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{{version|0.18.12.0|stub=yes|stubnote=Add media content.}}
{{version|1.2.6.0|stub=yes|stubnote=Add images.}}
{{clr}}
{{Installations infobox
{{Infobox Tabs
| imagewidth = 200
|Chaingun|{{Installations infobox
| identifier = chaingun
| category = Machines
| description = A powerful multiple-barrel turreted weapon, based on coilgun technology. Though somewhat unwieldy and slow to wind up to its firing state, its capability to deliver a hail of high-velocity metal at any would-be foe is unparalleled.
| category = Machine
| category2 = Weapons
| tags = turret
| powerconsumption = 400
| powerconsumption = 400
| imagewidth = 200}}
| reload = 0.133333333333333 <!-- Every reload in Barotrauma (possibly every action) requires additional 2 frames, following an obscure mathematical formula, explained here:
|Loader|{{Installations infobox
https://github.com/Regalis11/Barotrauma/discussions/9483
Hence, the chaingun fires significantly slower than expected. This effect becomes larger as reload time decreases. -->
| weapons = 50
| handicap = Spring Stiffness -48 (50 → 2)<br>Spring Damping -9.5 (10 → 0.5)<br>Rotation Speed -4 (5 → 1)
| weapontype = turret
| loader = Chaingun Loader
| ammo = {{hl|Chaingun Ammunition Box}}<br>{{hl|Physicorium Chaingun Ammunition Box}}<br>{{hl|Shredder Chaingun Ammunition Box}}
| ammocount = 3
}}
{{Installations infobox
| name = Chaingun Loader
| name = Chaingun Loader
| image = Chaingun Loader.png
| imagewidth = 75
| imagewidth = 75
| category = Machines
| identifier = chaingunloader
| itemslots = 1 Ammunition box slot}}
| category = Machine
| category2 = Weapons
| tags = chaingunequipment,chaingunammosource,turretammosource
| itemslots = 1 Chaingun Ammunition slot
| repairtype = Mechanical
| repairskill = 55
}}
}}
The '''Chaingun''' is a '''[[Submarine Weapons|Submarine Weapon]]''' in '''''[[Barotrauma]]'''''. Similar to other '''Submarine Weapons''', it requires a loader to be linked to it for ammo.
The '''Chaingun''' is a '''[[Submarine Weapons|Submarine Weapon]]''' in '''''[[Barotrauma]]'''''. Similar to other '''Submarine Weapons''', it requires a loader to be linked to it for ammo.
==Functions & Usage==
'''Chainguns''' shoot high velocity projectiles that deal damage to anything they hit. With their high rate of fire and wide spread, they make for good crowd control weapons.


* Has a 1-second charge before firing.
= Functions & Usage =
 
'''Chainguns''' shoot projectiles that deal damage to anything they hit. With their high rate of fire and wide spread, they make for good crowd control weapons.<br>
It has a 1-second "spin-up" period before firing.


'''Chainguns''' are placed in the middle in terms of <abbr title="Damage Per Second">DPS</abbr>, with effectively almost twice the DPS compared to '''[[Coilgun]]s''', but still half the DPS of '''[[Pulse Laser]]s'''.
'''Chainguns''' are placed in the middle in terms of <abbr title="Damage Per Second">DPS</abbr>, with effectively almost twice the DPS compared to '''[[Coilgun]]s''', but still half the DPS of '''[[Pulse Laser]]s'''.


<br>Like other '''Turrets''', '''[[Periscope]]s''' are typically used to aim and fire '''Chainguns'''. Firing '''Chainguns''' draws power from their connected '''[[Supercapacitor]]s''', as well as ammunition from their linked '''Loaders'''.
Like other '''Turrets''', '''[[Periscope]]s''' are typically used to aim and fire '''Chainguns'''. Firing '''Chainguns''' draws power from their connected '''[[Supercapacitor]]s''', as well as ammunition from their linked '''Loaders'''.
==Ammunition==
 
= Ammunition =
 
There are 3 types of '''Chaingun''' ammunition:
There are 3 types of '''Chaingun''' ammunition:
* '''Standard;''' good for when you need to conserve '''Physicorium''' ammunition.
* '''Standard;''' good for when you need to conserve/don't have other types of ammunition.
* '''Physicorium;''' better than the '''Standard''' ammunition due to its considerably higher damage and stun, on par with standard '''Pulse Laser'''.
* '''Physicorium;''' better than the '''Standard''' ammunition due to its considerably higher damage and stun, on par with standard '''Pulse Laser'''.
* '''Shredder;''' same raw damage than the '''Standard''' ammunition but higher bleeding, penetration and limb severance chance.
* '''Shredder;''' same raw damage than the '''Standard''' ammunition but higher bleeding, penetration and limb severance chance.
{{CargoDamage|tabletype=sub}}
{{CargoDamage|tabletype=sub}}
==Connection Panel==
 
