ArmsKore Coil Gun
Unlocked through an assignment. |
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Requires Gunner 21
Purchased for: |
“ | A hand-carryable, fully-fledged railgun system. It fires solid tungsten spheres with enough force to punch clean through solid rock and turn the air around its trajectory burning hot. The only limit to this pocket-sized war crime is the battery pack - which is sizable. |
— Item Description |
The ArmsKore Coil Gun is an unlockable secondary weapon for the Gunner. It is a miniaturized electromagnetic coilgun surrounded by technological components as part of its bulky exterior and fires projectiles capable of piercing through solid rock and enemies. On each side, a porthole reveals several cylindrical electromagnets that rotate as the weapon is charged. In the back, tungsten spheres are loaded into an accessible compartment after each shot and appears to be held by an isolated magnetic field.
The Coil Gun requires the player to charge a shot by holding the fire button down ("Left Mouse Button" by default) and releasing. Holding a charged shot for too long will cause the weapon to overheat and lose its charge.
The most notable feature of the Coil Gun is its ability to penetrate through enemies and terrain, while leaving a residual trail that causes damage over time to any enemy within contact. Its penetration capacity is only limited by terrain, as the projectile will stop traveling after burrowing a certain distance. This distance is biome-dependent and is shorter in biomes with greater rock hardness. Unlike other weapons that can bypass terrain, the Coil Gun's projectile causes impacted terrain to be deformed and leaves a physical trail that can be seen on the Terrain Scanner.
The player appears to have an infinite amount of tungsten spheres at their disposal and is only limited by the overall battery charge of the weapon.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Armskore Coil Gun Modifications | ||||
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Mod | Effect | In Game Description | Price | |
Tier 1 | Extra Coil |
+40 Damage | "Putting an extra coil in the barrel of your weapon makes it apply more force to projectiles, which greatly increases their damage output" | |
Larger Battery |
+280 Ammo | "You had to give up some sandwich-storage, but your total ammo capacity is increased!" | ||
Resonance Tuning |
+2s Trail Duration | "Careful tuning results in a trail that is able to sustain itself for a longer period of time." | ||
Tier 2 | Overcharger |
+Overcharger | "Rerouting the excess energy back into the magnetic flux keeps the coils charging way over their limit, increasing damage the longer you hold a full charge." | |
Controlled Magnetic Flow |
+Controlled Magnetic Flow | "By controlling the magnetic flow of the coil you can fire as soon as the gun charges a single bar and any point after with both damage and energy consumption scaled to amount charged." | ||
Optimised Magnetic Circuit |
+1.8 Charge Speed | "R&D improved the magnetic flux of your circuits to avoid energy loss, resulting in a vastly improved charge rate" | ||
Tier 3 | Concussive Shockwave |
+1.5 Trajectory Effect Radius +50% Trajectory Stun Chance +3 Trajectory Stun Duration |
"Modification to the projectile enhance the sonic shockwaves potentially stunning nearby enemies" | |
Fear Trajectory |
+5 Trajectory Effect Radius +250% Fear Factor |
"Projectiles release sonic impulses scaring any creatures near the trajectory." | ||
Tier 4 | Defence Enhancement |
+50% Damage Resistance While Charging | "The excess energy created from the spinning coils feeds into your armour and enhances its protective capabilities" | |
Shockwave |
+20 Front AoE shock wave damage | "Directing the waste energy forward through some careful modifications causes a shockwave that hurts any enemies" | ||
Tier 5 | Necro-Thermal Catalyst |
+30% additional damage (Fire + Heat) against Burning enemies +Necro-Thermal Catalyst |
"Killing a burning enemy turns them into a large explosion of fire and gore, burning anything nearby. The special compound also improves direct damage against burning targets." | |
Dilated Injector System |
+1m Trail Radius | "Increasing the amount of injector liquid used on launch causes projectiles to leave behind a wider damage trail" | ||
Electric Trail |
+Electric Trail | "R&D spent hours to fit your projectiles with titanium wiring that enables them to transfer some of the electric energy from the gun to the damage trail" |
Overclocks
Overclock calculations happen after modifiers.
