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Some think Gauss was a blunt instrument, all speed, with as much versatility as a cannonball. But the Acceltra implies more. It implies surging in, inviting the enemy to consider the blade, then rebounding to let missiles answer their confusion.|[[Drusus]]}}
 
Some think Gauss was a blunt instrument, all speed, with as much versatility as a cannonball. But the Acceltra implies more. It implies surging in, inviting the enemy to consider the blade, then rebounding to let missiles answer their confusion.|[[Drusus]]}}
   
'''Acceltra''' is {{WF|Gauss}}'s [[Signature Weapon|signature]] fully automatic rocket launcher that fires micro-missiles in rapid succession with high [[critical chance]], [[critical multiplier]], and [[fire rate]], and a large, 3-meter explosion radius. To provide safety for its user, the rockets arm after traveling 7 meters in midair. Uniquely, this weapon reloads faster while [[Maneuvers#Sprinting|sprinting]], and reloads even faster when wielded by Gauss.
+
'''Acceltra''' is {{WF|Gauss}}'s [[Signature Weapon|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 [[Maneuvers#Sprinting|sprinting]], and reloads even faster when wielded by {{WF|Gauss}}.
   
 
{{BuildAutomatic|type=Weapon}}
 
{{BuildAutomatic|type=Weapon}}
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*High {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Impact|Text}} damage – effective against [[armor]] and [[shield]]s.
 
*High {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Impact|Text}} damage – effective against [[armor]] and [[shield]]s.
 
*Tied with {{Weapon|Battacor}} for the highest [[critical chance]] of all fully automatic rifles.
 
*Tied with {{Weapon|Battacor}} for the highest [[critical chance]] of all fully automatic rifles.
  +
*Tied with {{Weapon|Tiberon Prime}} for the second highest [[critical multiplier]] of all fully automatic rifles, behind {{Weapon|Soma}}/{{Weapon|Soma Prime}} and {{Weapon|Baza}}/{{Weapon|Baza Prime}}.
*Very high [[critical multiplier]].
 
 
*High [[fire rate]].
 
*High [[fire rate]].
 
*High [[accuracy]].
 
*High [[accuracy]].
 
**{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
 
**{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
 
*Rockets have a guaranteed {{Icon|Proc|Impact|Text}} proc.
 
*Rockets have a guaranteed {{Icon|Proc|Impact|Text}} proc.
*Rockets explode in a 3 meter radius after impacting a surface or enemy.
+
*Rockets explode in a '''4''' meter radius after impacting a surface or enemy.
**Rockets have a minimum arming distance of 7 meters, mitigating self-damage.
+
**Rockets have a minimum arming distance of '''7''' meters, mitigating [[Stagger|self-stagger]].
*Reloads 0.3 seconds faster while [[Maneuvers#Sprinting|sprinting]] (0.6 when used by {{WF|Gauss}}).
+
*Reloads '''0.3''' seconds faster while [[Maneuvers#Sprinting|sprinting]] ('''0.6''' when used by {{WF|Gauss}}).
 
*Draws from the rifle ammo pool, as opposed to the rare sniper ammo pool that other launchers use.
 
*Draws from the rifle ammo pool, as opposed to the rare sniper ammo pool that other launchers use.
  +
*Can benefit from {{M|Firestorm}}, {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}.
 
*Innate {{Icon|Pol|Bar|Text}} polarity.
 
*Innate {{Icon|Pol|Bar|Text}} polarity.
   
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*Low {{Icon|Proc|Slash|Text}} damage – less effective against [[health]].
 
*Low {{Icon|Proc|Slash|Text}} damage – less effective against [[health]].
 
*Very low [[status chance]].
 
*Very low [[status chance]].
  +
*Projectiles have travel time and needs to travel 7m before being explosive.
*Explosions can cause self-damage.
 
  +
**A rocket hitting an enemy without exploding causes much less damage compared to the explosion.
**Minimum travel length of 7 meters before being explosive should prevent accidental self-damage unless rapidly moving towards the rocket's impact area before it explodes.
 
 
*Explosions inflicts [[Stagger|self-stagger]].
*Projectiles have travel time.
 
 
**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.
 
*Extremely low ammo capacity; requires just 2 reloads to fully deplete all ammo reserves.
*Cannot use the {{M|Firestorm}} mod.
 
   
{{Acquisition|Acceltra's main blueprint can be obtained from defeating [[Amalgam#Demolyst|Demolisher Infested]] on the [[Dark Sectors|Dark Sector]] mission Ur, [[Uranus]].}}
+
{{Acquisition|Acceltra's main blueprint can be obtained from defeating [[Demolisher|Demolisher Infested]] on the [[Dark Sectors|Dark Sector]] mission Ur, [[Uranus]].}}
*Demolisher Infested are unaffected by {{WF|Nekros}}' {{A|Desecrate}}, {{WF|Hydroid}}'s {{M|Pilfering Swarm}}, {{WF|Khora}}'s {{M|Pilfering Strangledome}}, {{WF|Atlas}}'s {{M|Ore Gaze}}, {{WF|Ivara}}'s {{A|Prowl}}, or [[Chesa Kubrow]]'s {{M|Retrieve}}.
 
