FabrizioBS (talk | contribs) (Overclock redundancy and improvements) |
PunchyTurtle (talk | contribs) m (Undo revision 26267 by Supa Player (talk) no about header on weapon pages) Tag: Undo |
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+ | <div class="InvisibleAlignmentBox" style="margin-left:10px;"> |
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{{equipment infobox |
{{equipment infobox |
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| name = "Stubby" Voltaic SMG |
| name = "Stubby" Voltaic SMG |
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| slot = 1 |
| slot = 1 |
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| availability = 2 |
| availability = 2 |
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+ | | hitscan = Yes |
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}} |
}} |
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⚫ | The '''"Stubby" Voltaic SMG''' is the [[Engineer]]'s alternate primary weapon. Fitting to its nickname, it is a short and stout submachine gun which has had an electrical generator wired into its firing mechanisms. A node on the side of the gun lights up and powers down whenever there is a magazine inserted or removed |
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− | As with most submachine guns in first-person shooter games, the Stubby has a high firing rate and good combat maneuverability but suffers with damage and range. In terms of firing speed it is faster than the [[Scout]]'s [[Deepcore GK2]] but slower than the Gunner's [["Lead Storm" Powered Minigun|Powered Minigun]]. The high fire rate makes up for the below-average damage, as this weapon can easily take care of [[Creatures|enemies]] up close by aiming for their weak points. Anything from Grunts to Praetorians will melt under this gun's concentrated fire. |
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− | What makes the gun truly special is its electrical features; by default every shot fired has a one-in-five chance to [[Status_Effects#Electrocution|electrocute]] the target, damaging them over time while also slowing their movement. Slowed targets are obviously easier to hit, making this weapon good at shutting down fast moving foes. Although the chance to electrocute a target sounds low, consider that this 20% chance is happening ''with every shot'', and with how many bullets are coming out of the Stubby, the chance to shock a target is much higher than one may think. |
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− | The biggest flaw the Stubby has is its low effective range, being on par with the [[Driller]]'s [[CRSPR Flamethrower|primary]] [[Cryo Cannon|weapons]] – potentially even worse, as the bullets have a large spread pattern when firing for long durations. Tap-firing with the weapon is a poor idea as the gun's recoil is strong, meaning that each tap will cause the gun to kick harshly upwards. As such this weapon is only effective within close range and has little to no effect outside of close-quarters-combat. Getting up close to enemies might sound dangerous, but the Stubby is more than capable of dealing with all but the toughest foes in the hands of a capable user. |
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− | <br clear="all"> |
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{| class="wikitable" width="300px" align="right" style="display: inline-table; text-align:center;" |
{| class="wikitable" width="300px" align="right" style="display: inline-table; text-align:center;" |
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}} |
}} |
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|} |
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! Initial Stats |
! Initial Stats |
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|- |
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|{{Equipment stats |
|{{Equipment stats |
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− | | damage = 9 |
+ | | damage = 9 Kinetic |
| chance = 20 |
| chance = 20 |
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| chance type = Electrocution |
| chance type = Electrocution |
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| clip = 30 |
| clip = 30 |
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| ammo = 420 |
| ammo = 420 |
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− | | firerate = 11 |
+ | | firerate = 11 |
| reload = 2 |
| reload = 2 |
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}} |
}} |
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|} |
|} |
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+ | </div> |
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⚫ | The '''"Stubby" Voltaic SMG''' is the [[Engineer]]'s alternate primary weapon. Fitting to its nickname, it is a short and stout submachine gun which has had an electrical generator wired into its firing mechanisms. A node on the side of the gun lights up and powers down whenever there is a magazine inserted into or removed from the gun, respectively. For some reason, the Engineer never makes use of the massive foregrip on the weapon, despite the fact it would help to dampen recoil. |
