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(add see also for other ship weapons. this could be a nav. :P)
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{{Cleanup}}
{{version|1.0.7.0|stub=yes|stubnote=Add images.}}
{{version|0.12.0.3}}
{{Installations infobox
{{Installations infobox
| name = Coilgun
| imagewidth = 200
| image = Coilgun.png
| identifier = coilgun
| category = Machines
| description = A rapid-firing turret that propels metal bolts using electromagnets. Generally not very effective against large or heavily armored targets, but ideal for taking down smaller enemies.
| category = Machine
| category2 = Weapons
| tags = turret
| powerconsumption = 1000
| powerconsumption = 1000
| imagewidth = 200
| reload = 0.285714285714285 <!-- Reloads in Barotrauma take up additional 2 frames, explained in detail on the Chaingun page -->
| weapons = 50
| handicap = Spring Stiffness -48 (50 → 2)<br>Spring Damping -9.5 (10 → 0.5)<br>Rotation Speed -7 (8 → 1)
| weapontype = turret
| loader = Coilgun Loader
| ammo = {{hl|Coilgun Ammunition Box}}<br>{{hl|Coilgun Ammunition Box (Blanks)|3=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}}
| ammocount = 6
}}
}}
{{Installations infobox
{{Installations infobox
| name = Coilgun Loader
| name = Coilgun Loader
| image = Coilgun Loader.png
| imagewidth = 75
| imagewidth = 75
| category = Machines
| identifier = coilgunloader
| itemslots = 1 Ammunition box slot
| 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
}}
}}
{{Installations infobox
| name = Periscope
| image = Periscope.png
| imagewidth = 100
| category = Machines
}}
The '''Coilgun''' is a stationary [[:Category:Weapons|weapon]] in ''[[Barotrauma]]''. It is 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. The Coilgun requires Ammunition Boxes, a Periscope and power to function.
==Function and Usage==
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. 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]]. Partially empty boxes can always be deconstructed into one Aluminium and a fraction of the other materials used to craft the box. The exception, as of 0.12.0.3, is the Physicorium ammunition box which always deconstructs into one Aluminium, even if unused.


The Periscope is where a crewmember 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. Only one crewmember can operate a Periscope at a time. The connected Coilgun is aimed using a crosshair that replaces the mouse when interacting with the Periscope. The camera will be centered on the Coilgun which also projects in a narrow, long cone towards where the Coilgun is aiming, useful for seeing potential targets or generally observing the outside of the submarine. 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''' 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=


The Coilgun itself requires short bursts of intense power output, the kind of which is provided by a [[Supercapacitor]]. [[Battery|Batteries]] and the [[Reactor]] do not posses the burst power output that the Coilgun requires. The Coilgun is recommended to use multiple Supercapacitors, but for simplicity singular language is used here. Power is provided from the Supercapacitor by wiring the Supercapacitor's power_out pin to the Coilgun's power_in pin.The power level of a linked Supercapacitor is shown by a green bar at the top of the screen just above the ammunition indicator. The power required for a single shot is shown by a vertical white bar, usually very little because of the Coilgun's fast fire rate of 4 bolts per second (240 bolts per minute). Each time the Coilgun fires, a small amount of power is drawn from the linked Supercapacitor. Attempting to fire the Coilgun when no ammunition is in the Loaders will not drain the capacitors, likewise attempting to fire with ammunition loaded and no stored power will not drain ammunition.
'''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 connected '''[[Supercapacitor]]s''', as well as ammunition from linked '''Loaders'''.


Coilguns generally posses limited arcs of fire, to avoid potential damage to the submarine to which they are mounted. These can be set in the submarine editor by selecting the Coilgun and either dragging the yellow boxes upon the Coilgun sprite or typing values into the Rotation Limits fields in the information box until the arc between the dark green lines with the pale green line at the center defines the required arc of fire.
=Ammunition=
==Damage Values==
{{Damage table/fixedweapons
| item = Coilgun Ammunition Box
| image = Coilgun Ammunition Box.png
| imagewidth = 80
| ammocount = 200
| afflictions = {{Affliction|Lacerations|||12.5}}
{{Affliction|Bleeding|||1}}
| structuredamage = 10
| explosionrange = N/A
| force = N/A
| severlimbs = 50%
| cost = 90-130
| raw = {{Hyperlink|Aluminium}}
{{Hyperlink|Steel Bar}}
| item2 = Exploding Ammunition Box
| image2 = Exploding Ammunition Box.png
| imagewidth2 = 80
| ammocount2 = 150
| afflictions2 = {{Affliction|Lacerations|||12.5}} (Impact)
{{Affliction|Bleeding|||1}} (Impact)


{{Affliction|Lacerations|||40}} (Explosion)
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}}


{{Affliction|Bleeding|||2}} (Explosion)
=Submarines=
| structuredamage2 = 10 (Impact)
5 (Explosion)
| explosionrange2 = 3.0m
| force2 = 10
| severlimbs2 = 50%
| cost2 = 270-360
| raw2 = {{Hyperlink|Aluminium}}
{{Hyperlink|Steel Bar}}


