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{{Codex|The Ogris fires detonite infused casings.}}
 
{{Codex|The Ogris fires detonite infused casings.}}
The '''Ogris''' is a [[Grineer]] rocket launcher unlockable through Chem Lab [[Research]] in the [[Dojo]]. The Ogris fires a rocket that can deliver high blast damage over a small area, but can also damage the player if they aren't careful. A slower projectile version of this is used by the [[Bombard]], though the homing ability isn't present in the playable version.
+
The '''Ogris''' is a [[Grineer]] rocket launcher that fires {{Icon|Proc|Blast|Text}} rockets that explode over a small area, but can also [[stagger]] the player if they aren't careful. A [[AT Ogris|slower projectile version]] of this is used by the [[Bombard]], though the homing ability isn't present on the version used by the Tenno. It can be [[research]]ed from the [[Research/Chem Lab|Chem Lab]] in the [[dojo]].
   
 
This weapon can be sold for {{cc|7,500}}.
 
This weapon can be sold for {{cc|7,500}}.
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'''Advantages:'''
 
'''Advantages:'''
 
*Very high base damage.
 
*Very high base damage.
**Innate {{Icon|Proc|Blast|Text}} damage - effective against [[Machinery]] and [[Fossilized]].
+
**Innate {{Icon|Proc|Blast|Text}} damage – effective against [[Machinery]] and [[Fossilized]].
*Rockets creates a 6 meter area of effect explosion on impact.
+
*Rockets explode in a '''7.1''' meter radius upon impact with a surface or enemy.
**Effective at killing enemies behind cover.
 
 
*Can be fired while sprinting.
 
*Can be fired while sprinting.
 
*Very fast charge speed.
 
*Very fast charge speed.
*Very high status chance.
+
*Very high [[status chance]].
 
*Can use the Ogris-exclusive {{M|Nightwatch Napalm}} mod, and the launcher-exclusive {{M|Adhesive Blast}} mods.
**Can reach 100% status chance with {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, and {{M|Malignant Force}}.
 
  +
*Can benefit from {{M|Firestorm}}, {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}.
*Can use the Ogris-exclusive {{M|Nightwatch Napalm}} mod.
 
*Can use the launcher-exclusive {{M|Firestorm}} and {{M|Adhesive Blast}} mods.
 
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
*Innate {{Icon|Proc|Blast|Text}} damage - less effective against [[Ferrite Armor]].
+
*Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]].
 
*Very low [[critical chance]].
 
*Slow [[reload speed]].
 
*Projectiles have travel time.
 
*Projectiles have travel time.
  +
*Explosion inflicts [[Stagger|self-stagger]].
*Deals a third of its total damage to the user if the rocket detonates too close, making the Ogris very dangerous and ill-suited for close range combat.
 
  +
*Explosion has linear damage falloff from 100% to 20% from central impact.
**Rockets can explode and inflict self-damage if it hits a teammate or allied NPC.
 
 
*Enemies can destroy the rockets with gunfire or area of effect explosions.
 
*Enemies can destroy the rockets with gunfire or area of effect explosions.
*Very low critical chance.
 
*Slow reload speed.
 
 
*Very ammo inefficient.
 
*Very ammo inefficient.
 
**Low magazine size.
 
**Low magazine size.
 
**Very low ammo capacity.
 
**Very low ammo capacity.
 
**Draws ammo from the rare sniper ammo pool.
 
**Draws ammo from the rare sniper ammo pool.
  +
  +
{{WeaponComparison|Kuva Ogris}}
 
{{WeaponBuildSection}}
   
 
==Notes==
 
==Notes==
 
*Both the actual rocket and the explosion can deal critical hits.
*The Ogris fires a rocket that deals 100 blast damage, and creates an area of effect with a 6 meter radius that deals 600 blast damage.
 
 
*The 100 damage of the rocket is dealt upon impact, and can therefore normally only hit one target.
**Both the actual rocket and the explosion can deal critical hits.
 