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− | There are five tiers and each tier has two to three upgrades, only one upgrade can be equipped per tier. |
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+ | |||
+ | As the gun's name suggest, it comes equipped with electrical features; by default every shot fired has a 20% chance to [[Status_Effects#Electrocution|electrocute]] the target, damaging them over time while also slowing their movement. |
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+ | |||
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+ | __TOC__ |
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+ | </div> |
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+ | |||
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+ | {{Mod notice|Weapon}} |
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{| class="wikitable" width="100%" style="text-align:center" |
{| class="wikitable" width="100%" style="text-align:center" |
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− | ! colspan=5 | |
+ | ! colspan=5 | "Stubby" Voltaic SMG Modifications |
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! width="45px" | |
! width="45px" | |
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| style="padding:10px" | {{icon upgrade|ClipSize|45px}}<br/>High Capacity Magazine |
| style="padding:10px" | {{icon upgrade|ClipSize|45px}}<br/>High Capacity Magazine |
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| +10 Clip Size |
| +10 Clip Size |
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− | | The good thing about clips, magazines, ammo drums, fuel tanks... |
+ | | The good thing about clips, magazines, ammo drums, fuel tanks ...you can always get bigger variants. |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
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| credits = 2000 |
| credits = 2000 |
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}} |
}} |
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|- |
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− | | style="padding:10px" | {{icon upgrade| |
+ | | style="padding:10px" | {{icon upgrade|Recoil|45px}}<br/>Recoil Dampener |
| x0.5 Recoil |
| x0.5 Recoil |
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− | | Quality engineering, the best lasercut parts, the tender loving care of a dedicated R&D |
+ | | Quality engineering, the best lasercut parts, the tender loving care of a dedicated R&D Department. The recoil of your gun is drastically reduced. |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
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| credits = 2000 |
| credits = 2000 |
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| style="padding:10px" | {{icon upgrade|Weakspot|45px}}<br/>Hollow-Point Bullets |
| style="padding:10px" | {{icon upgrade|Weakspot|45px}}<br/>Hollow-Point Bullets |
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| +30% Weakpoint Damage Bonus |
| +30% Weakpoint Damage Bonus |
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− | | Hit 'em where it hurts! Literally! We've |
+ | | Hit 'em where it hurts! Literally! We've upped the damage you'll be able to do to any creature's fleshy bits. You're welcome. |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
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| credits = 4800 |
| credits = 4800 |
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}} |
}} |
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|- |
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− | | style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Conductive Bullets |
+ | | style="border-bottom-width: 3px;padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Conductive Bullets |
− | | +30% Damage vs Electrically Affected |
+ | |style="border-bottom-width: 3px;padding:10px" | +30% {{Tooltip|Damage|as Electric Damage}} vs Electrically Affected |
− | | More damage to targets that are in an electric field |
+ | |style="border-bottom-width: 3px;padding:10px" | More damage to targets that are in an electric field |
− | | {{Price table | width = 100% |
+ | |style="border-bottom-width: 3px;padding:10px" | {{Price table | width = 100% |
| credits = 4800 |
| credits = 4800 |
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| croppa = 72 |
| croppa = 72 |
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| style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Electric Arc |
| style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Electric Arc |
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| +25% Electrocution AoE % |
| +25% Electrocution AoE % |
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− | | Chance for electrocution to arc from one target to |
+ | | Chance for electrocution to arc from one target to others |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
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| credits = 5600 |
| credits = 5600 |
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== Overclocks == |
== Overclocks == |
