No edit summary Tag: source edit |
No edit summary Tag: source edit |
||
(28 intermediate revisions by 14 users not shown) | |||
Line 7: | Line 7: | ||
==Characteristics== |
==Characteristics== |
||
− | This weapon primarily deals {{ |
+ | This weapon primarily deals {{D|Electricity}} damage |
'''Advantages:''' |
'''Advantages:''' |
||
− | *Innate {{ |
+ | *Innate {{D|Electricity}} damage – effective against [[Machinery]] and [[Damage/Robotic|Robotic]]. |
− | * |
+ | *Very high [[critical multiplier]]. |
⚫ | |||
*Auto mode: |
*Auto mode: |
||
+ | **Decent [[critical chance]]. |
||
+ | **High [[status chance]]. |
||
**Extremely high [[accuracy]]. |
**Extremely high [[accuracy]]. |
||
**Very fast [[fire rate]]. |
**Very fast [[fire rate]]. |
||
*Charge mode: |
*Charge mode: |
||
+ | **Good critical chance. |
||
⚫ | |||
**Pinpoint accuracy. |
**Pinpoint accuracy. |
||
***{{M|Heavy Caliber}}'s accuracy penalty is minimal. |
***{{M|Heavy Caliber}}'s accuracy penalty is minimal. |
||
**Shots explode in a '''6''' meter radius on impact with a surface or enemy. |
**Shots explode in a '''6''' meter radius on impact with a surface or enemy. |
||
***Initial hit and explosion apply status separately. |
***Initial hit and explosion apply status separately. |
||
+ | ***Explosion does not need direct line of sight to deal damage and will penetrate walls. |
||
***Explosion can benefit from {{M|Cautious Shot}}. |
***Explosion can benefit from {{M|Cautious Shot}}. |
||
**Charge is automatic and does not need to be held down. |
**Charge is automatic and does not need to be held down. |
||
+ | ***However, holding down the trigger will not fire the shot at full charge thus allowing for aim adjustments. |
||
+ | ***Rolling while holding the full charge will cancel it and not consume any ammo. |
||
+ | ** Draws from the fairly common rifle ammo pool, allowing quick recovery of spent ammo from exploding shots. |
||
*High magazine size. |
*High magazine size. |
||
*[[Alternate Fire]] mode-switching reloads the weapon. |
*[[Alternate Fire]] mode-switching reloads the weapon. |
||
'''Disadvantages:''' |
'''Disadvantages:''' |
||
− | *Innate {{ |
+ | *Innate {{D|Electricity}} damage – less effective against [[Alloy Armor]]. |
− | **Damage cannot be increased with {{ |
+ | **Damage cannot be increased with {{D|Impact}}, {{D|Puncture}}, or {{D|Slash}} mods. |
*Charge mode: |
*Charge mode: |
||
− | **Consumes |
+ | **Consumes 48 ammo per shot, effectively resulting in a 2-round magazine. |
**Explosion inflicts [[Stagger|self-stagger]]. |
**Explosion inflicts [[Stagger|self-stagger]]. |
||
**Explosion has linear damage falloff from 100% to 50% from central impact. |
**Explosion has linear damage falloff from 100% to 50% from central impact. |
||
**Explosion range cannot be increased with {{M|Firestorm}} ({{M|Primed Firestorm|Primed}}) and {{M|Amalgam Furax Body Count}}. |
**Explosion range cannot be increased with {{M|Firestorm}} ({{M|Primed Firestorm|Primed}}) and {{M|Amalgam Furax Body Count}}. |
||
⚫ | |||
*Slow [[reload speed]]. |
*Slow [[reload speed]]. |
||
⚫ | |||
+ | {{Acquisition|This weapon's main blueprint can be acquired from Rotation C of [[Empyrean]] [[Survival]] missions in [[Venus Proxima]], [[Neptune Proxima]], [[Pluto Proxima]], and [[Veil Proxima]]. The component blueprints are dropped by [[Aurax Atloc Raknoid]]s. All parts can be [[Trading|traded]] between players.}} |