**The 100 damage of the rocket is dealt upon impact, and can therefore normally only hit one target.
 
**The explosion damage will be dealt in full to everyone within the blast radius - there is no damage falloff.
 
***If the user is within the blast radius, they will be dealt ⅓ of the explosion damage.
 
****Rockets will '''not''' pass through allies and can result in injury to the user if they are too close. Adding [[Punch Through]] can mitigate this problem.
 
 
*Charge can be held indefinitely, allowing the user to prepare a shot before it is needed, or hold a shot while changing positioning.
 
*Charge can be held indefinitely, allowing the user to prepare a shot before it is needed, or hold a shot while changing positioning.
 
**[[One-Handed Action]]s will not cancel the charge, including all [[:Category:One-Handed Abilities|one-handed abilities]] and most maneuvers. Notable exceptions are rolling and making a hard landing.
 
**[[One-Handed Action]]s will not cancel the charge, including all [[:Category:One-Handed Abilities|one-handed abilities]] and most maneuvers. Notable exceptions are rolling and making a hard landing.
 
**Interacting with consoles will not cancel charge unless you are required to hack them.
 
**Interacting with consoles will not cancel charge unless you are required to hack them.
**Pressing reload while charging will cancel the charge. If the magazine is not full, it will also reload the weapon. This is also true for [[Lanka]], [[Ballistica]], [[Opticor]] and [[Drakgoon]].
+
**Pressing reload while charging will cancel the charge. If the magazine is not full, it will also reload the weapon. This is also true for {{Weapon|Lanka}}, {{Weapon|Ballistica}}, {{Weapon|Opticor}} and {{Weapon|Drakgoon}}.
*The Ogris's 100 base accuracy makes it difficult to visualize any added [[Multishot]].
+
*The Ogris's 100 base accuracy makes it difficult to see any additional rockets generated by [[Multishot]].
 
==Tips==
 
*A powerful secondary or melee weapon is recommended for when firing a shot would be too dangerous to the user.
 
*When firing at targets level with the player, low accuracy or enemy movement can make your shots miss completely.
 
**This is not a problem if the target is standing within the explosion range of a wall.
 
**Finding high ground and firing at your target's feet is a good way to ensure your target is hit in the explosion, with the added bonus of distancing yourself from it.
 
*When hitting an object such as a [[Nullifier Crewman]]'s bubble or the snow globe of an Arctic [[Eximus]], only the 100 rocket damage will be dealt.
 
**Aiming next to a [[Nullifier Crewman]]'s bubble allows the rocket to explode on terrain, catching the bubble within the blast radius.
 
**Shooting an Arctic [[Eximus]] snow globe will deal the explosion damage to any enemies within range of the impact - often the Eximus themself.
 
*Although [[Shield Lancer]]s can block the rocket damage, they will still be dealt the explosion damage.
 
*Combining [[Multishot]] with the negative accuracy from {{M|Heavy Caliber}} allows carpet bombing of a wider area, albeit putting the user at greater risk when rockets angle downwards.
 
*Many warframe abilities synergize well with the Ogris, particularly those with innate crowd control effects:
 
**[[Atlas]]'s [[Petrify]] will immobilize enemies, making them easier to hit, and his [[Rumblers]] can distract enemies and cause them to cluster away from the player.
 
**[[Banshee]]'s [[Sonic Boom]] can be used as crowd control, and her [[Sonar]] can amplify the burst damage output of the projectile, albeit somewhat unreliably.
 
***The rocket will receive the damage bonus if it hits the affected area. The explosion damage is always dealt to the torso, and will not receive the bonus unless Sonar places the weak spot on the enemy's torso.
 
****{{M|Resonance}} allows more weak spots to be generated, increasing the likelihood that one affects the torso.
 
**[[Chroma]]'s [[Effigy]] will attract and stun enemies, and an {{Icon|Proc|Electric|Text}} or {{Icon|Proc|Cold|Text}} [[Elemental Ward]] can stun or slow enemies.
 
**[[Equinox]] can use [[Rest & Rage|Rest]] to immobilize groups of enemies, and the Ogris' high base damage can help quickly build charge for [[Mend & Maim]].
 
