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+ | {{Top|(default)|Archwing|Archwing|Weapon|Weapons|Weapons|Tenno|Tenno|Tenno}} |
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− | {{UpdateMe}} |
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+ | <div style="float:right; padding:0 0 0 15px; width:270px;" class="tabbertab-borderless"><tabber> |
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− | {{Top|(default)|Archwing|Archwing|Weapon|Weapons|Weapons}} |
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+ | Archwing = {{WeaponInfoboxAutomatic |
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+ | <!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)--> |
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+ | |name = |
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+ | <!-- |
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− | {{WeaponInfoboxU11 |
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+ | ---!!!!!---INSTRUCTIONS---!!!!!--- |
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− | | name = Cyngas |
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+ | Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later. |
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− | | image = ArchBurstGun.png |
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− | | mastery level = 4 |
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− | | slot = Arch-Gun |
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− | | type = |
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+ | If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows. |
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− | | trigger = Burst |
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+ | --> |
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− | | projectile speed = |
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+ | <!--Statistics--> |
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− | | noise level = Alarming |
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+ | |image = |
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− | | rate of fire = 9.09 |
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+ | |mastery level = |
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− | | burst rate of fire = 6.67 |
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+ | |slot = |
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− | | accuracy = 33.3 |
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+ | |type = |
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− | | zoom = |
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+ | |trigger = |
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− | | spread = |
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− | | recoil = |
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− | | clip = 30 |
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− | | max ammo = |
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− | | reload = |
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− | | archwing reload = 60 |
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− | | stat proc = 30.0 |
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+ | <!--Utility--> |
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− | | physical damage = 200.0 |
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+ | |ammo type = |
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− | | impact damage = 66.0 |
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+ | |flight speed = |
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− | | puncture damage = 66.0 |
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+ | |range = |
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− | | slash damage = 68.0 |
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+ | |noise level = |
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− | | elemental damage type = |
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+ | |fire rate = |
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− | | elemental damage = |
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+ | |spool = |
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− | | crit chance = 5.0 |
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+ | |accuracy = |
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− | | crit damage = 2.0 |
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+ | |magazine = |
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+ | |max ammo = |
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+ | |reload = |
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+ | |zoom = |
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+ | |combo reset = |
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+ | |combo min = |
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+ | |finisher damage = |
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+ | |channel damage = |
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+ | |disposition = |
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+ | <!--Normal Attacks--> |
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− | | charge physical damage = |
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− | | |
+ | |normal impact = |
− | | |
+ | |normal puncture = |
− | | |
+ | |normal slash = |
+ | |normal element = |
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− | | charge elemental damage type = |
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− | | |
+ | |normal damage = |
+ | |normal pellet count = |
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− | | charge speed = |
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+ | |normal burst count = |
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− | | charge crit chance = |
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+ | |normal critical chance = |
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− | | charge crit damage = |
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+ | |normal critical damage = |
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+ | |normal status chance = |
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+ | |normal punchthrough = |
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+ | |normal radius = |
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+ | |normal duration = |
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+ | |normal falloff = |
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+ | |normal ammo cost = |
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+ | |||
+ | <!--Charge Attacks--> |
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+ | |charge impact = |
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+ | |charge puncture = |
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+ | |charge slash = |
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+ | |charge element = |
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+ | |charge damage = |
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+ | |charge time = |
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+ | |charge pellet count = |
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+ | |charge burst count = |
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+ | |charge critical chance = |
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+ | |charge critical damage = |
