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Capable of firing multiple rockets at once, the Angstrum is a handheld instrument of destruction.

The Angstrum is a heavy sidearm of Corpus design that fires powerful micro-rockets. Its charge-based trigger allows for firing precise single shots, or emptying the entire magazine as a spread barrage for engaging single heavy targets or large groups. It was released in Update 13.3.

Manufacturing Requirements
Credits64
25,000
AlloyPlate64
600
Circuits64
400
Salvage64
900
ArgonCrystal64
2
Time: 24 hrs
Rush: Platinum64 25
MarketIcon Market Price: Platinum64 190 Blueprint2 Blueprints Price:Credits6425,000

CharacteristicsEdit

This weapon deals Blast b Blast damage.

Advantages:

  • Tied with PrismaAngstrum Prisma Angstrum for highest base damage of all secondaries.
  • Good critical chance.
  • Very high status chance.
  • High accuracy.
  • Rocket explode in a 3.6 meter radius on impact with a surface or enemy.
  • Can be charged to unload more of the weapon's magazine and fire extra projectiles.
    • Can be fired with a partial charge to fire only part of its magazine.
  • Can benefit from Mod TT 20pxFulmination.
  • Innate Vazarin Pol polarity.

Disadvantages:

  • Innate Blast b Blast damage – less effective against Ferrite Armor.
  • Projectiles have travel time, slow speed, and are small, making long range shots difficult.
  • Charged barrage spreads rockets out, reducing the effective range considerably.
    • Multishot will cause partially-charged shots to spread out further, eliminating its long range potential.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 60% from central impact.
  • Very high recoil.
  • The weapon fires as soon as it has reached a full charge, which can lead to premature firing.
  • Extremely ammo inefficient.
    • Extremely low magazine size of 3 rounds; requires frequent reloading.
      • Fully charged shot consumes the entire magazine, even when magazine mods are used.
    • Very low ammo capacity of 18 rounds.
  • Fairly slow reload speed.
  • Rockets have a short delay after firing before being able to fire again.
  • Enemies can destroy the rockets with gunfire or area of effect explosions.

Comparisons:

Weapon LoadoutsEdit

NotesEdit

  • The UI damage value of 1350 refers to the total impact and explosion damage from all three rockets.
    • In other words, the damage that is shown in the Arsenal refers to the total damage that can be dealt from a single magazine.
      • If you increase the magazine size, the damage would also increase.
  • The UI status chance value of 52.5% refers to the status chance from all three rockets. The actual status chance per rocket is 22%.
  • Tapping the fire button will let out a single, very accurate rocket which can be used to pick off targets from long or medium range; or be held halfway or fully to release half or the entire magazine respectively, which will cause a wide spread of rockets to cover large groups at closer ranges.
  • The Angstrum must reach a given level of charge in order to fire a single shot or volley. Use Fire Rate mods such as Mod TT 20pxGunslinger to reduce the time required to charge.
  • Use the reload button or change weapon to cancel charge to avoid unwanted shots.
  • Keep in mind that Multishot will eliminate the dead-on accuracy of the single shot, as it will cause 2 or 3 rockets to skew outwards, with none of the rockets going right where the reticle is.
  • The Angstrum's charge cannot be held. The weapon fires as soon as it is fully charged.
  • Constantly tapping the fire button will not cause this weapon to stall like the Ogris. If you accidentally begin charging the weapon, without meaning to, you can stop the shot simply by spamming your charge button and hitting reload while you prevent the weapon from releasing a rocket.
    • There is a delay between pressing the fire button, and the rocket actually being ejected. pressing the fire button again before it is ejected will cancel the ejection-jamming like the Ogris.
  • Unlike a shotgun which shoots a completely random spread, the Angstrum is shown to form a geometrical structure (depending on the grenade quantity) of:
    • One - A single accurate shot.
    • Two - Two separate horizontal shots.
    • Three - A triangle.
    • Four - Diagonal square.
    • Five - Pentagon.
    • Six - Triangle with an offset center triangle.
    • Seven - Diagonal square with a center triangle.
    • Eight - Pentagon with an offset center triangle.
    • Nine - Hexagon with a center triangle.
    • Ten - Heptagon with a center triangle.
    • Eleven - Octagon with a center triangle
    • Twelve - Outer diagonal square, middle pentagon, center triangle
    • Thirteen - Outer pentagon, middle pentagon, center triangle
    • Fourteen - Outer hexagon, middle pentagon, center triangle
    • Fifteen - Outer heptagon, middle pentagon, center triangle
    • Sixteen - Outer octagon, middle pentagon, center triangle
    • Seventeen - Outer enneagon, middle pentagon, center triangle
    • Eighteen - Outer decagon, middle pentagon, center triangle
    • Nineteen - Outer hendecagon, middle pentagon, center triangle
    • Twenty - Outer dodecagon, middle pentagon, center triangle
  • Angstrum's shots bounce off Nullifiers' barriers rather than exploding, and will detonate upon hitting another solid object. Beware as this includes the player who fired it.

