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m (Reverted edits by AliansStayler (talk) to last revision by GotenSakurauchi (script)) Tag: Manual revert |
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! [[File:Icons Campaign.png|20px|link=]] Unlocked through an [[assignment#Equipment_Licenses|assignment]] |
! [[File:Icons Campaign.png|20px|link=]] Unlocked through an [[assignment#Equipment_Licenses|assignment]] |
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|- |
|- |
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− | | style="padding: 5px;" |Requires [[Gunner]] {{level}} |
+ | | style="padding: 5px;" |Requires [[Gunner]] {{level}} 18 |
----- |
----- |
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Purchased for: <br> {{Price table | width = 150px |
Purchased for: <br> {{Price table | width = 150px |
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| firerate = 3 |
| firerate = 3 |
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| reload = 3.5 |
| reload = 3.5 |
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+ | |custom2=1m|custom2 name=[[Area Damage|Maximum Damage Radius]]|custom3=50%|custom3 name=[[Area Damage|Minimum Damage]]}} |
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− | }} |
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|} |
|} |
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</div> |
</div> |
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{{quote| |
{{quote| |
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− | The Hurricane has quickly gotten a reputation for being a very crowd-pleasing weapon - unless we're talking about the crowd it is being aimed at. It stows a weapons package usually reserved for heavy |
+ | The Hurricane has quickly gotten a reputation for being a very crowd-pleasing weapon - unless we're talking about the crowd it is being aimed at. It stows a weapons package usually reserved for heavy-duty tripods into something a hearty dwarf can carry with ease and has even been upgraded with sophisticated tracking software. |
|Item Description}} |
|Item Description}} |
||
− | The ''{{PAGENAME}}'' is an unlockable primary weapon for the [[Gunner]]. It is a portable |
+ | The '''{{PAGENAME}}''' is an unlockable primary weapon for the [[Gunner]]. It is a portable multi-tube rocket launcher system with a targeting package including a laser designator, allowing for its missiles to be manually guided after launch. It consists of a nine-tube launch assembly in the front, a large drum on the side that feeds missiles into the weapon, and a laser designator mounted near the rear grip. |
+ | |||
⚫ | The most notable feature of this weapon is its ability to guide missiles to wherever the operator is aiming the laser designator. The guidance is applied to all missiles that are launched and cannot be disabled except through the use of Overclock modifications. However, unequipping the weapon switch off the laser designator and cause any in-flight missiles to lose their guidance. The guidance of these missiles can then be re-established by swapping back to the weapon while the missiles remain in flight. |
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+ | <br /> |
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⚫ | The most notable feature of this weapon is its ability to guide missiles to wherever the |
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<div style="float:left;"> |
<div style="float:left;"> |
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{{clear}} |
{{clear}} |
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− | == |
+ | ==Modifications== |
{{Mod notice|Weapon}} |
{{Mod notice|Weapon}} |
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{| class="wikitable" style="text-align:center" width="100%" |
{| class="wikitable" style="text-align:center" width="100%" |
||
− | ! colspan=" |
+ | ! colspan="5" |"Hurricane" Guided Rocket System Modifications |
− | ! |
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|- |
|- |
||
− | ! width=" |
+ | ! width="60px" | |
− | ! width="20%" | Mod |
+ | ! width="20%" | Mod |
− | ! width="20%" | Effect |
+ | ! width="20%" | Effect |
− | ! Description |
+ | ! In Game Description |
− | ! Price |
+ | ! width="150px" | Price |
|- |
|- |
||
! rowspan="3" style="border-bottom-width: 3px;" |Tier 1 |
