HRG Scorcher: Difference between revisions
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| PerkLink=Firebug (Killing Floor 2) | | PerkLink=Firebug (Killing Floor 2) | ||
| WeaponImage=Kf2_hrg_scorcher_card.png | | WeaponImage=Kf2_hrg_scorcher_card.png | ||
| Damage= | | Damage=333.000000 | ||
| FireRate=28.0 | | FireRate=28.0 | ||
| Accuracy=100.000000 | | Accuracy=100.000000 | ||
| MagazineSize=1 | | MagazineSize=1 | ||
| AmmoCapacity= | | AmmoCapacity=31 | ||
| Description=• ''"Primary fire shoots a sticky flare that burns a target and lights everything around it. Alt-fire launches a broken flare that drops flames onto the ground in a straight line."''<br />• ''"A light weapon to light your way."'' | | Description=• ''"Primary fire shoots a sticky flare that burns a target and lights everything around it. Alt-fire launches a broken flare that drops flames onto the ground in a straight line."''<br />• ''"A light weapon to light your way."'' | ||
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Lighting Flare (damage type) = Ballistic (Handgun).<br /> | Lighting Flare (damage type) = Ballistic (Handgun).<br /> | ||
Lighting Flare (DOT scale / duration / inverval) = x0.12 / 3s / 0.5s.<br /> | Lighting Flare (DOT scale / duration / inverval) = x0.12 / 3s / 0.5s.<br /> | ||
Lighting Flare (impact damage) = | Lighting Flare (impact damage) = 333.<br /> | ||
Once stuck on a ZED or a surface projectile creates small light source of red color for about 5s. | Once stuck on a ZED or a surface projectile creates small light source of red color for about 5s. | ||
Alt-fire fires (invisible) projectile that has life time of only 0.5s and disappears after. During the time this projectile alive it spawns | Alt-fire fires (an invisible) projectile that has life time of only 0.5s and disappears after. During the time this projectile alive it spawns 7 residual flames within equal invervals. If this projectile manages to connect with the ZED before going off it will also inflict impact damage and will spawn 4 additional residual flames (however, in this manner it will most likely not being able to spawn all 7 of its residual flames due to the fact that these appear depending on the remaining projectile's life time and premature impact ceases projectile earlier). | ||
Broken Flare (amount of residual flames) = 7.<br /> | Broken Flare (amount of residual flames) = 7.<br /> | ||
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Broken Flare (residual flame DOT scale) = x0.2.<br /> | Broken Flare (residual flame DOT scale) = x0.2.<br /> | ||
Broken Flare (residual flame falloff) = 0 (none).<br /> | Broken Flare (residual flame falloff) = 0 (none).<br /> | ||
Broken Flare (residual flame life time) = | Broken Flare (residual flame life time) = 6s.<br /> | ||
Broken Flare (residual flame radius) = 150. | Broken Flare (residual flame radius) = 150. | ||
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Put Down Time = 0.42s. | Put Down Time = 0.42s. | ||
Projectile gravity scale = 0. | Projectile gravity scale = 0.36.<br /> | ||
Projectile speed (Lighting Flare / Broken Flare) = | Projectile speed (Lighting Flare / Broken Flare) = 4550 / 3000.<br /> | ||
[[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Spread]] factor (Broken Flare) = 0.1.<br /> | [[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Spread]] factor (Broken Flare) = 0.1.<br /> | ||
Spread factor (Lighting Flare) = 0. | Spread factor (Lighting Flare) = 0.01. | ||
[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br /> | [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br /> | ||
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Upg1 (700): Base damage x1.2, Base weight + 1.<br /> | Upg1 (700): Base damage x1.2, Base weight + 1.<br /> | ||
Upg2 (1500): Base damage x1.4, Base weight + 2. | Upg2 (1500): Base damage x1.4, Base weight + 2. | ||
==Trivia== | |||
*When [[Update_1103_(Killing_Floor_2)|first]] came out, HRG Scorcher's projectile had a bug where it was applying impact damage twice. [[Update_1104_(Killing_Floor_2)|Later]] it got fixed and to keep up with game balance its damage was increased from 185 to 333. | |||
==Gallery== | ==Gallery== |
Latest revision as of 16:15, 16 September 2020
Killing Floor 2 item | |||
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MAGAZINE SIZE | 1 | ||
SPARE AMMO CAPACITY | 31 | ||
DAMAGE | 333 | ||
FIRE RATE | 28 | ||
ACCURACY | 100 | ||