**[[Frost]] can slow enemies with [[Ice Wave]] and immobilize them with [[Freeze]] and [[Avalanche]]. The latter will also reduce their armor.
 
**[[Ivara]]'s [[Navigator]] makes is easy to control the trajectory of your rockets as well as making them deal more damage, her [[Quiver|Dashwire Arrow]] can create vantage points to avoid close encounters, [[Quiver|Noise arrow]] can be used to cluster enemies, and her [[Quiver|Sleep Arrow]] can immobilize them.
 
**[[Loki]] can use [[Decoy]] to cluster enemies away from the player, and combine it with [[Switch Teleport]] to gain a vantage point and avoid close encounters.
 
**[[Mag]]'s [[Magnetize]] can group enemies together and help avoid missed shots.
 
**[[Mirage]]'s [[Hall of Mirrors]] can help cover a greater area with your explosions. Explosions produced by clones's weapons don't damage the player, and rockets will pass through them if they happen to be between you and your target. 
 
**[[Nekros]]'s [[Shadows of the Dead]] and [[Terrify]] can distract enemies. [[Terrify]] also reduces their armor, and {{M|Creeping Terrify}} will make them easier to target.
 
**[[Nezha]]'s [[Blazing Chakram]] can be used to gain a vantage point, and [[Divine Spears]] can immobilise enemies.
 
**[[Nyx]]'s [[Chaos]] can cause enemies to cluster.
 
**[[Rhino]]'s [[Rhino Stomp]] can immobilize enemies.
 
**[[Saryn]]'s [[Molt]] can be used to cluster enemies.
 
**[[Trinity]]'s [[Link]] can reflect self-damage to enemies. Combine with [[Blessing]] to mitigate the damage to Trinity, and use {{M|Abating Link}} to increase effective damage.
 
**[[Valkyr]]'s [[Rip Line]] can be used to gain a vantage point.
 
**[[Vauban]]'s [[Bastille]] and [[Vortex]] can both make enemies easy to target, with Vortex clustering many enemies within the explosion radius of a single rocket.
 
**[[Wukong]]'s [[Iron Jab]] can knock down enemies, and with {{M|Iron Vault}} can be used to gain a vantage point, much like his [[Cloud Walker]]. [[Defy]] can be used to avoid dying to self-damage.
 
**[[Zephyr]]'s passive allows her to benefit greatly from aim gliding. Her [[Tail Wind]] can be used to gain a vantage point, particularly when charged. [[Turbulence]] affords Zephyr extra time to aim shots, and with {{M|Jet Stream}} can increase rocket flight speed to make its transit time negligible.
 
*The Ogris's high status can be advantageous in several ways:
 
**Innate {{Icon|Proc|Blast|text}} damage means enemies will often be knocked down, immobilizing them for subsequent shots.
 
***Since {{Icon|Proc|Blast|text}} procs also knock down all enemies in a 5m radius, even minimal blast damage can prove to be useful crowd control.
 
**Adding {{Icon|Proc|Heat|text}} damage allows for additional crowd control potential and damage-over-time which scales with the damage of the initial hit.
 
***The Ogris-exclusive {{M|Nightwatch Napalm}} enhances the effectiveness of a {{Icon|Proc|Heat|text}} build, as each tick of napalm damage always procs {{Icon|Proc|Heat|text}}, extending the panicked state and high damage-over-time from the explosion. This works against you, however, if the enemy's initial {{Icon|Proc|Heat|text}} proc is from the lower-damage napalm.
 
**Adding {{Icon|Proc|Gas|text}} damage allows for clustered enemies to all proc damage-over-time in a 3m area around them, multiplying damage dealt by the number of enemies caught in the explosion.
 
 
 
 
{{WeaponBuildSection}}
 
   
 
==Trivia==
 
==Trivia==
 
*The Ogris received a visual remodel in {{ver|16}}, giving it a bulbous appearance in line with other Grineer weapons.
 
*The Ogris received a visual remodel in {{ver|16}}, giving it a bulbous appearance in line with other Grineer weapons.
**Its new appearance shares several visible parts with the [[Torid]], implying that the Torid is an Ogris with [[Infested]] parts.
+
**Its new appearance shares several visible parts with the {{Weapon|Torid}}, implying that the Torid is an Ogris with [[Infested]] parts.
 
