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]]. | |||
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. | Damage (buttstock bash) = 24. | ||
Direct hits set ZEDs on | 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, | 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) = | Rate Of Fire (bash) = 101. | ||
Damage Type = Ballistic.<br/> | Damage Type = Ballistic.<br /> | ||
Damage Type Group = Handgun. | 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. | Reload Time (dry): Normal = 2.91s, Elite = 2.01s. | ||
Equip Time = 0.18s.<br/> | Equip Time = 0.18s.<br /> | ||
Putdown Time = 0.48s. | Putdown Time = 0.48s. | ||
Burn power (projectile direct hit) = | [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]: | ||
Burn power, per DOT tick = | 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. | 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. | 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. | *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. | *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 | *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 [[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. | |||
*Spitfire Revolver resembles heavily modified Colt 1851 Navy that shoots fireballs. | |||
{{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 | |||
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 | ||
Weapon Information | |||
Starting Ammo | 12 + 84 | ||
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
-
Spitfire