HRG Incision: Difference between revisions

From Killing Floor 2 Wiki
Jump to navigation Jump to search
m (i moved that note to Trivia section as it seems to be more or less of a bug rather than "technical" info or an intended feature, feel free to move it back if you like)
mNo edit summary
 
(3 intermediate revisions by the same user not shown)
Line 49: Line 49:
Rate Of Fire (bash) = 54.<br />
Rate Of Fire (bash) = 54.<br />


Damage Type = Ballistic, Toxic (acidic poison).<br />
Damage Type = Ballistic, Toxic.<br />
Damage Type Group = Rifle, Toxic.<br />
Damage Type Group = Rifle, Toxic.<br />


Line 72: Line 72:
Penetration power (for both firing modes) = 10.<br />
Penetration power (for both firing modes) = 10.<br />
Poison power (by Acidic Rounds DOT, per tick) = 200.<br />
Poison power (by Acidic Rounds DOT, per tick) = 200.<br />
Poison power (by healing dart impact, per hit) = 33.<br />
Stumble power (healing dart) = 200.<br />
Stumble power (healing dart) = 200.<br />
Stumble power (primary) = 400.<br />
Stumble power (primary) = 400.<br />
Line 91: Line 90:
*Compare to the [[Rail Gun]]'s lock-on system, the HRG Incision, which obviously will only lock-on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock-on to the patient when its owner aims directly at this player (the Rail Gun, however, will lock-on to ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs).
*Compare to the [[Rail Gun]]'s lock-on system, the HRG Incision, which obviously will only lock-on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock-on to the patient when its owner aims directly at this player (the Rail Gun, however, will lock-on to ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs).
*Takes only 0.01s to lock-on to patient once they got in sights.
*Takes only 0.01s to lock-on to patient once they got in sights.
*With ''Acidic Rounds'' skill this weapon applies 200 points of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|poison power]] with every [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from ''Acidic Rounds''.
*Amount of the recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
*Amount of the recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.


Line 98: Line 96:
Effectively grants player an infinite ammunition when attacking [[Specimens_(Killing_Floor_2)|ZEDs]] with healing darts, with rate of fire limited by dart's recharge speed.<br />
Effectively grants player an infinite ammunition when attacking [[Specimens_(Killing_Floor_2)|ZEDs]] with healing darts, with rate of fire limited by dart's recharge speed.<br />
Upgraded HRG Incision paired with Field Medic's ''Battle Surgeon'' skill, or when used by high level [[Survivalist]], is capable on one-shot-killing Clots on body shots.<br />
Upgraded HRG Incision paired with Field Medic's ''Battle Surgeon'' skill, or when used by high level [[Survivalist]], is capable on one-shot-killing Clots on body shots.<br />
Quite effective with the ''Acidic Rounds'' skill due to its high per-projectile damage.<br />
Quite effective with the ''Acidic Rounds'' skill due to its high per-dart damage.<br />
Alternative firing mode has penetration power as well making it possible to heal multiple players with just one shot.
Alternative firing mode has penetration power as well making it possible to heal multiple players with just one shot.



Latest revision as of 09:37, 25 September 2023

Killing Floor 2 item
HRG Incision
 8
MAGAZINE SIZE 1
SPARE AMMO CAPACITY 39
DAMAGE
400
FIRE RATE
25
ACCURACY
100
PENETRATION
10
"Fire mode shoots high velocity electrical rounds."
"Alt-fire shoots healing darts to heal team members."
General Information
Pricing 1500
Ammo Cost 14
Weapon Type Rifle
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 1 + 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 Healing Darts
Magazine Size 100
Spare Ammo Capacity infinite
Damage
75
Fire Rate
342
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
10
Starting Ammo 100 + Expression error: Unrecognized punctuation character "{".
Ammo Consumption (per use) 50
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount 40 ✚
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time 10s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

The HRG Incision is the Field Medic's tier 4 weapon. It is a modified version of Sharpshooter's Rail Gun built around concept of supporting player's team with both - healing and fire power. Unlike other Field Medic's weapons, the healing darts of the HRG Incision are capable of causing moderate damage to ZEDs at the same time carrying wide variety of incapacitation methods - knockdown, stumble, EMP, gun and melee hits.

Description

"Fire mode shoots high velocity electrical rounds. Alt-fire shoots healing darts to heal team members."

Technical Information

Damage = 400.
Damage (healing dart) = 75.
Damage (buttstock bash) = 30.

Rate Of Fire = 25 RPM.
Rate Of Fire (bash) = 54.

Damage Type = Ballistic, Toxic.
Damage Type Group = Rifle, Toxic.

Healing dart (speed) = 300 m/s.
Projectile (speed) = 300 m/s.
Spread factor = 0.005.
Only fires projectiles in ZED Time.

Force reload (reload delayed for) = 0.50s.
Reload (force reload time + reload time) = 2.41s.

Time (equip) = 0.61s.
Time (put down) = 0.51s.

Weapon Powers:
EMP power (primary) = 50.
Gun hit power (healing dart) = 200.
Gun hit power (primary) = 300.
Knockdown power (healing dart) = 100.
Melee hit power (healing dart) = 100.
Melee hit power (primary) = 100.
Penetration power (for both firing modes) = 10.
Poison power (by Acidic Rounds DOT, per tick) = 200.
Stumble power (healing dart) = 200.
Stumble power (primary) = 400.

Healing:
Ammo cost (per dart) = 50%.
Heal amount = 40.
Time (full recharge) = 10s.

Upgrades

Upg1 (1500): Base damage x1.2, Base weight + 1, Full recharge time x0.9.

Notes

  • Healing dart impact featuring pushback momentum (50000).
  • In both firing modes outside of the ZED Time this weapon is a hitscan.
  • Compare to the Rail Gun's lock-on system, the HRG Incision, which obviously will only lock-on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock-on to the patient when its owner aims directly at this player (the Rail Gun, however, will lock-on to ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs).
  • Takes only 0.01s to lock-on to patient once they got in sights.
  • Amount of the recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.

Strategy

Effectively grants player an infinite ammunition when attacking ZEDs with healing darts, with rate of fire limited by dart's recharge speed.
Upgraded HRG Incision paired with Field Medic's Battle Surgeon skill, or when used by high level Survivalist, is capable on one-shot-killing Clots on body shots.
Quite effective with the Acidic Rounds skill due to its high per-dart damage.
Alternative firing mode has penetration power as well making it possible to heal multiple players with just one shot.

Trivia

  • Known bug: its magazine size will only ever be 1 shot, despite the UI saying it has 2 shots when using the Field Medic's level 15 skill Combatant Doctor.
  • In the version 1.088 the HRG Incision was capable of locking not only on players but also on ZED's vulnerable hitzones. This feature was then scrapped in the next patch. It also did 50 points less damage during that time.

Gallery