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A colorful edit.


* AntiFrustrationFeatures: Due to Tripwire taking things into the account, a lot of things have been added to ease issues:

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* AntiFrustrationFeatures: Due to Tripwire taking things into the account, a lot of things have been added to ease issues:



** You're no longer stopped dead in your tracks when you receive melee damage from enemies. Instead, this was re-worked into clots, and its siblings, grabbing a hold of you, with the game pointing you into the direction of what exact enemy grabbed you.

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** You're no longer stopped dead in your tracks when you receive melee damage from enemies. Instead, this was re-worked into clots, and its siblings, grabbing a hold of you, with the game pointing you into the direction of what exact enemy grabbed you. (This can be a disadvantage at times, however, as it forces you to prioritize weaker specimens regardless of your situation.)



** Specimens don't get tougher at higher difficulty levels; they get trickier instead. Word of God is that this was to mitigate the frustration of leveling up to more powerful weapons but having them be less effective.



* ColourCodedForYourConvenience: Several examples.
** Green poison gas and green vomit. Bad for you! Run away.
** Medic guns have blue Tron lines, syringes hold blue liquid and all healing device readouts are blue. Healing darts generate a puff of blue vapor, and medic grenades emit blue smoke.
** Fleshpounds glow yellow when calm, red when raging.
** Hans Volter's chemical harness glows a bright green when he's healthy and runs through yellow to red as he takes damage.
** Hans Volter's frag grenades trail red smoke as they're being thrown.
** When Hans Volter is healing, his victim occasionally emits red vapor.
** Commando-vision shows stalkers as transparent red figures.
** Siren screams also manifest visually as waves of red.



* TechnicolorToxin: Green gas is poison, blue gas is healing.



** Scrakes and Fleshpounds can be this to both new and old players: They are much tougher and faster than previously, and only get worse with less living players.

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** Scrakes and Fleshpounds can be this to both new and old players: They are much tougher and faster than previously, and only get worse with less fewer living players.

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Mostly just added some tropes I\'ve observed.


* AudibleSharpness: Justifiable as part of a consistent audible cue system.
** The Katana does this when you equip it.
** Zeds make different noises to warn of their approach. The Gorefast uses a blade as a weapon, so it makes a "sharp sound".
* BehindTheBlack: Averted. Every Zed makes some kind of distinct noise to warn the user of its approach, which compensates for a necessarily limited field of view. Your character also calls out particularly dangerous Zeds when they are near.
** The Siren in particular has a rather quiet approach and can be easily missed, especially in a crowd. Your character will speak up before she gets within range.
** Stalkers are nigh invisible but your character will remark when there are any nearby.



** Stalkers' are less "clean" and much darker, almost black, in skin colour, making them appear dirty and less "favorable".

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** Stalkers' Stalkers are less "clean" and much darker, almost black, in skin colour, making them appear dirty and less "favorable".



** The Commando's starting weapon is not the Bullpup, a much favored gun, but the Vermin Rifle, a slightly less powerful gun, with burst fire or single fire settings, which makes it practically a more potent pistol than a rifle, due to its small clip and no auto-fire.

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** The Commando's starting weapon is not the Bullpup, a much favored gun, but the Vermin Rifle, a slightly less powerful gun, with burst fire or single fire settings, which makes it practically a more potent pistol than a rifle, rifle due to its small clip and no auto-fire.



** Hans really enforces this trope to the point not only does he announce when he wants to go melee, use guns, use a HE grenade or use a Gas grenade to the point it's almost 'hand-holding' since it gives players plenty of time to change plans or run, one of his callouts is "''HERE'S A WARNING FOR YOU!''"

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** Hans really enforces this trope to the point not only does he announce when he wants to go melee, use guns, use a HE grenade or use a Gas grenade to the point it's almost 'hand-holding' since it gives players plenty of time to change plans or run, one run. One of his callouts is "''HERE'S A WARNING FOR YOU!''"



** Zeds will teleport ahead of you. This is most noticeable near the end of a wave, when there are only a few zeds left; people frequently run around the map looking for extra weapons to sell for cash. You can run away from a zed, turn a corner and run directly into him again. Some areas can be temporarily blocked at both ends ''by a single zed''.



