Coilgun: Difference between revisions
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Technochips (talk | contribs) 2.1.0 loadout. removed unencyclopedic sentence |
Ratboy Slim (talk | contribs) Added weapon table, rewrote lead, added two trivia points. |
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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 | 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 | 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 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 == | ||