12/14/2023 0 Comments Killing floor 2 weapons stats list![]() Work together - combine the passive ability to set up door traps with Support's ability to repair destroyed doors. This will let you stun Scrakes and unraged Fleshpounds for a safer kills. Getting M16 for self-defense purposes is a wise choice.ĭon't forget that Scrake resists to explosive damage but extremely vulnerable to ballistic impact of the RPG-7 rocket.īoost the Dynamite's stun power by picking up Concussive Rounds. Keep your eyes on the small ZEDs like Crawlers and Stalkers - as a "big ZED hunter" you are quite vulnerable to sudden close range attacks. They are getting damage bonuses and buffs to their attributes from the respective skills:ĪssaultRifle_M16M203 (bullet damage is NOT affected by skills)īlunt_Pulverizer (both - melee and explosion DO get the bonuses)īallistic_HX25Impact, Ballistic_HX25SubmunitionImpact, Explosive_HX25, ExplosiveSubmunition_HX25īallistic_M16M203, Ballistic_M203Impact, Explosive_M16M203īallistic_RPG7Impact, Explosive_RPG7, Explosive_RPG7BackBlastīallistic_Seeker6Impact, Explosive_Seeker6īludgeon_Pulverizer, Bludgeon_PulverizerBash, Bludgeon_PulverizerHeavy, Explosive_Pulverizer Skill (High Impact Rounds): Only ballistic part of the projectile does additional damage.įollowing weapons and damage types are associated with the Demolitionist.Damage penalty of this skill also affects blunt (melee) part of the Pulverizer. This skill decreases not only explosive damage but also ballistic (impact) damage of the projectile. Skill (Fragmentation Rounds): Explosion radius multiplier of this skill stack with the Mad Bomber as a sum, total multiplier = 1.5 + 0.25 = 1.75.Skill (Extra Rounds): C4 Explosives and Dynamite Grenades does not recieve additional ammunition.Skills (Destroyer of Worlds, Mad Bomber): Players take no self damage when utilize either of skills.Additionally ZED start suffering from the toxic DOT: duration - 5 seconds, interval - 0.3 seconds, damage scale of radiation cloud - x1. Initial explosion and radiation cloud have radius of 3 meters, cloud does damage for total of 8 seconds within 1 second intervals. For the duration of radiation cloud its damage drops down to 20 points of toxic damage. Skill (Destroyer of Worlds): Initial explosion does x1.5 more damage than base value (and also supposed to have x1.35 wider radius, although this part does not work due to replacement of explosion-responsible actor class).Knockdown power multiplier of this skill stack with the Shock Trooper as a sum, total multiplier = 1 + 0.5 + 0.1 = 1.6. Skill (Concusive Rounds): Skill increases knockdown / stun / stumble / gun hit / melee hit power for all on-perk damage types.Due to their nature, explosions do damage only to the body health and does not trace hit zones so this skill will apply additional damage only through the ballistic impact. Skill (Armor Piercing Rounds): Any hit zone that has damage scale multiplier higher than 1 is "critical".Damage modification (passive + skills): Passive damage bonus, Door Traps, Bombardier, High Impact Rounds and Armor Piercing Rounds skills affecting damage of all on-perk weapons (including Knife) or on-perk damage types.During ZED Time, your explosives dish out massive radiation damage, poisoning ZEDs, and explosive rounds will explode at any range.ĭuring ZED Time, you shoot and reload in near real-time, the area of effect of perk weapons increases by 25%, and explosive rounds will explode at any range. 1858 Revolver (and Dual 1858 Revolvers).Some weapons are Tier 5 by default, and thus cannot be upgraded further.ĭropped upgraded weapons will flash orange instead of green. The 9mm Pistol, however, can be upgraded (and is the only weapon that starts at Tier 0 and so can be upgraded the full five times). You cannot upgrade your Knife, Grenades, Armor, HMTech Healer, or Welder. ![]() Damage is increased by a percentage, while weight typically increases by 1 for each upgrade applied. The amount of Dosh to upgrade to the next tier increases each time.Ĭurrently, upgrading a weapon will only increase it's damage and weight. Killing Floor 2 also added the ability for weapons to be upgraded, one tier at a time, all the way up to Tier 5. For example, the Demolitionist M16 M203 Assault Rifle counts as both a Demolitionist weapon and a Commando weapon, so it can gain XP for either perk, and either perk can apply their damage bonuses to it when using it.Ĭross-Perk Weapons are shown in the shop menu, below all the regular weapons for that perk. This is when a weapon for one perk can also count for another perk. ![]() ![]() Killing Floor 2 added Cross-Perk or "Multi-perk" weapons with the Tropical Bash update. ![]()
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