From Killing Floor Wiki
| Handcannon
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| Statistics:
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| Pricing:
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£500 (£375)
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| Weight:
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4 blocks
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| Ammo:
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8 11 (96)
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| Ammo cost:
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£15 – £180
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| Power:
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| Range:
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| Speed:
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| Dual Handcannons
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| Statistics:
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| Pricing:
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£1000 (£750)
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| Weight:
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4 blocks
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| Ammo:
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16 5 (96)
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| Power:
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| Range:
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| Speed:
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| Related achievements:
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“.50 caliber action express handgun. This is about as big and nasty as personal weapons are going to get. But with an 8 round magazine, it should be used conservatively.” —Trader description
The handcannon, a secondary weapon that is both formidable and expensive. The handcannon is mainly used as a back-up weapon for a Sharpshooter but is popular among all perks due to its power, range, and low weight—only four weight-blocks. It is possible to dual-wield Handcannons, but this limits the effectiveness of the iron-sights and does not increase ammo capacity. The handcannon is primarily for secondary use when things get troublesome (e.g.: groups of Crawlers, which can be dangerous to Berserkers) and is also a one-hit-kill to a Crawler. The handcannon also yields two advantages against Clots over the 9mm tactical pistol due to its ability to penetrate several with each hit (with diminishing damage) and because it only takes one hit to destroy the head of a Clot and kill it consistently as opposed to its lesser counterpart.
The handcannon may be found lying on the ground, randomly spawned by the game. It has a headshot multiplier of 1.1, which can be improved by Sharpshooter perk.
[edit] Tactics
- A single handcannon is often used as a backup for a main weapon with limited range, such as the shotgun, the flamethrower, or any melee weapon. When there are no specimens in range of the main weapon, the player can take long shots at approaching enemies and rack up some headshots for his or her Sharpshooter Perk.
- Dual handcannons are often used as a backup for long-range weapons, such as the lever-action rifle, L.A.W or crossbow. With an increased rate of fire and reduced accuracy, dual handcannons can be a good tool to deal with enemies that have gotten too close in too many numbers to safely eliminate with the main weapon. Its also good in a moment of panic where the player is swarmed by many enemies. The penetration of the weapon allows the player to damage multiple targets at once. This strategy can be thought of like using the dual handcannons as a weaker shotgun type weapon.
- As a Sharpshooter when you're dealing with a single specimen; It's better to switch for your 9mm pistol for conserving handcannon ammo. Handcannon is a great way to deal with simple crowds but also has low ammo reserve.
- When under attack by a Scrake, use dual handcannons and aim for its head. On normal or lower difficulty it will fall before you empty your magazines if you successfully land most of bullets in his head (works only with Sharpshooter perk due to headshot bonuses).
- If you find a stray handcannon, it is always wise to pick it up if you can. Aside from the firepower it can bring, the handcannon sells for £375.
- As a support specialist, finding a stray handcannon or two is a very powerful start. They pack heavy firepower for a weapon their size, complementing a shotgun for range, and sell for a lot of money when you don't need them.
[edit] Advantages & Disadvantages
[edit] Advantages
- Powerful and accurate.
- Good iron-sights for headshots, unless dual wielded.
- Extremely good at killing early wave specimens, particularly Crawlers.
- When dual wielded can be fired rapidly to take down mid-wave specimens.
- Light weight compared to all other heavy hitter alternatives.
- Pierces targets and makes it possible to stun or kill a few lined up specimen by a single shot.
[edit] Disadvantages
- High recoil; this is especially noticeable when dual wielding or not using Sharpshooter.
- Rather expensive without Sharpshooter discount.
- Low magazine capacity of only 8, unless dual wielded.
- Basically no iron sights when dual wielded.
- Relatively low ammo reserve.
- As an off perk weapon, nearly useless on higher difficulties when dealing with smaller specimen.
[edit] Statistics
The Sharpshooter perk receives a discount on Handcannons from the Trader.
| Level
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Discount
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Price |
Sale value |
Head damage |
Single reload time (s) |
Dual reload time (s)
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| Base |
0%
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£500 |
£375 |
126 |
2.2 |
3.5
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| 0 |
10%
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£450 |
£337 |
138 |
2.2 |
3.5
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| 1 |
20%
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£400 |
£299 |
152 |
1.98 |
3.15
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| 2 |
30%
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£350 |
£262 |
173 |
1.76 |
2.8
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| 3 |
40%
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£300 |
£224 |
196 |
1.54 |
2.45
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| 4 |
50%
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£250 |
£187 |
229 |
1.32 |
2.1
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| 5 |
60%
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£200 |
£149 |
283 |
1.1 |
1.75
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| 6 |
70%
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£150 |
£112 |
302 |
0.88 |
1.4
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[edit] Trivia
- There is a small Biological Hazard symbol imprinted on the grip of the weapon. See the above image.
- When dual handcannons are directly bought from the trader, the player will only receive 48 rounds of ammunition. However, when two handcannons are bought separately for the exact same price, the player will receive 96 rounds of ammunition instead.
- When a player sell off one of his dual handcannons to the trader, he will receive an additional 48 rounds of ammunition. However, he will only receive half of the listed selling price.
- When dual handcannons are directly bought from the trader, only 8 rounds will be loaded, instead of the full 16.
- When reloading, it is seen that the slide isn't locked fully-back, and is actually about 2 inches from being so.
- The files as well as in-game voices refer to the Handcannon's cartridge as .50 Action Express. However, its magazines hold 8 rounds, more than those of the .50 AE version of the gun could hold.
[edit] Origin
The Handcannon most closely resembles the Desert Eagle Mark XIX .50 AE, which holds 7 rounds in each magazine. This difference is present for balance purposes.