HRG Incision: Difference between revisions

From Killing Floor 2 Wiki
Jump to navigation Jump to search
m (added more detais on lock on system)
m (info on lock-on mode is now a commentary, since it is no more)
Line 5: Line 5:
| 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=350.000000
| Damage=400.000000
| FireRate=25.0
| FireRate=25.0
| Accuracy=100.000000
| Accuracy=100.000000
Line 11: Line 11:
| 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 and vulnerable spots on Zeds."''
| 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
Line 17: Line 17:
| Weight=8
| Weight=8
|
|
| InitialSpareMags=14
| InitialSpareMags=12
| AmmoCost=11
| AmmoCost=14
| WeaponType=Rifle
| WeaponType=Rifle
|
|
Line 33: Line 33:
}}
}}


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>
Line 43: Line 43:
==Flavor Text==
==Flavor Text==


''"Using the sight lets you lock on to players and vulnerable spots on Zeds."''
''"Using the sight lets you lock on to players."''


==Technical Information==
==Technical Information==


Damage = 350.<br />
Damage = 400.<br />
Damage (healing dart) = 75.<br />
Damage (healing dart) = 75.<br />
Damage (buttstock bash) = 30.<br />
Damage (buttstock bash) = 30.<br />
Line 93: Line 93:


*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.
*The lock-on system, compare to [[Rail Gun]]:
*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).
**Has much faster target-acquiring time, taking only 0.01s to lock-on.
*Takes only 0.01s to lock-on to patient once they got in sights.
**Will lock-on on injured teammates.
**Most importantly - barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock on ZED's vulnerable body parts if player aims directly at this ZED (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, has two times longer time to keep it active after putting sights away from the ZED (0.4s vs Rail Gun's 0.2s).
**Additionally, HRG Incision's healing darts will not automatically target locked-on ZEDs but will target locked-on injured teammates.
*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.
Line 107: Line 103:
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
HRG Incision
 8
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
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 1 + 12
Block (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Parry (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Secondary Attack
Ammo Type Healing Darts
Magazine Size 100
Spare Ammo Capacity infinite
Damage
75
Fire Rate
342
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
10
Starting Ammo 100 + Expression error: Unrecognized punctuation character "{".
Ammo Consumption (per use) 50
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount 40 ✚
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time 10s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies


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