Double Coilgun: Difference between revisions
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{{version| | {{version|1.2.6.0|stub = yes|stubnote = Add images.}} | ||
{{Installations infobox | |||
| | | imagewidth = 200 | ||
| | | identifier = doublecoilgun | ||
| | | description = A double-barrel version of the Coilgun. | ||
| category = | | category = Machine | ||
| powerconsumption = | | category2 = Weapons | ||
| | | tags = turret | ||
| powerconsumption = 1000 | |||
| reload = 0.2 <!-- Every reload in Barotrauma (possibly every action) requires additional 2 frames, following an obscure mathematical formula explained here: | |||
https://github.com/Regalis11/Barotrauma/discussions/9483 | |||
Hence, the double coingun, just like the chaingun, fires significantly slower than expected. | |||
In the xml it has a reload of 0.1 with an additional 0.175 every second shot, which means it loops between 0.1 and 0.275. That's on average a reload of 0.1875, that adjusted for the additional frames and rounded down (So that there aren't 14 digits after the decimal on the page) gave me a reload value of 0.2 | |||
This value very closely corresponds to the ones i get when timing how long it takes to empty a box of ammo, where on average i got 40.08 seconds to empty a 200 round box, which is 4.99001996 firerate and a reload of 0.2004. | |||
--> | |||
| weapons = 50 | |||
| handicap = Spring Stiffness -48 (50 → 2)<br>Spring Damping -9.5 (10 → 0.5)<br>Rotation Speed -7 (8 → 1) | |||
| weapontype = largeturret | |||
| loader = Coilgun Loader | |||
| ammo = {{hl|Coilgun Ammunition Box}}<br>{{hl|Depleted Fuel Coilgun Ammunition Box}}<br>{{hl|Exploding Ammunition Box}}<br>{{hl|Physicorium Ammunition Box}}<br>{{hl|Piercing Ammunition Box}}<br>{{hl|Piercing Ammunition Box}} | |||
| ammocount = 6 | |||
}} | |||
{{Installations infobox | |||
| name = Coilgun Loader | |||
| imagewidth = 75 | |||
| identifier = coilgunloader | |||
| description = Feeds coilgun ammunition into a linked coilgun. | |||
| category = Machine | |||
| category2 = Weapons | |||
| tags = coilgunequipment,coilgunammosource,turretammosource,coilgunammoloader | |||
| itemslots = 1 Coilgun Ammunition slot | |||
| repairtype = Mechanical | |||
| repairskill = 55 | |||
}} | |||
The '''Double Coilgun''' is a [[Submarine Weapons|Submarine Weapon]] in [[Barotrauma]]. Similar to other Submarine Weapons, it requires a loader to be linked to it for ammo. | |||
<!--Not every variable is shown for the item infobox, only the most common ones. See https://barotraumagame.com/wiki/Boilerplate:Installation for further details on each section.--> | <!--Not every variable is shown for the item infobox, only the most common ones. See https://barotraumagame.com/wiki/Boilerplate:Installation for further details on each section.--> | ||
<!--A short, brief sentence about what the installation is.--> | <!--A short, brief sentence about what the installation is.--> | ||
= | =Functions & Usage= | ||
The Double Coilguns are the large hardpoint versions of Coilguns, and use the same ammunition. They shoot high velocity bolts that deal damage to anything they hit. With their high rate of fire, and typically inexpensive ammunition, they can make for good defensive weapons. | |||
<br>Like other Turrets, [[Periscope]]s are typically used to aim and fire Double Coilguns. Firing Double Coilguns draws power from connected [[Supercapacitor]]s, as well as ammunition from linked Loaders. | |||
=Ammunition= | |||
There are 5 types of Double Coilgun ammunition: | |||
<br>'''Standard''': typically used when there are not enough resources to craft other types of ammunition. | |||
<br>'''Depleted Fuel''': only craftable by an Engineer with the [[Military Applications]] talent, inflicts Radiation Sickness and has considerable armor penetration. | |||
<br>'''Exploding''': typically used against smaller creatures due to it being able to one or two shot them. | |||
<br>'''Physicorium''': good all-rounder against unarmored targets, has almost twice the standard damage. | |||
<br>'''Piercing''': good all-rounder against armored targets due to its armor piercing capabilities and the fact that it can hit 2 limbs in its line of fire. | |||
{{CargoDamage|tabletype=sub}} | |||
= Submarines = | |||
A list of submarines with this turret. | |||
{{SubsWithWeapon}} | |||
= | = Control Panel = | ||
{{Connection panel | {{Connection panel | ||
| | |input1=Power_In | ||
| | |input1color=red | ||
| input1tt = | |input1tt=Power for firing the Double Coilgun. | ||
| | |input2=Position_In | ||
