Caulk n' Burn
Killing Floor 2 item | |||
5
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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 | ||
Weapon Information | |||
Starting Ammo | 50 + 250 | ||
The Caulk n' Burn is the Firebug's starting weapon. Fire mode shoots flame though at reduced range and firepower compared to the Flamethrower. Can also set the ground alight.
Description
"Fire mode shoots flame."
Flavor Text
"Hand-held, home-made flamethrower. Please do NOT try this at home."
Technical Information
Damage (per Direct Hit) = 10.
Rate Of Fire = 857 RPM.
Damage Type = Fire.
Caulk n' Burn applies Direct Hit damage to player's initial target and at same time at same rate all nearby targets take indirect damage refered as Splash Damage. Amount of Splash Damage decreases linearly from the distance of player's initial target.
Splash Damage = 5.
Radius = 1.5m.
Falloff = Linear.
Spraying fire at the ground creates a Ground Fire, a small bonfire that lasts for a short period of time and does damage to ZEDs independently of Direct Hits, Splash and Afterburn. Amount of Ground Fire damage decreases linearly from the distance of bonfire epicenter.
Ground Fire Damage = 10.
Radius = 1m.
Falloff = Linear.
Ground Fire 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 does not overlap each other, player cannot create a new bonfire on top of the current, instead there has to be small distance between two - 0.25 meters.
Damaging ZED by any form of attack makes it suffer from Damage Over Time which is another independent source of the damage. While Direct Hits ans Splash damage shares same DOT attributes, Ground Fire has it's own:
Afterburn DOT (Direct Hits and Splash):
Damage Scale (of respective damage values) = x0.8.
Duration = 1.7s.
Damage Interval = 0.4s.
Afterburn DOT (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 Fire DOT. By any means only the most effective DOT in terms of total damage (i.e. Damage x Duration / Interval) will be applied at ZED. Each time ZED takes fire damage game picks up such DOT and applies it on ZED (overwrite current DOT if current DOT is less effective).
Bash:
Damage = 25.
Rate Of Fire = 51.
Reload Time = 2.08s (for both tactical and dry reloads).
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
Upg1 (500): Base damage x1.1, Base weight + 1.
Upg2 (600): Base damage x1.3, Base weight + 2.
Upg3 (700): Base damage x1.4, Base weight + 3.
Upg4 (1500): Base damage x1.5, Base weight + 4.
Notes
- Upgrades do NOT improve Ground Fire damage but DO improve DOT and Splash damage.
- Caulk n' Burn can create a Ground Fire.
- Flame impact has Splash Damage.
- Players does not take Splash Damage, nor the Ground Fire damage.
- Flame 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.
Strategy
Although meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Although antithetical to the spirit of a fire-breathing maniac, igniting groups of enemies with a short, controlled spray while kiting or holding choke points makes the most of the ammunition's damage over time.
Spraying the ground at a ZED's feet, as opposed to into their torso, pushes an extra mile out of what fuel is used. Ground fire will linger, igniting and inflicting further damage over time to any zeds that attempts to pass.
Most burning and panicking basic ZEDs (Stalker, Crawler, any type of Clot) are virtually helpless and will die with little more effort, but raging Gorefast frequently resist panic, charge through ground fire, and counter attack.
The special abilities of some zeds are likely to be interrupted by panicking. This is especially true and useful against the Cyst, Slasher, and Clot grab as well as the Siren scream.