HRG Beluga Beat
Killing Floor 2 item | |||
7
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MAGAZINE SIZE | 10 | ||
SPARE AMMO CAPACITY | 90 | ||
DAMAGE | 100 | ||
FIRE RATE | 120 | ||
ACCURACY | 70 | ||
PENETRATION | 4 | ||
• "Primary fire launches sonic blasts. Alt fire charges the next blast, increasing it frequency." • "It will boost the decibels of any party." | |||
General Information | |||
Pricing | 1100 | ||
Ammo Cost | 65 | ||
Weapon Type | Rifle | ||
Weapon Information | |||
Starting Ammo | 10 + 10 | ||
Secondary Attack | |||
Ammo Type | Sonic Blast | ||
Damage | 240 | ||
Fire Rate | 80 | ||
Penetration | 2 | ||
The HRG Beluga Beat is one of the Sharpshooter's tier 3 weapons. It is a modified version of Demolitionist's Seal Squeal designed to fire low- and high-frequency sonic blasts.
For its primary attack (low-frequency) it uses slow projectile has does moderate damage, has high penetration and greatly extended collision box. This projectile possesses high amount of the push force that knocks ZEDs back away from the shooter. It's secondary (high-frequency) attack is a fast moving high-damaging projectile that has moderate amount of the penetration power and much less of said push force, in this mode projectile behave more like a regular bullet barely having any collision. This weapon also does increased damage to ZED's armored zones (50% more).
Description & Flavor Text
- "Primary fire launches sonic blasts. Alt fire charges the next blast, increasing it frequency."
- "It will boost the decibels of any party."
Technical Information
Damage:
- Uncharged (low-freq) = 100.
- Charged (high-freq) = 240.
- Bash = 26.
- Uncharged shot applies x1.5 more damage to ZED's armored zones, charged shot has no specific multiplier against ZED's armor.
Damage Type = Ballistic.
Damage Type Group = Rifle.
Rate Of Fire:
- Uncharged = 120 RPM.
- Charged = 80 RPM.
- Buttstock bash = 56.
Reload Time:
- Normal: Dry = 2.70s, Tactical = 2.49s.
- Elite: Dry = 2.16s, Tactical = 1.89s.
Equip Time = 0.80s, Putdown Time = 0.75s.
Weapon Powers:
- Gun hit power (uncharged / charged) = 30 / 120.
- Microwave power (uncharged / charged) = 50 / 0.
- Penetration power (uncharged / charged) = 4 / 2.
- Stumble power (uncharged / charged) = 0 / 250.
Upgrades
- Upgrade 1 (700): Base damage x1.1 (110 / 264 per projectile), Base weight + 1 (8 total).
- Upgrade 2 (1500): Base damage x1.2 (120 / 288 per projectile), Base weight + 2 (9 total).
Notes
- Amount of the recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest possible amount of the recoil.
- Uncharged projectile has greatly increased pushback momentum.
- Uncharged attack of this weapon does 50% more damage to ZED's armored zones.
- Projectile (speed, uncharged / charged) = 20 m/s / 120 m/s. Spread factor = 0.005.
- Projectile life span (uncharged / charged) = 1.3s / 10s.
- Uncharged projectile has greatly increased collision box while charged projectile behave like a normal bullet.
Trivia
- One of the few weapons in game to not have its buttstock bash damage to be affected by Berserker's damage bonuses.
- In game files actually has 3 charge levels opposite to current 2: Uncharged, Half-charged and Fully-charged with middle level to be disabled at this moment.
- Prior to Polar Distress update it used to take 0.375s to play its charge animation for high-frequency shot and after each shot it was defaulting to low-frequency mode back again. Later on this feature was reworked allowing players to shoot charged shots right away. Rate of fire was also adjusted from 68 to 80 RPM.
Gallery
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HRG Beluga Beat render