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{{Codex|Blasts targets with a massive wave of sonic energy. Results reported to be: 'Very Satisfying'.}}
 
{{Codex|Blasts targets with a massive wave of sonic energy. Results reported to be: 'Very Satisfying'.}}
The '''Sonicor''' is a [[Corpus]] wrist-mounted sidearm utilizing sonic blasts to knock down and ragdoll enemies, making it adept at crowd control.
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The '''Sonicor''' is a [[Corpus]] wrist-mounted sidearm utilizing sonic blasts to knock down enemies, making it adept at crowd control.
   
 
{{BuildAutomatic|type=Weapon}}
 
{{BuildAutomatic|type=Weapon}}
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'''Advantages'''
 
'''Advantages'''
*High {{Icon|Proc|Impact|text}} damage &ndash; effective against [[shields]].
 
*High [[Status Effect|status]] chance on explosion.
 
 
*Produces a large 5 meter area of effect explosion on impact or after its 15 meters of travel distance.
 
*Produces a large 5 meter area of effect explosion on impact or after its 15 meters of travel distance.
 
**Explosion can hit enemies through solid objects.
 
**Explosion can hit enemies through solid objects.
 
*Guaranteed knockback against enemies.
*Projectiles reflect off of solid objects and surfaces.
 
*Guaranteed knockback against enemies; most are ragdolled and launched.
 
 
*Ammo-efficient.
 
*Ammo-efficient.
 
*Has a {{Icon|Pol|D}} polarity.
 
*Has a {{Icon|Pol|D}} polarity.
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*No {{Icon|Proc|Slash|text}} or {{Icon|Proc|Puncture|text}} damage &ndash; less effective against [[health]] and [[armor]].
 
*No {{Icon|Proc|Slash|text}} or {{Icon|Proc|Puncture|text}} damage &ndash; less effective against [[health]] and [[armor]].
 
**Does not benefit from {{Icon|Proc|Slash|text}} or {{Icon|Proc|Puncture|text}} damage mods.
 
**Does not benefit from {{Icon|Proc|Slash|text}} or {{Icon|Proc|Puncture|text}} damage mods.
**{{Icon|Proc|Impact|text}} deals 25% less damage to flesh, further limiting its effectiveness against health unless modded accordingly.
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**Extremely small amount of {{Icon|Proc|Impact|text}} damage.
*Low [[Critical Hit|critical]] chance on explosion.
 
*Projectile have '''no''' critical chance and status chance.
 
 
*Projectiles have linear damage falloff from 100% to 16.67% from 0m to 20m target distance (unlike other weapons with damage falloff, the falloff distances from Sonicor are '''not''' affected [[Projectile Speed]]).
 
*Projectiles have linear damage falloff from 100% to 16.67% from 0m to 20m target distance (unlike other weapons with damage falloff, the falloff distances from Sonicor are '''not''' affected [[Projectile Speed]]).
 
*Projectiles have travel time.
 
*Projectiles have travel time.
 
*The projectile's maximum range is limited to 15m, affected by [[Projectile Speed]].
 
*The projectile's maximum range is limited to 15m, affected by [[Projectile Speed]].
*Low rate of fire.
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*Low [[fire rate]].
*Low reload speed.
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*Low [[reload speed]].
   
 
==Notes==
 
==Notes==
*The Sonicor fires a projectile that explodes upon proximity to an enemy, dealing damage and violently knocking back any enemies within a '''5''' meter radius. The projectile will also explode if it reaches its maximum range of '''15''' meters.
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*The Sonicor fires a projectile that explodes upon proximity to an enemy, knocking back any enemies within a '''5''' meter radius. The projectile will also explode if it reaches its maximum range of '''15''' meters.
**The enemy detection area for the proximity detonation is a 3-meter-radius circle perpendicular to the path of flight.
 
**The projectile will bounce if it hits a solid environmental surface or object.
 
**Projectile has a limited flight time, and thus range can be extended with {{M|Lethal Momentum}}, by making the projectile fly further in the time frame before automatic detonation.
 
