Dual HRG Winterbites: Difference between revisions
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| PerkLink=Gunslinger | | PerkLink=Gunslinger | ||
| WeaponImage=Kf2_dual_winterbite_white.png | | WeaponImage=Kf2_dual_winterbite_white.png | ||
| Damage= | | Damage=69.000000 | ||
| FireRate=545.000000 | | FireRate=545.000000 | ||
| Accuracy=50.000000 | | Accuracy=50.000000 | ||
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| | | | ||
| InitialSpareMags=4 | | InitialSpareMags=4 | ||
| AmmoCost= | | AmmoCost=26 | ||
| WeaponType=Pistol | | WeaponType=Pistol | ||
}} | }} | ||
The '''Dual HRG Winterbites''' revolvers are the [[Gunslinger|Gunslinger's]] ''tier 2'' weapons. Each of the revolvers can be wielded or sold/dropped [[HRG_Winterbite|separately]]. It is a modified version of Firebug's Spitfire revolvers equipped to fire cartridges of nitrogen ice shards capable of freezing [[Specimens_(Killing_Floor_2)|ZEDs]] in place. | The '''Dual HRG Winterbites''' revolvers are the [[Gunslinger|Gunslinger's]] ''tier 2'' weapons. Each of the revolvers can be wielded or sold/dropped [[HRG_Winterbite|separately]]. It is a modified version of Firebug's Spitfire revolvers equipped to fire cartridges of nitrogen ice shards capable of freezing [[Specimens_(Killing_Floor_2)|ZEDs]] in place. | ||
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==Technical Information== | ==Technical Information== | ||
Damage (projectile) = | Damage (projectile) = 49.<br /> | ||
Damage (explosion) = 20.<br /> | Damage (explosion) = 20.<br /> | ||
Explosion (radius) = 2 meters.<br /> | Explosion (radius) = 2 meters.<br /> | ||
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Rate Of Fire = 545 RPM.<br /> | Rate Of Fire = 545 RPM.<br /> | ||
Rate Of Fire (bash) = | Rate Of Fire (bash) = 101. | ||
Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]] = Freeze.<br /> | Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]] = Freeze.<br /> | ||
Damage Type Group = Handgun. | Damage Type Group = Handgun. | ||
Projectile speed = | Projectile speed = 90 m/s.<br /> | ||
Projectile is affected by gravity.<br /> | Projectile is affected by gravity (scale 0.15).<br /> | ||
[[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Spread]] factor = 0. | [[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Spread]] factor = 0.009. | ||
Reload Time (tactical): Normal = 2.75s, Elite = 2.01s.<br /> | Reload Time (tactical): Normal = 2.75s, Elite = 2.01s.<br /> | ||
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[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br /> | [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br /> | ||
Freeze power (explosion) = | Freeze power (explosion) = 20.<br /> | ||
Gun hit power (projectile impact) = | Freeze power (projectile impact) = 5.<br /> | ||
Gun hit power (projectile impact) = 150.<br /> | |||
Stumble power (explosion) = 25.<br /> | Stumble power (explosion) = 25.<br /> | ||
Stumble power (projectile impact) = 50.<br /> | Stumble power (projectile impact) = 50.<br /> | ||
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*Although the bare damage is not really great, none of the ZEDs is actually resistant to its damage type - Freeze. | *Although the bare damage is not really great, none of the ZEDs is actually resistant to its damage type - Freeze. | ||
*Much like with the [[Demolitionist_(Killing_Floor_2)|Demolitionist]]'s weapons, upgrading HRG Winterbites will affect both - their projectile and explosive damage. | *Much like with the [[Demolitionist_(Killing_Floor_2)|Demolitionist]]'s weapons, upgrading HRG Winterbites will affect both - their projectile and explosive damage. | ||
*Projectile | *Projectile does not leave behind any form of lingering damage source such as Ground Ice. | ||
*Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil. | *Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil. | ||
==Strategy== | ==Strategy== | ||
Not the best choice for killing ZEDs, given that it only does | Not the best choice for killing ZEDs, given that it only does 49 points of damage capable of tracking ZED's hitzones while 20 points that come from the explosion are always do damage to body. But the great choice for taking down big ZEDs such as [[Fleshpound (Killing Floor 2)|Fleshpound]] due to its freezing capabilities. | ||
When dealing with Fleshpounds players might actually consider to not upgrade this weapon and also avoid hitting Fleshpound's vulnerable zones as higher per-projectile damage is likely to enrage Fleshpounds faster putting them into extremely incap-resistant state. If fact, for high level Gunsligers with plenty of damage bonuses on their hands, it is nearly impossible to freeze calm Fleshpound before triggering its rage, given that for level 25 Gunsliger with just passive bonus it takes 4 direct shots at most. To avoid premature rage do not shoot Fleshpound directly - shoot the area around it (floor, for example) and let the explosion do its work - it does less damage than projectile impact and as a matter of fact it is the only way this weapon applies Freeze power. So at cost of direct damage you are getting much reliable tactic to freeze Fleshpound. | When dealing with Fleshpounds players might actually consider to not upgrade this weapon and also avoid hitting Fleshpound's vulnerable zones as higher per-projectile damage is likely to enrage Fleshpounds faster putting them into extremely incap-resistant state. If fact, for high level Gunsligers with plenty of damage bonuses on their hands, it is nearly impossible to freeze calm Fleshpound before triggering its rage, given that for level 25 Gunsliger with just passive bonus it takes 4 direct shots at most. To avoid premature rage do not shoot Fleshpound directly - shoot the area around it (floor, for example) and let the explosion do its work - it does less damage than projectile impact and as a matter of fact it is the only way this weapon applies Freeze power. So at cost of direct damage you are getting much reliable tactic to freeze Fleshpound. | ||
