Difference between revisions of "Husk Cannon"
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Ground Fire:<br /> | Ground Fire:<br /> | ||
− | Damage = 3, Radius = 1.5m, | + | Damage = 3, Radius = 1.5m, Linear [[Mechanics_(Killing_Floor_2)#Weapons_-_Explosion_falloff|falloff]], Duration = 4s, Interval = 0.5s. |
Afterburn:<br /> | Afterburn:<br /> | ||
[[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] (projectile impact): Duration = 2.5s, Interval = 0.5s, Damage scale (of current ''explosive'' projectile damage) = x0.1.<br /> | [[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] (projectile impact): Duration = 2.5s, Interval = 0.5s, Damage scale (of current ''explosive'' projectile damage) = x0.1.<br /> | ||
− | DOT (ground fire): Duration = 5s, Interval = 1s, Damage scale = x0.5. | + | DOT (ground fire): Duration = 5s, Interval = 1s, Damage scale = x0.5. |
Rate Of Fire (theoretical, maximum possible, without charging): 60 / 0.223 = 269, where 0.223s is the minimum interval between shots.<br /> | Rate Of Fire (theoretical, maximum possible, without charging): 60 / 0.223 = 269, where 0.223s is the minimum interval between shots.<br /> | ||
− | Rate Of Fire (theoretical, maximum possible, all shots fully charged): 60 / 1.115 = 53, where 1.115s is the time that it takes to fully charge the Cannon, note that the actual time is 1.0s, however player have to wait 0.115s more until 5th firing interval expire and the projectile can be released. | + | Rate Of Fire (theoretical, maximum possible, all shots fully charged): 60 / 1.115 = 53, where 1.115s is the time that it takes to fully charge the Cannon, note that the actual time is 1.0s, however player have to wait 0.115s more until 5th firing interval expire and the projectile can be released. |
Reload Time = 2.71s.<br /> | Reload Time = 2.71s.<br /> | ||
− | Reload Time (elite) = 1.92s. | + | Reload Time (elite) = 1.92s. |
Equip Time = 0.84s.<br /> | Equip Time = 0.84s.<br /> | ||
− | Putdown Time = 1.27s. | + | Putdown Time = 1.27s. |
[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br /> | [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br /> | ||
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*Damage, radius and incap power scales up as the weapon charges. Time to fully charge - 1 second. | *Damage, radius and incap power scales up as the weapon charges. Time to fully charge - 1 second. | ||
*Ground Fire spawned only when fully charged. | *Ground Fire spawned only when fully charged. | ||
− | *Does not spawn Ground Fire on impact with ZEDs | + | *Does not spawn Ground Fire on impact with the ZEDs. |
*Afterburn damage depends on how powerful the shot is. | *Afterburn damage depends on how powerful the shot is. | ||
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File:Firebug huskcannon.png|Husk Cannon | File:Firebug huskcannon.png|Husk Cannon | ||
</gallery> | </gallery> | ||
+ | |||
{{KF2NavBox}} | {{KF2NavBox}} |
Latest revision as of 19:00, 4 March 2020
Killing Floor 2 item | |||
8 | |||
MAGAZINE SIZE | 30 | ||
SPARE AMMO CAPACITY | 150 | ||
DAMAGE | 100 | ||
FIRE RATE | 150 | ||
ACCURACY | 100 | ||
PENETRATION | 0 | ||
• "Charges up while the fire button is pressed and discharges when the fire button is released." • "The official Horzine version of the husk cannon. This model is 95% guaranteed not to explode." | |||
General Information | |||
Pricing | 1500 | ||
Ammo Cost | 125 | ||
Weapon Type | Explosive | ||
Weapon Information | |||
Starting Ammo | 30 + 30 | ||
The Husk Cannon is one the Firebug's tier 4 weapons. As a part of multi-perk weapon system Husk Cannon also belong to the arsenal of Demolitionist.
Description
"Charges up while the fire button is pressed and discharges when the fire button is released."
Flavor Text
"The official Horzine version of the husk cannon. This model is 95% guaranteed not to explode."
