HMTech-101 Pistol: Difference between revisions
m (Removed empty space after headers, separated big text with spaces.) |
|||
(6 intermediate revisions by 3 users not shown) | |||
Line 25: | Line 25: | ||
| WeaponType=Pistol | | WeaponType=Pistol | ||
| | | | ||
| SecondaryAmmunition_Damage=5 | |||
| SecondaryAmmunition_AmmoType=Healing Darts | | SecondaryAmmunition_AmmoType=Healing Darts | ||
| SecondaryAmmunition_AmmoImage=KF2_SecondaryAmmo_MedicDarts_Gray.png | | SecondaryAmmunition_AmmoImage=KF2_SecondaryAmmo_MedicDarts_Gray.png | ||
Line 41: | Line 42: | ||
The '''HMTech-101 Pistol''' is the [[Field Medic (Killing_Floor_2) |Field Medic's]] starting weapon. It is a futuristic pistol that fires caseless ammo, equipped with a reflex sight and a healing dart shooter. Its reflex sight tracks ammo count and healing dart progress. The HMTech-101 Pistol is also used as a basis for most of the [[HMTech-201 SMG|HMTech]] [[HMTech-301 Shotgun|series]] [[HMTech-401 Assault Rifle|weapons]]. | The '''HMTech-101 Pistol''' is the [[Field Medic (Killing_Floor_2) |Field Medic's]] starting weapon. It is a futuristic pistol that fires caseless ammo, equipped with a reflex sight and a healing dart shooter. Its reflex sight tracks ammo count and healing dart progress. The HMTech-101 Pistol is also used as a basis for most of the [[HMTech-201 SMG|HMTech]] [[HMTech-301 Shotgun|series]] [[HMTech-401 Assault Rifle|weapons]]. | ||
It has a magazine of 15, plus a constantly recharging dart system that allows it to fire 2 darts. With a full supply of ammo, it can reload 16 times + its initial magazine. | It has a magazine of 15 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 16 times + its initial magazine. | ||
As a part of the multi-perk weapon system, the HMTech-101 Pistol also belongs to the arsenal of the [[Gunslinger]]. | As a part of the multi-perk weapon system, the HMTech-101 Pistol also belongs to the arsenal of the [[Gunslinger]]. | ||
Line 57: | Line 58: | ||
* Bash = 21. | * Bash = 21. | ||
'''<big>Rate Of Fire</big>''' | '''<big>Rate Of Fire:</big>''' | ||
* Semi-auto only = 342 RPM. | * Semi-auto only = 342 RPM. | ||
* Bash = 60. | * Bash = 60. | ||
'''<big>Damage Type = Ballistic, Toxic | '''<big>Damage Type = Ballistic, Toxic.</big>''' | ||
'''<big>Damage Type Group = Handgun.</big>''' | '''<big>Damage Type Group = Handgun.</big>''' | ||
Line 78: | Line 79: | ||
* Gun hit power = 45. | * Gun hit power = 45. | ||
* ''Acidic Rounds'' poison power per tick = 200. | * ''Acidic Rounds'' poison power per tick = 200. | ||
'''<big>Healing:</big>''' | '''<big>Healing:</big>''' | ||
Line 97: | Line 97: | ||
*Amount of recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest amount of the recoil. | *Amount of recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest amount of the recoil. | ||
*Healing darts will make a sound when it tracks a valid healing target, and will home in slightly when you fire. | *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. | *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. | *A small line appears on the reflex sight, indicating how much healing dart ammo is needed to fire a dart. | ||
*Weighing in at only '''1''', this is the lightest weapon available to buy. | |||
*Costs '''3300''' Dosh to fully upgrade. | |||
*Costs '''170''' Dosh to fully replenish ammo from 0 bullets. | |||
==Skill Synergies== | ==Skill Synergies== | ||
*The Field Medic's level 10 skill ''Combatant Doctor'' increases its already decent magazine size of 15 to an impressive 23, giving you longer staying power in fights before having to reload. | *The Field Medic's level 10 skill ''Combatant Doctor'' increases its already decent magazine size of 15 to an impressive 23, giving you longer staying power in fights before having to reload. | ||
**Combined with the level 15 skill ''Acidic Rounds'' and level 20 skill ''Battle Surgeon'', they make the HMTech-101 an incredibly powerful weapon for its light weight and tier. | **Combined with the level 15 skill ''Acidic Rounds'' and level 20 skill ''Battle Surgeon'', they make the HMTech-101 an incredibly powerful weapon for its light weight and tier. | ||
*The Gunslinger's level 10 skill ''Rack 'em Up'' and level 15 skill ''Speedloader'' turns the normally modest pistol into a high-capacity powerhouse, able to pop the heads off of ZEDs with ease. | |||
==Strategy== | ==Strategy== |
Latest revision as of 09:35, 25 September 2023
Killing Floor 2 item | |||
1
|
+ | ||
MAGAZINE SIZE | 15 | ||
SPARE AMMO CAPACITY | 240 | ||
DAMAGE | 20 | ||
FIRE RATE | 343 | ||
ACCURACY | 50 | ||
PENETRATION | 0 | ||
• "Fire mode is semi-auto only." • "Alt-fire shoots healing darts to heal team members." • "Using caseless ammunition, it counts the rounds for you." | |||
General Information | |||
Pricing | 200 | ||
Ammo Cost | 10 | ||
Weapon Type | Pistol | ||
Weapon Information | |||
Starting Ammo | 15 + 120 | ||
Secondary Attack | |||
Ammo Type | Healing Darts | ||
Magazine Size | 100 | ||
Spare Ammo Capacity | infinite | ||
Damage | 5 | ||
Ammo Consumption (per use) | 50 | ||
Heal Amount | 15 ✚ | ||
Full Recharge Time | 15s | ||
The HMTech-101 Pistol is the Field Medic's starting weapon. It is a futuristic pistol that fires caseless ammo, equipped with a reflex sight and a healing dart shooter. Its reflex sight tracks ammo count and healing dart progress. The HMTech-101 Pistol is also used as a basis for most of the HMTech series weapons.
