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Coilgun: Difference between revisions

From TF2 Classified Wiki
Ratboy Slim (talk | contribs)
m Airblast > Flame Thrower
Ratboy Slim (talk | contribs)
Added self damage clarification
Line 18: Line 18:
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 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 explosive jump if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible.


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.
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.