Husk Cannon: Difference between revisions

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[[Category:KF2]]
{{KF2WeaponInfo
{{KF2WeaponInfo
| Name=Husk Cannon
| Name=Husk Cannon
| PerkImage=KF2_Perk_Firebug_White.png
| PerkImage=KF2_Perk_Firebug_White.png
| PerkLink=Firebug (Killing Floor 2)
| PerkLink=Firebug (Killing Floor 2)
| MultiPerkImage=KF2_Perk_Demolitionist_White.png
| MultiPerkLink=Demolitionist (Killing Floor 2)
| WeaponImage=UI_WeaponSelect_HuskCannon.png
| WeaponImage=UI_WeaponSelect_HuskCannon.png
| Damage=80.000000
| Damage=100.000000
| FireRate=150.000000
| FireRate=150.000000
| Accuracy=100.000000
| Accuracy=100.000000
| Penetration=0.000000
| Penetration=0.000000
| MagazineSize=20
| MagazineSize=30
| AmmoCapacity=260
| AmmoCapacity=150
| Description=• ''"Charges up while the fire button is pressed and discharges when the fire button is released."''<br />• ''"The official Horzine version of the husk cannon. This model is 95% guaranteed not to explode."''
| Description=• ''"Charges up while the fire button is pressed and discharges when the fire button is released."''<br />• ''"The official Horzine version of the husk cannon. This model is 95% guaranteed not to explode."''
|
|
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| Weight=8
| Weight=8
|
|
| InitialSpareMags=4
| InitialSpareMags=1
| AmmoCost=50
| AmmoCost=125
| Block=
| Block=
| Parry=
| Parry=
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| Achievement_0_Name=
| Achievement_0_Name=
}}
}}
The '''Husk Cannon''' is one the [[Firebug (Killing_Floor_2) | Firebug's]] ''tier 4'' weapons. As a part of multi-perk weapon system Husk Cannon also belong to the arsenal of [[Demolitionist_(Killing_Floor_2)|Demolitionist]].
The '''Husk Cannon''' is one the [[Firebug (Killing_Floor_2) | Firebug's]] ''tier 4'' weapons. As a part of multi-perk weapon system Husk Cannon also belong to the arsenal of [[Demolitionist_(Killing_Floor_2)|Demolitionist]].


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==Technical Information==
==Technical Information==


Uncharged projectile does 80 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:
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:


<code>Damage = base damage x (1 + Charges x 0.7)</code><br /><code>Radius = base radius x (1 + Charges x 0.3)</code><br /><code>Incap power = base power x (1 + Charges x 0.22)</code><br />
<code>Damage = base damage x (1 + Charges x 0.8)</code><br /><code>Radius = base radius x (1 + Charges x 0.6)</code><br /><code>Incap power = base power x (1 + Charges x 0.22)</code><br />


'''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.''
'''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 0.4s intervals: 0.4s /0.8s /1.2s. Pressing and releasing the fire button right away will provide no charge power at all by the moment of the projectile release time.
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.
 
<code>Hold time of 0-0.2s: Damage = 100, Radius = 100. Damage Per Minute: 100 x (60 / 0.223) = 26905.</code>
 
<code>Hold time of 0.2-0.223s: Damage = 180, Radius = 130. Damage Per Minute: 180 x (60 / 0.223) = 48430.</code><br /><code>Hold time of 0.223-0.4s: Damage = 180, Radius = 130. Damage Per Minute: 180 x (60 / 0.446) = 24215.</code>
 
<code>Hold time of 0.4-0.446s: Damage = 260, Radius = 160. Damage Per Minute: 260 x (60 / 0.446) = 34977.</code><br /><code>Hold time of 0.446-0.6s: Damage = 260, Radius = 160. Damage Per Minute: 260 x (60 / 0.669) = 23318.</code>


Husk Cannon base damage = 80, base radius = 100.
<code>Hold time of 0.6-0.669s: Damage = 340, Radius = 190. Damage Per Minute: 340 x (60 / 0.669) = 30493.</code><br /><code>Hold time of 0.669-0.8s: Damage = 340, Radius = 190. Damage Per Minute: 340 x (60 / 0.902) = 22616.</code>


