Caulk n' Burn: Difference between revisions

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(changed up the tech info because wow that was very unreadable. might have to double check if the info is right, there was so much that i had to format that i might've gotten something wrong. other than that, added perk synergy and changed up strategy)
m (combined few sub-strings into one (such as "linear falloff" and "fire damage decreases linearly") as essentially it's the same thing.)
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==Technical Information==
==Technical Information==
'''<big>Damage:</big>'''  
'''<big>Damage:</big>'''  
* Direct hit = 10.
* Direct hit = 10.
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* Splash damage = 5.
* Splash damage = 5.
** Radius = 1.5m.
** Radius = 1.5m.
* [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] = Linear.
** [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] = Linear. Slash damage decreases linearly from the distance of where the flame burst hit.
** All flame bursts will deal direct hit damage, as well as [[Mechanics (Killing Floor 2)#Weapons - Fire .2F flame weapons|splash damage]].
* All flame bursts will deal direct hit damage, as well as [[Mechanics (Killing Floor 2)#Weapons - Fire .2F flame weapons|splash damage]].  
** Slash damage decreases linearly from the distance of where the flame burst hit.


* Ground fire damage = 10.
* Ground fire damage = 10.
* Radius = 1m.
** Radius = 1m.
* Falloff = Linear.
** Falloff = Linear. Ground fire damage decreases linearly from the distance of the epicenter.
** Spraying at the ground will create a small bonfire that lasts for a short period of time and does damage to ZEDs '''independently''' from direct hits, splash damage, and afterburn.  
** Spraying at the ground will create a small bonfire that lasts for a short period of time and does damage to ZEDs '''independently''' from direct hits, splash damage, and afterburn.  
** Ground fire damage decreases linearly from the distance of the epicenter.
** Ground fires appears at rate of 1 per every 0.1 second, lasts for total of 2.5 seconds, and does damage within 0.25s intervals.  
** Ground fires appears at rate of 1 per every 0.1 second, lasts for total of 2.5 seconds, and does damage within 0.25s intervals.  
** Multiple Ground Fire sources do not overlap each other, and cannot be created on top of each other; there has to be small distance between two sources - 0.25 meters.
** Multiple Ground Fire sources do not overlap each other, and cannot be created on top of each other; there has to be a small distance between two sources - at least 0.25 meters.
'''<big>Afterburn (damage over time):</big>'''  
 
'''<big>Afterburn ([[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|damage over time]]):</big>'''  
* Direct Hits and Splash:
* Direct Hits and Splash:
** Damage Scale (of respective damage values) = x0.8.
** Damage Scale (of respective damage values) = x0.8.
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** Damage Interval = 1s.
** Damage Interval = 1s.


* Note that at time there can exist only one type of afterburn.  
* Note that at time there can exist only one type of afterburn. Only the most effective type in terms of total damage will be applied to a ZED. Each time a ZED takes fire damage, it applies onto the ZED and overwrites any current afterburn, replacing it with a more effective one.
** Only the most effective type in terms of total damage will be applied to a ZED. Each time a ZED takes fire damage, it applies onto the ZED and overwrites any current afterburn, replacing it with a more effective one.
 
'''<big>Damage Type = Fire.</big>'''
'''<big>Damage Type = Fire.</big>'''


'''<big>Damage Type Group = Flame Weapon.</big>'''
'''<big>Damage Type Group = Flame Weapon.</big>'''


'''<big>Rate Of Fire</big>'''
'''<big>Rate Of Fire:</big>'''
* Continuous fire = 857 RPM.
* Continuous fire = 857 RPM.
* Bash = 51 RPM.
* Bash = 51 RPM.
'''<big>Reload Time</big>'''  
 
* '''Both tactical and dry:'''
'''<big>Reload Time:</big>'''  
** 2.08s.
* Both tactical and dry = 2.08s.
 
'''<big>Equip Time = 0.49s., Put Down Time = 0.46s.</big>'''
'''<big>Equip Time = 0.49s., Put Down Time = 0.46s.</big>'''


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==Upgrades==
==Upgrades==
Upgrades do not improve Ground Fire damage but will improve [[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] and Splash damage.
Upgrades do not improve Ground Fire damage but will improve [[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] and Splash damage.
* Upgrade 1 (500): Base damage x1.1 '''(11 direct hit, 5 splash)''', Base weight + 1 '''(6 total weight)'''.
* Upgrade 1 (500): Base damage x1.1 '''(11 direct hit, 5 splash)''', Base weight + 1 '''(6 total weight)'''.
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==Notes==
==Notes==
*Players will not take damage from ground fires.
*Players will not take damage from ground fires.
*It has post-shooting life time where it does damage without consuming ammo (duration - 0.35s), which effectively increases damage output per magazine if player uses tap-fire technique.
*It has post-shooting life time where it does damage without consuming ammo (duration - 0.35s), which effectively increases damage output per magazine if player uses tap-fire technique.
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==Strategy==
==Strategy==
Though meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Any burning ZEDs are virtually helpless and will die with only a little more effort. Not only that, but the abilities of some ZEDs will be disabled, such as the Stalker's cloak, a Clot's grab, or a Siren's scream.
Though meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Any burning ZEDs are virtually helpless and will die with only a little more effort. Not only that, but the abilities of some ZEDs will be disabled, such as the Stalker's cloak, a Clot's grab, or a Siren's scream.