• "Primary fire shoots a sticky flare that burns a target and lights everything around it. Alt-fire launches a broken flare that drops flames onto the ground in a straight line." • "A light weapon to light your way." | |||
General Information | |||
Pricing | 1000 | ||
Ammo Cost | 12 | ||
Weapon Type | Pistol | ||
Alternative Weapon Type | Flame Weapon | ||
Weapon Information | |||
Starting Ammo | 1 + 12 | ||
Secondary Attack | |||
Ammo Type | Broken Flares | ||
Damage | 140 | ||
Fire Rate | 28 | ||
Alt-fire (impact / flame (amount x damage)) 70 / 7 x 10 Short range flare that spits fire on the ground
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The HRG Scorcher is one of the Firebug's tier 3 weapons. It's a modified version of Demolitionist's HX 25 Grenade Launcher designed to fire Lighting Flares (akin to classic grenade launchers) with its primary attack and short range "Broken Flare" munition with its alternative fire mode. Lighting Flares behave like projectiles of traditional launchers dealing impact damage upon contact with the ZED, however they do not bear any explosive effects, acting more like slow moving incendiary bullets. Broken Flares, however, somehow unique due to their mechanic: each of these projectiles only exists for a half of a second, while midair they constantly spawn residual flames that fall on the ground leaving trail of the fire behind. Broken Flares are also capable of causing impact damage should they collide with the obstacle before disappearing.
Description
"Primary fire shoots a sticky flare that burns a target and lights everything around it. Alt-fire launches a broken flare that drops flames onto the ground in a straight line."
Flavor Text
"A light weapon to light your way."
Technical Information
Primary fire mode fires single projectile that inflicts impact damage and sets ZEDs on fire.
Lighting Flare (damage type) = Ballistic (Handgun).
Lighting Flare (DOT scale / duration / inverval) = x0.12 / 3s / 0.5s.
Lighting Flare (impact damage) = 333.
Once stuck on a ZED or a surface projectile creates small light source of red color for about 5s.
Alt-fire fires (an invisible) projectile that has life time of only 0.5s and disappears after. During the time this projectile alive it spawns 7 residual flames within equal invervals. If this projectile manages to connect with the ZED before going off it will also inflict impact damage and will spawn 4 additional residual flames (however, in this manner it will most likely not being able to spawn all 7 of its residual flames due to the fact that these appear depending on the remaining projectile's life time and premature impact ceases projectile earlier).
Broken Flare (amount of residual flames) = 7.
Broken Flare (extra residual flames upon impact) = 4.
Broken Flare (impact damage) = 70.
Broken Flare (projectile life time) = 0.5s.
Broken Flare (residual flame damage interval) = 0.5s.
Broken Flare (residual flame damage) = 10.
Broken Flare (residual flame DOT duration / inverval) = 2s / 0.5s.
Broken Flare (residual flame DOT scale) = x0.2.
Broken Flare (residual flame falloff) = 0 (none).
Broken Flare (residual flame life time) = 6s.
Broken Flare (residual flame radius) = 150.
Damage type (impact)= Ballistic.
Damage type (rest) = Fire.
Rate of fire, per minute = 28.
Rate of fire, per minute (lvl 25 Firebug) = 35.
Bash:
Damage = 26.
Rate Of Fire = 63.
Reload Time = 1.80s.
Force reload (auto-reload delayed for) = 0.30s.
Equip Time = 0.35s.
Put Down Time = 0.42s.
Projectile gravity scale = 0.36.
Projectile speed (Lighting Flare / Broken Flare) = 4550 / 3000.
Spread factor (Broken Flare) = 0.1.
Spread factor (Lighting Flare) = 0.01.
Weapon Powers:
Burn power (Broken Flare impact) = 20.
Burn power (Lighting Flare DOT), per tick = 8.
Burn power (Lighting Flare impact) = 45.
Burn power (residual flame), per hit or DOT tick = 8.
Gun hit power (Broken Flare impact) = 150.
Gun hit power (Lighting Flare impact) = 275.
Knockdown power (Lighting Flare impact) = 70.
Stumble power (Broken Flare impact) = 200.
Stumble power (Lighting Flare impact) = 400.
Upgrades
Upg1 (700): Base damage x1.2, Base weight + 1.
Upg2 (1500): Base damage x1.4, Base weight + 2.
Trivia
- When first came out, HRG Scorcher's projectile had a bug where it was applying impact damage twice. Later it got fixed and to keep up with game balance its damage was increased from 185 to 333.
Gallery
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HRG Scorcher render