FabrizioBS (talk | contribs) (u34) |
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 = |
+ | | name = "Stubby" Voltaic SMG |
− | | image = GearGraphic |
+ | | image = GearGraphic SMG.png |
− | | type = |
+ | | type = Submachine Gun |
| used = [[Engineer]] |
| used = [[Engineer]] |
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− | | slot = |
+ | | slot = 1 |
− | | availability = |
+ | | availability = 2 |
− | |hitscan= |
+ | | hitscan = Yes |
⚫ | |||
− | {{quote|Whoever coined the phrase "Bang for the Buck" must have had this lovely thing in mind. Cheap, dependable, and utterly devastating.|Item Description}} |
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+ | {| class="wikitable" width="300px" align="right" style="display: inline-table; text-align:center;" |
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− | |||
⚫ | |||
− | == About == |
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+ | ! [[File:Icons Campaign.png|20px|link=]] Unlocked through an [[assignment#Equipment_Licenses|assignment]] |
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− | |||
+ | |- |
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− | The 40mm Portable Grenade Launcher (aka the PGL) is the default secondary weapon for the [[Engineer]]. It is a gray, man-portable grenade launcher adorned with various metallic bracings and wires. The PGL is a break-action launcher, meaning that the gun's barrel opens on a hinge downwards to load in new grenades. |
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+ | | style="padding: 5px;" | Requires [[Engineer]] {{level}} 10 |
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− | |||
+ | ----- |
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− | The PGL fires heavy-duty grenades. The explosives have a below-average velocity and are affected by gravity, which limits how far they can travel (certain mods and OCs can affect the velocity). Only one shell can be loaded at a time, and the weapon will automatically begin reloading once the loaded shell has been fired. |
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− | |||
⚫ | |||
− | As far as [[Deep Rock Galactic|DRG's]] arsenal goes, the PGL is as simple as it is effective. Find a tightly clustered group of [[creatures|enemies]] and pull the trigger, then watch as their gibs paint the cave walls. The PGL's high damage and decent blast radius makes it an excellent crowd control weapon, particularly against grounded foes which charge in packs such as [[Glyphid Grunt]]s. It also has a high [[Fear|Fear Factor]], where anything that somehow survives the explosion will be left fleeing in terror. |
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− | |||
⚫ | |||
− | The PGL's biggest drawback is how the grenades are heavy, and as such the Engineer can only carry eight in reserve by default. The PGL's immense damage must only be used when necessary and shells cannot be fired haphazardly. Certain modifications and Weapon Overclocks can help to mitigate this issue, but only by so much. Maximizing value out of each individual grenade is critical to get the most out of the weapon. On top of this the PGL also suffers to hurt bigger targets such as [[Glyphid Praetorian]]s due to the lack of direct damage caused by the payloads – that said, the PGL is pretty good at breaking [[Creature Armor|armor]] with a natural 100% damage bonus against it. |
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+ | }} |
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⚫ | |||
+ | |} |
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− | |||
− | {| class="wikitable" |
+ | {| class="wikitable" style="float:right;" |
! Initial Stats |
! Initial Stats |
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|- |
|- |
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|{{Equipment stats |
|{{Equipment stats |
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+ | | damage = 9 Kinetic |
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− | | areadamage = 110 Explosive |
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⚫ | |||
⚫ | |||
+ | | chance type = Electrocution |
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⚫ | |||
+ | | damage2 = 0 |
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⚫ | |||
+ | | damage2 type = Electric |
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− | | |
+ | | clip = 30 |
⚫ | |||
− | | |
+ | | ammo = 420 |
− | | |
+ | | firerate = 11 |
− | + | | reload = 2 |
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− | | ammo = 9 |
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− | | firerate = 2 |
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− | | reload = 2 |
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− | | custom1 name = Fear Factor |
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− | | custom1 = 100% |
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⚫ | |||
}} |
}} |
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|} |
|} |
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+ | </div> |
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+ | {{quote|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}} |
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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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+ | |||
+ | 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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+ | |||
⚫ | |||
+ | __TOC__ |
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+ | </div> |
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+ | |||
⚫ | |||
== Modifications == |
== Modifications == |
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{{Mod notice|Weapon}} |
{{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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Line 58: | Line 62: | ||
