HRG Incendiary Rifle: Difference between revisions
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*Projectile will [[Mechanics (Killing Floor 2)#Weapons - Ballistic-explosive tracing|collide]] with either - ZED's hitzone or a collision cylinder. | *Projectile will [[Mechanics (Killing Floor 2)#Weapons - Ballistic-explosive tracing|collide]] with either - ZED's hitzone or a collision cylinder. | ||
*Projectile affected by gravity. | *Projectile affected by gravity. | ||
==Trivia== | |||
*Upon [[Update_1091_(Killing_Floor_2)|initial]] release had it second upgrade cost no extra weight, had shorter ground fire and residual flame duration (5s vs current 10s). Upgrading this weapon also did not increase its incendiary grenade damage, [[Update_1092_(Killing_Floor_2)|later]] it got fixed. | |||
==Gallery== | ==Gallery== |
Revision as of 17:20, 12 March 2020
Killing Floor 2 item | |||
6
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MAGAZINE SIZE | 30 | ||
SPARE AMMO CAPACITY | 270 | ||
DAMAGE | 30 | ||
FIRE RATE | 669 | ||
ACCURACY | 68 | ||
PENETRATION | 0 | ||
• "Fire mode is full-auto only." • "Alt-fire to fire incendiary grenades." • "For those who can't decide between fire and more fire." | |||
General Information | |||
Pricing | 1200 | ||
Ammo Cost | 30 | ||
Weapon Type | Assault Rifle | ||
Alternative Weapon Type | Flame Weapon | ||
Weapon Information | |||
Starting Ammo | 30 + 60 | ||
Secondary Attack | |||
Ammo Type | M203 Incendiary Grenade | ||
Magazine Size | 1 | ||
Spare Ammo Capacity | 9 | ||
Damage | 330 | ||
Fire Rate | 25 | ||
Starting Ammo | 1 + 2 | ||
Ammo Cost | 15 | ||
The HRG Incendiary Rifle is one of the Firebug's tier 3 weapons. It is a modified version of Demolitionist's M16 M203 Assault Rifle designed to fire incendiary munition that sets ZEDs alight. Its alternative mode allows to shoot incendiary grenades that cover surface with the ground fire and residual flames upon explosion. All of HRG Incendiary Rifle's attacks cause ZEDs to suffer from afterburn effects.
Description
"Fire mode is full-auto only. Alt-fire to fire incendiary grenades."
Flavour Text
"For those who can't decide between fire and more fire."
Technical Information
Bullet damage:
Bullet (damage) = 30.
Bullet (afterburn damage scale) = x0.3.
Bullet (afterburn duration / interval) = 2s / 0.5s.
Bullet (damage type) = Ballistic (Assault Rifle).
M203 Incendiary Grenade:
Grenade (impact damage) = 230.
Grenade (explosion damage) = 100.
Grenade (afterburn damage scale) = x0.25.
Grenade (afterburn duration / interval) = 3s / 0.5s.
Grenade (explosion falloff exponent) = 1 (linear).
Grenade (explosion radius) = 500 (5 meters).
Ground fire (spawned by grenade explosion, only on non-direct hit with the ZED):
Ground fire (damage) = 10.
Ground fire (damage interval) = 0.5s.
Ground fire (duration) = 10s.
Ground fire (radius) = 150.
Ground fire (damage falloff) = 1 (linear).
Ground fire (afterburn scale / duration / inverval) = x0.5 / 3s / 0.5s.
Residual flame (also spawned by grenade explosion, regardless of whether it was direct hit with the ZED or not):
Residual flame (amount / damage / damage falloff) = 4 / 4 / 1 (Linear).
Residual flame (duration / damage inverval) = 10s / 0.5s.
Residual flame (afterburn scale / duration / inverval) = x0.5 / 3s / 0.5s.
Rate Of Fire = 669 RPM.
Rate Of Fire (grenade launcher) = 25 RPM.
Rate Of Fire (grenade launcher, for level 25 Firebug) = 30 RPM.
Damage (bash) = 26.
Rate Of Fire (buttstock bash) = 58.
This weapon does three types of the damage - ballistic bullet damage, direct hit that only affects initial target and AOE explosion of the grenade.
Bullets set ZEDs on fire. Explosion spawns 4 residual flames and (on non-direct hit with the ZED) also a ground fire.
Damage Type Group: AssaultRifle, Ballistic_Shell, Fire.
Reload Time (magazine, tactical reload) = 2.46s.
Reload Time (magazine, dry reload) = 2.47s.
Reload Time (grenades) = 2.15s.
Force Reload Time (for grenades, reload delayed for) = 0.25s.
Equip Time = 0.53s.
Putdown Time = 0.48s.
Weapon Powers:
Burn power (bullet or grenade afterburn, per tick) = 8.
Burn power (grenade explosion) = up to 50.
Gun hit power (grenade direct hit) = 275.
Knockdown power (grenade direct hit) = 125.
Stumble power (bullet) = 10.
Stumble power (grenade direct hit) = 340.
Stumble power (grenade explosion) = up to 200.
Upgrades
Upg1 (700): Base damage x1.2, Base weight + 1.
Upg2 (1500): Base damage x1.4, Base weight + 1.
Upgrades affect bullet damage (and its DOT since it is a % of the base damage), impact and explosive damage of underbarrel grenade. Upgrades, however, do not increase ground fire and residual flame damage.
Notes
- Grenade explosion does not spawn a ground fire on a direct projectile impact with the ZEDs but does spawn it otherwise. Does spawn residual flames all the time.
- Firebug gets damage bonuses for both - bullets and explosive damage, as well as to all forms of damage over time this weapon causes.
- Being Firebug-only weapon HRG Incendiary Rifle provides no access to elite reload animations, however Firebug's passive reload bonus works well cutting reload time (of both - magazines and grenades) by up to 20% making reload speed 25% faster (reload time x 0.8).
- Amount of the recoil depends on the player's stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
- Minimum travel distance for projectile to explode = 3.87m.
- Projectile travel speed = 40m/s.
- Direct hit with the grenade does two types of the damage - ballistic (capable of damaging specific body parts, essentially it is a big slow bullet), then explosive (only does damage to body). Ballistic damage applied at all ranges, whether grenade exploded or not.
- Projectile will collide with either - ZED's hitzone or a collision cylinder.
- Projectile affected by gravity.
Trivia
- Upon initial release had it second upgrade cost no extra weight, had shorter ground fire and residual flame duration (5s vs current 10s). Upgrading this weapon also did not increase its incendiary grenade damage, later it got fixed.
Gallery
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HRG Incendiary Rifle render