Template:Overclock table armskore coil gun
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ArmsKore Coil Gun [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Re-atomizer
|
"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
|
"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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"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
|
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
|
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
|
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." |