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Coilgun: Difference between revisions

From TF2 Classified Wiki
Ratboy Slim (talk | contribs)
Properties: Changed 75% on charge to 66.66%
Ratboy Slim (talk | contribs)
Added hauling prevention
Line 19: Line 19:


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. 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.


== Properties ==
== Properties ==