HRG Healthrower
Killing Floor 2 item | |||
7
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MAGAZINE SIZE | 100 | ||
SPARE AMMO CAPACITY | 500 | ||
DAMAGE | 27 | ||
FIRE RATE | 600 | ||
ACCURACY | 17 | ||
• "Fire mode shoots gas that heals players and poisons Zeds. Alt-fire shoots healing darts to heal team members." • "The gas has a hint of lemon and mint. Zeds don't like lemons and mints." | |||
General Information | |||
Pricing | 1000 | ||
Ammo Cost | 70 | ||
Weapon Type | Poisoning Weapon | ||
Weapon Information | |||
Starting Ammo | 100 + 100 | ||
Secondary Attack | |||
Ammo Type | Healing Darts | ||
Magazine Size | 100 | ||
Spare Ammo Capacity | infinite | ||
Ammo Consumption (per use) | 40 | ||
Heal Amount | 20 ✚ | ||
Full Recharge Time | 12s | ||
The HRG Healthrower is the Field Medic's tier 3 weapon. It is a modified version of the Survivalist's Freezethrower adjusted for Field Medic's needs - instead of freezing its beam damages and poisons ZEDs and at the same time also heals friendly players. HRG Healthrower's alternative firing mode allows to fire healing darts.
Description
"Fire mode shoots gas that heals players and poisons Zeds. Alt-fire shoots healing darts to heal team members."
Flavor Text
"The gas has a hint of lemon and mint. Zeds don't like lemons and mints."
Technical Information
Ammo pickup scale = x0.75.
Approximate ice beam length = 10 meters.
Damage (per direct hit) = 27.
Rate Of Fire = 857 RPM.
Damage Type = Toxic.
HRG Healthrower applies Direct Hit damage to player's initial target and at the same time at the same rate all nearby targets take indirect damage refered as Splash Damage. Amount of the Splash Damage decreases linearly from the distance of player's initial target.
Splash Damage = 13.5.
Radius = 1.31m.
Falloff = Linear.
Unlike other spraying weapons, the HRG Healthrower does not create ground fire / ice, however its beam impact still does splash damage.
Whenever hit, either by Direct Hit or Splash Damage, ZED starts taking Damage Over Time:
DOT damage scale = x1.
DOT damage type = Toxic.
DOT duration = 4s.
DOT interval = 0.5s.
Firing beam at friendly players heals them:
Heal (beam, direct contact) = 6.
Heal (beam, interval to apply health) = 0.2s.
Heal (beam, on contact with the beam's splash) = 3.
Healing Dart:
Ammo cost (per dart) = 40%.
Heal amount = 20.
Time (full recharge) = 12s.
Bash:
Damage = 28.
Rate Of Fire = 57.
Reload Time = 3.08s.
Equip Time = 0.68s.
Put Down Time = 0.56s.
Weapon Powers:
Gun hit Power (primary, per hit) = 5.
Poison power (primary, per hit) = 10.
Stumble power (primary, per hit) = 60.
Upgrades
Upg1 (700): Base damage x1.15, Base weight + 1, Full recharge time x0.8.
Upg2 (1500): Base damage x1.3, Base weight + 2, Full recharge time x0.6.
Notes
- Unlike Flame- / Freezethrower, does not create any lingering damage source upon beam impact with a ZED or a surface.
- Healing Beam impact does Splash Damage.
- Players do not take Splash Damage, however they do get healed upon contact.
- Poisons ZEDs, leaving them suffering from the Damage Over Time.
- Instigators cannot hurt themselves with the Splash, neither they can get healed with it.
- 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.
Gallery
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HRG Healthrower render