HRG Incision: Difference between revisions
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m (info on lock-on mode is now a commentary, since it is no more) |
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| PerkLink=Field Medic (Killing Floor 2) | | PerkLink=Field Medic (Killing Floor 2) | ||
| WeaponImage=Kf2_hrg_incision_white.png | | WeaponImage=Kf2_hrg_incision_white.png | ||
| Damage= | | Damage=400.000000 | ||
| FireRate=25.0 | | FireRate=25.0 | ||
| Accuracy=100.000000 | | Accuracy=100.000000 | ||
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| MagazineSize=1 | | MagazineSize=1 | ||
| AmmoCapacity=39 | | AmmoCapacity=39 | ||
| Description=• ''"Fire mode shoots high velocity electrical rounds."''<br />• ''"Alt-fire shoots healing darts to heal team members."''<br />• ''"Using the sight lets you lock on to players | | Description=• ''"Fire mode shoots high velocity electrical rounds."''<br />• ''"Alt-fire shoots healing darts to heal team members."''<br />• ''"Using the sight lets you lock on to players.'' | ||
| | | | ||
| PerkName=Field Medic | | PerkName=Field Medic | ||
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| Weight=8 | | Weight=8 | ||
| | | | ||
| InitialSpareMags= | | InitialSpareMags=12 | ||
| AmmoCost= | | AmmoCost=14 | ||
| WeaponType=Rifle | | WeaponType=Rifle | ||
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}} | }} | ||
The '''HRG Incision''' is the [[Field Medic (Killing Floor 2) |Field Medic's]] ''tier 4'' weapon. It is a modified version of Sharpshooter's Rail Gun built around concept of supporting player's team with both - healing and fire power. Unlike other Field Medic's weapons, healing darts of the HRG Incision are capable of causing moderate damage to ZEDs at the same time carrying wide variety of [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|incapacitation]] methods - knockdown, stumble, EMP, gun and melee hits. | The '''HRG Incision''' is the [[Field Medic (Killing Floor 2) |Field Medic's]] ''tier 4'' weapon. It is a modified version of Sharpshooter's Rail Gun built around concept of supporting player's team with both - healing and fire power. Unlike other Field Medic's weapons, the healing darts of the HRG Incision are capable of causing moderate damage to ZEDs at the same time carrying wide variety of [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|incapacitation]] methods - knockdown, stumble, EMP, gun and melee hits. | ||
<div class="toclimit-3">__TOC__</div> | <div class="toclimit-3">__TOC__</div> | ||
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==Flavor Text== | ==Flavor Text== | ||
''"Using the sight lets you lock on to players | ''"Using the sight lets you lock on to players."'' | ||
==Technical Information== | ==Technical Information== | ||
Damage = | Damage = 400.<br /> | ||
Damage (healing dart) = 75.<br /> | Damage (healing dart) = 75.<br /> | ||
Damage (buttstock bash) = 30.<br /> | Damage (buttstock bash) = 30.<br /> | ||
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*Healing dart impact featuring pushback momentum (50000). | *Healing dart impact featuring pushback momentum (50000). | ||
*In both firing modes outside of ZED Time this weapon is a hitscan. | *In both firing modes outside of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_Time|ZED Time]] this weapon is a hitscan. | ||
* | *Compare to [[Rail Gun]]'s lock-on system, the HRG Incision, which obviously will only lock on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock on to the patient when weapon's owner aims directly at this player (the Rail Gun, however, will lock on ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs). | ||
*Takes only 0.01s to lock-on to patient once they got in sights. | |||
* | |||
*With ''Acidic Rounds'' skill this weapon applies 200 points of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|poison power]] with every [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from ''Acidic Rounds''. | *With ''Acidic Rounds'' skill this weapon applies 200 points of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|poison power]] with every [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from ''Acidic Rounds''. | ||
*Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil. | *Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil. | ||