| | |input2tt=Sets the firing angle of the Double Coilgun (0-360). | ||
| | |input3=Trigger_In | ||
|input3tt=Fires the Double Coilgun when it receives a signal. | |||
|input4=Toggle_Light | |||
|input4tt=Toggles the state of the Double Coilgun's light. | |||
|input5=Set_Light | |||
|input5tt=Sets the state of the Double Coilgun's light. | |||
}} | }} | ||
=See | |||
* | = See Also = | ||
* | |||
=Media= | *{{hl|Coilgun|50}} | ||
*{{hl|Railgun|50}} | |||
*{{hl|Pulse Laser|50}} | |||
*{{hl|Chaingun|50}} | |||
*{{hl|Flak Cannon|50}} | |||
= Media = | |||
<!--Images--> | <!--Images--> | ||
<gallery widths=280 heights=200> | <gallery widths=280 heights=200> | ||
</gallery> | </gallery> | ||
<gallery widths=200 heights=100> | <gallery widths=200 heights=100> | ||
File:DoubleCoilgun1.ogg|Double Coilgun firing 1 | |||
File:DoubleCoilgun2.ogg|Double Coilgun firing 2 | |||
File:DoubleCoilgun3.ogg|Double Coilgun firing 3 | |||
</gallery> | |||
{{Weapons nav|show-Subweapons=yes}} | |||
{{Installations nav}} | |||
[[Category:Installations]] | [[Category:Installations]] | ||
[[Category:Submarine Weapons]] |
Latest revision as of 00:11, 26 March 2024
Data is potentially outdated | |
Last updated for version 1.2.6.0 Last mentioned in changelog 1.4.4.1 The current game version is 1.4.6.0 Stub Notes: Add images. |
Double Coilgun | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
A double-barrel version of the Coilgun. | ||||||||||
Statistics* | ||||||||||
Skill Requirement | Weapons: 50 | |||||||||
Handicap | Spring Stiffness -48 (50 → 2) Spring Damping -9.5 (10 → 0.5) Rotation Speed -7 (8 → 1) | |||||||||
Power Consumption | 1000 kW | |||||||||
Firerate | 5 RPS | |||||||||
|
Coilgun Loader | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Feeds coilgun ammunition into a linked coilgun. | ||||||||||
Statistics* | ||||||||||
Item Slots | 1 Coilgun Ammunition slot | |||||||||
Repairable | ||||||||||
Required Skill | Mechanical Engineering 55 | |||||||||
Required Item | Wrench | |||||||||
|
The Double Coilgun is a Submarine Weapon in Barotrauma. Similar to other Submarine Weapons, it requires a loader to be linked to it for ammo.
Functions & Usage
The Double Coilguns are the large hardpoint versions of Coilguns, and use the same ammunition. They shoot high velocity bolts that deal damage to anything they hit. With their high rate of fire, and typically inexpensive ammunition, they can make for good defensive weapons.
Like other Turrets, Periscopes are typically used to aim and fire Double Coilguns. Firing Double Coilguns draws power from connected Supercapacitors, as well as ammunition from linked Loaders.
Ammunition
There are 5 types of Double Coilgun ammunition:
Standard: typically used when there are not enough resources to craft other types of ammunition.
Depleted Fuel: only craftable by an Engineer with the Military Applications talent, inflicts Radiation Sickness and has considerable armor penetration.
Exploding: typically used against smaller creatures due to it being able to one or two shot them.
Physicorium: good all-rounder against unarmored targets, has almost twice the standard damage.
Piercing: good all-rounder against armored targets due to its armor piercing capabilities and the fact that it can hit 2 limbs in its line of fire.
Item | Shots | Afflictions | Armor Penetration | Structure Damage | Explosion Range |
---|---|---|---|---|---|
Coilgun Ammunition Box |
200 | 10% | Impact: 20
|
. | |
Coilgun Ammunition Box (Blanks) |
200 | None |
0% | . | |
Depleted Fuel Coilgun Ammunition Box |
200 | 40% | Impact: 20
|
. | |
Exploding Ammunition Box |
100 | 10% | Impact: 10 Explosion (3m): 5
|
3 meters | |
Physicorium Ammunition Box |
200 | 20% | Impact: 30
|
. | |
Piercing Ammunition Box |
150 | 50% | Impact: 35
|
. |
Submarines
A list of submarines with this turret.
Control Panel
Connection Panel for Double Coilgun Hover over pins to see their descriptions. | ||||||||||||||||||||||||||||||||||||||
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| ||||||||||||||||||||||||||||||||||||||
Requires: Screwdriver |
See Also
Media
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Double Coilgun firing 1
-
Double Coilgun firing 2
-
Double Coilgun firing 3
Installations | |
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Submarine Weapons | |
Small Turrets
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Large Turrets
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Loaders
| |
Other
| |
Navigation | |
Machines | |
Electrical | |
Structure | |
Other | |
Alien | |