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[]
- This weapon deals primarily Puncture damage.
- 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.
- Shots explode in a 6 meter radius upon impacting with a surface or enemy.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- 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.
Advantages over other Primary weapons (excluding modular weapons):
- Pinpoint accuracy.
- Heavy Caliber's accuracy penalty is minimal on this weapon, except in the hands of an AI.
- Innate 1 meter punch through.
- Extremely ammo efficient.
- Charged Shot (wiki attack index 1)
- Very high total damage (1,000)
- High crit multiplier (2.50x)
- Charged Shot AoE (wiki attack index 2)
- High total damage (400)
- Above average crit multiplier (2.50x)
- Quick Shot (wiki attack index 3)
- High total damage (500)
- Quick Shot AoE (wiki attack index 4)
- Above average total damage (200)
Disadvantages over other Primary weapons (excluding modular weapons):
- Slow Charge Time.
- The weapon fires as soon as it has reached a full charge, which can lead to premature firing.
- Explosion inflicts self-stagger.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 40% from central impact.
- Explosion cannot benefit from Firestorm ( Primed) despite being area of effect.
- Charged Shot (wiki attack index 1)
- Below average crit chance (20.00%)
- Low magazine (5)
- Very low fire rate (1.00 attacks/sec)
- Below average status chance (20.00%)
- Below average disposition (●●●●○ (1.15x))
- Charged Shot AoE (wiki attack index 2)
- Low active falloff slope (10.0m/%)
- Below average crit chance (20.00%)
- Low maximum falloff distance (6.0 m)
- Very low magazine (5)
- Very low fire rate (1.00 attacks/sec)
- Low status chance (20.00%)
- Below average disposition (●●●●○ (1.15x))
- Quick Shot (wiki attack index 3)
- Below average crit chance (20.00%)
- Very low magazine (5)
- Very low fire rate (1.00 attacks/sec)
- Very low status chance (20.00%)
- Below average disposition (●●●●○ (1.15x))
- Quick Shot AoE (wiki attack index 4)
- Low active falloff slope (10.0m/%)
- Below average reload speed (2.00 s)
- Low magazine (5)
- Very low fire rate (1.00 attacks/sec)
- Low status chance (20.00%)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Opticor (Charged Shot), compared to Opticor Vandal (Charged Shot):
- Higher base damage per projectile (1000.00 vs. 400.00)
- Higher total damage (1,000 vs. 400)
- Lower base critical chance (20.00% vs. 24.00%)
- Lower base critical multiplier (2.50x vs. 2.60x)
- Lower base status chance (20.00% vs. 30.00%)
- Higher average damage per tap (1300 vs. 553.6)
- Lower burst DPS (650 vs. 922.66)
- Lower sustained DPS (541.66 vs. 714.32)
- Lower fire rate (1.00 attacks/sec vs. 2.00 attacks/sec)
- Smaller magazine (5 vs. 8)
- Slower reload time (2.00 s vs. 1.40 s)
- Higher disposition (●●●●○ (1.15x) vs. ●●●○○ (1.10x))
Acquisition[]
The Opticor's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
30,000 |
Fieldron 5 |
Gallium 20 |
Cryotic 600 |
Forma 1 |
Time: 1 Day(s) |
Rush: 35 | |||||
Market Price: 225 | Blueprints Price:15,000 | ||||
Energy Lab Research3,000 | |||||
10,000 |
Fieldron Sample 10 |
Ferrite 500 |
Plastids 250 |
Gallium 1 |
Time: 3 Day(s) |
Prereq: Lanka | |||||
x1 x3 x10 x30 x100 |
Notes[]
- 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[]
- 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.
- 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).
Bugs[]
- Explosion isn't affected by multishot.
- Galvanized Aptitude scales from the quick shot damage even if using the charged shot.
- Radial hit only receives the bonus on target struck by laser.
- 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.
Trivia[]
- 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 (2014-10-28).
- 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 (2018-11-08), Terra Sniper Crewman at Orb Vallis equips Opticor instead of Lanka.
- The jetpacks worn by Rangers, Quanta Rangers and Penta Rangers are actually made up of four Opticor rifles. It seemed those acts as both jetpack components and weapon alike.
- When the Opticor Shock-Camo skin was released, the skin was bugged as a Shock-Camo Braton
Media[]
Opticor Skins
Patch History[]
Update 37.0 (2024-10-02)
- Fixed the Opticor stats showing the same Damage for Charged Shots as Quick Shots.
