Sanctum Wiki
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Tag: Visual edit
 
m (minor edits)
Tag: Visual edit
 
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{{weapon infobox
 
{{weapon infobox
|damage1=850
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|damage1=125
|damage2=2000
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|damage2=700
|speed1=1.67
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|speed1=10.0
 
|speed2=1.5
 
|speed2=1.5
|clip1=5
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|clip1=45
 
|clip2=3
 
|clip2=3
|dps1=1417 area
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|dps1=1250 per enemy
|dps2=3000 area
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|dps2=1050 per enemy
|time1=3.00
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|time1=4.5
|time2=2.00
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|time2=2.0
|weakspot1=0.50
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|weakspot1=+ 25% damage
|weakspot2=-
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|weakspot2=+ 50% damage
 
}}
 
}}
   
 
== Overview ==
 
== Overview ==
   
* This weapon is unlocked at rank 5.
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* Unlocked at [[Player Ranks|player rank]] 8.
* The explosions deal damage according to the distance of the target from the center of the explosion, dealing maximum damage to the primary target hit and in the center of explosion and less the further from it.
 
 
* Fire modes
 
* Fire modes
** Primary fire
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** Primary Fire
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*** The trigger can simply be held down for a constant electric beam, that continuously damages the target(s). The attack has a small area of effect around where it hits, so it can hit multiple targets and hitting the floor next to a target will still allow you to damage it.
*** The primary fire shoots a round that explodes on impact.
 
  +
*** This fire mode has perfect accuracy ''(unless used with [[Spray 'N Pray]]).''
** The secondary fire shoots out a timed explosive, that deals a large amount of damage. The explosive detonates after 5 seconds, though damaging the explosives can detonate them for full damage. It is possible to set off the timed explosives with any weapon, but due to their small size, using explosive damage is the easiest way to do this. Examples of explosive damage include the [[REX]], [[Rocket]] Tower, [[Assault Rifle]]' s secondary fire, [[AR-Mine Dispenser|AR-Mines]], and both Battle Rifle's primary and secondary attacks.
 
  +
*** This fire mode has a finite range.
*** A timed explosive consumes 2 of the magazine's 5 rounds, meaning that a maximum of 3 timed explosives can be used per magazine.
 
  +
*** This is the '''second''' fastest weapon in the game - only the [[Sub Mini-Gun]] fires more than 10 shots per second with its primary fire.
*** Unlike the [[Assault Rifle]]'s secondary fire, the Battle Rifle's timed explosives are fired at high velocity, meaning that gravity has a much lower impact on the trajectory. Also, instead of exploding on impact with enemies, they will simply bounce off.
 
  +
** Secondary Fire
*The weapon's explosive projectiles have knockback
 
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*** The secondary fire launches a lightning bolt, that bounces off the first target to a second target, then off the second target to a third target, i.e. it can hit up to three lumes that are close to each other, similarly to the level 3 [[Lightning|Lightnings]]' fire, but, unlike them, the damage per lume is unchanged - each bounce does the '''full''' 700 damage.
**Lumes suffer this knockback and are slightly displaced every shot, which can often be even observed relatively easily if the player hits a lume from close with. This can sometimes make them switch targets or change direction, e.g. melee-attacking lumes that have started to attack the core might start to attack the player instead if the knockback is big enough.
 
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*** This fire mode does not have a limit on its range.
**The player can perform rocket jumping and accidentally displace self by using primary fire very close to a target or solid obstacle. Secondary fire displaces the player just if he is close to the timed explosives when they are triggered. Simultaneously jumping and using the primary fire straight downwards is sufficient for a rather high jump. Adding one or two timed explosives underneath you before doing this will allow you to jump even higher. The highest rocket jump without the aid of another player is achieved using three timed explosives and [[REX]]'s primary fire.
 
  +
**The explosive rounds can displace other players and friendly AI (Explorer conscripts, [[Roboticist|Simo units]] & [[G-2 Companion|G-2 Companions]]), which can lead to both positive and negative results (like using the weapon to put an Explorer Conscript in a better position, or pushing a teammate to an unwanted place like to aggressive lumes or out of bounds). The primary fire is a lot stronger in this direction, while the secondary fire produces some displacement just if the player/friendly AI is close when the timed explosives are triggered.
 
*The Battle Rifle doesn't change the crosshair and keeps high accuracy if used for constant firing, similarly to the [[Sniper Rifle|Sniper rifle]] (although if the [[Sniper Rifle|Sniper rifle]] is used along with [[Tactical Juxtaposition|Tactical juxtaposition]], this leads to high recoil, unlike the Battle rifle's solid aim).
 
