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The '''Caulk n' Burn''' is the [[Firebug (Killing Floor 2)|Firebug's]] starting weapon. It is an improvised flamethrower, using two cans of caulk as fuel, and ignited with a pilot light at its front. It shoots out a low-powered flame as long as its trigger is held down. The flame will set both ZEDs and the ground on fire.


The '''Caulk n' Burn''' is the [[Firebug (Killing Floor 2)|Firebug's]] starting weapon. Fire mode shoots flame though at reduced range and firepower compared to the [[Flamethrower (Killing Floor 2)|Flamethrower]]. Can also set the ground alight.
It has a fuel capacity of 50, roughly 3.5 seconds of continuous fire. With a full supply of ammo, it can reload 10 times + its initial tank.


<div class="toclimit-3">__TOC__</div>
<div class="toclimit-3">__TOC__</div>


==Description==
==Description & Flavor Text==


''"Fire mode shoots flame."''
''- "Fire mode shoots flame."''


==Flavor Text==
''- "Hand-held, home-made flamethrower. Please do NOT try this at home."''
 
''"Hand-held, home-made flamethrower. Please do NOT try this at home."''


==Technical Information==
==Technical Information==
'''<big>Damage:</big>'''
* Direct hit = 10.
* Buttstock bash = 25
* Splash damage = 5.
** Radius = 1.5m.
** [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] = Linear. Splash damage decreases linearly from the distance of where the flame burst hit.
* All flame bursts will deal direct hit damage, as well as [[Mechanics (Killing Floor 2)#Weapons - Fire .2F flame weapons|splash damage]].


Damage (per Direct Hit) = 10.<br/>
* Ground fire damage = 10.
Rate Of Fire = 857 RPM.<br/>
** Radius = 1m.
Damage Type = Fire.<br/>
** Falloff = Linear. Ground fire damage decreases linearly from the distance of the epicenter.
 
** Spraying at the ground will create a small bonfire that lasts for a short period of time and does damage to ZEDs '''independently''' from direct hits, splash damage, and afterburn.  
Caulk n' Burn applies Direct Hit damage to player's initial target and at same time at same rate all nearby targets take indirect damage refered as Splash Damage. Amount of Splash Damage decreases linearly from the distance of player's initial target.<br/>
** Ground fires appears at rate of 1 per every 0.1 second, lasts for total of 2.5 seconds, and does damage within 0.25s intervals.  
 
** Multiple Ground Fire sources do not overlap each other, and cannot be created on top of each other; there has to be a small distance between two sources - at least 0.25 meters.
Splash Damage = 5.<br/>
Radius = 1.5m.<br/>
Falloff = Linear.<br/>


Spraying fire at the ground creates a Ground Fire, a small bonfire that lasts for a short period of time and does damage to ZEDs independently of Direct Hits, Splash and Afterburn. Amount of Ground Fire damage decreases linearly from the distance of bonfire epicenter.<br/>
'''<big>Afterburn ([[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|damage over time]]):</big>'''
* Direct Hits and Splash:
** Damage Scale (of respective damage values) = x0.8.
** Duration = 1.7s.
** Damage Interval = 0.4s.


Ground Fire Damage = 10.<br/>
* Ground Fire:
Radius = 1m.<br/>
** Damage Scale (of Ground Fire damage) = x0.5.
Falloff = Linear.<br/>
** Duration = 5s.
** Damage Interval = 1s.


Ground Fire appears at rate of 1 per every 0.1 second, lasts for total of 2.5 seconds and does damage within 0.25s intervals. Multiple Ground Fire sources does not overlap each other, player cannot create a new bonfire on top of the current, instead there has to be small distance between two - 0.25 meters.<br/>
* Note that at time there can exist only one type of afterburn. Only the most effective type in terms of total damage will be applied to a ZED. Each time a ZED takes fire damage, it applies onto the ZED and overwrites any current afterburn, replacing it with a more effective one.