**Likewise, Zephyr's augment mod {{M|Jet Stream}} can double the flight distance.
 
*The UI damage value of '''50''' refers to the explosion. The projectile itself deals up to '''150''' additional damage to the single closest enemy - however, the projectile is affected by damage falloff and will deal less damage the further it has travelled, down to a minimum of '''25''' damage.
 
*The UI critical chance value of '''10%''' refers to the explosion. The projectile itself has '''0%''' critical chance.
 
*The UI status chance value of '''0%''' refers to the projectile itself. The explosion has '''25%''' status chance.
 
*While listed as alarming, the Sonicor's explosion is completely silent. The main projectile, however, has inconsistent noise levels upon ''directly'' hitting an object or enemy. Therefore, for stealth play, it is advisable to shoot beside the enemy, letting the explosion do the damage, instead of directly shooting at them.
 
**If an enemy is killed while in the line of sight of another enemy, they will not be alerted given that the explosion deals the killing blow.
 
*Projectiles can pass through [[Eximus#Arctic|Arctic Eximus]] [[Snow Globe]]s.
 
*Enemies retain their previous alertness level while ragdolled by Sonicor shots, and so will remain unaware until standing up. Enemies ragdolled while unaware can be stealth killed, granting a [[Stealth#Affinity Bonus|Stealth Kill Affinity Bonus]].
 
 
==Tips==
 
* {{M|Pummel}} works well on the Sonicor due to it dealing pure {{Icon|Proc|Impact|text}} damage.
 
* Due to {{Icon|Proc|Impact|text}} damage dealing 25% less to the flesh of Corpus and Grineer enemies, elemental damage that has a bonus against their health is highly recommended, such as {{Icon|Proc|Toxin|text}} for the Corpus and {{Icon|Proc|Viral|text}} or {{Icon|Proc|Heat|text}} for the Grineer.
 
* The projectile will explode at 15 meters; this can be used to damage enemies behind cover by aiming above the cover.
 
* The projectile creates a launching explosion when it bounces off terrain, not just when it hits an enemy or reaches its maximum range. At close range, a shot angled down at the floor can launch the target into the air and then bounce up to detonate next to them mid-flight, effectively hitting them twice.
 
* Ivara's navigator ability can be used to give Sonicor's projectile unlimited range. This will however cause the projectile to only explode upon contact with an enemy and will bounce vertically when bounced off the floor.
 
   
 
==Trivia==
 
==Trivia==
* The Sonicor is the second weapon in Warframe to have a listed status chance of 0%, with the [[Stug]] being the first. Regardless, both weapons can inflict status effects.
 
 
*The Sonicor is the first weapon ingame to have only a single physical damage type, i.e. not an elemental or combined element, as its base damage.
 
*The Sonicor is the first weapon ingame to have only a single physical damage type, i.e. not an elemental or combined element, as its base damage.
*The Sonicor is the first wrist-mounted secondary that is not a continuous fire weapon such as the [[Gammacor]] or the [[Atomos]].
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*The Sonicor is the first wrist-mounted secondary that is not a continuous fire weapon such as the {{Weapon|Gammacor|Conclave=true}} or the {{Weapon|Atomos|Conclave=true}}.
*Despite being a sound-based weapon, equipping {{M|Suppress}} will not affect the effectiveness of the Sonicor.
 
   
 
==Media==
 
==Media==
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*Introduced
 
*Introduced
 
}}<div align="right">''Last update: {{ver|22.16.5.1|fix}}''</div>
 
}}<div align="right">''Last update: {{ver|22.16.5.1|fix}}''</div>
 
 
{{WeaponNav}}
 
{{WeaponNav}}
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[[Category:Update 17]]
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[[Category:Single Sidearm]]
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[[Category:Corpus]]
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[[Category:Impact Damage Weapons]]
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[[Category:Secondary Weapons]]
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[[Category:Weapons]]

Revision as of 22:00, 6 September 2020

Blasts targets with a massive wave of sonic energy. Results reported to be: 'Very Satisfying'.

