HRG Incision

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Revision as of 13:26, 14 November 2019 by Simplecat (talk | contribs) (added more detais on lock on system)
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Killing Floor 2 item
HRG Incision
 8
MAGAZINE SIZE 1
SPARE AMMO CAPACITY 39
DAMAGE
350
FIRE RATE
25
ACCURACY
100
PENETRATION
10
"Fire mode shoots high velocity electrical rounds."
"Alt-fire shoots healing darts to heal team members."
"Using the sight lets you lock on to players and vulnerable spots on Zeds."
General Information
Pricing 1500
Ammo Cost 11
Weapon Type Rifle
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 1 + 14
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
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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, 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."

Flavor Text

"Using the sight lets you lock on to players and vulnerable spots on Zeds."

Technical Information

Damage = 350.
Damage (healing dart) = 75.
Damage (buttstock bash) = 30.

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

Damage Type = Ballistic, Toxic (acidic poison).
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.
Poison power (by healing dart impact, per hit) = 33.
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 ZED Time this weapon is a hitscan.
  • The lock-on system, compare to Rail Gun:
    • Has much faster target-acquiring time, taking only 0.01s to lock-on.
    • Will lock-on on injured teammates.
    • Most importantly - barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock on ZED's vulnerable body parts if player aims directly at this ZED (the Rail Gun, however, will lock on ZED even if there will be small gap between ZED's location and player's aiming point).
    • Once locked on, has two times longer time to keep it active after putting sights away from the ZED (0.4s vs Rail Gun's 0.2s).
    • Additionally, HRG Incision's healing darts will not automatically target locked-on ZEDs but will target locked-on injured teammates.
  • With Acidic Rounds skill this weapon applies 200 points of the poison power with every 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 recoil depend 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.
Quite effective with the Acidic Rounds skill due to its high per-projectile damage.

Gallery