TipsEdit

  • Use Mod TT 20pxMagnum Force if you wish to cover a greater area, as the damage bonus granted by this mod can help counteract any loss of damage due to the accuracy penalty. Bear in mind this is at the expense of the Angstrum's charged shots at long range.
  • Mod TT 20pxFulmination can also be used to fill a target area more completely as the increased blast radius provided by it will counteract the empty spaces in between spread out charged shots.
  • To more accurately hit a group of targets, Bullet Jump straight up and aim glide at the targeted area and then fully charging up your shot so all of the individual rockets will connect and explode on contact with the ground. This way, the explosion will do much more damage spread out over a consistent area rather than just shooting on the floor.
  • If charged and/or a Multishot mod is equipped (Mod TT 20pxBarrel Diffusion, Mod TT 20pxLethal Torrent), the rockets will fire in a precise shape based on how many rockets are fired, making it easier to aim. 
  • Increasing the magazine size will result in a higher projectile count when firing a totally charged shot. Bear in mind that increasing the magazine size will also increase the time it takes to charge the shot.
    • Using Mod TT 20pxSlip Magazine, Mod TT 20pxIce Storm, and Mod TT 20pxTainted Clip will increase the Angstrum's magazine to 7 (rounded from 6.9).
    • Combining the magazine build with Mod TT 20pxBarrel Diffusion and/or Lethal Torrent will yield the chance of a totally charged shot firing 21 projectiles.
      • With the above primed mod, it can reach 24.
    • Using the previous combination with MirageIcon272 Mirage's HallOfMirrors130xDark Hall Of Mirrors can yield a total of 63 projectiles in one salvo. This is obviously not recommended for low configs.
      • Can reach 72 if chances play out.  
  • Mod TT 20pxGunslinger and/or Lethal Torrent speeds up the charge time, allowing for faster firing rates. This is especially important if one is maximizing magazine capacity, as the charge time for a large magazine can be long. 
  • MagIcon272 Mag's Magnetize130xDark Magnetize synergizes well with this weapon, as it allows all the rockets fired to be redirected unto a single target, dealing massive amounts of damage. This is most useful against heavy units like Napalms, and against bosses that have no weak spots like Ambulas.
  • It is highly recommended to equip a Mod TT 20pxPistol Ammo Mutation mod to remove practically all ammunition problems.
  • Mod TT 20pxLethal Momentum can increase rocket velocity by up to 40%, significantly reducing the amount of lead time required for distant targets.
  • The innate Vazarin Pol polarity can somewhat limit elemental modding potential, thus making it a less desirable polarity for elemental modding. If you wish to focus more on elemental damage, then it is recommended to either ignore the polarity or use Forma to turn it into a more suitable polarity.
    • Putting Mod TT 20pxDeep Freeze and making use of the secondary elemental damages that use Cold damage can make use of this polarity.

BugsEdit

  • When using IvaraIcon272 Ivara's ability Navigator130xDark Navigator on the Angstrum's rockets, they travel extremely slow, rendering them effectively useless.
    • Firing Angstrum first and then activating Navigator works normally.
  • If your charge time drops below 1.0, you will not be able to shoot the last shot in the magazine regardless of fully charging or clicking once to discharge the round.

TriviaEdit

  • The Angstrum's name is derived from Angstrom, which is a unit of measurement that is 0.1 nanometers in length.
  • This weapon appears to be of Corpus design, making it their second explosive weapon following the DEPenta Penta.
  • When charging, the rockets in the chamber lower into the gun itself.
  • The Angstrum's concept of a conventional-appearing weapon (pistol in this case) firing rockets is similar to that of the Gyrojet from the 1960s.
  • Its boxy design is similar to the IMI Uzi MP-2 machine pistol, including the way the weapon can be held.

MediaEdit

  • Angstrum in Codex.

 

Angstrum Skins

Patch HistoryEdit

Hotfix 27.2.2

Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Angstrum: 40%

Update 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:
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.

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.

Hotfix 23.0.3

  • Fixed Angstrum not having any shooting sounds.

Update 22.12

  • Direct Impact damage increased from 175 to 200.
  • Status chance increased from 10 to 22%.
  • Critical chance increased from 5% to 16%.
  • Ammo capacity decreased from 30 to 18.

Update 22.0

  • Improved the mesh quality of the Angstrum to avoid blocky textures.
  • Fixed Clients not seeing the Host's Angstrum ammo magazine cycle correctly.

Update 21.6

  • Improved the Angstrum's explosion FX.

Update 21.0

  • Fixed the Angstrum generating infinite spread for its first shot.
  • Fixed Angstrum's charge animation not loading bullets into the weapon chamber.

Update 20.0

  • Fixed a visual bug for Clients where the charged shots of the Angstrum would appear to fire twice.

Update: The Silver Grove

  • Angstrum damage and projectile speed increased in Conclave.

Update: Lunaro

  • Fixed hearing fully charged sounds when firing the Angstrums last shot.

Hotfix 18.6.2

  • Fixed the Angstrum not playing the proper audio FX when charging up.

Update 18.6

  • Fixed Angstrum displaying incorrect noise level in the Arsenal.

Update 18.5

  • Angstrum Conclave skin now available.
  • Increased the damage of the Angstrum in Conclave.

Hotfix 18.4.10

  • Removed the headshot multiplier from the Angstrum in Conclave.
  • Increased the Angstrum's initial projectile speed in Conclave.
  • Reduced the Angstrum's ammo pool in Conclave.
  • The Angstrum's explosive damage no longer ignores cover in Conclave.

Update 17.9

  • Angstrum Day of the Dead Skin is now available.

Update 17.5

  • Angstrum damage increased in PvP.
  • The Angstrum has received the PBR treatment!

Update 16.11

  • Fixed the Angstrum always showing as having 0 magazine capacity.

Update 16.4

  • The Angstrum has been balanced for use in PvP.

Update 14.2

    • Base ammo increased to 30 (from proposed 21) considering the volume of projectiles launched.

Hotfix 14.0.5

  • Performance Improvements for Mirage + Hall of Mirrors and Angstrum.

Hotfix 13.3.1

  • Fixed multishot mods not allowing for random chance of extra rocket when applied to Angstrum.

Update 13.3

  • Introduced.

Last updated: Hotfix 24.1.5

See alsoEdit

  • Comba and Scrambus, corpus enemies who often wield modified versions of the weapon.
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