   
<br />
 
 
==Notes & tactics==
 
==Notes & tactics==
   
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*This weapon is good against crowds with both fire rates.
*When using the weapon in coop, the player should be wary for players & friendly AI in the direction of firing. When a player is hit by the primary fire of another player, for him this visually appears as a sharp, sudden displacement, which might lead to confusion and sometimes can be confused with connection issues since the affected player often cannot orientate for the source of the event. The secondary fire would provoke less confusion, particularly due to the clear explosive sound, which is not apparant if being hit by primary fire.
 
  +
*This weapon is very good vs [[Runner|Runners]] and [[Walker Pup|Walker Pups]] due to<nowiki/> its highly forg<nowiki/>iving aim and low overkill (i.e. not wasting damage potential, since the dmg per shot is low, despite of the high fire rate). The fastest little enemies in the game ([[Runner|Runners]] & [[Brood Mother|Brood Mothers]]) are very vulnerable to the primary fire and it can deal very high damage to them easily, even potentially killing them quickly (depending on the [[Game Modes|mode]], player count & difficulty).
*While the primary fire can hit weakspots, it has some more difficulty doing it, since the projectile is large and is more likely to deal crit damage to bigger weakspots. It can hit [[Bobble Head|Bobble Heads]] and [[Fiskeplaske]]'s vulnerable parts if aimed properly, but smaller weakspots such as these on [[Walker|Walkers]], [[Walker Warrior|Walker Warriors]] and [[Spore Pod|Spore Pods]] are very difficult to hit accurately, unlike the weapons with smaller projectiles, and aimed explosive rounds are more likely to hit the rest of the body for non-crit damage.
 
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*The primary fire can do decent job when there are [[Mutator|Mutators]]<nowiki/> or/and [[Spore Keeper|Spore Ke]]<nowiki/>[[Spore Keeper|epers]], as it can destroy their balls at ease without much aim needed.
*The secondary fire can be used tactically, e.g. putting some timed explosives on the ground and when lumes pass through them or amass, the damage dealt can be very high, especially if it is combined with some other fire, like detonating with the Plasma rilfe's secondary fire.
 
  +
*[[Soaker|Soakers]] can be rendered more vulnerable by the primary fir<nowiki/>e quickly, since<nowiki/> it has very high fire rate.
*The secondary fire of the [[Ballista]] can trigger timed explosive only by the fired projectile, similarly to its primary fire. The area-of effect cannot trigger the explosion.
 
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*In the terms of characters, three appear to have good use <nowiki/>of the weapons
*Using 4 times the primary fire and pushing secondary with the last shot can lead to some more DPS if done properly at the right moment (if lumes are guaranteed to suffer the timed explosive's damage). In fact, one of the possible ways to use this weapon is to randomly switch between the fire modes, depending on the scenario. The secondary fire can deal more damage to groups of lumes, even though it cannot hit weakspots.
 
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**<nowiki/><nowiki/><nowiki/> [[Sweet Autumn|Sweet]] can apply her burning debuff to multiple nearby lume<nowiki/>s with both fire modes.
*[[Jumper|Jumpers]] might stop into a position instead of continuing with the jumping if the primary fire has hit them in the proper moment, although this is extremely tricky and rare to encounter.
 
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**[[Skye Autumn|Skye]] can rack up her warming-up damage bonus quickly with <nowiki/>the primary fire - this is one way she can benefit from it vs multiple lumes at once.
*Lumes that have just spawned from their spawn point sometimes might not move if they have been hit by a knockback-projectile. One somewhat funny sample is the wave with [[Screamer Matriarch|Screamer Matriarchs]] in the last game map ([[The Last Stand|8-4: The Last Stand]]) - The primary fire might displace them backwards, rendering them "unwilling" to enter the maze.
 
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**[[Haigen Hawkins|Haigen]] can make use of his features, since he can deal mor<nowiki/>e damage with th<nowiki/>e primary fire with his proximity-damage bonus, while being able to resist some incoming damage, caused by the need of proximity.
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**''The other two characters have mostly just usual use of thi''<nowiki/>''s weapon, althou''<nowiki/>''gh their features still can make it a good pick''
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***''[[TSYGAN]] can relatively quickly make use of the secondary fi''<nowiki/>''re, applying her''<nowiki/> ''extra damage in the last shot in just 2 seconds.''
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***''[[SiMo]] can slightly benefit from the secondary fire's accura''<nowiki/>''cy for good chan''<nowiki/>''ce of hitting weakspots, since it has low projectile spread.''
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*When hitting weakspots, the DPS of the two fire modes is a<nowiki/>pproximately sam<nowiki/>e, with a slight dominance of the secondary fire
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**The secondary fire's DPS is just slightly higher and range<nowiki/> is better, but <nowiki/>requires to aim more accurately than the primary fire to at least deal some damage to the lume.
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**The primary fire has some fire spread and range limit, whi<nowiki/>ch may make it m<nowiki/>ore difficult to hit for crit damage, although it's more easily to hit random parts of the enemy's body.
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*The secondary fire can do good job with overcoming the '''fla'''<nowiki/>'''t''' armour of armo<nowiki/>ured lumes (although it cannot hurt invulnerable body parts) - only [[Bliskeblaske|Bliskeblaskes]] in their defensive state would negate the damage.
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*With a little trick one can win some more DPS - after usin<nowiki/>g the primary fi<nowiki/>re up to a moment, when there's almost no ammo in the clip, the secondary fire mode can be released, although this is valid mainly vs single or few enemies, since it can hit only up to three lumes.
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*[[Tactical Juxtaposition|Tactical juxtaposition]] has one side effect, typical for th<nowiki/>e conversion of <nowiki/>fast weapons into slow ones - the '''delay''' can become noticeably longer if firing the secondary fire last before switching to the other weapon. This can be randomly overcome via quickly switching to the other weapon after the last shot, but this is really tricky to handle.
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<br />{{Sanctum 2}}<br />
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{{Sanctum 2}}

