EMP Grenade: Difference between revisions

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|Image=KF2EMP Grenade.png
|Image=KF2EMP Grenade.png
|Perk=Berserker
|Perk=Berserker
|Damage=100?
|Damage=100
|Radius=600?
|Radius=600
|Fire Rate=
|Fire Rate=
|Penetration=
|Penetration=
|Accuracy=
|Accuracy=
|AmmoType=grenade
|AmmoType=grenade
|AmmoCost=40?
|AmmoCost=40
|Capacity=5?
|Capacity=5
|Magazine=1?
|Magazine=1
|CanSellBuy=no
|CanSellBuy=no
|AddOns=
|AddOns=

Revision as of 11:56, 23 April 2015

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.
Killing Floor 2 item
EMP Grenade
'
General Information
Perk Berserker
Cost £
Weight
Can sell/buy no
- -
Weapon Information
Ammo cost (grenade) £40
Ammo capacity 5
Magazine capacity 1
Damage 100
Impact damage {{{ImpactDamage}}}
Fuse time {{{Fuse}}}
Radius 600
Head multiplier
Pellets {{{Pellets}}}
Accuracy
Penetration
Fire Rate
Reload time
Healing Information
Heal amount {{{HealAmount}}}
Healing duration {{{HealDuration}}}
Heal charge cost {{{HealChargeCost}}}
Charge regen rate {{{ChargeRegenRate}}}
Misc
Attachments

Description The EMP Grenade is the Berserker's starting grenade.

  • Generates an electricpulse that will both damage and may also stun them for a brief time.

Flavor text

  • If you want more detail - on detonation, it gererates a nanosecond electro-magnetic pulse that will disrupt electrical systems within a short range. Particularly those within the Zeds. Handy, that.

Extra

They do relatively low damage in comparison to the other class grenades. However, they have a stasis effect similar to Killing Floor 1's ZED Gun stasis. The EMP grenade not only slows zeds that are put into stasis, which has the unique capability to cancel a zed's rage and block it from starting for the duration of the stasis. More on that here.