HV Storm Cannon

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Killing Floor 2 item
HV Storm Cannon
 8
MAGAZINE SIZE 8
SPARE AMMO CAPACITY 96
DAMAGE
150
FIRE RATE
150
ACCURACY
100
PENETRATION
0
"Fires a charged electric shot. Headshots spread an electric lightning to other nearby Zeds."
"Horzine recommends: Use it with several Zeds together."
General Information
Pricing 1400
Ammo Cost 40
Weapon Type Electric Weapon
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 8 + 16
Block (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Parry (multiplier for incoming damage) ×Expression error: Unrecognized punctuation character "{".
Secondary Attack
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
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Fire Rate
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Accuracy
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Penetration
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Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
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Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
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Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies

The HV Storm Cannon is one of the Sharpshooter's tier 4 weapons. It is a semi-automaric rifle that fires charged electric shots. Headshots (not necessary lethal) scored with this rifle will spread an electric lightning to other nearby ZEDs in domino fashion damaging their heads and applying EMP incap.

HV Storm Cannon is a DLC weapon. In offline solo play this weapon is only available for players purchased it from the in-game store or owners of Armory Season Pass 2, however should the player owning this weapon join a public server it is become available to everyone as shared content.

Description & Flavor Text

- "Fires a charged electric shot. Headshots spread an electric lightning to other nearby Zeds."

- "Horzine recommends: Use it with several Zeds together."

Technical Information

Damage:

  • Primary attack = 150.
  • Bash = 27.

Upon hitting ZED's head this weapon tracks for nearby enemies to jump-damage their heads (check radius - ZED's collision cylinder radius + 2 meters). First closest enemy takes 25% less damage. Then it checks for more enemies around newly damaged ZED. Second ZED takes 50% less and third - 75% less damage. Each next jump-damage occurs after 0.15s delay since the previous one.

Initial projectile hit does not apply any EMP power on the ZED (only visually), but jump-damage does. However each hit to the head, be it initial impact of jump-damage, for a brief moment makes ZED behave as if it was EMP-panicked / shambling. This effect occurs with every hit on any ZED and has no cooldown, it is not a real EMP application but a simulation of what happens at the beginning of the EMP incap. For a moment this effect disables ZED's rage, attacks and other animations.

Damage Type = EMP (impact), None (jump-damage).

Rate Of Fire:

  • Primary = 150 RPM.
  • Buttstock bash = 37.

Reload Time:

  • Normal: Dry = 2.48s, Tactical = 2.47s.
  • Elite: Dry = 1.98s, Tactical = 1.85s.

Equip Time = 0.71s, Putdown Time = 0.78s.

Weapon Powers:

  • EMP power (jump-damage) = 50.
  • Gun hit power (instant hit / jump-damage) = 150 / 150.
  • Knockdown power (instant hit / jump-damage) = 20 / 20.
  • Melee hit power (instant hit / jump-damage) = 100 / 100.
  • Stumble power (instant hit / jump-damage) = 200 / 200.
  • Stun power (instant hit / jump-damage) = 50 / 50.

Upgrades

  • Upgrade 1 (1500): Base damage x1.15 (172 impact), Base weight + 1 (9 total).
  • Upgrade does not improve jump-damage.

Notes

  • In PC version of the game, for testing purposes players may acquire this weapon by typing following cheat commands in console while in solo play:
    • EnableCheats
    • GiveWeapon KFGameContent.KFWeap_HVStormCannon
  • Chains its damage up to 3 additional ZEDs (to the heads) given that each next of them is closer than 2 meters to the previous one. Initial target takes 150 EMP damage, first (closest) ZED takes x0.75 damage, second - x0.5, third - x0.25. Damage type is EMP for initial impact (affected by Sharpshooter's perk bonuses) and not specified for jump-damage (no bonuses from Sharpshooter skills).
  • No perk bonuses for jump-damage. Jump-damage damage type is not specified, therefore none of the ZEDs is weak or resistant to it. Headshot multiplier must be implied as jump-damage targets head.
  • Even outside of the ZED Time this is not a hitscan weapon, it always fires projectiles (speed - 225 m/s). Damage type group: EMP.

Gallery