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+ | {{OC Notice}} |
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{{Overclock table stubby voltaic smg}} |
{{Overclock table stubby voltaic smg}} |
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== Stats breakdown == |
== Stats breakdown == |
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+ | |||
− | === Understanding the |
+ | === Understanding the Weapon === |
=== Unique Modifications === |
=== Unique Modifications === |
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==== Conductive Bullets ==== |
==== Conductive Bullets ==== |
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− | {{icon upgrade|Electricity|64px|extra=left}} '''Conductive Bullets''' allows the weapon to deal an additional +30% |
+ | {{icon upgrade|Electricity|64px|extra=left}} '''Conductive Bullets''' allows the weapon to deal an additional +30% Electrical damage to enemies that are under an electrical field. Electric damage does not benefit from this bonus. |
<div style="clear:both;"></div> |
<div style="clear:both;"></div> |
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==== Electric Arc ==== |
==== Electric Arc ==== |
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− | {{icon upgrade|Electricity|64px|extra=left}} '''Electric Arc''' causes each bullet fired out of the Stubby to have a |
+ | {{icon upgrade|Electricity|64px|extra=left}} '''Electric Arc''' causes each bullet fired out of the Stubby to have a chance to proc an Area of Effect lightning attack. If the bullet either procs a new [[Status_Effects#Electrocution|Electrocute]] DoT on an enemy, or refreshes an existing Electrocute DoT, then there's a 25% chance that Electric Arc's AoE will proc too. For example: if the listed Electrocution chance is 20%, then Electric Arc has a 20% * 25% = 5% chance to proc. Upon activation, Electric Arc will inflict a standard Electrocute DoT on any creature within a 2.75m radius of the primary target's center of mass. |
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+ | <br /> |
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=== Unique Overclocks === |
=== Unique Overclocks === |
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− | ==== |
+ | ==== Turret Arc ==== |
+ | {{Icon overclock full |Unstable|Electricity}} |
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− | [[File:Icon Upgrade FireRate.png|64px|left]] |
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+ | '''Turret Arc''' is an Unstable Overclock that electrically charges a sentry whenever it is hit by a bullet that would normally electrocute a creature. Charged sentries electrocute anything in a small area around it, damaging and slowing it. If 2 or more sentries within a 15 meters radius are charged, they will also create an electric arc between each other, applying the same damage to anything caught in between them and slow effect to creatures. |
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− | '''EM Refire Booster''' is a Balanced Overclock |
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− | <div style="clear:both;"></div> |
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+ | *Damage Per Tick: 6 Electric (1 Electric for Friendly Fire) |
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− | ==== Turret Arc ==== |
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+ | *Tick Interval: 0.2s |
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− | [[File:Icon Upgrade Electricity.png|64px|left]] |
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+ | *[[Area Damage|Radius]]: 2m |
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− | '''Turret Arc''' is an Unstable Overclock |
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+ | *Movement Speed: x0.2 (80% Slowdown; Does not affect Dwarves) |
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+ | *Duration of sentry charge: 20s |
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<div style="clear:both;"></div> |
<div style="clear:both;"></div> |
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==== Turret EM Discharge ==== |
==== Turret EM Discharge ==== |
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+ | {{Icon overclock full |Unstable|Area Damage}} |
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− | [[File:Icon Upgrade Area Damage.png|64px|left]] |
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− | '''Turret EM Discharge''' is an Unstable Overclock |
+ | '''Turret EM Discharge''' is an Unstable Overclock that triggers an electrical explosion around a sentry whenever it is hit by a bullet that would normally electrocute an enemy. |
− | <div style="clear:both;"></div> |
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− | * Damage: |
+ | * Area Damage: 60 Electric |
− | * Damage |
+ | *[[Area Damage|Maximum Damage Radius]]: 3m |
+ | *[[Area Damage|Radius]]: 5m |
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− | * Full damage radius: 2 m |
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− | * Damage |
+ | *[[Area Damage|Minimum Damage]]: 50% |
+ | *[[Fear|Fear Factor: 50%]] |