||
− | ==Acquisition== |
||
+ | {{BuildRequire/Weapon |
||
− | The Ambassador's blueprint and components are obtained from [[Venus Proxima]] and [[Veil Proxima]] (Blueprint), [[Neptune Proxima]] (Stock), and [[Pluto Proxima]] (Receiver) in Rotation C of [[Empyrean]] [[Survival]] missions. |
||
+ | |buildtime= 24 |
||
+ | |market= 225 |
||
+ | |barrelbuildcredits = 15,000 |
||
+ | |barrelbuild1 = Cubic Diodes |
||
+ | |barrelbuild1amount = 200 |
||
+ | |barrelbuild2 = Isos |
||
+ | |barrelbuild2amount = 5 |
||
+ | |barrelbuild3 = Morphics |
||
+ | |barrelbuild3amount = 1 |
||
+ | |barrelbuild4 = Oxium |
||
+ | |barrelbuild4amount = 500 |
||
+ | |barrelbuildtime = 12 |
||
+ | |barrelbuildtimeunit = hrs |
||
+ | |barrelbuildrush = 25 |
||
+ | |receiverbuildcredits = 15,000 |
||
+ | |receiverbuild1 = Carbides |
||
+ | |receiverbuild1amount = 200 |
||
+ | |receiverbuild2 = Gallos Rods |
||
+ | |receiverbuild2amount = 5 |
||
+ | |receiverbuild3 = Morphics |
||
+ | |receiverbuild3amount = 1 |
||
+ | |receiverbuild4 = Cryotic |
||
+ | |receiverbuild4amount = 600 |
||
+ | |receiverbuildtime = 12 |
||
+ | |receiverbuildtimeunit = hrs |
||
+ | |receiverbuildrush = 25 |
||
+ | |stockbuildcredits = 15,000 |
||
+ | |stockbuild1 = Morphics |
||
+ | |stockbuild1amount = 5 |
||
+ | |stockbuild2 = Ferrite |
||
+ | |stockbuild2amount = 200 |
||
+ | |stockbuild3 = Alloy Plate |
||
+ | |stockbuild3amount = 1100 |
||
+ | |stockbuild4 = Hexenon |
||
+ | |stockbuild4amount = 10 |
||
+ | |stockbuildtime = 12 |
||
+ | |stockbuildtimeunit = hrs |
||
+ | |stockbuildrush = 25}} |
||
+ | ==Notes== |
||
− | {{BuildAutomatic|type=Weapon}} |
||
+ | *[[Alternate Fire]] mode switching is affected by [[reload speed]] mods. |
||
+ | **While this makes it so the weapon will always fire two shots when on charge mode, the weapon will not fire if the magazine has less than 48 rounds, and will reload automatically instead. |
||
+ | ***{{M|Tainted Mag}} gives the weapon enough rounds to fire three shots in charge mode, at the cost of increased reload and switch speed. |
||
+ | ***{{M|Primed Magazine Warp}} also gives the weapon enough rounds to fire three shots in charge mode, without reducing reload speed. If kept at rank 9, it provides exactly 48 rounds and will thus begin automatically reloading after three shots. |
||
==Trivia== |
==Trivia== |
||
− | *The [[Machinist]]'s weapon is identical in appearance to the Ambassador, however |
+ | *The [[Machinist]]'s weapon is identical in appearance to the Ambassador, however their's functions as a flamethrower rather than a laser assault rifle. |
+ | *In automatic fire mode, the weapon will become quieter with less reverb once the magazine goes below 48 ammo, as well as the standard sound cue that the magazine is running low. |
||
==Media== |
==Media== |
||
+ | <gallery widths="300" position="center" spacing="small"> |
||
− | <gallery> |
||
File:Ambassador, When Negotiations Need an Extra Persuasion |
File:Ambassador, When Negotiations Need an Extra Persuasion |
||
</gallery> |
</gallery> |
||
Line 52: | Line 102: | ||
==Patch History== |
==Patch History== |
||
{{Scrollbox/Article| |
{{Scrollbox/Article| |
||
+ | {{ver|30.8}} |
||
+ | *Fixed magazine of the Ambassador flickering after reloading when equipped with the Ambassador Tenet Skin. |