|- |
|- |
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! 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| |
+ | | style="padding:10px" | {{icon upgrade|DamageGeneral|45px}}<br/>Increased Caliber Rounds |
− | | |
+ | | +2 Damage |
+ | | The good folk in R&D have been busy. The overall damage of your weapon is increased. |
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− | | Damage radius increase |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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− | | credits = |
+ | | credits = 1200 |
− | | bismor = |
+ | | bismor = 25 |
}} |
}} |
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|- |
|- |
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− | | style="padding:10px" | {{icon upgrade| |
+ | | style="padding: 10px;" | {{icon upgrade|Electricity|45px}}<br/>Upgraded Capacitors |
+ | | +30% Electrocution % |
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− | | +2 Max Ammo |
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+ | | Better chance to electrocute target |
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− | | Expanded Ammo Bags |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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− | | credits = |
+ | | credits = 1200 |
− | | |
+ | | bismor = 25 |
}} |
}} |
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|- |
|- |
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− | | style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade| |
+ | | style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Ammo|45px}}<br/>Expanded Ammo Bags |
− | | style="border-bottom-width: 3px;" | + |
+ | | style="border-bottom-width: 3px;" | +120 Max Ammo |
− | | style="border-bottom-width: 3px;" | |
+ | | style="border-bottom-width: 3px;" | You had to give up some sandwich-storage, but your total ammo capacity is increased! |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
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− | | credits = |
+ | | credits = 1200 |
− | | |
+ | | croppa = 25 |
}} |
}} |
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|- |
|- |
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− | ! rowspan= |
+ | ! rowspan=3 style="border-bottom-width: 3px;" | Tier 2<br>{{level}} 4 |
− | | style="padding:10px" | {{icon upgrade| |
+ | | style="padding:10px" | {{icon upgrade|ClipSize|45px}}<br/>High Capacity Magazine |
− | | + |
+ | | +10 Clip Size |
+ | | The good thing about clips, magazines, ammo drums, fuel tanks ...you can always get bigger variants. |
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− | | You had to give up some sandwich-storage, but your total ammo capacity is increased! |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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− | | credits = |
+ | | credits = 2000 |
− | | croppa = |
+ | | croppa = 24 |
− | | |
+ | | enor pearl = 15 |
}} |
}} |
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|- |
|- |
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− | | style=" |
+ | | style="padding:10px" | {{icon upgrade|Recoil|45px}}<br/>Recoil Dampener |
+ | | x0.5 Recoil |
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⚫ | |||
+ | | Quality engineering, the best lasercut parts, the tender loving care of a dedicated R&D Department. The recoil of your gun is drastically reduced. |
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− | | style="border-bottom-width: 3px;"| More bang for the buck! Increases the damage done within the Area of Effect! |
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− | + | | {{Price table | width = 100% |
|
− | | credits = |
+ | | credits = 2000 |
− | | |
+ | | umanite = 15 |
− | | bismor = |
+ | | bismor = 24 |
}} |
}} |
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|- |
|- |
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− | + | | style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|FireRate|45px}}<br/>Improved Gas System |
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⚫ | |||
⚫ | |||
+ | | style="border-bottom-width: 3px;" | We overclocked your gun. It fires faster. Don't ask. Just enjoy. Also probably don't tell Management, please. |
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− | | 50% damage converted to Heat (-50% Armor break) |
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− | | 50% damage converted to heat. This will reduce direct damage, but will set enemies on fire. |
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+ | | credits = 2000 |
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⚫ | |||
− | | |
+ | | magnite = 15 |
− | | |
+ | | umanite = 24 |
⚫ | |||
}} |
}} |
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|- |
|- |
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− | + | ! rowspan=2 style="border-bottom-width: 3px;" | Tier 3<br>{{level}} 8 |
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− | | +500% Armor Break Bonus |
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⚫ | |||
− | | We're proud of this one. Armor shredding. Tear through that high-impact plating of those big buggers like butter. What could be finer? |
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+ | | The good folk in R&D have been busy. The overall damage of your weapon is increased. |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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− | | credits = |
+ | | credits = 2800 |
− | | |
+ | | jadiz = 50 |
− | | enor pearl = |
+ | | enor pearl = 35 |
}} |
}} |
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|- |
|- |
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− | | style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade| |
+ | | style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Ammo|45px}}<br/>Expanded Ammo Bags |
