WARFRAME Wiki
WARFRAME Wiki
mNo edit summary
Tag: sourceedit
mNo edit summary
Tag: Visual edit
(44 intermediate revisions by 18 users not shown)
Line 1: Line 1:
 
{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}}
 
{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}}
  +
{{WeaponInfoboxAutomatic
{{WeaponInfoboxU11
 
  +
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)-->
| name = Akbronco
 
  +
|name =
| image = Dual Broncos.png
 
| mastery level = 0
 
| slot = Secondary
 
| type = Shotgun Sidearm
 
| trigger = Semi-Auto
 
| projectile speed = Hit-Scan
 
| noise level =
 
   
  +
<!--
| rate of fire = 8.3
 
  +
---!!!!!---INSTRUCTIONS---!!!!!---
| pellets = 7
 
  +
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
| accuracy = 3.7
 
| zoom =
 
| spread =
 
| recoil =
 
| clip = 4
 
| max ammo = 210
 
| reload = 2.3
 
| stat proc = 14.0
 
| disposition = Strong
 
   
  +
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
| physical damage = 105.0
 
  +
-->
| impact damage = 84.0
 
  +
<!--Statistics-->
| puncture damage = 10.5
 
  +
|image =
| slash damage = 10.5
 
  +
|mastery level =
| elemental damage type =
 
  +
|slot =
| elemental damage =
 
  +
|type =
| crit chance = 2.5
 
  +
|trigger =
| crit damage = 2.0
 
   
  +
<!--Utility-->
| charge physical damage =
 
  +
|ammo type =
| charge impact damage =
 
  +
|flight speed =
| charge puncture damage =
 
  +
|range =
| charge slash damage =
 
  +
|noise level =
| charge elemental damage type =
 
  +
|fire rate =
| charge elemental damage =
 
  +
|spool =
| charge speed =
 
  +
|accuracy =
| charge crit chance =
 
  +
|magazine =
| charge crit damage =
 
  +
|max ammo =
  +
|reload =
  +
|zoom =
  +
|combo reset =
  +
|combo min =
  +
|finisher damage =
  +
|channel damage =
  +
|disposition =
   
  +
<!--Normal Attacks-->
| conclave = 40
 
  +
|normal impact =
| polarities = {{Icon|Pol|V}}
 
  +
|normal puncture =
| introduced = {{ver|8}}
 
  +
|normal slash =
| notes =
 
  +
|normal element =
}}
 
  +
|normal damage =
{{Codex|A Bronco equipped in each hand.}}
 
  +
|normal pellet count =
  +
|normal burst count =
  +
|normal critical chance =
  +
|normal critical damage =
  +
|normal status chance =
  +
|normal punchthrough =
  +
|normal radius =
  +
|normal duration =
  +
|normal falloff =
  +
|normal ammo cost =
   
  +
<!--Charge Attacks-->
This weapon can be sold for {{cc|5,000}}.
 
  +
|charge impact =
  +
|charge puncture =
  +
|charge slash =
  +
|charge element =
  +
|charge damage =
  +
|charge time =
  +
|charge pellet count =
  +
|charge burst count =
  +
|charge critical chance =
  +
|charge critical damage =
  +
|charge status chance =
  +
|charge punchthrough =
  +
|charge radius =
  +
|charge duration =
  +
|charge falloff =
  +
|charge ammo cost =
   
  +
<!--Area Attacks-->
{{BuildRequire
 
  +
|area impact =
|buildcredits= 20,000
 
  +
|area puncture =
|build1= [[File:Bronco.png|51px|link=Bronco]]
 
  +
|area slash =
|build1amount=1
 
  +
|area element =
|build2= [[File:Bronco.png|51px|link=Bronco]]
 
  +
|area damage =
|build2amount=1
 
  +
|area pellet count =
|build3= Orokin Cell
 
  +
|area critical chance =
|build3amount=1
 
  +
|area critical damage =
|buildtime=12
 
  +
|area status chance =
|buildrush=25
 
  +
|area radius =
|blueprint=20,000
 
  +
|area duration =
|market=225
 
  +
|area falloff =
}}
 
  +
|area ammo cost =
   
  +
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
The total credit cost of crafting the '''Akbronco''', including the blueprint and crafting costs of its two constituent Broncos, is {{cc|110,000}}.
 
