The Convectrix fires two beams with a length of 30 meters from its twin emitters, which move into position when the fire button is held. If using primary fire, the beams are emitted at the sides and then converge into the center of aim; if using secondary fire, the beams begin from the center and then diverge outwards and back again in a sweeping motion.
The beams will deal damage to any enemies and objects caught within their length.
Vicious SpreadVicious Spread has no effect at all on the beams when they are combined. While it slightly increases the radius of its sweeping pattern, the weapon converges the beams fast enough that it's not noticeable.
The Convectrix has a high chance of cutting corpses into pieces, making it an ideal candidate for a DesecrateDesecrateNekrosNekros to bring along, as the game considers the cut corpses as separate entities, essentially giving multiple corpses to desecrate from a single enemy and thus yielding more chances to create more drops.
As fire rate will not increase the speed at which the two beams converge but the ammo drain, it is ill-advised to use too many fire rate mods if you can't utilize the beams while they are not converged.
Convectrix is likely derived from the word convex. A convex lens refracts multiple beams of parallel light to single focal point. This is similar to how the Convectrix works when the fire button is held, having two beams of energy converging to a single point.
May also refer to the words convene (v. to come together) or converge (v. to tend to meet in a point or line; incline toward each other, as lines that are not parallel.) which share similar origin and meaning.
When the beams are converged on an enemy, a singeing or burning sound can be heard, unique to the Convectrix.
Convectrix in Codex.
Convectrix In Arsenal
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Using the secondary fire mode will flash "540" as your reserve ammo count, regardless of how much reserve ammo you actually have. This bug is only visual and the ammo count returns to normal upon release.
Rapidly firing the weapon and letting the beams converge over a short period will "stack" the sound affects, and after firing you will still hear "ghost" sound effects in that spot for as the game continues to cue these affects.
Fixed the Convectrix not having the new ‘Status’ calculations. It also has multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic.
(Undocumented) Status chance per projectile increased from 15% to 45%.
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.