The Opticor is a Corpus chargeable laser cannon. Featuring extremely high
Puncture damage and a small area of effect
Magnetic explosion on impact, the Opticor has the capability to decimate clusters of enemies with ease, but its slow charge time and average reload makes it less suited for fast moving or close range enemies.
Characteristics[edit | edit source]
This weapon deals primarily Puncture damage.
Advantages:
- Highest base damage of all rifles.
- High critical chance, critical multiplier, and status chance.
- Pinpoint accuracy.
Heavy Caliber's accuracy penalty is minimal on this weapon.
- Innate 1 meter punch through.
- Extremely ammo efficient.
- Shots are guaranteed to stagger enemies.
- Can be fired with roughly half a maximum charge, but with less damage.
- Beam has a width of 0.5 meters.
- Sides of the beam can hit enemies if they are close enough.
- Surface and enemy impacts creates a 6-meter explosion inflicting
Magnetic damage.
- Innate
Magnetic damage – effective against Shielded and Proto Shields.
- Innate
- Can benefit from
Cautious Shot.
- Killed enemies will have their corpses vaporized, good for Stealth gameplay if silenced due to no bodies being left behind.
- Innate
polarity.
Disadvantages:
- Low
Impact and
Slash damage – less effective against shields and health.
- Explosion has innate
Magnetic damage – less effective against Alloy Armor.
- Slow Charge Time.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 40% from central impact.
- Explosion range cannot be increased with
Firestorm (
Primed) and
Amalgam Furax Body Count.
- The weapon fires as soon as it has reached a full charge, which can lead to premature firing.
Comparisons:
- Opticor, compared to Opticor Vandal:
- Lower critical chance (20% vs. 24%)
- Lower critical multiplier (2.5x vs. 2.6x)
- Lower status chance (20% vs. 30%)
- Higher attack damage (1000.0 vs. 400.0)
- Slower charge time (2.0 s vs. 0.6 s)
- Higher area attack damage (400.0 vs. 200.0)
- Higher secondary attack damage (500.0 vs. 200.0)
- Smaller magazine (5 rounds vs. 8 rounds)
- Slower reload speed (2 s vs. 1.4 s)
- Higher disposition (1.05 vs. 1)
Acquisition[edit | edit source]
The Opticor's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 30,000 |
![]() 5 |
![]() 20 |
![]() 600 |
![]() 1 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Energy Lab Research ![]() | |||||
![]() 10,000 |
![]() 10 |
![]() 500 |
![]() 250 |
![]() 1 |
Time: 72 hrs |
Prereq: Lanka | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[edit | edit source]
- As with most charge-based weapons, certain actions (such as reloading) can cancel the charging process. You can use this to avoid wasting a shot if enemies have moved out of your line of fire.
- When charging the weapon from a jump, transitioning into a slide will allow the charge to be kept instead of being cancelled.
- While it is charging, the Opticor emits a beam of light that is colored the same as its energy color. This targeting beam follows parallel to the path of the projectile, and other players can see it. The fired projectile will not follow the path of the beam.
- When a fully charged shot is fired, the shot leaves a particle effect in its wake consisting of striations of energy the same color as the gun's energy color. These are visually appealing but may obscure vision of the target.
Tips[edit | edit source]
- When starting out, make use of the Opticor's starting
slot to fit
Serration to enhance its AoE potential and damage output.
Heavy Caliber's accuracy drop is also very marginal, making it another good choice.
- A critical chance increase and/or critical damage increase can offer an immense damage increase when getting a critical hit. Even simply increasing the critical chance to 50% with
Point Strike is sufficient.
- Works well in combination with Nova's
Antimatter Drop due to the weapon's pin-point accuracy and massive damage, allowing Antimatter Drop to deal large amounts of damage with only a single shot.
- The Opticor treats the Shield Lancer's shield as a solid environmental surface, setting off its AoE damage effect. Shooting at Shield Lancers in the midst of enemy Grineer can be a good alternative to shooting the ground to deal splash damage.
