Arch-guns are heavy weapons, most frequently used in zero-gravity Archwing combat. Unlike traditional Warframe weapons, Arch-guns have no separate ammo reserve or magazine in Zero-G, instead having a regenerating magazine whose contents replenish to full when the weapon is not firing. The delay from ceasefire to replenishment and the speed of ammo regeneration varies between different Arch-gun models. Because they have no ammo reserves in their normal usage, Arch-guns essentially have unlimited ammunition and thus do not require replenishment from ammo pickups.
While normally only usable in zero-g, Arch-guns can be utilized in ground combat by installing the Gravimag upgrade, after an Orokin Catalyst is installed. This enables the Gravimag-enabled Arch-gun equipped as a Heavy Weapon in Vehicle mode (see Arsenal) to be called down via an Archgun Deployer, allowing a Tenno to use the weapon in ground combat.
When used in ground combat, Arch-guns only have a limited amount of ammo along with using magazines and standard reloading. Once all of an Arch-gun's ammunition is used up, the weapon is removed and can only be called down again after a 5-minute cooldown period. Ground-based Arch-gun ammo can only be replenished by Heavy Ammo, which can drop from heavy-duty enemies like Bombards, Corpus Tech, and Ancients. Picking up Heavy Ammo also resets the Archgun Deployer's 5-minute cooldown. Ammo Case's ammo conversion does not work on grounded Arch-guns. Protea's Dispensary dispenses universal ammo which can restore the Arch-gun's ammo, but does not reset the Archgun Deployer's cooldown.
While wielding the Arch-gun in ground combat, the player is unable to switch to any other weapon. Base aim-glide time will also be reduced to 1 second. Activating the Archgun Deployer again will remove the Arch-gun, with the cooldown based on the remaining ammunition upon unequipping. Picking up objects or going into bleedout will also automatically unequip the Arch-gun.
Atmospheric Arch-guns receive affinity while equipped according to normal rules, including the per-weapon split. As an example, having a Primary, Secondary, and Melee equipped in your loadout with the Arch-gun out will result in 75% of shared affinity being split between 4 weapons instead of 3.
Removed the dissolve FX when equipping your Atmosphere Arch-Gun.
Update 24.2 ‘ATMOSPHERE’ ARCH-GUN WEAPONS
It’s time we equipped some serious floor firepower! All Arch-Guns can be used on the ground - or as we like to call it ‘Atmosphere’ - with the use of a ‘Gravimag’. Gravimag is obtained from Clan Research, or as a one-time reward from the Orb Heist Phase 3 Bounty, and can be installed on any Arch-Gun (with an Orokin Catalyst installed) via the Upgrade Arsenal - similar to installing a Catalyst.
Comparable to the Archwing and K-Drive Launchers, a respective Gear item known as the Archweapon Deployer is required to activate your Atmosphere Arch-Gun. The Archweapon Deployer can be obtained by completing the Orb Heist Phase 3 Bounty.
Atmosphere Arch-Gun General Changes:
Atmosphere Arch-Guns consume Ammo as opposed to unlimited Ammo/Battery in Archwing. Specifically new Heavy Ammo Drops which can be found from Corpus enemies in Orb Heist missions. Heavy Ammo Drops also reset the 10 minute cool-down when picked up, or replenish Ammo if needed.
Atmosphere Arch-Gun can be summoned in normal missions with the Archweapon Deployer, but once Ammo has been depleted there is a 10 minute cool-down until you can summon again. The intent here is to allow you moments of beefy damage output, and not become just another Primary/Secondary weapon.