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(fixed described rate of fire, updated stubnote)
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{{version|0.19.14.0|stub = yes|stubnote = Add images.}}
{{version|1.2.6.0|stub = yes|stubnote = Add images.}}
{{Installations infobox
{{Installations infobox
| imagewidth = 200
| imagewidth = 200
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| tags = turret
| tags = turret
| powerconsumption = 1000
| powerconsumption = 1000
| reload = 0.133333333333333 <!-- Every reload in Barotrauma (possibly every action) requires additional 2 frames, following an obscure mathematical formula explained here:
| 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
https://github.com/Regalis11/Barotrauma/discussions/9483
Hence, the double coingun, just like the chaingun, fires significantly slower than expected. -->
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
{{Installations infobox
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| repairskill = 55
| 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.  
 
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.-->


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=Functions & Usage=
=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 2.1x the rate of fire, equal to the [[Chaingun]]. 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'''.
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=
=Ammunition=
There are 5 types of '''Coilgun''' 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>'''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>'''Depleted Fuel''': only craftable by an Engineer with the [[Military Applications]] talent, inflicts Radiation Sickness and has considerable armor penetration.
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= Submarines =
= Submarines =
A list of submarines with this turret.
A list of submarines with this turret.
{{SubsWithWeapon}}
{{SubsWithWeapon}}
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{{Weapons nav|show-Subweapons=yes}}
{{Weapons nav|show-Subweapons=yes}}
{{Installations nav}}
[[Category:Installations]]
[[Category:Installations]]
[[Category:Submarine Weapons]]
[[Category:Submarine Weapons]]

Latest revision as of 00:11, 26 March 2024

Data is up-to-date
Last updated for version 1.2.6.0
The current game version is 1.2.8.0
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
Technical
Identifier doublecoilgun
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 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.

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):
40%
Impact: 20
Explosion (3m): 45
3 meters

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

Piercing Ammunition Box
150
 Lacerations (8)*
 Bleeding (2)*
 Stun (0.0125)*
50%
Impact: 10
.

Submarines

A list of submarines with this turret.

Control Panel

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

See Also

Media

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Submarine Weapons
Turrets
Large Turrets
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Other
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Throwable
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Ammunition
Explosives


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