* EveryBulletIsATracer: Invoked and ''trebled''.
** Not only every bullet, but every projectile, including individual shot and nails.
** Every passage through air of a projectile or a melee weapon causes visible distortion. If you swing your Katana you can ''see'' the swoosh. Though it's harder to see with bullets, especially from a first person perspective.
** Every projectile that strikes a wall or most any other object makes a visible divot and possibly a brief puff of smoke.



* KungFoley: Every melee weapon.



* NoisyGuns: Pick up or equip any weapon.



** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive, unless you're a Medic, in that case it will actually heal you while poisoning the Zeds.

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** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive, unless you're a Medic, in that case it will actually heal you while poisoning the Zeds. Berzerker EMP grenades also do limited self-damage.
* TronLines: Medic weapons.
* VisibleInvisibility: Stalkers.
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** The maps have multiple respawn points. The respawn point used for between-wave player spawning will be within a short sprints' distance from the trader.
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** The Healing Dart hitbox is double the size of the playermodel.

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** The Healing Dart hitbox is double the size of the playermodel.playermodel for injured players.



** You're no longer stop dead in your tracks when you receive melee damage from enemies. Instead, this was re-worked into clots, and its siblings, grabbing a hold of you, with the game pointing you into the direction of what exact enemy grabbed you.

to:

** You're no longer stop stopped dead in your tracks when you receive melee damage from enemies. Instead, this was re-worked into clots, and its siblings, grabbing a hold of you, with the game pointing you into the direction of what exact enemy grabbed you.
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* ShoutOut: An achievement for beating the Outpost map on hard difficulty is called This Is What Happens When You Meet A Zed In the Alps, a reference to TheBigLebowski, more specifically the TV dub of [[https://www.youtube.com/watch?v=IQUdJ6FdUQ0 this scene.]]

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* ShoutOut: An achievement for beating the Outpost map on hard difficulty is called This Is What Happens When You Meet A Zed In the Alps, a reference to TheBigLebowski, ''Film/TheBigLebowski'', more specifically the TV dub of [[https://www.youtube.com/watch?v=IQUdJ6FdUQ0 this scene.]]
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Gonna assume no one is gonna look this up, but in the first game, any melee damage would stop you dead, while in this game, it doesn\'t happen unless a clot (or alike) grabs you. And no, clots did not grab you in the first game, it was handwaved.

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** You're no longer stop dead in your tracks when you receive melee damage from enemies. Instead, this was re-worked into clots, and its siblings, grabbing a hold of you, with the game pointing you into the direction of what exact enemy grabbed you.
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** Hans really enforces this trope to the point not only does he announce when he wants to go melee, use guns, use a HE grenade or use a Gas grenade to the point it's almost 'hand-holding' since it gives players plenty of time to change plans or run, one of his callouts is "''HERE'S A WARNING FOR YOU!''"
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** It was once possible to join a server as a spectator and spectate Hans in first person. Doing so showed his view was somewhat rigid, as if his view was being moved around with a controller thumbstick, as in it takes a short moment for him to turn around or go around a corner. But as soon as he pulls his guns out, his view would instantly snap between targets at rapid speed, regardless of his world animations. Explains why he would be facing away from you shooting at a teammate, and you would get nailed with a bullet or two without him even turning around.
** For reasons unknown, bullets fired by Hans will somehow open any closed door, preventing you shutting one behind you to take cover from his fire or buy time. This is a big problem if he shoots a door open from behind you, then tosses a very deadly gas grenade ahead of you boxing you in, when it should have bounced of a door that should have been shut.
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* AIBreaker: At time of writing Scrakes, Fleshpounds and even Hans can be tricked into just spinning on the spot if the player runs in close circles around them.



** Hans Volter. Oh boy, this guy... this guy is much worse than the Patriach. What makes him much more difficult? He lacks the invisibility of his predecessor, but he is much more mobile, making up for the new player addvantage of sprinting. Oh and he can out-run most players, except for a decently leveled Medic. He also wields dual [=StG=]-44 which gun through your Armor and Health really fast. He also throws 3 different grenades, two of which are very deadly[[note]]One is a toxic greande, leaving a cloud of toxic something, that seems like Bloater bile, and an explosive grenade, that is very effective at ripping you to shreds.[[/note]], along with going berserk when low enough on health, where he'll rip through whatever player he has targetted.

