HMTech-101 Pistol: Difference between revisions
(made intro meatier, gave it description, gave it some numbers, added skill synergies, cleaned up strategies) |
m (Removed empty space after headers, separated big text with spaces.) |
||
Line 48: | Line 48: | ||
==Description & Flavor Text== | ==Description & Flavor Text== | ||
''- "Fire mode is semi-auto only. Alt-fire shoots healing darts to heal team members."'' | ''- "Fire mode is semi-auto only. Alt-fire shoots healing darts to heal team members."'' | ||
Line 54: | Line 53: | ||
==Technical Information== | ==Technical Information== | ||
'''<big>Damage:</big>''' | '''<big>Damage:</big>''' | ||
* Per bullet = 20. | * Per bullet = 20. | ||
* 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 (skill ''Acidic Rounds'')</big>''' | '''<big>Damage Type = Ballistic, Toxic (skill ''Acidic Rounds'')</big>''' | ||
Line 72: | Line 72: | ||
** Normal = 2.07s, | ** Normal = 2.07s, | ||
** Elite = 1.20s. | ** Elite = 1.20s. | ||
'''<big>Equip Time = 0.34s, Putdown Time = 0.42s.</big>''' | '''<big>Equip Time = 0.34s, Putdown Time = 0.42s.</big>''' | ||
Line 78: | Line 79: | ||
* ''Acidic Rounds'' poison power per tick = 200. | * ''Acidic Rounds'' poison power per tick = 200. | ||
* Healing dart poison power per hit = 33. | * Healing dart poison power per hit = 33. | ||
'''<big>Healing:</big>''' | '''<big>Healing:</big>''' | ||
* Ammo cost per dart = 50% '''(2 darts)'''. | * Ammo cost per dart = 50% '''(2 darts)'''. | ||
Line 84: | Line 86: | ||
==Upgrades== | ==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 1 (500): Base damage x1.7 '''(34 per bullet)''', Base weight + 0 '''(1 total)''', Full recharge time x0.9 '''(13.5 seconds)'''. | ||
Line 94: | Line 95: | ||
==Notes== | ==Notes== | ||
*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. | ||
Line 101: | Line 101: | ||
==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 | **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. | ||
==Strategy== | ==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. | 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. | ||
Line 115: | Line 113: | ||
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. | 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 == | ==Gallery== | ||
<gallery mode="packed" heights="275"> | <gallery mode="packed" heights="275"> | ||
File:Medic-pistol.png|HMTech-101 Pistol | File:Medic-pistol.png|HMTech-101 Pistol | ||
</gallery>{{KF2NavBox}} | </gallery>{{KF2NavBox}} |
Revision as of 02:51, 22 December 2020
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 | ||
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, 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.
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 (skill Acidic Rounds)
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 dart poison power per hit = 33.
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.
- A small line appears on the reflex sight, indicating how much healing dart ammo is needed to fire a dart.
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.
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