The Acceltra is Gauss's signature automatic micro-missile launcher with high critical chance, critical multiplier, fire rate, and explosive splash damage. The rockets arm after traveling a set distance to protect the user, and the launcher reloads faster while sprinting. When wielded by Gauss, the sprint reload boost is doubled.
Characteristics[]
- This weapon deals primarily Puncture and Impact damage.
- Rockets have a minimum arming distance of 7 meters and explode in a 4 meter radius after impacting a surface or enemy.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Can benefit from Firestorm ( Primed) and Cautious Shot.
- Rocket direct impacts have a guaranteed Impact proc.
- Reloading while sprinting gives a +25% reload speed bonus (+50% when used by Gauss).
Advantages over other Primary weapons (excluding modular weapons):
- Minimum arming distance reduces the potential of self-stagger unless rapidly moving to the rocket's impact before exploding.
- Rocket Impact (wiki attack index 1)
- High crit chance (32.00%)
- Above average magazine (48)
- High fire rate (12.00 attacks/sec)
- High crit multiplier (2.80x)
- Rocket Explosion (wiki attack index 2)
- Above average crit chance (32.00%)
- Very high fire rate (12.00 attacks/sec)
- Above average crit multiplier (2.80x)
Disadvantages over other Primary weapons (excluding modular weapons):
- Projectiles have travel time.
- Minimum arming distance reduces the weapon's effectiveness at point blank.
- Explosions inflicts self-stagger.
- Explosions have a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 50% from central impact.
- Very small ammo capacity; requires just 2 reloads to fully deplete all ammo reserves.
- Rocket Impact (wiki attack index 1)
- Low total damage (35)
- Below average ammo max (96)
- Very low status chance (6.00%)
- Very low disposition (●○○○○ (0.65x))
- Rocket Explosion (wiki attack index 2)
- Very low active falloff slope (8.0m/%)
- Very low maximum falloff distance (4.0 m)
- Low total damage (44)
- Below average ammo max (96)
- Very low status chance (6.00%)
- Very low disposition (●○○○○ (0.65x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Acceltra (Rocket Explosion), compared to Acceltra Prime (Rocket Explosion):
- Lower base damage per projectile (44.00 vs. 53.00)
- Lower total damage (44 vs. 53)
- Lower base critical chance (32.00% vs. 34.00%)
- Lower base critical multiplier (2.80x vs. 3.00x)
- Lower base status chance (6.00% vs. 18.00%)
- Lower average damage per tap (69.34 vs. 89.04)
- Lower burst DPS (832.12 vs. 890.4)
- Lower sustained DPS (554.75 vs. 667.8)
- Closer max damage falloff distance (4.0 m vs. 5.0 m)
- Higher fire rate (12.00 attacks/sec vs. 10.00 attacks/sec)
- Slower reload time (2.00 s vs. 1.60 s)
- Less polarities ( vs. )
- Lower Mastery Rank required (8 vs. 14)
- Higher disposition (●○○○○ (0.65x) vs. ●○○○○ (0.55x))
Acquisition
Acceltra's main blueprint can be obtained from defeating Demolisher Infested on the Dark Sector mission Ur, Uranus.
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
Blueprint | Demolisher Charger | 1.25% | ~ 80 Kills | 549 ± 183 Kills |
Blueprint | Demolisher Juggernaut | 1.25% | ~ 80 Kills | 549 ± 183 Kills |
Blueprint | Demolisher Thrasher | 1.25% | ~ 80 Kills | 549 ± 183 Kills |
Blueprint | Demolisher Boiler | 1.25% | ~ 80 Kills | 549 ± 183 Kills |
All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
Neurodes 4 |
Hexenon 200 |
Plastids 925 |
Nano Spores 8,000 |
Time: 1 Day(s) |
Rush: 35 | |||||
Market Price: 240 | Blueprints Price:N/A |
Notes[]
- While sprinting, reload speed is increased by 25%, or 50% when used by Gauss. Without other mods, sprinting reload speed is 1.75 seconds, or 1.5 seconds with Gauss.
- The Acceltra's rockets have a minimum arming distance of 7 meters, meaning that they will not explode if they make contact with objects or enemies within that range, and thus making the Acceltra safe to use in close quarters combat.
- Arming distance is unaffected by Projectile Speed.
- Regardless, it's still possible to deal self-stagger if the wielder is moving fast enough (either through Maneuvers and/or using certain Abilities) to catch up to the rockets.
Tips[]
- Hunter Munitions is recommended as the Acceltra's high critical chance allows it to compensate for the low Slash damage and low Status chance, dealing Bleed procs to groups of enemies.
- Using white or other bright colors for the energy color can make it very hard to see where projectiles are striking due to large numbers of explosive and particle effects. Consider using a darker energy color like navy blue or black. The first color affects the effects and second the central explosion.
- Although the arming distance is unaffected by Projectile Speed, it is recommended to avoid Riven Mods that reduce it to avoid getting caught in the blast radius.
- Due to its low ammo reserves and faster reload while sprinting, the player should always be on the move to keep the weapon firing at a consistent pace.
- Players may also use Ammo Case, ( Primed), Rifle Ammo Mutation, or Vigilante Supplies to better manage ammo, with Vigilante Supplies' Set bonus in particular complementing the Acceltra's critical stats.
- Players can also use the Helminth ability Energized Munitions, effectively quadrupling their magazine capacity as long as it's active, which can further help to mitigate this weapon's ammo inefficiency.
Trivia[]
- The mechanics of both the Acceltra and the Akarius are similar to Gyrojet firearms, which were developed in the 1960s and also fired small rockets that armed themselves as they traveled out of the gun. In real life, accuracy and reliability issues meant that the Gyrojets never entered mass production.
- The "fins" on the Acceltra's barrel are where the rockets are stored, and hatches on top of them open up while firing or reloading.
Media[]
Acceltra Skins
Patch History[]
Update 37.0 (2024-10-02)
- Fixed Terminal Velocity Mod not affecting the Acceltra’s projectiles.
Hotfix 33.5.2 (2023-06-21)
- Fixed Acceltra causing self-damage when Primed Firestorm is equipped.
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
40 Ammo per Pick Up:
- Acceltra
- Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
- Radial damage no longer gains extra headshot damage or triggers headshot conditions.
- This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
Hotfix 30.8.1 (2021-10-06)
- Fixed excessively bright explosion FX from the Acceltra.
Hotfix 27.3.8 (2020-04-02)
- The Acceltra has been given explosion FX tweaks for visual and performance improvement.
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Acceltra: 50%
Update 27.2 (2020-03-05)
- Self Damage Changes
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Hotfix 25.7.6 (2019-09-18)
- Fixed unintended fire rate increase for Acceltra while jumping.
Hotfix 25.7.4 (2019-09-05)
- Fixed Acceltra not having the correct model/text when picking it up.
Hotfix 25.7.2 (2019-08-30)
- Acceltra can now equip Rifle Ammo Mutation Mod.
Update 25.7 (2019-08-29)
- Introduced.
See also[]