- Unfortunately, due to its low base Slash damage, the Opticor almost never deals Slash procs. However, this can be substituted for by modding for Toxin damage and Status chance.
- Due to its 50% Crit Chance with Point Strike, the Opticor can make great use of
Hunter Munitions, allowing it to get more Slash procs than it normally would.
- Due to its 50% Crit Chance with Point Strike, the Opticor can make great use of
- If a fully charged shot impacts an Arctic Eximus'
Snow Globe, it will deal its explosion damage, dealing heavy damage to everything inside. A well-modded Opticor can destroy an entire squadron of enemies huddled in a Snow Globe with one shot using this method.
Mesa's
Ballistic Battery counts the explosion damage as a separate shot for charging up Ballistic Battery; it is thus possible to achieve a full charge of Ballistic Battery with a single shot from the Opticor. Additionally, it would seem the damage bonus from Ballistic Battery is spread across the explosion of the shot it is put into (requires confirmation).
Trivia[edit | edit source]
- At the time of its introduction, firing the weapon at 50% yielded the same damage as firing at full charge, meaning charging the weapon past 50% served no purpose other than to afford additional time to aim. This was fixed in Hotfix 15.0.7.
- There are slight visual differences between partially-charged shots and fully-charged shots; fully-charged shots are wider and leave a short-lived trail of light after the main shot has dissipated.
- On the side-selection screen of an Invasion mission the Corpus are participating in, the Corpus side shows a Tech holding an Opticor. In-game, however, Techs use the
Supra, with the Opticor only being used by two Index brokers – specifically, Ved Xol and Nako Xol under the Loan Reclamation Division.
- Similarly, in Vauban Prime Access Trailer, a Crewman can be seen holding an Opticor while two other Crewman each hold an
Amprex, but again, both weapons aren't used by any normal Corpus Crewmen, with no enemies whatsoever using them until The Index was added.
- In Update 24.0 (Fortuna), Terra Sniper Crewman at Orb Vallis equips Opticor instead of Lanka.
- Similarly, in Vauban Prime Access Trailer, a Crewman can be seen holding an Opticor while two other Crewman each hold an
- The jetpacks worn by Rangers, Quanta Rangers and Penta Rangers are actually made up of four Opticor rifles.
- When the Opticor Shock-Camo skin was released, the skin was bugged as a Shock-Camo Braton
Bugs[edit | edit source]
- Upon hitting
Volt's
Electric Shield, the beam will explode, as the shield is considered a solid surface.
- This however will not prevent the actual shot, only the AoE blast.
- Enemies hit by the explosion will be alerted, but other enemies will only be alerted when one of the targets hit by the explosion sees you.
- If the final Lephantis head in phase 1 is killed by the Opticor, the head will vaporise and prevent you from proceeding to phase 2, forcing you to abort the mission.
- Due to the special parameters of the beam the gun fires, certain bosses (Eidolons, General Sargas Ruk and Lephantis) take significantly reduced damage from the Opticor, because the beam's AoE damage hits their weakspot before the main beam does, thus completely nullifying the beam's damage, and only dealing the AoE's worth of damage.
Media[edit | edit source]
Opticor Skins
Patch History[edit | edit source]
- The Opticor will now queue charging if you click+hold during its re-fire wait time (instead of ignoring your click if you didn't wait the full 1 second).
- Fixed Opticor Quick Attacks being compared to Charged Attacks and showing green numbers as if there is improvement in the stat summary in the Arsenal.
Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Opticor: 60%
- 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 addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
- Opticor
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.
- Fixed the Opticor having an overly bright FX.
- Improved the left hand position for Opticor.
- Fixed larger Beam weapons (Opticor, etc) unable to hit weak points, such as Vay Hek.
- Fixed the Opticor occasionally damaging a single enemy multiple times.
- Fixed weapons like the Opticor having its hits blocked by your companion. Also fixed the hits sometimes not taking effect if other geometry was nearby.
