Dual Spitfires: Difference between revisions

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[[Category:KF2]]
{{KF2WeaponInfo
{{KF2WeaponInfo
| Name=Dual Spitfires
| Name=Dual Spitfires
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| WeaponType=Pistol
| WeaponType=Pistol
}}
}}
 
The '''Dual Spitfires''' are one of the [[Firebug (Killing Floor 2)|Firebug's]] ''tier 2'' weapons. Each of the revolvers can be wielded or sold/dropped [[Spitfire|separately]]. As a part of multi-perk weapon system Dual Spitfires also belong to the arsenal of [[Gunslinger|Gunslinger]].
{{For|the weapon of the original [[Killing Floor]]|Dual Flare Revolver}}
 
The '''Dual Spitfires''' are the [[Firebug (Killing Floor 2)|Firebug's]] ''tier 2'' weapons. Each of the revolvers can be wielded or sold/dropped [[Spitfire|separately]]. As a part of multi-perk weapon system Dual Spitfires also belong to the arsenal of [[Gunslinger|Gunslinger]].


==Description==
==Description==
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==Technical Information==
==Technical Information==


Damage (projectile) = 40.<br/>
Damage (projectile) = 40.<br />
DOT (direct hit and residual flame): Damage scale = x0.8, Duration = 1.7s, interval = 0.4s.<br />
[[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] (direct hit and residual flame): Damage scale = x0.8, Duration = 1.7s, interval = 0.4s.<br />
Damage (buttstock bash) = 24.<br/>
Damage (buttstock bash) = 24.


Direct hits set ZEDs on Fire.<br />  
Direct hits set ZEDs on fire.<br />  
Upon impact the projectile has 33% chance to spawn a Residual Flame.<br />
Upon impact with the ZED or a surface the projectile has 33% chance to spawn a Residual Flame.<br />
Residual Flame: Amount = 1, Damage = 10, Radius = 150, No [[Mechanics_(Killing_Floor_2)#Weapons_-_Explosion_falloff|falloff]], Damage interval = 0.5s, Duration = 10 seconds for Firebug and 5 seconds for other perks.
Residual Flame: Amount = 1, Damage = 10, Radius = 150, Linear [[Mechanics_(Killing_Floor_2)#Weapons_-_Explosion_falloff|falloff]], Damage interval = 0.5s, Duration = 10 seconds.


Rate Of Fire = 545 RPM.<br/>
Rate Of Fire = 545 RPM.<br />
Rate Of Fire (bash) = 66.<br/>
Rate Of Fire (bash) = 101.


Damage Type = Ballistic.<br/>
Damage Type = Ballistic.<br />
Damage Type Group = Handgun.<br/>
Damage Type Group = Handgun.


Reload Time (tactical): Normal = 2.75s, Elite = 2.01s.<br/>
Reload Time (tactical): Normal = 2.75s, Elite = 2.01s.<br />
Reload Time (dry): Normal = 2.91s, Elite = 2.01s.<br/>
Reload Time (dry): Normal = 2.91s, Elite = 2.01s.


Equip Time = 0.18s.<br/>
Equip Time = 0.18s.<br />
Putdown Time = 0.48s.<br/>
Putdown Time = 0.48s.


Burn power (projectile direct hit) = 15.5.<br/>
[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:
Burn power, per DOT tick = 15.5.<br/>
Burn power (projectile direct hit) = 30.<br />
Gun hit power = 150.<br/>
Burn power, per DOT tick = 12.<br />
Knockdown power = 15.<br/>
Gun hit power = 150.<br />
Stumble power = 100.<br/>
Knockdown power = 15.<br />
Stumble power = 100.


==Upgrades==
==Upgrades==


Upg1 (600): Base damage x1.25.<br/>
Upg1 (600): Base damage x1.25.<br />
Upg2 (700): Base damage x1.5, Base weight + 2.<br/>
Upg2 (700): Base damage x1.5, Base weight + 2.<br />
Upg3 (1500): Base damage x1.75, Base weight + 4.<br/>
Upg3 (1500): Base damage x1.75, Base weight + 4.


