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Heavy in the hand with a bone-crushing kickback. This Prime version of this shotgun adds remote detonation of the weapon's airburst round.

The Corinth Prime is the primed variant of the TnHeavyShotgun Corinth shotgun with improved status chance, magazine size, buckshot fire rate, and air burst damage. The air burst no longer has a delayed fuse, and must be manually detonated with Alternate Fire. Instead of individual rounds, the weapon reloads the entire magazine at once with a slower reload speed. Corinth Prime was released alongside TitaniaPrimeMain Titania Prime and PangolinPrime Pangolin Prime.

Manufacturing Requirements
Credits64
20,000
GenericGunPrimeBarrel
1
GenericGunPrimeReceiver
1
GenericGunPrimeStock
1
OrokinCell64
10
Time: 12 hrs
Rush: Platinum64 50
MarketIcon Market Price: Platinum64 N/A Blueprint2 Blueprints Price:N/A

CharacteristicsEdit

This weapon deals primarily Puncture b Puncture damage on its primary fire and Blast b Blast damage on its alt-fire.

Advantages:

Disadvantages:

  • Primary Fire:
    • Has linear damage falloff from 100% to 33% from 18m to 36m target distance (distances are affected by projectile flight speed).
  • Alternate Fire:
    • Innate Blast b Blast damage – less effective against Ferrite Armor and Infested Sinew.
      • Physical contact with the grenade deals lower Impact b Impact damage.
      • Damage cannot be increased with Puncture b Puncture or Slash b Slash mods.
        • The physical contact grenade deals only Impact b Impact damage, while explosion itself deals only Blast b Blast damage, therefore the explosion does not benefit from any physical damage mods.
    • Grenade only explodes in midair; does not explode if it hits a surface or an enemy.
    • Grenades have travel time, heavy arcing, and needs to be manually detonated.
      • A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
    • Extremely low critical chance.
    • Low critical multiplier.
    • Explosion inflicts self-stagger.
      • Manual detonation should prevent accidental self-stagger unless mistiming or rapidly moving towards the grenade's impact area before it explodes.
    • Explosion has linear damage falloff from 100% to 10% from central impact.
    • Consumes 4 ammunition per shot.
  • Slow reload speed.

Comparisons:

  • Corinth Prime, compared to Corinth:
    • Higher status chance (9% vs. 6%)
    • Higher fire rate (1.42 rounds/sec vs. 1.17 rounds/sec)
    • Larger magazine (20 rounds vs. 5 rounds)
    • Smaller max ammo capacity (120 rounds vs. 132 rounds)
    • Slower reload speed (3 s vs. 2.3 s)
    • Different polarities (Madurai PolMadurai PolNaramon Pol vs. Madurai PolMadurai Pol)
    • Higher Mastery Rank required (14 vs. 8)
    • Lower disposition (0.9 vs. 1.05)
    • Air Burst Explosion:
      • Higher base damage (2200.0 vs. 404.0)
      • Higher status chance (50% vs. 28%)
      • Lower fire rate (0.667 vs. 1.17)
      • Larger range (9.8m vs. 9.4m)

Acquisition

Corinth Prime's main and component blueprints are acquired from the following Void Relics.
Blueprint GenericGunPrimeBarrelBarrel GenericGunPrimeReceiverReceiver GenericGunPrimeStockStock
Meso I1 Common
Axi T4 Common
Axi C5 Rare
Meso C5 Rare (V)
Neo R4 Uncommon Lith C6 Rare
Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic

Weapon LoadoutsEdit

NotesEdit

  • The Air Burst is fired using Alternate Fire, and then manually detonated with Alternate Fire again. It will not explode if hitting a surface, an enemy or a corpse.
    • Explosion radius is around 9.8 meters.
  • Modding the Corinth Prime with Punch Through does not allow the grenades to pass through enemies or objects.
  • The grenade does explode on its own, but only after traveling about 90 meters in its 2 second lifespan. Improving Projectile Flight Speed will increase the distance it will travel before exploding on its own and vice versa if flight speed is reduced the grenade will explode closer to the player.
    • Reducing flight speed will also decrease the minimum and maximum ranges in which falloff occurs on the normal fire, which is not recommended.

TipsEdit

  • While direct hits from the Alternate Fire deal significantly reduced damage, the guaranteed Impact b Impact proc can be used to momentarily stun a priority target, allowing for a follow-up shot.
  • IvaraIcon272 Ivara's Navigator130xDark Navigator halves the distance that the grenade has to travel before an explosion.
  • The sound of the pump action when chambering the last shell in the magazine is noticeably different, providing an audible warning that reloading will be required.
  • The Corinth's alt-fire can effectively set up enemies for finishers. This makes it useful when accompanied by any melee weapon with Mod TT 20pxFinishing Touch.

TriviaEdit

MediaEdit

  • Corinth Prime in Arsenal
  • The barrel tip bears a similar shape to an Orokin Void key

Corinth Prime Skins

Patch HistoryEdit

Hotfix 28.0.6
  • Fixed incorrect Corinth Prime reload sounds if the Solstice Skin is equipped.

Update 28.0

  • Fixed Corinth Prime’s custom reload animations not appearing correctly when equipped with Skins.

Update 27.4

  • Made some slight changes to Corinth Prime’s sound mix.
  • Fixed the Corinth Prime playing an Alt Fire animation that does no damage if only 3 shots are left with no Ammo remaining.

Hotfix 27.3.13

  • Fixed the Corinth Prime Alt fire grenades shooting out sideways.

Hotfix 27.3.11

  • Fixed the Corinth Prime alt-fire Projectile having incorrect orientation.

Hotfix 27.3.10

  • Fixed holding the Corinth Prime incorrectly if the Solstice Skin is equipped on it.

Hotfix 27.3.9

  • Fixed Corinth Prime Alt Fire not being affected by Multishot Mods.

Hotfix 27.3.8

  • Fixed the Corinth Prime missing its pump action animation.

Hotfix 27.3.6

  • Introduced.
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