039;FAL&#039;&#039;&#039;, is a Tier 3 weapon for the [[Commando]]. A battle rifle produced by the Belgian arms manufacturer Fabrique Nationale d&#039;Herstal (FN), the FN FAL is equipped with an Advanced Combat Optical Gunsight (ACOG) scope. The FN FAL and [[SCARMK17]] share the highest damage output of the Commando weapons, but the FN FAL has a faster rate of fire and considerably lower recoil. However, the SCAR is cheaper, lighter by 1 block and reloads faster.&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
{{Weapon values by level&lt;br /&gt;
|style = float: left&lt;br /&gt;
&lt;br /&gt;
|base_cost = 2750&lt;br /&gt;
|discount0 = 10&lt;br /&gt;
|discount1 = 20&lt;br /&gt;
|discount2 = 30&lt;br /&gt;
|discount3 = 40&lt;br /&gt;
|discount4 = 50&lt;br /&gt;
|discount5 = 60&lt;br /&gt;
|discount6 = 70&lt;br /&gt;
&lt;br /&gt;
|col1_name = Damage&lt;br /&gt;
|col1_func = floor&lt;br /&gt;
|col1_base = 65&lt;br /&gt;
|col1_inc0 = 5&lt;br /&gt;
|col1_inc1 = 10&lt;br /&gt;
|col1_inc2 = 20&lt;br /&gt;
|col1_inc3 = 30&lt;br /&gt;
|col1_inc4 = 40&lt;br /&gt;
|col1_inc5 = 50&lt;br /&gt;
|col1_inc6 = 50&lt;br /&gt;
&lt;br /&gt;
|col2_name = Magazine size&lt;br /&gt;
|col2_base = 20&lt;br /&gt;
|col2_inc0 = 0&lt;br /&gt;
|col2_inc1 = 10&lt;br /&gt;
|col2_inc2 = 20&lt;br /&gt;
|col2_inc3 = 25&lt;br /&gt;
|col2_inc4 = 25&lt;br /&gt;
|col2_inc5 = 25&lt;br /&gt;
|col2_inc6 = 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The values in this table are derived from the SDK. However, they have not gone through extensive testing and therefore may not be 100% accurate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Commando]] perk gets a discount on the FN FAL ACOG from the [[Trader]].&lt;br /&gt;
&lt;br /&gt;
===Price and ammunition===&lt;br /&gt;
The base price for the FN FAL is £2750 and decreases by £275 for each level in the Commando perk, to a minimum of £825 at Commando 6. The cost for ammunition remains static, at £3 for 4 bullets, but magazine size increases along with Commando level. As an off-perk weapon or at level 0, the default magazine size is 20 and the total ammunition capacity is 300 rounds, costing £15 per magazine and £225 to auto-fill. Magazine size increases at the same rate as the SCARMK17, to 22 at Commando 1, 24 at Commando 2 and its maximum of 25 at Commando 3.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
The FN FAL ACOG does identical damage to the SCARMK17, but it fires much quicker, some 12% faster. With a firing rate of 700 RPM, the FN FAL does 1300 damage in 1.63~ seconds without perk bonuses or headshots to deal 800 damage per second with 3.6 seconds reload time before being able to fire again. When reload time considered, after reload dps without bonuses falls down to 248.57 damage per second.&lt;br /&gt;
As a level 5 or 6 Commando, the damage output of the FN FAL over one magazine increases to 2425 damage in 2.05 seconds to deal 1182 damage per second. With reload time reduced to 2.67 seconds added, the figure lowers down to 529 damage per second. With accurate headshots, these figures gain roughly 10% more damage.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The FN FAL extends the Commando&#039;s purchase chain by an additional £2750 (£825 for a Commando 6), making conservation of money and ammunition somewhat more important if aiming for a mid-game FN FAL or SCARMK17 as a low-level Commando or in a high-difficulty game.&lt;br /&gt;
&lt;br /&gt;
As the FN FAL weighs six blocks, pairing the FN FAL with either the AK-47 or M4 might be weight-prohibitive, but will give loads of ammo to shoot around under Commando&#039;s hand for controlling a large area or a crossroad.&lt;br /&gt;
&lt;br /&gt;
