Arc winder: Difference between revisions
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| commerce = 750 | | commerce = 750 | ||
| weaponskill = {{SkillID to name|Pistol}} | | weaponskill = {{SkillID to name|Pistol}} | ||
| ammodamagetypes = Electric</br>Shock | |||
| energycellrequired = yes | |||
| ismissile = yes | | ismissile = yes | ||
| accuracy = 4 | | accuracy = 4 | ||
Line 16: | Line 18: | ||
| chargeused = 300 | | chargeused = 300 | ||
| chargefunction = Weapon Power | | chargefunction = Weapon Power | ||
| id = | | id = Arc Winder | ||
| complexity = 5 | | complexity = 5 | ||
| tier = 5 | | tier = 5 | ||
Line 25: | Line 27: | ||
| tilecolors = cW | | tilecolors = cW | ||
| renderstr = ) | | renderstr = ) | ||
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = no | metal = yes}} | | extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = no | metal = yes | energycellrequired = yes}} | ||
| inheritingfrom = | | inheritingfrom = BasePistol | ||
| dynamictable = {{Dynamic object|Guns| | | dynamictable = {{Dynamic object|Guns|Arc Winder}} </br>{{Dynamic object|Items|Arc Winder}} | ||
| unidentifiedimage = arc winder unidentified.png | | unidentifiedimage = arc winder unidentified.png | ||
| unidentifiedname = weird artifact | | unidentifiedname = weird artifact | ||
| unidentifiedaltname = pistol | | unidentifiedaltname = pistol | ||
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,PistolMods,ElectronicsMods,BeamWeaponMods | | supportedmods = MissileWeaponMods,FirearmMods,CommonMods,PistolMods,ElectronicsMods,BeamWeaponMods | ||
| desc = A spiral crank closes a chrome-encased circuit and ejects charge through two contact tips. Smoke twirls through their yellow glow. | | desc = A spiral crank closes a chrome-encased circuit and ejects charge through two contact tips. Smoke twirls through their yellow glow. | ||
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Accuracy: High{{)}}}} | Accuracy: High{{)}}}} | ||
| categories = Pistols | | categories = Pistols | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
The {{name}} is a [[pistol]] which is unusual in that it does not have a [[PV]] value. Upon striking a creature or surface, the projectile will create a small arc of electricity comparable to the [[Electrical Generation]] mutation or the [[electrified]] weapon mod.{{Code Reference|class=ElectricalDischargeLoader}} This causes damage to multiple enemies which bypasses armor and cannot be dodged. It is especially effective against [[Robots]]. | |||
The electrical arc will jump between adjacent enemies, plants and certain structural objects. Missed shots will arc from their points of impact against walls. | |||
==Advantages & Disadvantages== | |||
{{Opinion}} | |||
===Advantages=== | |||
* The jumping of the electrical arc can dispose of large crowds effectively. | |||
* Comparable to [[Vibro weapon|vibro weapons]] in its capability to hurt high-AV targets due to dealing non-PV-based damage. | |||
* Additionally, the {{name|possessive}} arcs are undodgeable, making it effective against high-DV targets as well. | |||
* Capable of dealing significant amounts of damage per turn. | |||
* Robots, one of the most potentially dangerous kinds of entities in Qud, are particularly vulnerable to its damage type, and frequently have high AV that may be difficult to deal with with other weapons. | |||
* Due to lack of PV, the {{lc:[[Beamsplitter]]}} mod is in most ways a free upgrade to a shotgun-like burst, as its usual PV malus is irrelevant. | |||
** This can in close range potentially triplicate damage and increase effectiveness of on-hit effects, such as the {{lc:[[Nulling]]}} mod or [[Disarming Shot]], or further improve crowd control potential. | |||
===Disadvantages=== | |||
* A small number of entities, notably {{favilink|Asphodelyte|plural}}, have high electric damage resistance, making it ineffective at damaging them. | |||
* Can deal significant friendly-fire damage, due to arcing, to entities that do not have significant [[Resistances|electric resistance]]. | |||
** This is especially relevant if used in close range, where the beamsplitter mod is most effective. | |||
* The fact that it doesn't use the [[penetration]] mechanics means that it can't exploit low-AV enemies by penetrating repeatedly for a damage multiplier. | |||
{{references|2.0.203.51}} | |||
{{Missile Weapon Navbox}} |
Latest revision as of 21:35, 18 January 2024
Electric | |
Accuracy
|
High (4) |
Shots per Action
|
1 |
Ammo per Action
|
1 |
Charge per Use
|
300 |
Charge Used For
|
Weapon Power |
Complexity
|
5 |
Tier
|
5 |
<0245> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
|
|
Skill Used
|
|
Potential
Mods? |
missile weapon, firearm, general, pistol, electronics, beam weapon |
Character
|
) |
ID?
|
Arc Winder |
Spawns in
|
|
Extra Info:
| |
Infobox data from game version 2.0.206.57
|
A spiral crank closes a chrome-encased circuit and ejects charge through two contact tips. Smoke twirls through their yellow glow.
Weapon Class: Pistol
Accuracy: High
The arc winder is a pistol which is unusual in that it does not have a PV value. Upon striking a creature or surface, the projectile will create a small arc of electricity comparable to the Electrical Generation mutation or the electrified weapon mod.[1] This causes damage to multiple enemies which bypasses armor and cannot be dodged. It is especially effective against Robots.
The electrical arc will jump between adjacent enemies, plants and certain structural objects. Missed shots will arc from their points of impact against walls.
Advantages & Disadvantages
Advantages
- The jumping of the electrical arc can dispose of large crowds effectively.
- Comparable to vibro weapons in its capability to hurt high-AV targets due to dealing non-PV-based damage.
- Additionally, the arc winder's arcs are undodgeable, making it effective against high-DV targets as well.
- Capable of dealing significant amounts of damage per turn.
- Robots, one of the most potentially dangerous kinds of entities in Qud, are particularly vulnerable to its damage type, and frequently have high AV that may be difficult to deal with with other weapons.
- Due to lack of PV, the beamsplitter mod is in most ways a free upgrade to a shotgun-like burst, as its usual PV malus is irrelevant.
- This can in close range potentially triplicate damage and increase effectiveness of on-hit effects, such as the nulling mod or Disarming Shot, or further improve crowd control potential.
Disadvantages
- A small number of entities, notably asphodelytes, have high electric damage resistance, making it ineffective at damaging them.
- Can deal significant friendly-fire damage, due to arcing, to entities that do not have significant electric resistance.
- This is especially relevant if used in close range, where the beamsplitter mod is most effective.
- The fact that it doesn't use the penetration mechanics means that it can't exploit low-AV enemies by penetrating repeatedly for a damage multiplier.
References
This information is reliable as of patch 2.0.203.51. |
- ↑
XRL.World.Parts.ElectricalDischargeLoader