Damaging ZED by any form of attack makes it suffer from Damage Over Time which is another independent source of the damage. While Direct Hits ans Splash damage shares same DOT attributes, Ground Fire has it's own:<br/>
'''<big>Damage Type = Fire.</big>'''


Afterburn DOT (Direct Hits and Splash):<br/>
'''<big>Damage Type Group = Flame Weapon.</big>'''
Damage Scale (of respective damage values) = x0.8.<br/>
Duration = 1.7s.<br/>
Damage Interval = 0.4s.<br/>


Afterburn DOT (Ground Fire):<br/>
'''<big>Rate Of Fire:</big>'''
Damage Scale (of Ground Fire damage) = x0.5.<br/>
* Continuous fire = 857 RPM.
Duration = 5s.<br/>
* Bash = 51 RPM.
Damage Interval = 1s.<br/>


Note that at time there can exist only one type of Fire DOT. By any means only the most effective DOT in terms of total damage (i.e. Damage x Duration / Interval) will be applied at ZED. Each time ZED takes fire damage game picks up such DOT and applies it on ZED (overwrite current DOT if current DOT is less effective).<br/>
'''<big>Reload Time:</big>'''
* Both tactical and dry = 2.08s.


Bash:<br/>
'''<big>Equip Time = 0.49s., Put Down Time = 0.46s.</big>'''
Damage = 25.<br/>
Rate Of Fire = 51.<br/>


Reload Time = 2.08s (for both tactical and dry reloads).<br/>
'''<big>[[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Weapon Powers]]:</big>'''
 
* Burn power (ground fire) = 10.5.
Equip Time = 0.49s.<br/>
* Burn power, per hit or DOT tick = 10.5.
Put Down Time = 0.46s.<br/>
* Stumble power, per hit or DOT tick = 20.
 
Weapon Powers:<br/>
Burn power (ground fire) = 10.5.<br/>
Burn power, per hit or DOT tick = 10.5.<br/>
Stumble power, per hit or DOT tick = 20.<br/>


==Upgrades==
==Upgrades==
 
Upgrades do not improve Ground Fire damage but will improve [[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] and Splash damage.
Upg1 (500): Base damage x1.1, Base weight + 1.<br/>
* Upgrade 1 (500): Base damage x1.1 '''(11 direct hit, 5 splash)''', Base weight + 1 '''(6 total weight)'''.
Upg2 (600): Base damage x1.3, Base weight + 2.<br/>
* Upgrade 2 (600): Base damage x1.3 '''(13 direct hit, 6 splash)''', Base weight + 2 '''(7 total weight)'''.
Upg3 (700): Base damage x1.4, Base weight + 3.<br/>
* Upgrade 3 (700): Base damage x1.4 '''(14 direct hit, 7 splash)''', Base weight + 3 '''(8 total weight)'''.
Upg4 (1500): Base damage x1.5, Base weight + 4.<br/>
* Upgrade 4 (1500): Base damage x1.5 '''(15 direct hit, 7 splash)''', Base weight + 4 '''(9 total weight)'''.  


==Notes==
==Notes==
*Players will not take damage from ground fires.
*It has post-shooting life time where it does damage without consuming ammo (duration - 0.35s), which effectively increases damage output per magazine if player uses tap-fire technique.


* Upgrades do NOT improve Ground Fire damage but DO improve DOT and Splash damage.
== Perk Synergies ==
* Caulk n' Burn can create a Ground Fire.<br/>
* The Firebug's level 5 skill ''High Capacity Fuel Tank'' increases its fuel capacity to 100, effectively giving you about 7 continuous seconds of flame.
* Flame impact has Splash Damage.<br/>
* The Firebug's level 5 skill ''Bring the Heat'' and level 10 skill ''Ground Fire'' massively increases its damage output, able to clear out groups of lesser ZEDs with ease if used properly.
* Players does not take Splash Damage, nor the Ground Fire damage.<br/>
* The Firebug's level 20 skill ''Firestorm'' increases its range by about 1.4 times its original length, allowing you to keep your distance.
* Flame has post-shooting life time where it does damage without consuming ammo (duration - 0.35s), which effectively increases damage output per magazine if player uses tap-fire technique.<br/>


==Strategy==
==Strategy==
Though meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Any burning ZEDs are virtually helpless and will die with only a little more effort. Not only that, but the abilities of some ZEDs will be disabled, such as the Stalker's cloak, a Clot's grab, or a Siren's scream.