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+ | |charge status chance = |
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+ | |charge punchthrough = |
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+ | |charge radius = |
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+ | |charge duration = |
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+ | |charge falloff = |
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+ | |charge ammo cost = |
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+ | |||
+ | <!--Area Attacks--> |
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+ | |area impact = |
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+ | |area puncture = |
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+ | |area slash = |
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+ | |area element = |
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+ | |area damage = |
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+ | |area pellet count = |
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+ | |area critical chance = |
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+ | |area critical damage = |
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+ | |area status chance = |
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+ | |area radius = |
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+ | |area duration = |
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+ | |area falloff = |
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+ | |area ammo cost = |
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+ | |||
+ | <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)--> |
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+ | |secondaryarea impact = |
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+ | |secondaryarea puncture = |
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+ | |secondaryarea slash = |
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+ | |secondaryarea element = |
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+ | |secondaryarea damage = |
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+ | |secondaryarea pellet count = |
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+ | |secondaryarea critical chance = |
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+ | |secondaryarea critical damage = |
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+ | |secondaryarea status chance = |
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+ | |secondaryarea radius = |
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+ | |secondaryarea duration = |
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+ | |secondaryarea falloff = |
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+ | |||
+ | <!--Secondary Attacks--> |
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+ | |secondary impact = |
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+ | |secondary puncture = |
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+ | |secondary slash = |
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+ | |secondary element = |
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+ | |secondary damage = |
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+ | |secondary pellet count = |
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+ | |secondary burst count = |
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+ | |secondary critical chance = |
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+ | |secondary critical damage = |
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+ | |secondary status chance = |
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+ | |secondary punchthrough = |
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+ | |secondary radius = |
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+ | |secondary duration = |
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+ | |secondary falloff = |
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+ | |secondary charge time = |
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+ | |secondary fire rate = |
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+ | |secondary trigger = |
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+ | |secondary ammo cost = |
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+ | |||
+ | <!--Throw Attacks (for Glaives)--> |
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+ | |throw impact = |
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+ | |throw puncture = |
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+ | |throw slash = |
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+ | |throw element = |
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+ | |throw damage = |
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+ | |throw critical chance = |
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+ | |throw critical damage = |
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+ | |throw status chance = |
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+ | |throw punchthrough = |
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+ | |throw falloff = |
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+ | |throw charge time = |
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+ | |||
+ | <!--Charged Throw Attacks (for Glaives)--> |
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+ | |charged throw impact = |
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+ | |charged throw puncture = |
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+ | |charged throw slash = |
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+ | |charged throw element = |
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+ | |charged throw damage = |
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+ | |charged throw critical chance = |
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+ | |charged throw critical damage = |
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+ | |charged throw status chance = |
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+ | |charged throw punchthrough = |
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+ | |charged throw falloff = |
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+ | |charged throw charge time = |
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+ | |||
+ | <!--Other Melee Attacks--> |
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+ | |slam attack = |
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+ | |slam radius = |
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+ | |slide attack = |
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+ | |slide attack = |
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+ | |||
+ | <!--Miscellaneous--> |
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+ | |syndicate effect = |
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+ | |augments = |
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+ | |polarities = |
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+ | |stance polarity = |
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+ | |users = |
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+ | |introduced = |
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+ | }}{{clr}} |
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+ | |-|Atmosphere = {{WeaponInfoboxAutomatic|name=Cyngas (Atmosphere)}}{{clr}} |
