HRG Healthrower: Difference between revisions

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(Created page with "{{KF2WeaponInfo | Name=HRG Healthrower | PerkImage=KF2_Perk_FieldMedic_White.png | PerkLink=Field_Medic_(Killing_Floor_2) | WeaponImage=Kf2_hrg_healthrower.png | Damage=18.000...")
 
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[[Category:KF2]]
{{KF2WeaponInfo
{{KF2WeaponInfo
| Name=HRG Healthrower
| Name=HRG Healthrower
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| PerkLink=Field_Medic_(Killing_Floor_2)
| PerkLink=Field_Medic_(Killing_Floor_2)
| WeaponImage=Kf2_hrg_healthrower.png
| WeaponImage=Kf2_hrg_healthrower.png
| Damage=18.000000
| Damage=20.000000
| FireRate=857.0
| FireRate=857.000000
| Accuracy=17.000000
| Accuracy=17.000000
| MagazineSize=100
| MagazineSize=100
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| SecondaryAmmunition_MagazineSize=100
| SecondaryAmmunition_MagazineSize=100
| SecondaryAmmunition_AmmoCapacity=infinite
| SecondaryAmmunition_AmmoCapacity=infinite
| SecondaryAmmunition_AmmoConsumption=50
| SecondaryAmmunition_AmmoConsumption=40
}}
}}
 
The '''HRG Healthrower''' is the [[Field_Medic_(Killing_Floor_2)|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 players. HRG Healthrower's alternative firing mode allows to fire healing darts.
The '''HRG Healthrower''' is the [[Field_Medic_(Killing_Floor_2)|Field Medic's]] ''tier 3'' weapon. Its beam damages and poisons ZEDs and also heals players. It is a modified version of the Survivalist's Freezethrower adjusted for Field Medic's needs. It's alternative firing mode allows to fire healing darts.
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==Technical Information==
==Technical Information==


Ammo pickup scale = x0.4.<br />
Ammo pickup scale = x0.75.<br />
Approximate ice beam length = 10 meters.
Approximate ice beam length = 10 meters.


Damage (per direct hit) = 18.<br />
Damage (per direct hit) = 20.<br />
Rate Of Fire = 857 RPM.<br />
Rate Of Fire = 857 RPM.<br />
Damage Type = Toxic.<br />
Damage Type = Toxic.<br />
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Firing beam at friendly players heals them:<br />
Firing beam at friendly players heals them:<br />
Heal (beam, direct contact) = 4.<br />
Heal (beam, direct contact) = 6.<br />
Heal (beam, interval to apply health) = 0.2s.<br />
Heal (beam, interval to apply health) = 0.2s.<br />
Heal (beam, on contact with the beam's splash) = 2.<br />
Heal (beam, on contact with the beam's splash) = 3.<br />
 
Healing Dart:<br />
Ammo cost (per dart) = 40%.<br />
Heal amount = 20.<br />
Time (full recharge) = 12s.


Bash:<br />
Bash:<br />
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[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br />
[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br />
Poison power (primary, per hit) = 15.<br />
Poison power (primary, per hit) = 15.<br />
Stumble power (primary, per hit) = 20.
Stumble power (primary, per hit) = 40.


==Upgrades==
==Upgrades==

Revision as of 23:33, 15 May 2020

Killing Floor 2 item
HRG Healthrower
 7
MAGAZINE SIZE 100
SPARE AMMO CAPACITY 500
DAMAGE
20
FIRE RATE
857
ACCURACY
17
PENETRATION
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"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
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 100 + 100
Block (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Parry (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Secondary Attack
Ammo Type Healing Darts
Magazine Size 100
Spare Ammo Capacity infinite
Damage
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Fire Rate
Expression error: Unrecognized punctuation character "{".
Accuracy
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Penetration
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Starting Ammo 100 + Expression error: Unrecognized punctuation character "{".
Ammo Consumption (per use) 40
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount 20 ✚
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time 12s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

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 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) = 20.
Rate Of Fire = 857 RPM.
Damage Type = Toxic.

HRG Healthrower applies Direct Hit damage to player's initial target and at same time at same rate all nearby targets take indirect damage refered as Splash Damage. Amount of Splash Damage decreases linearly from the distance of player's initial target.

Splash Damage = 10.
Radius = 1.31m.
Falloff = Linear.

Unlike other spraying weapons, the HRG Healthrower does not create ground fire / ice, however its beam impact still has the splash damage.

Whenever hit, either by Direct Hit or Splash Damage, ZED starts taking Damage Over Time:

DOT damage scale = x0.8.
DOT damage type = Toxic.
DOT duration = 2s.
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:
Poison power (primary, per hit) = 15.
Stumble power (primary, per hit) = 40.

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

  • Does not create Ground Fire / Ice.
  • Ice beam impact has Splash Damage.
  • Players do not take Splash Damage, however they do get healed upon contact.
  • Poisons ZEDs, leaving them suffer from Damage Over Time.
  • Instigators cannot hurt themselves with the Splash, neither they get healed.
  • 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