Caulk n' Burn: Difference between revisions

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(changed up the tech info because wow that was very unreadable. might have to double check if the info is right, there was so much that i had to format that i might've gotten something wrong. other than that, added perk synergy and changed up strategy)
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The '''Caulk n' Burn''' is the [[Firebug (Killing Floor 2)|Firebug's]] starting weapon. Fire mode shoots flame though at reduced range and firepower compared to the [[Flamethrower (Killing Floor 2)|Flamethrower]]. Can also set the ground alight.
The '''Caulk n' Burn''' is the [[Firebug (Killing Floor 2)|Firebug's]] starting weapon. It is an improvised flamethrower, using two cans of caulk as fuel, and ignited with a pilot light at its front. It shoots out a low-powered flame as long as its trigger is held down. The flame will set both ZEDs and the ground on fire.
 
It has a fuel capacity of 50, roughly 3.5 seconds of continuous fire. With a full supply of ammo, it can reload 10 times + its initial tank.


<div class="toclimit-3">__TOC__</div>
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==Description==
==Description & Flavor Text==


''"Fire mode shoots flame."''
''- "Fire mode shoots flame."''


==Flavor Text==
''- "Hand-held, home-made flamethrower. Please do NOT try this at home."''
 
''"Hand-held, home-made flamethrower. Please do NOT try this at home."''


==Technical Information==
==Technical Information==


Damage (Direct Hit) = 10.<br />
'''<big>Damage:</big>'''  
Rate Of Fire = 857 RPM.<br />
* Direct hit = 10.
Damage Type = Fire.<br />
* Buttstock bash = 25
 
* Splash damage = 5.
Caulk n' Burn applies Direct Hit damage to the player's initial target and at the same time at the same rate all nearby targets take indirect damage refered as [[Mechanics (Killing Floor 2)#Weapons - Fire .2F flame weapons|Splash Damage]]. Amount of the Splash Damage decreases linearly from the distance of player's initial target.<br />
** Radius = 1.5m.
 
* [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] = Linear.
Splash Damage = 5.<br />
** All flame bursts will deal direct hit damage, as well as [[Mechanics (Killing Floor 2)#Weapons - Fire .2F flame weapons|splash damage]].  
Radius = 1.5m.<br />
** Slash damage decreases linearly from the distance of where the flame burst hit.
[[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] = Linear.<br />
 
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 from Direct Hits, Splash and Afterburn. Amount of the Ground Fire damage decreases linearly from the distance of bonfire epicenter.<br />
 
Ground Fire Damage = 10.<br />
Radius = 1m.<br />
Falloff = Linear.<br />


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 do 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.<br />
* Ground fire damage = 10.
* Radius = 1m.
* Falloff = Linear.
** Spraying at the ground will create a small bonfire that lasts for a short period of time and does damage to ZEDs '''independently''' from direct hits, splash damage, and afterburn.
** Ground fire damage decreases linearly from the distance of the epicenter.
** Ground fires 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 do not overlap each other, and cannot be created on top of each other; there has to be small distance between two sources - 0.25 meters.
'''<big>Afterburn (damage over time):</big>'''
* Direct Hits and Splash:
** Damage Scale (of respective damage values) = x0.8.
** Duration = 1.7s.
** Damage Interval = 0.4s.


Damaging ZED by any type of attack causes it suffer from [[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|Damage Over Time]] which is another independent source of the damage. While Direct Hits ans Splash damage shares the same DOT attributes, Ground Fire has it's own:<br />
* Ground Fire:
** Damage Scale (of Ground Fire damage) = x0.5.
** Duration = 5s.
** Damage Interval = 1s.


Afterburn DOT (Direct Hits and Splash):<br />
* Note that at time there can exist only one type of afterburn.
Damage Scale (of respective damage values) = x0.8.<br />
** Only the most effective type in terms of total damage will be applied to a ZED. Each time a ZED takes fire damage, it applies onto the ZED and overwrites any current afterburn, replacing it with a more effective one.
Duration = 1.7s.<br />
'''<big>Damage Type = Fire.</big>'''
Damage Interval = 0.4s.<br />


Afterburn DOT (Ground Fire):<br />
'''<big>Damage Type Group = Flame Weapon.</big>'''
Damage Scale (of Ground Fire damage) = x0.5.<br />
Duration = 5s.<br />
Damage Interval = 1s.<br />


Note that at time there can exist only one type of the 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 (overwrites current DOT if current DOT is less effective in terms of total damage).<br />
'''<big>Rate Of Fire</big>'''
* Continuous fire = 857 RPM.
* Bash = 51 RPM.
'''<big>Reload Time</big>'''
* '''Both tactical and dry:'''
** 2.08s.
'''<big>Equip Time = 0.49s., Put Down Time = 0.46s.</big>'''


Bash:<br />
'''<big>[[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Weapon Powers]]:</big>'''
Damage = 25.<br />
* Burn power (ground fire) = 10.5.
Rate Of Fire = 51.<br />
* Burn power, per hit or DOT tick = 10.5.
 
