HRG Beluga Beat: Difference between revisions

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| PerkLink=Sharpshooter (Killing Floor 2)
| PerkLink=Sharpshooter (Killing Floor 2)
| WeaponImage=Kfweap_hrg_beluga_card.png
| WeaponImage=Kfweap_hrg_beluga_card.png
| Damage=110.000000
| Damage=100.000000
| FireRate=120.000000
| FireRate=120.000000
| Accuracy=70.000000
| Accuracy=70.000000
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==Technical Information==
==Technical Information==
'''<big>Damage:</big>'''  
'''<big>Damage:</big>'''  
* Uncharged (low-freq) = 110.
* Uncharged (low-freq) = 100.
* Charged (high-freq) = 280.
* Charged (high-freq) = 240.
* Bash = 26.
* Bash = 26.
* Both, uncharged and charged shots apply x1.5 more damage to ZED's armored zones.
* Uncharged shot applies x1.5 more damage to ZED's armored zones, charged shot has no specific multiplier against ZED's armor.


<big>'''Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]] = Ballistic.'''</big>
<big>'''Damage [[Mechanics_(Killing_Floor_2)#Weapons_-_Damage_types|Type]] = Ballistic.'''</big>
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'''<big>Weapon [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Powers]]:</big>'''
'''<big>Weapon [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Powers]]:</big>'''
* Gun hit power (uncharged / charged) = 30 / 120.
* Gun hit power (uncharged / charged) = 30 / 120.
* Microwave power (uncharged / charged) = 75 / 25.
* Microwave power (uncharged / charged) = 50 / 0.
* [[Mechanics (Killing Floor 2)#Weapons - Penetration power|Penetration]] power (uncharged / charged) = 4 / 2.
* [[Mechanics (Killing Floor 2)#Weapons - Penetration power|Penetration]] power (uncharged / charged) = 4 / 2.
* Stumble power (uncharged / charged) = 0 / 250.
* Stumble power (uncharged / charged) = 0 / 250.


==Upgrades==
==Upgrades==
* Upgrade 1 ('''700'''): Base damage x1.15 '''(126 / 322 per projectile)''', Base weight + 1 '''(8 total)'''.
* Upgrade 1 ('''700'''): Base damage x1.1 '''(110 / 264 per projectile)''', Base weight + 1 '''(8 total)'''.
* Upgrade 2 ('''1500'''): Base damage x1.3 '''(143 / 364 per projectile)''', Base weight + 2 '''(9 total)'''.
* Upgrade 2 ('''1500'''): Base damage x1.2 '''(120 / 288 per projectile)''', Base weight + 2 '''(9 total)'''.


==Notes==
==Notes==
*Amount of the recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest possible amount of the recoil.
*Amount of the recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest possible amount of the recoil.
*Uncharged projectile has greatly increased pushback momentum.
*Uncharged projectile has greatly increased pushback momentum.
*This weapon does 50% more damage to ZED's armored zones.
*Primary attack of this weapon does 50% more damage to ZED's armored zones.
*Projectile (speed, uncharged / charged) = 20 m/s / 100 m/s. [[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Spread]] factor = 0.005.
*Projectile (speed, uncharged / charged) = 20 m/s / 120 m/s. [[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Spread]] factor = 0.005.
*Projectile life span (uncharged / charged) = 1.5s / 10s.
*Projectile life span (uncharged / charged) = 1.3s / 10s.
*Uncharged projectile has greatly increased collision box while charged projectile behave like a normal bullet.
*Uncharged projectile has greatly increased collision box while charged projectile behave like a normal bullet.



Revision as of 19:27, 11 March 2021

Killing Floor 2 item
HRG Beluga Beat
 7
MAGAZINE SIZE 12
SPARE AMMO CAPACITY 96
DAMAGE
100
FIRE RATE
120
ACCURACY
70
PENETRATION
4
"Primary fire launches sonic blasts. Alt fire charges the next blast, increasing it frequency."
"It will boost the decibels of any party."
General Information
Pricing 1100
Ammo Cost 65
Weapon Type Rifle
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 12 + 12
Block (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Parry (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Secondary Attack
Ammo Type Sonic Blast
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
280
Fire Rate
68
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
2
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 Beluga Beat is one of the Sharpshooter's tier 3 weapons. It is a modified version of Demolitionist's Seal Squeal designed to fire low- and high-frequency sonic blasts.

For its primary attack (low-frequency) it uses slow projectile has does moderate damage, has high penetration and greatly extended collision box. This projectile possesses high amount of the push force that knocks ZEDs back away from the shooter. It's secondary (high-frequency) attack is a fast moving high-damaging projectile that has moderate amount of the penetration power and much less of said push force, in this mode projectile behave more like a regular bullet barely having any collision.

Alt fire to switch from low to high frequency mode (can only be done once, requires player to shoot in order to reset next shot back to low-freq). This weapon also does increased damage to ZED's armored zones (50% more).

Description & Flavor Text

- "Primary fire launches sonic blasts. Alt fire charges the next blast, increasing it frequency."

- "It will boost the decibels of any party."

Technical Information

Damage:

  • Uncharged (low-freq) = 100.
  • Charged (high-freq) = 240.
  • Bash = 26.
  • Uncharged shot applies x1.5 more damage to ZED's armored zones, charged shot has no specific multiplier against ZED's armor.

Damage Type = Ballistic.

Damage Type Group = Rifle.

Rate Of Fire:

  • Primary = 120 RPM.
  • Buttstock bash = 56.
  • Takes 0.375s to play its charge animation for high-frequency shot. This timer is not affected by Sharpshooter's Marksman skill. Maximum theoretical ROF for charged shots should be 60 / (0.375 + 0.5) = 68 RPM.

Reload Time:

  • Normal: Dry = 2.70s, Tactical = 2.49s.
  • Elite: Dry = 2.16s, Tactical = 1.89s.

Equip Time = 0.80s, Putdown Time = 0.75s.

Weapon Powers:

  • Gun hit power (uncharged / charged) = 30 / 120.
  • Microwave power (uncharged / charged) = 50 / 0.
  • Penetration power (uncharged / charged) = 4 / 2.
  • Stumble power (uncharged / charged) = 0 / 250.

Upgrades

  • Upgrade 1 (700): Base damage x1.1 (110 / 264 per projectile), Base weight + 1 (8 total).
  • Upgrade 2 (1500): Base damage x1.2 (120 / 288 per projectile), Base weight + 2 (9 total).

Notes

  • Amount of the recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest possible amount of the recoil.
  • Uncharged projectile has greatly increased pushback momentum.
  • Primary attack of this weapon does 50% more damage to ZED's armored zones.
  • Projectile (speed, uncharged / charged) = 20 m/s / 120 m/s. Spread factor = 0.005.
  • Projectile life span (uncharged / charged) = 1.3s / 10s.
  • Uncharged projectile has greatly increased collision box while charged projectile behave like a normal bullet.

Trivia

  • One of the few weapons in game to not have its buttstock bash damage to be affected by Berserker's damage bonuses.
  • In game files actually has 3 charge levels opposite to current 2: Uncharged, Half-charged and Fully-charged with middle level to be disabled at this moment.

Gallery