HRG Locust: Difference between revisions
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| PerkLink=Survivalist | | PerkLink=Survivalist | ||
| WeaponImage=Kf2_locust_bar.png | | WeaponImage=Kf2_locust_bar.png | ||
| Damage= | | Damage=45.0000 | ||
| FireRate=200.000000 | | FireRate=200.000000 | ||
| Accuracy=100.000000 | | Accuracy=100.000000 | ||
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| | | | ||
| PerkName=Survivalist | | PerkName=Survivalist | ||
| Pricing= | | Pricing=1400 | ||
| Weight=6 | | Weight=6 | ||
| | | | ||
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| WeaponType=Explosive | | WeaponType=Explosive | ||
}} | }} | ||
The '''HRG Locust''' is the [[Survivalist]]'s ''tier | The '''HRG Locust''' is the [[Survivalist]]'s ''tier 4'' weapon. It is an alternation of the Demolitionist's Seeker Six. This weapon launches rockets that create a cloud of nanobot-locusts that attack ZEDs by applying [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|damage over time]], bleeding and toxic incaps. | ||
Just like Seeker Six it fires slightly faster and has significantly less recoil in lock-on mode, though it only locks while in ADS so by maintaining hip fire players may still utilize said bonuses while firing rockets in a dump-fire manner. Unlike said weapon, however, the HRG Locust does not bear any projectile impact damage at all (technically it does 1 damage). It's primary damage source is a lingering (long-lasting, self-repeating) explosion left by each rocket, as well as DOT caused by that rocket. | Just like Seeker Six it fires slightly faster and has significantly less recoil in lock-on mode, though it only locks while in ADS so by maintaining hip fire players may still utilize said bonuses while firing rockets in a dump-fire manner. Unlike said weapon, however, the HRG Locust does not bear any projectile impact damage at all (technically it does 1 damage). It's primary damage source is a lingering (long-lasting, self-repeating) explosion left by each rocket, as well as DOT caused by that rocket. | ||
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'''<big>Lingering Rocket Explosion:</big>''' | '''<big>Lingering Rocket Explosion:</big>''' | ||
*Explosion damage = | *Explosion damage = 45. | ||
*Explosion [[Mechanics_(Killing_Floor_2)#Weapons_-_Explosion_falloff|falloff]] exponent = 0.5 (exp). | *Explosion [[Mechanics_(Killing_Floor_2)#Weapons_-_Explosion_falloff|falloff]] exponent = 0.5 (exp). | ||
*Explosion radius = 200uu (2 meters). | *Explosion radius = 200uu (2 meters). | ||
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'''<big>Locust DOT (bleeding):</big>''' | '''<big>Locust DOT (bleeding):</big>''' | ||
*Damage = | *Damage = 25. | ||
*Dutaion = 3s. | *Dutaion = 3s. | ||
*Interval = 0.5s. | *Interval = 0.5s. | ||
Rocket creates a lingering (long-lasting, self-repeating) explosion (Locust Cloud) that lasts for 3s and does | Rocket creates a lingering (long-lasting, self-repeating) explosion (Locust Cloud) that lasts for 3s and does 45 damage within 0.5s intervals. ZEDs caught by this explosion start suffering from bleeding DOT (25 dmg / tick, 3s duration, 0.5s interval). Locust-infected ZEDs will also spread the infection upon bumping into each other, similar to Firebug's ''Napalm'' skill (damage values are the same as bleeding DOT). Lingering explosion re-applies DOT on the ZED (with refreshed duration) each time this ZED takes damage from it (Cloud and DOT damage co-exist simultaneously). | ||
Lingering explosion re-applies DOT on the ZED | |||
<big>'''Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]]: Explosive, Bleeding.'''</big> | <big>'''Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]]: Explosive, Bleeding.'''</big> | ||
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'''<big>Weapon [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Powers]]:</big>''' | '''<big>Weapon [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Powers]]:</big>''' | ||
*Bleed power (locust DOT) = | *Bleed power (locust DOT) = 15. | ||
