HRG Vampire

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Killing Floor 2 item
HRG Vampire
 8
MAGAZINE SIZE 40
SPARE AMMO CAPACITY 240
DAMAGE
15
FIRE RATE
600
ACCURACY
70
PENETRATION
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"Primary fire absorbs the blood of the enemies, filling the blood pool."
"After the primary fire, it launches an explosive coagulated blood ball that harm enemies and heal allies."
"Alt fire mode consume the blood pool to shoot crystallized blood spikes."
General Information
Pricing 1500
Ammo Cost 60
Weapon Type Poisoning Weapon
Alternative Weapon Type Projectile
Weapon Information
Starting Ammo 40 + 40
Block (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Parry (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Secondary Attack
Ammo Type Crystal Spikes
Magazine Size 100
Spare Ammo Capacity infinite
Damage
320
Fire Rate
273
Accuracy
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Penetration
2
Starting Ammo 100 + Expression error: Unrecognized punctuation character "{".
Ammo Consumption (per use) 20
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 Vampire is one of the Field Medic's tier 4 weapons. It is a modified version of the Firebug's Husk Cannon that absorbs the blood of the enemies in a short range, and then releases explosive blood balls that harm enemies and heal players, depending on the amount of blood absorbed. Its alt-fire shoots crystallized blood spikes with high speed and penetration. This weapon is designed as an offensive option for Field Medics, and it performs better in close quarters.

Description

"Primary fire absorbs the blood of the enemies, filling the blood pool. After the primary fire, it launches an explosive coagulated blood ball that harm enemies and heal allies. Alt fire mode consume the blood pool to shoot crystallized blood spikes."

Technical Information

Blood Ball (explosion damage, min / max / type) = 20 / 200 / Toxic.
Blood Ball (explosion falloff exponent) = 0.5 (exp).
Blood Ball (explosion radius, min / max) = 130 / 280.
Blood Ball (heal amount, per explosion, min / max) = 12 / 60.
Blood Ball (impact damage, min / max / type) = 15 / 150 / Ballistic (Shell).
Blood Ball (time to fully charge / ammo required) = 1s / 10.
Blood Ball explosion DOT (scale / interval / duration) = x0.1 / 0.5s / 2s.
Crystal Spike (damage / type) = 320 / Piercing.
Crystal Spike (rate of fire) = 273.
Suctioning (approx effective range, m) = 7.2.
Suctioning (damage / type) = 15 / Bleeding.
Suctioning (rate of fire) = 600.

Blood Ball impact and explosion damage and radius: Blood Ball is fully charged after consuming 10 units of ammo worth of blood sucking (takes 1 second to fully charge it). After charging it for one second or more the Blood Ball will inflict maximum damage / radius. Increment happens within 0.1s intervals. Damage and radius values are interpolated as Lerp (Min, Max, DamageByCharge). DamageByCharge is set to 1 when Blood Ball is fully charged, however undercharged projectile has DamageByCharge of (Current Charge - 0.12 / 0.88). For example, charging the Blood Ball for 0.8s will result in DamageByCharge value of (0.8 - 0.12 / 0.88) = 0.773.

Upon primary attack HRG Vampire replenishes 1 unit of secondary ammo within 0.04s intervals (25 ammo / second). It cost 20 units of ammo to shoot single Crystal Spike and it containts up to 100 units of ammo (5 shots max).

Blood Ball (gravity scale) = 0.5.
Blood Ball (speed) = 2000.
Crystal Spike (speed) = 12000.

Reload (time) = 3.79s.
Time (equip) = 0.39s.
Time (put down) = 1.27s.

Bash: Damage = 26, Rate of fire (per minute) = 61.

Weapon Powers:
Bleed power (Suctioning) = 50.
Gun hit power (Blood Ball normal / heavy impact) = 40 / 350.
Gun hit power (Crystal Spike impact) = 100.
Gun hit power (Suctioning) = 5.
Knockdown power (Blood Ball normal / heavy impact) = 0 / 140.
Penetration power (Crystal Spike impact) = 2.
Poison power (Blood Ball explosion) = 16.
Poison power (Blood Ball normal / heavy impact) = 10 / 30.
Stumble power (Blood Ball explosion) = 40.
Stumble power (Blood Ball normal / heavy impact) = 40 / 350.
Stumble power (Crystal Spike impact) = 250.

When Blood Ball is fully charged it changes its incap powers from normal to heavy.

Upgrades

Upg1 (1500): Base damage x1.15, Base weight + 1.

Notes

  • Min consumed ammo, per attack is 4. Blood Balls do NOT heal its owner. Heal (amount, per explosion, min / max) = 12 / 60.
  • Primary attack (suctioning) essentially works the same way other "flamethrowers" do. Suctioning has post-shooting life time where it does damage without consuming ammo (duration - 0.35s).
  • Blood Ball explosion passes through closed doors, damaging ZEDs and healing players.
  • Fully charged Blood Ball has increased incap powers.
  • Damage type group: Bleeding, Ballistic_Shell, Toxic.

Gallery