HMTech-201 SMG: Difference between revisions

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The '''HMTech-201 SMG''' is the [[Field Medic (Killing Floor 2) | Field Medic's]] ''tier 2'' weapon. As a part of multi-perk weapon system HMTech-201 SMG also belong to the arsenal of [[SWAT]].
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."''


==Flavor Text==
''- "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>'''


Damage = 20.<br />
'''<big>Damage Type Group = SMG.</big>'''
Damage (buttstock bash) = 23.<br />


Rate Of Fire = 800 RPM.<br />
'''<big>Reload Time:</big>'''
Rate Of Fire (bash) = 51.<br />
* '''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>'''


Damage Type = Ballistic, Toxic (acidic poison).<br />
'''<big>Weapon [[Mechanics (Killing Floor 2)|Powers]]:</big>'''
Damage Type Group = SMG.<br />
* 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.


Reload Time (tactical): Normal = 2.55s, Elite = 1.65s.<br />
==[[Mechanics_(Killing_Floor_2)#Weapons_-_Upgrades|Upgrades]]==
Reload Time (dry): Normal = 2.50s, Elite = 1.60s.<br />


Equip Time = 0.41s.<br />
Upgrade 1 (600): Base damage x1.2 '''(24 per bullet)''', Base weight + 1 '''(4 total)''', Full recharge time x0.85 '''(11 seconds)'''.
Putdown Time = 0.42s.<br />


Weapon Powers:<br />
Upgrade 2 (700): Base damage x1.4 '''(28 per bullet)''', Base weight + 2 '''(5 total)''', Full recharge time x0.77 '''(10 seconds)'''.
Gun hit power = 45.<br />
Poison power (by Acidic Rounds DOT, per tick) = 200.<br />
Poison power (by healing dart impact, per hit) = 33.


Healing:<br />
Upgrade 3 (1500): Base damage x1.6 '''(32 per bullet)''', Base weight + 3 '''(6 total)''', Full recharge time x0.6 '''(7.8 seconds)'''.
Ammo cost (per dart) = 40%.<br />
Heal amount = 15.<br />
Time (full recharge) = 13s.


==[[Mechanics_(Killing_Floor_2)#Weapons_-_Upgrades|Upgrades]]==
==Notes==
 
Upg1 (600): Base damage x1.2, Base weight + 1, Full recharge time x0.85.<br />
Upg2 (700): Base damage x1.4, Base weight + 2, Full recharge time x0.77.<br />
Upg3 (1500): Base damage x1.6, Base weight + 3, Full recharge time x0.6.


==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.


*With ''Acidic Rounds'' skill this weapon applies 200 points of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|poison power]] with every [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from ''Acidic Rounds''.
==Skill Synergies==
*Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
* 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.


Gains all the perk bonuses from [[SWAT]] thanks to multi-perk weapon system.
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==

Latest revision as of 09:36, 25 September 2023

Killing Floor 2 item
HMTech-201 SMG
 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
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 40 + 200
Block (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Parry (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Secondary Attack
Ammo Type Healing Darts
Magazine Size 100
Spare Ammo Capacity infinite
Damage
5
Fire Rate
Expression error: Unrecognized punctuation character "{".
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
Expression error: Unrecognized punctuation character "{".
Starting Ammo 100 + Expression error: Unrecognized punctuation character "{".
Ammo Consumption (per use) 40
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount 15 ✚
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time 13s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

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