Pairing it with the SCARMK17 is extremely expensive for low-level Commandos and reduces the maximum number of chambered rounds available for emergencies. But superior fire power and capability of carrying another lightweight weapon like a katana or a small medic rifle makes this a favorable choice. As a downside, possession of both most expensive rifles in the game, increases the death penalty that Commando would suffer.&lt;br /&gt;
&lt;br /&gt;
FN FAL is made for dealing medium threats, with small recoil 2-3 tapping on full-auto will decap Siren or Husk with ease. It&#039;s also appropriate to open fire to already enraged Scrakes as you may decap them on most difficulties when aimed at their head.&lt;br /&gt;
&lt;br /&gt;
==Advantages &amp;amp; Disadvantages==&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*High damage and DPS: The FN FAL does as much damage as the SCARMK17, but fires faster. While the FN FAL has a longer reload time, the increased rate of fire leaves the DPS difference negligible.&lt;br /&gt;
*Low recoil: The FN FAL is tied with the Tommy Gun for having the lowest vertical recoil among commando weapons, 150. For reference, the AK-47 and SCAR have the highest vertical recoil, 500.&lt;br /&gt;
*Selective fire: The FN FAL can be fired in semi-automatic mode to conserve ammunition, or automatically, to quickly dispatch large groups of weak enemies or strong individual ones.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*High price: By default, the FN FAL costs £2750, and decreases to £825 at Commando 6, making it unavailable until mid-game for many Commandos.&lt;br /&gt;
*Low magazine size: Like the SCARMK17, the FN FAL&#039;s magazine is 20 rounds by default, and reaches its maximum of 25 at Commando 3.&lt;br /&gt;
*High ammunition cost: Ammuntion for the FN FAL—like that for the SCARMK17—is twice as expensive, round for round, as ammunition for either of the Tier 2 assault rifles.&lt;br /&gt;
*Horrific swaying of the scope while walking.&lt;br /&gt;
&lt;br /&gt;
===ACOG Scope===&lt;br /&gt;
The ACOG Scope confers both notable advantages and disadvantages to the FN FAL.&lt;br /&gt;
*High zoom: The ACOG&#039;s 2x zoom is 33% greater than that of the assault rifles. However it doesn&#039;t do a dual render zoom like the crossbow.&lt;br /&gt;
*Clear sight picture: The ACOG&#039;s sight picture is large and clear; its crosshairs obscure the exact point you&#039;re aiming at less than the sights of the M4, SCARMK17 and Bullpup, making precise aiming somewhat easier.&lt;br /&gt;
*Steady aim: The FN FAL&#039;s view model stays very still when using sights, unlike the other assault rifles, which sway about noticeably. However, after a single shot is fired, about half a second is needed to place another accurate shot in long range due to the bobbing of the sights.&lt;br /&gt;
*Obtrusive scope: The ACOG is bulky and seriously restricts the peripheral vision of the user.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Bugs and exploits==&lt;br /&gt;
Section to remain hidden until it receives content.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
The FN FAL ACOG is incorrectly referred to in-game as a &amp;quot;FNFAL ACOG.&amp;quot; Both the weapon&#039;s weight and the British Superiority achievement hints that it may instead be a modified L2A1, a selective-fire variant of the semi-automatic L1A1. The L1A1 is itself a British copy of the FN FAL, engineered on Imperial instead of metric measurements; the L2A1 is very similar, except for a different handguard which doubles as a folding bipod. However, it lacks several distinctive features of the inch-pattern FAL, including the long flash hider and folding charging handle (using instead the fixed knob found on metric rifles).&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Language bar}}&lt;br /&gt;
{{DEFAULTSORT:SCARMK17}}&lt;br /&gt;
[[Category:Commando equipment]]&lt;/div&gt;</summary>
		<author><name>Naksiloth</name></author>
	</entry>
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