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{{Top|(default)|Archwing|Archwing|Weapon|Weapons|Weapons|Enemy|Grineer|Grineer}}
 
{{Top|(default)|Archwing|Archwing|Weapon|Weapons|Weapons|Enemy|Grineer|Grineer}}
  +
<div style="float:right; padding:0 0 0 15px; width:270px;" class="tabbertab-borderless"><tabber>
{{WeaponInfoboxAutomatic}}
 
  +
Archwing = {{WeaponInfoboxAutomatic
{{Codex|Shatter your targets with explosive shells from this devastating Archwing canon.}}
 
  +
<!--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)-->
  +
|name =
   
  +
<!--
The '''Grattler''' is a quad-barrel [[Grineer]] autocannon for use by [[Archwing]]s. Its explosive projectiles make it ideal for clearing out groups of enemies, which is counterbalanced by its limited range and projectile travel time.
 
  +
---!!!!!---INSTRUCTIONS---!!!!!---
  +
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.
   
  +
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
{{BuildRequire
 
  +
-->
|buildcredits = 65,000
 
  +
<!--Statistics-->
|build1 = Tellurium
 
  +
|image =
|build1amount = 5
 
  +
|mastery level =
|build2 = Salvage
 
  +
|slot =
|build2amount = 6,000
 
  +
|type =
|build3 = Oxium
 
  +
|trigger =
|build3amount = 3,500
 
  +
|build4 = Forma
 
  +
<!--Utility-->
|build4amount = 1
 
  +
|ammo type =
|buildtime = 24
 
  +
|flight speed =
|buildrush = 35
 
  +
|range =
|blueprint = 15,000
 
  +
|noise level =
|market = 250
 
  +
|fire rate =
|lab = Chem
 
  +
|spool =
|researchcredits = 7,500
 
  +
|accuracy =
|research1 = Detonite Ampule
 
  +
|magazine =
|research1amount = 10
 
  +
|max ammo =
|research2 = Salvage
 
  +
|reload =
|research2amount = 540
 
  +
|zoom =
|research3 = Oxium
 
  +
|combo reset =
|research3amount = 390
 
  +
|combo min =
|research4 = Rubedo
 
  +
|finisher damage =
|research4amount = 210
 
  +
|channel damage =
|researchtime = 72
 
  +
|disposition =
|affinityamount = 5,000
 
  +
|prereq = [[Ogris]]
 
  +
<!--Normal Attacks-->
}}
 
  +
|normal impact =
  +
|normal puncture =
  +
|normal slash =
  +
|normal element =
  +
|normal damage =
  +
|normal pellet count =
  +
|normal burst count =
  +
|normal critical chance =
  +
|normal critical damage =
  +
|normal status chance =
  +
|normal punchthrough =
  +
|normal radius =
  +
|normal duration =
  +
|normal falloff =
  +
|normal ammo cost =
  +
  +
<!--Charge Attacks-->
  +
|charge impact =
  +
|charge puncture =
  +
|charge slash =
  +
|charge element =
  +
|charge damage =
  +
|charge time =
  +
|charge pellet count =
  +
|charge burst count =
  +
|charge critical chance =
  +
|charge critical damage =
  +
|charge status chance =
  +
|charge punchthrough =
  +
|charge radius =
  +
|charge duration =
  +
|charge falloff =
  +
|charge ammo cost =
  +
  +
<!--Area Attacks-->
  +
|area impact =
  +
|area puncture =
  +
|area slash =
  +
|area element =
  +
|area damage =
  +
|area pellet count =
  +
|area critical chance =
  +
|area critical damage =
  +
|area status chance =
  +
|area radius =
  +
|area duration =
  +
|area falloff =
  +
|area ammo cost =
  +
  +
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
  +
|secondaryarea impact =
  +
|secondaryarea puncture =
  +
|secondaryarea slash =
  +
|secondaryarea element =
  +
|secondaryarea damage =
  +
|secondaryarea pellet count =
  +
|secondaryarea critical chance =
  +
|secondaryarea critical damage =
  +
|secondaryarea status chance =
  +
|secondaryarea radius =
  +
|secondaryarea duration =
  +
|secondaryarea falloff =
  +
  +
<!--Secondary Attacks-->
  +
|secondary impact =
  +
|secondary puncture =
  +
|secondary slash =
  +
|secondary element =
  +
|secondary damage =
  +
|secondary pellet count =
  +
|secondary burst count =
  +
|secondary critical chance =
  +
|secondary critical damage =
  +
|secondary status chance =
  +
|secondary punchthrough =
  +
|secondary radius =
  +
|secondary duration =
  +
|secondary falloff =
  +
|secondary charge time =
  +
|secondary fire rate =
  +
|secondary trigger =
  +
|secondary ammo cost =
  +
  +
<!--Throw Attacks (for Glaives)-->
  +
|throw impact =
  +
|throw puncture =
  +
|throw slash =
  +
|throw element =
  +
|throw damage =
  +
|throw critical chance =
  +
|throw critical damage =
  +
|throw status chance =
  +
|throw punchthrough =
  +
|throw falloff =
  +
|throw charge time =
  +
  +
<!--Charged Throw Attacks (for Glaives)-->
  +
|charged throw impact =
  +
|charged throw puncture =
  +
|charged throw slash =
  +
|charged throw element =
  +
|charged throw damage =
  +
|charged throw critical chance =
  +
|charged throw critical damage =
  +
|charged throw status chance =
  +
|charged throw punchthrough =
  +
|charged throw falloff =
  +
|charged throw charge time =
  +
  +
<!--Other Melee Attacks-->
  +
|slam attack =
  +
|slam radius =
  +
|slide attack =
  +
|slide attack =
  +
  +
<!--Miscellaneous-->
  +
|syndicate effect =
  +
|augments =
  +
|polarities =
  +
|stance polarity =
  +
|users =
  +
|introduced =
  +
}}{{clr}}
  +
|-|Atmosphere = {{WeaponInfoboxAutomatic|name=Grattler (Atmosphere)}}{{clr}}
  +
</tabber></div>
  +
  +
{{Codex|Shatter your targets with explosive shells from this devastating Archwing cannon.}}
  +
The '''Grattler''' is a quad-barrel [[Grineer]] [[Arch-gun]] autocannon. Its explosive projectiles make it ideal for clearing out groups of enemies, which is counterbalanced by its limited range and projectile travel time.
  +
  +
{{BuildAutomatic|type=Weapon}}
   
