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Coilgun: Difference between revisions

From TF2 Classified Wiki
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Removed unused kill icon
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{{Infobox weapon
{{Infobox weapon
| kill-icon-2=deflect coilgun
| used-by=Engineer
| used-by=Engineer
| slot=Secondary
| slot=Secondary
Line 8: Line 9:
| loadout-propername=yes
| loadout-propername=yes
| loadout-attributes=
| loadout-attributes=
{{Loadout neutral|Alt-Fire: Charge up for more damage}}
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}
<br>
<br>
{{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, glowing 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 Engineer 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.
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges 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 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. 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.
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 Engineer 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 Engineer's position. When the Coilgun explodes, the Engineer takes 60 damage and deals up to 50 damage to any enemies nearby. The Engineer 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 Engineer gains more height by crouching, and the most height by jumping while crouched before the explosion. If timed precisely, the Engineer can pick up his buildings during an overcharge.


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.
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.


== 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 = 146 HU
  | minimum-splash = 146 HU
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  | reload-type = Clip
  | reload-type = Clip
| function-times-column = true
| function-times-column = true
  | attack-interval = 0.4 s<br>{{tooltip|0.6 s|Alt fire}}
  | attack-interval = 0.4 s<br>{{tooltip|0.6 s|Alt fire}}</br>{{tooltip|0.33 s|Haste boosted}}
  | reload = 1.5 s
  | reload = 1.5 s</br>{{tooltip|0.75 s|Haste boosted}}
  | activation-time = 0.025 s
  | activation-time = 0.025 s
  | charge-fill-speed = 66.66% / s<br>{{tooltip|33.33% / s|Overcharge}}
  | charge-fill-speed = 66.66% / s<br>{{tooltip|33.33% / s|Overcharge}}
  | charge-fill-time = 1.5 s<br>{{tooltip|3 s|Overcharge}}
  | charge-fill-time = 1.5 s<br>{{tooltip|3 s|Overcharge}}</br>{{tooltip|0.5 s|Haste boosted}}</br>{{tooltip|1 s|Overcharge - Haste boosted}}
|}}
|}}
== Strategy ==
{| class="wikitable" style="text-align:center;"
|+ style="text-align:center;"| The Coilgun vs. Stock Pistol
|- style="text-align:left;"
| <poem>
➕ Deals more damage per shot
➕ Charged shots deal more damage
➕ Charged shots knocks back farther on hit
➕ Changed shots ricochet through walls
➕ Registers a hit using player's larger collision box instead of the hitbox
➕ Overcharge allows for an explosive jump in exchange of health
</poem>
| <poem>
➖ Has less clip size
➖ Has less ammo
➖ Has slower attack speed
➖ Has less projectile speed
➖ Can be airblasted
</poem>
|}


== Related achievements ==
== Related achievements ==
{{Achievement table|
{{Achievement table|
{{Achievement|kill_with_blindcoilricochet}}
{{Achievement|kill_with_blindcoilricochet}}
Line 71: Line 92:
|ru=Пушка Гаусса|ru_m=Gauss Gun
|ru=Пушка Гаусса|ru_m=Gauss Gun
|es=Bobiductor|es_m=Coilductor
|es=Bobiductor|es_m=Coilductor
|tr=Bobin Tabancası|tr_m=Coilgun
|uk=Пістолет Гаусса|uk_m=Gauss pistol
}}
}}
== Update history ==
{{Update history|
{{Update|2.0.0}}
* Added the Coilgun
{{Update|2.0.1}}
* Fixed the Coilgun's alt-fire preventing reloading when empty
{{Update|2.0.2}}
* Fully charged shots are now 100% accurate
{{Update|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%
{{Update|3.0.0}}
* Removed secondary fire, primary fire now charges when held
* New firing and charging animations
* Charged shots now have a unique sound
{{Update|3.0.3}}
* Added deflected Coilgun kill icon
}}
== 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'' ==
* The unique death animation from a Coilgun shot was taken from the Pyro's [[tf:Phlogistinator|Phlogistinator]].
* 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}}