! rowspan="3" style="border-bottom-width: 3px;" |Tier 1 |
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| style="padding: 10px;" |{{icon upgrade|Ammo}}<br/>Missile Belt |
| style="padding: 10px;" |{{icon upgrade|Ammo}}<br/>Missile Belt |
||
| +72 Max Ammo |
| +72 Max Ammo |
||
− | | Extra missiles stored in fancy belts. One for each shoulder! |
+ | | "''Extra missiles stored in fancy belts. One for each shoulder!''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 1200 |
| credits = 1200 |
||
| bismor = 25 |
| bismor = 25 |
||
}} |
}} |
||
|- |
|- |
||
− | | style="padding:10px" |{{icon upgrade|DamageGeneral}}<br/>Pressurized Gas |
+ | | style="padding:10px" |{{icon upgrade|DamageGeneral}}<br/>Pressurized Gas Cylinders |
− | | +4 Damage |
+ | | +4 Direct Damage |
− | | With |
+ | | "''With gas cylinders filled to the brim your missiles really pack a punch!''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 1200 |
| credits = 1200 |
||
| croppa = 25 |
| croppa = 25 |
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|- |
|- |
||
| style="border-bottom-width: 3px; padding: 10px;" |{{icon upgrade|Area}}<br/>Increased Blast Radius |
| style="border-bottom-width: 3px; padding: 10px;" |{{icon upgrade|Area}}<br/>Increased Blast Radius |
||
− | | style="border-bottom-width: 3px;" | |
+ | | style="border-bottom-width: 3px;" | +0.8 Effect Radius |
− | | style="border-bottom-width: 3px;" | R&D improved the fuel consumption rate of your missiles, leaving more fuel on impact and a bigger explosion. |
+ | | style="border-bottom-width: 3px;" | "''R&D improved the fuel consumption rate of your missiles, leaving more fuel on impact and a bigger explosion.''" |
− | | style="border-bottom-width: 3px;" | {{Price table |
+ | | style="border-bottom-width: 3px;" | {{Price table |
| credits = 1200 |
| credits = 1200 |
||
| magnite = 25 |
| magnite = 25 |
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! rowspan="2" style="border-bottom-width: 3px;" |Tier 2<br>{{level}} -- |
! rowspan="2" style="border-bottom-width: 3px;" |Tier 2<br>{{level}} -- |
||
| style="padding: 10px;" | {{icon upgrade|ProjectileSpeed}}<br/>Bigger Jet Engine |
| style="padding: 10px;" | {{icon upgrade|ProjectileSpeed}}<br/>Bigger Jet Engine |
||
− | | + |
+ | | +60% Projectile Velocity, +125% Turn Rate |
− | | The engines in your missiles have been replaced with a more powerful variant, increasing their max velocity and turn rate. |
+ | | "''The engines in your missiles have been replaced with a more powerful variant, increasing their max velocity and turn rate.''" |
− | | style="border-bottom-width: |
+ | | style="border-bottom-width: 1px;" | {{Price table |
| credits = 2000 |
| credits = 2000 |
||
| magnite = 24 |
| magnite = 24 |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|ArmorBreaking}}<br/>Anti-Tank Missiles |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|ArmorBreaking}}<br/>Anti-Tank Missiles |
||
| style="border-bottom-width: 3px;" | +100% Armor Break Bonus |
| style="border-bottom-width: 3px;" | +100% Armor Break Bonus |
||
− | | style="border-bottom-width: 3px;" | These anti-tank missiles will crack those big bugs' plating like an egg |
+ | | style="border-bottom-width: 3px;" | "''These anti-tank missiles will crack those big bugs' plating like an egg''" |
− | | style="border-bottom-width: 3px;" | {{Price table |
+ | | style="border-bottom-width: 3px;" | {{Price table |
| credits = 2000 |
| credits = 2000 |
||
| jadiz = 24 |
| jadiz = 24 |
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| style="padding: 10px;" |{{icon upgrade|ClipSize}}<br/>Nano Missles |
| style="padding: 10px;" |{{icon upgrade|ClipSize}}<br/>Nano Missles |
||
| +36 Magazine Size |
| +36 Magazine Size |
||
− | | Half the size, but just as lethal. Your magazines can store a lot more missiles now. |
+ | | "''Half the size, but just as lethal. Your magazines can store a lot more missiles now.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 2800 |
| credits = 2800 |
||
− | | enor |
+ | | enor pearl = 35 |
| umanite = 50 |
| umanite = 50 |
||
}} |
}} |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|FireRate}}<br/>Improved Feed Mechanism |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|FireRate}}<br/>Improved Feed Mechanism |
||
| style="border-bottom-width: 3px;" | +1 Rate of Fire |