Technical Information
Uncharged projectile does 40 points of impact and 60 points of the explosive damage within 100 units radius (1 unit = 1cm). Every 0.2s of charging it gains 1 point of charge power up to 5 points after charging the Cannon for 1 second. As weapon charges it does more damage, gets bigger radius and more incap power, all according to formulas:
Damage = base damage x (1 + Charges x 0.8)
Radius = base radius x (1 + Charges x 0.6)
Incap power = base power x (1 + Charges x 0.22)
Important Note: Only builds Charge Power when player holds the fire button. It is mandatory to hold the button in order to improve the stats of the projectile.
Husk Cannon gains 1 point of the charge power per 0.2s of charging (starting from 0). Projectile itself cannot be released right away, instead it fires within 0.223s intervals. Pressing and releasing the fire button right away will provide no charge power at all by the moment of the projectile release time.
Base impact damage = 40, base explosive damage = 60, base radius = 100.
Hold time of 0-0.2s: Damage = 100, Radius = 100. Damage Per Minute: 100 x (60 / 0.223) = 26905.
Hold time of 0.2-0.223s: Damage = 180, Radius = 130. Damage Per Minute: 180 x (60 / 0.223) = 48430.
Hold time of 0.223-0.4s: Damage = 180, Radius = 130. Damage Per Minute: 180 x (60 / 0.446) = 24215.
Hold time of 0.4-0.446s: Damage = 260, Radius = 160. Damage Per Minute: 260 x (60 / 0.446) = 34977.
Hold time of 0.446-0.6s: Damage = 260, Radius = 160. Damage Per Minute: 260 x (60 / 0.669) = 23318.
Hold time of 0.6-0.669s: Damage = 340, Radius = 190. Damage Per Minute: 340 x (60 / 0.669) = 30493.
Hold time of 0.669-0.8s: Damage = 340, Radius = 190. Damage Per Minute: 340 x (60 / 0.902) = 22616.
Hold time of 0.8-0.902s: Damage = 420, Radius = 220. Damage Per Minute: 420 x (60 / 0.902) = 27937.
Hold time of 0.902-1.0s: Damage = 420, Radius = 220. Damage Per Minute: 420 x (60 / 1.115) = 22600.
Hold time of over 1s: Damage = 500, Radius = 250. Damage Per Minute: 500 x (60 / 1.115) = 26905.
Ground Fire:
Damage = 3, Radius = 1.5m, Linear falloff, Duration = 4s, Interval = 0.5s.
Afterburn:
DOT (projectile impact): Duration = 2.5s, Interval = 0.5s, Damage scale (of current explosive projectile damage) = x0.1.
DOT (ground fire): Duration = 5s, Interval = 1s, Damage scale = x0.5.
Rate Of Fire (theoretical, maximum possible, without charging): 60 / 0.223 = 269, where 0.223s is the minimum interval between shots.
Rate Of Fire (theoretical, maximum possible, all shots fully charged): 60 / 1.115 = 53, where 1.115s is the time that it takes to fully charge the Cannon, note that the actual time is 1.0s, however player have to wait 0.115s more until 5th firing interval expire and the projectile can be released.
Reload Time = 2.71s.
Reload Time (elite) = 1.92s.
Equip Time = 0.84s.
Putdown Time = 1.27s.
Weapon Powers:
Burn power (ground fire) = 10.5.
Burn power (projectile impact) = 50.
Burn power, per DOT tick = 15.5.
Knockdown power (projectile impact) = up to 50.
Melee hit power (projectile impact) = up to 50.
Stumble power (projectile impact) = up to 170.
Upgrades
Upg1 (1500): Base damage x1.1, Base weight + 1.
Notes
- Players have 90% resistance to its explosive damage and do not take and DOT from it.
- Damage, radius and incap power scales up as the weapon charges. Time to fully charge - 1 second.
- Ground Fire spawned only when fully charged.
- Does not spawn Ground Fire on impact with the ZEDs.
- Afterburn damage depends on how powerful the shot is.