AR-15 Varmint Rifle: Difference between revisions
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The '''AR-15 Varmint Rifle''' is the [[Commando (Killing Floor 2)|Commando's]] starting weapon. It is an | The '''AR-15 Varmint Rifle''' is the [[Commando (Killing Floor 2)|Commando's]] starting weapon. It is an assault rifle converted into a pistol-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 | It has a magazine size of 20 bullets, resulting in six 3-round bursts and one 2-round burst. With a full supply of ammo, it can reload 12 times + its initial magazine. | ||
<div class="toclimit-3">__TOC__</div> | <div class="toclimit-3">__TOC__</div> | ||
==Description & Flavor Text== | ==Description & Flavor Text== | ||
''- "Choice of 3-round-burst or semi-auto fire modes. Alt-fire to toggle between fire modes."'' | ''- "Choice of 3-round-burst or semi-auto fire modes. Alt-fire to toggle between fire modes."'' | ||
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==Technical Information== | ==Technical Information== | ||
'''<big>Damage:</big>''' | '''<big>Damage:</big>''' | ||
* Damage per bullet = 30. | * Damage per bullet = 30. | ||
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==Upgrades== | ==Upgrades== | ||
* Upgrade 1 (500): Base damage x1.2 '''(36 | * Upgrade 1 (500): Base damage x1.2 '''(36 per bullet)''', Base weight + 1 '''(5 total)'''. | ||
* Upgrade 2 (600): Base damage x1.4 '''(42 | * Upgrade 2 (600): Base damage x1.4 '''(42 per bullet)''', Base weight + 2 '''(6 total)'''. | ||
* Upgrade 3 (700): Base damage x1.8 '''(54 | * Upgrade 3 (700): Base damage x1.8 '''(54 per bullet)''', Base weight + 3 '''(7 total)'''. | ||
* Upgrade 4 (1500): Base damage x2.0 '''(60 | * Upgrade 4 (1500): Base damage x2.0 '''(60 per bullet)''', Base weight + 4 '''(8 total)'''. | ||
==Notes== | ==Notes== | ||
*Minimize recoil by crouching and aiming down sights when you can. Semi-auto will help control it somewhat, unless fired in rapid succession. | *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 '''3300''' Dosh to fully upgrade. | ||
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==Perk Synergies== | ==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 ammo. | |||
* 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 | |||
* 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 (Killing Floor 2)|9mm Pistol]] and [[KF-BAR|Knife]] helps keep ZEDs at bay until you can reload the Varmint Rifle. | * 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 (Killing Floor 2)|9mm Pistol]] and [[KF-BAR|Knife]] helps keep ZEDs at bay until you can reload the Varmint Rifle. | ||
==Strategy== | ==Strategy== | ||
A simple weapon for a simple perk. One headshot will decapitate most basic enemies - [[Stalker (Killing Floor 2)|Stalkers]], [[Crawler (Killing Floor 2)|Crawlers]], and [[Cyst|all]] [[Alpha Clot|Clot]] [[Slasher|variants]]. [[Gorefast (Killing Floor 2)|Gorefasts]] may take 1 or 2 headshots before going down. | |||
Use in semi-auto mode often; with enough practice, you can fire as fast as its 3-round bursts, if not faster. 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 hoping to take down as many as you can. | |||
Use in semi-auto mode; with enough practice, you can fire as fast as | |||
==Gallery== | ==Gallery== |
Latest revision as of 05:16, 4 June 2021
Killing Floor 2 item | |||
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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 assault rifle converted into a pistol-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 bullets, resulting in six 3-round bursts and one 2-round burst. With a full 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 per bullet), Base weight + 1 (5 total).
- Upgrade 2 (600): Base damage x1.4 (42 per bullet), Base weight + 2 (6 total).
- Upgrade 3 (700): Base damage x1.8 (54 per bullet), Base weight + 3 (7 total).
- Upgrade 4 (1500): Base damage x2.0 (60 per bullet), 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 ammo.
- 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 all Clot variants. Gorefasts may take 1 or 2 headshots before going down.
Use in semi-auto mode often; with enough practice, you can fire as fast as its 3-round bursts, if not faster. 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 hoping to take down as many as you can.
Gallery
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AR-15 Varmint Rifle