| style="border-bottom-width: 3px;" | +1 Rate of Fire |
||
− | | style="border-bottom-width: 3px;" | R&D improved the feed mechanism of this bad boy, making it fire faster! |
+ | | style="border-bottom-width: 3px;" | "''R&D improved the feed mechanism of this bad boy, making it fire faster!''" |
− | | style="border-bottom-width: 3px;" | {{Price table |
+ | | style="border-bottom-width: 3px;" | {{Price table |
| credits = 2800 |
| credits = 2800 |
||
| croppa = 50 |
| croppa = 50 |
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! rowspan="2" style="border-bottom-width: 3px;" |Tier 4<br>{{level}} -- |
! rowspan="2" style="border-bottom-width: 3px;" |Tier 4<br>{{level}} -- |
||
| style="padding: 10px;" |{{icon upgrade|Weakspot|45px}}<br/>Shrapnel Load |
| style="padding: 10px;" |{{icon upgrade|Weakspot|45px}}<br/>Shrapnel Load |
||
− | | |
+ | | +50% Weak Spot Bonus |
− | | R&D packed a little surprise in the missile heads that will tear those creature's fleshy bits to shreds. |
+ | | "''R&D packed a little surprise in the missile heads that will tear those creature's fleshy bits to shreds.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 4800 |
| credits = 4800 |
||
− | | |
+ | | umanite = 72 |
| croppa = 50 |
| croppa = 50 |
||
| bismor = 48 |
| bismor = 48 |
||
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Area_Damage}}<br/>Zip Fuel |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Area_Damage}}<br/>Zip Fuel |
||
| style="border-bottom-width: 3px;" | +4 Area Damage |
| style="border-bottom-width: 3px;" | +4 Area Damage |
||
− | | style="border-bottom-width: 3px;" | With this high energy fuel the impact force of your missiles hit like a truck. |
+ | | style="border-bottom-width: 3px;" | "''With this high energy fuel the impact force of your missiles hit like a truck.''" |
− | | style="border-bottom-width: 3px;" | {{Price table |
+ | | style="border-bottom-width: 3px;" | {{Price table |
| credits = 4800 |
| credits = 4800 |
||
− | | enor |
+ | | enor pearl = 48 |
− | | |
+ | | umanite = 72 |
| magnite = 50 |
| magnite = 50 |
||
}} |
}} |
||
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! rowspan="3" style="border-bottom-width: 3px;" |Tier 5<br>{{level}} -- |
! rowspan="3" style="border-bottom-width: 3px;" |Tier 5<br>{{level}} -- |
||
| style="padding: 10px;" | {{icon upgrade|Heat}}<br/>Napalm-Infused Rounds |
| style="padding: 10px;" | {{icon upgrade|Heat}}<br/>Napalm-Infused Rounds |
||
− | | +33% |
+ | | +33% Damage Coverted to Heat |
− | | 33% damage converted to heat. This will reduce direct damage, but can set enemies on fire. |
+ | | "''33% damage converted to heat. This will reduce direct damage, but can set enemies on fire.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 5600 |
| credits = 5600 |
||
| jadiz = 64 |
| jadiz = 64 |
||
| croppa = 70 |
| croppa = 70 |
||
− | | |
+ | | bismor = 140 |
}} |
}} |
||
|- |
|- |
||
| style="padding: 10px;" | {{icon upgrade|Stun}}<br/>Uncontrolled Decompression |
| style="padding: 10px;" | {{icon upgrade|Stun}}<br/>Uncontrolled Decompression |
||
| +25% Stun chance, |
| +25% Stun chance, |
||
− | + | +3s Stun Duration |
|
− | | R&D furiously hit each missile with a wrench to give the impact shockwaves some more oomph. |
+ | | "''R&D furiously hit each missile with a wrench to give the impact shockwaves some more oomph.''" |
− | | {{Price table |
+ | | {{Price table |
| credits = 5600 |
| credits = 5600 |
||
− | | enor |
+ | | enor pearl = 140 |
| umanite = 70 |
| umanite = 70 |
||
| magnite = 64 |
| magnite = 64 |
||
}} |
}} |
||
|- |
|- |
||
− | | style="padding: 10px;" | |
+ | | style="padding: 10px;" | {{icon upgrade overclock|LastShellHigherDamage}} <br />Nitroglycerin Rounds |
| + Nitroglycerin Compound |
| + Nitroglycerin Compound |
||
− | | |
+ | |"''With a pinch of nitroglycerin added to the fuel your missiles become ticking time-bombs, doing increased damage the longer they stay in the air.''" |
− | | |
+ | |{{Price table |
| credits = 5600 |
| credits = 5600 |
||
| magnite = 70 |
| magnite = 70 |
||
| croppa = 64 |
| croppa = 64 |
||
− | | |
+ | | bismor = 140 |
}} |
}} |
||
|} |
|} |
||
− | == |
+ | ==Overclocks== |
{{OC Notice}} |
{{OC Notice}} |
||
{{Overclock table hurricane guided rocket system}} |
{{Overclock table hurricane guided rocket system}} |
||
− | == |
+ | ==Stats Breakdown== |
