Coilgun: Difference between revisions

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{{Loadout neutral|"No steak, but a whole heap o' sizzle."}}
{{Loadout neutral|"No steak, but a whole heap o' sizzle."}}
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The '''Coilgun''' is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It's a sleek laser pistol with a glass window revealing an energy coil inside.
The '''Coilgun''' is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It's a futuristic laser pistol with a glass window revealing an energy coil inside.


Unlike the pistol, the Coil gun is an energy weapon that fires laser projectiles, on contact they deal a consistent 25 damage no matter the distance of the target. By holding the alternate fire button a user can charge up the Coilgun's next shot and upon letting go it's fired off with more force, the more a shot is charged the more accurate it becomes and the more damage it deals, a fully charged shot can deal 70 damage at any distance.  
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.


The Coilgun's charged shot also allows the user ricochet the beam off walls, once the beam starts to ricochet it will bounce off 3 other surfaces until it burns out, however the shot will only do 60 points of damage. It's worth noting that charging the gun for too long will result in the weapon overcharging, causing it to explode. When the Coilgun explodes the user takes 45 damage and is knocked into the air, this can however be used for increased mobility if a jump or crouch jump is timed right as the gun overcharges.
The Coilgun's charged shot also allows the user ricochet the beam off walls. The beam will ricochet three times until it disappears on contact, 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 ==
{{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 = 120
| critical-charged = 225<br>{{tooltip|150|Overcharged}}
| mini-crit = 34
| mini-crit-charged = 101<br>{{tooltip|68|Overcharged}}
| bullet-count = 1
| splash-column = true
| minimum-splash = 2.8m
| minimum-splash-percentage = 60%
| damage-reduction = 1% / 2.88
| 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 = 75% / s<br>{{tooltip|33.33% / s|Overcharge}}
| charge-fill-time = 1.5 s<br>{{tooltip|3 s|Overcharge}}
|}}


== Related achievements ==
== Related achievements ==
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== 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. 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 can randomly crit on an overcharge.


== Gallery ==
== Gallery ==

Revision as of 04:26, 20 May 2023

Coilgun
Backpack Coilgun.png
Kill Icons
Killicon coilgun.png
Killicon coilgun charged.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 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.

The Coilgun's charged shot also allows the user ricochet the beam off walls. The beam will ricochet three times until it disappears on contact, 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 120
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
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

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.
  • The Coilgun can randomly crit on an overcharge.

Gallery