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** Hans Volter. Oh boy, this guy... this guy is much worse than the Patriach. What makes him much more difficult? He lacks the invisibility of his predecessor, but he is much more mobile, making up for the new player addvantage advantage of sprinting. Oh and he can out-run most players, except for a decently leveled Medic. He also wields dual [=StG=]-44 which gun through your Armor and Health really fast. He also throws 3 different grenades, two of which are very deadly[[note]]One is a toxic greande, leaving a cloud of toxic something, that seems like Bloater bile, and an explosive grenade, that is very effective at ripping you to shreds.[[/note]], along with going berserk when low enough on health, where he'll rip through whatever player he has targetted.


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* HitAndRunTactics: A valid means of dealing with Scrakes, Fleshpounds and Hans. While they will move faster than some characters, putting level geometry between you or closing doors in their faces will slow them enough to make a getaway.


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** Medics as well. They get significant passive boosts to armour and movement speed, healing and trash-clearing gas grenades and a fast-charging syringe for self-healing (plus armour healing with the right perk bonuses).
* MadScientist: Hans Volter will be happy to test his new nerve gas on you and drag your body away for experimentation once you are dead.


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** Scrakes are this prior to raging, powerful but slow and easily avoided. Damage them enough beyond a certain threshold though and they'll turn into [[LightningBruiser something else entirely]].

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* AwesomeButImpractical: Melee weapons for any class other than Berserker. The katana was moved to a different class (supposedly) which will be in the full version, so it does not give a bonus to the Berserker. And while melee weapons are good for emergencies, you have a melee bash which can be equally as effective, if you're not a Berserker.

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* AwesomeButImpractical: Melee weapons for any class other than Berserker. The katana was moved is currently one of the few weapons not assigned to a different class (supposedly) which will be in the full version, perk, so it does not give a bonus to the Berserker. And while melee weapons are good for emergencies, you have a melee bash which can be equally as effective, if you're not a Berserker.



** The Commando: Focuses on hitting enemies at mostly any range and dealing a good amount of damage, while both taking out trash mobs and special threats, such as Stalkers.

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** The Commando: Focuses on hitting enemies at mostly any range and dealing a good amount of damage, while both taking out trash mobs and special threats, such as Stalkers. Can see Zed health and cloaked stalkers that are close enough.



** Flamethrower: The Firebug Perk is missing, but boy... this thing is almost as effective as a Berserker. Reducing Scrakes to pills of burnt meat in just seconds.

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** Flamethrower: The Firebug Perk is missing, missing (for now), but boy... this thing is almost as effective as a Berserker. Reducing Scrakes to pills of burnt meat in just seconds.



* HaveANiceDeath: As of a recent update, the message displayed when a player dies varies depending on what killed them.



* MightyGlacier: In difference from [=KF1=], the Bloats take a lot more to deal with, even on Normal. Heck, even after shooting their heads off, they'll take quite a while to bleedout. And on harder difficulties, they're the only enemies to gain more health and take longer to bleed out, although headshot health stays roughly the same.

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* MightyGlacier: In difference from Compared to [=KF1=], the Bloats take a lot more to deal with, even on Normal. Heck, even after shooting their heads off, they'll take quite a while to bleedout. And on harder difficulties, they're the only enemies to gain more health and take longer to bleed out, although headshot health stays roughly the same.

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** All players gain money from the completion of a wave, whether or not they survived.

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** All players gain money from the completion of a wave, whether or not they survived. Or even if they join the game later.



** Perks were remade to fit a better leveling structure, making leveling up more of a frequent thing and made each perk get skills every 5 level that players can choose between.

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** Perks were remade to fit a better leveling structure, structure (you gain experience instead of specific requirements), making leveling up more of a frequent thing and made each perk get skills every 5 level that players can choose between.



* AwesomeButImpractical: Melee weapons for any class other than Berserker. The katana was moved to a different class (supposedly) which will be in the full version, so it does not gain a bonus to Berserker. And while melee weapons are good for emergencies, you have a melee bash with can be equally as effective, if you're not a Berserker.
** In general, most weapons that don't get boosted by your selected perk, and is quite effective, is awesome but impractical, either due to lack of bonuses, weight and/or price.