==Notes==
==Notes==


* Unlike other weapons, bash damage of the Spitfire(s) has custom damage type that is not affected by Berserker's skills. Instead it gets bonuses from skills of Gunslinger and Sharpshooter. <br />
*Unlike other weapons, the bash damage of the Spitfire(s) has custom damage type that is not affected by Berserker's skills. Instead it gets bonuses from skills of Gunslinger and Sharpshooter.
* Projectiles affected by gravity, however amount the other weapons whose projectiles are gravity-dependant, these ones has the lowest gravity scale and travel almost straight forward.<br />
*Projectiles affected by gravity, however amount the other weapons whose projectiles are gravity-dependant, these ones has the lowest gravity scale and travel almost straight forward.
* Residual Flame spawned on impact has the same stats and one spawned from the explosion of [[Molotov_Cocktail|Molotov]], however there is only 1 flame per impact and it RNG-based while Molotovs always spawn 5 of them.
*Residual Flame spawned on impact has the same stats and one spawned from the explosion of [[Molotov_Cocktail|Molotov]], however there is only 1 flame per impact and it is RNG-based while the Molotovs always spawn 5 of them.
* Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.<br />
*Amount of the recoil depends on the player's stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.


== History ==
==Trivia==


{{KF2History|header|
*Prior to [[Updates_(Killing_Floor_2)#Neon_Nightmares_.282020.29|Neon Nightmares]] update Spitfire Revolvers used to have different duration for their residual flames: 10 seconds for Firebug and 5 seconds for other perks.  Later it got unified.
  | The Descent
*Spitfire Revolver resembles heavily modified Colt 1851 Navy that shoots fireballs.
}}{{KF2History|footer|
  | version=1051
  | Added Dual Spitfires
}}


{{KF2NavBox}}
==Gallery==
<gallery mode="packed" heights="275">
File:Firebug spitfire.png|Spitfire
</gallery>{{KF2NavBox}}

Latest revision as of 13:13, 12 May 2023

Killing Floor 2 item
Dual Spitfires
 4
MAGAZINE SIZE 12
SPARE AMMO CAPACITY 192
DAMAGE
40
FIRE RATE
545
ACCURACY
50
PENETRATION
0
"Fire mode shoots exploding, flammable projectiles."
"Alt-fire switches aiming styles when using iron sights."
"This is a pair of Spitfires. Each can be individually sold or dropped."
General Information
Pricing 650
Ammo Cost 26
Weapon Type Pistol
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 12 + 84
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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Technical Information
Related Achievements
PS4 Trophies

The Dual Spitfires are one of the Firebug's tier 2 weapons. Each of the revolvers can be wielded or sold/dropped separately. As a part of multi-perk weapon system Dual Spitfires also belong to the arsenal of Gunslinger.

Description

"Fire mode shoots exploding, flammable projectiles. Alt-fire switches aiming styles when using iron sights. Fire delivery system in a more convenient, travel-sized package."

Flavor Text

"This is a pair of Spitfires. Each can be individually sold or dropped."

Technical Information

Damage (projectile) = 40.
DOT (direct hit and residual flame): Damage scale = x0.8, Duration = 1.7s, interval = 0.4s.
Damage (buttstock bash) = 24.

Direct hits set ZEDs on fire.
Upon impact with the ZED or a surface the projectile has 33% chance to spawn a Residual Flame.
Residual Flame: Amount = 1, Damage = 10, Radius = 150, Linear falloff, Damage interval = 0.5s, Duration = 10 seconds.

Rate Of Fire = 545 RPM.
Rate Of Fire (bash) = 101.

Damage Type = Ballistic.
Damage Type Group = Handgun.

Reload Time (tactical): Normal = 2.75s, Elite = 2.01s.
Reload Time (dry): Normal = 2.91s, Elite = 2.01s.

Equip Time = 0.18s.
Putdown Time = 0.48s.

Weapon Powers: Burn power (projectile direct hit) = 30.
Burn power, per DOT tick = 12.
Gun hit power = 150.
Knockdown power = 15.
Stumble power = 100.

Upgrades

Upg1 (600): Base damage x1.25.
Upg2 (700): Base damage x1.5, Base weight + 2.
Upg3 (1500): Base damage x1.75, Base weight + 4.

Notes

  • Unlike other weapons, the bash damage of the Spitfire(s) has custom damage type that is not affected by Berserker's skills. Instead it gets bonuses from skills of Gunslinger and Sharpshooter.
  • Projectiles affected by gravity, however amount the other weapons whose projectiles are gravity-dependant, these ones has the lowest gravity scale and travel almost straight forward.
  • Residual Flame spawned on impact has the same stats and one spawned from the explosion of Molotov, however there is only 1 flame per impact and it is RNG-based while the Molotovs always spawn 5 of them.
  • Amount of the recoil depends on the player's stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.

Trivia

  • Prior to Neon Nightmares update Spitfire Revolvers used to have different duration for their residual flames: 10 seconds for Firebug and 5 seconds for other perks. Later it got unified.
  • Spitfire Revolver resembles heavily modified Colt 1851 Navy that shoots fireballs.

Gallery