||
+ | |||
+ | {{ver|30.7.6}} |
||
+ | *Fixed an issue where the Ambassador’s magazine would get stuck to player’s hands if you interrupted the reload. |
||
+ | *Fixed Ambassador Parts not being chat-linkable. |
||
+ | |||
+ | {{ver|30.7}} |
||
+ | *Ambassador Component Blueprints have a chance to drop from Aurax Atloc Raknoids. The main Blueprint can now be attained as a Rotation C reward from any Corpus Railjack Survival mission. |
||
+ | **After engaging with Community Feedback, we noticed that obtaining the Ambassador parts was a tough combination of playing the same mission in 4 different locations with some difficult RNG. The Ambassador components have also been moved to an enemy that was without a drop table! |
||
+ | ***Every Aurax Atloc Raknoid has a 15% to drop any component Blueprints for the Ambassador |
||
+ | ***Enemies typically only drop Weapon Blueprints or component Blueprints which is why the Ambassador components were given individual Blueprints |
||
+ | |||
+ | {{ver|30.6.1}} |
||
+ | *Fixed the Ambassador not triggering its Alt Fire radial attack when it hits an enemy. |
||
+ | |||
+ | {{ver|30.5.3}} |
||
+ | *Ambassador clip size increased to 96 and increased ammo pool to 960. |
||
+ | |||
{{ver|30.5.1}} |
{{ver|30.5.1}} |
||
*Removed the Ambassador weapon eligibility from Conclave. |
*Removed the Ambassador weapon eligibility from Conclave. |
Revision as of 02:56, 14 October 2021
The Ambassador is a Corpus assault rifle whose Alternate Fire allows switching between fully-automatic rounds or a long-ranged explosive shot.
Characteristics
This weapon primarily deals Electricity damage
Advantages:
- Innate Electricity damage – effective against Machinery and Robotic.
- Very high critical multiplier.
- Auto mode:
- Decent critical chance.
- High status chance.
- Extremely high accuracy.
- Very fast fire rate.
- Charge mode:
- Good critical chance.
- Very high status chance.
- Pinpoint accuracy.
- Heavy Caliber's accuracy penalty is minimal.
- Shots explode in a 6 meter radius on impact with 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.
- Explosion can benefit from Cautious Shot.
- Charge is automatic and does not need to be held down.
- However, holding down the trigger will not fire the shot at full charge thus allowing for aim adjustments.
- Rolling while holding the full charge will cancel it and not consume any ammo.
- Draws from the fairly common rifle ammo pool, allowing quick recovery of spent ammo from exploding shots.
- High magazine size.
- Alternate Fire mode-switching reloads the weapon.
Disadvantages:
- Innate Electricity damage – less effective against Alloy Armor.
- Charge mode:
- Consumes 48 ammo per shot, effectively resulting in a 2-round magazine.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 50% from central impact.
- Explosion range cannot be increased with Firestorm ( Primed) and Amalgam Furax Body Count.
- Slow reload speed.
- Alternate Fire mode-switching is not instantaneous and has an animation equal to the reload speed.
Acquisition
This weapon's main blueprint can be acquired from Rotation C of Empyrean Survival missions in Venus Proxima, Neptune Proxima, Pluto Proxima, and Veil Proxima. The component blueprints are dropped by Aurax Atloc Raknoids. All parts can be traded between players.
