Fourgreenfields (talk | contribs) (added gallery section with animations .webm; added links) |
Fourgreenfields (talk | contribs) (updated non-OC stats for balance changes; typo; added link) |
||
Line 15: | Line 15: | ||
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. |
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. |
||
− | What makes the gun truly special is its electrical features; by default every shot fired has a one-in- |
+ | 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 – electric bullets also deal bonus damage. 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 10% 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. |
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 very 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. |
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 very 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. |
||
Line 33: | Line 33: | ||
|- |
|- |
||
|{{Equipment stats |
|{{Equipment stats |
||
− | | damage = |
+ | | damage = 9 |
− | | chance = |
+ | | chance = 20 |
− | | chance type = Electrocution |
+ | | chance type = Electrocution |
− | | damage2 = |
+ | | damage2 = 0 |
− | | damage2 type = Electric |
+ | | damage2 type = Electric |
− | | clip = 30 |
+ | | clip = 30 |
− | | ammo = 420 |
+ | | ammo = 420 |
− | | firerate = 11.0 |
+ | | firerate = 11.0 |
− | | reload = 2 |
+ | | reload = 2 |
}} |
}} |
||
|} |
|} |
||
Line 59: | Line 59: | ||
|- |
|- |
||
! rowspan=3 style="border-bottom-width: 3px;" | Tier 1 |
! rowspan=3 style="border-bottom-width: 3px;" | Tier 1 |
||
− | | style="padding:10px" | {{icon upgrade|DamageGeneral|45px}}<br/>Increased |
+ | | style="padding:10px" | {{icon upgrade|DamageGeneral|45px}}<br/>Increased Caliber Rounds |
| +2 Damage |
| +2 Damage |
||
| The good folk in R&D have been busy. The overall damage of your weapon is increased. |
| The good folk in R&D have been busy. The overall damage of your weapon is increased. |
||
Line 66: | Line 66: | ||
|- |
|- |
||
| style="padding: 10px;" | {{icon upgrade|Electricity|45px}}<br/>Upgraded Capacitors |
| style="padding: 10px;" | {{icon upgrade|Electricity|45px}}<br/>Upgraded Capacitors |
||
− | | + |
+ | | +30% Electrocution % |
| Better chance to electrocute target |
| Better chance to electrocute target |
||
| {{credits}} 1200 Credits <br> |
| {{credits}} 1200 Credits <br> |
||
Line 85: | Line 85: | ||
{{icon resource|croppa}} 24 Croppa |
{{icon resource|croppa}} 24 Croppa |
||
|- |
|- |
||
− | | style="padding:10px" | {{icon upgrade|Aim|45px}}<br/> |
+ | | style="padding:10px" | {{icon upgrade|Aim|45px}}<br/>Recoil Dampener |
− | | x0. |
+ | | x0.5 Recoil |
+ | | Quality engineering, the best lasercut parts, the tender loving care of a dedicated R&D department. The recoil of your gun is drastically reduced. |
||
− | | Sweet, sweet optimization. We called in a few friends and managed to significantly improve the stability of this gun. |
||
| {{credits}} 2000 Credits <br> |
| {{credits}} 2000 Credits <br> |
||
− | {{icon resource| |
+ | {{icon resource|Bismor}} 24 Bismor <br> |
− | {{icon resource| |
+ | {{icon resource|Umanite}} 15 Umanite |
|- |
|- |
||
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|FireRate|45px}}<br/>Improved Gas System |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|FireRate|45px}}<br/>Improved Gas System |
||
Line 114: | Line 114: | ||
{{icon resource|croppa}} 24 Croppa |
{{icon resource|croppa}} 24 Croppa |
||
|- |
|- |
||
− | ! rowspan= |
+ | ! rowspan=2 style="border-bottom-width: 3px;" | Tier 4<br>{{level}} 12 |
| style="padding:10px" | {{icon upgrade|Weakspot|45px}}<br/>Hollow-Point Bullets |
| style="padding:10px" | {{icon upgrade|Weakspot|45px}}<br/>Hollow-Point Bullets |
||
| +30% Weakpoint Damage Bonus |
| +30% Weakpoint Damage Bonus |
||
Line 123: | Line 123: | ||
{{icon resource|jadiz}} 72 Jadiz |
{{icon resource|jadiz}} 72 Jadiz |
||
|- |
|- |
||
− | | style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/> |
+ | | style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Conductive Bullets |
+ | | +30% Damage vs Electrically Affected |
||
− | | +10% Electrocution % |
||
⚫ | |||
− | | Better chance to electrocute target |
||
| {{credits}} 4800 Credits <br> |
| {{credits}} 4800 Credits <br> |
||
{{icon resource|jadiz}} 48 Jadiz <br> |
{{icon resource|jadiz}} 48 Jadiz <br> |
||
Line 131: | Line 131: | ||
{{icon resource|magnite}} 72 Magnite |
{{icon resource|magnite}} 72 Magnite |
||
|- |
|- |
||
⚫ | |||
− | | style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Electricity|45px}}<br/>Overcharged Rounds |
||
− | | style="border-bottom-width: 3px;" | +2 {{tooltip|Electric Damage|Applies to the bullet damage}} |
