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Unlocked through an assignment. |
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Requires Gunner 21
Purchased for: |
Initial Stats | ||||||||||||
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“ | A hand-carryable, fully fledged railgun system. It fires solid tungsten spheres with enough force to punch clean through solid rock and turn the air around its trajectory burning hot. The only limit to this pocket-sized war crime is the battery pack - which is sizable. |
— Item Description |
The ArmsKore Coil Gun is an unlockable secondary weapon for the Gunner. It is a miniaturized electromagnetic coilgun surrounded by technological components as part of its bulky exterior which fires projectiles capable of piercing through solid rock and enemies. On each side, a porthole reveals several cylindrical electromagnets that rotate as the weapon is charged. Tungsten spheres are loaded into an accessible compartment in the rear of the weapon after each shot and appear to be held by an isolated magnetic field.
The Coil Gun requires the player to charge a shot by holding the fire button down ("Left Mouse Button" by default) and releasing. Holding a charged shot for too long will cause the weapon to overheat and lose its charge.
The most notable feature of the Coil Gun is its ability to penetrate through enemies and terrain while leaving a residual trail that causes damage over time to any enemy on contact. Its penetration capacity is only limited by terrain, as the projectile will stop traveling after burrowing a certain distance. Unlike other weapons that can bypass terrain, the Coil Gun's projectile deforms impacted terrain and leaves a physical trail that can be seen on the Terrain Scanner.
The player appears to have an infinite number of tungsten spheres at their disposal; only limited by the overall battery charge of the weapon.
Modifications[]
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Armskore Coil Gun Modifications | ||||
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Mod | Effect | In Game Description | Price | |
Tier 1 | Extra Coil |
+40 Damage | "Putting an extra coil in the barrel of your weapon makes it apply more force to projectiles, which greatly increases their damage output" | |
Larger Battery |
+280 Ammo | "You had to give up some sandwich-storage, but your total ammo capacity is increased!" | ||
Optimised Magnetic Circuit |
+150% Charge Speed | "R&D improved the magnetic flux of your circuits to avoid energy loss, resulting in a vastly improved charge rate" | ||
Tier 2 | Overcharger |
+Overcharger | "Rerouting the excess energy back into the magnetic flux keeps the coils charging way over their limit, increasing damage the longer you hold a full charge." | |
Controlled Magnetic Flow |
+Controlled Magnetic Flow | "By controlling the magnetic flow of the coil you can fire as soon as the gun charges a single bar and any point after with both damage and energy consumption scaled to amount charged." | ||
Improved Feeding System |
-1 Reload Time | "With some minor tweaks to the feeding chamber the process of reloading has become much smoother, improving reload time significantly" | ||
Tier 3 | Concussive Shockwave |
+1.5 Trajectory Effect Radius +50% Trajectory Stun Chance +3 Trajectory Stun Duration |
"Modification to the projectile enhance the sonic shockwaves potentially stunning nearby enemies" | |
Fear Trajectory |
+5 Trajectory Effect Radius +250% Fear Factor |
"Projectiles release sonic impulses scaring any creatures near the trajectory." | ||
Tier 4 | Defence Enhancement |
+50% Damage Resistance While Charging | "The excess energy created from the spinning coils feeds into your armour and enhances its protective capabilities" | |
Shockwave |
+20 Front AoE shock wave damage | "Directing the waste energy forward through some careful modifications causes a shockwave that hurts any enemies" | ||
Tier 5 | Necro-Thermal Catalyst |
+Necro-Thermal Catalyst | "Killing a burning enemy turns them into a large explosion of fire and gore, damaging anything nearby" | |
Dilated Injector System |
+0.5 Trail Radius | "Increasing the amount of injector liquid used on launch causes projectiles to leave behind a wider damage trail" | ||
Electric Trail |
+Electric Trail | "R&D spent hours to fit your projectiles with titanium wiring that enables them to transfer some of the electric energy from the gun to the damage trail" |
Overclocks[]
Overclock calculations happen after modifiers.