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+ | </tabber></div> |
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− | | conclave = |
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− | | polarities = |
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− | | introduced = {{ver|Specters of the Rail}} |
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− | | notes = |
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− | }} |
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{{Codex|Unload deadly accurate bursts of mayhem.}} |
{{Codex|Unload deadly accurate bursts of mayhem.}} |
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+ | |||
+ | '''Cyngas''' is an [[Arch-gun]] burst-fire rifle, with very high [[accuracy]], [[status chance]], and [[reload speed]]. |
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{{BuildRequire |
{{BuildRequire |
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− | |buildcredits = |
+ | |buildcredits = 45,000 |
|build1= [[File:GenericGunBarrel.png|50px|Barrel]] |
|build1= [[File:GenericGunBarrel.png|50px|Barrel]] |
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|build1amount=1 |
|build1amount=1 |
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|buildtime = 12 |
|buildtime = 12 |
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|buildtimeunit = hours |
|buildtimeunit = hours |
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− | |blueprint = |
+ | |blueprint = 35,000 |
|buildrush =50 |
|buildrush =50 |
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|market = 225 |
|market = 225 |
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+ | |blueprintmission =Market |
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− | |build1mission = [[Arbiters of Hexis]] Offering |
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− | | |
+ | |build1mission = [[Arbiters of Hexis]] Offering<br/>'''Lawful''' {{sc|20,000}} |
+ | |build2mission = [[Cephalon Suda]] Offering<br/>'''Intelligent''' {{sc|20,000}} |
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− | |build3mission = [[The Perrin Sequence]] Offering |
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+ | |build3mission = [[The Perrin Sequence]] Offering<br/>'''Executive''' {{sc|25,000}} |
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− | |blueprintmissionps4 = |
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+ | |blueprintmissionps4 = Market |
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− | |build1missionps4 = |
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+ | |build1missionps4 =[[Arbiters of Hexis]] Offering<br/>'''Lawful''' {{sc|20,000}} |
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− | |build2missionps4 = |
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+ | |build2missionps4 =[[Cephalon Suda]] Offering<br/>'''Intelligent''' {{sc|20,000}} |
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− | |build3missionps4 = |
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+ | |build3missionps4 =[[The Perrin Sequence]] Offering<br/>'''Executive''' {{sc|25,000}} |
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− | |blueprintmissionxb1 = |
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+ | |blueprintmissionxb1 = Market |
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− | |build1missionxb1 = |
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+ | |build1missionxb1 =[[Arbiters of Hexis]] Offering<br/>'''Lawful''' {{sc|20,000}} |
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− | |build2missionxb1 = |
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+ | |build2missionxb1 =[[Cephalon Suda]] Offering<br/>'''Intelligent''' {{sc|20,000}} |
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− | |build3missionxb1 = |
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+ | |build3missionxb1 =[[The Perrin Sequence]] Offering<br/>'''Executive''' {{sc|25,000}} |
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|towers = false |
|towers = false |
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}} |
}} |
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==Characteristics== |
==Characteristics== |
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− | This weapon deals primarily {{Icon|Proc|Slash|Text}} damage by a small margin |
+ | This weapon deals primarily {{Icon|Proc|Slash|Text}} damage by a small margin. |
'''Advantages:''' |
'''Advantages:''' |
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+ | *Near-equal physical damage – effective against all factions, [[Sentient]] and [[Shadow Stalker]]. |
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− | *High damage. |
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− | *High |
+ | *High [[critical chance]]. |
+ | *Above average [[critical multiplier]]. |
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− | *No damage falloff.{{cite}} |
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− | * |
+ | *Second highest [[status chance]] of all arch-guns, behind {{Weapon|Larkspur}}. |
+ | *Good ammo efficiency, generating relatively small cooldown for the Archgun Deployer for every second fired. |
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− | *Very fast reload (contrary to the ingame discription stating a reload time of 2.3 seconds it actually takes less than 1 second to fully reload an emptied magazine). |
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+ | *High [[accuracy]]. |
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+ | *Fastest [[reload speed]] of all arch-guns. |
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'''Disadvantages:''' |
'''Disadvantages:''' |
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− | *Low |
+ | *Low magazine size. |
− | *Low critical chance. |
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− | *Switches automatically to Arch-Melee when trying to fire with empty magazine. |
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− | |||
− | ==Notes== |
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− | |||
==Trivia== |
==Trivia== |
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+ | *The Cyngas is the first Archwing auto-burst-fire weapon. |
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− | |||
− | *The Cyngas |
+ | *The Cyngas has the second-highest per-shot damage among Arch-Guns, after the {{Weapon|Velocitus}}. |
− | *The Cyngas has the second-highest per-shot damage among Arch-Guns, after the [[Velocitus]]. |
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*The Cyngas is the only Archwing equipment to have a [[Mastery Rank]] restriction. |
*The Cyngas is the only Archwing equipment to have a [[Mastery Rank]] restriction. |
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+ | *Shares an aesthetic with the {{Weapon|Agkuza}} Archwing sword. |
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==Media== |
==Media== |
||
− | <gallery type="slideshow" position="center"> |
+ | <gallery type="slideshow" widths="600" position="center"> |
− | U19-archweap_teaser.png| |
+ | U19-archweap_teaser.png|Promotional Teaser for Cyngas |
+ | Screenshot_36w.png|Cyngas |
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+ | Screenshot_37.png |
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+ | Screenshot_38w.png|Cyngas while equipped as a heavy weapon |