||
− | | style="border-bottom-width: 3px;" | More electric damage |
||
− | | style="border-bottom-width: 3px;" | {{credits}} 4800 Credits <br> |
||
− | {{icon resource|magnite}} 48 Magnite <br> |
||
− | {{icon resource|enor pearl}} 50 Enor Pearl <br> |
||
− | {{icon resource|jadiz}} 72 Jadiz |
||
− | |- |
||
⚫ | |||
− | | style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Conductive Bullets |
||
− | | +30% {{tooltip|Damage to Electrocuted Targets|Targets electrocuted by Stubby or Bosco receive bonus damage (from only the normal-type damage on the Stubby's bullets - not the elemental damage), including the bullet that initially applied the electrocution}} |
||
⚫ | |||
− | | {{credits}} 5600 Credits <br> |
||
− | {{icon resource|magnite}} 64 Magnite <br> |
||
− | {{icon resource|bismor}} 70 Bismor <br> |
||
− | {{icon resource|croppa}} 140 Croppa |
||
− | |- |
||
| style="padding:10px" | {{icon upgrade|ClipSize|45px}}<br/>Magazine Capacity Tweak |
| style="padding:10px" | {{icon upgrade|ClipSize|45px}}<br/>Magazine Capacity Tweak |
||
| +20 Clip Size |
| +20 Clip Size |
||
Line 169: | Line 153: | ||
=== Unique Modifications === |
=== Unique Modifications === |
||
− | |||
− | ==== Overcharged Rounds ==== |
||
− | |||
− | {{icon upgrade|Electricity|64px|extra=left}} '''Overcharged Rounds''' causes each bullet fired out of the Stubby to do an additional '''2''' electric damage. The electric damage is affected by [[Weakpoint Damage]] modifiers. Electric damage is an elemental damage type, it does not affect the Electrocution DoT damage. |
||
==== Conductive Bullets ==== |
==== Conductive Bullets ==== |
||
Line 180: | Line 160: | ||
==== Electric Arc ==== |
==== Electric Arc ==== |
||
− | {{icon upgrade|Electricity|64px|extra=left}} '''Electric Arc''' causes each bullet fired out of the Stubby to have a % chance to proc a chain lightning effect. It will apply the Electrocution effect from the Stubby to every target hit within the chain. The Arc effect can only be activated if the same bullet fired has proceeded its initial electrocution effect. Meaning the % chance to apply the Arc effect is not 25%, but 25% of the Electrocution chance. (e.g. |
+ | {{icon upgrade|Electricity|64px|extra=left}} '''Electric Arc''' causes each bullet fired out of the Stubby to have a % chance to proc a chain lightning effect. It will apply the [[Status_Effects#Electrocution|Electrocution]] effect from the Stubby to every target hit within the chain. The Arc effect can only be activated if the same bullet fired has proceeded its initial electrocution effect. Meaning the % chance to apply the Arc effect is not 25%, but 25% of the Electrocution chance. (e.g. 20% Electrocution chance = 5% Electric Arc chance) |
== Overclocks == |
== Overclocks == |
Revision as of 10:14, 29 March 2020
“ | 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 |
About
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 into 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 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 Powered Minigun. The high fire rate makes up for the below-average damage, as this weapon can easily take care of enemies up close by aiming for their weak points.
What makes the gun truly special is its electrical features; by default every shot fired has a one-in-five chance to electrocute the target, damaging them over time while also slowing their movement – electric bullets also deal bonus damage. 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 10% 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.
The biggest flaw the Stubby has is its low effective range, being on par with the Driller's primary 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 very 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.
Unlocked through an assignment. |
---|
Requires Engineer 10
|
Initial Stats | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Modifications
There are five tiers and each tier has two to three upgrades, only one upgrade can be equipped per tier.
Unique Modifications
Conductive Bullets
Conductive Bullets allows the weapon to deal an additional +30% physical 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 a chain lightning effect. It will apply the Electrocution effect from the Stubby to every target hit within the chain. The Arc effect can only be activated if the same bullet fired has proceeded its initial electrocution effect. Meaning the % chance to apply the Arc effect is not 25%, but 25% of the Electrocution chance. (e.g. 20% Electrocution chance = 5% Electric Arc chance)
Overclocks
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.
|