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*[[Mission Control]] warns the player about the unwieldiness of the Thunderhead upon them receiving its license |
*[[Mission Control]] warns the player about the unwieldiness of the Thunderhead upon them receiving its license |
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+ | *The weapon deals no friendly fire, making it useful in higher hazard levels where friendly fire damage is increased. This allows you to help get rid of a swarm that's near a fellow dwarf without the risk of harming them. |
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− | *The weapon deals no friendly fire |
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Revision as of 22:49, 27 October 2020
This article is a stub. You can help Deep Rock Galactic Wiki by expanding it. |
“ | A peculiar but devastating weapon. The slow rate of fire is made up for by heavy damage, delivered with glee by the belt-fed .50-caliber tungsten rounds. The Thunderhead is a somber weapon for the sophisticated executioner, delivering death as inexorably as the passage of time itself. |
— Item Description |
About
The "Thunderhead" Heavy Autocannon is an unlockable primary weapon for the Gunner. It is an oversized light machine gun with two massive barrels extending outwards which fire in sequence. The weapon is loaded by a huge ammo box.
The Autocannon fires explosive rounds which detonate upon hitting the world or a target. Enemies hit directly by rounds take both the damage of the bullet and the explosive damage at once. Couple this with an immense magazine size of 110 rounds, and the Autocannon makes for an excellent area control weapon. It starts out with a sluggish fire rate, but this can build up over time the longer the trigger is held.
The Autocannon has several advantages over the Powered Minigun; its most obvious being a lack of overheating. While it is constrained by a magazine size limit, the Autocannon can keep firing for a much longer period than the Minigun can, providing a constant stream of damage to control enemies. Its explosive rounds are much better at destroying armor (especially with upgrades) and it is easier to manage ammo consumption with its lower firing rate. With respect to ammunition, the Thunderhead is highly efficient, and it can be improved further with mods to become one of the most ammo efficient weapons in the game, easily withstanding several protracted combat sessions before beginning to run low.
However, the Autocannon is not without flaws. It has the longest reloading duration of any gun which can reload in the game, lasting an agonizing five seconds, which can cripple a team's presence when the Gunner runs out of ammo. It also has poor accuracy which doesn't improve over time while firing. It also suffers in damage-per-second (DPS) output compared to the Minigun, which can shred through bulky enemies such as Glyphid Praetorians with ease while the Autocannon has to slowly whittle them down.
It is possible to shave some time off of the Autocannon's laborious reload by interrupting its reload animation. By quickly tapping the melee key once the ammo drum has been slotted into the weapon, a player can shorten the reload by a little over a second.
Considering the Autocannon's flaws, it is a much more defensive weapon than the Minigun, and players must adapt their strategies to compensate. Those who use the Autocannon effectively, however, will find that its excellent staying power and area control abilities make it more than a capable weapon in the right hands.
Unlocked through an assignment. |
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Requires Gunner 10
Purchased for: |
Initial Stats | ||||||||||||||||||||||
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Modifications
There are five tiers and each tier has two to three modifications, only one modification can be equipped per tier.
Overclocks
Stats Breakdown
Understanding the Weapon
- Damage is how much damage is dealt upon direct impact of the shot.
- Area Damage is how much damage is dealt in addition to the direct damage within the damage radius around the impact.
- Top Rate of Fire is the max rate of how quickly shots can be fired after sustained firing.
Rate of Fire Mechanics
- The Autocannon has two hidden stats regarding rate of fire, which is its Starting Rate of Fire and Rate of Fire Scaling. They play an important role in determining how quickly max rate of fire bonuses are applied, and can be changed depending on which modifications/overclocks are taken.
- Starting Rate of Fire default is 3
- This determines how quickly shots are initially fired as its rate of fire starts to ramp up.
- Rate of Fire Scaling default is 0.3
- This is the coefficient of the exponential function that is used during the rate of fire rampup. The Autocannon's initial rate of fire continues to be scaled until the top rate of fire has been reached, which would then allow max rate of fire bonuses to be applied.
- Modifications/Overclocks that affect Rate of Fire:
- Improved Gas System
- +0.2 Starting Rate of Fire
- +1.5 Top Rate of Fire
- Lighter Barrel Assembly
- +1 Starting Rate of Fire
- +0.3 Rate of Fire Scaling
- Supercharged Feeding Mechanism
- +0.6 Starting Rate of Fire
- +2.0 Top Rate of Fire
- Big Bertha
- -1.5 Top Rate of Fire
- Improved Gas System
- Rate of Fire Formula
- Let S be the Starting Rate of Fire
- Let C be the Rate of Fire Scaling
- Let M be the Max Rate of Fire
- Let t represent the amount of seconds that has elapsed since the Fire button has been held down.
- The Rate of Fire at any given time, t, can be represented as such:
- \[R(t) = \min(S*e^{Ct}, M)\]
- Such that when enough time has elapsed and \[S * e ^{Ct} \ge M\], time is no longer a factor in the Rate of Fire. At this point, the "Max Rate of Fire" Bonuses should kick in.
- Disclaimer: there is a known bug that when T2.C "Lighter Barrel Assembly" is equipped, T3.A "Supercharged Feed Mechanism" is not equipped, and Overclock "Big Bertha" is equipped, the Min Rate of Fire = 4 = Max Rate of Fire and both T5.A and T5.C do not activate properly.
Unique Modifications
Suppressive Fire
Suppressive Fire inflicts 50% Fear to all enemies within a 1m radius of where bullets impact either enemies or terrain. Most of the small-to-medium creatures will have Fear inflicted on them by this upgrade. It is important to note that the radius of Suppressive Fire does NOT increase with any mods or Overclocks that affect the Damage Radius.
Unique Overclocks
Neurotoxin Payload
Neurotoxin Payload is an Unstable Overclock
Each bullet has a 30% chance to apply the Neurotoxin status (12 Poison damage every 0.75 - 1.25 seconds for 10 seconds) to creatures within the bullet's AoE radius.
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 (14) modifications – The Company Special Weapon Paintjob
Skins
Full gallery of skins can be seen at Weapon Skins.
Gallery
Trivia
- Mission Control warns the player about the unwieldiness of the Thunderhead upon them receiving its license
- The weapon deals no friendly fire, making it useful in higher hazard levels where friendly fire damage is increased. This allows you to help get rid of a swarm that's near a fellow dwarf without the risk of harming them.
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