**Prior to {{ver|16}}, it used a simpler, box-shaped model.
 
**Prior to {{ver|16}}, it used a simpler, box-shaped model.
 
***The old Ogris model humorously had "{{GrineerScript|BIG HURT F43}}" - Grineer for "BIG HURT F43" - written on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
 
***The old Ogris model humorously had "{{GrineerScript|BIG HURT F43}}" - Grineer for "BIG HURT F43" - written on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
**Prior to {{ver|8.1.3|fix}}, the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle firefights.
+
**Prior to {{ver|8.1.3}}, the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of firefights.
 
***The exhaust tubes and clip now vibrate and wobble when charging and when fully charged.
 
***The exhaust tubes and clip now vibrate and wobble when charging and when fully charged.
 
**Prior to {{ver|9.5}}, the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
 
**Prior to {{ver|9.5}}, the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
Line 262: Line 216:
 
*Uses the same lighting effect as shooting an explosive barrel.
 
*Uses the same lighting effect as shooting an explosive barrel.
 
*Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound.
 
*Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound.
*Prior to {{ver|13}}, rockets from the Ogris were unable to pass through Volt's [[Electric Shield]], instead they would collide with the shield and explode.
+
*Prior to {{ver|13}}, rockets from the Ogris were unable to pass through Volt's {{A|Electric Shield}}, instead they would collide with the shield and explode.
 
*Prior to {{ver|19.10}}, rockets stuck to enemies with {{M|Adhesive Blast}} would cause damage over time, with a chance to proc status effects, including {{Icon|Proc|Slash|text}} to lethal effect.
 
*Prior to {{ver|19.10}}, rockets stuck to enemies with {{M|Adhesive Blast}} would cause damage over time, with a chance to proc status effects, including {{Icon|Proc|Slash|text}} to lethal effect.
  +
  +
*Though it differs in physical appearance, the Ogris could be compared to the [https://en.wikipedia.org/wiki/RPG-7 RPG-7]. Both weapons involve a charge up before firing a rocket at a target and both are effective with medium to long range targets.
   
 
==Bugs==
 
==Bugs==
Line 277: Line 233:
 
OgrisNewReloadAnimation.gif|The reload animation of the Ogris' old model.
 
OgrisNewReloadAnimation.gif|The reload animation of the Ogris' old model.
 
Ogris Rocket.jpg|An Ogris rocket in the default colours.
 
Ogris Rocket.jpg|An Ogris rocket in the default colours.
  +
lucas-hug-grineerogrisgrenadelauncher.jpg
  +
lucas-hug-grineerogrisgrenadelauncher2.jpg
 
</gallery>
 
</gallery>
 
 
 
 
<gallery widths="286" position="center" columns="2">
+
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
  +
[[File:Warframe Ogris (4 Forma Build)|thumb|right|335 px]]
Lets Max (Warframe) E41 - Ogris
 
  +
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
Warframe Ogris - 4 Forma
 
  +
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)
Warframe Beta - Ogris Továbbfejlesztett Modolás (HD)(HUN)
 
Warframe OGRIS - Game Play Video
 
Warframe Ogris Pro Builds 6 Forma update 14.5.2
 
OGRIS - The apocolypse is upon us 4 forma - Warframe
 
 
</gallery>
 
</gallery>
   
Line 291: Line 246:
   
 
==Patch History==
 
==Patch History==
{{Scrollbox/Article|<!-- Last Updated: 21.1.0.1 -->
+
{{Scrollbox/Article|
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Ogris: 80%
  +
  +
{{ver|27.2.1}}
  +
*Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.
  +
  +
{{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.''
  +
  +
{{ver|24.6.2}}
  +
*Reverted the Ogris Changes made in 24.6.0
  +
  +
{{ver|24.6}}
  +
*Converted from Charged to Semi Auto.
  +
*Ammo pool increased from 20 to 30.
  +
*Area-of-Effect increased from 6 to 7m.
  +
*Area-of-Effect damage reduced from 600 to 400.
  +
*Optimizations towards Mirage Hall of Mirrors projectile FX for Ogris that was causing crashes.
  +
 
{{ver|22.12}}
 
{{ver|22.12}}
 
*Increased Charge speed from 0.8 to 0.3 secs
 
*Increased Charge speed from 0.8 to 0.3 secs
 
*Increased Fire Rate
 
*Increased Fire Rate
   
{{ver|Chains of Harrow}}
+
{{ver|21}}
 
*Reduced explosion radius and damage of Ogris in Conclave.
 
