Coilgun: Difference between revisions

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<!-- Extra information, pictures, infoboxes etc. -->
{{version|0.14.6.0}}
{{Installations infobox
{{Installations infobox
| name = Coilgun
| name = Coilgun
Line 8: Line 10:
{{Installations infobox
{{Installations infobox
| name = Coilgun Loader
| name = Coilgun Loader
| image = Coilgunloader.png
| image = Coilgun Loader.png
| imagewidth = 75
| imagewidth = 75
| category = Machines
| category = Machines
| itemslots = 1 Ammunition box slot
| itemslots = 1 Ammunition box slot
}}
}}
{{Installations infobox
| name = Periscope
| image = Periscope.png
| imagewidth = 100
| category = Machines
}}
The '''Coilgun''' is a [[:Category:Installations|stationary]] [[:Category:Weapons|weapon]] in ''[[Barotrauma]]''. It is technically composed of three [[:Category:Installations|installations]]: the Coilgun proper (which itself is made up of the base and barrel), the periscope, and the Coilgun loader.


==Function==
<!-- What it is -->
The Coilgun uses a series of Ammunition boxes, these are loaded into the Coilgun Loader from storage shells and removed after emptying.  A Coilgun loader can be connected to one or many Coilguns and the reverse is also true, it can not be connected outside of the editor. A Periscope is used to control the Coilgun or Coilguns and engage targests, [[wiring]] is done by connecting in the junction box the respect in out aspects between the two. The Coilgun requires power to function however, but can not be powered directly from the grid easily, it requires a [[supercapacitor]], which needs to be charged before firing like a battery. Connecting the Coilgun directly to the power network is ill advised because it will cause spikes destroying power systems. Note that attempting to fire a Coilgun with no ammunition box loaded doesn't empty the capacitor.  
The '''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.


To set fire arc on the coil gun there is two methods, clicking the Coilgun will bring up the info panel and it can be completed in there, or by moving the two handles on the sprite to the required position with line between the two point in the direction of fire.
<!-- What it is used for, and how it is used -->
==Functions & Usage==
'''Coilguns''' shoot high velocity bolts that deal damage to anything they hit. With their moderate 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 their connected '''[[Supercapacitor]]s''', as well as ammunition from their linked '''Loaders'''.


== Function, but it's still being written ==
<!-- Damage Tables and general ammunition usages -->
The Coilgun requires Ammunition Boxes, a periscope and power to function. Ammunition Boxes have a distinctly shaped storage shelf to store spare boxes, and are loaded into Coilgun Loaders. Coilgun Loaders must be linked to Coilguns in the submarine editor for the Coilgun to draw ammunition from it. Loaders do not require power or [[wiring]]. A single Loader can be linked to multiple Coilguns, and a single Coilgun can be linked to multiple Loaders. A Coilgun linked to multiple Loaders will draw a fraction of a bullet from each Ammunition Box and combine the effects of each, for example combining Piercing and Explosive Boxes result in Coilgun bolts that pierce enemies and explode on the way through. Multiple Loaders with the same type of Ammunition Box do not increase effects or damage but still increase the number of available shots to the Coilgun, with each box supplying 200 shots when full. The quantity of ammunition that remains in linked Loaders is shown as a colored bullet at the top of the screen while in the Periscope or while interacting with the Loader. Green means full, yellow is partly empty, red is nearly empty, and an entirely grey bullet is completely empty. When an Ammunition Box is empty it should be removed from the Loader, a fresh Ammunition Box reloaded to replace it, and the empty box recycled in the [[Fabricator & Deconstructor|Deconstructor]] for its [[Aluminium]].
==Ammunition==
There are 4 types of '''Coilgun''' ammunition:
<br>'''Standard;'''    typically used when there are not enough resources to craft other types of ammunition.
<br>'''Exploding;'''  typically used against smaller creatures due to it being able to one or two shot them.
<br>'''Piercing;'''    good as an all-rounder due to it's armor piercing capabilities and the fact that it can hit 2 limbs in it's line of fire.
<br>'''Physicorium;''' good against fast creatures, as it has a 20% chance to stun for 2 seconds on hit.