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* AwesomeButImpractical: Melee weapons for any class other than Berserker. The katana was moved to a different class (supposedly) which will be in the full version, so it does not gain give a bonus to the Berserker. And while melee weapons are good for emergencies, you have a melee bash with which can be equally as effective, if you're not a Berserker.
** In general, most While off-perk weapons that don't get boosted by aren't as crippled as in the first game, its still generally better to stick to your selected perk, and is quite effective, is awesome but impractical, either due to lack of bonuses, weight and/or price.speciality.



** And the gore persists through the entire match.



* CharacterClassSystem: As of Early Access launch, there's currently 4 available, with the remaining 3 being released when the game has gone golden.

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* CharacterClassSystem: As of In Early Access launch, Access, there's currently 4 available, with the remaining 3 being but at least 6 more are planned to be released when over the game has gone golden.Early Access period.



** The Support: Focuses on dealing huge amount of damage on multiple targets, and making sure big threats, like Scrakes and Fleshpounds, die quick.
** The Berserker: Focuses on high melee damage and taking out the trash without their buddies wasting ammo. The class has been slightly re-balanced to support a couple of guns to make the Berserker less reliable on "running face first into danger and die" tactic.
** The Medic: One of the two re-balanced perks, adding Medic-based guns for almost each weapon category, giving Medical versions of pistols, [=SMGs=], shotguns and automatic rifles. They're less potent then their proper brethren, but still potent enough.

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** The Support: Focuses on dealing huge amount amounts of damage on multiple targets, and making sure big threats, like Scrakes and Fleshpounds, die quick.
quick. Also good at welding doors and can, well, support other players by carrying an ammo pack as one of their perk bonuses for example.
** The Berserker: Focuses on high melee damage and taking out the trash without their buddies wasting ammo. The class has been slightly re-balanced to support a couple of guns to make the Berserker less reliable reliant on "running face first into danger and die" tactic.
tactics.
** The Medic: One of the two re-balanced perks, adding Medic-based guns for almost each weapon category, giving Medical versions of pistols, [=SMGs=], shotguns and automatic rifles. They're less potent then their proper brethren, but still potent enough.can fire healing darts.



* TheComputerIsACheatingBastard: Hans Volter's lunge is much longer than what his animation shows, although this seems to be more of hitbox dissonance, rather than outright cheating. His aim with his guns, on the other hand, sometimes go through the level geometry, as well as being on point, ''every damn time''.

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* TheComputerIsACheatingBastard: Hans Volter's lunge is much longer than what his animation shows, although this seems to be more of hitbox dissonance, rather than outright cheating. His aim with his guns, on the other hand, sometimes go goes through the level geometry, as well as being on point, ''every damn time''.



** Not helped by the expanded melee system that isn't really explained anywhere but crucial to learn for Berserkers.



* GenreSavvy: Anyone who's played the previous game will probably be on top of how enemies work. At the same time, this can work against old players.

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* GenreSavvy: Anyone who's played the previous game will probably be on top of how enemies work. At the same time, this can work against old players.players, especially on higher difficulties.



** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive, Unless you're a Medic, in that case it will actually heal you while Poisoning the Zeds.

to:

** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive, Unless unless you're a Medic, in that case it will actually heal you while Poisoning poisoning the Zeds.
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Error in research


* ShoutOut: One of the new achievements added with the Manor update is called This Is What Happens When You Meet A Zed In the Alps, a reference to TheBigLebowski, more specifically the TV dub of [[https://www.youtube.com/watch?v=IQUdJ6FdUQ0 this scene.]]

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* ShoutOut: One of An achievement for beating the new achievements added with the Manor update Outpost map on hard difficulty is called This Is What Happens When You Meet A Zed In the Alps, a reference to TheBigLebowski, more specifically the TV dub of [[https://www.youtube.com/watch?v=IQUdJ6FdUQ0 this scene.]]
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Adding a shout out

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*ShoutOut: One of the new achievements added with the Manor update is called This Is What Happens When You Meet A Zed In the Alps, a reference to TheBigLebowski, more specifically the TV dub of [[https://www.youtube.com/watch?v=IQUdJ6FdUQ0 this scene.]]
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That\'s what happened in the first game.


** Enemies no longer stop you dead in your tracks when you're attacked, instead this mechanic was added into a new attack pattern for Clots who will grab you.