 
==Characteristics==
 
==Characteristics==
Line 38: Line 172:
   
 
'''Advantages:'''
 
'''Advantages:'''
* High {{Icon|Proc|Puncture|Text}} damage &ndash; effective against [[armor]].
+
*High {{Icon|Proc|Puncture|Text}} damage &ndash; effective against [[armor]].
  +
*Very high [[critical chance]] and [[status chance]].
*Has a {{Icon|Pol|V}} polarity slot.
 
  +
*High [[accuracy]].
*Deals explosive splash damage.
 
  +
*Shots explode in a '''6''' meter radius upon impact with a surface or enemy.
*Has innate [[Punch Through]].
 
  +
*Innate 5 meter [[Punch Through]].
*High critical chance and status chance for an Archwing gun.
 
  +
*Innate {{Icon|Pol|V}} polarity.
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
  +
*Low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[shield]]s and [[health]].
*Maximum range of 350 meters.
 
  +
*Linear damage falloff from 100% to ?% from 100m to 350m target distance (distances are affected by [[projectile flight speed]]).
*Projectiles have [[Projectile Speed|travel time]].
 
  +
*Projectiles have travel time.
*Projectile explosions can injure the user if they explode too close to them.
 
  +
*Projectiles have a maximum range of 350 meters.
  +
*Explosions inflict [[Stagger|self-stagger]].
  +
*Explosion has linear damage falloff from 100% to 50% from central impact.
 
*Has a brief spool-up time before reaching its maximum fire rate.
 
*Has a brief spool-up time before reaching its maximum fire rate.
  +
*Archwing:
  +
**Slowest [[reload speed]] of all arch-guns.
  +
*Atmospheric:
  +
**Poor ammo efficiency, generating high cooldown for the [[Archgun Deployer]] for every second fired.
   
 
==Notes==
 
==Notes==
* As of {{ver|17.1}}, the Grattler has a short spool-up time before it reaches its full fire rate. Though the Arsenal lists a fire rate of 4.17, this is the fire rate before spool-up. Once fully spooled, the Grattler has a maximum fire rate of '''6.25''' rounds per second, 50% above its listed value.
+
*As of {{ver|17.1}}, the Grattler has a short spool-up time before it reaches its full fire rate. Though the Arsenal lists a fire rate of 4.17, this is the fire rate before spool-up. Once fully spooled, the Grattler has a maximum fire rate of '''6.25''' rounds per second, 50% higher than its listed value.
  +
*The innate punch-through prevents the explosion from occurring when hitting an enemy directly. The Grattler can only deal full damage if the shell hits a nearby surface, such as the ground, after piercing the enemy.
* Though the Arsenal adds them together, the Grattler's projectiles and its projectiles' explosions have separate damage values. The projectile deals 175 damage while explosions deal only 100 damage.
 
* Although the Grattler's shots have innate Punch Through, they explode upon hitting an enemy. Thus the Punch Through is only noticeable when shooting surfaces.
 
