HMTech-501 Grenade Rifle: Difference between revisions

From Killing Floor 2 Wiki
Jump to navigation Jump to search
(Created page with "{{KF2WeaponInfo | Name=HMTech-501 Grenade Rifle | PerkImage=KF2_Perk_FieldMedic_White.png | PerkLink=Field Medic (Killing Floor 2) | MultiPerkImage=KF2_Perk_Commando_White.png...")
 
mNo edit summary
 
(15 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Category:KF2]]
{{KF2WeaponInfo
{{KF2WeaponInfo
| Name=HMTech-501 Grenade Rifle
| Name=HMTech-501 Grenade Rifle
Line 4: Line 5:
| PerkLink=Field Medic (Killing Floor 2)
| PerkLink=Field Medic (Killing Floor 2)
| MultiPerkImage=KF2_Perk_Commando_White.png
| MultiPerkImage=KF2_Perk_Commando_White.png
| MultiPerkLink=Commando
| MultiPerkLink=Commando_(Killing_Floor_2)
| WeaponImage=UI_WeaponSelect_MedicGrenadeLauncher.png
| WeaponImage=UI_WeaponSelect_MedicGrenadeLauncher.png
| Damage=47.000000
| Damage=47.000000
Line 38: Line 39:
| Achievement_0_Name=
| Achievement_0_Name=
}}
}}
 
The '''HMTech-501 Grenade Rifle''' is the [[Field Medic (Killing Floor 2) |Field Medic's]] ''tier 5'' weapon. As a part of the multi-perk weapon system, it also belongs to the arsenal of [[Commando_(Killing_Floor_2)|Commando]]. It is a fully-automatic assault rifle with a moderate damage and fire rate. Unlike most of the Field Medic's weapons, the HMTech-501 Grenade Rifle does not have ability to fire healing darts but instead it utilizes underbarrel grenade launcher to fire healing grenades. Healing grenades are limited, they act like a regular [[Medic_Grenade_(Killing_Floor_2)|Medic Grenades]], but heal more, do slightly more damage per tick and can also cause impact damage on a contact with a ZED.
The '''Field Medic''' is the [[Field Medic (Killing Floor 2) |Field Medic's]] ''tier 5'' weapon. As a part of the multi-perk weapon system, it also belongs to the [[Commando_(Killing_Floor_2)|Commando]].


<div class="toclimit-3">__TOC__</div>
<div class="toclimit-3">__TOC__</div>
Line 53: Line 53:
==Technical Information==
==Technical Information==


Magazine size = 30 (bullets) / 1 (grenades), Initial spare magazines = 2 (bullets) / 3 (grenades), Max spare ammo = 210 (bullets) / 10 (grenades), Ammo pickup scale = x1 (bullets) / x2 (grenades), Price per mag = 47 (bullets) / 27 (grenades).
Damage = 47, Damage type = Ballistic.<br />
Damage type group = Ballistic_AssaultRifle (bullet damage), [[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|Ballistic_Shell]] (grenade impact), Healing / Toxic (grenade explosion).


Damage = 47, Damage type = Ballistic, Damage type group = Shell.
Bash:<br />
Damage = 26, Rate Of Fire = 54.


ROF = 500 RPM (bullets), 23 RPM (grenades) / 37 RPM (grenades with elite reload).
Rate Of Fire:<br />
Bullets = 500 RPM.<br />
Grenades = 24 RPM.<br />
Grenades, with elite reloading = 35 RPM.


Grenade: Impact damage = 50, Healing cloud damage = 60, Radius = 5m, Duration = 8s, Interval = 1s, No falloff.
Bullet speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.<br />
 
Much like many other firearms in the game, this weapon is a hitscan outside of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_Time|ZED Time]].
Healing = 10 / tick. 8 Ticks total.