Revision as of 21:06, 21 February 2021

Killing Floor 2 item
Caulk n' Burn
 5
MAGAZINE SIZE 50
SPARE AMMO CAPACITY 500
DAMAGE
10
FIRE RATE
857
ACCURACY
15
PENETRATION
0
"Fire mode shoots flame."
"Hand-held, home-made flamethrower. Please do NOT try this at home."
General Information
Pricing 200
Ammo Cost 20
Weapon Type Flame Weapon
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 50 + 250
Block (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Parry (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Secondary Attack
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
Expression error: Unrecognized punctuation character "{".
Fire Rate
Expression error: Unrecognized punctuation character "{".
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
Expression error: Unrecognized punctuation character "{".
Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
Ammo Consumption (per use) Expression error: Unrecognized punctuation character "{".
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount Expression error: Unexpected round operator.
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time Expression error: Unrecognized punctuation character "{".s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

The Caulk n' Burn is the Firebug's starting weapon. It is an improvised flamethrower, using two cans of caulk as fuel, and ignited with a pilot light at its front. It shoots out a low-powered flame as long as its trigger is held down. The flame will set both ZEDs and the ground on fire.

It has a fuel capacity of 50, roughly 3.5 seconds of continuous fire. With a full supply of ammo, it can reload 10 times + its initial tank.

Description & Flavor Text

- "Fire mode shoots flame."

- "Hand-held, home-made flamethrower. Please do NOT try this at home."

Technical Information

Damage:

  • Direct hit = 10.
  • Buttstock bash = 25
  • Splash damage = 5.
    • Radius = 1.5m.
    • Falloff = Linear. Slash damage decreases linearly from the distance of where the flame burst hit.
  • All flame bursts will deal direct hit damage, as well as splash damage.
  • Ground fire damage = 10.
    • Radius = 1m.
    • Falloff = Linear. Ground fire damage decreases linearly from the distance of the epicenter.
    • Spraying at the ground will create a small bonfire that lasts for a short period of time and does damage to ZEDs independently from direct hits, splash damage, and afterburn.
    • Ground fires appears at rate of 1 per every 0.1 second, lasts for total of 2.5 seconds, and does damage within 0.25s intervals.
    • Multiple Ground Fire sources do not overlap each other, and cannot be created on top of each other; there has to be a small distance between two sources - at least 0.25 meters.

Afterburn (damage over time):

  • Direct Hits and Splash:
    • Damage Scale (of respective damage values) = x0.8.
    • Duration = 1.7s.
    • Damage Interval = 0.4s.
  • Ground Fire:
    • Damage Scale (of Ground Fire damage) = x0.5.
    • Duration = 5s.
    • Damage Interval = 1s.
  • Note that at time there can exist only one type of afterburn. Only the most effective type in terms of total damage will be applied to a ZED. Each time a ZED takes fire damage, it applies onto the ZED and overwrites any current afterburn, replacing it with a more effective one.

Damage Type = Fire.

Damage Type Group = Flame Weapon.

Rate Of Fire:

  • Continuous fire = 857 RPM.
  • Bash = 51 RPM.

Reload Time:

  • Both tactical and dry = 2.08s.

Equip Time = 0.49s., Put Down Time = 0.46s.

Weapon Powers:

  • Burn power (ground fire) = 10.5.
  • Burn power, per hit or DOT tick = 10.5.
  • Stumble power, per hit or DOT tick = 20.

Upgrades

Upgrades do not improve Ground Fire damage but will improve DOT and Splash damage.

  • Upgrade 1 (500): Base damage x1.1 (11 direct hit, 5 splash), Base weight + 1 (6 total weight).
  • Upgrade 2 (600): Base damage x1.3 (13 direct hit, 6 splash), Base weight + 2 (7 total weight).
  • Upgrade 3 (700): Base damage x1.4 (14 direct hit, 7 splash), Base weight + 3 (8 total weight).
  • Upgrade 4 (1500): Base damage x1.5 (15 direct hit, 7 splash), Base weight + 4 (9 total weight).

Notes

  • Players will not take damage from ground fires.
  • It has post-shooting life time where it does damage without consuming ammo (duration - 0.35s), which effectively increases damage output per magazine if player uses tap-fire technique.

Perk Synergies

  • The Firebug's level 5 skill High Capacity Fuel Tank increases its fuel capacity to 100, effectively giving you about 7 continuous seconds of flame.
  • The Firebug's level 5 skill Bring the Heat and level 10 skill Ground Fire massively increases its damage output, able to clear out groups of lesser ZEDs with ease if used properly.
  • The Firebug's level 20 skill Firestorm increases its range by about 1.4 times its original length, allowing you to keep your distance.

Strategy

Though meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Any burning ZEDs are virtually helpless and will die with only a little more effort. Not only that, but the abilities of some ZEDs will be disabled, such as the Stalker's cloak, a Clot's grab, or a Siren's scream.

It's most effective against groups of weak or lesser ZEDs, such as Crawlers, Clots, and especially Bloats. Their vulnerability to fire essentially makes them the kindle to your pyre, and with how many of them tend to group together, using the level 15 skill Napalm will make quick work of them. Gorefasts, however, are resistant to panic, and especially fire; stay out of their way or you'll find yourself with a sword stuck in your chest.

While antithetical to the spirit of a fire-spewing maniac, using short and controlled sprays while kiting or holding choke points is very ammunition-effective.

Spraying the ground at a ZED's feet, as opposed to their center, pushes that little extra mile out of the Caulk n' Burn. The ground fire will linger for a short period, igniting and inflicting further damage over time to any ZED that attempts to pass.

Gallery