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Double Coilgun

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Data is up-to-date
Last updated for version 1.2.6.0
Last mentioned in changelog 0.20.14.0
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)*
0% .

Coilgun Ammunition Box
200
None
0% .

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

Coilgun Ammunition Box
200
None
10%
Impact: 20
.

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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