HMTech-501 Grenade Rifle: Difference between revisions
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==Technical Information== | ==Technical Information== | ||
Damage = 47, Damage type = Ballistic.<br /> | |||
Damage type group = Ballistic_AssaultRifle (bullet damage), [[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|Ballistic_Shell]] (grenade impact), Healing / Toxic (grenade explosion). | |||
Bash:<br /> | |||
Damage = | Damage = 26, Rate Of Fire = 54. | ||
Rate Of Fire:<br /> | Rate Of Fire:<br /> | ||
Bullets = 500 RPM.<br /> | Bullets = 500 RPM.<br /> | ||
Grenades = 24 RPM.<br /> | Grenades = 24 RPM.<br /> | ||
Grenades, with elite reloading = 35 RPM.<br /> | Grenades, with elite reloading = 35 RPM. | ||
Bullet speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.<br /> | |||
Much like many other firearms in the game, this weapon is a hitscan outside of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_Time|ZED Time]]. | |||
Grenade:<br /> | Grenade:<br /> | ||
Impact damage = 50.<br /> | Impact damage = 50.<br /> | ||
Healing cloud damage = 60.<br /> | Healing cloud damage = 60.<br /> | ||
Radius = 5m | Radius = 5m, Duration = 8s, Interval = 1s.<br /> | ||
Duration = 8s | No damage [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|falloff]].<br /> | ||
Interval = 1s.<br /> | |||
No [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|falloff]].<br /> | |||
Healing = 10 / tick. 8 Ticks total.<br /> | Healing = 10 / tick. 8 Ticks total.<br /> | ||
Poison (DOT damage scale / duration / interval) = x0.1 / 10s / 1s. | |||
Poison (DOT damage scale / duration / interval) = x0.1 / 10s / 1s. | |||
Reloading:<br /> | Reloading:<br /> | ||
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Elite reload (half / dry) = 2.18s / 1.74s.<br /> | Elite reload (half / dry) = 2.18s / 1.74s.<br /> | ||
Reload (delay before grenade auto-reload) = 0.25s.<br /> | Reload (delay before grenade auto-reload) = 0.25s.<br /> | ||
Grenade reload (normal / elite) = 2.21s / 1.45s. | Grenade reload (normal / elite) = 2.21s / 1.45s. | ||
Time (equip) = 0.88s.<br /> | Time (equip) = 0.88s.<br /> | ||
Time (put down) = 0.73s. | Time (put down) = 0.73s. | ||
[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon powers]]:<br /> | |||
Gun hit power (bullet) = 45.<br /> | |||
Gun hit power (grenade impact) = 275.<br /> | |||
Knockdown Power (grenade impact) = 125.<br /> | |||
Poison power (with ''Acidic Rounds'' skill, per [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick) = 200.<br /> | |||
Stumble power (bullet) = 10.<br /> | |||
Stumble power (grenade impact) = 340. | |||
==Notes== | ==Notes== | ||
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*Highest tier Field Medic weapon, has no upgrades available. | *Highest tier Field Medic weapon, has no upgrades available. | ||
*Grenade impact damage gains bonuses from Demolitionist's and Commando's skills. Grenade explosion / cloud damage gains bonuses from Commando's passive and ''Machine Gunner'' skills. | *Grenade impact damage gains bonuses from Demolitionist's and Commando's skills. Grenade explosion / cloud damage gains bonuses from Commando's passive and ''Machine Gunner'' skills. | ||
*Amount of recoil | *Amount of the recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil. | ||
*The only weapon in Medic's arsenal without unlimited | *The only weapon in Field Medic's arsenal without unlimited healing capabilities. | ||
*Twice more healing power perk grenade tick than regular [[Medic Grenade (Killing Floor 2)|grenades]]. (10 HP / tick vs 5 HP / tick). | *Twice more healing power perk grenade tick than regular [[Medic Grenade (Killing Floor 2)|grenades]]. (10 HP / tick vs 5 HP / tick). | ||
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*Can deal up to 14100 damage with full ammo (300) capacity as off-perk weapon. | *Can deal up to 14100 damage with full ammo (300) capacity as off-perk weapon. | ||