The Periscope is where the gunner operates the Coilgun. In the submarine editor, the Periscope must be wired to the Coilgun where the Periscope's position_out pin connects to the Coilgun's position_in pin and the trigger_out pin connects to the Coilgun's trigger_in pin. Though it is possible, it is not recommended to connect multiple Coilguns to a single Periscope because the camera will center on the average position of the connected Coilguns and the crosshair will very likely not represent the location the Coilguns are aimed at. The linked Coilgun is aimed using a crosshair that replaces the mouse when interacting with the Periscope. The camera will be centered on the Coilgun and a light projects in a narrow, long cone towards where the coilgun is aiming. This light can be toggled using the toggle_light wiring pin. The Coilgun's bolts travel at a relatively fast pace, but lead must be taken for fast or distant moving targets, as well as taking the motion of the submarine into account. The trails left by the bolts can assist in the aiming process.
The Coilgun itself requires short bursts of intense power output, the kind of which is provided by a [[Supercapacitor]]. The power level of a linked Supercapacitor is shown at the top of the screen just above the ammunition indicator.
==Usage==
To use a Coilgun, the character must be positioned in front of a periscope wired to the Coilgun. When the periscope is highlighted, press the left mouse button. The Coilgun can then be used and fired, using a ammunition box loaded in the associated Coilgun loader(s), by clicking the left mouse button. To leave the periscope you have to press the right mouse button.
==<big>Damage Values</big>==
{{Damage table
{{Damage table
| item = [[Coilgun Ammunition Box]]
| item = Coilgun Ammunition Box
| image = CoilgunAmmunitionbox.png
| image = Coilgun Ammunition Box.png
| attackdamage = 10
| imagewidth = 80
| bleedingdamage = 10
| ammocount = 200
| afflictions = {{Affliction|Lacerations|||15}}<br>{{Affliction|Bleeding|||1}}
| penetration = 25%
| structuredamage = 10
| structuredamage = 10
| damagetype = Blunt
| explosionrange = <nowiki>-</nowiki>
| stick = No
| cost = 108-156
| cost = 150-200
| crafting = {{Hyperlink|Steel Bar}}<br>{{Hyperlink|Lead}}<br>{{Hyperlink|Aluminium}}
| raw = 1 Aluminium, 1 Steel Bar  
| item2 = Exploding Ammunition Box
| item2 = [[Coilgun Exploding Ammunition Box]]
| image2 = Exploding Ammunition Box.png
| image2 = ExplodingAmmunitionbox.png
| imagewidth2 = 80
| attackdamage2 = 5
| ammocount2 = 75
| bleedingdamage2 = 10
| afflictions2 = '''On Impact:'''<br>{{Affliction|Lacerations|||8}}<br>{{Affliction|Bleeding|||1}}<br>'''From Explosion:'''<br>{{Affliction|Burn|||40}}
| structuredamage2 = 5
| penetration2 = <nowiki>-</nowiki>
| damagetype2 = Splash
| structuredamage2 = '''On Impact:'''<br>10<br>'''From Explosion:'''<br>5
| stick2 = No
| explosionrange2 = 3
| cost2 = 300-400
| cost2 = 315-455
| raw2 = 1 Aluminium, 1 Uex, 1 Steel
| crafting2 = {{Hyperlink|Steel Bar}}<br>{{Hyperlink|IC-4 Block}}<br>{{Hyperlink|Aluminium}}
| item3 = [[Piercing Ammunition box]]
| item3 = Piercing Ammunition box
| image3 = PiercingAmmunitionbox.png
| image3 = Piercing Ammunition Box.png
| attackdamage3 = 10
| imagewidth3 = 80
| bleedingdamage3 = 10
| ammocount3 = 149
| afflictions3 = {{Affliction|Lacerations|||8}}<br>{{Affliction|Bleeding|||1.5}}
| penetration3 = 80%
| structuredamage3 = 10
| structuredamage3 = 10
| damagetype3 = Blunt
| explosionrange3 = <nowiki>-</nowiki>
| stick3 = No
| cost3 = 225-325
| cost3 = 200-300
| crafting3 = {{Hyperlink|Titanium-Aluminium Alloy}}<br>{{Hyperlink|Steel Bar}}<br>{{Hyperlink|Aluminium}}
| raw3 = 1 Aluminium, 1 Titanium
| item4 = Physicorium Ammunition box
| image4 = Physicorium Ammunition Box.png
| imagewidth4 = 80
| ammocount4 = 200
| afflictions4 = {{Affliction|Lacerations|||28}}<br>{{Affliction|Bleeding|||1}}<br>{{Affliction|Stun|||20% for 2 sec}}
| penetration4 = 25%
| structuredamage4 = 10
| explosionrange4 = <nowiki>-</nowiki>
| cost4 = 270-390
| crafting4 = {{Hyperlink|Physicorium Bar}}<br>{{Hyperlink|Steel Bar}}<br>{{Hyperlink|Aluminum}}
}}
}}