   
 
==Notes==
 
==Notes==
*Sprinting does '''not''' decrease Acceltra's reload time but accelerates reload progress.
+
*Sprinting does '''not''' decrease Acceltra's reload time but accelerates reload progress by '''0.3''' seconds ('''0.6''' when used by {{WF|Gauss}}).
 
**Transitioning from other movements to sprinting, while reloading, makes the progress go faster, and vice versa.
 
**Transitioning from other movements to sprinting, while reloading, makes the progress go faster, and vice versa.
**When used by {{WF|Gauss}}, the faster reload from sprinting is ?.
 
 
*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.
 
*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]].
+
**Arming distance is '''unaffected''' by [[Projectile Speed]].
**Regardless, it's still possible to deal self-damage if the wielder is moving fast enough (either through [[Maneuvers]] and/or using certain [[Abilities]]) to catch up to the rockets.
+
**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 '''3''' meters and push away any targets in range.
+
*Rocket explosions have a radius of '''4''' meters and stagger any targets in range.
   
 
==Tips==
 
==Tips==
 
*{{M|Hunter Munitions}} is recommended as the Acceltra's high critical chance allows it to compensate for the low {{Icon|Proc|Slash|Text}} damage and low Status chance, dealing Bleed procs to groups of enemies.
 
*{{M|Hunter Munitions}} is recommended as the Acceltra's high critical chance allows it to compensate for the low {{Icon|Proc|Slash|Text}} 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.
+
*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.
 
*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 {{M|Ammo Case}}, ({{M|Primed Rifle Ammo Mutation|Primed}}){{M|Rifle Ammo Mutation}}, or {{M|Vigilante Supplies}} to better manage ammo, with Vigilante Supplies' Set bonus in particular complementing the Acceltra's critical stats.
 
*Running a [[Carrier]] or [[Carrier Prime]] sentinel equipped with [[Ammo Case]] will greatly help with ammo management when using this weapon.
 
   
 
==Trivia==
 
==Trivia==
*The mechanics of both the Acceltra and the [[Akarius]] are similar to [[wikipedia:Gyrojet|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 mechanics of both the Acceltra and the {{Weapon|Akarius}} are similar to [[wikipedia:Gyrojet|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.
 
*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.
   
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<gallery type="slideshow" position="center" widths="600">
 
<gallery type="slideshow" position="center" widths="600">
   
  +
</gallery>
  +
  +
<gallery>
  +
Screenshot_481.png|Acceltra
  +
Screenshot_482.png|Acceltra 02
  +
</gallery>
  +
  +
==Videos==
  +
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
  +
Where to farm Acceltra & Akarius! (Warframe)
  +
Warframe - All Tenno Primaries - Weapon Animations & Sounds (2012 - 2019)
  +
Warframe - All Tenno Weapon Reloads in 3 minutes (2012 - 2019)
 
</gallery>
 
</gallery>
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.3.8}}
  +
*The Acceltra has been given explosion FX tweaks for visual and performance improvement.
  +
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Acceltra: 50%
  +
  +
{{ver|27.2}}
  +
;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:<br />
  +
''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.''
  +
 
{{ver|25.7.6}}
 
{{ver|25.7.6}}
 
*Fixed unintended fire rate increase for Acceltra while jumping.
 
*Fixed unintended fire rate increase for Acceltra while jumping.

Revision as of 08:45, 20 September 2020

Using a barrage of rapid-fire plasma rockets, Gauss' signature weapon lays down a path of destruction. Reloads are faster while sprinting, even more so in Gauss' hands. For safety, rockets arm after traveling a safe distance.

The Acceltra, a rapid-fire micro-missile launcher. The smooth polycarbonate barrels still carry a vague stench of ozone.

Some think Gauss was a blunt instrument, all speed, with as much versatility as a cannonball. But the Acceltra implies more. It implies surging in, inviting the enemy to consider the blade, then rebounding to let missiles answer their confusion.

Acceltra is GaussIcon272 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 GaussIcon272 Gauss.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Neurodes
4
Hexenon
200
Plastids
925
NanoSpores
8,000
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 240 Blueprint2 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 Battacor for the highest critical chance of all fully automatic rifles.
  • Tied with TiberonPrime Tiberon Prime for the second highest critical multiplier of all fully automatic rifles, behind Soma Soma/SomaPrime Soma Prime and Baza Baza/BazaPrime Baza Prime.
  • High fire rate.
  • High accuracy.
  • 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 GaussIcon272 Gauss).
  • Draws from the rifle ammo pool, as opposed to the rare sniper ammo pool that other launchers use.
  • Can benefit from Mod TT 20px Firestorm, Mod TT 20px Amalgam Furax Body Count, and Mod TT 20px 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
Acceltra Blueprint Demolisher Charger 1.25% ~ 80 Kills 549 ± 183 Kills
Acceltra Blueprint Demolisher Juggernaut 1.25% ~ 80 Kills 549 ± 183 Kills
Acceltra Blueprint Demolisher Thrasher 1.25% ~ 80 Kills 549 ± 183 Kills
Acceltra 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 GaussIcon272 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 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

  • Mod TT 20px 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 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.

Trivia

  • The mechanics of both the Acceltra and the Akarius 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.

See also