HRG Ballistic Bouncer: Difference between revisions
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| PerkLink=Support (Killing Floor 2) | | PerkLink=Support (Killing Floor 2) | ||
| WeaponImage=Kf2_weap_HRG_BallisticBouncer_card.png | | WeaponImage=Kf2_weap_HRG_BallisticBouncer_card.png | ||
| Damage= | | Damage=300.000000 | ||
| FireRate=100.000000 | | FireRate=100.000000 | ||
| Accuracy=70.000000 | | Accuracy=70.000000 | ||
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==Technical Information== | ==Technical Information== | ||
<big>'''Damage:'''</big> | <big>'''Damage:'''</big> | ||
*Impact damage (minimum / maximum) = | *Impact damage (minimum / maximum) = 15 / 300. | ||
*Bash = 27. | *Bash = 27. | ||
Impact damage goes up linearly, maximum damage achieved after 0.6s. Impact damage is a percentage of (Current Charge Time / 0.6s) multiplied by weapon's maximum value of damage. By any means minimum charge time is set to be 0.1s meaning that actual minimum damage is LERP ( | Impact damage goes up linearly, maximum damage achieved after 0.6s. Impact damage is a percentage of (Current Charge Time / 0.6s) multiplied by weapon's maximum value of damage. By any means minimum charge time is set to be 0.1s meaning that actual minimum damage is LERP (15, 300, 0.1) = 15 + (300 - 15) x 0.1 = 43. | ||
<big>'''Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]] = Bludgeon.'''</big> | <big>'''Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]] = Bludgeon.'''</big> | ||
<big>'''Rate Of Fire:'''</big> | |||
*Fastest possible = 269 RPM. | |||
*Can only fire within 0.223s intervals: 0.223s - 0.446s - 0.669s - etc. | |||
<big>'''Reloading:'''</big> | <big>'''Reloading:'''</big> | ||
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==Upgrades== | ==Upgrades== | ||
* Upgrade 1 (700): Base damage x1.15 '''( | * Upgrade 1 (700): Base damage x1.15 '''(11 - 230)''', Base weight + 1 '''(6 total)'''. | ||
* Upgrade 2 (1500): Base damage x1.3 '''( | * Upgrade 2 (1500): Base damage x1.3 '''(13 - 260)''', Base weight + 1 '''(7 total)'''. | ||
==Notes== | ==Notes== |
Latest revision as of 15:56, 3 February 2023
Killing Floor 2 item | |||
5
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MAGAZINE SIZE | 18 | ||
SPARE AMMO CAPACITY | 162 | ||
DAMAGE | 300 | ||
FIRE RATE | 100 | ||
ACCURACY | 70 | ||
PENETRATION | 0 | ||
• "It charges up rubberized ballistic gel that bludgeons Zeds on impact and bounces rapidly around the environment with high knockdown power. Holding down the fire button loads the projectile with more force." • "Don't use it for dodgeball." | |||
General Information | |||
Pricing | 900 | ||
Ammo Cost | 40 | ||
Weapon Information | |||
Starting Ammo | 18 + 54 | ||
The HRG Ballistic Bouncer is one the Support's tier 3 weapons. It is an alternative version of the Field Medic's Mine Reconstructor that charges up a rubberized ballistic gel that bludgeons ZEDs on impact and bounces rapidly around the environment with a high knockdown power. Holding down the fire button loads the projectile with more damage and speed (however incap powers remain the same).
Description & Flavor Text
- "It charges up rubberized ballistic gel that bludgeons Zeds on impact and bounces rapidly around the environment with high knockdown power. Holding down the fire button loads the projectile with more force."
- "Don't use it for dodgeball."
Technical Information
Damage:
- Impact damage (minimum / maximum) = 15 / 300.
- Bash = 27.
Impact damage goes up linearly, maximum damage achieved after 0.6s. Impact damage is a percentage of (Current Charge Time / 0.6s) multiplied by weapon's maximum value of damage. By any means minimum charge time is set to be 0.1s meaning that actual minimum damage is LERP (15, 300, 0.1) = 15 + (300 - 15) x 0.1 = 43.
Damage Type = Bludgeon.
Rate Of Fire:
- Fastest possible = 269 RPM.
- Can only fire within 0.223s intervals: 0.223s - 0.446s - 0.669s - etc.
Reloading:
- Normal = 2.65s.
- Elite = 1.91s.
Equip Time = 0.83s, Putdown Time = 0.77s.
Weapon Powers:
- Gun hit power = 300.
- Knockdown power = 100.
- Melee hit power = 150.
- Stumble power = 400.
Upgrades
- Upgrade 1 (700): Base damage x1.15 (11 - 230), Base weight + 1 (6 total).
- Upgrade 2 (1500): Base damage x1.3 (13 - 260), Base weight + 1 (7 total).
Notes
- Weapon powers stay the same regardless of charge level.
- Projectile speed (depends on charge level) = 15-50 meters / second.
- Maximum bounces before losing velocity (depends on charge level) = 1-5. Rapidly loses velocity after exceeding bounce limit and explodes harmlessly shortly after.
Gallery
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HRG Ballistic Bouncer render