Grenade:<br />
Impact damage = 50.<br />
Healing cloud damage = 60.<br />
Radius = 5m, Duration = 8s, Interval = 1s.<br />
No damage [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|falloff]].<br />
Healing = 10 / tick. 8 Ticks total.<br />
Poison (DOT damage scale / duration / interval) = x0.1 / 10s / 1s.
Poison (DOT damage scale / duration / interval) = x0.1 / 10s / 1s.


Weapon powers: Gun hit power (bullet) = 45, Gun hit power (grenade impact) = 275, Knockdown Power (grenade impact) = 125, Stumble power (bullet) = 10, Stumble power (grenade impact) = 340.
Reloading:<br />
 
Reload (half / dry) = 2.70s / 2.44s.<br />
Bullet speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.
Elite reload (half / dry) = 2.18s / 1.74s.<br />
 
Reload (delay before grenade auto-reload) = 0.25s.<br />
Bash: Damage = 26, ROF = 54.
Grenade reload (normal / elite) = 2.21s / 1.45s.
 
Reload (half / dry) = 2.70s / 2.44s.
 
Elite reload (half / dry) = 2.18s / 1.74s.
 
Reload (delay before grenade auto-reload) = 0.25s.
 
Grenade reload (normal / elite) = 2.07s / 1.36s.
 
Time (equip) = 0.88s.


Time (equip) = 0.88s.<br />
Time (put down) = 0.73s.
Time (put down) = 0.73s.


==Upgrades==
[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon powers]]:<br />
 
Gun hit power (bullet) = 45.<br />
Upg1 (1500): Base damage x1.15, Base weight + 1, Full recharge time x0.9.
Gun hit power (grenade impact) = 275.<br />
Knockdown Power (grenade impact) = 125.<br />
Stumble power (bullet) = 10.<br />
Stumble power (grenade impact) = 340.


==Notes==
==Notes==


* Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.<br />
*Highest tier Field Medic weapon, has no upgrades available.
*Grenade explosion passes through closed doors, damaging ZEDs and healing players.
*Grenade impact damage gains bonuses from Demolitionist's and Commando's skills. Grenade explosion / cloud damage gains bonuses from Commando's passive and ''Machine Gunner'' skills.
*Amount of the recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
*The only weapon in Field Medic's arsenal without unlimited healing capabilities.
*Twice more healing power perk grenade tick than regular [[Medic Grenade (Killing Floor 2)|grenades]]. (10 HP / tick vs 5 HP / tick).


==Strategy==
==Strategy==


Gains all the perk bonuses from [[Commando (Killing Floor 2)|Commando]] thanks to multi-perk weapon system.
Gains all the perk bonuses from [[Commando (Killing Floor 2)|Commando]] thanks to multi-perk weapon system.
Oddly enought 501's grenade impact damage gains all the bonuses from [[Demolitionist (Killing Floor 2)|Demolitionist's]] skill tree.


==Trivia==
==Trivia==


* Can deal up to 15400 damage with full ammo (440) capacity as off-perk weapon.
*Can deal up to 14100 damage with full ammo (300) capacity as off-perk weapon.
*As of [[Update_1069_(Killing_Floor_2)|Halloween beta 1 (2018)]], HMTech-501 Grenade Rifle was the only assault rifle in the game to use specific Ballistic_Shell [[Mechanics (Killing Floor 2)#Weapons - Damage types|damage type]] for its bullets. None of the ZEDs in game is resistant to this damage type so 501 used to deal full damage to the target. It was later fixed and now HMTech-501 Grenade Rifle inflicts Ballistic_AssaultRifle type of the damage.