Update 33.0 (2023-04-26)
- Fixed the following weapons’ AOE on impact not being affected by Blast Radius Mods (such as Firestorm).
- Opticor (Base and Vandal)
Update 32.3 (2023-02-15)
- Fixed Opticor’s (base and Vandal) primary fire explosions not dealing damage to enemies right next to the target (within 6 meters for the Opticor).
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
40 Ammo per Pick Up:
- Opticor
- Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
- Radial damage no longer gains extra headshot damage or triggers headshot conditions.
- This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
Update 31.5 (2022-04-27)
- Fixed the following weapon icons not being angled the same as others:
- Opticor Elixis Skin
Update 28.0 (2020-06-11)
- 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).
Update 27.3 (2020-03-24)
- 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 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Opticor: 60%
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 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.
Update 25.5 (2019-07-31)
- Fixed the Opticor having an overly bright FX.
Update 24.6 (2019-04-04)
- Improved the left hand position for Opticor.
Hotfix 23.10.7 (2018-10-24)
- Fixed larger Beam weapons (Opticor, etc) unable to hit weak points, such as Vay Hek.
Update 23.4 (2018-08-16)
- Fixed the Opticor occasionally damaging a single enemy multiple times.
Update 22.20 (2018-05-17)
- 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.
Update 22.19 (2018-05-02)
- Fixed Opticor and beam weapons sometimes not being able to hit Corpus Nullifier bubbles.
Hotfix 22.14.1 (2018-03-01)
- Fixed a potential script error when using the Opticor.
Update 22.12 (2018-02-09)
- Mastery Rank increased from 6 to 14.
Hotfix 21.0.9 (2017-07-17)
- Opticor now benefits from critical chance / Critical Chance Multiplier Mods (the existing beam always did but the radial AoE damage did not).
Hotfix 21.0.7 (2017-07-13)
- 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.
Hotfix 21.0.5 (2017-07-06)
- 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.
Hotfix 21.0.4 (2017-07-05)
- Fixed the Opticor not having it’s 1m Punch Through.
Hotfix 21.0.3 (2017-06-30)
- Fixed Opticor not being able to damage enemies outside of a Frost’s Snow Globe when fired from inside the Snow Globe.
Hotfix 21.0.2 (2017-06-29)
- 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.
Update 21.0 (2017-06-29)
- 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.
Update 20.0 (2017-03-24)
- Fixed a visual bug for Clients where the charged shots of the Opticor would appear to fire twice.
Update 19.6 (2017-01-11)
- Impair on hit status removed from Opticor in Conclave.
Update: Recurring Nightmares (2016-10-27)
- Increased the Aim Zoom of the Opticor in Variant.
Update: The Index Preview (2016-10-20)
- 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.
Update: Specters of the Rail 0.0 (2016-07-08)
- 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.
Update 18.7 (2016-03-30)
- The Deft Tempo Mod can no longer be used with the Opticor.
Update 18.6 (2016-03-16)
- Fixed Opticor displaying incorrect noise levels in the Arsenal.
Update 18.3 (2016-01-13)
- Opticor damage has been adjusted to one hit kill against the highest base EHP without +EHP mods in Conclave.
Update 17.9 (2015-10-28)
- Received Day of the Dead skin.
Hotfix 17.3.1 (2015-09-04)
- Fixed Opticor beams not showing the proper energy color.
Update 17.0 (2015-07-31)
- Opticor now available for use in Conclave.
- Fixed fire rate Mods not allowing charge weapons like the Ogris or Opticor to fire.
Hotfix 16.10.2 (2015-07-02)
- Fixed charged beams from the Opticor not aiming properly when fired by Mirage’s clones.
Update 15.3 (2014-11-20)
- Fixed Spectres being unable to use the Opticor correctly.
Update 15.1 (2014-11-05)
- 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.
Hotfix 15.0.8 (2014-10-29)
- Increased the intensity of the Opticor explosion visual effects.
- Tweaked the partially charged Opticor shot sound effects.
Hotfix 15.0.7 (2014-10-28)
- Fixed the charge damage multiplier not working correctly for the Opticor.
Hotfix 15.0.4 (2014-10-25)
- Fixed Opticor's Color customization corrupting memory and causing crashes (and other similar cases).
Hotfix 15.0.1 (2014-10-24)
- Fixed an issue with the Opticor’s sound being heard by entire squad as if they were using it.
Update 15.0 (2014-10-24)
- Introduced.
Last updated: Hotfix 23.10.7 (2018-10-24)
Research • Clan • Dojo | ||||||||||||||||||||||||||||||
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