Killerwatt

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Killing Floor 2 item
Killerwatt
 8
MAGAZINE SIZE 50
SPARE AMMO CAPACITY 300
DAMAGE
50
FIRE RATE
700
ACCURACY
68
PENETRATION
0
"Choice of full-auto and overcharge fire modes. Alt-fire to toggle between fire modes."
"Overcharge mode - Charges up while the fire button is pressed and discharges when the fire button is released."
General Information
Pricing 2000
Ammo Cost 84
Weapon Type Assault Rifle
Alternative Weapon Type Electric Weapon
Weapon Information
Starting Ammo 50 + 50
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
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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 Expression error: Unrecognized punctuation character "{".s
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Technical Information
Related Achievements
PS4 Trophies


The Killerwatt is the Survivalist's tier 5 weapon. It is a full-auto futuristic assault rifle that fires consecutive bolts of electricity. It's alternative firing mode allow users to charge and fire a beam of destructive voltage similar to Microwave Gun with its damage and duration (and inaccuracy too) growing as the weapon charges.

Description

"Choice of full-auto and overcharge fire modes. Alt-fire to toggle between fire modes."

Flavor Text

"Overcharge mode - Charges up while the fire button is pressed and discharges when the fire button is released."

Technical Information

Ammo:
Magazine size = 50, Initial spare magazines = 1, Max spare ammo = 300, Ammo pickup scale = x1, Price per mag = 84.

Primary attack:
Damage = 50, ROF = 700, Damage Type = Ballistic (Assault Rifle).

Beam:

  • Damage = 40, Damage Type = Microwave, Duration = 0.25s, Rate Of Damage = 857 (0.07s intervals), Length = approx 5.5m.
  • Beam starts with 0 charges, it gains 1 charge per second while player holds the fire button. Up to 3 charges. While charging it consumes ~8-9 units of ammo per second (500 units / minute). It takes 25 units of ammo to fully charge the Killerwatt.
  • With every charge weapon gets +5 points to damage and +0.75s to its firing duration.
  • Approximate length of the beam where it makes full contact with the target is about 5.4-5.6 meters. While fully charged - about 10-10.5 meters. Note that these are the rough values.

Weapon powers:
EMP (beam) = 10, EMP (primary) = 8, Gun hit power (beam) = 150, Stumble power (primary) = 15.

Bash:
Damage = 26, ROF = 50.

Reload (half / dry) = 2.57s, Elite Reload (half / dry) = 2.24s. Note that while Killerwatt technically does have an elite reload animation, none of the perks has access to it.

Time (equip) = 0.80s, Time (put down) = 0.73s.

Notes

  • While weapon tracers look futuristic and fancy, Killerwatt's primary damage type is actually a Ballistic Rifle, the same type as on Commando's weapons.
  • Highest tier Survivalist weapon, has no upgrades available.
  • Beam penetrates (passes through) multiple ZEDs without damage reduction.
  • Beam cannot hit the head or other specific body parts.
  • Unlike Microwave Gun, Killerwatt's beam does not have splash damage and does not produce Ground Fire. Neither it sets ZEDs on fire.
  • Beam inaccuracy (rotation) grows with the every charge level.
  • Beam starts with 0 charges. Beam may cause obliteration.
  • Does not consume ammo when fully charged.
  • Player moves 25% slower while firing the beam (movement speed x0.75).
  • Primary attack is a hitscan outside of ZED Time. Projectile speed in ZED Time = 225 m/s.
  • Damage type group: Ballistic_AssaultRifle (primary), Microwave.

Gallery