Winchester 1894: Difference between revisions
mNo edit summary |
(added in perk synergy and strategy) |
||
Line 96: | Line 96: | ||
*Reloads each bullet individually, and can be interrupted by pressing the fire button, aiming or bashing. | *Reloads each bullet individually, and can be interrupted by pressing the fire button, aiming or bashing. | ||
*Non-dry reloading (at least one bullet in the tube) requires players to play a short animation where they draw and rotate the gun in order to prepare for bullet insertion. This animation is not played during the dry reload where it is, instead, part of the "first bullet insertion" animation. | *Non-dry reloading (at least one bullet in the tube) requires players to play a short animation where they draw and rotate the gun in order to prepare for bullet insertion. This animation is not played during the dry reload where it is, instead, part of the "first bullet insertion" animation. | ||
== Perk Synergies == | |||
* The Sharpshooter's level 5 skill ''Sniper'' or level 10 skill ''Stability'' allows it to one-shot Clots. | |||
* The Sharpshooter's level 5 skill ''Marksman'' increases its rate of fire by a decent amount. Combine that with the level 10 skill ''Stability'' and/or level 15 skill ''Tactical Reload'' to ensure a steady flow of bullets. | |||
==Strategy== | ==Strategy== | ||
Gains all the perk bonuses from [[Gunslinger]] thanks to multi-perk weapon system. | A strong weapon that's simultaneously weak enough that it can't kill Clots in one shot (above Hard difficulty) and overkill for shooting their heads. The Sharpshooter has a heavy focus on headshots, and it is best shown with the Winchester 1894. Because the Sharpshooter doesn't gain any flat damage bonuses, any non-headshot damage will always be 80 damage. Using the skills ''Sniper'' or ''Stability'', or upgrading it will allow you to one-shot Clots however. | ||
Weak lesser ZEDs like Crawlers, Stalkers, and Clots should be avoided, while Gorefasts, Sirens, Husks, and other hardier ZEDs should be focused on. The latter have high head health and may prove to be a problem for other perks, especially Firebugs or Field Medics. It reloads each bullet individually, so bashing or aiming down will interrupt it, allowing you to defend yourself should a ZED get close enough. | |||
Gains all the perk bonuses from the [[Gunslinger]] thanks to the multi-perk weapon system. | |||
For Gunslingers, the Winchester 1894 may prove a decent secondary, thanks to its high damage. However, its slow reload compared to magazine-fed pistols could inhibit any prolonged use. | |||
== Gallery == | == Gallery == |
Revision as of 19:12, 8 January 2021
Killing Floor 2 item | |||
5
|
+ | ||
MAGAZINE SIZE | 12 | ||
SPARE AMMO CAPACITY | 84 | ||
DAMAGE | 80 | ||
FIRE RATE | 150 | ||
ACCURACY | 70 | ||
PENETRATION | 1.5 | ||
• "Fire mode is single shot only." • "The classic Model 1894 Winchester lever-action rifle." | |||
General Information | |||
Pricing | 200 | ||
Ammo Cost | 30 | ||
Weapon Type | Rifle | ||
Weapon Information | |||
Starting Ammo | 12 + 48 | ||
The Winchester 1894 is the Sharpshooter's starting weapon. It is an old level-action rifle, with very few modern modifications.
It has a magazine size of 12 shots. With a full supply of ammo, it can reload 7 times + its initial magazine. As a part of the multi-perk weapon system, the Winchester 1894 also belongs to the arsenal of the Gunslinger.
Description & Flavor Text
- "Fire mode is single shot only."
- "The classic Model 1894 Winchester lever-action rifle."
Technical Information
Damage:
- Per bullet = 80.
- Buttstock bash = 30.
Damage Type = Ballistic.
Damage Type Group = Rifle.
Rate Of Fire:
- Semi-auto = 150 RPM.
- Buttstock bash = 55.
Reload Time:
- Reloading from 0 bullets:
- Normal = 1.04s.
- Elite = 0.86s.
- If at least 1 bullet is in the magazine:
- At first, a draw animation is played once:
- Normal = 0.35s.
- Elite = 0.34s.
- Then each bullet is being inserted within these intervals:
- Normal = 0.45s.
- Elite = 0.26s.
- At first, a draw animation is played once:
Equip Time = 0.44s, Putdown Time = 0.42s.
Weapon Powers:
- Gun hit power = 80.
- Knockdown power = 20.
- Penetration power = 1.5.
- Stun power = 20.
Upgrades
- Upgrade 1 (500): Base damage x1.6 (128 per bullet), Base weight + 1 (6 total).
- Upgrade 2 (600): Base damage x1.9 (152 per bullet), Base weight + 2 (7 total).
- Upgrade 3 (700): Base damage x2.3 (184 per bullet), Base weight + 3 (8 total).
- Upgrade 4 (1500): Base damage x2.5 (200 per bullet), Base weight + 4 (9 total).
Notes
- Projectile speed in ZED Time is 240 m/s.
- Amount of recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest possible amount of the recoil.
- Reloads each bullet individually, and can be interrupted by pressing the fire button, aiming or bashing.
- Non-dry reloading (at least one bullet in the tube) requires players to play a short animation where they draw and rotate the gun in order to prepare for bullet insertion. This animation is not played during the dry reload where it is, instead, part of the "first bullet insertion" animation.
Perk Synergies
- The Sharpshooter's level 5 skill Sniper or level 10 skill Stability allows it to one-shot Clots.
- The Sharpshooter's level 5 skill Marksman increases its rate of fire by a decent amount. Combine that with the level 10 skill Stability and/or level 15 skill Tactical Reload to ensure a steady flow of bullets.
Strategy
A strong weapon that's simultaneously weak enough that it can't kill Clots in one shot (above Hard difficulty) and overkill for shooting their heads. The Sharpshooter has a heavy focus on headshots, and it is best shown with the Winchester 1894. Because the Sharpshooter doesn't gain any flat damage bonuses, any non-headshot damage will always be 80 damage. Using the skills Sniper or Stability, or upgrading it will allow you to one-shot Clots however.
Weak lesser ZEDs like Crawlers, Stalkers, and Clots should be avoided, while Gorefasts, Sirens, Husks, and other hardier ZEDs should be focused on. The latter have high head health and may prove to be a problem for other perks, especially Firebugs or Field Medics. It reloads each bullet individually, so bashing or aiming down will interrupt it, allowing you to defend yourself should a ZED get close enough.
Gains all the perk bonuses from the Gunslinger thanks to the multi-perk weapon system.
For Gunslingers, the Winchester 1894 may prove a decent secondary, thanks to its high damage. However, its slow reload compared to magazine-fed pistols could inhibit any prolonged use.
Gallery
-
Winchester 1894