Coilgun: Difference between revisions

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{{Infobox weapon
{{Infobox weapon
| kill-icon-2=coilgun charged
| kill-icon-2=deflect coilgun
| used-by=Engineer
| used-by=Engineer
| slot=Secondary
| slot=Secondary
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{{Loadout neutral|"No steak, but a whole heap o' sizzle."}}
{{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 futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the user is on.
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 [[airblast|airblasted]], and will ricochet if reflected while charged.
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. 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.
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 ==
== Properties ==
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  | mini-crit-charged = 101<br>{{tooltip|68|Overcharged}}
  | mini-crit-charged = 101<br>{{tooltip|68|Overcharged}}
  | bullet-count = 1
  | bullet-count = 1
| spread = {{tooltip|0.02|In radians}}
| splash-column = true
| splash-column = true
  | minimum-splash = 2.8m
  | minimum-splash = 146 HU
  | minimum-splash-percentage = 60%
  | minimum-splash-percentage = 60%
  | damage-reduction = 1% / 2.88
  | damage-reduction = 1% / 2.88 HU
  | self-damage = 60
  | self-damage = 60
| ammo-column = true
| ammo-column = true
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== Related achievements ==
== Related achievements ==
{{Achievement table|
{{Achievement table|
{{Achievement|kill_with_blindcoilricochet}}
{{Achievement|kill_with_blindcoilricochet}}
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|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. 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''.
* 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.
== 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
Backpack Coilgun.png
Kill Icons
Killicon coilgun.png
Killicon deflect coilgun.png
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
Tf2c kill with blindcoilricochet.png 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

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

  • 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