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | ====Nitroglycerin Rounds==== |
||
⚫ | |||
+ | {{icon upgrade overclock|LastShellHigherDamage|64px|extra=left}} For every 0.75 seconds that a missile has flown through the air it gains +1 Area Damage. |
||
− | === Unique Overclocks === |
||
− | === |
+ | ===Unique Overclocks === |
+ | |||
+ | ==== Minelayer System==== |
||
{{Icon overclock full |Balanced|Special}} |
{{Icon overclock full |Balanced|Special}} |
||
− | When missiles impact terrain, they transform into mines that will detonate when enemies get too close. Mines have a |
+ | When missiles impact terrain, they transform into mines that will detonate when enemies get too close. Mines have a 15 second lifetime, do 2.75x Area Damage, have a x1.5 AoE Radius, and trigger when enemies get within 2m. |
+ | *While the mines do benefit from Nitroglycerin Rounds, they only accumulate the damage bonus while in flight. After impacting terrain the mine will not accumulate any further bonus damage from Nitroglycerin Rounds. |
||
⚫ | |||
+ | |||
⚫ | |||
{{Icon overclock full |Balanced|BulletPenetration}} |
{{Icon overclock full |Balanced|BulletPenetration}} |
||
− | Missiles are no longer destroyed when they impact enemies. Each missile can damage enemies up to 5 times |
+ | Missiles are no longer destroyed when they impact enemies. Each missile can damage enemies up to 5 times, there's a maximum of 18 missiles in the air at once, and each missile has a lifetime of 20 seconds. |
− | ==== |
+ | ====Salvo Module==== |
− | {{Icon overclock full |Unstable|}} |
+ | {{Icon overclock full |Unstable|Shotgun Blast}} |
− | Hold down the trigger to load up to 9 missiles into a single, unguided shot. Salvo Missiles have their Starting Velocity and Max Velocity increased to 20 m/sec by default. For each missile added to the salvo |
+ | Hold down the trigger to load up to 9 missiles into a single, unguided shot. Salvo Missiles have their Starting Velocity and Max Velocity increased to 20 m/sec by default. For each additional missile added to the salvo all missiles deal bonus area and direct damage up to +4 Area Damage and +4 Direct Damage. The minimum damage bonus is +1 Area Damage and +1 Direct damage for only one missile launched. Missiles fired by tapping the trigger are still guided, however, these missiles also suffer from the initial salvo spread. |
+ | *Bonus Damage Formula: 0.625 + (0.375 * Missiles Loaded) |
||
⚫ | |||
+ | |||
⚫ | |||
Each modification that is purchased advances a mastery bar by one unit. |
Each modification that is purchased advances a mastery bar by one unit. |
||
Mastery unlocks: |
Mastery unlocks: |
||
− | * |
+ | *Three modifications – '''First Stripe''' Weapon Paintjob [[File:Icon_Skin_First_Stripe.png|20px]] |
− | * Seven modifications – '''Deepcore''' Weapon Paintjob [[File:Icon_Skin_Deepcore.png|20px |
+ | * Seven modifications – '''Deepcore''' Weapon Paintjob [[File:Icon_Skin_Deepcore.png|20px]] |
− | * |
+ | *All <!--is it 13? (13)--> modifications – '''The Company Special''' Weapon Paintjob [[File:Icon_Skin_The_Company_Special.png|20px]] |
− | == |
+ | ==Skins== |
<!-- |
<!-- |
||
Full gallery of skins can be seen at [[Weapon Skins#LOK-1 Smart Rifle|Weapon Skins]] |
Full gallery of skins can be seen at [[Weapon Skins#LOK-1 Smart Rifle|Weapon Skins]] |
||
--> |
--> |
||
− | == |
+ | ==Gallery== |
+ | |||
⚫ | |||
+ | *The weapon's full ammo interaction consists of the Gunner removing the middle rocket from the exposed top and "flying" it slowly through the air like a toy, occasionally mimicking rocket sounds before putting it back. |
||
+ | **If the weapon has no ammo left, the Gunner will reach for a rocket and shake his fist angrily upon realizing there are none left, usually accompanied by angry grumbling. |
||
+ | ***The Hurricane is the only weapon in [[Deep Rock Galactic]] to have a unique out-of-ammo interaction. |
||
⚫ | |||
⚫ | |||
⚫ | |||
{{Equipment nav}} |
{{Equipment nav}} |
||
+ | {{DEFAULTSORT:Hurricane}} |
||
[[Category:Equipment]] |
[[Category:Equipment]] |
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[[Category:Primary Weapons]] |
[[Category:Primary Weapons]] |
Latest revision as of 01:34, 17 November 2023
This article is a stub. You can help Deep Rock Galactic Wiki by expanding it. |
This article may need cleanup to meet quality standards.
