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Deploy the selected archwing gun in any atmospheric environment using this gear item.
—In-Game Description

The Archgun Deployer is a special Gear item which allows players to call down Archguns for use in atmospheric (ground) combat, including standard Missions and not just the three Free Roam Landscape areas. To equip an Archgun, the weapon must first have an Orokin Catalyst installed then upgraded with a Gravimag.

Acquisition[]

The Archgun Deployer is obtained from a player's Inbox after completing the third phase of the Profit-Taker Orb Heist.

Mechanics[]

Photo-4
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
"Deal minor damage to enemies" - any specific number or damage type?

General[]

To use the item, the Archgun Deployer must first be equipped on a player's Gear Wheel in the Arsenal, then activated by selecting the Archgun Deployer during a mission. Additionally, players must equip their desired Archgun in the Heavy Weapon slot of their Arsenal's Vehicles tab.

The Deployer can only be activated while on the ground. When activated, the descending Archgun will fall from the sky and release a radial shockwave emanating from the Warframe which will Knockdown b Knockdown and deal minor damage to enemies and objects within a 10 meter radius. The player will also receive 2000 Overguard, which has a cooldown of 60 seconds; recasting will also not grant more than 2000 Overguard. If the player is Invisible when activating the Archgun, the shockwave will not occur. Melee attacks and Wall Latching are disabled while the Archgun is deployed, as well as Aim Glide time being significantly reduced.

The Archgun Deployer has a cooldown that ranges between 0 to 5 minutes, depending on the amount of ammo expended upon usage. For example, if a player exhausts 100% of the ammo, the cooldown of the gear item will be 5 minutes long. But if a player exhausts about 50% of their ammo, the gear's cooldown will be cut by half, which is 2 minutes and 30 seconds. The Archgun can also be de-activated early by selecting the Deployer again from the Gear wheel.

Picking up a Heavy Weapon Ammo pickup while the Archgun is not deployed will reset the weapon's cooldown completely, effectively restoring all ammo to the Archgun. Picking up ammo while the Archgun is deployed will supply a large amount of ammo, but not necessarily 100% of the player's reserve magazines (for example, it will restore 1000 rounds to an ImperatorVandal Imperator Vandal (Atmosphere), which holds 1200 rounds in reserve). The ammo pack is occasionally dropped by heavy units such as Bombards, Heavy Gunners, Napalms, Tech, Fusion MOAs, Oxium Ospreys, Ancient Healers, Ancient Disruptors, Toxic Ancients, Corrupted Ancients, and Corrupted Bombards; and are guaranteed to drop from Terra Manker.

Cooldown per Round[]

Cooldown per round is the cooldown time every round fired accumulates. It can be derived from the ratio of the gear's base cooldown of 300 seconds to the total Archgun ammo pool (Ammo Maximum and Magazine Capacity). Archguns with high total ammo will always yield the lowest cooldown per round. The following is the formula:

Cooldown per Round = 300 seconds ÷ (Ammo Max + Magazine Capacity)

For example, using Grattler Grattler (Atmosphere) which has a total ammo pool of 210 rounds will yield a cooldown per round of:

Grattler Cooldown per Round = 300 ÷ (180 + 30) = 1.4286 seconds/round

Conversely, using Corvas Corvas (Atmosphere) which has relatively low total ammo pool of 125 round will yield a cooldown per round of:

Corvas Cooldown per Round = 300 ÷ (100 + 25) = 2.4 seconds/round

Using mods that increase the maximum ammo of the Archgun, like Mod TT 20px Ammo Chain, and magazine capacity, like Mod TT 20px Magazine Extension, will directly decrease the cooldown generated for every round shot. For example, using Corvas Corvas (Atmosphere) with a max Ammo Chain will yield a new cooldown per round of:

Corvas Cooldown per Round = 300 ÷ [100 × (1 + 100%) + 25] = 1.3333 seconds/round

Cooldown per Second[]

Cooldown per second is the cooldown time every second of continuous firing accumulates. It can be derived by multiplying the Cooldown per Round value by the respective Fire Rate of the weapon. Archguns with high ammo efficiency will always yield a low cooldown per seconds fired. The following is the formula:

Cooldown per Second = 300 seconds × Fire Rate ÷ (Ammo Max + Magazine Capacity)

For example, using an Archgun with poor ammo efficiency, such as Grattler Grattler (Atmosphere) which has high fire rate of 6.25 rounds per second coupled with a low total ammo of 210 rounds, will yield a cooldown per second of:

Grattler Cooldown per Second = 300 × 6.25 ÷ (180 + 30) = 8.9286 seconds/second

Conversely, using an Archgun with excellent ammo efficiency, such as Corvas Corvas (Atmosphere) which has low fire rate of 2 rounds per second coupled with a high total ammo of 125 rounds, will yield a cooldown per second of:

Corvas Cooldown per Second = 300 × 2 ÷ (100 + 25) = 4.8 seconds/second

Again, using mods that increases the maximum total ammo pool of the Archgun, like Ammo Chain, would directly decrease the cooldown generated for every second fired. For example, using Corvas Corvas (Atmosphere) with a maxed Ammo Chain will yield a new cooldown per second of:

Corvas Cooldown per Second = 300 × 2 ÷ [100 × (1 + 100%) + 25] = 2.6667 seconds/second

Archgun Cooldown per Second List[]

Here are the following list of Archgun Cooldown per Second of all known Archguns:

Tips[]

  • In fights that require the player to do plenty of switches between regular weapons and Archguns (such as Profit-Taker Orb), it is better to take a weapon with high ammo efficiency as they yield the least cooldowns per seconds fired. Otherwise, installing mods that increases the maximum total ammo can help in the long run.
  • Take care when choosing to activate the Archgun. There is a 3-4 second animation of readying the weapon, which leaves the player vulnerable to any attacks from enemies not knocked down by it.

Patch History[]

Hotfix 35.0.2 (2023-12-14)

  • Fixed weapons going invisible after deploying Heavy Archgun in open zones.

Update 35.0 (2023-12-13)

ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES

With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:

ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.

  • Effect has a 60s cooldown.
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.

HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled.

Hotfix 33.0.6 (2023-05-04)

  • Fixed the Archgun Deployer summoning sound FX playing twice.

Update 31.1 (2022-02-09)

  • Fixed ability to unequip your Heavy Weapon with the weapon swap key after death and Revive while holding it.

Update 28.0 (2020-06-11)

  • Updated the Archgun animations (recoil smoothing etc.) when using Archwing Deployer in mission to make them even more awesome.
    • Also fixed an issue where players could slide around during the call down animation.

Hotfix 27.5.3 (2020-05-15)

  • Fixed script errors that could occur when joining a mission in progress right when someone deploys an Arch Gun Deployer or other Gear Items.

Hotfix 25.7.4 (2019-09-05)

  • Fixed picking up Heavy Weapon Ammo showing "|NAME| cooldown reset".

Update 25.7 (2019-08-29)

  • Fixed inability to deploy your Archgun during the Profit Taker fight you used all of your Archgun Ammo and then attempt to use your Archgun again after the recharge timer has expired. As reported here: https://forums.warframe.com/topic/1091159-fix-the-damn-profit-taker-mission/
  • Fixed the Archgun Deployer Ammo pickup UI appearing in whatever language the Host is playing in.
  • Fixed your Archgun unequipping when casting Harrow’s Thurible ability twice.
  • Fixed your Archgun constantly replaying it’s equip animation after casting Chroma’s Spectral Scream ability twice.

Update 25.5 (2019-07-31)

  • Fixed inability to redeploy your Archgun after mounting / dismounting your K-Drive.

Update 25.0 (2019-05-22)

  • Heavy Ammo now drops from Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion Moas, Oxium Ospreys, Ancients, Corrupted Ancients, and Corrupted Bombards.

Update 24.4 (2019-03-08)

  • Added a shockwave that ragdolls nearby enemies when using the Archgun Deployer.

Update 24.2 (2018-12-18)

  • Introduced.
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