*Reduced explosion radius and damage of Ogris in Conclave.
   
{{ver|Octavia's Anthem}}
+
{{ver|20}}
 
*The Ogris has gone through a visual Upgrade
 
*The Ogris has gone through a visual Upgrade
 
*The Flight Speed of the projectile has been increased.
 
*The Flight Speed of the projectile has been increased.
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*Fixed unintentional DoT from Adhesive Blast on the Ogris.
 
*Fixed unintentional DoT from Adhesive Blast on the Ogris.
   
{{ver|19.0.5|fix}}
+
{{ver|19.0.5}}
 
*Fixed Adhesive Blast causing the Ogris projectile sound to not play.
 
*Fixed Adhesive Blast causing the Ogris projectile sound to not play.
   
Line 324: Line 313:
 
*Ogris damage and projectile speed increased in Conclave.
 
*Ogris damage and projectile speed increased in Conclave.
   
{{ver|18.10.5|fix}}
+
{{ver|18.10.5}}
 
*Improved the FX of the Ogris Napalm Nightwatch mod.
 
*Improved the FX of the Ogris Napalm Nightwatch mod.
   
{{ver|18.10.4|fix}}
+
{{ver|18.10.4}}
 
*Fixed other players getting damaged by projectiles (i.e Ogris) after Mirages Hall of Mirrors expires.
 
*Fixed other players getting damaged by projectiles (i.e Ogris) after Mirages Hall of Mirrors expires.
   
Line 336: Line 325:
 
*Updated Ogris visual impact and muzzle flash FX.
 
*Updated Ogris visual impact and muzzle flash FX.
   
{{ver|18.4.10|fix}}
+
{{ver|18.4.10}}
 
*Fixed an extended delay that occurs with the Ogris when attempting to fire the weapon after cancelling a charged shot.
 
*Fixed an extended delay that occurs with the Ogris when attempting to fire the weapon after cancelling a charged shot.
   
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*Fixed an issue enabling players to mantle recently fired Ogris rockets.
 
*Fixed an issue enabling players to mantle recently fired Ogris rockets.
   
{{ver|17.2.1|fix}}
+
{{ver|17.2.1}}
 
*Fixed a bug where the Adhesive Blast mod would cause Ogris missiles to pass through enemies, doors, loot-crates etc.
 
*Fixed a bug where the Adhesive Blast mod would cause Ogris missiles to pass through enemies, doors, loot-crates etc.
   
Line 348: Line 337:
 
*Nightwatch skin added.
 
*Nightwatch skin added.
   
{{ver|17.0.4|fix}}
+
{{ver|17.0.4}}
 
*Fixed the Ogris rockets not exploding properly when used with the Adhesive blast Mod.
 
*Fixed the Ogris rockets not exploding properly when used with the Adhesive blast Mod.
   
Line 371: Line 360:
 
*Performance Improvements for Mirage + Hall of Mirrors and Ogris.
 
*Performance Improvements for Mirage + Hall of Mirrors and Ogris.
   
{{ver|14.0}}
+
{{ver|14}}
 
*Fixed Multishot Mods causing Ogris rockets to fly through enemies and walls dealing no damage.
 
*Fixed Multishot Mods causing Ogris rockets to fly through enemies and walls dealing no damage.
   
{{ver|13.0}}
+
{{ver|13}}
 
*Fixed Ogris rounds not passing through Volts Electric Shield correctly.
 
*Fixed Ogris rounds not passing through Volts Electric Shield correctly.
   