   
 
==Trivia==
 
==Trivia==
 
*The Grattler was first seen in the [https://www.youtube.com/watch?t=32&v=oAVA_vGb9_w Echoes of the Sentients Highlight Video].
 
*The Grattler was first seen in the [https://www.youtube.com/watch?t=32&v=oAVA_vGb9_w Echoes of the Sentients Highlight Video].
 
*The Grineer text on the sides reads "Deth From Here".
 
*The Grineer text on the sides reads "Deth From Here".
*This is the first Archwing Gun (and the first Archwing weapon overall) not to be of Tenno origin.
+
*The Grattler is the first Archwing Gun (and the first Archwing weapon overall) not to be of Tenno origin.
*Not counting the [[Imperator]] or the [[Veritux]] (as well as the latter's [[Prisma Veritux|Prisma variant]]), the Grattler is the first Archwing weapon that only uses resources for construction, as opposed to requiring weapon parts.
+
*Not counting the {{Weapon|Imperator}} or the {{Weapon|Veritux}} (as well as the latter's [[Prisma Veritux|Prisma variant]]), the Grattler is the first Archwing weapon that only uses resources for construction, as opposed to requiring weapon parts.
*The Grattler's design and functionality appears to be modeled on several real world [[wikipedia:Anti-aircraft warfare|Anti-aircraft guns]], which can have multiple barrels for a high rate of fire and in earlier models would fire explosive shells to cloud the skies with shrapnel. This is further supported because associated files for the Grattler refer to it as "ArchGRNAAGUN," which can be seen as an abbreviation of "'''Arch'''wing '''Gr'''i'''n'''eer '''AA Gun'''".
+
*The Grattler's design and functionality appear to be modeled on several real-world [[wikipedia:Anti-aircraft warfare|Anti-aircraft guns]], which can have multiple barrels for a high rate of fire and in earlier models would fire explosive shells to cloud the skies with shrapnel. This is further supported because associated files for the Grattler refer to it as "ArchGRNAAGUN," which can be seen as an abbreviation of "'''Arch'''wing '''Gr'''i'''n'''eer '''AA Gun'''".
  +
*As of {{ver|Plains of Eidolon}}, the Grattler is the first Archwing Weapon to be equipped by ground enemies; the [[Heavy Gunner#Variants|Tusk Heavy Gunner]] is armed with the [[Tusk Grattler]].
   
 
==Media==
 
==Media==
  +
<gallery type="slideshow" widths="600" position="center">
  +
Screenshot_46.png|The Grattler Arch-Gun
  +
Screenshot_47.png|Grattler when equipped as a heavy weapon
  +
Screenshot_48w.png
  +
</gallery>
  +
 
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
 
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
 
Warframe - Grattler
 
Warframe - Grattler
 
Warframe Grattler, Unloading in Space!! thequickdraw
 
Warframe Grattler, Unloading in Space!! thequickdraw
  +
Warframe - All Arch-Guns (Heavy Weapons) - Animations & Sounds (2014 - 2019)
 
</gallery>
 
</gallery>
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.4.3}}
{{PatchHistoryNeeded}}
 
  +
*Fixed Grattler projectiles sometimes immediately exploding when fired which sometimes resulted in a crash.
   
  +
{{ver|27.4.1}}
}}
 
  +
*Removed self-damage when in space. The Grattler will apply the self-stagger mechanic now while in space.
   
  +
{{ver|27.4}}
==See Also==
 
  +
*Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  +
*Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.
  +
*Polished the Grattler Heavy Gun’s fire and reload animations. Also fixed an errant animation that played when equipped.
   
{{WeaponNav}}
+
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
{{ResearchNav}}
 
  +
*Grattler: 50%
  +
  +
{{ver|27.2}}
  +
;Self Damage Changes:
  +
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
  +
  +
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
  +
  +
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
  +
  +
In the original Dev Workshop, we said:<br />
  +
''As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.''
  +
  +
This is no longer accurate after continued testing. What we are doing now is:
  +
  +
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
  +
  +
''Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.''
  +
  +
;Fixes:
  +
*Increased the Grattler projectile lifetime so it can reach its intended falloff range.
  +
  +
{{ver|24.2.6}}
  +
*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.
  +
  +
{{ver|24.2.5}}
  +
*Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  +
*Increased Grattler Ammo capacity from 180 to 210 in Atmosphere Arch-Gun.
  +
*Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.
  +
  +
{{ver|24.2.4}}
  +
*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.
  +
  +
{{Ver|24.2.1}}
  +
*Removed the dissolve FX when equipping your Atmosphere Arch-Gun.
  +
  +
{{ver|24.2.0}}<br/>
  +
'''‘ATMOSPHERE’ ARCH-GUN WEAPONS'''<br/>
  +
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:'''
  +
  +
*Mastery Rank from 0 to 4.
  +
*Damage increased from 275 to 310.
  +
*Magazine size decreased from 60 to 30.
  +
*Ammo Capacity set at 90.
  +
*Reload speed set at 2 seconds.
  +
  +
{{ver|17}}
  +
*Introduced.
  +
}}
 
