HRG Vampire: Difference between revisions
(Created page with "Category:KF2 {{KF2WeaponInfo | Name=HRG Vampire | PerkImage=KF2_Perk_FieldMedic_White.png | PerkLink=Field_Medic_(Killing_Floor_2) | WeaponImage=Kf2_hrg_vampire_bar.png |...") |
mNo edit summary |
||
Line 17: | Line 17: | ||
| | | | ||
| InitialSpareMags=1 | | InitialSpareMags=1 | ||
| AmmoCost= | | AmmoCost=60 | ||
| WeaponType=Poisoning Weapon | | WeaponType=Poisoning Weapon | ||
| AlternativeWeaponType=Projectile | | AlternativeWeaponType=Projectile | ||
Line 27: | Line 27: | ||
| SecondaryAmmunition_MagazineSize=100 | | SecondaryAmmunition_MagazineSize=100 | ||
| SecondaryAmmunition_AmmoCapacity=infinite | | SecondaryAmmunition_AmmoCapacity=infinite | ||
| SecondaryAmmunition_AmmoConsumption= | | SecondaryAmmunition_AmmoConsumption=20 | ||
}} | }} | ||
The '''HRG Vampire''' is one of the [[Field_Medic_(Killing_Floor_2)|Field Medic's]] ''tier 4'' weapons. It is a modified version of the Firebug's Husk Cannon that absorbs the blood of the enemies in a short range, and then releases explosive blood balls that harm enemies and heal players, depending on the amount of blood absorbed. Its alt-fire shoots crystallized blood spikes with high speed and penetration. This weapon is designed as an offensive option for Field Medics, and it performs better in close quarters. | The '''HRG Vampire''' is one of the [[Field_Medic_(Killing_Floor_2)|Field Medic's]] ''tier 4'' weapons. It is a modified version of the Firebug's Husk Cannon that absorbs the blood of the enemies in a short range, and then releases explosive blood balls that harm enemies and heal players, depending on the amount of blood absorbed. Its alt-fire shoots crystallized blood spikes with high speed and penetration. This weapon is designed as an offensive option for Field Medics, and it performs better in close quarters. | ||
Line 39: | Line 39: | ||
==Technical Information== | ==Technical Information== | ||
Blood Ball (explosion damage, min / max / [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|type]]) = | Blood Ball (explosion damage, min / max / [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|type]]) = 20 / 200 / Toxic.<br /> | ||
Blood Ball (explosion [[Mechanics_(Killing_Floor_2)#Weapons_-_Explosion_falloff|falloff]] exponent) = 0.5 (exp).<br /> | Blood Ball (explosion [[Mechanics_(Killing_Floor_2)#Weapons_-_Explosion_falloff|falloff]] exponent) = 0.5 (exp).<br /> | ||
Blood Ball (explosion radius, min / max) = 130 / 280.<br /> | Blood Ball (explosion radius, min / max) = 130 / 280.<br /> | ||
Blood Ball (heal amount, per explosion, min / max) = | Blood Ball (heal amount, per explosion, min / max) = 12 / 60.<br /> | ||
Blood Ball (impact damage, min / max / type) = 15 / 150 / Ballistic (Shell).<br /> | Blood Ball (impact damage, min / max / type) = 15 / 150 / Ballistic (Shell).<br /> | ||
Blood Ball (time to fully charge / ammo required) = 1s / 10.<br /> | Blood Ball (time to fully charge / ammo required) = 1s / 10.<br /> | ||
Line 54: | Line 54: | ||
Blood Ball impact and explosion damage and radius: Blood Ball is fully charged after consuming 10 units of ammo worth of blood sucking (takes 1 second to fully charge it). After charging it for one second or more the Blood Ball will inflict maximum damage / radius. Increment happens within 0.1s intervals. Damage and radius values are interpolated as Lerp (Min, Max, DamageByCharge). DamageByCharge is set to 1 when Blood Ball is fully charged, however undercharged projectile has DamageByCharge of (Current Charge - 0.12 / 0.88). For example, charging the Blood Ball for 0.8s will result in DamageByCharge value of (0.8 - 0.12 / 0.88) = 0.773. | Blood Ball impact and explosion damage and radius: Blood Ball is fully charged after consuming 10 units of ammo worth of blood sucking (takes 1 second to fully charge it). After charging it for one second or more the Blood Ball will inflict maximum damage / radius. Increment happens within 0.1s intervals. Damage and radius values are interpolated as Lerp (Min, Max, DamageByCharge). DamageByCharge is set to 1 when Blood Ball is fully charged, however undercharged projectile has DamageByCharge of (Current Charge - 0.12 / 0.88). For example, charging the Blood Ball for 0.8s will result in DamageByCharge value of (0.8 - 0.12 / 0.88) = 0.773. | ||
Upon primary attack HRG Vampire replenishes 1 unit of secondary ammo within 0.04s intervals (25 ammo / second). It cost | Upon primary attack HRG Vampire replenishes 1 unit of secondary ammo within 0.04s intervals (25 ammo / second). It cost 20 units of ammo to shoot single Crystal Spike and it containts up to 100 units of ammo (5 shots max). | ||
Blood Ball (gravity scale) = 0.5.<br /> | Blood Ball (gravity scale) = 0.5.<br /> | ||
Line 87: | Line 87: | ||
==Notes== | ==Notes== | ||
*Min consumed ammo, per attack is 4. Blood Balls do NOT heal its owner. Heal (amount, per explosion, min / max) = | *Min consumed ammo, per attack is 4. Blood Balls do NOT heal its owner. Heal (amount, per explosion, min / max) = 12 / 60. | ||
