HRG Entropy
"Best minds of our generation have been working towards this project for the course of half a year now, Research Team presents to you, the pinnacle of medicine and science, ENTROPY.
Even Horzine CEO showed up at this day to give credit to science team, altho at this day the power was out in the whole facility, because prototype consumes a lot of energy."
" - It's highly unstable, don't let it overcharge""Best minds of our generation have been working towards this project for the course of half a year now, Research Team presents to you, the pinnacle of medicine and science, ENTROPY.
Even Horzine CEO showed up at this day to give credit to science team, altho at this day the power was out in the whole facility, because prototype consumes a lot of energy."
HRG Entropy is a tier 5 field medic weapon
Primary fire fires continuous energy beam with healing compound, on impact with any surface this beam creates growing healing zone, as science team explains - beam creates a vortex of healing compound particles, which increases it's entropy / radius the more you hold primary fire.
- Healing zone continuously recovers health of allies(but not your health) and hurts ZEDS, also applying emp power.
If i had to demonstrate how this whole beam and growing zone thing should look, i would say, it looks exactly like Z.E.D. emp beam in kf 1:
- The more you hold primary fire, the more charges HRG Entropy gets - radius of vortex increases, heal amount per tick increases, damage increases, and emp power increases.
- Primary fire charges and fires simultaneously
/ / / optional feature / / /
- If you deplete a whole magazine without stopping, at the last second, excessive amounts of energy in the vortex will create an anomaly that simply will force any zed in it's area (except bosses) to teleport back to their spawns.
- Vortex gives teammates buff - while they're in the zone, they gain temporary armor
Secondary fire works as LMG, Hold the LMB to charge HRG Entropy in simmilar fashion to Killerwat's beam mode, releasing button will discharge energy bullets or as i like to call them "Daggers",
- As you charge weapon, rate of fire after discharging will increase from ~800 up to 1200 max, spray factor and Gun hit power will also increase, minimal charge allows for short accurate bursts.
This weapon is for close - medium range, both healing and shooting wise, as opposed to it's tier. Compared to Hmtech 501 rifle which allows medic to be "anywhere at the same time or focus on multiple areas" with it's healing grenades, this weapon does the opposite, it allows to really focus on one area, gather your science team to withstand even the greatest threat. It's created for the most dangerous situations where other options are not enough to save your team - when your whole team is surrounded, you can just fire a beam into the ground, creating healing zone that grows exponentially, as well as damaging and incacipating zeds in it with emp, at the end of all this mess, trash zeds that are still alive will be teleported away from your team.
LMG mode allows for supporting big zed takedowns or hordes of zeds.
LMG mode allows for supporting big zed takedowns or hordes of zeds.
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