The Sonicor is a Corpus wrist-mounted sidearm utilizing sonic blasts to knock down enemies, making it adept at crowd control.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
AlloyPlate
6,500
Oxium
600
Plastids
2,600
ArgonCrystal
2
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 200 Blueprint2 Blueprints Price:Credits20,000

Characteristics

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

Advantages

  • Produces a large 5 meter area of effect explosion on impact or after its 15 meters of travel distance.
    • Explosion can hit enemies through solid objects.
  • Guaranteed knockback against enemies.
  • Ammo-efficient.
  • Has a Script error: The function "Pol" does not exist. polarity.

Disadvantages

  • No Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage – less effective against health and armor.
    • Does not benefit from Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage mods.
    • Extremely small amount of Script error: The function "Proc" does not exist. damage.
  • Projectiles have linear damage falloff from 100% to 16.67% from 0m to 20m target distance (unlike other weapons with damage falloff, the falloff distances from Sonicor are not affected Projectile Speed).
  • Projectiles have travel time.
  • The projectile's maximum range is limited to 15m, affected by Projectile Speed.
  • Low fire rate.
  • Low reload speed.

Notes

  • The Sonicor fires a projectile that explodes upon proximity to an enemy, knocking back any enemies within a 5 meter radius. The projectile will also explode if it reaches its maximum range of 15 meters.

Trivia

  • The Sonicor is the first weapon ingame to have only a single physical damage type, i.e. not an elemental or combined element, as its base damage.
  • The Sonicor is the first wrist-mounted secondary that is not a continuous fire weapon such as the Gammacor Gammacor or the Atomos Atomos.

Media

Sonicor Skins

Edit

Patch History

Hotfix 22.8.4 (2018-01-11)

  • Fixed the Sonicor holster remaining visible when your Warframe is invisible.

Hotfix 22.8.2 (2018-01-04)

  • Gave the Sonicor a bit of ‘oomph’ back by tweaking the ragdoll force to allow a more horizontal ragdoll as opposed to ragdolling in place. Does this bring it back to its skyrocketing ways? No. But now it has an appropriate amount of ‘oomph’ that doesn’t send you across the map to collect your dropped goodies.

Hotfix 21.0.4 (2017-07-05)

  • Conclave
    • Fixed the Sonicor doing pve damage in Conclave.

Hotfix 20.4.3.1 (2017-05-05)

  • Returned the Sonicor to it’s skyrocketing glory.

Hotfix 20.4.3 (2017-05-05)

  • Fixed the Sonicor skyrocketing enemies when equipped with a high Blast build.

Hotfix 19.10.1 (2017-02-14)

  • Conclave
    • Fixed Sonicor not causing knock down in Conclave.

Update 18.5 (2016-03-04)

  • The Sonicor’s camera explosion shake will no longer affect other players in the Squad.

Hotfix 18.4.7 (2016-02-04)

  • Fixed an improper trigger finger animation appearing on players with the Sonicor equipped, but not in use.

Hotfix 18.4.6 (2016-02-01)

  • Conclave
    • Sonicor AoE radius increased in Conclave.

Update 17.8 (2015-10-21)

  • Fixed an issue with the Sonicor/Gammacor holsters using the wrong energy colour.

Update 17.7 (2015-10-14)

  • Fixed the Sonicor sometimes appearing invisible in player hands.

Hotfix 17.6.1 (2015-10-07)

  • Fixed the Sonicor’s projectiles not being stopped on Nullifier shields.

Hotfix 17.5.5 (2015-10-05)

  • Fixed the Sonicor’s reload audio FX not playing.

Hotfix 17.5.4 (2015-10-02)

  • Fixed Sonicor projectiles detonating from inside the wall of a Snowglobe.

Update 17.5 (2015-10-01)

  • Introduced
Last update: Hotfix 22.16.5.1 (2018-03-21)