− | | style="border-bottom-width: 3px;" | + |
+ | | style="border-bottom-width: 3px;" | +120 Max Ammo |
− | | style="border-bottom-width: 3px;" | |
+ | | style="border-bottom-width: 3px;" | You had to give up some sandwich-storage, but your total ammo capacity is increased! |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
||
− | | credits = |
+ | | credits = 2800 |
− | | croppa = |
+ | | croppa = 50 |
− | | |
+ | | magnite = 35 |
}} |
}} |
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|- |
|- |
||
− | ! rowspan= |
+ | ! rowspan=2 style="border-bottom-width: 3px;" | Tier 4<br>{{level}} 12 |
− | | style="padding:10px" | {{ |
+ | | style="padding:10px" | {{icon upgrade|Weakspot|45px}}<br/>Hollow-Point Bullets |
⚫ | |||
− | | +Randomized Damage<br/>(between x0.8 and x1.4 damage) |
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+ | | 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. |
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− | | More damage on average but it's a bit inconsistent with a spread of 80% to 140% |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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− | | credits = |
+ | | credits = 4800 |
− | | |
+ | | croppa = 48 |
− | | |
+ | | jadiz = 72 |
− | | |
+ | | enor pearl = 50 |
}} |
}} |
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|- |
|- |
||
− | | style="padding:10px" | {{icon upgrade| |
+ | | style="border-bottom-width: 3px;padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Conductive Bullets |
+ | |style="border-bottom-width: 3px;padding:10px" | +30% {{Tooltip|Damage|as Electric Damage}} vs Electrically Affected |
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⚫ | |||
⚫ | |||
− | | Fire in the hole! The Area of Effect is increased. (We advise keeping the term "safe distance" close to your heart) |
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− | | {{Price table | width = 100% |
+ | |style="border-bottom-width: 3px;padding:10px" | {{Price table | width = 100% |
− | | credits = |
+ | | credits = 4800 |
− | | croppa = |
+ | | croppa = 72 |
− | | |
+ | | magnite = 48 |
− | | |
+ | | bismor = 50 |
⚫ | |||
⚫ | |||
⚫ | |||
− | | style="border-bottom-width: 3px;" | +100% Stun Chance |
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− | | style="border-bottom-width: 3px;" | Stuns creatures within the blast radius |
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⚫ | |||
⚫ | |||
− | | jadiz = 25 |
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− | | magnite = 15 |
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− | | enor pearl = 36 |
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}} |
}} |
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|- |
|- |
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− | ! rowspan= |
+ | ! rowspan=2 | Tier 5<br>{{level}} 16 |
− | | style="padding:10px" | {{icon upgrade| |
+ | | style="padding:10px" | {{icon upgrade|ClipSize|45px}}<br/>Magazine Capacity Tweak |
+ | | +20 Clip Size |
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− | | +Proximity Trigger <br> x1.1 Damage Radius |
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+ | | Greatly increased magazine capacity |
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− | | Launched grenades will only detonate when they are in close proximity to an enemy or after the projectile comes to a complete stop. Note: The trigger takes a moment to arm, indicated by a green light, and until then the grenade functions as usual. |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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− | | credits = |
+ | | credits = 5600 |
− | | croppa = |
+ | | croppa = 70 |
− | | |
+ | | umanite = 140 |
− | | bismor = |
+ | | bismor = 64 |
}} |
}} |
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|- |
|- |
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− | | style="padding:10px" | {{icon upgrade| |
+ | | style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Electric Arc |
+ | | +25% Electrocution AoE % |
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⚫ | |||
+ | | Chance for electrocution to arc from one target to others |
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− | (Damage type: Explosive) |
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− | | Deals damage on direct impact |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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− | | credits = |
+ | | credits = 5600 |
− | | croppa = |
+ | | croppa = 140 |
− | | jadiz = |
+ | | jadiz = 70 |
− | | |
+ | | bismor = 64 |
}} |
}} |
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|} |
|} |
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Line 185: | Line 178: | ||
== Overclocks == |
== Overclocks == |
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{{OC Notice}} |
{{OC Notice}} |
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− | {{Overclock table |
+ | {{Overclock table stubby voltaic smg}} |
== Stats breakdown == |
== Stats breakdown == |
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+ | |||
=== Understanding the Weapon === |
=== Understanding the Weapon === |
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=== Unique Modifications === |
=== Unique Modifications === |
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− | ==== |
+ | ==== Conductive Bullets ==== |
− | {{icon upgrade| |
+ | {{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. |
⚫ | |||
− | {{clear}} |
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⚫ | |||
