HRG Ballistic Bouncer: Difference between revisions

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| PerkLink=Support (Killing Floor 2)
| PerkLink=Support (Killing Floor 2)
| WeaponImage=Kf2_weap_HRG_BallisticBouncer_card.png
| WeaponImage=Kf2_weap_HRG_BallisticBouncer_card.png
| Damage=600.000000
| Damage=300.000000
| FireRate=100.000000
| FireRate=100.000000
| Accuracy=70.000000
| Accuracy=70.000000
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==Technical Information==
==Technical Information==
<big>'''Damage:'''</big>
<big>'''Damage:'''</big>
*Impact damage (minimum / maximum) = 60 / 600.
*Impact damage (minimum / maximum) = 15 / 300.
*Bash = 27.
*Bash = 27.
Impact damage goes up linearly, maximum damage achieved after 0.6s. Impact damage is a percentage of (Current Charge Time / 0.6s) multiplied by weapon's maximum value of damage. By any means minimum charge time is set to be 0.1s meaning that actual minimum damage is LERP (60, 600, 0.1) = 60 + (600 - 60) x 0.1 = 114.
Impact damage goes up linearly, maximum damage achieved after 0.6s. Impact damage is a percentage of (Current Charge Time / 0.6s) multiplied by weapon's maximum value of damage. By any means minimum charge time is set to be 0.1s meaning that actual minimum damage is LERP (15, 300, 0.1) = 15 + (300 - 15) x 0.1 = 43.


<big>'''Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]] = Bludgeon.'''</big>
<big>'''Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]] = Bludgeon.'''</big>
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==Upgrades==
==Upgrades==
* Upgrade 1 (700): Base damage x1.15 '''(69-690)''', Base weight + 1 '''(6 total)'''.
* Upgrade 1 (700): Base damage x1.15 '''(11 - 230)''', Base weight + 1 '''(6 total)'''.
* Upgrade 2 (1500): Base damage x1.3 '''(78-780)''', Base weight + 1 '''(7 total)'''.
* Upgrade 2 (1500): Base damage x1.3 '''(13 - 260)''', Base weight + 1 '''(7 total)'''.


==Notes==
==Notes==

Latest revision as of 15:56, 3 February 2023

Killing Floor 2 item
HRG Ballistic Bouncer
 5
MAGAZINE SIZE 18
SPARE AMMO CAPACITY 162
DAMAGE
300
FIRE RATE
100
ACCURACY
70
PENETRATION
0
"It charges up rubberized ballistic gel that bludgeons Zeds on impact and bounces rapidly around the environment with high knockdown power. Holding down the fire button loads the projectile with more force."
"Don't use it for dodgeball."
General Information
Pricing 900
Ammo Cost 40
Weapon Type {{{WeaponType}}} [[File:KF2_WeaponType_{{{WeaponType}}}_Gray.png|top|20px|link=]]
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 18 + 54
Block (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Parry (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
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}}}
Ammo Consumption (per use) Expression error: Unrecognized punctuation character "{".
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount Expression error: Unrecognized punctuation character "{".
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time Expression error: Unrecognized punctuation character "{".s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

The HRG Ballistic Bouncer is one the Support's tier 3 weapons. It is an alternative version of the Field Medic's Mine Reconstructor that charges up a rubberized ballistic gel that bludgeons ZEDs on impact and bounces rapidly around the environment with a high knockdown power. Holding down the fire button loads the projectile with more damage and speed (however incap powers remain the same).

Description & Flavor Text

- "It charges up rubberized ballistic gel that bludgeons Zeds on impact and bounces rapidly around the environment with high knockdown power. Holding down the fire button loads the projectile with more force."

- "Don't use it for dodgeball."

Technical Information

Damage:

  • Impact damage (minimum / maximum) = 15 / 300.
  • Bash = 27.

Impact damage goes up linearly, maximum damage achieved after 0.6s. Impact damage is a percentage of (Current Charge Time / 0.6s) multiplied by weapon's maximum value of damage. By any means minimum charge time is set to be 0.1s meaning that actual minimum damage is LERP (15, 300, 0.1) = 15 + (300 - 15) x 0.1 = 43.

Damage Type = Bludgeon.

Rate Of Fire:

  • Fastest possible = 269 RPM.
  • Can only fire within 0.223s intervals: 0.223s - 0.446s - 0.669s - etc.

Reloading:

  • Normal = 2.65s.
  • Elite = 1.91s.

Equip Time = 0.83s, Putdown Time = 0.77s.

Weapon Powers:

  • Gun hit power = 300.
  • Knockdown power = 100.
  • Melee hit power = 150.
  • Stumble power = 400.

Upgrades

  • Upgrade 1 (700): Base damage x1.15 (11 - 230), Base weight + 1 (6 total).
  • Upgrade 2 (1500): Base damage x1.3 (13 - 260), Base weight + 1 (7 total).

Notes

  • Weapon powers stay the same regardless of charge level.
  • Projectile speed (depends on charge level) = 15-50 meters / second.
  • Maximum bounces before losing velocity (depends on charge level) = 1-5. Rapidly loses velocity after exceeding bounce limit and explodes harmlessly shortly after.

Gallery