Revision as of 21:04, 25 September 2021

ETK-Tesla Prototype
ETK-Tesla Prototype
Primary Fire Secondary Fire
Damage 125 700
Shots per Second 10.0 1.5
Magazine Size 45 3
Damage per Second 1250 per enemy 1050 per enemy
Sustained Fire Time
(seconds)
4.5 2.0
Weakspot Damage Bonus + 25% damage + 50% damage
Reloading Time
(seconds)
{{{reloading time}}} {{{reloading time}}}

Overview

  • Unlocked at player rank 8.
  • Fire modes
    • Primary Fire
      • The trigger can simply be held down for a constant electric beam, that continuously damages the target(s). The attack has a small area of effect around where it hits, so it can hit multiple targets and hitting the floor next to a target will still allow you to damage it.
      • This fire mode has perfect accuracy (unless used with Spray 'N Pray).
      • This fire mode has a finite range.
      • This is the second fastest weapon in the game - only the Sub Mini-Gun fires more than 10 shots per second with its primary fire.
    • Secondary Fire
      • The secondary fire launches a lightning bolt, that bounces off the first target to a second target, then off the second target to a third target, i.e. it can hit up to three lumes that are close to each other, similarly to the level 3 Lightnings' fire, but, unlike them, the damage per lume is unchanged - each bounce does the full 700 damage.
      • This fire mode does not have a limit on its range.


Notes & tactics

  • This weapon is good against crowds with both fire rates.
  • This weapon is very good vs Runners and Walker Pups due to its highly forgiving aim and low overkill (i.e. not wasting damage potential, since the dmg per shot is low, despite of the high fire rate). The fastest little enemies in the game (Runners & Brood Mothers) are very vulnerable to the primary fire and it can deal very high damage to them easily, even potentially killing them quickly (depending on the mode, player count & difficulty).
  • The primary fire can do decent job when there are Mutators or/and Spore Keepers, as it can destroy their balls at ease without much aim needed.
  • Soakers can be rendered more vulnerable by the primary fire quickly, since it has very high fire rate.
  • In the terms of characters, three appear to have good use of the weapons
    • Sweet can apply her burning debuff to multiple nearby lumes with both fire modes.
    • Skye can rack up her warming-up damage bonus quickly with the primary fire - this is one way she can benefit from it vs multiple lumes at once.
    • Haigen can make use of his features, since he can deal more damage with the primary fire with his proximity-damage bonus, while being able to resist some incoming damage, caused by the need of proximity.
    • The other two characters have mostly just usual use of this weapon, although their features still can make it a good pick
      • TSYGAN can relatively quickly make use of the secondary fire, applying her extra damage in the last shot in just 2 seconds.
      • SiMo can slightly benefit from the secondary fire's accuracy for good chance of hitting weakspots, since it has low projectile spread.
  • When hitting weakspots, the DPS of the two fire modes is approximately same, with a slight dominance of the secondary fire
    • The secondary fire's DPS is just slightly higher and range is better, but requires to aim more accurately than the primary fire to at least deal some damage to the lume.
    • The primary fire has some fire spread and range limit, which may make it more difficult to hit for crit damage, although it's more easily to hit random parts of the enemy's body.
  • The secondary fire can do good job with overcoming the flat armour of armoured lumes (although it cannot hurt invulnerable body parts) - only Bliskeblaskes in their defensive state would negate the damage.
  • With a little trick one can win some more DPS - after using the primary fire up to a moment, when there's almost no ammo in the clip, the secondary fire mode can be released, although this is valid mainly vs single or few enemies, since it can hit only up to three lumes.
  • Tactical juxtaposition has one side effect, typical for the conversion of fast weapons into slow ones - the delay can become noticeably longer if firing the secondary fire last before switching to the other weapon. This can be randomly overcome via quickly switching to the other weapon after the last shot, but this is really tricky to handle.