HMTech-201 SMG: Difference between revisions
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[[Category:KF2]] | |||
{{KF2WeaponInfo | {{KF2WeaponInfo | ||
| Name=HMTech-201 SMG | | Name=HMTech-201 SMG | ||
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| MultiPerkImage=KF2_Perk_SWAT_White.png | | MultiPerkImage=KF2_Perk_SWAT_White.png | ||
| MultiPerkLink=SWAT | | MultiPerkLink=SWAT | ||
| Damage= | | Damage=20.000000 | ||
| FireRate=799.999939 | | FireRate=799.999939 | ||
| Accuracy=70.000000 | | Accuracy=70.000000 | ||
Line 19: | Line 20: | ||
| | | | ||
| InitialSpareMags=5 | | InitialSpareMags=5 | ||
| AmmoCost= | | AmmoCost=19 | ||
| Block= | | Block= | ||
| Parry= | | Parry= | ||
| WeaponType=SMG | | WeaponType=SMG | ||
| | | | ||
| SecondaryAmmunition_Damage=5 | |||
| SecondaryAmmunition_AmmoType=Healing Darts | | SecondaryAmmunition_AmmoType=Healing Darts | ||
| SecondaryAmmunition_AmmoImage=KF2_SecondaryAmmo_MedicDarts_Gray.png | | SecondaryAmmunition_AmmoImage=KF2_SecondaryAmmo_MedicDarts_Gray.png | ||
| HealAmount=15.000000 | | HealAmount=15.000000 | ||
| HealAmountSolo= | | HealAmountSolo= | ||
| | | FullRechargeTime=13.000000 | ||
| HealRechargeSolo= | | HealRechargeSolo= | ||
| SecondaryAmmunition_MagazineSize=100 | | SecondaryAmmunition_MagazineSize=100 | ||
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| Achievement_0_Name= | | Achievement_0_Name= | ||
}} | }} | ||
The '''HMTech-201 SMG''' is the [[Field Medic (Killing Floor 2) |Field Medic's]] ''tier 2'' weapon. It is a futuristic machine pistol that, much like its [[HMTech-101 Pistol|predecessor]], fires caseless ammo and is equipped with both a reflex sight and healing dart shooter. The HMTech-201 SMG is only one of the weapons in the [[HMTech-101 Pistol|HMTech]] [[HMTech-301 Shotgun|series]] [[HMTech-401 Assault Rifle|weapons]]. | |||
It has a magazine of 40 rounds, plus a constantly recharging dart system that allows it to fire 2 darts before needing to recharge. With a full supply of ammo, it can reload 12 times + its initial magazine. | |||
As a part of the multi-perk weapon system, the HMTech-201 SMG also belongs to the arsenal of the [[SWAT]]. | |||
== Contents == | |||
<div class="toclimit-3">__TOC__</div> | <div class="toclimit-3">__TOC__</div> | ||
==Description== | ==Description & Flavor Text== | ||
''"Fire mode is full-auto only. Alt-fire shoots healing darts to heal team members."'' | ''- "Fire mode is full-auto only. Alt-fire shoots healing darts to heal team members."'' | ||
''- "Your pistol, beefed up!"'' | |||
''"Your pistol, beefed up!"'' | |||
==Technical Information== | ==Technical Information== | ||
'''<big>Damage:</big>''' | |||
* Per bullet = 20. | |||
* Bash = 23. | |||
'''<big>Rate Of Fire:</big>''' | |||
* Full-auto = 800 RPM. | |||
* Bash = 51. | |||
'''<big>Damage Type = Ballistic, Toxic.</big>''' | |||
'''<big>Damage Type Group = SMG.</big>''' | |||
Damage | |||
'''<big>Reload Time:</big>''' | |||
* '''Tactical Reload:''' | |||
** Normal = 2.55s, | |||
** Elite = 1.65s. | |||
* '''Dry Reload:''' | |||
** Normal = 2.50s, | |||
** Elite = 1.60s. | |||
'''<big>Equip Time = 0.41s, Putdown Time = 0.42s.</big>''' | |||
'''<big>Weapon [[Mechanics (Killing Floor 2)|Powers]]:</big>''' | |||
* Gun hit power = 45. | |||
* ''Acidic Rounds'' poison power per tick = 200. | |||
'''<big>Healing:</big>''' | |||
* Ammo cost per dart = 40% '''(2 darts)'''. | |||
* Heal amount = 15 HP per dart. | |||
* Fully recharge from 0% = 13s. | |||