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** Clots exist in what appears to be 3 variants: The regular one, a "hollowed" one, with gaping eye sockets and mouth, and a third one, that has spikes popping out of the skin of its body.
** Gorefasts seem much more bloody and meaty, while their arms, from the elbow down, have been amputated, leaving just a blade sticking out of its right arm.
** Crawlers have more eyes and look less like they've been strapped into leather BDSM gear.

to:

** Clots exist in what appears to be 3 variants: The regular one, variants:
*** Regular Clots are just
a "hollowed" one, with mean looking, and got blood from their mouths. While not as terrible as other Zeds, their bodies can, and will, become the source of blood and gore.
*** Cyst, which look very... "''hollow''", have
gaping eye sockets black holes for mouths and mouth, eyes, and look just... horrifying. And they're premature versions of a third one, that has Clot.
*** Slashers are basically batshit insane Clots. They got claws, they slash at you, jump at you, lunge at you, and have
spikes popping out of the skin almost every part of its their body.
** Gorefasts seem much more bloody and meaty, while their blade arms, from the elbow down, have been amputated, leaving just a blade sticking out of its right arm.
arm. They're still missing their lower-jaw.
** Crawlers have more eyes and look less like they've been strapped into leather BDSM gear.gear, and got arachnid traits, such as hair going out of random spots and tiny spikes on their extra "legs".



** Sirens have gotten what seems to be a sonar-machine operated into their gaping throats, explaining their ability to scream people to death.

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** Sirens have gotten what seems to be a sonar-machine operated into their gaping throats, explaining their ability to scream people to death. Oh and they look much, much worse, with their arms not being strapped to their body, but hooked out by their metal harness, which goes through their body.



** Scrakes look more controlled and more muscular than previously. Which isn't much body horror until you open fire and see him rip through teammates with freshly opened wounds everywhere on him, looking like a Gorefast on drugs.
** Stalkers' are less "clean" and much greyer in skin colour, making them appear dirty and less "favorable".
** The new boss, Hans, is less tall and huge than the old Patriarch, but geezus crust on a crutch, he is covered in syringes and tubes, which changes colour as he loses health.

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** Scrakes look more controlled and more muscular than previously. Which isn't much body horror until you open fire and see him rip through teammates with freshly opened wounds everywhere on him, looking like a Gorefast on drugs.
drugs. Heck, headshots won't save you, only show his bloodied skull.
** Stalkers' are less "clean" and much greyer darker, almost black, in skin colour, making them appear dirty and less "favorable".
** The new boss, Hans, is less not as tall and huge than as the old Patriarch, but geezus crust on a crutch, he is covered in syringes and tubes, which changes colour as he loses health.health, along with appearing bloodier and sparking as he reaches critical health levels.
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* TheComputerIsACheatingBastard: Hans Volter's lunge is much longer than what his animation shows, although this seems to be more of hitbox dissonance, rather than outright cheating. His aim with his guns, on the other hand, sometimes go through the level geometry, as well as being on point, ''every damn time''.
* TheComputerIsALyingBastard: The game says that the [=AA12=] only fires in full-auto, and doesn't even mention the alt-fire mode, which makes it semi-auto.

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* DiscOneNuke: A Support's 50+ health perk can help you get an AA12, mainly due to the fact that the huge amount of health eliminates the early game need for body armor. The earliest you can get said gun can be wave 2, if you know what you're doing.

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* DiscOneNuke: A Support's 50+ health perk Each Perk Class has a selection of skills that can help you get an AA12, mainly due players stick with their starter weapon for a wave or two, and ''move directly to the fact that the huge final tier'', by carefully scavenging for most necessities, such as ammo and armor.
** The Berserker, post-starter weapon, can cash in a surprising
amount of health eliminates the early game need for body armor. dosh, one-hit kill almost any specimen, as well as resist a ton of damage. Solo'ing Scrakes and Fleshpounds, HECK, ''even Hans'', is much easier as a Berserker, due to having such a high damage resistance.
** Flamethrower:
The earliest you can get said gun can be wave 2, if you know what you're doing.Firebug Perk is missing, but boy... this thing is almost as effective as a Berserker. Reducing Scrakes to pills of burnt meat in just seconds.
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* DifficultButAwesome: Berserker. Sure, they can go toe-to-toe with a lot of enemies, but later tier weapons focus less on actual melee and more on shooting, which players need to follow to survive later rounds. A common mistake beginner Berserkers make, is stick with melee weapons until tougher waves that feature Scrakes and Fleshpounds, which can rip even fully armored and healed players to death.



** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive, Unless you're a Medic, in that case it will actually heal you while Poisoning the Zeds.

to:

** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive, Unless you're a Medic, in that case it will actually heal you while Poisoning the Zeds.Zeds.
* WakeUpCallBoss: The main course is Hans Volter. Not only is he much different from the old Patriach, he is much tougher, has a lot more tricks up his sleeves, and is much harder to outrun.
** Scrakes and Fleshpounds can be this to both new and old players: They are much tougher and faster than previously, and only get worse with less living players.
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* FragileSpeedster: Crawlers become this on Suicidal, getting a new attack pattern letting them rush players in a hurry. They're still able to be two-shotted by the 9mm pistol, though.
** Some of the Clot subcategories, such as Slashers and Cysts get special sprinting abilities on Suicidal. Slashers, especially, gets new lunging attacks, where they jump surprisingly far to attack targetted players.


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* GlassCannon: Husks, although this is more apparent on harder difficulties, where they stop just sniping with their fire-cannon and actually use the flamethrower as a flamethrower and attempt to blow you up with them if their health gets too low. The glass part comes from their very tiny head-health pool, where a successful headshot will most likely kill the Husk, pre-bleedout.


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* LightningBruiser: Scrakes move fast when enraged and Fleshpounds got an upgrade in their attack pattern, letting them do attacks that close the gap between running players and themselves. Hans Volter is also considered one, especially when he's gone berserk.
** Support players, to an extent. They can increase their health to 150, making them one of the easier classes to play as, as well as shotguns overpenetrate targets, making them able to hurt groups of enemies with fewer shots.
* MightyGlacier: In difference from [=KF1=], the Bloats take a lot more to deal with, even on Normal. Heck, even after shooting their heads off, they'll take quite a while to bleedout. And on harder difficulties, they're the only enemies to gain more health and take longer to bleed out, although headshot health stays roughly the same.
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* HarderThanHard: Surprisingly enough, a ton of things got harder in [=KF2=], and in a fair way:
** Enemies gain new attacks on higher difficulties, which means they'll take you by surprise on Hard and up. Such as Husks actually using their flamethrower when a player is near them, on Suicidal, when on Hard, the worst they'll do is suicide.
** Not only that, but on Suicidal, enemies can go "berserk" making them move faster than a sprinting player with no weight on.
** Hans Volter. Oh boy, this guy... this guy is much worse than the Patriach. What makes him much more difficult? He lacks the invisibility of his predecessor, but he is much more mobile, making up for the new player addvantage of sprinting. Oh and he can out-run most players, except for a decently leveled Medic. He also wields dual [=StG=]-44 which gun through your Armor and Health really fast. He also throws 3 different grenades, two of which are very deadly[[note]]One is a toxic greande, leaving a cloud of toxic something, that seems like Bloater bile, and an explosive grenade, that is very effective at ripping you to shreds.[[/note]], along with going berserk when low enough on health, where he'll rip through whatever player he has targetted.



** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive, Unless you're a Medic, in that case it will actually heal you while Poisoning the Zeds.

to:

** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive, Unless you're a Medic, in that case it will actually heal you while Poisoning the Zeds.
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Sinkhole removed. Leave trope names as they are, and elaborate in the example.


* [[AllThereInTheManual All There In The Last Game ]]: Know the plot for the last game?[[labelnote:You don't?]]Kevin Clamely was set up to make super soldiers, his son was killed and he was much less ethical about his project as he considered the Specimens his children. As more of the workers at Horzine Labs started seeing things not being completely okay, Kevin did the only thing he could do, before it was shutdown: Use himself as a test subject. Queue Killing Floor 1, the Objective mode update that expanded a bit on the story, concluding that Kevin's own daughter wanted to put an end to the Zeds and that Kevin cloned himself. Oh and the team takes a train to Paris. Queue sequel.[[/labelnote]] Okay, well, you're sent in to kill lots of freak scientist specimens, get money, buy better guns, survive to kill the boss, rinse and repeat until the game gets golden and possibly gets a plot-point like the last game.

