HRG Head Hunter
Killing Floor 2 item | |||
7
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MAGAZINE SIZE | 7 | ||
SPARE AMMO CAPACITY | 112 | ||
DAMAGE | 50 | ||
FIRE RATE | 240 | ||
ACCURACY | 90 | ||
PENETRATION | 0 | ||
• "Primary fire shoots infected darts that inflates the Zed heads. Alt-fire triggers a brain hemorrhage in all infected Zeds around the player." • "Best weapon when the situation comes to a head." | |||
General Information | |||
Pricing | 1100 | ||
Ammo Cost | 40 | ||
Weapon Type | Rifle | ||
Weapon Information | |||
Starting Ammo | 7 + 35 | ||
Secondary Attack | |||
Ammo Type | Wave | ||
Damage | 150 | ||
Fire Rate | 12 | ||
Wave damage, per stack 150 / 300 / 500 All ZEDs damaged with primary will take wave damage
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The HRG Head Hunter is one of the Sharpshooter's tier 3 weapons. It is a modified version of Field Medic's Hemogoblin. Its primary attack shoots hitscan ammo akin to Hemogoblin, however it does not drain ZED's health but instead it paints them with Stacks that increase their head size. Secondary attack releases an invisible Wave of large radius, all ZEDs with some Stacks on them, caught by this Wave, will take moderate to high damage depending on amount of Stacks.
It is worth mentioning, that despite doing significant damage with the Wave, that damage is delivered to the ZED's body, not to head. Only its primary attack is capable of damaging certain bodyparts of the ZEDs.
Description & Flavor Text
- "Primary fire shoots infected darts that inflates the Zed heads. Alt-fire triggers a brain hemorrhage in all infected Zeds around the player."
- "Best weapon when the situation comes to a head."
Technical Information
Damage:
- Primary attack = 50.
- Wave damage, per stack = 150 / 300 / 500.
- Bash = 26.
Alt-fire creates a wave (sphere) around the player. This wave reaches its edge, that is 150 meters away from the player's location, after 2 seconds. All ZEDs, damaged by primary attack (i.e. have some stacks on them), caught by the wave, take damage.
Every hit with the primary attack adds 1 stack (up to 3). Stacks last for 10 seconds, every next hit resets this timer back to 10s. Stacks do not count down individually, but rather as a whole. It is either 1, 2 or 3 stacks for next 10s (and 0 after). When time runs out, all stacks are gone at the same time and ZED's head size is back to normal.
When wave reaches ZED, this ZED takes wave damage to its body, but NOT to its head. It's head can only be damaged by the initial impact. When ZED's body health goes below 0, its head explodes.
Damage Type = Piercing (impact), Ballistic_Rifle (wave).
Rate Of Fire:
- Primary = 240 RPM.
- Secondary = 12 RPM (5 seconds to recharge from 0 to 100%).
- Buttstock bash = 56.
Reload Time:
- Normal: Dry = 1.92s, Tactical = 1.92s.
- Elite: Dry = 1.32s, Tactical = 1.32s.
Equip Time = 0.64s, Putdown Time = 0.49s.
Weapon Powers:
- Big head power (primary impact) = 100.
- Stumble power (primary impact) = 30.
- Stun power (wave damage) = 250.
Upgrades
- Upgrade 1 (700): Base damage x1.15 (57 impact, 172 / 345 / 575 wave damage), Base weight + 1 (8 total).
- Upgrade 2 (1500): Base damage x1.30 (65 impact, 195 / 390 / 650 wave damage), Base weight + 2 (9 total).
Notes
- This weapon is a hitscan outside of the ZED Time.
- Every primary hit increases ZED's head scale by 30% (90% max).
- Stack dissipation rate: 10% / second. After 10 seconds all stacks are gone at the same time. Only 1 stack (instead of 3) is allowed in Bobble Zed mode. Does NOT increase head size of the Matriarch.
- Wave damage can be triggered through walls. No LOS required.
- Impact and Wave damage are affected by all of Sharpshooter's skills and bonuses.
- Damage type group: Piercing, Ballistic_Rifle.
Gallery
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HRG Head Hunter render