Line 386: Line 375:
 
*Fixed Arsenal stats for Ogris due to projectiles having complex damage.
 
*Fixed Arsenal stats for Ogris due to projectiles having complex damage.
   
{{ver|10.0}}
+
{{ver|10}}
 
*Ogris charge FX revised, toned down.
 
*Ogris charge FX revised, toned down.
   
Line 405: Line 394:
   
 
{{ver|8.1.3}}
 
{{ver|8.1.3}}
* Added visual indicator to Ogris when they are ready to fire
+
*Added visual indicator to Ogris when they are ready to fire
   
 
{{ver|8.0.7}}
 
{{ver|8.0.7}}
* Fix for Ogris and Multishot damaging player.
+
*Fix for Ogris and Multishot damaging player.
   
 
{{ver|8}}
 
{{ver|8}}
 
*Introduced.
 
*Introduced.
 
}}
 
}}
  +
{{ver/Lu|21.1.0.1}}
   
 
==See also==
 
==See also==
* [[Bombard]], the [[Grineer]] heavy unit that uses the modified [[AT Ogris]].
+
*[[Bombard]], the [[Grineer]] heavy unit that uses the modified [[AT Ogris]].
* [[Executioners/Gorth|Executioner Gorth]], an [[Executioners|Executioner]] who uses a modified [[AT Ogris]].
+
*[[Executioners/Gorth|Executioner Gorth]], an [[Executioner]]s who uses a modified [[AT Ogris]].
* [[Grineer Nightwatch Corps#Nightwatch Bombard|Nightwatch Bombard]], a member of the Nightwatch Corps who uses an [[AT Ogris]].
+
*[[Grineer Nightwatch Corps#Nightwatch Bombard|Nightwatch Bombard]], a member of the Nightwatch Corps who uses an [[AT Ogris]].
* {{M|Nightwatch Napalm}}, the Ogris exclusive PvE [[mod]].
+
*{{M|Nightwatch Napalm}}, the Ogris exclusive PvE [[mod]].
  +
*{{Weapon|Kuva Ogris}}, the [[Kuva Lich]] counterpart of this weapon.
* [[Angstrum]], a pistol that also fires rockets. 
+
*{{Weapon|Angstrum}}, a pistol that also fires rockets. 
* [[Torid]], a modified [[Infested]] version.
+
*{{Weapon|Torid}}, a modified [[Infested]] version.
   
{{WeaponNav}}
 
 
{{ResearchNav}}
 
{{ResearchNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
[[de:Ogris]]
 
[[de:Ogris]]
  +
[[es:Ogris]]
 
[[fr:Ogris]]
 
[[fr:Ogris]]
__NOTOC__
 
 
[[Category:Research]]
 
[[Category:Research]]
 
[[Category:Launcher]]
 
[[Category:Launcher]]

Revision as of 14:05, 30 August 2020

The Ogris fires detonite infused casings.

The Ogris is a Grineer rocket launcher that fires Script error: The function "Proc" does not exist. rockets that explode over a small area, but can also stagger the player if they aren't careful. A slower projectile version of this is used by the Bombard, though the homing ability isn't present on the version used by the Tenno. It can be researched from the Chem Lab in the dojo.

This weapon can be sold for Credits64 7,500.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
DetoniteInjector
5
Salvage
5,000
AlloyPlate
600
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:Credits15,000
Chem Lab ResearchClanAffinity643,000
Credits
7,500
DetoniteAmpule
10
Ferrite
500
Plastids
150
PolymerBundle
300
Time: 3 Day(s)
Prereq: Ignis
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics

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

Advantages:

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor.
  • Very low critical chance.
  • Slow reload speed.
  • Projectiles have travel time.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 20% from central impact.
  • Enemies can destroy the rockets with gunfire or area of effect explosions.
  • Very ammo inefficient.
    • Low magazine size.
    • Very low ammo capacity.
    • Draws ammo from the rare sniper ammo pool.

