Coilgun: Difference between revisions
Clanker707 (talk | contribs) (Added a more detailed description of the Coilgun and it's functions.) |
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{{Infobox weapon | {{Infobox weapon | ||
| kill-icon-2=coilgun | | kill-icon-2=deflect coilgun | ||
| used-by=Engineer | | used-by=Engineer | ||
| slot=Secondary | | slot=Secondary | ||
Line 10: | Line 10: | ||
| loadout-attributes= | | loadout-attributes= | ||
{{Loadout neutral|Alt-Fire: Charge up for more damage}} | {{Loadout neutral|Alt-Fire: Charge up for more damage}} | ||
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}} | |||
<br> | <br> | ||
{{Loadout neutral| | {{Loadout neutral|"No steak, but a whole heap o' sizzle."}} | ||
}} | }} | ||
The '''Coilgun''' is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It's a | The '''Coilgun''' is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It's a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the user is on. | ||
Unlike the pistol, the Coilgun fires laser projectiles instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. 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. All Coilgun projectiles can be [[Flame Thrower|airblasted]], and will ricochet if reflected while charged. | |||
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. The user will not take damage from their own 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 [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The user gains more height by crouching, and the most height by jumping while crouched before the explosion. | |||
As a consequence of the Coilgun's alternate fire, the user cannot pick up their buildings while it is equipped. However, if timed precisely, the user can pick up their buildings during an overcharge jump by switching to another weapon and pressing the alternate fire key. | |||
== Properties == | |||
{{Weapon properties | |||
| shot-type = Projectile | |||
| damage-type = Bullet | |||
| ranged-type = Ranged | |||
| taunt = Gunspinning | |||
| damage-column = true | |||
| base-damage = 25 | |||
| base-damage-percentage = 100% | |||
| charged-damage = 75<br>{{tooltip|50|Overcharged}} | |||
| charged-damage-percentage = 300% | |||
| critical = 75 | |||
| critical-charged = 225<br>{{tooltip|150|Overcharged}} | |||
| mini-crit = 34 | |||
| mini-crit-charged = 101<br>{{tooltip|68|Overcharged}} | |||
| bullet-count = 1 | |||
| spread = {{tooltip|0.02|In radians}} | |||
| splash-column = true | |||
| minimum-splash = 146 HU | |||
| minimum-splash-percentage = 60% | |||
| damage-reduction = 1% / 2.88 HU | |||
| self-damage = 60 | |||
| ammo-column = true | |||
| loaded = 8 | |||
| carried = 16 | |||
| reload-type = Clip | |||
| function-times-column = true | |||
| attack-interval = 0.4 s<br>{{tooltip|0.6 s|Alt fire}} | |||
| reload = 1.5 s | |||
| activation-time = 0.025 s | |||
| charge-fill-speed = 66.66% / s<br>{{tooltip|33.33% / s|Overcharge}} | |||
| charge-fill-time = 1.5 s<br>{{tooltip|3 s|Overcharge}} | |||
|}} | |||
== Related achievements == | == Related achievements == | ||
{{Achievement table| | {{Achievement table| | ||
{{Achievement|kill_with_blindcoilricochet}} | {{Achievement|kill_with_blindcoilricochet}} | ||
Line 36: | Line 72: | ||
|ru=Пушка Гаусса|ru_m=Gauss Gun | |ru=Пушка Гаусса|ru_m=Gauss Gun | ||
|es=Bobiductor|es_m=Coilductor | |es=Bobiductor|es_m=Coilductor | ||
|uk=Пістолет Гаусса|uk_m=Gauss pistol | |||
}} | |||
== Update history == | |||
{{Update history| | |||
'''[[2.0.0]]''' | |||
* Added the Coilgun | |||
'''[[2.0.1]]''' | |||
* Fixed the Coilgun's alt-fire preventing reloading when empty | |||
'''[[2.0.2]]''' | |||
* Fully charged shots are now 100% accurate | |||
'''[[2.1.0]]''' | |||
* Now beeps on full charge, and has a meter that displays time before overcharge | |||
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20% | |||
}} | }} | ||
== Trivia == | == Trivia == | ||
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from Team Fortress Classic. | * The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from ''Team Fortress Classic''. | ||
* 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 can randomly crit on an overcharge. | |||
== Comparison from ''Team Fortress 2'' == | |||
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live ''TF2'', the Coilgun's explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn't need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to "Sentry jump" or to be close with an enemy to "Energy Orb jump" with the [[tf:Short Circuit|Short Circuit]]. | |||
== Gallery == | == Gallery == | ||
<gallery> | <gallery mode> | ||
CoilgunConcept.png|Coilgun concept art | CoilgunConcept.png|Coilgun concept art | ||
</gallery> | </gallery> | ||
{{nav allweapons}} | {{nav allweapons}} |
Latest revision as of 16:38, 15 May 2024
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, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the user is on.
Unlike the pistol, the Coilgun fires laser projectiles instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. 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. All Coilgun projectiles can be airblasted, and will ricochet if reflected while charged.
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. The user will not take damage from their own 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. The user gains more height by crouching, and the most height by jumping while crouched before the explosion.
As a consequence of the Coilgun's alternate fire, the user cannot pick up their buildings while it is equipped. However, if timed precisely, the user can pick up their buildings during an overcharge jump by switching to another weapon and pressing the alternate fire key.
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 | |
Spread | 0.02 | |
Splash | ||
Minimum splash | 60% | 146 HU |
Damage reduction | 1% / 2.88 HU | |
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 | 66.66% / 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 |
Ukrainian | Пістолет Гаусса | Gauss pistol |
Update history
- Added the Coilgun
- Fixed the Coilgun's alt-fire preventing reloading when empty
- Fully charged shots are now 100% accurate
Trivia
- The Coilgun is loosely based off of the Railgun from Team Fortress Classic.
- 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 can randomly crit on an overcharge.
Comparison from Team Fortress 2
- While there are various explosive jumps the Engineer can utilize in live TF2, the Coilgun's explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn't need at most a level 3 Sentry Gun and a Wrangler to "Sentry jump" or to be close with an enemy to "Energy Orb jump" with the Short Circuit.
Gallery
Weapons | |||||
---|---|---|---|---|---|
Primary | Secondary | Melee | PDA/Watch/Sapper | ||
Scout | - | ||||
Soldier | - | ||||
Pyro | - | ||||
Demoman | - | ||||
Heavy | - | ||||
Engineer | |||||
Medic | - | ||||
Sniper | - | ||||
Spy | - | ||||
Civilian | - | - | - | ||
Scrapped | - |