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
Barrel Blueprint | Aurax Atloc Raknoid | 5% | ~ 20 Kills | 134 ± 44 Kills |
Barrel Blueprint | Narmer Raknoid | 5% | ~ 20 Kills | 134 ± 44 Kills |
Stock Blueprint | Aurax Atloc Raknoid | 5% | ~ 20 Kills | 134 ± 44 Kills |
Stock Blueprint | Narmer Raknoid | 5% | ~ 20 Kills | 134 ± 44 Kills |
Blueprint | Veil Proxima Survival / C | 16.67% | ~ 5 C Rotations | 37 ± 12 C Rotations |
Blueprint | Neptune Proxima Survival / C | 8.33% | ~ 12 C Rotations | 79 ± 26 C Rotations |
Blueprint | Pluto Proxima Survival / C | 8.33% | ~ 12 C Rotations | 79 ± 26 C Rotations |
Blueprint | Venus Proxima Survival / C | 12.50% | ~ 8 C Rotations | 51 ± 17 C Rotations |
Receiver Blueprint | Aurax Atloc Raknoid | 5% | ~ 20 Kills | 134 ± 44 Kills |
Receiver Blueprint | Narmer Raknoid | 5% | ~ 20 Kills | 134 ± 44 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 |
1 |
1 |
1 |
Time: 24 hrs | |
Rush: 35 | |||||
Market Price: 225 | Blueprint Price: N/A | ||||
Barrel | |||||
15,000 |
200 |
5 |
1 |
500 |
Time: 12 hrs |
Rush: 25 | |||||
Receiver | |||||
15,000 |
200 |
5 |
1 |
600 |
Time: 12 hrs |
Rush: 25 | |||||
Stock | |||||
15,000 |
5 |
200 |
1100 |
10 |
Time: 12 hrs |
Rush: 25 |
Notes
- Alternate Fire mode switching is affected by reload speed mods.
- While this makes it so the weapon will always fire two shots when on charge mode, the weapon will not fire if the magazine has less than 48 rounds, and will reload automatically instead.
- Tainted Mag gives the weapon enough rounds to fire three shots in charge mode, at the cost of increased reload and switch speed.
- Primed Magazine Warp also gives the weapon enough rounds to fire three shots in charge mode, without reducing reload speed. If kept at rank 9, it provides exactly 48 rounds and will thus begin automatically reloading after three shots.
- While this makes it so the weapon will always fire two shots when on charge mode, the weapon will not fire if the magazine has less than 48 rounds, and will reload automatically instead.
Trivia
- The Machinist's weapon is identical in appearance to the Ambassador, however their's functions as a flamethrower rather than a laser assault rifle.
- In automatic fire mode, the weapon will become quieter with less reverb once the magazine goes below 48 ammo, as well as the standard sound cue that the magazine is running low.
Media
Patch History
Update 30.8 (2021-10-04)
- Fixed magazine of the Ambassador flickering after reloading when equipped with the Ambassador Tenet Skin.
Hotfix 30.7.6 (2021-09-23)
- Fixed an issue where the Ambassador’s magazine would get stuck to player’s hands if you interrupted the reload.
- Fixed Ambassador Parts not being chat-linkable.
Update 30.7 (2021-09-08)
- Ambassador Component Blueprints have a chance to drop from Aurax Atloc Raknoids. The main Blueprint can now be attained as a Rotation C reward from any Corpus Railjack Survival mission.
- After engaging with Community Feedback, we noticed that obtaining the Ambassador parts was a tough combination of playing the same mission in 4 different locations with some difficult RNG. The Ambassador components have also been moved to an enemy that was without a drop table!
- Every Aurax Atloc Raknoid has a 15% to drop any component Blueprints for the Ambassador
- Enemies typically only drop Weapon Blueprints or component Blueprints which is why the Ambassador components were given individual Blueprints
- After engaging with Community Feedback, we noticed that obtaining the Ambassador parts was a tough combination of playing the same mission in 4 different locations with some difficult RNG. The Ambassador components have also been moved to an enemy that was without a drop table!
Hotfix 30.6.1 (2021-08-10)
- Fixed the Ambassador not triggering its Alt Fire radial attack when it hits an enemy.
Hotfix 30.5.3 (2021-07-09)
- Ambassador clip size increased to 96 and increased ammo pool to 960.
Hotfix 30.5.1 (2021-07-06)
- Removed the Ambassador weapon eligibility from Conclave.
Update 30.5 (2021-07-06)
- Introduced.