HRG Teslauncher: Difference between revisions
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| SecondaryAmmunition_AmmoImage=KF2_SecondaryAmmo_Grenade_Gray.png | | SecondaryAmmunition_AmmoImage=KF2_SecondaryAmmo_Grenade_Gray.png | ||
| SecondaryAmmunition_Damage=75 | | SecondaryAmmunition_Damage=75 | ||
| SecondaryAmmunition_FireRate= | | SecondaryAmmunition_FireRate=24 | ||
| SecondaryAmmunition_MagazineSize=1 | | SecondaryAmmunition_MagazineSize=1 | ||
| SecondaryAmmunition_InitialSpareMags=1 | | SecondaryAmmunition_InitialSpareMags=1 | ||
| SecondaryAmmunition_AmmoCapacity= | | SecondaryAmmunition_AmmoCapacity=7 | ||
| SecondaryAmmoCost=15 | | SecondaryAmmoCost=15 | ||
}} | }} | ||
The '''HRG Teslauncher''' is one of the [[Berserker (Killing Floor 2) |Berserker's]] ''tier 4'' weapons. It is a modified version of Field Medic's [[HMTech-501_Grenade_Rifle|HMTech-501 Grenade Rifle]] adjusted to fire microwave projectiles akin to [[Helios_Rifle|Helios Rifle]]. For its secondary attack HRG Teslauncher uses underbarrel grenade launcher to fire EMP grenades. This weapon | The '''HRG Teslauncher''' is one of the [[Berserker (Killing Floor 2) |Berserker's]] ''tier 4'' weapons. It is a modified version of Field Medic's [[HMTech-501_Grenade_Rifle|HMTech-501 Grenade Rifle]] adjusted to fire microwave projectiles akin to [[Helios_Rifle|Helios Rifle]]. For its secondary attack, HRG Teslauncher uses an underbarrel grenade launcher to fire EMP grenades. This weapon is the first fully automatic firearm (assault rifle) in Berserker's arsenal. HRG Teslauncher is also capable of setting ZEDs on fire with its projectiles. | ||
<div class="toclimit-3">__TOC__</div> | <div class="toclimit-3">__TOC__</div> | ||
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Rate Of Fire:<br /> | Rate Of Fire:<br /> | ||
Projectiles = 500 RPM.<br /> | Projectiles = 500 RPM.<br /> | ||
Grenades = | Grenades = 24 RPM. | ||
Projectile speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.<br /> | Projectile speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.<br /> | ||
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Radius = 3.5m, Linear [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|falloff]].<br /> | Radius = 3.5m, Linear [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|falloff]].<br /> | ||
Reload Time (magazine, tactical reload) = 2.70s.<br /> | |||
Reload ( | Reload Time (magazine, dry reload) = 2.44s.<br /> | ||
Reload Time (grenades) = 2.21s.<br /> | |||
Force Reload Time (for grenades, reload delayed for) = 0.25s. | |||
Time (equip) = 0.88s.<br /> | Time (equip) = 0.88s.<br /> | ||
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Burn power (afterburn, per DOT tick) = 8.5.<br /> | Burn power (afterburn, per DOT tick) = 8.5.<br /> | ||
Burn power (projectile) = 8.<br /> | Burn power (projectile) = 8.<br /> | ||
EMP power (grenade explosion) = 100.<br /> | EMP power (grenade explosion) = up to 100.<br /> | ||
Gun hit power (grenade impact) = 275.<br /> | Gun hit power (grenade impact) = 275.<br /> | ||
Gun hit power (projectile) = 30.<br /> | Gun hit power (projectile) = 30.<br /> | ||
Knockdown power (grenade impact) = 125.<br /> | Knockdown power (grenade impact) = 125.<br /> | ||
Melee hit power (grenade explosion) = 100.<br /> | Melee hit power (grenade explosion) = up to 100.<br /> | ||
Microwave power (projectile) = 45.<br /> | Microwave power (projectile) = 45.<br /> | ||
[[Mechanics_(Killing_Floor_2)#Weapons_-_Penetration_power|Penetration]] power (projectile) = 5.<br /> | [[Mechanics_(Killing_Floor_2)#Weapons_-_Penetration_power|Penetration]] power (projectile) = 5.<br /> | ||
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==Upgrades== | ==Upgrades== | ||
Upg1 (1500): Base damage x1. | Upg1 (1500): Base damage x1.125, Base weight + 1. | ||
==Notes== | ==Notes== | ||
*Primary attack (EMP projectiles) sets ZEDs on fire. | *Primary attack (EMP projectiles) sets ZEDs on fire. | ||