  +
|secondaryarea impact =
  +
|secondaryarea puncture =
  +
|secondaryarea slash =
  +
|secondaryarea element =
  +
|secondaryarea damage =
  +
|secondaryarea pellet count =
  +
|secondaryarea critical chance =
  +
|secondaryarea critical damage =
  +
|secondaryarea status chance =
  +
|secondaryarea radius =
  +
|secondaryarea duration =
  +
|secondaryarea falloff =
  +
  +
<!--Secondary Attacks-->
  +
|secondary impact =
  +
|secondary puncture =
  +
|secondary slash =
  +
|secondary element =
  +
|secondary damage =
  +
|secondary pellet count =
  +
|secondary burst count =
  +
|secondary critical chance =
  +
|secondary critical damage =
  +
|secondary status chance =
  +
|secondary punchthrough =
  +
|secondary radius =
  +
|secondary duration =
  +
|secondary falloff =
  +
|secondary charge time =
  +
|secondary fire rate =
  +
|secondary trigger =
  +
|secondary ammo cost =
  +
  +
<!--Throw Attacks (for Glaives)-->
  +
|throw impact =
  +
|throw puncture =
  +
|throw slash =
  +
|throw element =
  +
|throw damage =
  +
|throw critical chance =
  +
|throw critical damage =
  +
|throw status chance =
  +
|throw punchthrough =
  +
|throw falloff =
  +
|throw charge time =
  +
  +
<!--Charged Throw Attacks (for Glaives)-->
  +
|charged throw impact =
  +
|charged throw puncture =
  +
|charged throw slash =
  +
|charged throw element =
  +
|charged throw damage =
  +
|charged throw critical chance =
  +
|charged throw critical damage =
  +
|charged throw status chance =
  +
|charged throw punchthrough =
  +
|charged throw falloff =
  +
|charged throw charge time =
  +
  +
<!--Other Melee Attacks-->
  +
|slam attack =
  +
|slam radius =
  +
|slide attack =<!--Miscellaneous-->
  +
|syndicate effect =
  +
|augments =
  +
|polarities =
  +
|stance polarity =
  +
|users =
  +
|introduced =
  +
}}
  +
{{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.
   
 
==Characteristics==
 
==Characteristics==
Line 70: Line 163:
   
 
'''Advantages:'''
 
'''Advantages:'''
  +
*High {{Icon|Proc|Impact|Text}} damage &ndash; effective against [[shield]]s.
*High damage.
 
  +
*Highest [[fire rate]] of all secondary shotguns.
**High {{Icon|Proc|Impact|Text}} damage &ndash; effective against [[shields]].
 
  +
*Innate [[multishot]] of 7 pellets.
*High rate of fire.
 
  +
*Very ammo efficient.
*Extremely effective at close range.
 
*One {{Icon|Pol|V}} slot.
+
*Innate {{Icon|Pol|V}} polarity.
*Good ammo efficiency.
 
*No damage dropoff over distance.
 
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
  +
*Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[armor]] and [[health]].
*Wide pellet spread cone, rendering the weapon inefficient against single targets beyond medium range.
 
  +
*Has linear damage falloff from 100% to 75% from 7m to 14m target distance (distances are affected by [[Projectile Speed]]).
*Small magazine size.
 
  +
*Low [[critical chance]].
*Slow reload speed.
 
*Low critical chance.
+
*Low overall [[status chance]].
  +
*Low magazine size.
  +
*Fairly low [[reload speed]].
  +
*Wide pellet spread cone makes the weapon ineffective beyond medium range.
   
  +
{{WeaponComparison|Bronco}}
'''Comparisons'''
 
*Compared to the [[Akbronco Prime]]:
+
{{WeaponComparison|Akbronco Prime|header=n}}
**Higher {{Icon|Proc|Impact|Text}} damage (84.0 vs. 63.0 ).
 
**Lower {{Icon|Proc|Slash|Text}} damage (10.5 vs. 31.5).
 
**Smaller magazine (4 vs. 6).
 
**Lower status chance (14.0% vs. 30.0%).
 
**Fewer polarities.
 
   
  +
==Acquisition==
{{WeaponBuildSection}}
 
  +
The Akbronco's blueprint can be purchased from the [[Market]].
   