[[Scrake (Killing Floor 2)|Scrakes]], on the other hand, do not gain any incap resistance when enraged. So whether to shoot them directly or not is up to player. | [[Scrake (Killing Floor 2)|Scrakes]], on the other hand, do not gain any incap resistance when enraged. So whether to shoot them directly or not is up to player. | ||
==Gallery== | ==Gallery== | ||
<gallery mode="packed" heights="275"> | <gallery mode="packed" heights="275"> | ||
File:Kf2_hrg_winterbite_render.png|HRG Winterbites render | File:Kf2_hrg_winterbite_render.png|HRG Winterbites render | ||
</gallery>{{KF2NavBox}} | </gallery> | ||
{{KF2NavBox}} |
Latest revision as of 13:19, 12 May 2023
Killing Floor 2 item | |||
4
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MAGAZINE SIZE | 12 | ||
SPARE AMMO CAPACITY | 144 | ||
DAMAGE | 69 | ||
FIRE RATE | 545 | ||
ACCURACY | 50 | ||
PENETRATION | 0 | ||
• "Fire mode shoots exploding icicle projectiles." • "Alt-fire switches aiming styles when using iron sights." • "Twice the ice." | |||
General Information | |||
Pricing | 650 | ||
Ammo Cost | 26 | ||
Weapon Type | Pistol | ||
Weapon Information | |||
Starting Ammo | 12 + 48 | ||
The Dual HRG Winterbites revolvers are the Gunslinger's tier 2 weapons. Each of the revolvers can be wielded or sold/dropped separately. It is a modified version of Firebug's Spitfire revolvers equipped to fire cartridges of nitrogen ice shards capable of freezing ZEDs in place.
Description
"Fire mode shoots exploding icicle projectiles. Alt-fire switches aiming styles when using iron sights."
Flavor Text
"Twice the ice."
Technical Information
Damage (projectile) = 49.
Damage (explosion) = 20.
Explosion (radius) = 2 meters.
Explosion (falloff exponent) = 0 (none).
Damage (buttstock bash) = 24.
Upon impact with the target or a surface the projectile spawns an explosion. The explosion radius of the projectile is not affected by skill choices of Demolitionist nor of Survivalist. Demolitionist's skills do not affect projectile damage, Survivalist gets more explosive (and impact) damage through passive bonus. Impact and explosive damage of the projectile are affected by upgrade system.
Rate Of Fire = 545 RPM.
Rate Of Fire (bash) = 101.
Damage Type = Freeze.
Damage Type Group = Handgun.
Projectile speed = 90 m/s.
Projectile is affected by gravity (scale 0.15).
Spread factor = 0.009.
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:
Freeze power (explosion) = 20.
Freeze power (projectile impact) = 5.
Gun hit power (projectile impact) = 150.
Stumble power (explosion) = 25.
Stumble power (projectile impact) = 50.
Only applies Freeze power via projectile explosion, since it does not have falloff the amount of power to apply will always be the same as long as hits the ZED.
Upgrades
Upg1 (600): Base damage x1.4.
Upg2 (700): Base damage x1.8, Base weight + 2.
Upg3 (1500): Base damage x2, Base weight + 4.
Notes
- The siren scream destroys its projectiles in the same way it destroys Demolitionist's explosives, there is no perk's skills and bonuses to prevent this from happening.
- Oddly enough, unlike with the other weapons the bash damage type of Dual HRG Winterbites is not affected by Berserker's skills and bonuses but instead belongs to the arsenal of Gunslinger and Sharphooster allowing these perks to enjoy the additional bash damage.
- Although the bare damage is not really great, none of the ZEDs is actually resistant to its damage type - Freeze.
- Much like with the Demolitionist's weapons, upgrading HRG Winterbites will affect both - their projectile and explosive damage.
- Projectile does not leave behind any form of lingering damage source such as Ground Ice.
- Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
Strategy
Not the best choice for killing ZEDs, given that it only does 49 points of damage capable of tracking ZED's hitzones while 20 points that come from the explosion are always do damage to body. But the great choice for taking down big ZEDs such as Fleshpound due to its freezing capabilities.
When dealing with Fleshpounds players might actually consider to not upgrade this weapon and also avoid hitting Fleshpound's vulnerable zones as higher per-projectile damage is likely to enrage Fleshpounds faster putting them into extremely incap-resistant state. If fact, for high level Gunsligers with plenty of damage bonuses on their hands, it is nearly impossible to freeze calm Fleshpound before triggering its rage, given that for level 25 Gunsliger with just passive bonus it takes 4 direct shots at most. To avoid premature rage do not shoot Fleshpound directly - shoot the area around it (floor, for example) and let the explosion do its work - it does less damage than projectile impact and as a matter of fact it is the only way this weapon applies Freeze power. So at cost of direct damage you are getting much reliable tactic to freeze Fleshpound.
Scrakes, on the other hand, do not gain any incap resistance when enraged. So whether to shoot them directly or not is up to player.
Gallery
-
HRG Winterbites render