Microwave Gun
Killing Floor 2 item | |||
9
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MAGAZINE SIZE | 100 | ||
SPARE AMMO CAPACITY | 500 | ||
DAMAGE | 16 | ||
FIRE RATE | 857 | ||
ACCURACY | 12 | ||
PENETRATION | 0 | ||
• "Fire mode uses microwaves to heat Zeds at range, burning them inside and out." • "Alt-fire unleashes a close-range microwave blast." • "The wonders of modern technology: a handheld Zed-cooker." | |||
General Information | |||
Pricing | 1500 | ||
Ammo Cost | 100 | ||
Weapon Type | Electric Weapon | ||
Weapon Information | |||
Starting Ammo | 100 | ||
The Microwave Gun is the Firebug's tier 4 weapon. Primary fire creates a beam of directed microwaves. Alt-fire creates a devastating orb with massive knockback and knockdown power. Can inflate ZEDs to critical proportions.
Description
"Fire mode uses microwaves to heat Zeds at range, burning them inside and out. Alt-fire unleashes a close-range microwave blast."
Flavor Text
"The wonders of modern technology: a handheld Zed-cooker."
Technical Information
Damage (per Direct Hit) = 16.
Rate Of Fire = 857 RPM.
Damage Type = Microwave (Direct Hit, Splash Damage, Alt-Fire, DOT), Fire (Ground Fire).
Microwave Gun featuring an alt-fire attack which creates a directional explosion (60 degrees cone) and has high amount of knockdown power. Alt-fire explosion also applies momentum on ZEDs effectively pushing them off of the player location. Amount of pushback momentum depend on ZED's mass.
Damage (alt-fire explosion) = 210.
Explosion Radius = 7.5m.
Explosion Falloff = Linear.
Rate Of Fire = 60 RPM.
Microwave Gun 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 = 10.
Radius = 3m.
Falloff = Linear.
Spraying beam 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 = 5.
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 = 0.5s.
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 = 29.
Rate Of Fire = 50.
Reload Time = 2.84s (for both tactical and dry reloads).
Equip Time = 0.62s.
Put Down Time = 0.52s.
Weapon Powers:
Burn power (ground fire) = 7.5.
Burn power (primary, per damage tick) = 5.5.
Knockdown power (alt-fire) = 200.
Microwave power (alt-fire) = 100.
Microwave power, per hit (primary) = 10.
Stumble power (primary) = 30.
Upgrades
Upg1 (1500): Base damage x1.15, Base weight + 1.
Notes
- Upgrades do NOT improve Ground Fire damage but DO improve DOT and Splash damage.
- Alt-fire of Microwave Gun pushes ZEDs back.
- Microwave Gun can create a Ground Fire.
- Beam impact has Splash Damage.
- Players does not take Splash Damage, nor the Ground Fire damage.
- Beam 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.
- Beam attack of the Microwave Gun uses "Microwave" for its DOT damage type, however it still considered as "Fire" hence cannot co-exist with other fire DOT damage types.
Strategy
Quite effective against E.D.A.Rs due to their weakness to microwave damage type.
Despite being the top-tier iteration of the fire-vomiting weapon-class, the Microwave Gun asks for a modified approach to the familiar formula. Study horde composition to judge whether to make ground-fire, microwave ZEDs directly, or mulch them all with an explosion.
Doing away with basic ZEDs (Stalker, Crawler, any type of Clot) is the normal affair, even with neutered ground fire, but being cornered by Gorefast and Gorefiend is a thing of the past. Given a half-second of impact exposure, they pop just like a Cyst. The same can be said of all ZEDs with metal in their bodies although you should still exercise caution against bigger targets. Scrakes and Fleshpounds might be vulnerable to it, but it will not be a fast, clean solo kill.
What your extra couple hundred wads buys you is the alternate fire, an exotic, close-range, semi-auto M79 on demand for the cost of ten fuel. Knock all ZEDs, even Quarter Pounds, to the ground or gory oblivion, blow an impromptu escape route through a wall of Bloats, and even push back Scrakes and Fleshpounds until they fall apart. The Microwave Gun makes you the king of kite so long as your fuel holds out.
Gallery
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Microwave Gun