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</gallery> |
</gallery> |
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+ | <gallery widths="300" position="center" spacing="small"> |
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+ | Warframe - All Arch-Guns (Heavy Weapons) - Animations & Sounds (2014 - 2019) |
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+ | </gallery> |
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+ | |||
+ | ==Patch History== |
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+ | {{Scrollbox/Article| |
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+ | {{ver|27.4}} |
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+ | *Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats. |
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+ | |||
+ | {{ver|24.2.6}} |
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+ | *Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand. |
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+ | *Fixed not having a Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts. |
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+ | *Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch. |
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+ | *Fixed Chroma not playing Arch-Gun equip/charged fire animations. |
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+ | |||
+ | {{ver|24.2.5}} |
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+ | *Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping. |
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+ | *Removed unintentional ability to summon Arch-Gun in Melee Only Sorties. |
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+ | |||
+ | {{ver|24.2.4}} |
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+ | *Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode. |
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+ | *Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10. |
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+ | *Fixed Clients not hearing the Atmosphere Arch-Gun equip sound. |
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+ | |||
+ | {{Ver|24.2.1}} |
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+ | *Removed the dissolve FX when equipping your Atmosphere Arch-Gun. |
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+ | |||
+ | {{ver|24.2.0}}<br/> |
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+ | '''‘ATMOSPHERE’ ARCH-GUN WEAPONS'''<br/> |
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+ | 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:''' |
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+ | |||
+ | *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. |
||
+ | |||
+ | '''All stat changes are for Atmosphere Arch-Gun mode, Mastery Rank changes are global:''' |
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+ | |||
+ | *Damage reduced from 200 to 120. |
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+ | *Critical Chance increased from 5% to 20%. |
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+ | *Critical Damage increased from 2x to 2.2x. |
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+ | *Ammo Capacity set at 240. |
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+ | *Reload speed set at 1.2 seconds. |
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+ | |||
+ | {{ver|Specters of the Rail}} |
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+ | *Introduced. |
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+ | }} |
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{{ArchwingNav}} |
{{ArchwingNav}} |
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+ | {{WeaponNav}} |
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__NOTOC__ |
__NOTOC__ |
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+ | [[de:Cyngas]] |
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+ | [[es:Cyngas]] |
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[[Category:Weapons]] |
[[Category:Weapons]] |
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[[Category:Archwing Weapons]] |
[[Category:Archwing Weapons]] |
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Line 115: | Line 285: | ||
[[Category:Update 19]] |
[[Category:Update 19]] |
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[[Category:Slash Damage Weapons]] |
[[Category:Slash Damage Weapons]] |
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+ | [[Category:Tenno]] |
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+ | [[Category:Burst Fire]] |
Revision as of 03:09, 2 May 2020
Cyngas is an Arch-gun burst-fire rifle, with very high accuracy, status chance, and reload speed.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
45,000 |
"[[]]" wasn't found in Module:Resources/data 1 |
"[[]]" wasn't found in Module:Resources/data 1 |
"[[]]" wasn't found in Module:Resources/data 1 |
2 |
Time: 12 hours |
Rush: 50 | |||||
Market Price: 225 | Blueprints Price: 35,000 |
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage by a small margin.
Advantages:
- Near-equal physical damage – effective against all factions, Sentient and Shadow Stalker.
- High critical chance.
- Above average critical multiplier.
- Second highest status chance of all arch-guns, behind Larkspur.
- Good ammo efficiency, generating relatively small cooldown for the Archgun Deployer for every second fired.
- High accuracy.
- Fastest reload speed of all arch-guns.
Disadvantages:
- Low magazine size.
Trivia
- The Cyngas is the first Archwing auto-burst-fire weapon.
- The Cyngas has the second-highest per-shot damage among Arch-Guns, after the Velocitus.
- The Cyngas is the only Archwing equipment to have a Mastery Rank restriction.
- Shares an aesthetic with the Agkuza Archwing sword.
Media
Patch History
Update 27.4 (2020-05-01)
- Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
Hotfix 24.2.6 (2018-12-20)
- Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand.
- Fixed not having a Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts.
- Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch.
- Fixed Chroma not playing Arch-Gun equip/charged fire animations.
Hotfix 24.2.5 (2018-12-20)
- Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
- Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.
Hotfix 24.2.4 (2018-12-19)
- Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode.
- Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10.
- Fixed Clients not hearing the Atmosphere Arch-Gun equip sound.
Hotfix 24.2.1 (2018-12-18)
- Removed the dissolve FX when equipping your Atmosphere Arch-Gun.
Update 24.2 (2018-12-18)
‘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.
All stat changes are for Atmosphere Arch-Gun mode, Mastery Rank changes are global:
- Damage reduced from 200 to 120.
- Critical Chance increased from 5% to 20%.
- Critical Damage increased from 2x to 2.2x.
- Ammo Capacity set at 240.
- Reload speed set at 1.2 seconds.
Update: Specters of the Rail 0.0 (2016-07-08)
- Introduced.
Archwing • Compare All | |
---|---|
Archwings | Amesha • Elytron • Itzal • Odonata ( Prime) |
Archguns | Cortege • Corvas ( Prime) • Cyngas • Dual Decurion ( Prisma) • Fluctus • Grattler ( Kuva) • Imperator ( Vandal) • Kuva Ayanga • Larkspur ( Prime) • Mandonel • Mausolon • Morgha • Phaedra • Velocitus |
Archmelees | Agkuza • Centaur • Kaszas • Knux • Onorix • Rathbone • Veritux ( Prisma) |