ArmsKore Coil Gun [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Re-atomizer
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Spread target ailments to enemies behind them |
"A charge so powerful it splits and rebinds atoms in hit enemies, spreading ailments to other targets behind them. The amount of power required slows down the reload process significantly." | ||
Ultra-Magnetic Coils
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0.5m Trail Radius |
"Extremely magnetic coils able to store more energy. The extra energy increases the radius and duration of the trail left behind by the projectile." | ||
Backfeeding Module
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+320 Max Ammo |
"The electrical flow is reversed by adding a tiny module onto the battery, increasing the amount of power it can store. However the extra efficiency of the reversed flow results in shorter lived trails." | ||
The Mole
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Damage bonus for every terrain pierced |
"R&D are proud of this one. A bullet that uses the traction from impacting with terrain to generate energy, making it travel further and do more damage. The extra energy required to fire The Mole comes with the cost of charge speed." | ||
Hellfire
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Heat up enemies at an average of 68.6 Heat/sec (for fully charged shots) |
"By using a highly volatile injection fuel a full charge pushes the trail temperature so high it will quickly ignite almost anything. The huge amounts of energy required increases charge time and reduces battery capacity, while shortening the trail duration." | ||
Triple-Tech Chambers
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Fire off residue energy up to two times after shooting |
"Prototype chamber tech that allows the weapon to fire off residual energy up to two times in quick succession after shooting, at half the energy cost and 75% damage of a normal shot. The extra shots don't penetrate and the heavy modification takes a toll on the energy flow, reducing charge rate and reload speed." |
Stats Breakdown
Understanding the Weapon
- Damage Type: 80% Kinetic, 20% Fire
- Area Damage Behavior: Cleaving
- Charge for Charged Shot: 1
- Charge Speed Per Second: 1.2
- Heat Generation While Charging: 0.4 per second
- Heat Generation While Charged: 0.2 per second
- Maximum Heat Capacity: 1.0
- Material Flags: Weakpoint, Frozen
Trails
The Coil Gun's bullets will leave behind damaging trails that all have their own properties and may be stacked together. The Normal Trail will always be present while the Electric and Hellfire trails must be activated through weapon upgrades.
Normal Trail:
- Damage: 3.9 Fire
- Tick Rate: 0.25s
- Duration: 5s
- Stackable: True
Electric Trail:
- Damage: 2 Electric
- Tick Rate: 0.25s
- Move Speed: x0.2
- Duration: 5s
- Stackable: False
Hellfire Trail:
- Damage: 12 Heat
- Tick Rate: 0.15-0.2s
- Duration 3s
- Stackable: False
The Hellfire Trail acts as an Environmental Heat Source with an Intensity value of 1. What this means is that bugs within the Hellfire Trail will have their temperatures raised by an additional 2° per second and will not cool until they leave the Hellfire Trail. The Heat Intensity can be raised by other Heat Sources such as Incendiary Grenades or Sticky Flames, but may also be reduced in the presence of Cooling Sources such as the Blizzards that may occur in the Glacial Strata.
If the ArmsKore is fired before reaching full charge as with the Controlled Magnetic Flow modification, Hellfire's heating effect is not applied to the projectile trail.
Unique Modifications
Unique Modifications | ||
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Overcharger |
More damage is added the longer a full charge is held before being released. Overheating resets the bonus. |
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Controlled Magnetic Flow |
The weapon can be fired after reaching 25%, 50%, 75%, or 100% charge, with direct shot damage and ammo consumption being proportional to those charge levels. However, other Coil Gun effects still work at full strength even at lower charge levels, including Concussive Shockwave, Fear Frequency, Shockwave, and the Normal and Electric Trails. |
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Defence Enhancement |
This upgrade grants 50% resistance to all damage taken while holding the Fire button with the Coil Gun equipped. The weapon does not need to actually charge; the resistance still works even during the reload animation as long as the Fire button is held. However, the weapon does need to have some remaining ammo. |
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Shockwave |
Shockwave causes each shot from the Coil Gun to deal extra damage in an area around and in front of the player. The damage is unaffected by charge level and will work with the residue from Triple-Tech Chambers. |
Shockwave Stats:
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Necro-Thermal Catalyst |
Increases damage of direct shots against enemies that are on fire. Additionally, the upgrade causes enemies to explode if they are killed by a direct Coil Gun hit while on fire. Bonus damage from the upgrade itself and Overcharger can activate the death explosion if they finish off the enemy, but not damage from Shockwave, The Mole, or any of the trails. |
Damage vs Burning: +30% as Fire + Heat Explosion Stats:
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Unique Overclocks
Unique Overclocks | ||
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Re-atomizer |
Hitting multiple targets via blowthrough shot applies an instance of each Status Effect that the first hit target (the "carrier") has had to all subsequent entities (the "targets").
