Double Coilgun: Difference between revisions
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| tags = turret | | tags = turret | ||
| powerconsumption = 1000 | | powerconsumption = 1000 | ||
| reload = 0. | | reload = 0.1875 | ||
}} | }} | ||
{{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'''. They are mostly identical to their small hardpoint counterpart, the biggest difference being 50% increased rate of fire. 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 '''Coilguns'''. Firing '''Coilguns''' draws power from connected '''[[Supercapacitor]]s''', as well as ammunition from linked '''Loaders'''. | |||
= | =Ammunition= | ||
There are 5 types of '''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 = | = Submarines = | ||
A list of submarines with this turret. | A list of submarines with this turret. | ||
{{SubsWithWeapon}} | {{SubsWithWeapon}} |
Revision as of 20:44, 2 December 2022
Data is potentially outdated | |
Last updated for version 0.19.11.0 Last mentioned in changelog 1.4.4.1 The current game version is 1.4.6.0 Stub Notes: Add function, add usage, add intro sentence, add images. |
Double Coilgun | ||||||||||
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A double-barrel version of the Coilgun. | ||||||||||
Statistics* | ||||||||||
Power Consumption | 1000 kW | |||||||||
Firerate | 5.33 RPS | |||||||||
|
Coilgun Loader | ||||||||||
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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. They are mostly identical to their small hardpoint counterpart, the biggest difference being 50% increased rate of fire. 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 Coilguns. Firing Coilguns draws power from connected Supercapacitors, as well as ammunition from linked Loaders.
Ammunition
There are 5 types of 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
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Double Coilgun firing 2
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Double Coilgun firing 3