- Fixed rare cases of Mirage’s Hall of Mirrors creating a permanently firing Opticor.
- Fixed Opticor and beam weapons sometimes not being able to hit Corpus Nullifier bubbles.
- Fixed a potential script error when using the Opticor.
- Mastery Rank increased from 6 to 14.
- Opticor now benefits from critical chance / Critical Chance Multiplier Mods (the existing beam always did but the radial AoE damage did not).
- Opticor beam now has a radius (thicker more cylinder shaped beam) that will allow you to hit more enemies with a single beam.
- Increased the Opticor AoE damage radius from 3 meters to 5 meters.
- Critical chance and critical multiplier now apply to the AoE.
- Reduced Ammo capacity to 200.
- Fixed being unable to destroy Nullifier bubbles with the Opticor.
- Fixed being unable to kill enemies inside a Nullifier bubble or Eximus Snow Globe with the Opticor. This also fixes being unable to hit Lephantis or Sargas Ruk at times.
- Reduced Opticor charge time from 2.5 to 2 seconds.
- Temporarily removed Opticor beam thickness until it can be tested more thoroughly.
- Fixed not being able to hit Nullifier bubbles and other targets with melee weapons and the Opticor.
- Fixed the Opticor not having it’s 1m Punch Through.
- Fixed Opticor not being able to damage enemies outside of a Frost’s Snow Globe when fired from inside the Snow Globe.
- The Shock-Camo Opticor Skin is available for purchase in your Arsenal and we swear it's not a Braton model!
- Fixed Opticor headshots not actually counting as headshots.
- Fixed Opticor creating 2x explosions on hit.
- Added 1m innate Punch Through.
- Increased Status Chance from 15% to 20%.
- Increased critical chance from 15% to 20%.
- Increased Critical hit multiplier from 2 to 2.5x.
- Enemies killed now disintegrate.
- Increased collision thickness of beam.
- Fixed an issue where the Opticor would explode on Volt's Electric Shield instead of simply passing through and amplifying the damage.
- Fixed the Opticor and Ferrox not dealing any damage if it was fired inside Limbo's Stasis.
- Fixed a visual bug for Clients where the charged shots of the Opticor would appear to fire twice.
- Impair on hit status removed from Opticor in Conclave.
- Increased the Aim Zoom of the Opticor in Variant.
- Introducing VARIANTS! The first is available in Annihilation. Equipped with only a modified Opticor, face your fellow Tenno in a lethal one hit to kill battle! Mobility normalized, Warframe passives, Mods and abilities disabled.
- Reduced the damage of Opticor in Conclave.
- Fixed a rare case where a player could fire a weapon (Opticor) and get disarmed as they are firing which results in the owner of the weapon to be nulled out.
- The Deft Tempo Mod can no longer be used with the Opticor.
- Fixed Opticor displaying incorrect noise levels in the Arsenal.
- Opticor damage has been adjusted to one hit kill against the highest base EHP without +EHP mods in Conclave.
- Received Day of the Dead skin.
- Fixed Opticor beams not showing the proper energy color.
- Opticor now available for use in Conclave.
- Fixed fire rate Mods not allowing charge weapons like the Ogris or Opticor to fire.
- Fixed charged beams from the Opticor not aiming properly when fired by Mirage’s clones.
- Fixed Spectres being unable to use the Opticor correctly.
- Fixed issues with Crewman in Bastille not being affected by headshots with the Opticor.
- Fixed an issue with the Opticor not having a listed Trigger type.
- Increased the intensity of the Opticor explosion visual effects.
- Tweaked the partially charged Opticor shot sound effects.
- Fixed the charge damage multiplier not working correctly for the Opticor.
- Fixed Opticor's Color customization corrupting memory and causing crashes (and other similar cases).
- Fixed an issue with the Opticor’s sound being heard by entire squad as if they were using it.
- Introduced.
Last updated: Hotfix 23.10.7
Weapons • Damage • Compare All • Cosmetics | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|