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Coilgun: Difference between revisions

From TF2 Classified Wiki
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Tweaked the writing in the first paragraph to be much more concise.
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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
Line 9: 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}}
<br>
<br>
{{Loadout neutral|Fully charged shots either bounce or explode in your hand when charged for too long}}
{{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 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, 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.


Though a relic of the past, the Coilgun still proves to be a helpful tool in the [[Engineer]]'s arsenal. 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 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.


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.
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.
 
All Coilgun projectiles can be [[Flame Thrower|airblasted]] and the charged ones will ricochet as well.
 
== 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}}</br>{{tooltip|0.33 s|Haste boosted}}
| reload = 1.5 s</br>{{tooltip|0.75 s|Haste boosted}}
| 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}}</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 36: 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 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}}