Husk Cannon

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Killing Floor 2 item
Husk Cannon
 8
MAGAZINE SIZE 20
SPARE AMMO CAPACITY 260
DAMAGE
240
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
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 20 + 80
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Secondary Ammunition
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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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 100 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)

However on the practice projectile cannot be released right after getting 1 point of charge power - this weapon can be fired only within 0.4s firing intervals: 0.4s / 0.8s / 1.2s. By these moments weapon will be having either 2 / 4 or 5 (cap) points of the charge power.

So under normal conditions uncharged projectile does 240 damage, has radius of 1.6 meters and incap power multiplier of x1.44, while fully charged one does 450 damage within 2.5m radius and has incap power multiplier of x2.1.

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.

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.