*Knockdown power (rocket lingering explosion) = 39. | *Knockdown power (rocket lingering explosion) = 39. | ||
*Poison power (locust DOT) = | *Poison power (locust DOT) = 20. | ||
*Stumble power (rocket lingering explosion) = 59. | *Stumble power (rocket lingering explosion) = 59. | ||
==Upgrades== | ==Upgrades== | ||
*Upgrade 1 ( | *Upgrade 1 (1500): Base damage x1.15 '''(92 explosion)''', Base weight + 1 '''(7 total)'''. | ||
Upgrades do not improve bleeding DOT. | Upgrades do not improve bleeding DOT. | ||
Latest revision as of 10:11, 12 May 2023
Killing Floor 2 item | |||
6
|
|||
MAGAZINE SIZE | 6 | ||
SPARE AMMO CAPACITY | 84 | ||
DAMAGE | 45 | ||
FIRE RATE | 200 | ||
ACCURACY | 100 | ||
PENETRATION | 0 | ||
• "Primary fire launches a rocket that creates a cloud of nanobot-locusts that attack Zeds." • "Aiming in Alt-fire activates a targeting laser and enables guided rockets." • "Favorite weapon for Zed pest control." | |||
General Information | |||
Pricing | 1400 | ||
Ammo Cost | 40 | ||
Weapon Type | Explosive | ||
Weapon Information | |||
Starting Ammo | 6 + 18 | ||
The HRG Locust is the Survivalist's tier 4 weapon. It is an alternation of the Demolitionist's Seeker Six. This weapon launches rockets that create a cloud of nanobot-locusts that attack ZEDs by applying damage over time, bleeding and toxic incaps.
Just like Seeker Six it fires slightly faster and has significantly less recoil in lock-on mode, though it only locks while in ADS so by maintaining hip fire players may still utilize said bonuses while firing rockets in a dump-fire manner. Unlike said weapon, however, the HRG Locust does not bear any projectile impact damage at all (technically it does 1 damage). It's primary damage source is a lingering (long-lasting, self-repeating) explosion left by each rocket, as well as DOT caused by that rocket.
Description & Flavor Text
"- Primary fire launches a rocket that creates a cloud of nanobot-locusts that attack Zeds. Aiming in Alt-fire activates a targeting laser and enables guided rockets."
"- Favorite weapon for Zed pest control."
Technical Information
Damage:
- Projectile impact = 1.
- Bash = 29.
Lingering Rocket Explosion:
- Explosion damage = 45.
- Explosion falloff exponent = 0.5 (exp).
- Explosion radius = 200uu (2 meters).
- Lingering explosion damage interval = 0.5s.
- Lingering explosion duration = 3s.
Locust DOT (bleeding):
- Damage = 25.
- Dutaion = 3s.
- Interval = 0.5s.
Rocket creates a lingering (long-lasting, self-repeating) explosion (Locust Cloud) that lasts for 3s and does 45 damage within 0.5s intervals. ZEDs caught by this explosion start suffering from bleeding DOT (25 dmg / tick, 3s duration, 0.5s interval). Locust-infected ZEDs will also spread the infection upon bumping into each other, similar to Firebug's Napalm skill (damage values are the same as bleeding DOT). Lingering explosion re-applies DOT on the ZED (with refreshed duration) each time this ZED takes damage from it (Cloud and DOT damage co-exist simultaneously).
Damage Type: Explosive, Bleeding.
Rate Of Fire:
- Dump-fire = 171 RPM.
- Lock-on mode = 200 RPM.
Reload Time:
- Normal = 2.96s.
Equip Time = 0.53s, Putdown Time = 0.50s.
Weapon Powers:
- Bleed power (locust DOT) = 15.
- Knockdown power (rocket lingering explosion) = 39.
- Poison power (locust DOT) = 20.
- Stumble power (rocket lingering explosion) = 59.
Upgrades
- Upgrade 1 (1500): Base damage x1.15 (92 explosion), Base weight + 1 (7 total).
Upgrades do not improve bleeding DOT.
Notes
- Unlike Hemogoblin's bleeding DOT, only one instance of the Locust DOT will present on the ZED at time.
- Up to 6 targets can be locked on. ADS is required to lock on the target.
- Significantly less recoil in a lock-on mode. Full-auto in a free fire mode.
- Rocket (distance to detonate) = 0.5 meters.
- Rocket will collide with either - hitzone or a collision cylinder.
- Does no self damage to player. Rocket is immune to Siren's scream.
Gallery
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HRG Locust render