*Primary attack (suctioning) essentially works the same way other "flamethrowers" do. Suctioning has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | *Primary attack (suctioning) essentially works the same way other "flamethrowers" do. Suctioning has post-shooting life time where it does damage without consuming ammo (duration - 0.35s). | ||
*Fully charged Blood Ball has increased incap powers. | *Fully charged Blood Ball has increased incap powers. |
Revision as of 16:23, 17 November 2020
Killing Floor 2 item | |||
8
|
|||
MAGAZINE SIZE | 40 | ||
SPARE AMMO CAPACITY | 240 | ||
DAMAGE | 15 | ||
FIRE RATE | 600 | ||
ACCURACY | 70 | ||
• "Primary fire absorbs the blood of the enemies, filling the blood pool." • "After the primary fire, it launches an explosive coagulated blood ball that harm enemies and heal allies." • "Alt fire mode consume the blood pool to shoot crystallized blood spikes." | |||
General Information | |||
Pricing | 1500 | ||
Ammo Cost | 60 | ||
Weapon Type | Poisoning Weapon | ||
Alternative Weapon Type | Projectile | ||
Weapon Information | |||
Starting Ammo | 40 + 40 | ||
Secondary Attack | |||
Ammo Type | Crystal Spikes | ||
Magazine Size | 100 | ||
Spare Ammo Capacity | infinite | ||
Damage | 320 | ||
Fire Rate | 273 | ||
Penetration | 2 | ||
Ammo Consumption (per use) | 20 | ||
The HRG Vampire is one of the Field Medic's tier 4 weapons. It is a modified version of the Firebug's Husk Cannon that absorbs the blood of the enemies in a short range, and then releases explosive blood balls that harm enemies and heal players, depending on the amount of blood absorbed. Its alt-fire shoots crystallized blood spikes with high speed and penetration. This weapon is designed as an offensive option for Field Medics, and it performs better in close quarters.
Description
"Primary fire absorbs the blood of the enemies, filling the blood pool. After the primary fire, it launches an explosive coagulated blood ball that harm enemies and heal allies. Alt fire mode consume the blood pool to shoot crystallized blood spikes."
Technical Information
Blood Ball (explosion damage, min / max / type) = 20 / 200 / Toxic.
Blood Ball (explosion falloff exponent) = 0.5 (exp).
Blood Ball (explosion radius, min / max) = 130 / 280.
Blood Ball (heal amount, per explosion, min / max) = 12 / 60.
Blood Ball (impact damage, min / max / type) = 15 / 150 / Ballistic (Shell).
Blood Ball (time to fully charge / ammo required) = 1s / 10.
Blood Ball explosion DOT (scale / interval / duration) = x0.1 / 0.5s / 2s.
Crystal Spike (damage / type) = 320 / Piercing.
Crystal Spike (rate of fire) = 273.
Suctioning (approx effective range, m) = 7.2.
Suctioning (damage / type) = 15 / Bleeding.
Suctioning (rate of fire) = 600.
Blood Ball impact and explosion damage and radius: Blood Ball is fully charged after consuming 10 units of ammo worth of blood sucking (takes 1 second to fully charge it). After charging it for one second or more the Blood Ball will inflict maximum damage / radius. Increment happens within 0.1s intervals. Damage and radius values are interpolated as Lerp (Min, Max, DamageByCharge). DamageByCharge is set to 1 when Blood Ball is fully charged, however undercharged projectile has DamageByCharge of (Current Charge - 0.12 / 0.88). For example, charging the Blood Ball for 0.8s will result in DamageByCharge value of (0.8 - 0.12 / 0.88) = 0.773.
Upon primary attack HRG Vampire replenishes 1 unit of secondary ammo within 0.04s intervals (25 ammo / second). It cost 20 units of ammo to shoot single Crystal Spike and it containts up to 100 units of ammo (5 shots max).
Blood Ball (gravity scale) = 0.5.
Blood Ball (speed) = 2000.
Crystal Spike (speed) = 12000.
Reload (time) = 3.79s.
Time (equip) = 0.39s.
Time (put down) = 1.27s.
Bash: Damage = 26, Rate of fire (per minute) = 61.
Weapon Powers:
Bleed power (Suctioning) = 50.
Gun hit power (Blood Ball normal / heavy impact) = 40 / 350.
Gun hit power (Crystal Spike impact) = 100.
Gun hit power (Suctioning) = 5.
Knockdown power (Blood Ball normal / heavy impact) = 0 / 140.
Penetration power (Crystal Spike impact) = 2.
Poison power (Blood Ball explosion) = 16.
Poison power (Blood Ball normal / heavy impact) = 10 / 30.
Stumble power (Blood Ball explosion) = 40.
Stumble power (Blood Ball normal / heavy impact) = 40 / 350.
Stumble power (Crystal Spike impact) = 250.
When Blood Ball is fully charged it changes its incap powers from normal to heavy.
Upgrades
Upg1 (1500): Base damage x1.15, Base weight + 1.
Notes
- Min consumed ammo, per attack is 4. Blood Balls do NOT heal its owner. Heal (amount, per explosion, min / max) = 12 / 60.
- Primary attack (suctioning) essentially works the same way other "flamethrowers" do. Suctioning has post-shooting life time where it does damage without consuming ammo (duration - 0.35s).
- Fully charged Blood Ball has increased incap powers.
- Damage type group: Bleeding, Ballistic_Shell, Toxic.
Gallery
-
HRG Vampire render