AR-15 Varmint Rifle
Killing Floor 2 item | |||
4
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MAGAZINE SIZE | 20 | ||
SPARE AMMO CAPACITY | 240 | ||
DAMAGE | 30 | ||
FIRE RATE | 500 | ||
ACCURACY | 60 | ||
PENETRATION | 0 | ||
• "Choice of 3-shot burst or single shot fire modes." • "Alt-fire to toggle between fire modes." • "This is for Zeds, not 'varmints'." | |||
General Information | |||
Pricing | 200 | ||
Ammo Cost | 20 | ||
Weapon Type | Assault Rifle | ||
Weapon Information | |||
Starting Ammo | 20 + 120 | ||
The AR-15 Varmint Rifle is the Commando's starting weapon. It is an AR-15 converted into a sub-caliber cartridge, capable of firing in either 3-round bursts or semi-auto, both with the same RPM between shots.
It has a magazine size of 20, resulting in six 3-round bursts plus 2 shots. With a fully supply of ammo, it can reload 12 times + its initial magazine.
Description & Flavor Text
- "Choice of 3-round-burst or semi-auto fire modes. Alt-fire to toggle between fire modes."
- "This is for Zeds, not 'varmints'."
Technical Information
Damage:
- Damage per bullet = 30.
- Buttstock bash = 24.
Damage Type = Ballistic.
Damage Type Group = Assault Rifle.
Rate Of Fire:
- Burst and semi-auto = 500 RPM.
- Bash = 50.
Reload Time:
- Tactical Reload:
- Normal = 3.07s.
- Elite = 2.07s.
- Dry Reload:
- Normal = 2.67s.
- Elite = 1.75s.
Equip Time = 0.56s, Putdown Time = 0.47s.
Weapon Powers:
- Stumble Power = 5.
Upgrades
- Upgrade 1 (500): Base damage x1.2 (36 damage), Base weight + 1 (5 total).
- Upgrade 2 (600): Base damage x1.4 (42 damage), Base weight + 2 (6 total).
- Upgrade 3 (700): Base damage x1.8 (54 damage), Base weight + 3 (7 total).
- Upgrade 4 (1500): Base damage x2.0 (60 damage), Base weight + 4 (8 total).
Notes
- Minimize recoil by crouching and aiming down sights when you can. Semi-auto will help control it somewhat, unless fired in rapid succession.
- Costs 3300 Dosh to fully upgrade.
- Costs 260 Dosh to fully replenish ammo from 0 bullets.
Perk Synergies
- The Commando's level 5 skill High Capacity Mags and level 20 skill Eat Lead gives it an additional 10, 20, or 30 (if you use both skills) bullets at the start of the round, slightly reducing the pressure to conserve bullets.
- The Commando's level 10 skill Fallback is an easy assurance of making sure the low capacity of the Varmint Rifle doesn't hinder you too much; the quick weapon swapping and the higher damage for the 9mm Pistol and Knife helps keep ZEDs at bay until you can reload the Varmint Rifle.
Strategy
A simple weapon for a simple perk. One headshot will decapitate most basic enemies - Stalkers, Crawlers, and any type of Clots. Gorefasts may take 1 or 2 before going down.
Use in semi-auto mode; with enough practice, you can fire as fast as, if not faster than, its 3-round bursts. Additionally, it saves ammo as you don't waste 2 bullets headshotting a clot. However, its small magazine size will be a hindrance in sustained firepower, so don't fire randomly into a horde of Clots hoping to take down as many as you can.
Its damage is the same as SA80 L85A2 Bullpup, so it's a choice if you want to use the Varmint Rifle and skip the L85A2 for early waves. Better sights, a higher magazine, and a faster fire rate, or a chance to save up dosh and go straight to the Kalashnikov AK-12?
Gallery
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AR-15 Varmint Rifle