<!-- What it's wiring interface looks like -->
==Connection Panel==
{{Connection panel
|input1=Power_In
|input1color=red
|input1tt=Power for firing the Coilgun.
|input2=Position_In
|input2tt=Sets the firing angle of the Coilgun (0-360).
|input3=Trigger_In
|input3tt=Fires the Coilgun when it receives a signal.
|input4=Toggle_Light
|input4tt=Toggles the state of the Coilgun's light.
|input5=Set_Light
|input5tt=Sets the state of the Coilgun's light.
}}


<!-- Sounds it makes -->
==Audio==
<gallery widths="280" heights="150">
File:Coilgun1.ogg|Coilgun firing 1
File:Coilgun2.ogg|Coilgun firing 2
File:Coilgun3.ogg|Coilgun firing 3
</gallery>


<!-- Navboxes -->
{{Weapons nav|show-Subweapons=yes}}


 
<!-- Categories -->
 
[[Category:Installations]]
 
{{Installations nav}}
 
[[Category:Weapons]]
[[Category:Weapons]]
[[Category:Installations]]
[[Category:Submarine Weapons]]

Revision as of 09:02, 26 July 2021


Data is potentially outdated
Last updated for version 0.14.6.0
The current game version is 1.4.4.1
Coilgun
Statistics*
Power Consumption 1000 kW
Technical
Identifier {{{identifier}}}
Categories Machines
Coilgun Loader
Statistics*
Item Slots 1 Ammunition box slot
Technical
Identifier {{{identifier}}}
Categories Machines

The 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

Coilguns shoot high velocity bolts that deal damage to anything they hit. With their moderate 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 their connected Supercapacitors, as well as ammunition from their linked Loaders.

Ammunition

There are 4 types of Coilgun ammunition:
Standard; typically used when there are not enough resources to craft other types of ammunition.
Exploding; typically used against smaller creatures due to it being able to one or two shot them.
Piercing; good as an all-rounder due to it's armor piercing capabilities and the fact that it can hit 2 limbs in it's line of fire.
Physicorium; good against fast creatures, as it has a 20% chance to stun for 2 seconds on hit.

Item
Shots
Afflictions on Hit
Armor Penetration
Structure Damage
Explosion Radius (m)
Price
Crafting Materials
Coilgun Ammunition Box
200
Lacerations (15)*
Bleeding (1)*
25%
10
-
108-156 Marks
Steel Bar
Lead
Aluminium
Exploding Ammunition Box
75
On Impact:
Lacerations (8)*
Bleeding (1)*
From Explosion:
Burn (40)*
-
On Impact:
10
From Explosion:
5
3
315-455 Marks
Steel Bar
IC-4 Block
Aluminium
Piercing Ammunition box
149
Lacerations (8)*
Bleeding (1.5)*
80%
10
-
225-325 Marks
Titanium-Aluminium Alloy
Steel Bar
Aluminium
Physicorium Ammunition box
200
Lacerations (28)*
Bleeding (1)*
Stun (20% for 2 sec)*
25%
10
-
270-390 Marks
Physicorium Bar
Steel Bar
Aluminum


Connection Panel

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

Audio

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