Killerwatt: Difference between revisions
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*While weapon tracers look futuristic and fancy, Killerwatt's primary damage type is actually a Ballistic Rifle, the same type as on [[Commando (Killing Floor 2)|Commando]]'s weapons. | *While weapon tracers look futuristic and fancy, Killerwatt's primary damage type is actually a Ballistic Rifle, the same type as on [[Commando (Killing Floor 2)|Commando]]'s weapons. | ||
*Highest tier Survivalist weapon, has no upgrades available. | *Highest tier Survivalist weapon, has no upgrades available. | ||
*Beam penetrates (passes through) multiple ZEDs without damage reduction. | |||
*Unlike Microwave Gun, Killerwatt's beam does not have splash damage and does not produce Ground Fire. Neither it sets ZEDs on fire. | |||
*Beam inaccuracy (rotation) grows with the every charge level. | *Beam inaccuracy (rotation) grows with the every charge level. | ||
*Beam starts with 0 charges. Beam may cause obliteration. | *Beam starts with 0 charges. Beam may cause obliteration. |
Revision as of 22:08, 2 March 2019
Killing Floor 2 item | |||
8
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MAGAZINE SIZE | 50 | ||
SPARE AMMO CAPACITY | 250 | ||
DAMAGE | 50 | ||
FIRE RATE | 700 | ||
ACCURACY | 68 | ||
PENETRATION | 0 | ||
• "Choice of full-auto and overcharge fire modes. Alt-fire to toggle between fire modes." • "Overcharge mode - Charges up while the fire button is pressed and discharges when the fire button is released." | |||
General Information | |||
Pricing | 2500 | ||
Ammo Cost | 84 | ||
Weapon Type | Electric Weapon | ||
Weapon Information | |||
Starting Ammo | 50 + 50 | ||
The Killerwatt is the Survivalist's tier 5 weapon. It is a full-auto futuristic assault rifle that fires consecutive bolts of electricity. It's alternative firing mode allow users to charge and fire a beam of destructive voltage similar to Microwave Gun with its damage and duration (and inaccuracy too) growing as the weapon charges.
Description
"Choice of full-auto and overcharge fire modes. Alt-fire to toggle between fire modes."
Flavor Text
"Overcharge mode - Charges up while the fire button is pressed and discharges when the fire button is released."
Technical Information
Ammo:
Magazine size = 50, Initial spare magazines = 1, Max spare ammo = 250, Ammo pickup scale = x1, Price per mag = 84.
Primary attack:
Damage = 50, ROF = 700, Damage Type = Ballistic (Assault Rifle).
Beam:
- Damage = 40, Damage Type = Microwave, Duration = 0.25s, Rate Of Damage = 857 (0.07s intervals), Length = approx 5.5m.
- Beam starts with 0 charges, it gains 1 charge per second while player holds the fire button. Up to 3 charges. While charging it consumes ~8-9 units of ammo per second (500 units / minute). It takes 25 units of ammo to fully charge the Killerwatt.
- With every charge weapon gets +5 points to damage and +0.75s to its firing duration.
- Approximate length of the beam where it makes full contact with the target is about 5.4-5.6 meters. While fully charged - about 10-10.5 meters. Note that these are the rough values.
Weapon powers:
EMP (beam) = 10, EMP (primary) = 8, Gun hit power (beam) = 150, Stumble power (primary) = 15.
Bash:
Damage = 26, ROF = 50.
Reload (half / dry) = 2.57s, Elite Reload (half / dry) = 2.24s.
Time (equip) = 0.80s, Time (put down) = 0.73s.
Notes
- While weapon tracers look futuristic and fancy, Killerwatt's primary damage type is actually a Ballistic Rifle, the same type as on Commando's weapons.
- Highest tier Survivalist weapon, has no upgrades available.
- Beam penetrates (passes through) multiple ZEDs without damage reduction.
- Unlike Microwave Gun, Killerwatt's beam does not have splash damage and does not produce Ground Fire. Neither it sets ZEDs on fire.
- Beam inaccuracy (rotation) grows with the every charge level.
- Beam starts with 0 charges. Beam may cause obliteration.
- Does not consume ammo when fully charged.
- Player moves 2 times slower while firing the beam.
- Primary attack is a hitscan outside of ZED Time. Projectile speed in ZED Time = 225 m/s.
- Damage type group: Ballistic_AssaultRifle (primary), Microwave.
Gallery
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Killerwatt render