Please help improve this if you can. The Discussion page may contain suggestions. |
Please help improve this if you can. The Discussion page may contain suggestions.
Unlocked through an assignment |
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Requires Gunner 18
Purchased for: |
Initial Stats | ||||||||||||||||||
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|
“ |
The Hurricane has quickly gotten a reputation for being a very crowd-pleasing weapon - unless we're talking about the crowd it is being aimed at. It stows a weapons package usually reserved for heavy-duty tripods into something a hearty dwarf can carry with ease and has even been upgraded with sophisticated tracking software. |
— Item Description |
The "Hurricane" Guided Rocket System is an unlockable primary weapon for the Gunner. It is a portable multi-tube rocket launcher system with a targeting package including a laser designator, allowing for its missiles to be manually guided after launch. It consists of a nine-tube launch assembly in the front, a large drum on the side that feeds missiles into the weapon, and a laser designator mounted near the rear grip.
The most notable feature of this weapon is its ability to guide missiles to wherever the operator is aiming the laser designator. The guidance is applied to all missiles that are launched and cannot be disabled except through the use of Overclock modifications. However, unequipping the weapon switch off the laser designator and cause any in-flight missiles to lose their guidance. The guidance of these missiles can then be re-established by swapping back to the weapon while the missiles remain in flight.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclocks
Overclock calculations happen after modifiers.
Stats Breakdown
Understanding the Weapon
- Direct Damage is how much damage is dealt upon direct impact of a missile.
- Area Damage is how much damage is dealt in addition to the direct damage within the damage radius around the impact.
Unique Modifications
Nitroglycerin Rounds
For every 0.75 seconds that a missile has flown through the air it gains +1 Area Damage.
Unique Overclocks
Minelayer System
When missiles impact terrain, they transform into mines that will detonate when enemies get too close. Mines have a 15 second lifetime, do 2.75x Area Damage, have a x1.5 AoE Radius, and trigger when enemies get within 2m.
- While the mines do benefit from Nitroglycerin Rounds, they only accumulate the damage bonus while in flight. After impacting terrain the mine will not accumulate any further bonus damage from Nitroglycerin Rounds.
Plasma Burster Missiles
Missiles are no longer destroyed when they impact enemies. Each missile can damage enemies up to 5 times, there's a maximum of 18 missiles in the air at once, and each missile has a lifetime of 20 seconds.
Salvo Module
Hold down the trigger to load up to 9 missiles into a single, unguided shot. Salvo Missiles have their Starting Velocity and Max Velocity increased to 20 m/sec by default. For each additional missile added to the salvo all missiles deal bonus area and direct damage up to +4 Area Damage and +4 Direct Damage. The minimum damage bonus is +1 Area Damage and +1 Direct damage for only one missile launched. Missiles fired by tapping the trigger are still guided, however, these missiles also suffer from the initial salvo spread.
- Bonus Damage Formula: 0.625 + (0.375 * Missiles Loaded)
Mastery
Each modification that is purchased advances a mastery bar by one unit.
Mastery unlocks:
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All modifications – The Company Special Weapon Paintjob
Skins
Gallery
Trivia
- The weapon's full ammo interaction consists of the Gunner removing the middle rocket from the exposed top and "flying" it slowly through the air like a toy, occasionally mimicking rocket sounds before putting it back.
- If the weapon has no ammo left, the Gunner will reach for a rocket and shake his fist angrily upon realizing there are none left, usually accompanied by angry grumbling.
- The Hurricane is the only weapon in Deep Rock Galactic to have a unique out-of-ammo interaction.
- If the weapon has no ammo left, the Gunner will reach for a rocket and shake his fist angrily upon realizing there are none left, usually accompanied by angry grumbling.
- The Hurricane's weapon prototype used an early version of the Fuel Canister model.
|