Husk Cannon: Difference between revisions
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| PerkLink=Firebug (Killing Floor 2) | | PerkLink=Firebug (Killing Floor 2) | ||
| WeaponImage=UI_WeaponSelect_HuskCannon.png | | WeaponImage=UI_WeaponSelect_HuskCannon.png | ||
| Damage= | | Damage=80.000000 | ||
| FireRate=150.000000 | | FireRate=150.000000 | ||
| Accuracy=100.000000 | | Accuracy=100.000000 | ||
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==Technical Information== | ==Technical Information== | ||
Uncharged projectile does | 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: | ||
<code>Damage = base damage x (1 + Charges x 0.7)</code><br /><code>Radius = base damage x (1 + Charges x 0.3)</code><br /><code>Incap power = base damage 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.'' | |||
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 base damage = 80, base radius = 100. | |||
<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 /> | |||
Note that the Husk Cannon DOES NOT do any impact damage (only explosive damage). | Note that the Husk Cannon DOES NOT do any impact damage (only explosive damage). | ||
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Stumble power (projectile impact) = up to 170.<br /> | Stumble power (projectile impact) = up to 170.<br /> | ||
===Notes | ==Upgrades== | ||
Upg1 (1500): Base damage x1.1, Base weight + 1. | |||
==Notes== | |||
* Players have 95% resistance to its explosive damage, however they can still take drastic amount of the afterburn damage. | * Players have 95% resistance to its explosive damage, however they can still take drastic amount of the afterburn damage. |
Latest revision as of 07:13, 6 June 2018
Killing Floor 2 item | |||
8
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MAGAZINE SIZE | 20 | ||
SPARE AMMO CAPACITY | 260 | ||
DAMAGE | 80 | ||
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 | 50 | ||
Weapon Type | Explosive | ||
Weapon Information | |||
Starting Ammo | 20 + 80 | ||
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 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:
Damage = base damage x (1 + Charges x 0.7)
Radius = base damage x (1 + Charges x 0.3)
Incap power = base damage 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 0.4s 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 base damage = 80, base radius = 100.
Hold time of 0-0.2s: Damage = 80, Radius = 100. Damage Per Minute: 80 x (60 / 0.4) = 12000.
Hold time of 0.2-0.4s: Damage = 136, Radius = 130. Damage Per Minute: 136 x (60 / 0.4) = 20400.
Hold time of 0.4-0.6s: Damage = 192, Radius = 160. Damage Per Minute: 192 x (60 / 0.8) = 14400.
Hold time of 0.6-0.8s: Damage = 248, Radius = 190. Damage Per Minute: 248 x (60 / 0.8) = 18600.
Hold time of 0.8-1.0s: Damage = 304, Radius = 220. Damage Per Minute: 304 x (60 / 1.2) = 15200.
Hold time of 1-1.2s: Damage = 360, Radius = 250. Damage Per Minute: 360 x (60 / 1.2) = 18000.
Note that the Husk Cannon DOES NOT do any impact damage (only explosive damage).
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 projectile damage) = x0.1.
DOT (ground fire): Duration = 5s, Interval = 1s, Damage scale = x0.5.
Rate Of Fire (theoretical, maximum possible, without charging): 60 / 0.4 = 150, where 0.4s is the minimum interval between shots.
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.
Reload Time = 2.71s.
Reload Time (elite) = 1.92s.
Equip Time = 0.84s.
Putdown Time = 1.27s.
Weapon Powers:
Burn power (ground fire) = 2.5.
Burn power (projectile impact) = 25.
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 95% resistance to its explosive damage, however they can still take drastic amount of the afterburn damage.
- 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 ZEDs / humans.
- Afterburn damage depend on how powerful the shot is.
Strategy
Husk Cannon cannot hit any hitzone but Torso. Its projectile does not do any impact damage which renders Demolitionist's High Impact Rounds and Armor Piercing Rounds skills uneffective.