  +
{{BuildAutomatic|type=Weapon}}
==Tips==
 
  +
This weapon can be sold for {{cc|5,000}}.
*Even a maxed [[Slip Magazine]] can only give a maximum magazine size of 5.
 
**It is recommended to use [[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 (plus, you get 40% more cold damage).
 
*Surprisingly effective at scattering damage over groups of enemies, even at long range due to the fact that Bronco series weapon does not have damage falloff.
 
**Using maxed [[Seeker (Mod)|Seeker]] is recommended to upgrade its crowd controlling capability, making it the best scatter-damaging sidearm.
 
*The weapon's spread cone can be reduced by zooming in.
 
   
 
==Notes==
 
==Notes==
 
*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.
 
*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.
 
*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 '''12''' impact, '''1''' puncture, and '''1''' slash.
+
*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==
  +
*Even a maxed {{M|Slip Magazine}} can only give a maximum magazine size of 5.
  +
**It is recommended to use {{M|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==
 
==Trivia==
Line 111: Line 202:
   
 
==Media==
 
==Media==
<gallery widths=600 type=slideshow position=center>
+
<gallery widths="600" type="slideshow" position="center">
 
DualBroncos1.png
 
DualBroncos1.png
 
DualBroncos3.png
 
DualBroncos3.png
  +
</gallery>
  +
  +
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
  +
Warframe - All Tenno Secondaries - Weapon Animations & Sounds (2012 - 2019)
 
</gallery>
 
</gallery>
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.2}}
{{PatchHistoryNeeded}}
 
  +
;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 {{#expr: 22/7}}% to {{#expr: 22/7 * 3}}%.
  +
  +
{{ver|22.12}}
  +
*Damage increased from 38 to 40 (per pellet).
  +
*Status chance increased from 20% to 22%.
  +
*Critical chance increased from 2.5% to 6%.
  +
  +
{{ver|21}}
  +
*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%.
   
  +
{{ver|8}}
  +
*Introduced.
 
}}
 
}}
  +
{{ver/Lu|24.1.4}}
   
 
==See also==
 
==See also==
*[[Bronco]], the single counterpart of this akimbo gun.
+
*{{Weapon|Bronco}}, the single counterpart of this akimbo gun.
*[[Bronco Prime]], the prime counterpart of the Bronco.
+
*{{Weapon|Bronco Prime}}, the prime counterpart of the Bronco.
*[[Akbronco Prime]], the [[prime]] version of this gun.
+
*{{Weapon|Akbronco Prime}}, the [[prime]] version of this gun.
   
 
{{WeaponNav}}
 
{{WeaponNav}}
[[fr:Akbronco]]
 
 
__NOTOC__
 
__NOTOC__
  +
[[de:Akbronco]]
  +
[[es:Akbronco]]
  +
[[fr:Akbronco]]
 
[[Category:Dual Sidearms]]
 
[[Category:Dual Sidearms]]
 
[[Category:Tenno]]
 
[[Category:Tenno]]

Revision as of 13:31, 11 June 2021

A Bronco equipped in each hand.

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

Characteristics

This weapon deals primarily Script error: The function "Proc" does not exist. damage.

Advantages:

  • High Script error: The function "Proc" does not exist. damage – effective against shields.
  • Highest fire rate of all secondary shotguns.
  • Innate multishot of 7 pellets.
  • Very ammo efficient.
  • Innate Script error: The function "Pol" does not exist. polarity.

Disadvantages:

  • Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against armor and health.
  • Has linear damage falloff from 100% to 75% from 7m to 14m target distance (distances are affected by Projectile Speed).
  • Low critical chance.
  • Low overall status chance.
  • Low magazine size.
  • Fairly low reload speed.
  • Wide pellet spread cone makes the weapon ineffective beyond medium range.

Comparisons:

Acquisition

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


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Bronco
1
Bronco
1
OrokinCell
1
Time: 12 Hour(s)
Rush: PlatinumLarge 25
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price:Credits20,000

This weapon can be sold for Credits64 5,000.

Notes

  • 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

  • Even a maxed Mod TT 20px Slip Magazine can only give a maximum magazine size of 5.
    • It is recommended to use Mod TT 20px 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

  • 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

Patch History

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