HMTech-101 Pistol: Difference between revisions

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[[Category:KF2]]
{{KF2WeaponInfo
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| Name=HMTech-101 Pistol
| Name=HMTech-101 Pistol
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| HealAmount=15.000000
| HealAmount=15.000000
| HealAmountSolo=
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| HealRecharge=15.000000
| FullRechargeTime=15.000000
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| HealRechargeSolo=
| SecondaryAmmunition_MagazineSize=100
| SecondaryAmmunition_MagazineSize=100
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The '''HMTech-101 Pistol''' is the [[Field Medic (Killing_Floor_2) |Field Medic's]] starting weapon. It is a futuristic pistol that fires caseless ammo, equipped with a reflex sight and a healing dart shooter. Its reflex sight tracks ammo count and healing dart progress. The HMTech-101 Pistol is also used as a basis for most of the [[HMTech-201 SMG|HMTech]] [[HMTech-301 Shotgun|series]] [[HMTech-401 Assault Rifle|weapons]].


The '''HMTech-101 Pistol''' is the [[Field Medic (Killing_Floor_2) | Field Medic's]] starting weapon. As a part of multi-perk weapon system HMTech-101 Pistol also belong to the arsenal of [[Gunslinger]].
It has a magazine of 15 rounds, plus a constantly recharging dart system that allows it to fire 2 darts before needing to recharge. With a full supply of ammo, it can reload 16 times + its initial magazine.
 
As a part of the multi-perk weapon system, the HMTech-101 Pistol also belongs to the arsenal of the [[Gunslinger]].


<div class="toclimit-3">__TOC__</div>
<div class="toclimit-3">__TOC__</div>


==Description==
==Description & Flavor Text==
''- "Fire mode is semi-auto only. Alt-fire shoots healing darts to heal team members."''


''"Fire mode is semi-auto only. Alt-fire shoots healing darts to heal team members."''
''- "Using caseless ammunition, it counts the rounds for you."''


==Flavor Text==
==Technical Information==
'''<big>Damage:</big>''' 
* Per bullet = 20.
* Bash = 21.


''Using caseless ammunition, it counts the rounds for you."''
'''<big>Rate Of Fire:</big>'''  
* Semi-auto only = 342 RPM.
* Bash = 60.


==Technical Information==
'''<big>Damage Type = Ballistic, Toxic (skill ''Acidic Rounds'' only)</big>'''


Damage = 20.<br />
'''<big>Damage Type Group = Handgun.</big>'''
Damage (buttstock bash) = 21.<br />


Rate Of Fire = 342 RPM.<br />
'''<big>Reload Time:</big>'''
Rate Of Fire (bash) = 60.<br />
* '''Tactical Reload:'''
** Normal = 2.25s,
** Elite = 1.69s.
* '''Dry Reload:'''
** Normal = 2.07s,
** Elite = 1.20s.


Damage Type = Ballistic, Toxic (acidic poison).<br />
'''<big>Equip Time = 0.34s, Putdown Time = 0.42s.</big>'''
Damage Type Group = Handgun.<br />


Reload Time (tactical): Normal = 2.25s, Elite = 1.69s.<br />
'''<big>Weapon [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Powers]]:</big>'''
Reload Time (dry): Normal = 2.07s, Elite = 1.20s.<br />
* Gun hit power = 45.
* ''Acidic Rounds'' poison power per tick = 200.
* Healing dart poison power per hit = 33.


Equip Time = 0.34s.<br />
'''<big>Healing:</big>'''
Putdown Time = 0.42s.<br />
* Ammo cost per dart = 50% '''(2 darts)'''.
* Heal amount = 15 HP per dart.
* Fully recharge from 0% = 15s.


Weapon Powers:<br />
==Upgrades==
Gun hit power = 45.<br />
Upgrade 1 (500): Base damage x1.7 '''(34 per bullet)''', Base weight + 0 '''(1 total)''', Full recharge time x0.9 '''(13.5 seconds)'''.
Poison power (acidic poison, per DOT tick) = 33.<br />


Healing:<br />
Upgrade 2 (600): Base damage x2 '''(40 per bullet)''', Base weight + 1 '''(2 total)''', Full recharge time x0.8 '''(12 seconds)'''.
Ammo cost (per dart) = 50%.<br />
Heal amount = 15.<br />
Time (full recharge) = 15s.<br />


==Upgrades==
Upgrade 3 (700): Base damage x2.55 '''(51 per bullet)''', Base weight + 2 '''(3 total)''', Full recharge time x0.7 '''(10.5 seconds)'''.


