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*Extremely low ammo capacity; requires just 2 reloads to fully deplete all ammo reserves. |
*Extremely low ammo capacity; requires just 2 reloads to fully deplete all ammo reserves. |
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− | {{Acquisition|Acceltra's main blueprint can be obtained from defeating [[ |
+ | {{Acquisition|Acceltra's main blueprint can be obtained from defeating [[Demolisher|Demolisher Infested]] on the [[Dark Sectors|Dark Sector]] mission Ur, [[Uranus]].}} |
==Notes== |
==Notes== |
Revision as of 22:25, 21 August 2020
Acceltra is Gauss's signature fully automatic rocket launcher that fires micro-missiles in rapid succession with high critical chance, critical multiplier, and fire rate, and a large, 4-meter explosion radius. To provide safety for its user, the rockets arm after traveling 7 meters in midair. Uniquely, this weapon reloads faster while sprinting, and reloads even faster when wielded by Gauss.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
25,000 |
4 |
200 |
925 |
8,000 |
Time: 1 Day(s) |
Rush: 35 | |||||
Market Price: 240 | Blueprints Price:N/A |
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages:
- High Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – effective against armor and shields.
- Tied with Battacor for the highest critical chance of all fully automatic rifles.
- Tied with Tiberon Prime for the second highest critical multiplier of all fully automatic rifles, behind Soma/ Soma Prime and Baza/ Baza Prime.
- High fire rate.
- High accuracy.
- Heavy Caliber's accuracy penalty is minimal on this weapon.
- Rockets have a guaranteed Script error: The function "Proc" does not exist. proc.
- Rockets explode in a 4 meter radius after impacting a surface or enemy.
- Rockets have a minimum arming distance of 7 meters, mitigating self-stagger.
- Reloads 0.3 seconds faster while sprinting (0.6 when used by Gauss).
- Draws from the rifle ammo pool, as opposed to the rare sniper ammo pool that other launchers use.
- Can benefit from Firestorm, Amalgam Furax Body Count, and Cautious Shot.
- Innate Script error: The function "Pol" does not exist. polarity.
Disadvantages:
- Low Script error: The function "Proc" does not exist. damage – less effective against health.
- Very low status chance.
- Projectiles have travel time and needs to travel 7m before being explosive.
- A rocket hitting an enemy without exploding causes much less damage compared to the explosion.
- Explosions inflicts self-stagger.
- Minimum travel length of 7 meters before being explosive should prevent accidental self-stagger unless rapidly moving towards the rocket's impact area before it explodes.
- Explosion has linear damage falloff from 100% to 50% from central impact.
- Extremely low ammo capacity; requires just 2 reloads to fully deplete all ammo reserves.
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.
Notes
- Sprinting does not decrease Acceltra's reload time but accelerates reload progress by 0.3 seconds (0.6 when used by Gauss).
- Transitioning from other movements to sprinting, while reloading, makes the progress go faster, and vice versa.
- 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 Flight 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.
- Rocket explosions have a radius of 4 meters and stagger any targets in range.
Tips
- Hunter Munitions is recommended as the Acceltra's high critical chance allows it to compensate for the low Script error: The function "Proc" does not exist. 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 flight 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.
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
Videos
Patch History
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.