Flamethrower (Killing Floor 2)

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Killing Floor 2 item
Flamethrower
 8
MAGAZINE SIZE 100
SPARE AMMO CAPACITY 500
DAMAGE
21
FIRE RATE
857
ACCURACY
17
PENETRATION
0
Fire mode shoots flame. That's it."
"A classic in any generation. If in doubt, simply burn everything down."
General Information
Pricing 1100
Ammo Cost 83
Weapon Type Flame Weapon
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 100 + 100
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Parry (damage multiplier) ×Expression error: Unexpected round operator.
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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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 Flamethrower is the Firebug's tier 3 weapon.

Description

"Fire mode shoots flame. That's it."

Flavor Text

"A classic in any generation. If in doubt, simply burn everything down."

Technical Information

Damage (per Direct Hit) = 21.
Rate Of Fire = 857 RPM.
Damage Type = Fire.

Flamethrower applies Direct Hit damage to player's initial target and at same time at same rate all nearby targets take indirect damage refered as Splash Damage. Amount of Splash Damage decreases linearly from the distance of player's initial target.

Splash Damage = 5.
Radius = 1.31m.
Falloff = Linear.

Spraying fire at the ground creates a Ground Fire, a small bonfire that lasts for a short period of time and does damage to ZEDs independently of Direct Hits, Splash and Afterburn. Amount of Ground Fire damage decreases linearly from the distance of bonfire epicenter.

Ground Fire Damage = 10.
Radius = 1m.
Falloff = Linear.

Ground Fire appears at rate of 1 per every 0.1 second, lasts for total of 2.5 seconds and does damage within 0.25s intervals. Multiple Ground Fire sources does not overlap each other, player cannot create a new bonfire on top of the current, instead there has to be small distance between two - 0.25 meters.

Damaging ZED by any form of attack makes it suffer from Damage Over Time which is another independent source of the damage. While Direct Hits ans Splash damage shares same DOT attributes, Ground Fire has it's own:

Afterburn DOT (Direct Hits and Splash):

Damage Scale (of respective damage values) = x0.8.
Duration = 1.7s.
Damage Interval = 0.5s.

Afterburn DOT (Ground Fire):

Damage Scale (of Ground Fire damage) = x0.5.
Duration = 5s.
Damage Interval = 1s.

Note that at time there can exist only one type of Fire DOT. By any means only the most effective DOT in terms of total damage (i.e. Damage x Duration / Interval) will be applied at ZED. Each time ZED takes fire damage game picks up such DOT and applies it on ZED (overwrite current DOT if current DOT is less effective).

Bash:
Damage = 28.
Rate Of Fire = 50.

Reload Time = 2.57s (for both tactical and dry reloads).

Equip Time = 0.30s.
Put Down Time = 0.46s.

Weapon Powers:
Burn power (ground fire) = 10.5.
Burn power, per hit or DOT tick = 10.5.
Stumble power, per hit or DOT tick = 20.

Notes

  • Flamethrower can create a Ground Fire.
  • Flame impact has Splash Damage.
  • Players take Splash Damage as well (35% of intial damage) but not from the Ground Fire.
  • Flame has post-shooting life time where it does damage without consuming ammo (duration - 0.35s), which effectively increases damage output per magazine if player uses tap-fire technique.