Laser rifle: Difference between revisions
Jump to navigation
Jump to search
(→Obtaining: typo) |
Trashmonks (talk | contribs) |
||
(17 intermediate revisions by 2 users not shown) | |||
Line 17: | Line 17: | ||
| accuracy = 2 | | accuracy = 2 | ||
| shots = 1 | | shots = 1 | ||
| ammoperaction = 1 | |||
| chargeused = 100 | | chargeused = 100 | ||
| chargefunction = Weapon Power | | chargefunction = Weapon Power | ||
| id = Laser Rifle | | id = Laser Rifle | ||
| complexity = | | complexity = 4 | ||
| tier = 4 | | tier = 4 | ||
| bits = 0004 | | bits = 0004 | ||
| canbuild = yes | | canbuild = yes | ||
| candisassemble = yes | | candisassemble = yes | ||
| colorstr = & | | colorstr = &C | ||
| tilecolors = Cw | |||
| renderstr = ) | | renderstr = ) | ||
| extra = {{Extra info|empsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes}} | | extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | twohanded = yes | metal = yes | energycellrequired = yes | energyammoloader = yes}} | ||
| inheritingfrom = BaseRifle | | inheritingfrom = BaseRifle | ||
| dynamictable = {{Dynamic object|Guns|Laser Rifle}} | | dynamictable = {{Dynamic object|Guns|Laser Rifle}} </br>{{Dynamic object|Items|Laser Rifle}} | ||
| | | unidentifiedimage = laser rifle unidentified.png | ||
| unidentifiedname = weird artifact | |||
| unidentifiedaltname = rifle | |||
| supportedmods = MissileWeaponMods,FirearmMods,CommonMods,RifleMods,ElectronicsMods,BeamWeaponMods | |||
| desc = Telescoped cylinders pinch the mirror point, and under them grows a sylph-like stock of sea-ferried nutwood. | |||
{{Qud shader|rules|{{(}}Weapon Class: Bows & Rifles | |||
Accuracy: High{{)}}}} | |||
| categories = Rifles | | categories = Rifles | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> |
Latest revision as of 21:34, 18 January 2024
laser rifle
Light | |
Ammo Type
|
|
Accuracy
|
High (2) |
Shots per Action
|
1 |
Ammo per Action
|
1 |
Charge per Use
|
100 |
Charge Used For
|
Weapon Power |
Complexity
|
4 |
Tier
|
4 |
<0004> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
|
|
Skill Used
|
|
Potential
Mods? |
missile weapon, firearm, general, rifle, electronics, beam weapon |
Character
|
) |
ID?
|
Laser Rifle |
Spawns in
|
|
Extra Info:
| |
Infobox data from game version 2.0.206.57
|
laser rifle
Telescoped cylinders pinch the mirror point, and under them grows a sylph-like stock of sea-ferried nutwood.
Weapon Class: Bows & Rifles
Accuracy: High
The laser rifle is a mid-tier rifle that is powered by energy cells and has reasonably good penetration and damage potential.
Obtaining
The laser rifle can be:
- Found as random loot in mid-tier or high-tier zones or occasionally equipped by random creatures.
- Found as a guaranteed loot drop from mercurials, who will also be carrying 3 chem cells[1]. However, note that the mercurial will teleport away from its attacker when it is killed, displacing this loot into a random location in the current zone.[2]
- Crafted with the Tinker II skill, after obtaining the required schematic.
- Disarmed from laser turrets.
- Found held by Hortensa, Iseppa, and Neek, but none of them will part with it willingly.[1]
Considerations
This section is opinion-based. Your mileage may vary.
- The laser rifle occupies a somewhat unimpressive "middle child" role in the progression of rifle-class weapons. Using a lower-tier and more common electrobow (higher accuracy, higher penetration, provides an 8-tile light radius, consumes only half as much power) or a carbine/Sparbine (triple the number of shots per action with similar damage potential, does not require energy cells) is often preferable until the player can find a higher-tier rifle such as the eigenrifle.
References
This information is reliable as of patch 2.0.201.49. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.201.49. If this is no longer the current patch, you can help by updating it.