*Gets damage bonus from ''Butcher'' skill''.'' Gets increased headshot damage through Berserker's ''Smash'' skill. Gets damage bonus from ''Parry'' skill as well, should player parry an attack with their melee and then swap to this weapon. Neither of skills, however, affects its rate of fire. | *Gets damage bonus from ''Butcher'' skill''.'' Gets increased headshot damage through Berserker's ''Smash'' skill. Gets damage bonus from ''Parry'' skill as well, should player parry an attack with their melee and then swap to this weapon. Neither of these skills, however, affects its rate of fire. | ||
*[[Survivalist]] is the only perk to inflict incresed damage with HRG Teslauncher's afterburn (up to 15% more). Other perks do not | *[[Survivalist]] is the only perk to inflict incresed damage with HRG Teslauncher's afterburn (up to 15% more). Other perks do not alter its damage or duration at all. | ||
* | *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. | ||
==Gallery== | ==Gallery== | ||
<gallery mode="packed" heights="275"> | <gallery mode="packed" heights="275"> | ||
File:Kf2_hrg_teslauncher.jpg|HRG Teslauncher render | File:Kf2_hrg_teslauncher.jpg|HRG Teslauncher render |
Latest revision as of 00:48, 24 June 2023
Killing Floor 2 item | |||
7
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MAGAZINE SIZE | 30 | ||
SPARE AMMO CAPACITY | 240 | ||
DAMAGE | 68 | ||
FIRE RATE | 500 | ||
ACCURACY | 68 | ||
PENETRATION | 5 | ||
• "Firemode is full-auto only." • "Alt-fire to fire EMP grenades." • "With this electric, eco-friendly weapon you can slay hundreds of Zeds without harming the planet." | |||
General Information | |||
Pricing | 1500 | ||
Ammo Cost | 62 | ||
Weapon Type | Electric Weapon | ||
Weapon Information | |||
Starting Ammo | 30 + 60 | ||
Secondary Attack | |||
Ammo Type | EMP Grenade | ||
Magazine Size | 1 | ||
Spare Ammo Capacity | 7 | ||
Damage | 75 | ||
Fire Rate | 24 | ||
Starting Ammo | 1 + 1 | ||
The HRG Teslauncher is one of the Berserker's tier 4 weapons. It is a modified version of Field Medic's HMTech-501 Grenade Rifle adjusted to fire microwave projectiles akin to Helios Rifle. For its secondary attack, HRG Teslauncher uses an underbarrel grenade launcher to fire EMP grenades. This weapon is the first fully automatic firearm (assault rifle) in Berserker's arsenal. HRG Teslauncher is also capable of setting ZEDs on fire with its projectiles.
Description
"Firemode is full-auto only. Alt-fire to fire EMP grenades."
Flavor Text
"With this electric, eco-friendly weapon you can slay hundreds of Zeds without harming the planet."
Technical Information
Damage = 68, Afterburn (DOT damage scale / duration / interval) = x0.3 / 2s / 0.5s.
Damage type = Microwave (projectile damage), Ballistic_Shell (grenade impact), Fire (afterburn) and EMP (grenade explosion).
Bash:
Damage = 26, Rate Of Fire = 54.
Rate Of Fire:
Projectiles = 500 RPM.
Grenades = 24 RPM.
Projectile speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.
Even outside of the ZED Time this weapon fires projectiles.
Grenade:
Impact damage = 50.
Explosion damage = 25.
Radius = 3.5m, Linear falloff.
Reload Time (magazine, tactical reload) = 2.70s.
Reload Time (magazine, dry reload) = 2.44s.
Reload Time (grenades) = 2.21s.
Force Reload Time (for grenades, reload delayed for) = 0.25s.
Time (equip) = 0.88s.
Time (put down) = 0.73s.
Weapon powers:
Burn power (afterburn, per DOT tick) = 8.5.
Burn power (projectile) = 8.
EMP power (grenade explosion) = up to 100.
Gun hit power (grenade impact) = 275.
Gun hit power (projectile) = 30.
Knockdown power (grenade impact) = 125.
Melee hit power (grenade explosion) = up to 100.
Microwave power (projectile) = 45.
Penetration power (projectile) = 5.
Stumble power (grenade impact) = 200.
Stumble power (projectile) = 18.
Upgrades
Upg1 (1500): Base damage x1.125, Base weight + 1.
Notes
- Primary attack (EMP projectiles) sets ZEDs on fire.
- Gets damage bonus from Butcher skill. Gets increased headshot damage through Berserker's Smash skill. Gets damage bonus from Parry skill as well, should player parry an attack with their melee and then swap to this weapon. Neither of these skills, however, affects its rate of fire.
- Survivalist is the only perk to inflict incresed damage with HRG Teslauncher's afterburn (up to 15% more). Other perks do not alter its damage or duration at all.
- 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.
Gallery
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HRG Teslauncher render