<code>Hold time of 0-0.2s: Damage = 80, Radius = 100. Damage Per Minute: 80 x (60 / 0.4) = 12000.</code><br /><code>Hold time of 0.2-0.4s: Damage = 136, Radius = 130. Damage Per Minute: 136 x (60 / 0.4) = 20400.</code><br /><code>Hold time of 0.4-0.6s: Damage = 192, Radius = 160. Damage Per Minute: 192 x (60 / 0.8) = 14400.</code><br /><code>Hold time of 0.6-0.8s: Damage = 248, Radius = 190. Damage Per Minute: 248 x (60 / 0.8) = 18600.</code><br /><code>Hold time of 0.8-1.0s: Damage = 304, Radius = 220. Damage Per Minute: 304 x (60 / 1.2) = 15200.</code><br /><code>Hold time of 1-1.2s: Damage = 360, Radius = 250. Damage Per Minute: 360 x (60 / 1.2) = 18000.</code><br />
<code>Hold time of 0.8-0.902s: Damage = 420, Radius = 220. Damage Per Minute: 420 x (60 / 0.902) = 27937.</code><br /><code>Hold time of 0.902-1.0s: Damage = 420, Radius = 220. Damage Per Minute: 420 x (60 / 1.115) = 22600.</code>


Note that the Husk Cannon DOES NOT do any impact damage (only explosive damage).
<code>Hold time of over 1s: Damage = 500, Radius = 250. Damage Per Minute: 500 x (60 / 1.115) = 26905.</code>


Ground Fire:<br />
Ground Fire:<br />
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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 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.<br />
DOT (ground fire): Duration = 5s, Interval = 1s, Damage scale = x0.5.


Rate Of Fire (theoretical, maximum possible, without charging): 60 / 0.4 = 150, where 0.4s 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 / 1.2 = 50, where 1.2s is the time that it takes to fully charge the Cannon, note that the actual time is 1.0s, however player have to wait 0.2s more until 3rd firing interval expire and projectile can be released.<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.


Reload Time = 2.71s.<br />
Reload Time = 2.71s.<br />
Reload Time (elite) = 1.92s.<br />
Reload Time (elite) = 1.92s.


Equip Time = 0.84s.<br />
Equip Time = 0.84s.<br />
Putdown Time = 1.27s.<br />
Putdown Time = 1.27s.


Weapon Powers:<br />
[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Weapon Powers]]:<br />
Burn power (ground fire) = 2.5.<br />
Burn power (ground fire) = 10.5.<br />
Burn power (projectile impact) = 25.<br />
Burn power (projectile impact) = 50.<br />
Burn power, per DOT tick = 15.5.<br />
Burn power, per DOT tick = 15.5.<br />
Knockdown power (projectile impact) = up to 50.<br />
Knockdown power (projectile impact) = up to 50.<br />
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==Notes==
==Notes==


*Players have 95% resistance to its explosive damage, however they can still take drastic amount of the afterburn damage.
*Players have 90% resistance to its explosive damage and do not take any DOT from it.
*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 / humans.
*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.


==Strategy==
==Gallery==
 
Husk Cannon cannot hit any [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|hitzone]] but Torso. Its projectile does not do any impact damage which renders [[Demolitionist_(Killing_Floor_2)|Demolitionist's]] ''High Impact Rounds'' and ''Armor Piercing Rounds'' skills uneffective.
 
== Gallery ==
<gallery mode="packed" heights="275">
<gallery mode="packed" heights="275">
File:Firebug huskcannon.png|Husk Cannon
File:Firebug huskcannon.png|Husk Cannon
</gallery>{{KF2NavBox}}
</gallery>
 
{{KF2NavBox}}

Latest revision as of 08:24, 1 March 2021

Killing Floor 2 item
Husk Cannon
 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
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 30 + 30
Block (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Parry (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Secondary Attack
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
Expression error: Unrecognized punctuation character "{".
Fire Rate
Expression error: Unrecognized punctuation character "{".
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
Expression error: Unrecognized punctuation character "{".
Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
Ammo Consumption (per use) Expression error: Unrecognized punctuation character "{".
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount Expression error: Unexpected round operator.
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 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, No 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 any 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.

Gallery