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{{Codex|A Bronco equipped in each hand.}}
 
{{Codex|A Bronco equipped in each hand.}}
 
The '''Akbronco''' is the akimbo variant of the {{Weapon|Bronco}}, featuring higher fire rate and magazine size at the expense of slower reload speed.
 
The '''Akbronco''' is the akimbo variant of the {{Weapon|Bronco}}, featuring higher fire rate and magazine size at the expense of slower reload speed.
 
This weapon can be sold for {{cc|5,000}}.
 
   
 
==Characteristics==
 
==Characteristics==
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{{BuildAutomatic|type=Weapon}}
 
{{BuildAutomatic|type=Weapon}}
 
This weapon can be sold for {{cc|5,000}}.
   
 
==Notes==
 
==Notes==

Latest revision as of 13:31, 11 June 2021

A Bronco equipped in each hand.

The Akbronco is the akimbo variant of the Bronco.png Bronco, featuring higher fire rate and magazine size at the expense of slower reload speed.

Characteristics[edit | edit source]

This weapon deals primarily DmgImpactSmall64.png Impact damage.

Advantages:

  • High DmgImpactSmall64.png Impact damage – effective against shields.
  • Highest fire rate of all secondary shotguns.
  • Innate multishot of 7 pellets.
  • Very ammo efficient.
  • Innate V polarity.

Disadvantages:

Comparisons:

  • Akbronco, compared to Akbronco Prime:
    • Lower base damage (280 vs. 350)
      • Lower DmgImpactSmall64.png Impact damage (224 vs. 280)
      • Lower DmgPunctureSmall64.png Puncture damage (28 vs. 35)
      • Lower DmgSlashSmall64.png Slash damage (28 vs. 35)
    • Lower status chance (3.14% vs. 12.86%)
    • Higher fire rate (8.33 rounds/sec vs. 4.33 rounds/sec)
    • Shorter range before damage falloff starts (7m vs. 9m)
    • Shorter range before damage falloff ends (14m vs. 18m)
    • Smaller magazine (4 rounds vs. 8 rounds)
    • Different polarities (V vs. VV)
    • Lower Mastery Rank required (2 vs. 10)
    • Higher disposition (1.35 vs. 1.3)

Acquisition[edit | edit source]

The Akbronco's blueprint can be purchased from the Market.

Manufacturing Requirements
Credits64.png
20,000
Bronco.png
1
Bronco.png
1
OrokinCell64.png
1
Time: 12 hrs
Rush: Platinum64.png 25
MarketIcon.png Market Price: Platinum64.png 225 Blueprint2.svg Blueprints Price:Credits64.png20,000

This weapon can be sold for Credits64.png 5,000.

Notes[edit | edit source]

  • Weapon will create six holes in scenery and objects such as walls, regardless of having multishot on, even though seven are actually registered on enemies, this includes multishot which shoots more pellets but only registers six holes regardless. Most likely to reduce lag.
  • Listed firing rate does not reflect the actual firing rate. The actual fire rate is lower than 8.33 shots/seconds.
  • The damage listed is actually the combination of all seven pellets' damage values. The actual damage per pellet is 32 impact, 4 puncture, and 4 slash.

Tips[edit | edit source]

  • Even a maxed Mod TT 20px.png Slip Magazine can only give a maximum magazine size of 5.
    • It is recommended to use Mod TT 20px.png Ice Storm instead of Slip Magazine, as both mods have the same amount of mod capacities required, and that maxed Ice Storm can give a maximum magazine size of 6.
  • The weapon's spread cone can be reduced by zooming in.

Trivia[edit | edit source]

  • In closed beta, this weapon used to deal 204 damage and there was a glitch with reloading for an infinite magazine.
  • This weapon was previously named Dual Broncos.

Media[edit | edit source]

Patch History[edit | edit source]

Update 27.2 (2020-03-05)

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance per projectile increased from 3.1428571428571% to 9.4285714285714%.

Update 22.12 (2018-02-09)

  • Damage increased from 38 to 40 (per pellet).
  • Status chance increased from 20% to 22%.
  • Critical chance increased from 2.5% to 6%.

Update 21.0 (2017-06-29)

  • Damage increased from 15 to 38.
  • Damage fall off added starting from 7m and ending at 14 with a minimum damage of 10.
  • Status Chance increased from 14% to 20%.

Update 8.0 (2013-05-23)

  • Introduced.

Last updated: Hotfix 24.1.4 (2018-12-10)

See also[edit | edit source]

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