*As | *As of [[Update_1069_(Killing_Floor_2)|Halloween beta 1 (2018)]], HMTech-501 Grenade Rifle was the only assault rifle in the game to use specific Ballistic_Shell [[Mechanics (Killing Floor 2)#Weapons - Damage types|damage type]] for its bullets. None of the ZEDs in game is resistant to this damage type so 501 used to deal full damage to the target. It was later fixed and now HMTech-501 Grenade Rifle inflicts Ballistic_AssaultRifle type of the damage. | ||
==Gallery== | ==Gallery== |
Revision as of 14:01, 4 March 2020
Killing Floor 2 item | |||
8
|
+ | ||
MAGAZINE SIZE | 30 | ||
SPARE AMMO CAPACITY | 270 | ||
DAMAGE | 47 | ||
FIRE RATE | 500 | ||
ACCURACY | 70 | ||
PENETRATION | 0 | ||
• "Firemode is full-auto only." • "Alt-fire to fire medic grenades." • "It's the only weapon where it's ok to lob grenades at your friends!" | |||
General Information | |||
Pricing | 2000 | ||
Ammo Cost | 47 | ||
Weapon Type | Assault Rifle | ||
Weapon Information | |||
Starting Ammo | 30 + 60 | ||
Secondary Attack | |||
Ammo Type | Healing Grenade | ||
Magazine Size | 1 | ||
Spare Ammo Capacity | 10 | ||
Ammo Consumption (per use) | 1 | ||
Heal Amount | 10 ✚ | ||
The HMTech-501 Grenade Rifle is the Field Medic's tier 5 weapon. As a part of the multi-perk weapon system, it also belongs to the Commando. It is the only weapon in medic's arsenal that does not fire healing darts but instead utilizes underbarrel grenade laucher to fire healing grenades. Healing grendes are limited.
Description
"Firemode is full-auto only. Alt-fire to fire medic grenades."
Flavor Text
"It's the only weapon where it's ok to lob grenades at your friends!"
Technical Information
Damage = 47, Damage type = Ballistic.
Damage type group = Ballistic_AssaultRifle (bullet damage), Ballistic_Shell (grenade impact), Healing / Toxic (grenade explosion).
Bash:
Damage = 26, Rate Of Fire = 54.
Rate Of Fire:
Bullets = 500 RPM.
Grenades = 24 RPM.
Grenades, with elite reloading = 35 RPM.
Bullet speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.
Much like many other firearms in the game, this weapon is a hitscan outside of the ZED Time.
Grenade:
Impact damage = 50.
Healing cloud damage = 60.
Radius = 5m, Duration = 8s, Interval = 1s.
No damage falloff.
Healing = 10 / tick. 8 Ticks total.
Poison (DOT damage scale / duration / interval) = x0.1 / 10s / 1s.
Reloading:
Reload (half / dry) = 2.70s / 2.44s.
Elite reload (half / dry) = 2.18s / 1.74s.
Reload (delay before grenade auto-reload) = 0.25s.
Grenade reload (normal / elite) = 2.21s / 1.45s.
Time (equip) = 0.88s.
Time (put down) = 0.73s.
Weapon powers:
Gun hit power (bullet) = 45.
Gun hit power (grenade impact) = 275.
Knockdown Power (grenade impact) = 125.
Poison power (with Acidic Rounds skill, per DOT tick) = 200.
Stumble power (bullet) = 10.
Stumble power (grenade impact) = 340.
Notes
- Highest tier Field Medic weapon, has no upgrades available.
- Grenade impact damage gains bonuses from Demolitionist's and Commando's skills. Grenade explosion / cloud damage gains bonuses from Commando's passive and Machine Gunner skills.
- Amount of the recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
- The only weapon in Field Medic's arsenal without unlimited healing capabilities.
- Twice more healing power perk grenade tick than regular grenades. (10 HP / tick vs 5 HP / tick).
Strategy
Gains all the perk bonuses from Commando thanks to multi-perk weapon system.
Oddly enought 501's grenade impact damage gains all the bonuses from Demolitionist's skill tree.
Trivia
- Can deal up to 14100 damage with full ammo (300) capacity as off-perk weapon.
- As of Halloween beta 1 (2018), HMTech-501 Grenade Rifle was the only assault rifle in the game to use specific Ballistic_Shell damage type for its bullets. None of the ZEDs in game is resistant to this damage type so 501 used to deal full damage to the target. It was later fixed and now HMTech-501 Grenade Rifle inflicts Ballistic_AssaultRifle type of the damage.
Gallery
-
HMTech-501 Grenade Rifle as seen on Monster Masquerade promo page