= Submarines =
 
The following [[Submarine|Submarines]] come with a Chaingun installed:
{{SubsWithWeapon}}
 
= Connection Panel =
 
{{Connection panel
{{Connection panel
|input1=Power_In
|input1=Power_In
Line 42: Line 68:
|input5tt=Sets the state of the Chaingun's light.
|input5tt=Sets the state of the Chaingun's light.
}}
}}
==Media==
<gallery widths="200" heights="100">
</gallery>
<!--the following empty space is there to circumvent the connection panel's invisible cells overlapping the universal nav, temporary measure until it's fixed -->


= See Also =


*{{hyperlink|Coilgun|50}}
*{{hyperlink|Railgun|50}}
*{{hyperlink|Pulse Laser|50}}
*{{hyperlink|Flak Cannon|50}}
*{{hyperlink|Double Coilgun|50}}


= Media =


<gallery widths="200" heights="100">
File:WEAPONS_chainGunShot1.ogg|Chaingun firing 1
File:WEAPONS_chainGunShot3.ogg|Chaingun firing 2
File:WEAPONS_chargeUp.ogg|Chaingun firing loop
</gallery>


{{Weapons nav|show-Subweapons=yes}}




 
{{Installations nav}}
 
 
 
 
 
{{Weapons nav|show-Subweapons=yes}}
[[Category:Installations]]
[[Category:Installations]]
[[Category:Weapons]]
[[Category:Submarine Weapons]]
[[Category:Submarine Weapons]]

Latest revision as of 23:40, 3 January 2024

Data is up-to-date
Last updated for version 1.2.6.0
Last mentioned in changelog 1.1.18.0
The current game version is 1.3.0.4
Stub Notes: Add images.
Chaingun

A powerful multiple-barrel turreted weapon, based on coilgun technology. Though somewhat unwieldy and slow to wind up to its firing state, its capability to deliver a hail of high-velocity metal at any would-be foe is unparalleled.
Statistics*
Skill Requirement Weapons: 50
Handicap Spring Stiffness -48 (50 → 2)
Spring Damping -9.5 (10 → 0.5)
Rotation Speed -4 (5 → 1)
Power Consumption 400 kW
Firerate 7.5 RPS
Technical
Identifier chaingun
Categories Machine, Weapons
Tags turret
Chaingun Loader
Statistics*
Item Slots 1 Chaingun Ammunition slot
Repairable
Required Skill Mechanical Engineering 55
Required Item Wrench
Technical
Identifier chaingunloader
Categories Machine, Weapons
Tags chaingunequipment,chaingunammosource,turretammosource

The Chaingun is a Submarine Weapon in Barotrauma. Similar to other Submarine Weapons, it requires a loader to be linked to it for ammo.

Functions & Usage

Chainguns shoot projectiles that deal damage to anything they hit. With their high rate of fire and wide spread, they make for good crowd control weapons.
It has a 1-second "spin-up" period before firing.

Chainguns are placed in the middle in terms of DPS, with effectively almost twice the DPS compared to Coilguns, but still half the DPS of Pulse Lasers.

Like other Turrets, Periscopes are typically used to aim and fire Chainguns. Firing Chainguns draws power from their connected Supercapacitors, as well as ammunition from their linked Loaders.

Ammunition

There are 3 types of Chaingun ammunition:

  • Standard; good for when you need to conserve/don't have other types of ammunition.
  • Physicorium; better than the Standard ammunition due to its considerably higher damage and stun, on par with standard Pulse Laser.
  • Shredder; same raw damage than the Standard ammunition but higher bleeding, penetration and limb severance chance.
ItemShots Afflictions Armor PenetrationStructure Damage Explosion Range

Chaingun Ammunition Box
500
 Lacerations (12)*
 Bleeding (2)*
 Stun (0.025)*
 Stun (0.025)* (50% chance)
10%
Impact: 20
.

Physicorium Chaingun Ammunition Box
500
 Lacerations (19)*
 Bleeding (2)*
 Stun (0.05)*
 Stun (0.05)* (50% chance)
20%
Impact: 30
.

Shredder Chaingun Ammunition Box
400
 Lacerations (12)*
 Bleeding (6)*
 Stun (0.05)*
 Stun (0.05)* (50% chance)
30%
Impact: 30
.

Submarines

The following Submarines come with a Chaingun installed:

Connection Panel

Connection Panel for Chaingun
Hover over pins to see their descriptions.
Power_In
Position_In
Trigger_In
Toggle_Light
Set_Light
Power for firing the Chaingun.
Sets the firing angle of the Chaingun (0-360).
Fires the Chaingun when it receives a signal.
Toggles the state of the Chaingun's light.
Sets the state of the Chaingun's light.
Requires: Screwdriver

See Also

Media

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