Coilgun: Difference between revisions
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* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from Team Fortress Classic. That game's version did not have a ricochet function. | * The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from Team Fortress Classic. That game's version did not have a ricochet function. | ||
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay. | * The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay. | ||
* When a charged laser hits an ÜberCharged enemy, it will impact them as normal instead of bouncing off. | |||
* The Coilgun can randomly crit on an overcharge. | * The Coilgun can randomly crit on an overcharge. | ||
Revision as of 03:26, 4 June 2023
Coilgun | |
---|---|
Kill Icons | |
Basic Information | |
Used by | Engineer |
Slot | Secondary |
Ammo | |
Ammo loaded | 8 |
Ammo carried | 16 |
Loadout Stats | |
The Coilgun Coilgun Alt-Fire: Charge up for more damage Fully charged shots ricochet off walls, and explode in your hand when overcharged
"No steak, but a whole heap o' sizzle." |
The Coilgun is an alternative secondary weapon for Engineer. It's a futuristic laser pistol with a glass window revealing an energy coil inside.
Unlike the pistol, the Coilgun fires laser projectiles instead of bullets. By default, holding the primary fire button shoots a series of low-damage lasers that disappear on contact. When they hit a target, they deal 25 damage regardless of distance. By holding the alternate fire button, a user can charge up the Coilgun's next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the user's next Coilgun shot.
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the user's position. When the Coilgun explodes, the user takes 60 damage and deals up to 50 damage to any enemies nearby. The user is also knocked into the air, which can be used as an explosive jump if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible.
Properties
Properties | ||
---|---|---|
Shot type | Projectile | |
Damage type | Bullet | |
Ranged or Melee? | Ranged | |
Taunt | Gunspinning | |
Damage | ||
Base damage | 100% | 25 |
Charged damage | 300% | 75 50 |
Critical | 75 | |
Critical (charged) | 225 150 | |
Mini-crit | 34 | |
Mini-crit (charged) | 101 68 | |
Bullet count | 1 | |
Splash | ||
Minimum splash | 60% | 2.8m |
Damage reduction | 1% / 2.88 | |
Self-damage | 60 | |
Ammo | ||
Loaded | 8 | |
Carried | 16 | |
Reload type | Clip | |
Function Times | ||
Attack interval | 0.4 s 0.6 s | |
Reload | 1.5 s | |
Activation time | 0.025 s | |
Charge fill speed | 75% / s 33.33% / s | |
Charge fill time | 1.5 s 3 s | |
All values are approximate. |
Related achievements
Achievement | Description | |
---|---|---|
Texan Predictability | Kill an enemy you can't see with a ricocheted Coilgun shot. |
Names in other languages
Language | Name | Meaning |
---|---|---|
Bulgarian | Бобинен пистолет | Coilgun |
Spanish | Bobiductor | Coilductor |
English | Coilgun | - |
French | Pistolet à induction | Induction Gun |
German | Spulenpistole | Coilgun |
Italian | Pistola a bombina | Coilgun |
Brazilian Portuguese | Pistola Espiral | Coilgun |
Romanian | Pistol de lazere | Laser Gun |
Russian | Пушка Гаусса | Gauss Gun |
Trivia
- The Coilgun is loosely based off of the Railgun from Team Fortress Classic. That game's version did not have a ricochet function.
- The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.
- When a charged laser hits an ÜberCharged enemy, it will impact them as normal instead of bouncing off.
- The Coilgun can randomly crit on an overcharge.
Gallery
Weapons | |||||
---|---|---|---|---|---|
Primary | Secondary | Melee | PDA/Watch/Sapper | ||
Scout | - | ||||
Soldier | - | ||||
Pyro | - | ||||
Demoman | - | ||||
Heavy | - | ||||
Engineer | |||||
Medic | - | ||||
Sniper | - | ||||
Spy | - | ||||
Civilian | - | - | - | ||
Scrapped | - |