Comparisons:

Lotusiconsmall
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Notes

  • Both the actual rocket and the explosion can deal critical hits.
  • The 100 damage of the rocket is dealt upon impact, and can therefore normally only hit one target.
  • Charge can be held indefinitely, allowing the user to prepare a shot before it is needed, or hold a shot while changing positioning.
    • One-Handed Actions will not cancel the charge, including all one-handed abilities and most maneuvers. Notable exceptions are rolling and making a hard landing.
    • Interacting with consoles will not cancel charge unless you are required to hack them.
    • Pressing reload while charging will cancel the charge. If the magazine is not full, it will also reload the weapon. This is also true for Lanka Lanka, Ballistica Ballistica, Opticor Opticor and Drakgoon Drakgoon.
  • The Ogris's 100 base accuracy makes it difficult to see any additional rockets generated by Multishot.

Trivia

  • The Ogris received a visual remodel in Update 16.0 (2015-03-19), giving it a bulbous appearance in line with other Grineer weapons.
    • Its new appearance shares several visible parts with the Torid Torid, implying that the Torid is an Ogris with Infested parts.
    • Prior to Update 16.0 (2015-03-19), it used a simpler, box-shaped model.
      • The old Ogris model humorously had "Grineer BGrineer IGrineer G   Grineer HGrineer UGrineer RGrineer T   Grineer FGrineer 4Grineer 3" - Grineer for "BIG HURT F43" - written on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
    • Prior to Hotfix 8.1.3 (2013-06-19), the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of firefights.
      • The exhaust tubes and clip now vibrate and wobble when charging and when fully charged.
    • Prior to Update 9.5 (2013-08-09), the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
  • The Ogris' magazine is a drum that is loaded on top of the weapon. This drum spins when the Ogris is fired.
  • Hotfix 18.4.10 (2016-02-11) removed one of the biggest issues with the Ogris, the "jam" experienced when not fully charging a shot. The Ogris would be unable to begin charging another shot after partially charging and cancelling for any reason.
  • Uses the same lighting effect as shooting an explosive barrel.
  • Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound.
  • Prior to Update 13.0 (2014-04-09), rockets from the Ogris were unable to pass through Volt's ElectricShield130xWhite Electric Shield, instead they would collide with the shield and explode.
  • Prior to Update 19.10 (2017-02-09), rockets stuck to enemies with Mod TT 20px Adhesive Blast would cause damage over time, with a chance to proc status effects, including Script error: The function "Proc" does not exist. to lethal effect.
  • Though it differs in physical appearance, the Ogris could be compared to the RPG-7. Both weapons involve a charge up before firing a rocket at a target and both are effective with medium to long range targets.

Bugs

  • Firing at Lephantis does not deal explosive damage to the targeted area (only the damage of the projectile impact is counted).

Media

 

Ogris Skins

Edit

Patch History

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

  • Ogris: 80%

Hotfix 27.2.1 (2020-03-05)

  • Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.

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.

Hotfix 24.6.2 (2019-04-05)

  • Reverted the Ogris Changes made in 24.6.0

Update 24.6 (2019-04-04)

  • Converted from Charged to Semi Auto.
  • Ammo pool increased from 20 to 30.
  • Area-of-Effect increased from 6 to 7m.
  • Area-of-Effect damage reduced from 600 to 400.
  • Optimizations towards Mirage Hall of Mirrors projectile FX for Ogris that was causing crashes.

Update 22.12 (2018-02-09)

  • Increased Charge speed from 0.8 to 0.3 secs
  • Increased Fire Rate

Update 21.0 (2017-06-29)

  • Reduced explosion radius and damage of Ogris in Conclave.

Update 20.0 (2017-03-24)

  • The Ogris has gone through a visual Upgrade
  • The Flight Speed of the projectile has been increased.
  • The Status Chance has been increased to 35%.
  • The charge time to fire the Ogris has been reduced.
  • The direct Impact damage of the projectile has been decreased to 100.
  • AoE damage has increased to 600.
  • AoE range has increased to 6 meters.
  • Mastery Rank requirement has increased to 8.

Update 19.10 (2017-02-09)

  • Fixed unintentional DoT from Adhesive Blast on the Ogris.

Hotfix 19.0.5 (2016-11-18)

  • Fixed Adhesive Blast causing the Ogris projectile sound to not play.