It has a magazine of 15 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 16 times + its initial magazine.
As a part of the multi-perk weapon system, the HMTech-101 Pistol also belongs to the arsenal of the Gunslinger.
Description & Flavor Text
- "Fire mode is semi-auto only. Alt-fire shoots healing darts to heal team members."
- "Using caseless ammunition, it counts the rounds for you."
Technical Information
Damage:
- Per bullet = 20.
- Bash = 21.
Rate Of Fire:
- Semi-auto only = 342 RPM.
- Bash = 60.
Damage Type = Ballistic, Toxic.
Damage Type Group = Handgun.
Reload Time:
- Tactical Reload:
- Normal = 2.25s,
- Elite = 1.69s.
- Dry Reload:
- Normal = 2.07s,
- Elite = 1.20s.
Equip Time = 0.34s, Putdown Time = 0.42s.
Weapon Powers:
- Gun hit power = 45.
- Acidic Rounds poison power per tick = 200.
Healing:
- Ammo cost per dart = 50% (2 darts).
- Heal amount = 15 HP per dart.
- Fully recharge from 0% = 15s.
Upgrades
Upgrade 1 (500): Base damage x1.7 (34 per bullet), Base weight + 0 (1 total), Full recharge time x0.9 (13.5 seconds).
Upgrade 2 (600): Base damage x2 (40 per bullet), Base weight + 1 (2 total), Full recharge time x0.8 (12 seconds).
Upgrade 3 (700): Base damage x2.55 (51 per bullet), Base weight + 2 (3 total), Full recharge time x0.7 (10.5 seconds).
Upgrade 4 (1500): Base damage x3 (60 per bullet), Base weight + 3 (4 total), Full recharge time x0.6 (9 seconds).
Notes
- Amount of recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest amount of the 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.
- Weighing in at only 1, this is the lightest weapon available to buy.
- Costs 3300 Dosh to fully upgrade.
- Costs 170 Dosh to fully replenish ammo from 0 bullets.
Skill Synergies
- The Field Medic's level 10 skill Combatant Doctor increases its already decent magazine size of 15 to an impressive 23, giving you longer staying power in fights before having to reload.
- Combined with the level 15 skill Acidic Rounds and level 20 skill Battle Surgeon, they make the HMTech-101 an incredibly powerful weapon for its light weight and tier.
- The Gunslinger's level 10 skill Rack 'em Up and level 15 skill Speedloader turns the normally modest pistol into a high-capacity powerhouse, able to pop the heads off of ZEDs with ease.
Strategy
Only weighing 1 block, this lightweight weapon is certainly worth purchasing off-perk to help your Field Medic (or lack of one) keep up with constantly damaged teammates.
Headshots with the HMTech-101 will decapitate Clots, Stalkers and Crawlers in one hit, but its low damage will mean they may stumble around when decapitated for some time. Gorefasts and Bloats will be difficult to deal with when using the HMTech-101, even when you constantly hit headshots; it may take nearly an entire magazine to down a Bloat.
It is recommended to hang onto your the HMTech-101 and upgrade it when you can, as its light weight will mean it pairs well with most Field Medic loadouts, giving you extra backup healing when needed.
For Gunslingers, the HMTech-101 is an incredibly handy backup weapon to have (especially when upgraded) due to its high magazine capacity, low weight, and decently fast reload. When combined with the level 10 skill Rack 'em Up, you can constantly keep up a 5-headshot combo going on for much longer than any other solo gun.
Gallery
-
HMTech-101 Pistol