{{Hyperlink|Titanium}}
A list of submarines with this turret.
{{SubsWithWeapon}}


{{Hyperlink|UEX}}
=Related Talents=
| item3 = Piercing Ammunition box
| image3 = Piercing Ammunition Box.png
| imagewidth3 = 80
| ammocount3 = 150
| afflictions3 = {{Affliction|Lacerations|||15}}
{{Affliction|Bleeding|||1}}


Pierces through 3 targets.
{{RelatedTalents|Military Applications}}
| structuredamage3 = 10
| explosionrange3 = N/A
| force3 = N/A
| severlimbs3 = 50%
| cost3 = 225-300
| raw3 = {{Hyperlink|Aluminium}}
{{Hyperlink|Titanium-Aluminium Alloy}}


{{Hyperlink|Steel Bar}}
=Connection Panel=
| item4 = Physicorium Ammunition box
| image4 = Physicorium Ammunition Box.png
| imagewidth4 = 80
| ammocount4 = 200
| afflictions4 = {{Affliction|Lacerations|||17.5}}
{{Affliction|Bleeding|||1}}
| structuredamage4 = 10
| explosionrange4 = N/A
| force4 = N/A
| severlimbs4 = 50%
| cost4 = Not for sale
| raw4 = {{Hyperlink|Aluminium}}
{{Hyperlink|Steel Bar}}


{{Hyperlink|Physicorium Bar}}
{{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.
}}
}}
==Audio==
 
<gallery widths="280" heights="150">
=See Also=
 
*{{hyperlink|Railgun|50}}
*{{hyperlink|Pulse Laser|50}}
*{{hyperlink|Chaingun|50}}
*{{hyperlink|Flak Cannon|50}}
*{{hyperlink|Double Coilgun|50}}
 
=Trivia=
 
*The brand of the coilguns is "Volt" , according to The European issue 54.
*There exist "Shinkonai Coiltek" coilguns , according to Issue 66
 
=Media=
 
<gallery widths=200 heights=100>
File:Coilgun1.ogg|Coilgun firing 1
File:Coilgun1.ogg|Coilgun firing 1
File:Coilgun2.ogg|Coilgun firing 2
File:Coilgun2.ogg|Coilgun firing 2
File:Coilgun3.ogg|Coilgun firing 3
File:Coilgun3.ogg|Coilgun firing 3
</gallery>
</gallery>
== See Also ==
 
* [[Railgun]]
{{Weapons nav|show-Subweapons=yes}}
* [[Electrical Discharge Coil]]
 
* [[Depth Charge]]


{{Installations nav}}
{{Installations nav}}
[[Category:Weapons]]
 
[[Category:Installations]]
[[Category:Installations]]
[[Category:Submarine Weapons]]

Latest revision as of 23:41, 3 January 2024

Data is up-to-date
Last updated for version 1.0.7.0
The current game version is 1.4.4.1
Stub Notes: Add images.
Coilgun

A rapid-firing turret that propels metal bolts using electromagnets. Generally not very effective against large or heavily armored targets, but ideal for taking down smaller enemies.
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 3.5 RPS
Technical
Identifier coilgun
Categories Machine, Weapons
Tags turret
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
Technical
Identifier coilgunloader
Categories Machine, Weapons
Tags coilgunequipment,coilgunammosource,turretammosource,coilgunammoloader

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 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.

ItemShots Afflictions Armor PenetrationStructure Damage Explosion Range

Coilgun Ammunition Box
200
 Lacerations (15)*
 Bleeding (1)*
 Stun (0.025)*
10%
Impact: 20
.

Coilgun Ammunition Box (Blanks)
200
None
0% .

Depleted Fuel Coilgun Ammunition Box
200
 Lacerations (15)*
 Bleeding (1)*
 Stun (0.025)*
40%
Impact: 20
.

Exploding Ammunition Box
100
 Bleeding (1)*
 Stun (0.025)*
Explosion (3m):
10%
Impact: 10
Explosion (3m): 5
3 meters

Physicorium Ammunition Box
200
 Lacerations (28)*
 Bleeding (1)*
 Stun (0.05)*
20%
Impact: 30
.

Piercing Ammunition Box
150
 Lacerations (9)*
 Bleeding (2)*
 Stun (0.0125)*
50%
Impact: 35
.

Submarines

A list of submarines with this turret.

Related Talents

Talent Tree Description

Military Applications
ID: militaryapplications
Engineer
Weapons Engineer
Spec. 1
Gain a bonus of 20 to Weapons.

Unlock recipe: Depleted Fuel, Depleted Fuel Coilgun Ammunition Box.

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

See Also

Trivia

  • The brand of the coilguns is "Volt" , according to The European issue 54.
  • There exist "Shinkonai Coiltek" coilguns , according to Issue 66

Media

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