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Effectively grants player an infinite ammunition when attacking [[Specimens_(Killing_Floor_2)|ZEDs]] with healing darts, with rate of fire limited by dart's recharge speed.<br /> | Effectively grants player an infinite ammunition when attacking [[Specimens_(Killing_Floor_2)|ZEDs]] with healing darts, with rate of fire limited by dart's recharge speed.<br /> | ||
Quite effective with the ''Acidic Rounds'' skill due to its high per-projectile damage. | Quite effective with the ''Acidic Rounds'' skill due to its high per-projectile damage. | ||
==Trivia== | |||
In the version [[Update_1088_(Killing_Floor_2)|1.088]] the HRG Incision had been capable of locking not only on players but also to ZED's vulnerable hitzones. This feature was scapped in the [[Update_1089_(Killing_Floor_2)|next]] patch. It also did 50 points less damage during that time. | |||
==Gallery== | ==Gallery== |
Revision as of 21:10, 19 November 2019
Killing Floor 2 item | |||
8
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MAGAZINE SIZE | 1 | ||
SPARE AMMO CAPACITY | 39 | ||
DAMAGE | 400 | ||
FIRE RATE | 25 | ||
ACCURACY | 100 | ||
PENETRATION | 10 | ||
• "Fire mode shoots high velocity electrical rounds." • "Alt-fire shoots healing darts to heal team members." • "Using the sight lets you lock on to players. | |||
General Information | |||
Pricing | 1500 | ||
Ammo Cost | 14 | ||
Weapon Type | Rifle | ||
Weapon Information | |||
Starting Ammo | 1 + 12 | ||
Secondary Attack | |||
Ammo Type | Healing Darts | ||
Magazine Size | 100 | ||
Spare Ammo Capacity | infinite | ||
Damage | 75 | ||
Fire Rate | 342 | ||
Penetration | 10 | ||
Ammo Consumption (per use) | 50 | ||
Heal Amount | 40 ✚ | ||
Full Recharge Time | 10s | ||
The HRG Incision is the Field Medic's tier 4 weapon. It is a modified version of Sharpshooter's Rail Gun built around concept of supporting player's team with both - healing and fire power. Unlike other Field Medic's weapons, the healing darts of the HRG Incision are capable of causing moderate damage to ZEDs at the same time carrying wide variety of incapacitation methods - knockdown, stumble, EMP, gun and melee hits.
Description
"Fire mode shoots high velocity electrical rounds. Alt-fire shoots healing darts to heal team members."
Flavor Text
"Using the sight lets you lock on to players."
Technical Information
Damage = 400.
Damage (healing dart) = 75.
Damage (buttstock bash) = 30.
Rate Of Fire = 25 RPM.
Rate Of Fire (bash) = 54.
Damage Type = Ballistic, Toxic (acidic poison).
Damage Type Group = Rifle, Toxic.
Healing dart (speed) = 300 m/s.
Projectile (speed) = 300 m/s.
Spread factor = 0.005.
Only fires projectiles in ZED Time.
Force reload (reload delayed for) = 0.50s.
Reload (force reload time + reload time) = 2.41s.
Time (equip) = 0.61s.
Time (put down) = 0.51s.
Weapon Powers:
EMP power (primary) = 50.
Gun hit power (healing dart) = 200.
Gun hit power (primary) = 300.
Knockdown power (healing dart) = 100.
Melee hit power (healing dart) = 100.
Melee hit power (primary) = 100.
Penetration power (for both firing modes) = 10.
Poison power (by Acidic Rounds DOT, per tick) = 200.
Poison power (by healing dart impact, per hit) = 33.
Stumble power (healing dart) = 200.
Stumble power (primary) = 400.
Healing:
Ammo cost (per dart) = 50%.
Heal amount = 40.
Time (full recharge) = 10s.
Upgrades
Upg1 (1500): Base damage x1.2, Base weight + 1, Full recharge time x0.9.
Notes
- Healing dart impact featuring pushback momentum (50000).
- In both firing modes outside of the ZED Time this weapon is a hitscan.
- Compare to Rail Gun's lock-on system, the HRG Incision, which obviously will only lock on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock on to the patient when weapon's owner aims directly at this player (the Rail Gun, however, will lock on ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs).
- Takes only 0.01s to lock-on to patient once they got in sights.
- With Acidic Rounds skill this weapon applies 200 points of the poison power with every DOT tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from Acidic Rounds.
- Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
Strategy
Effectively grants player an infinite ammunition when attacking ZEDs with healing darts, with rate of fire limited by dart's recharge speed.
Quite effective with the Acidic Rounds skill due to its high per-projectile damage.
Trivia
In the version 1.088 the HRG Incision had been capable of locking not only on players but also to ZED's vulnerable hitzones. This feature was scapped in the next patch. It also did 50 points less damage during that time.
Gallery
-
HRG Incision render