* Stumble power, per hit or DOT tick = 20.
Reload Time = 2.08s (for both tactical and dry reloads).<br />
 
Equip Time = 0.49s.<br />
Put Down Time = 0.46s.<br />
 
[[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Weapon Powers]]:<br />
Burn power (ground fire) = 10.5.<br />
Burn power, per hit or DOT tick = 10.5.<br />
Stumble power, per hit or DOT tick = 20.


==Upgrades==
==Upgrades==


Upg1 (500): Base damage x1.1, Base weight + 1.<br />
Upgrades do not improve Ground Fire damage but will improve [[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] and Splash damage.
Upg2 (600): Base damage x1.3, Base weight + 2.<br />
* Upgrade 1 (500): Base damage x1.1 '''(11 direct hit, 5 splash)''', Base weight + 1 '''(6 total weight)'''.
Upg3 (700): Base damage x1.4, Base weight + 3.<br />
* Upgrade 2 (600): Base damage x1.3 '''(13 direct hit, 6 splash)''', Base weight + 2 '''(7 total weight)'''.
Upg4 (1500): Base damage x1.5, Base weight + 4.
* Upgrade 3 (700): Base damage x1.4 '''(14 direct hit, 7 splash)''', Base weight + 3 '''(8 total weight)'''.
* Upgrade 4 (1500): Base damage x1.5 '''(15 direct hit, 7 splash)''', Base weight + 4 '''(9 total weight)'''.  


==Notes==
==Notes==


*Upgrades do NOT improve Ground Fire damage but DO improve [[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] and Splash damage.
*Players will not take damage from ground fires.
*Caulk n' Burn can create a Ground Fire.
*It 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.
*Flame impact has Splash Damage.
 
*Players do not take Splash Damage, nor the Ground Fire damage.
== Perk Synergies ==
*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.
* The Firebug's level 5 skill ''High Capacity Fuel Tank'' increases its fuel capacity to 100, effectively giving you about 7 continuous seconds of flame.
* The Firebug's level 5 skill ''Bring the Heat'' and level 10 skill ''Ground Fire'' massively increases its damage output, able to clear out groups of lesser ZEDs with ease if used properly.
* The Firebug's level 20 skill ''Firestorm'' increases its range by about 1.4 times its original length, allowing you to keep your distance.


==Strategy==
==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.
Though meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Any burning ZEDs are virtually helpless and will die with only a little more effort. Not only that, but the abilities of some ZEDs will be disabled, such as the Stalker's cloak, a Clot's grab, or a Siren's scream.


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.
It's most effective against groups of weak or lesser ZEDs, such as Crawlers, Clots, and especially Bloats. Their vulnerability to fire essentially makes them the kindle to your pyre, and with how many of them tend to group together, using the level 15 skill ''Napalm'' will make quick work of them. [[Gorefast (Killing Floor 2)|Gorefasts]], however, are resistant to panic, and especially fire; stay out of their way or you'll find yourself with a sword stuck in your chest.


Most burning and panicking basic ZEDs ([[Stalker (Killing Floor 2)|Stalker]], [[Crawler (Killing Floor 2)|Crawler]], [[Cyst|any]] [[Slasher|type]] of [[Alpha Clot|Clot]]) are virtually helpless and will die with little more effort, but raging [[Gorefast (Killing Floor 2)|Gorefast]] frequently resist panic, charge through ground fire, and counter attack.  
While antithetical to the spirit of a fire-spewing maniac, using short and controlled sprays while kiting or holding choke points is very ammunition-effective.


The special abilities of some zeds are likely to be interrupted by panicking. This is especially true and useful against the [[Cyst |Cyst]], [[Slasher |Slasher]], and [[Alpha Clot |Clot]] grab as well as the [[Siren (Killing Floor 2)|Siren]] scream.
Spraying the ground at a ZED's feet, as opposed to their center, pushes that little extra mile out of the Caulk n' Burn. The ground fire will linger for a short period, igniting and inflicting further damage over time to any ZED that attempts to pass.  