Although meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Although antithetical to the spirit of a fire-breathing maniac, igniting groups of enemies with a short, controlled spray while kiting or holding choke points makes the most of the ammunition's damage over time.
It's most effective against groups of weak or lesser ZEDs, such as Crawlers, Clots, and especially Bloats. Their vulnerability to fire essentially makes them the kindle to your pyre, and with how many of them tend to group together, using the level 15 skill ''Napalm'' will make quick work of them. [[Gorefast (Killing Floor 2)|Gorefasts]], however, are resistant to panic, and especially fire; stay out of their way or you'll find yourself with a sword stuck in your chest.
 
Spraying the ground at a ZED's feet, as opposed to into their torso, pushes an extra mile out of what fuel is used. Ground fire will linger, igniting and inflicting further damage over time to any zeds that attempts to pass.


Most burning and panicking basic ZEDs ([[Stalker (Killing Floor 2)|Stalker]], [[Crawler (Killing Floor 2)|Crawler]], [[Cyst|any]] [[Slasher|type]] of [[Alpha Clot|Clot]]) are virtually helpless and will die with little more effort, but raging [[Gorefast (Killing Floor 2)|Gorefast]] frequently resist panic, charge through ground fire, and counter attack.  
While antithetical to the spirit of a fire-spewing maniac, using short and controlled sprays while kiting or holding choke points is very ammunition-effective.


The special abilities of some zeds are likely to be interrupted by panicking. This is especially true and useful against the [[Cyst |Cyst]], [[Slasher |Slasher]], and [[Alpha Clot |Clot]] grab as well as the [[Siren (Killing Floor 2)|Siren]] scream.
Spraying the ground at a ZED's feet, as opposed to their center, pushes that little extra mile out of the Caulk n' Burn. The ground fire will linger for a short period, igniting and inflicting further damage over time to any ZED that attempts to pass.  


{{KF2NavBox}}
==Gallery==
<gallery mode="packed" heights="275">
File:Firebug caulknburn.png|Caulk n' Burn
</gallery>{{KF2NavBox}}

Latest revision as of 21:07, 21 February 2021

Killing Floor 2 item
Caulk n' Burn
 5
MAGAZINE SIZE 50
SPARE AMMO CAPACITY 500
DAMAGE
10
FIRE RATE
857
ACCURACY
15
PENETRATION
0
"Fire mode shoots flame."
"Hand-held, home-made flamethrower. Please do NOT try this at home."
General Information
Pricing 200
Ammo Cost 20
Weapon Type Flame Weapon
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 50 + 250
Block (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Parry (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Secondary Attack
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
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Fire Rate
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Accuracy
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Penetration
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Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
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Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
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Full Recharge Time Expression error: Unrecognized punctuation character "{".s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

The Caulk n' Burn is the Firebug's starting weapon. It is an improvised flamethrower, using two cans of caulk as fuel, and ignited with a pilot light at its front. It shoots out a low-powered flame as long as its trigger is held down. The flame will set both ZEDs and the ground on fire.

It has a fuel capacity of 50, roughly 3.5 seconds of continuous fire. With a full supply of ammo, it can reload 10 times + its initial tank.

Description & Flavor Text

- "Fire mode shoots flame."

- "Hand-held, home-made flamethrower. Please do NOT try this at home."

