EMP Grenade: Difference between revisions
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'''Technical Information:''' | '''Technical Information:''' | ||
Damage = 25. | Damage = 25.<br /> | ||
Damage Type = EMP. | Damage Type = EMP.<br /> | ||
Explosion Radius = 7m. | Explosion Radius = 7m.<br /> | ||
Explosion Falloff = Linear. | Explosion Falloff = Linear.<br /> | ||
Fuze Time (after hitting the ground) = 0.25s. | Fuze Time (after hitting the ground) = 0.25s.<br /> | ||
EMP Power = 100. Gradually decreases over the distance from the explosion epicenter. | EMP Power = 100. Gradually decreases over the distance from the explosion epicenter.<br /> | ||
'''Strategy:''' | '''Strategy:''' |
Revision as of 08:11, 17 January 2017
This page is under construction.
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.
Killing Floor 2 item | |||
SPARE AMMO CAPACITY | 5 | ||
DAMAGE | 25 | ||
• Generates an electric pulse that will both damage Zeds and may also stun them for a brief time. If you want more detail - on detonation, it generates a nanosecond electro-magnetic pulse that will disrupt electrical systems within a short range. Particularly those within the Zeds. Handy, that. | |||
General Information | |||
Ammo Cost | 40 (per grenade) | ||
Description:
The EMP Grenade is the Berserker's starting grenade.
- Generates an electric pulse that damages and may also stun Zeds for a brief time.
Technical Information:
Damage = 25.
Damage Type = EMP.
Explosion Radius = 7m.
Explosion Falloff = Linear.
Fuze Time (after hitting the ground) = 0.25s.
EMP Power = 100. Gradually decreases over the distance from the explosion epicenter.
Strategy:
- Will slow any effected zeds, as well as disable rage and special attacks (e.g. a Siren's scream), for a short time.