==Gallery==
==Gallery==

Revision as of 07:46, 21 February 2021

Killing Floor 2 item
Caulk n' Burn
 5
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
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 50 + 250
Block (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Parry (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Secondary Attack
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
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Fire Rate
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Accuracy
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Penetration
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Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
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Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
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Full Recharge Time Expression error: Unrecognized punctuation character "{".s
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Technical Information
Related Achievements
PS4 Trophies

The Caulk n' Burn is the Firebug's starting weapon. It is an improvised flamethrower, using two cans of caulk as fuel, and ignited with a pilot light at its front. It shoots out a low-powered flame as long as its trigger is held down. The flame will set both ZEDs and the ground on fire.

It has a fuel capacity of 50, roughly 3.5 seconds of continuous fire. With a full supply of ammo, it can reload 10 times + its initial tank.

Description & Flavor Text

- "Fire mode shoots flame."

- "Hand-held, home-made flamethrower. Please do NOT try this at home."

Technical Information

Damage:

  • Direct hit = 10.
  • Buttstock bash = 25
  • Splash damage = 5.
    • Radius = 1.5m.
  • Falloff = Linear.
    • All flame bursts will deal direct hit damage, as well as splash damage.
    • Slash damage decreases linearly from the distance of where the flame burst hit.
  • Ground fire damage = 10.
  • Radius = 1m.
  • Falloff = Linear.
    • Spraying at the ground will create a small bonfire that lasts for a short period of time and does damage to ZEDs independently from direct hits, splash damage, and afterburn.
    • Ground fire damage decreases linearly from the distance of the epicenter.
    • Ground fires 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 do not overlap each other, and cannot be created on top of each other; there has to be small distance between two sources - 0.25 meters.

Afterburn (damage over time):

  • Direct Hits and Splash:
    • Damage Scale (of respective damage values) = x0.8.
    • Duration = 1.7s.
    • Damage Interval = 0.4s.
  • 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 afterburn.
    • Only the most effective type in terms of total damage will be applied to a ZED. Each time a ZED takes fire damage, it applies onto the ZED and overwrites any current afterburn, replacing it with a more effective one.

Damage Type = Fire.

Damage Type Group = Flame Weapon.

Rate Of Fire

  • Continuous fire = 857 RPM.
  • Bash = 51 RPM.

Reload Time

  • Both tactical and dry:
    • 2.08s.

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

Upgrades do not improve Ground Fire damage but will improve DOT and Splash damage.

  • Upgrade 1 (500): Base damage x1.1 (11 direct hit, 5 splash), Base weight + 1 (6 total weight).
  • Upgrade 2 (600): Base damage x1.3 (13 direct hit, 6 splash), Base weight + 2 (7 total weight).
  • Upgrade 3 (700): Base damage x1.4 (14 direct hit, 7 splash), Base weight + 3 (8 total weight).
  • Upgrade 4 (1500): Base damage x1.5 (15 direct hit, 7 splash), Base weight + 4 (9 total weight).

Notes

  • Players will not take damage from ground fires.
  • It 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.

Perk Synergies

  • The Firebug's level 5 skill High Capacity Fuel Tank increases its fuel capacity to 100, effectively giving you about 7 continuous seconds of flame.
  • The Firebug's level 5 skill Bring the Heat and level 10 skill Ground Fire massively increases its damage output, able to clear out groups of lesser ZEDs with ease if used properly.
  • The Firebug's level 20 skill Firestorm increases its range by about 1.4 times its original length, allowing you to keep your distance.

Strategy

Though meager in terms of direct damage output, the fire it spreads is effective at bringing an enemy to a panic state. Any burning ZEDs are virtually helpless and will die with only a little more effort. Not only that, but the abilities of some ZEDs will be disabled, such as the Stalker's cloak, a Clot's grab, or a Siren's scream.

It's most effective against groups of weak or lesser ZEDs, such as Crawlers, Clots, and especially Bloats. Their vulnerability to fire essentially makes them the kindle to your pyre, and with how many of them tend to group together, using the level 15 skill Napalm will make quick work of them. Gorefasts, however, are resistant to panic, and especially fire; stay out of their way or you'll find yourself with a sword stuck in your chest.

While antithetical to the spirit of a fire-spewing maniac, using short and controlled sprays while kiting or holding choke points is very ammunition-effective.

Spraying the ground at a ZED's feet, as opposed to their center, pushes that little extra mile out of the Caulk n' Burn. The ground fire will linger for a short period, igniting and inflicting further damage over time to any ZED that attempts to pass.

Gallery