==[[Mechanics_(Killing_Floor_2)#Weapons_-_Upgrades|Upgrades]]== | |||
Upgrade 1 (600): Base damage x1.2 '''(24 per bullet)''', Base weight + 1 '''(4 total)''', Full recharge time x0.85 '''(11 seconds)'''. | |||
Upgrade 2 (700): Base damage x1.4 '''(28 per bullet)''', Base weight + 2 '''(5 total)''', Full recharge time x0.77 '''(10 seconds)'''. | |||
Upgrade 3 (1500): Base damage x1.6 '''(32 per bullet)''', Base weight + 3 '''(6 total)''', Full recharge time x0.6 '''(7.8 seconds)'''. | |||
== | ==Notes== | ||
*Amount of recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of recoil. | |||
*Healing darts will make a sound when it tracks a valid healing target, and will home in slightly when you fire. | |||
*Healing darts are capable of hitting ZEDs, applying a fairly low amount of poison on hit. | |||
*A small line appears on the reflex sight, indicating how much healing dart ammo is needed to fire a dart. | |||
*Costs '''2800''' Dosh to fully upgrade. | |||
*Costs '''273''' Dosh to fully replenish ammo from 0 bullets. | |||
* | ==Skill Synergies== | ||
* The Field Medic's level 10 skill ''Combatant Doctor'' increases its magazine size to a massive 60, boosting its lesser ZED clearing capabilities in the right hands. | |||
** Combined with the level 15 skill ''Acidic Rounds'' and level 20 skill ''Battle Surgeon'', the HMTech-201 SMG becomes a field-clearing, poisoning machine. One shot is enough to cause most lesser ZEDs to panic from the poison; you have 60. | |||
==Strategy== | == Strategy == | ||
A lightweight yet robust upgrade to the Field Medic's basic HMTech-101 Pistol, the HMTech-201 SMG has substantial upgrades over the Pistol: it fires much faster, it has a higher magazine capacity, it uses less dart ammo, and it is very cheap to refill. However, the 201 SMG's damage is the exact same as the 101 Pistol's, leaving Field Medics still a bit defenseless against hardier ZEDs. | |||
Headshots with the 201 SMG will still decapitate [[Cyst|Clots]], [[Stalker (Killing Floor 2)|Stalkers]] and [[Crawler (Killing Floor 2)|Crawlers]] in one hit, but with its high magazine and rate of fire, it can easily clear out crowds of lesser ZEDs. Medium ZEDs like Husks or Sirens may be difficult to take down, but it can make short work of even them if you aim for their weak spots. | |||
== Gallery == | ==Gallery== | ||
<gallery mode="packed" heights="275"> | <gallery mode="packed" heights="275"> | ||
File:Medic-smg.png|HMTech-201 SMG | File:Medic-smg.png|HMTech-201 SMG | ||
</gallery>{{KF2NavBox}} | </gallery>{{KF2NavBox}} |
Latest revision as of 09:36, 25 September 2023
Killing Floor 2 item | |||
3
|
+ | ||
MAGAZINE SIZE | 40 | ||
SPARE AMMO CAPACITY | 480 | ||
DAMAGE | 20 | ||
FIRE RATE | 800 | ||
ACCURACY | 70 | ||
PENETRATION | 0 | ||
• "Fire mode is full-auto only." • "Alt-fire shoots healing darts to heal team members." • "Your pistol, beefed up!" | |||
General Information | |||
Pricing | 650 | ||
Ammo Cost | 19 | ||
Weapon Type | SMG | ||
Weapon Information | |||
Starting Ammo | 40 + 200 | ||
Secondary Attack | |||
Ammo Type | Healing Darts | ||
Magazine Size | 100 | ||
Spare Ammo Capacity | infinite | ||
Damage | 5 | ||
Ammo Consumption (per use) | 40 | ||
Heal Amount | 15 ✚ | ||
Full Recharge Time | 13s | ||
The HMTech-201 SMG is the Field Medic's tier 2 weapon. It is a futuristic machine pistol that, much like its predecessor, fires caseless ammo and is equipped with both a reflex sight and healing dart shooter. The HMTech-201 SMG is only one of the weapons in the HMTech series weapons.