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* [[AllThereInTheManual All There In The Last Game ]]: AllThereInTheManual: Know the plot for the last game?[[labelnote:You don't?]]Kevin Clamely was set up to make super soldiers, his son was killed and he was much less ethical about his project as he considered the Specimens his children. As more of the workers at Horzine Labs started seeing things not being completely okay, Kevin did the only thing he could do, before it was shutdown: Use himself as a test subject. Queue Killing Floor 1, the Objective mode update that expanded a bit on the story, concluding that Kevin's own daughter wanted to put an end to the Zeds and that Kevin cloned himself. Oh and the team takes a train to Paris. Queue sequel.[[/labelnote]] Okay, well, you're sent in to kill lots of freak scientist specimens, get money, buy better guns, survive to kill the boss, rinse and repeat until the game gets golden and possibly gets a plot-point like the last game.
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[[quoteright:360:http://static.tvtropes.org/pmwiki/pub/images/40bae1ca29360ebf567c3787dc903189.jpg]]

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[[quoteright:277:http://static.tvtropes.org/pmwiki/pub/images/869523539f56a5c5b1156d1a1c3b2762.png]]

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Added DiffLines:

* BloodierAndGorier: The MEAT system implemented in the game allows for more gore details and limbs detachements when killing Zeds. The system makes it much more gory than the first game, which was pretty bloody to begin with.
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After the successful Videogame/KillingFloor mod gained traction and became a full release in 2009, Tripwire Interactive took a couple of things learned from their other games released in the meantime, and created Killing Floor 2. The game got released as an Early Access title in April 2015, to fix bugs and receive plentiful feedback to improve on the Killing Floor formula, along with letting players experience a bit of the game before it fully launches when it's done.

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After the successful Videogame/KillingFloor mod gained traction and became a full release in 2009, Tripwire Interactive Creator/TripwireInteractive took a couple of things learned from their other games released in the meantime, and created Killing Floor 2. The game got released as an Early Access title in April 2015, to fix bugs and receive plentiful feedback to improve on the Killing Floor formula, along with letting players experience a bit of the game before it fully launches when it's done.
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** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive.

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** Of course the old "Drop all your grenades right at your feet" is still a valid tactic if the Zeds manage to surround you; just make sure you aren't the last one alive.alive, Unless you're a Medic, in that case it will actually heal you while Poisoning the Zeds.

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Doesn\'t apply to the trope used


* BerserkButton: Fleshpounds and Scrakes are much more aggressive and will most likely kill unprepared players on even Normal difficulty. The fact that Scrakes enter a form of permanent rage-mode when damaged enough (along with chainsaw swings that can reduce you to pork chops), it can take up to a whole team with controlled fire to take one down without much loss. And that's not mentioning Fleshpounds when they rage.

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spelling errors


After the succesful Videogame/KillingFloor mod gained traction and became a full release in 2009, Tripwire Interactive took a couple of things learned from their other games released in the meantime, and created Killing Floor 2. The game got released as an Early Access title in April 2015, to fix bugs and receive plentiful feedback to improve on the Killing Floor formular, along with letting players experience a bit of the game before it fully launches when it's done.

to:

After the succesful successful Videogame/KillingFloor mod gained traction and became a full release in 2009, Tripwire Interactive took a couple of things learned from their other games released in the meantime, and created Killing Floor 2. The game got released as an Early Access title in April 2015, to fix bugs and receive plentiful feedback to improve on the Killing Floor formular, formula, along with letting players experience a bit of the game before it fully launches when it's done.



** You don't need to be alive to get the achivement for completing a map, nor do you need to complete it on 10 waves.

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** You don't need to be alive to get the achivement achievement for completing a map, nor do you need to complete it on 10 waves.



* AxCrazy: Oh boy... Hope you loved the Zeds in the first game, cause they got worse. Oh, and the Patriach might be missing (as of Early Access), but Hans is much... ''much'' worse.

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* AxCrazy: Oh boy... Hope you loved the Zeds in the first game, cause they got worse. Oh, and the Patriach Patriarch might be missing (as of Early Access), but Hans is much... ''much'' worse.



