Thermite Bore: Difference between revisions

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*Projectile can only be manually detonated after the weapon's firing interval is expired. Minimum time - 0.8s.
*Projectile can only be manually detonated after the weapon's firing interval is expired. Minimum time - 0.8s.
*Projectile does not have penetration power. ZEDs whose health is low enough to die to ballistic impact of the projectile will not affect its trajectory. Projectile will keep traveling until it will get stuck on the solid surface or on a ZED capable of surviving impact.
*Projectile does not have penetration power. ZEDs whose health is low enough to die to ballistic impact of the projectile will not affect its trajectory. Projectile will keep traveling until it will get stuck on the solid surface or on a ZED capable of surviving impact.
*Ballistic impact of this weapon cannot decapitate a ZED (head HP goes below 0). Extra damage on decapitation (see [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_to_take|step 9]]) and head damage multiplier still take place.
*Ballistic impact of this weapon cannot decapitate a ZED (head HP goes below 0). Extra damage on decapitation (see [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_to_take|step 10]]) and head damage multiplier still take place.
*[[Survivalist]]'s ''Make Things Go Boom'' skill (+40% explosion radius) increases radius of its projectile's initial explosion from 5 to 7 meters (but does not affect radius of its residual flames), [[Demolitionist_(Killing_Floor_2)|Demolitionist's]] ''Fragmentation Rounds'', however, does not work.


==Gallery==
==Gallery==

Latest revision as of 14:53, 12 May 2022

Killing Floor 2 item
Thermite Bore
 7
MAGAZINE SIZE 6
SPARE AMMO CAPACITY 36
DAMAGE
300
FIRE RATE
75
ACCURACY
78
PENETRATION
0
"Primary fire launches thermite grenades that explode after 4 seconds."
"Alt-fire manually detonates all thermites."
"Like light to the flies, fire to the Zeds."
General Information
Pricing 1500
Ammo Cost 78
Weapon Type Flame Weapon
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 6 + 6
Block (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Parry (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
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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Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
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 Thermite Bore is one of the Firebug's tier 4 weapons. It launches thermite grenades that pin to enemies and to any surface. They explode after 4 seconds, creating residual fires all around. Projectiles can be manually detonated with the alt-fire button, just like Seal Squeal.

Thermite Bore is a DLC weapon. In offline solo play this weapon is only available for players purchased it from the in-game store or owners of Armory Season Pass, however should the player owning this weapon join the public server it is become available to everyone as a shared content.

Description & Flavor Text

- "Primary fire launches thermite grenades that explode after 4 seconds. Alt-fire manually detonates all thermites."

- "Like light to the flies, fire to the Zeds."

Technical Information

Projectile and Explosion:

  • Projectile (fuze time) = 4s.
  • Projectile (impact damage) = 150.
  • Projectile explosion (damage) = 150.
  • Projectile explosion (falloff) = 1 (linear).
  • Projectile explosion (radius) = 500.

Residual Flame:

  • Residual flame (amount, spawned upon explosion) = 5.
  • Residual flame (damage inverval) = 0.5s.
  • Residual flame (damage) = 10.
  • Residual flame (duration) = 7s.
  • Residual flame (falloff) = 1 (linear).
  • Residual flame (radius) = 150.

Damage Over Time:

  • DOT of projectile explosion (DOT duration) = 3s.
  • DOT of projectile explosion (DOT interval) = 0.5s.
  • DOT of projectile explosion (DOT scale) = x0.2.
  • DOT of projectile impact (DOT duration) = 3s.
  • DOT of projectile impact (DOT interval) = 0.5s.
  • DOT of projectile impact (DOT scale) = x0.2.
  • DOT of residual flame (DOT duration) = 3s.
  • DOT of residual flame (DOT interval) = 0.5s.
  • DOT of residual flame (DOT scale) = x0.5.

Damage Type:

  • All, except projectile impact = Fire.
  • Projectile impact = Ballistic_Shell.

Rate Of Fire:

  • Launcher = 75 RPM.
  • Bash = 56.

Projectile Ballistic:

  • Gravity scale = 0.36.
  • Speed = 50 m/s.
  • Spread factor = 0 (no random deviation).

Reload Time:

  • Tactical = 2.83s.
  • Dry = 2.96s

Just like Helios Rifle, this weapon does have elite reload animations but no perks using it. Firebug's passive reload bonus, instead, decreases base reload time by up to 20%.

Equip Time = 0.76s, Putdown Time = 0.77s.

Weapon Powers:

  • Burn power (DOT of projectile explosion, per tick) = 10.
  • Burn power (DOT of projectile impact, per tick) = 10.
  • Burn power (projectile explosion) = 50.
  • Burn power (projectile impact) = 50.
  • Burn power (residual flame, per hit or DOT tick) =10.
  • Gun hit power (projectile impact) = 300.
  • Knockdown power (projectile impact) = 50.
  • Stumble power (projectile explosion) = 200.
  • Stumble power (projectile impact) = 350.
  • Stumble power (residual flame, per hit or DOT tick) = 100.

Upgrades

  • Upgrade 1 (1500): Base damage x1.125 (168 impact and explosion), Base weight + 1 (8 total).

Notes

  • In PC version of the game, for testing purposes players may acquire this weapon by typing following cheat commands in console while in solo play:
    • EnableCheats
    • GiveWeapon KFGameContent.KFWeap_RocketLauncher_ThermiteBore
  • Player takes self damage equal up to 5% of its primary explosion damage and does not take DOT damage at all.
  • Projectile can only be manually detonated after the weapon's firing interval is expired. Minimum time - 0.8s.
  • Projectile does not have penetration power. ZEDs whose health is low enough to die to ballistic impact of the projectile will not affect its trajectory. Projectile will keep traveling until it will get stuck on the solid surface or on a ZED capable of surviving impact.
  • Ballistic impact of this weapon cannot decapitate a ZED (head HP goes below 0). Extra damage on decapitation (see step 10) and head damage multiplier still take place.
  • Survivalist's Make Things Go Boom skill (+40% explosion radius) increases radius of its projectile's initial explosion from 5 to 7 meters (but does not affect radius of its residual flames), Demolitionist's Fragmentation Rounds, however, does not work.

Gallery