It has a magazine of 40 rounds, plus a constantly recharging dart system that allows it to fire 2 darts before needing to recharge. With a full supply of ammo, it can reload 12 times + its initial magazine.
As a part of the multi-perk weapon system, the HMTech-201 SMG also belongs to the arsenal of the SWAT.
Contents
Description & Flavor Text
- "Fire mode is full-auto only. Alt-fire shoots healing darts to heal team members."
- "Your pistol, beefed up!"
Technical Information
Damage:
- Per bullet = 20.
- Bash = 23.
Rate Of Fire:
- Full-auto = 800 RPM.
- Bash = 51.
Damage Type = Ballistic, Toxic.
Damage Type Group = SMG.
Reload Time:
- Tactical Reload:
- Normal = 2.55s,
- Elite = 1.65s.
- Dry Reload:
- Normal = 2.50s,
- Elite = 1.60s.
Equip Time = 0.41s, Putdown Time = 0.42s.
Weapon Powers:
- Gun hit power = 45.
- Acidic Rounds poison power per tick = 200.
Healing:
- Ammo cost per dart = 40% (2 darts).
- Heal amount = 15 HP per dart.
- Fully recharge from 0% = 13s.
Upgrades
Upgrade 1 (600): Base damage x1.2 (24 per bullet), Base weight + 1 (4 total), Full recharge time x0.85 (11 seconds).
Upgrade 2 (700): Base damage x1.4 (28 per bullet), Base weight + 2 (5 total), Full recharge time x0.77 (10 seconds).
Upgrade 3 (1500): Base damage x1.6 (32 per bullet), Base weight + 3 (6 total), Full recharge time x0.6 (7.8 seconds).
Notes
- Amount of recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of recoil.
- Healing darts will make a sound when it tracks a valid healing target, and will home in slightly when you fire.
- Healing darts are capable of hitting ZEDs, applying a fairly low amount of poison on hit.
- A small line appears on the reflex sight, indicating how much healing dart ammo is needed to fire a dart.
- Costs 2800 Dosh to fully upgrade.
- Costs 273 Dosh to fully replenish ammo from 0 bullets.
Skill Synergies
- The Field Medic's level 10 skill Combatant Doctor increases its magazine size to a massive 60, boosting its lesser ZED clearing capabilities in the right hands.
- Combined with the level 15 skill Acidic Rounds and level 20 skill Battle Surgeon, the HMTech-201 SMG becomes a field-clearing, poisoning machine. One shot is enough to cause most lesser ZEDs to panic from the poison; you have 60.
Strategy
A lightweight yet robust upgrade to the Field Medic's basic HMTech-101 Pistol, the HMTech-201 SMG has substantial upgrades over the Pistol: it fires much faster, it has a higher magazine capacity, it uses less dart ammo, and it is very cheap to refill. However, the 201 SMG's damage is the exact same as the 101 Pistol's, leaving Field Medics still a bit defenseless against hardier ZEDs.
Headshots with the 201 SMG will still decapitate Clots, Stalkers and Crawlers in one hit, but with its high magazine and rate of fire, it can easily clear out crowds of lesser ZEDs. Medium ZEDs like Husks or Sirens may be difficult to take down, but it can make short work of even them if you aim for their weak spots.
Gallery
-
HMTech-201 SMG