Technical Information

Damage:

  • Direct hit = 10.
  • Buttstock bash = 25
  • Splash damage = 5.
    • Radius = 1.5m.
    • Falloff = Linear. Splash damage decreases linearly from the distance of where the flame burst hit.
  • All flame bursts will deal direct hit damage, as well as splash damage.
  • Ground fire damage = 10.
    • Radius = 1m.
    • Falloff = Linear. Ground fire damage decreases linearly from the distance of the epicenter.
    • Spraying at the ground will create a small bonfire that lasts for a short period of time and does damage to ZEDs independently from direct hits, splash damage, and afterburn.
    • Ground fires appears at rate of 1 per every 0.1 second, lasts for total of 2.5 seconds, and does damage within 0.25s intervals.
    • Multiple Ground Fire sources do not overlap each other, and cannot be created on top of each other; there has to be a small distance between two sources - at least 0.25 meters.

Afterburn (damage over time):

  • Direct Hits and Splash:
    • Damage Scale (of respective damage values) = x0.8.
    • Duration = 1.7s.
    • Damage Interval = 0.4s.
  • Ground Fire:
    • Damage Scale (of Ground Fire damage) = x0.5.
    • Duration = 5s.
    • Damage Interval = 1s.
  • Note that at time there can exist only one type of afterburn. Only the most effective type in terms of total damage will be applied to a ZED. Each time a ZED takes fire damage, it applies onto the ZED and overwrites any current afterburn, replacing it with a more effective one.

Damage Type = Fire.

Damage Type Group = Flame Weapon.

Rate Of Fire:

  • Continuous fire = 857 RPM.
  • Bash = 51 RPM.

Reload Time:

  • Both tactical and dry = 2.08s.

Equip Time = 0.49s., Put Down Time = 0.46s.

Weapon Powers:

  • Burn power (ground fire) = 10.5.
  • Burn power, per hit or DOT tick = 10.5.
  • Stumble power, per hit or DOT tick = 20.

Upgrades

Upgrades do not improve Ground Fire damage but will improve DOT and Splash damage.

  • Upgrade 1 (500): Base damage x1.1 (11 direct hit, 5 splash), Base weight + 1 (6 total weight).
  • Upgrade 2 (600): Base damage x1.3 (13 direct hit, 6 splash), Base weight + 2 (7 total weight).
  • Upgrade 3 (700): Base damage x1.4 (14 direct hit, 7 splash), Base weight + 3 (8 total weight).
  • Upgrade 4 (1500): Base damage x1.5 (15 direct hit, 7 splash), Base weight + 4 (9 total weight).

Notes

  • Players will not take damage from ground fires.
  • It has post-shooting life time where it does damage without consuming ammo (duration - 0.35s), which effectively increases damage output per magazine if player uses tap-fire technique.

Perk Synergies

  • The Firebug's level 5 skill High Capacity Fuel Tank increases its fuel capacity to 100, effectively giving you about 7 continuous seconds of flame.
  • The Firebug's level 5 skill Bring the Heat and level 10 skill Ground Fire massively increases its damage output, able to clear out groups of lesser ZEDs with ease if used properly.
  • The Firebug's level 20 skill Firestorm increases its range by about 1.4 times its original length, allowing you to keep your distance.

Strategy

Though meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Any burning ZEDs are virtually helpless and will die with only a little more effort. Not only that, but the abilities of some ZEDs will be disabled, such as the Stalker's cloak, a Clot's grab, or a Siren's scream.

It's most effective against groups of weak or lesser ZEDs, such as Crawlers, Clots, and especially Bloats. Their vulnerability to fire essentially makes them the kindle to your pyre, and with how many of them tend to group together, using the level 15 skill Napalm will make quick work of them. Gorefasts, however, are resistant to panic, and especially fire; stay out of their way or you'll find yourself with a sword stuck in your chest.

While antithetical to the spirit of a fire-spewing maniac, using short and controlled sprays while kiting or holding choke points is very ammunition-effective.

Spraying the ground at a ZED's feet, as opposed to their center, pushes that little extra mile out of the Caulk n' Burn. The ground fire will linger for a short period, igniting and inflicting further damage over time to any ZED that attempts to pass.

Gallery