{{ArchwingNav}}
 
{{ArchwingNav}}
  +
{{WeaponNav}}
   
 
[[de:Grattler]]
 
[[de:Grattler]]
  +
[[es:Grattler]]
 
[[Category:Archwing]]
 
[[Category:Archwing]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]

Revision as of 21:19, 5 May 2020

Shatter your targets with explosive shells from this devastating Archwing cannon.

The Grattler is a quad-barrel Grineer Arch-gun autocannon. Its explosive projectiles make it ideal for clearing out groups of enemies, which is counterbalanced by its limited range and projectile travel time.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
65,000
Tellurium
5
Salvage
6,000
Oxium
3,500
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 250 Blueprint2 Blueprints Price:Credits15,000
Chem Lab ResearchClanAffinity645,000
Credits
7,500
DetoniteAmpule
10
Salvage
540
Oxium
390
Rubedo
210
Time: 3 Day(s)
Prereq: Ogris
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics

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

Advantages:

  • High Script error: The function "Proc" does not exist. damage – effective against armor.
  • Very high critical chance and status chance.
  • High accuracy.
  • Shots explode in a 6 meter radius upon impact with a surface or enemy.
  • Innate 5 meter Punch Through.
  • Innate Script error: The function "Pol" does not exist. polarity.

Disadvantages:

  • Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against shields and health.
  • Linear damage falloff from 100% to ?% from 100m to 350m target distance (distances are affected by projectile flight speed).
  • Projectiles have travel time.
  • Projectiles have a maximum range of 350 meters.
  • Explosions inflict self-stagger.
  • Explosion has linear damage falloff from 100% to 50% from central impact.
  • Has a brief spool-up time before reaching its maximum fire rate.
  • Archwing:
  • Atmospheric:
    • Poor ammo efficiency, generating high cooldown for the Archgun Deployer for every second fired.

Notes

  • As of Update 17.1 (2015-08-12), the Grattler has a short spool-up time before it reaches its full fire rate. Though the Arsenal lists a fire rate of 4.17, this is the fire rate before spool-up. Once fully spooled, the Grattler has a maximum fire rate of 6.25 rounds per second, 50% higher than its listed value.
  • The innate punch-through prevents the explosion from occurring when hitting an enemy directly. The Grattler can only deal full damage if the shell hits a nearby surface, such as the ground, after piercing the enemy.

Trivia

  • The Grattler was first seen in the Echoes of the Sentients Highlight Video.
  • The Grineer text on the sides reads "Deth From Here".
  • The Grattler is the first Archwing Gun (and the first Archwing weapon overall) not to be of Tenno origin.
  • Not counting the Imperator Imperator or the Veritux Veritux (as well as the latter's Prisma variant), the Grattler is the first Archwing weapon that only uses resources for construction, as opposed to requiring weapon parts.
  • The Grattler's design and functionality appear to be modeled on several real-world Anti-aircraft guns, which can have multiple barrels for a high rate of fire and in earlier models would fire explosive shells to cloud the skies with shrapnel. This is further supported because associated files for the Grattler refer to it as "ArchGRNAAGUN," which can be seen as an abbreviation of "Archwing Grineer AA Gun".
  • As of Update 22.0 (2017-10-12), the Grattler is the first Archwing Weapon to be equipped by ground enemies; the Tusk Heavy Gunner is armed with the Tusk Grattler.

Media

Patch History

Hotfix 27.4.3 (2020-05-05)

  • Fixed Grattler projectiles sometimes immediately exploding when fired which sometimes resulted in a crash.

Hotfix 27.4.1 (2020-05-01)

  • Removed self-damage when in space. The Grattler will apply the self-stagger mechanic now while in space.

Update 27.4 (2020-05-01)

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.
  • Polished the Grattler Heavy Gun’s fire and reload animations. Also fixed an errant animation that played when equipped.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Grattler: 50%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Fixes
  • Increased the Grattler projectile lifetime so it can reach its intended falloff range.

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.
  • Increased Grattler Ammo capacity from 180 to 210 in Atmosphere Arch-Gun.
  • 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:

  • Mastery Rank from 0 to 4.
  • Damage increased from 275 to 310.
  • Magazine size decreased from 60 to 30.
  • Ammo Capacity set at 90.
  • Reload speed set at 2 seconds.

Update 17.0 (2015-07-31)

  • Introduced.