* BerserkButton: Fleshpounds and Scrakes are much more aggresive and will most likely kill unprepared players on even Normal difficulty. The fact that Scrakes enter a form of permanent rage-mode when damaged enough (along with chainsaw swings that can reduce you to pork chops), it can take up to a whole team with controlled fire to take one down without much loss. And that's not mentioning Fleshpounds when they rage.

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* BerserkButton: Fleshpounds and Scrakes are much more aggresive aggressive and will most likely kill unprepared players on even Normal difficulty. The fact that Scrakes enter a form of permanent rage-mode when damaged enough (along with chainsaw swings that can reduce you to pork chops), it can take up to a whole team with controlled fire to take one down without much loss. And that's not mentioning Fleshpounds when they rage.



** Clots exist in what appears to be 3 varients: The regular one, a "hollowed" one, with gaping eye sockets and mouth, and a third one, that has spikes popping out of the skin of its body.

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** Clots exist in what appears to be 3 varients: variants: The regular one, a "hollowed" one, with gaping eye sockets and mouth, and a third one, that has spikes popping out of the skin of its body.



** Sirens have gotten what seems to be a sonar-machine opearted into their gaping throats, explaining their ability to scream people to death.

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*** If you take a Husk's head off, the neck stump will occasionally spew fire.
** Sirens have gotten what seems to be a sonar-machine opearted operated into their gaping throats, explaining their ability to scream people to death.



** Fleshpounds are bigger, wider, and much more aggresive, along with looking like freak accident between steroids, extreme body modification and unrelenting rage.

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** Fleshpounds are bigger, wider, and much more aggresive, aggressive, along with looking like freak accident between steroids, extreme body modification and unrelenting rage.



** The Medic's starting weapoin is a pistol, which is slightly stronger than the base 9mm pistol, but carries less ammo and weighs 1 block.

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** The Medic's starting weapoin weapon is a pistol, which is slightly stronger than the base 9mm pistol, but carries less ammo and weighs 1 block.



* BossInMookClothing: In the first game, Scrake and Fleshpounds could be a problem, but still managable by a single player. In this game? Even if you do a solo match, Scrake and Fleshpounds are practically mini-bosses. Even worse on difficulties above Normal.

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* BossInMookClothing: In the first game, Scrake and Fleshpounds could be a problem, but still managable manageable by a single player. In this game? Even if you do a solo match, Scrake and Fleshpounds are practically mini-bosses. Even worse on difficulties above Normal.



** The Commando: Focuses on hitting enemies at mostly any range and dealing a goodd amount of damage, while both taking out trash mobs and special threats, such as Stalkers.

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** The Commando: Focuses on hitting enemies at mostly any range and dealing a goodd good amount of damage, while both taking out trash mobs and special threats, such as Stalkers.



** The Berserker: Focuses on high melee damage and taking out the trash without their buddies wasting ammo. The class has been slightly re-balanced to support a couple of guns to make the Berserker less reliable on "running facce first into danger and die" tactic.

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** The Berserker: Focuses on high melee damage and taking out the trash without their buddies wasting ammo. The class has been slightly re-balanced to support a couple of guns to make the Berserker less reliable on "running facce face first into danger and die" tactic.



* ContinuityNod: A couple of characters from the previous game reappear, with a couple of background (and minor) changes, to either their bacckground story, name and/or face. And voice too.

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* ContinuityNod: A couple of characters from the previous game reappear, with a couple of background (and minor) changes, to either their bacckground background story, name and/or face. And voice too.



* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment. Communication failed and military is crushed. So civilians, along with mercanries, have decided to exterminate the Zeds themselves. Which means... Who cares?! Kill Zeds, Get Money, Buy Weapons, Kill Boss, rinse and repeat. No need for spoiler tags here.

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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment. Communication failed and military is crushed. So civilians, along with mercanries, mercenaries, have decided to exterminate the Zeds themselves. Which means... Who cares?! Kill Zeds, Get Money, Buy Weapons, Kill Boss, rinse and repeat. No need for spoiler tags here.
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Moved to characters page


* VillainousBreakdown: The closer you get to killing Hans, the more he will lose it, so much that he even sometimes starts to talk {{Angrish}} in his final phase.
-->'''Hans Volter''': This. Will. not. do. no. Nein. Face everything scum! EVERYTHING!

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