Grenade launcher: Difference between revisions
imported>Trashmonks |
Trashmonks (talk | contribs) |
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| accuracy = 5 | | accuracy = 5 | ||
| shots = 1 | | shots = 1 | ||
| ammoperaction = 1 | |||
| maxammo = 1 | | maxammo = 1 | ||
| id = Grenade Launcher | | id = Grenade Launcher | ||
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| candisassemble = yes | | candisassemble = yes | ||
| colorstr = &c | | colorstr = &c | ||
| tilecolors = cy | |||
| renderstr = ) | | renderstr = ) | ||
| extra = {{Extra info|twohanded = yes | metal = yes}} | | extra = {{Extra info|twohanded = yes | metal = yes}} | ||
| inheritingfrom = | | inheritingfrom = BaseMagazineHeavyWeapon | ||
| | | dynamictable = {{Dynamic object|Items|Grenade Launcher}} | ||
| unidentifiedimage = grenade launcher unidentified.png | |||
| unidentifiedname = strange tubes | |||
| unidentifiedaltname = strange tubes | |||
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,HeavyWeaponMods,MagazineMods | |||
| desc = The tick of a firing pin against steel makes the fauna start. A chrome sight eases the arc of the parabola. | |||
{{Qud shader|rules|{{(}}Weapon Class: Heavy Weapon | {{Qud shader|rules|{{(}}Weapon Class: Heavy Weapon | ||
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-25 move speed{{)}}}} | -25 move speed{{)}}}} | ||
| categories = Heavy Weapons | | categories = Heavy Weapons | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE -->The {{name}} is a mid-tier missile weapon that uses [[:Category:Grenades|grenades]] as ammo, and allows the user to fire grenades more accurately and at a much larger distance than they can normally be thrown. The grenades are fired similarly to how a lead slug would be fired from a [[:Category:Rifles|rifle]] weapon. If the shot does not hit anything before reaching the edge of the screen, the fired grenade will not explode or cause any effects, it will simply disappear off-screen. | <!-- END QBE -->The {{name}} is a mid-tier missile weapon that uses [[:Category:Grenades|grenades]] as ammo, and allows the user to fire grenades more accurately and at a much larger distance than they can normally be thrown. The grenades are fired similarly to how a lead slug would be fired from a [[:Category:Rifles|rifle]] weapon. If the shot does not hit anything before reaching the edge of the screen, the fired grenade will not explode or cause any effects, it will simply disappear off-screen. If modified with drum-loaded it will load 2 grenades from the same stack, but can not be used to load 2 separate grenades from different stacks. | ||
{{masked gif | img = grenade launcher demo.png | gif = grenade launcher demo.gif }} | {{masked gif | img = grenade launcher demo.png | gif = grenade launcher demo.gif }} | ||
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The {{name}} can be: | The {{name}} can be: | ||
* Found as random loot in [[zone tier|mid-tier zones]] or occasionally equipped by mid-tier creatures. | * Found as random loot in [[zone tier|mid-tier zones]] or occasionally equipped by mid-tier creatures. | ||
** Notably, {{favilink|Gunner-Knight Templar|plural}} have a | ** Notably, {{favilink|Gunner-Knight Templar|plural}} have a 11.6% chance to be carrying a {{name}} (along with {{dice tooltip|6-10}} random mk III grenades).<ref><code>PopulationTables.xml</code> ''(population: GunnerKnightTemplarGuns)''</ref> | ||
** {{favilink|mechanimist rummager|plural}} have about a 1% chance of spawning with a {{name}}.{{Code Reference|namespace=XRL.World.Encounters.EncounterObjectBuilders|class=RummagerJunk}} | ** {{favilink|mechanimist rummager|plural}} have about a 1% chance of spawning with a {{name}}.{{Code Reference|namespace=XRL.World.Encounters.EncounterObjectBuilders|class=RummagerJunk}} | ||
* Crafted with the [[Tinker I]] skill, after obtaining the required [[schematic]]. | * Crafted with the [[Tinker I]] skill, after obtaining the required [[schematic]]. |
Latest revision as of 21:35, 18 January 2024
15 lbs. Weight | |
Ammo Type
|
|
---|---|
Accuracy
|
Medium (5) |
Shots per Action
|
1 |
Ammo per Action
|
1 |
Max Ammo
|
1 |
Complexity
|
3 |
Tier
|
3 |
<0023> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
|
|
Skill Used
|
|
Potential
Mods? |
|
Character
|
) |
ID?
|
Grenade Launcher |
Spawns in
|
|
Extra Info:
| |
Infobox data from game version 2.0.206.57
|
The tick of a firing pin against steel makes the fauna start. A chrome sight eases the arc of the parabola.
Weapon Class: Heavy Weapon
Accuracy: Medium
-25 move speed
The grenade launcher is a mid-tier missile weapon that uses grenades as ammo, and allows the user to fire grenades more accurately and at a much larger distance than they can normally be thrown. The grenades are fired similarly to how a lead slug would be fired from a rifle weapon. If the shot does not hit anything before reaching the edge of the screen, the fired grenade will not explode or cause any effects, it will simply disappear off-screen. If modified with drum-loaded it will load 2 grenades from the same stack, but can not be used to load 2 separate grenades from different stacks.
Obtaining
The grenade launcher can be:
- Found as random loot in mid-tier zones or occasionally equipped by mid-tier creatures.
- Notably, Gunner-Knight Templars have a 11.6% chance to be carrying a grenade launcher (along with 6-106-10 (Avg: 8) random mk III grenades).[1]
- Mechanimist rummagers have about a 1% chance of spawning with a grenade launcher.[2]
- Crafted with the Tinker I skill, after obtaining the required schematic.
- Disarmed from grenade launcher turrets, though this type of turret tends to be quite rare.
Tips
- It can be helpful to aim at a wall or similarly wide area of "backing" in case the shot does not go exactly to the point aimed at.
- The grenade launcher is a great method of safely delivering a Hand-E-Nuke.
References
This information is reliable as of patch 2.0.201.49. |