HMTech-501 Grenade Rifle: Difference between revisions
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Gains all the perk bonuses from [[Commando (Killing Floor 2)|Commando]] thanks to multi-perk weapon system. | Gains all the perk bonuses from [[Commando (Killing Floor 2)|Commando]] thanks to multi-perk weapon system. | ||
Oddly enought 501's grenade impact damage gains all the bonuses from [[Demolitionist (Killing Floor 2)|Demolitionist's]] skill tree. | |||
==Trivia== | ==Trivia== |
Revision as of 15:10, 9 September 2018
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 Field Medic 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
Ammunition:
Magazine size = 30 (bullets) / 1 (grenades).
Initial spare magazines = 2 (bullets) / 3 (grenades).
Max spare ammo = 210 (bullets) / 10 (grenades).
Ammo pickup scale = x1 (bullets) / x2 (grenades).
Price per mag = 47 (bullets) / 27 (grenades).
Damage:
Damage = 47.
Damage type = Ballistic.
Damage type group = Shell.
Rate Of Fire:
Bullets = 500 RPM.
Grenades = 23 RPM.
Grenades, with elite reloading = 37 RPM.
Grenade:
Impact damage = 50.
Healing cloud damage = 60.
Radius = 5m.
Duration = 8s.
Interval = 1s.
No falloff.
Healing = 10 / tick. 8 Ticks total.
Poison (DOT damage scale / duration / interval) = x0.1 / 10s / 1s.
Weapon powers:
Gun hit power (bullet) = 45.
Gun hit power (grenade impact) = 275.
Knockdown Power (grenade impact) = 125.
Stumble power (bullet) = 10.
Stumble power (grenade impact) = 340.
Bullet speed = 225 m/s, Grenade speed = 40 m/s, Spread factor (for both) = 0.0085.
Bash:
Damage = 26, ROF = 54.
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) = 2.07s / 1.36s.
Time (equip) = 0.88s.
Time (put down) = 0.73s.
Notes
- Highest tier Field Medic weapon, has no upgrades available.
- Amount of recoil depend 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 ammo.
- 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 for Halloween beta (2018), is the only assault rifle to use specific Ballistic_Shell damage type for its bullets. None of the ZEDs in game is resistant to this damage type it 501 is always doing full damage to its target.