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− | {{icon upgrade|Special|64px|extra=left}} '''Proximity Trigger''' changes the projectiles of the PGL so that it does not explode on contact. Instead, it will bounce off surfaces and preserve speed. When the projectile is close to an enemy it will automatically detonate. The trigger radius is based on the explosion radius, therefore a larger radius will cause the projectile to be more volatile. There is a very brief period of time directly after being fired in which the projectile cannot be triggered. If the projectile is not triggered within 3 seconds of being fired, it will automatically explode. |
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+ | {{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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⚫ | |||
⚫ | |||
=== Unique Overclocks === |
=== Unique Overclocks === |
||
− | ==== |
+ | ==== Turret Arc ==== |
− | {{Icon overclock full | |
+ | {{Icon overclock full |Unstable|Electricity}} |
+ | '''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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− | '''RJ250 Compound''' is a Balanced Overclock which adds a significant push force to any Dwarves caught in the explosion radius. This allows grenades to be used for "blast jumping" by firing at one's feet while jumping simultaneously, resulting in spectacularly high jumps at the cost of self damage taken. Any existing movement is taken into account, and players can moderately affect their direction once airborne. This Overclock provides a significant boost to mobility, at the cost of damage dealt by the grenades (though this does help to reduce the amount of damage dealt to oneself). |
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+ | *Damage Per Tick: 6 Electric (1 Electric for Friendly Fire) |
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+ | *Tick Interval: 0.2s |
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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> |
||
− | ==== |
+ | ==== Turret EM Discharge ==== |
{{Icon overclock full |Unstable|Area Damage}} |
{{Icon overclock full |Unstable|Area Damage}} |
||
+ | '''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. |
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− | '''Fat Boy''' is an Unstable Overclock <br>After the explosion, it creates a 8m radius field that does 25 radiation damage every 0.75 - 1.25 seconds to enemies and 6 radiation damage every 0.5 - 1.0 seconds to players. The field lasts for 15 seconds. |
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+ | |||
⚫ | |||
+ | * Area Damage: 60 Electric |
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⚫ | |||
+ | *[[Area Damage|Radius]]: 5m |
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⚫ | |||
+ | *[[Fear|Fear Factor: 50%]] |
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+ | * Friendly Fire: 10% |
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⚫ | |||
+ | *Cooldown: 1.5 sec per Turret |
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== Mastery == |
== Mastery == |
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* Three modifications – '''First Stripe''' Weapon Paintjob [[File:Icon_Skin_First_Stripe.png|20px]] |
* 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]] |
* Seven modifications – '''Deepcore''' Weapon Paintjob [[File:Icon_Skin_Deepcore.png|20px]] |
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− | * All ( |
+ | * All (12) modifications – '''The Company Special''' Weapon Paintjob [[File:Icon_Skin_The_Company_Special.png|20px]] |
+ | |||
== Skins == |
== Skins == |
||
− | Full gallery of skins can be seen at [[Weapon Skins# |
+ | Full gallery of skins can be seen at [[Weapon Skins#"Stubby" Voltaic SMG|Weapon Skins]]. |
== Gallery == |
== Gallery == |
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⚫ | |||
− | <gallery widths="388px" heights="218px"> |
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⚫ | |||
− | File:Deepcore 40mm PGL Fat Boy OC.jpg|The crater and lasting radiation effect caused by the Fat Boy overclock. |
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− | </gallery> |
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== Trivia == |
== Trivia == |
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+ | |||
− | * The "Fat Boy" Overclock is likely named after the Fat Man and Little Boy, the two atomic bombs which were dropped over Japan in World War 2. |
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+ | * 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. |
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− | * The "RJ" in the "RJ250 Compound" Overclock likely stands for "[https://en.wikipedia.org/wiki/Rocket_jumping rocket jump]", a term used to describe the usage of an explosive weapon's powerful knockback as a mobility enhancement. The term was coined by popular first-person-shooter series [https://en.wikipedia.org/wiki/Quake_(series) Quake], and has featured in many other multiplayer shooter games as a technique with a high skill ceiling. |
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+ | *The weapon's electric damage does not actually affect the amount of damage taken by [[Status Effects#Electrocution|electrocuted]] enemies. |
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− | <br> </br> |
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+ | |||
+ | |||
{{equipment nav}} |
{{equipment nav}} |
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{{Updated|U34}} |
{{Updated|U34}} |
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[[Category:Equipment]] |
[[Category:Equipment]] |
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− | [[Category: |
+ | [[Category:Primary Weapons]] |
− | [[es: |
+ | [[es:Subfusil voltaico "Stubby"]] |
Revision as of 14:16, 6 November 2021
Unlocked through an assignment |
---|
Requires Engineer 10
Purchased for: |
Initial Stats | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
“ | 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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