{{KF2NavBox}}
==Gallery==
<gallery mode="packed" heights="275">
File:WeaponHM.png|HMTech-501 Grenade Rifle as seen on [[Updates (Killing Floor 2)#Halloween Horrors .282018.29|Monster Masquerade]] promo page
</gallery>{{KF2NavBox}}

Latest revision as of 09:31, 25 September 2023

Killing Floor 2 item
HMTech-501 Grenade Rifle
 8
MAGAZINE SIZE 30
SPARE AMMO CAPACITY 270
DAMAGE
47
FIRE RATE
500
ACCURACY
70
PENETRATION
0
"Firemode is full-auto only."
"Alt-fire to fire medic grenades."
"It's the only weapon where it's ok to lob grenades at your friends!"
General Information
Pricing 2000
Ammo Cost 47
Weapon Type Assault Rifle
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 30 + 60
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 Grenade
Magazine Size 1
Spare Ammo Capacity 10
Damage
Expression error: Unrecognized punctuation character "{".
Fire Rate
Expression error: Unrecognized punctuation character "{".
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
Expression error: Unrecognized punctuation character "{".
Starting Ammo 1 + Expression error: Unrecognized punctuation character "{".
Ammo Consumption (per use) 1
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount 10 ✚
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 HMTech-501 Grenade Rifle is the Field Medic's tier 5 weapon. As a part of the multi-perk weapon system, it also belongs to the arsenal of Commando. It is a fully-automatic assault rifle with a moderate damage and fire rate. Unlike most of the Field Medic's weapons, the HMTech-501 Grenade Rifle does not have ability to fire healing darts but instead it utilizes underbarrel grenade launcher to fire healing grenades. Healing grenades are limited, they act like a regular Medic Grenades, but heal more, do slightly more damage per tick and can also cause impact damage on a contact with a ZED.

Description

"Firemode is full-auto only. Alt-fire to fire medic grenades."

Flavor Text

"It's the only weapon where it's ok to lob grenades at your friends!"

Technical Information

Damage = 47, Damage type = Ballistic.
Damage type group = Ballistic_AssaultRifle (bullet damage), Ballistic_Shell (grenade impact), Healing / Toxic (grenade explosion).

Bash:
Damage = 26, Rate Of Fire = 54.

Rate Of Fire:
Bullets = 500 RPM.
Grenades = 24 RPM.
Grenades, with elite reloading = 35 RPM.

Bullet speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.
Much like many other firearms in the game, this weapon is a hitscan outside of the ZED Time.

Grenade:
Impact damage = 50.
Healing cloud damage = 60.
Radius = 5m, Duration = 8s, Interval = 1s.
No damage falloff.
Healing = 10 / tick. 8 Ticks total.
Poison (DOT damage scale / duration / interval) = x0.1 / 10s / 1s.

Reloading:
Reload (half / dry) = 2.70s / 2.44s.
Elite reload (half / dry) = 2.18s / 1.74s.
Reload (delay before grenade auto-reload) = 0.25s.
Grenade reload (normal / elite) = 2.21s / 1.45s.

Time (equip) = 0.88s.
Time (put down) = 0.73s.

Weapon powers:
Gun hit power (bullet) = 45.
Gun hit power (grenade impact) = 275.
Knockdown Power (grenade impact) = 125.
Stumble power (bullet) = 10.
Stumble power (grenade impact) = 340.

Notes

  • Highest tier Field Medic weapon, has no upgrades available.
  • Grenade explosion passes through closed doors, damaging ZEDs and healing players.
  • Grenade impact damage gains bonuses from Demolitionist's and Commando's skills. Grenade explosion / cloud damage gains bonuses from Commando's passive and Machine Gunner skills.
  • Amount of the recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
  • The only weapon in Field Medic's arsenal without unlimited healing capabilities.
  • Twice more healing power perk grenade tick than regular grenades. (10 HP / tick vs 5 HP / tick).

Strategy

Gains all the perk bonuses from Commando thanks to multi-perk weapon system.

Oddly enought 501's grenade impact damage gains all the bonuses from Demolitionist's skill tree.

Trivia

  • Can deal up to 14100 damage with full ammo (300) capacity as off-perk weapon.
  • As of Halloween beta 1 (2018), HMTech-501 Grenade Rifle was the only assault rifle in the game to use specific Ballistic_Shell damage type for its bullets. None of the ZEDs in game is resistant to this damage type so 501 used to deal full damage to the target. It was later fixed and now HMTech-501 Grenade Rifle inflicts Ballistic_AssaultRifle type of the damage.

Gallery