If carrier has been affected by a modified version of some Status Effect, then only the unmodified (default) version of this Status Effect will be applied to the subsequent targets, i.e. changes resulting from a weapon's mods and/or overclocks which modified Status Effect on the carrier are ignored. Both the carrier and the target must take damage to their main health pools for Status Effects to transfer. Damaging only their shields, armor, or other forms of sub-health (such as the shell possessed by a Glyphid Dreadnought) will result in no transfer. Although, there is one exception to this: Glyphid Hiveguard allows Status Effects' transfers during any of his phases. It is not necessary for the carrier to have active instances of Status Effects. Re-atomizer only reads whether a Status Effect has been initialized before on an entity or not. Thus, an entity that has recovered from a Status Effect still carries "a mark" of that Effect until they die. And for the same reason, when there's a stack of instances of the same Status Effect on the carrier, Re-atomizer doesn't account for that and still tries to apply just one instance of this Status Effect to its targets. If some of the applied effects are mutually exclusive (they have the same Exclusive Keys), only an instance of the earliest initialized on the carrier Status Effect gets re-applied onto the target, while following re-atomizable Status Effect with the same EXKEY don't get initialized on the target, i.e. don't leave "marks" on them. For example, if the carrier has Breach Cutter's High Voltage Crossover's (HVC) electrocution effect active, but also before that it's been electrocuted with Stubby's electrocution effect which is no longer active (just initialized now), then Re-atomizer will transfer and apply Stubby's electrocution onto the target, which Exclusive Key will then block further re-atomization of HVC's electrocution effect. Nevertheless, Electric Trail upgrade of the Coil Gun always has priority over other Status Effects with the same EXKEY_ELECTRICITY, because before re-atomization happens it gets directly applied to the target first, then Re-atomizer tries to re-apply other electrocution effects with the same EXKEY but all of them get blocked by Electric Trail's effect. Most Re-atomizable Status Effects are forbidden from getting applied to Dwarves and thereby can't be re-atomized on Dwarves, the only exception to this is Wave Cooker's Densification Ray effect. Hostile targets who received Status Effects that are otherwise impossible for allied targets to receive will still retain their "marks" for further Re-atomization if they are made friendly (such as via taming a glyphid using Beast Master or hacking a Patrol Bot using Hacking Device). Loosing contact with Corrosive Sludge Pump's puddles, the Breach Cutter's T5A Explosive Goodbye or the Experimental Plasma Charger's Persistent Plasma OC Plasma Field leaves "a mark" of their respective Status Effects for all entities (including allies), making them Status Effects' carriers permanently. In addition, Re-atomizer is able to transfer temperature level from the carrier to its targets. It only does it when the carrier is either On Fire or Frozen.
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The Mole |
Every time the Armskore penetrates through any terrain, it will accumulate a flat damage bonus. The damage bonus is affected by the charge level and there is no limit to how many times it is able to stack. |
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Triple Tech Chambers |
Enables the Coil Gun to be able to fire 2 additional shots during a brief window after the first shot is fired. If a shot is not fired within this window, the player will proceed to reload the weapon as usual.
Extra shots deal 75% of the damage and consume half the ammo of the first shot. They are unable to penetrate terrain, but still leave identical trails to the first shot. |
Skins
Full gallery of skins can be seen at Weapon Skins.
Gallery
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