Upg1 (500): Base damage x1.7, Full recharge time x0.9.<br />
Upgrade 4 (1500): Base damage x3 '''(60 per bullet)''', Base weight + 3 '''(4 total)''', Full recharge time x0.6 '''(9 seconds)'''.
Upg2 (600): Base damage x2, Base weight + 1, Full recharge time x0.8.<br />
Upg3 (700): Base damage x2.55, Base weight + 2, Full recharge time x0.7.<br />
Upg4 (1500): Base damage x3, Base weight + 3, Full recharge time x0.6.<br />


==Notes==
==Notes==
*Amount of recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest amount of the recoil.
*Healing darts will make a sound when it tracks a valid healing target, and will home in slightly when you fire.
*Healing darts are capable of hitting ZEDs, applying a fairly low amount of poison on hit.
*A small line appears on the reflex sight, indicating how much healing dart ammo is needed to fire a dart.
*Costs '''3300''' Dosh to fully upgrade.
*Costs '''170''' Dosh to fully replenish ammo from 0 bullets.


* Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.<br />
==Skill Synergies==
*The Field Medic's level 10 skill ''Combatant Doctor'' increases its already decent magazine size of 15 to an impressive 23, giving you longer staying power in fights before having to reload.
**Combined with the level 15 skill ''Acidic Rounds'' and level 20 skill ''Battle Surgeon'', they make the HMTech-101 an incredibly powerful weapon for its light weight and tier.
*The Gunslinger's level 10 skill ''Rack 'em Up'' and level 15 skill ''Speedloader'' turns the normally modest pistol into a high-capacity powerhouse, able to pop the heads off of ZEDs with ease.


==Strategy==
==Strategy==
Only weighing 1 block, this lightweight weapon is certainly worth purchasing off-perk to help your Field Medic (or lack of one) keep up with constantly damaged teammates.


Only weighing 1 block, this weapon is certainly worth purchasing off-perk to help heal your team on higher difficulties.
Headshots with the HMTech-101 will decapitate [[Cyst|Clots]], [[Stalker (Killing Floor 2)|Stalkers]] and [[Crawler (Killing Floor 2)|Crawlers]] in one hit, but its low damage will mean they may stumble around when decapitated for some time. Gorefasts and Bloats will be difficult to deal with when using the HMTech-101, even when you constantly hit headshots; it may take nearly an entire magazine to down a Bloat.
 
Headshots with the HMTech-101 will decapitate Clots, Stalkers and Crawlers.
 
It is recommended to hang onto your Medic Pistol and have your team support you until you can buy the Medic Assault Rifle, this will save money waste on higher difficulties.


Combined with 5 Medic grenades and a good team of players, it is possible to keep you and your team alive up to wave 4 with just your HMTech-101 Medic Pistol on Hell on Earth difficulty.
It is recommended to hang onto your the HMTech-101 and upgrade it when you can, as its light weight will mean it pairs well with most Field Medic loadouts, giving you extra backup healing when needed.


Gains all the perk bonuses from [[Gunslinger]] thanks to multi-perk weapon system.
For Gunslingers, the HMTech-101 is an incredibly handy backup weapon to have (especially when upgraded) due to its high magazine capacity, low weight, and decently fast reload. When combined with the level 10 skill ''Rack 'em Up'', you can constantly keep up a 5-headshot combo going on for much longer than any other solo gun.


{{KF2NavBox}}
==Gallery==
<gallery mode="packed" heights="275">
File:Medic-pistol.png|HMTech-101 Pistol
</gallery>{{KF2NavBox}}

Revision as of 05:14, 4 June 2021

Killing Floor 2 item
HMTech-101 Pistol
 1
MAGAZINE SIZE 15
SPARE AMMO CAPACITY 240
DAMAGE
20
FIRE RATE
343
ACCURACY
50
PENETRATION
0
"Fire mode is semi-auto only."
"Alt-fire shoots healing darts to heal team members."
"Using caseless ammunition, it counts the rounds for you."
General Information
Pricing 200
Ammo Cost 10
Weapon Type Pistol
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 15 + 120
Block (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Parry (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Secondary Attack
Ammo Type Healing Darts
Magazine Size 100
Spare Ammo Capacity infinite
Damage
Expression error: Unrecognized punctuation character "{".
Fire Rate
Expression error: Unrecognized punctuation character "{".
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
Expression error: Unrecognized punctuation character "{".
Starting Ammo 100 + Expression error: Unrecognized punctuation character "{".
Ammo Consumption (per use) 50
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount 15 ✚
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time 15s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

The HMTech-101 Pistol is the Field Medic's starting weapon. It is a futuristic pistol that fires caseless ammo, equipped with a reflex sight and a healing dart shooter. Its reflex sight tracks ammo count and healing dart progress. The HMTech-101 Pistol is also used as a basis for most of the HMTech series weapons.