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− | * Damage at max radius: 50 % |
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− | * |
+ | * Friendly Fire: 10% |
− | * |
+ | * Armor Break: 0% |
+ | *Cooldown: 1.5 sec per Turret |
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− | * Armor Break: x0 |
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+ | |||
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+ | Each modification that is purchased advances a mastery bar by one unit. |
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+ | |||
+ | Mastery unlocks: |
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+ | * Three modifications – '''First Stripe''' Weapon Paintjob [[File:Icon_Skin_First_Stripe.png|20px]] |
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+ | * Seven modifications – '''Deepcore''' Weapon Paintjob [[File:Icon_Skin_Deepcore.png|20px]] |
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+ | * All (12) modifications – '''The Company Special''' Weapon Paintjob [[File:Icon_Skin_The_Company_Special.png|20px]] |
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== Skins == |
== Skins == |
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{{equipment nav}} |
{{equipment nav}} |
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+ | {{Updated|U34}} |
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[[Category:Equipment]] |
[[Category:Equipment]] |
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[[Category:Primary Weapons]] |
[[Category:Primary Weapons]] |
Revision as of 14:16, 6 November 2021
Unlocked through an assignment |
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Requires Engineer 10
Purchased for: |
Initial Stats | ||||||||||||||
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“ | So what's better than an SMG? An SMG that fires ELECTRIC BULLETS! The boys in R&D have wired a prototype ArcGen into the guts of this trusty Subata 312, meaning it now unleashes a storm of electrified DEATH! Word of warning: Keep away from water. |
— Item Description |
The "Stubby" Voltaic SMG is the Engineer's alternate primary weapon. Fitting to its nickname, it is a short and stout submachine gun which has had an electrical generator wired into its firing mechanisms. A node on the side of the gun lights up and powers down whenever there is a magazine inserted into or removed from the gun, respectively. For some reason, the Engineer never makes use of the massive foregrip on the weapon, despite the fact it would help to dampen recoil.
As the gun's name suggest, it comes equipped with electrical features; by default every shot fired has a 20% chance to electrocute the target, damaging them over time while also slowing their movement.
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
Unique Modifications
Conductive Bullets
Conductive Bullets allows the weapon to deal an additional +30% Electrical damage to enemies that are under an electrical field. Electric damage does not benefit from this bonus.
Electric Arc
Electric Arc causes each bullet fired out of the Stubby to have a chance to proc an Area of Effect lightning attack. If the bullet either procs a new Electrocute DoT on an enemy, or refreshes an existing Electrocute DoT, then there's a 25% chance that Electric Arc's AoE will proc too. For example: if the listed Electrocution chance is 20%, then Electric Arc has a 20% * 25% = 5% chance to proc. Upon activation, Electric Arc will inflict a standard Electrocute DoT on any creature within a 2.75m radius of the primary target's center of mass.
Unique Overclocks
Turret Arc
Turret Arc is an Unstable Overclock that electrically charges a sentry whenever it is hit by a bullet that would normally electrocute a creature. Charged sentries electrocute anything in a small area around it, damaging and slowing it. If 2 or more sentries within a 15 meters radius are charged, they will also create an electric arc between each other, applying the same damage to anything caught in between them and slow effect to creatures.
- Damage Per Tick: 6 Electric (1 Electric for Friendly Fire)
- Tick Interval: 0.2s
- Radius: 2m
- Movement Speed: x0.2 (80% Slowdown; Does not affect Dwarves)
- Duration of sentry charge: 20s
Turret EM Discharge
Turret EM Discharge is an Unstable Overclock that triggers an electrical explosion around a sentry whenever it is hit by a bullet that would normally electrocute an enemy.
- Area Damage: 60 Electric
- Maximum Damage Radius: 3m
- Radius: 5m
- Minimum Damage: 50%
- Fear Factor: 50%
- Friendly Fire: 10%
- Armor Break: 0%
- Cooldown: 1.5 sec per Turret
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 (12) modifications – The Company Special Weapon Paintjob
Skins
Full gallery of skins can be seen at Weapon Skins.
Gallery
Trivia
- The weapon's main body - the Subata 312 - is likely produced by the same firearms manufacturer who made the Subata 120, the Driller's pistol.
- The weapon's electric damage does not actually affect the amount of damage taken by electrocuted enemies.
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