HRG Locust: Difference between revisions

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| PerkLink=Survivalist
| PerkLink=Survivalist
| WeaponImage=Kf2_locust_bar.png
| WeaponImage=Kf2_locust_bar.png
| Damage=60.0000
| Damage=45.0000
| FireRate=200.000000
| FireRate=200.000000
| Accuracy=100.000000
| Accuracy=100.000000
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|
| PerkName=Survivalist
| PerkName=Survivalist
| Pricing=900
| Pricing=1400
| Weight=6
| Weight=6
|
|
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| WeaponType=Explosive
| WeaponType=Explosive
}}
}}
The '''HRG Locust''' is the [[Survivalist]]'s ''tier 3'' 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.
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 = 60.
*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 = 30.
*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 60 damage within 0.5s intervals. ZEDs caught by this explosion start suffering from bleeding DOT (30 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).
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 before it has a chance to hit, actual DOT suffering begin when explosion wears off. Overall the damage output per single rocket is 5 ticks of lingering explosion (60 "explosive" damage per hit) and then 4-5 ticks (depending on a local / server frame rate) of "bleeding" damage (30 per hit), implying that ZED stays within Locust Cloud.  


<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) = 20.
*Bleed power (locust DOT) = 15.
*Knockdown power (rocket lingering explosion) = 39.
*Knockdown power (rocket lingering explosion) = 39.
*Poison power (locust DOT) = 25.
*Poison power (locust DOT) = 20.
*Stumble power (rocket lingering explosion) = 59.
*Stumble power (rocket lingering explosion) = 59.


==Upgrades==
==Upgrades==
*Upgrade 1 (700): Base damage x1.15 '''(92 explosion)''', Base weight + 1 '''(7 total)'''.
*Upgrade 1 (1500): Base damage x1.15 '''(92 explosion)''', Base weight + 1 '''(7 total)'''.
*Upgrade 2 (1500): Base damage x1.3 '''(104 explosion)''', Base weight + 2 '''(8 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
HRG Locust
 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
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 6 + 18
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 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