Stats Breakdown[]
Understanding the Weapon[]
- Damage Type: 80% Kinetic, 20% Fire
- Area Damage Behavior: Cleaving
- Charge Capacity: 1
- Charge Rate: 1.2
- Weapon Overheat Time: 2.5s
- Material Flags: Weakpoint, Frozen
Trails[]
The Coil Gun's bullets will leave behind damaging trails that all have their own properties and may be stacked together. The Normal Trail will always be active upon firing, while the Electric Trail can only be enabled by equipping the Tier 5 "Electric Trail" weapon modification, and the Hellfire Trail by equipping the Unstable "Hellfire" Overclock on your weapon.
Normal Trail:
- Damage: 3.5 Fire
- Tick Rate: 0.2-0.25s
- Duration: 5s
Electric Trail:
- Damage: 2 Electric
- Tick Rate: 0.25s
- Move Speed: 0.2x
- Duration: 5s
Hellfire Trail:
- Damage: 12 Heat
- Tick Rate: 0.15-0.2s
- Duration 3s
The Hellfire Trail acts as an Environmental Heat Source with an Intensity value of 1. What this means is that bugs within the Hellfire Trail will have their temperatures raised by an additional 2° per second and will not cool until they leave the Hellfire Trail. The Heat Intensity can be raised by other Heat Sources such as Incendiary Grenades or Sticky Flames, but may also be reduced in the presence of Cooling Sources such as the Blizzards that may occur in the Glacial Strata.
Unique Modifications[]
Overcharger[]
Overcharger accumulates a flat damage bonus that gets added to the Coil Gun's bullet once it is fired. The damage begins accumulating as soon as the the Coil Gun finishes charging and will continue charging until the Coil Gun overheats. Because the Coil Gun always overheats after exactly 2.5 seconds regardless of how fast it charges it is possible to accrue a larger bonus from Overcharger should the Coil Gun be using Optimized Magnetic Circuit.
Damage Accumulated = 8 Kinetic Damage every 0.25 seconds
Controlled Magnetic Flow[]
Controlled Magnetic Flow allows the Coil Gun to be fired at any of its four stages of charging with its damage and ammo consumption being modified based on the level of charge.
Shot Damage = 0.25 * Charge Level
Shot Cost = 10 * Charge Level
Shockwave[]
Shockwave causes each shot from the Coil Gun to deal extra damage in an area in front of the player. The damage is unaffected by charge level and will work with the residue from Triple-Tech Chambers.
Shockwave Stats
- Damage: 20 Explosive
- Length: 3m
- Width: 1.5m
- Fear Factor: 100%
- Stun Chance: 50%
- Stun Duration: 3s
- Area Damage Behavior: Cleaving
Necrothermal Explosion[]
If a bug is killed while on fire by the direct damage of the Coil Gun then it will explode. The explosion will not be triggered by the bonus damage from Overcharger, Shockwave, or The Mole.
Explosion Stats:
- Damage: 140 (50% Explosive, 50% Fire + Heat)
- Damage Radius: 4m
- Max Damage Radius: 3m
- Minimum Damage: 25%
- Friendly Fire Modifier: 50%
- Area Damage Behavior: Radial
Unique Overclocks[]
The Mole[]
The Mole is a balanced overclock that causes the Coil Gun's projectiles to penetrate significantly farther than they are normally able. Additionally, every time the Coil Gun's projectile penetrates through terrain, it will accumulate a flat damage bonus. The damage bonus is affected by the Coil Gun's charge level and there is no limit to how many times it is able to stack.
- Penetration: 500% bullet penetration
- Damage: 150 Kinetic Damage (per penetration)
Triple Tech Chambers[]
Triple Tech Chambers is an unstable overclock that enables the Coil Gun to be able to fire 2 additional shots during a brief window after the first shot is fired. If a shot is not fired within this window, the player will proceed to reload the weapon as usual.
Extra shots deal half the damage of a normal shot and consumes half the ammo required. Both are affected by the Coil Gun's charge level and is unable to penetrate enemies or terrain, but still leaves their own residual trails.
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