It has a magazine of 15 rounds, plus a constantly recharging dart system that allows it to fire 2 darts before needing to recharge. With a full supply of ammo, it can reload 16 times + its initial magazine.

As a part of the multi-perk weapon system, the HMTech-101 Pistol also belongs to the arsenal of the Gunslinger.

Description & Flavor Text

- "Fire mode is semi-auto only. Alt-fire shoots healing darts to heal team members."

- "Using caseless ammunition, it counts the rounds for you."

Technical Information

Damage:

  • Per bullet = 20.
  • Bash = 21.

Rate Of Fire:

  • Semi-auto only = 342 RPM.
  • Bash = 60.

Damage Type = Ballistic, Toxic (skill Acidic Rounds only)

Damage Type Group = Handgun.

Reload Time:

  • Tactical Reload:
    • Normal = 2.25s,
    • Elite = 1.69s.
  • Dry Reload:
    • Normal = 2.07s,
    • Elite = 1.20s.

Equip Time = 0.34s, Putdown Time = 0.42s.

Weapon Powers:

  • Gun hit power = 45.
  • Acidic Rounds poison power per tick = 200.
  • Healing dart poison power per hit = 33.

Healing:

  • Ammo cost per dart = 50% (2 darts).
  • Heal amount = 15 HP per dart.
  • Fully recharge from 0% = 15s.

Upgrades

Upgrade 1 (500): Base damage x1.7 (34 per bullet), Base weight + 0 (1 total), Full recharge time x0.9 (13.5 seconds).

Upgrade 2 (600): Base damage x2 (40 per bullet), Base weight + 1 (2 total), Full recharge time x0.8 (12 seconds).

Upgrade 3 (700): Base damage x2.55 (51 per bullet), Base weight + 2 (3 total), Full recharge time x0.7 (10.5 seconds).

Upgrade 4 (1500): Base damage x3 (60 per bullet), Base weight + 3 (4 total), Full recharge time x0.6 (9 seconds).

Notes

  • Amount of recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest amount of the recoil.
  • Healing darts will make a sound when it tracks a valid healing target, and will home in slightly when you fire.
  • Healing darts are capable of hitting ZEDs, applying a fairly low amount of poison on hit.
  • A small line appears on the reflex sight, indicating how much healing dart ammo is needed to fire a dart.
  • Costs 3300 Dosh to fully upgrade.
  • Costs 170 Dosh to fully replenish ammo from 0 bullets.

Skill Synergies

  • The Field Medic's level 10 skill Combatant Doctor increases its already decent magazine size of 15 to an impressive 23, giving you longer staying power in fights before having to reload.
    • Combined with the level 15 skill Acidic Rounds and level 20 skill Battle Surgeon, they make the HMTech-101 an incredibly powerful weapon for its light weight and tier.
  • The Gunslinger's level 10 skill Rack 'em Up and level 15 skill Speedloader turns the normally modest pistol into a high-capacity powerhouse, able to pop the heads off of ZEDs with ease.

Strategy

Only weighing 1 block, this lightweight weapon is certainly worth purchasing off-perk to help your Field Medic (or lack of one) keep up with constantly damaged teammates.

Headshots with the HMTech-101 will decapitate Clots, Stalkers and Crawlers in one hit, but its low damage will mean they may stumble around when decapitated for some time. Gorefasts and Bloats will be difficult to deal with when using the HMTech-101, even when you constantly hit headshots; it may take nearly an entire magazine to down a Bloat.

It is recommended to hang onto your the HMTech-101 and upgrade it when you can, as its light weight will mean it pairs well with most Field Medic loadouts, giving you extra backup healing when needed.

For Gunslingers, the HMTech-101 is an incredibly handy backup weapon to have (especially when upgraded) due to its high magazine capacity, low weight, and decently fast reload. When combined with the level 10 skill Rack 'em Up, you can constantly keep up a 5-headshot combo going on for much longer than any other solo gun.

Gallery