Update: The Index Preview (2016-10-20)

  • Increased ammo pool of Ogris in Conclave.

Hotfix: The Silver Grove 2 (2016-08-22)

  • Fixed enemies and allies floating upwards when hit by an Ogris with Adhesive Blast.

Update: The Silver Grove (2016-08-19)

  • Ogris damage and projectile speed increased in Conclave.

Hotfix 18.10.5 (2016-05-04)

  • Improved the FX of the Ogris Napalm Nightwatch mod.

Hotfix 18.10.4 (2016-05-02)

  • Fixed other players getting damaged by projectiles (i.e Ogris) after Mirages Hall of Mirrors expires.

Update 18.7 (2016-03-30)

  • The Ogris can now be used in Conclave.

Update 18.5 (2016-03-04)

  • Updated Ogris visual impact and muzzle flash FX.

Hotfix 18.4.10 (2016-02-11)

  • Fixed an extended delay that occurs with the Ogris when attempting to fire the weapon after cancelling a charged shot.

Update 17.10 (2015-11-04)

  • Fixed an issue enabling players to mantle recently fired Ogris rockets.

Hotfix 17.2.1 (2015-08-20)

  • Fixed a bug where the Adhesive Blast mod would cause Ogris missiles to pass through enemies, doors, loot-crates etc.

Update 17.1 (2015-08-12)

  • Nightwatch skin added.

Hotfix 17.0.4 (2015-08-06)

  • Fixed the Ogris rockets not exploding properly when used with the Adhesive blast Mod.

Update 17.0 (2015-07-31)

  • Adjusted the range and impact of explosions caused by the Ogris rockets.
  • Fixed fire rate Mods not allowing charge weapons like the Ogris to fire.

Hotfix 16.0.2 (2015-03-21)

  • Fixed Ogris charging effects and firing animation not displaying properly.

Hotfix 15.16.1 (2015-02-26)

  • Fixed missing explosion effect from Ogris.

Update 14.9 (2014-10-01)

  • Fixes reported cases of clients not being able to damage enemies caught in Vortex when using the Ogris.

Update 14.2 (2014-08-13)

  • Ammo capacity reduced from 540 to 20.
  • Fixed issue with Ogris rockets that killed Infested Runners having their damage be used on the pod as well as part of the Runner?s explosion.

Hotfix 14.0.5 (2014-07-21)

  • Performance Improvements for Mirage + Hall of Mirrors and Ogris.

Update 14.0 (2014-07-18)

  • Fixed Multishot Mods causing Ogris rockets to fly through enemies and walls dealing no damage.

Update 13.0 (2014-04-09)

  • Fixed Ogris rounds not passing through Volts Electric Shield correctly.

Hotfix 11.5.4 (2013-12-22)

  • Fixed radial damage being broken for clients (Nova's Molecular Prime, Ogris, etc).

Hotfix 11.5.3 (2013-12-21)

  • Fixed elemental damage upgrade mods not applying to the splash & embed damage from projectiles.

Update 11.5 (2013-12-19)

  • Fixed Arsenal stats for Ogris due to projectiles having complex damage.

Update 10.0 (2013-09-13)

  • Ogris charge FX revised, toned down.

Hotfix 9.8.4 (2013-09-09)

  • Toned down Ogris charge effect.

Hotfix 9.5.2 (2013-08-12)

  • Fixed Ogris charge sound effect playing randomly when it wasn't being charged.

Update 9.5 (2013-08-09)

  • Added custom reload animations for the Ogris.

Update 9.4 (2013-08-02)

  • Fix for killing blows with Ogris or Torid affecting resource drops for client.

Update 9.3 (2013-07-26)

  • Updated charged sounds.

Hotfix 8.1.3 (2013-06-19)

  • Added visual indicator to Ogris when they are ready to fire

Hotfix 8.0.7 (2013-06-06)

  • Fix for Ogris and Multishot damaging player.

Update 8.0 (2013-05-23)

  • Introduced.

Last updated: Hotfix 21.1.0.1 (2017-07-19)

See also