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With a precision crafted lens, this customized Opticor achieves a level of performance previously thought impossible.

The Opticor Vandal is the Vandal variant of the Opticor Opticor, sporting increased critical chance, critical multiplier, status chance, magazine size, reload speed, and faster charge rate, but sacrifices damage.

Characteristics[]

  • This weapon deals primarily DmgPunctureSmall64 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 4.6 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 Mod TT 20px Cautious Shot.
  • Killed enemies will have their corpses vaporized, good for Stealth gameplay if silenced due to no bodies being left behind.
  • Innate Madurai Pol polarity.

Advantages over other Primary weapons (excluding modular weapons):

  • Pinpoint accuracy.
  • Innate 1 meter punch through.
  • Extremely ammo efficient.
  • Fast charge speed.
  • Charged Shot (wiki attack index 1)
    • Above average crit chance (24.00%)
    • High reload speed (1.40 s)
    • High total damage (400)
    • Above average status chance (30.00%)
    • High crit multiplier (2.60x)
  • Charged Shot AoE (wiki attack index 2)
    • High reload speed (1.40 s)
    • Above average status chance (30.00%)
    • Above average crit multiplier (2.60x)
  • Quick Shot (wiki attack index 3)
    • Above average reload speed (1.40 s)
    • Above average crit multiplier (2.60x)
  • Quick Shot AoE (wiki attack index 4)
    • Above average crit chance (24.00%)
    • High reload speed (1.40 s)
    • Above average crit multiplier (2.60x)

Disadvantages over other Primary weapons (excluding modular weapons):

  • 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 Mod TT 20px Firestorm (Mod TT 20px Primed) despite being area of effect.
  • Charged Shot (wiki attack index 1)
    • Low magazine (8)
    • Low fire rate (2.000 attacks/sec)
    • Below average disposition (●●●○○ (1.10x))
  • Charged Shot AoE (wiki attack index 2)
    • Very low active falloff slope (7.7m/%)
    • Low maximum falloff distance (4.6 m)
    • Low magazine (8)
    • Below average fire rate (2.000 attacks/sec)
    • Below average disposition (●●●○○ (1.10x))
  • Quick Shot (wiki attack index 3)
    • Low magazine (8)
    • Below average disposition (●●●○○ (1.10x))
  • Quick Shot AoE (wiki attack index 4)
    • Low active falloff slope (7.7m/%)
    • Low maximum falloff distance (4.6 m)
    • Below average magazine (8)
    • Below average total damage (100)

Comparisons:

Acquisition[]

This weapon is awarded for earning 100 points from the recurring Thermia Fractures event that was first introduced in Operation: Buried Debts, complete with a free weapon slot and a pre-installed Orokin Catalyst. The points are cumulative across all Thermia Fractures events, thus the weapon can only be acquired once this way.

It can also be purchased from Baro Ki'Teer in the Concourse section of the Tenno Relay for Credits64 550,000 and OrokinDucats 650. Note that Baro Ki'Teer's stock changes with each appearance, and this weapon may not be available on a succeeding appearance.

Notes[]

  • Despite its Mastery Rank requirement of 14, any player that completes the repeating Thermia Fractures event is automatically given the weapon, even if they are Mastery Rank 0.
  • 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 Vandal 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 Vandal's starting Madurai Pol slot to fit Mod TT 20px Serration to enhance its AoE potential and damage output. Mod TT 20px Heavy Caliber's accuracy drop is also very marginal, making it another good choice. Additionally, Maxing the both of them and slotting them in increases the damage more with minimal Accuracy loss.
  • 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 60% with Mod TT 20px Point Strike is sufficient.
  • Works well in combination with NovaIcon272 Nova's AntimatterDrop130xWhite 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 Vandal 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 Vandal almost never deals Slash procs. However, this can be substituted for by modding for Viral damage and status chance.
    • Due to its 60% Crit Chance with Point Strike, the Opticor Vandal can make great use of Mod TT 20px Hunter Munitions, allowing it to get more Slash procs than it normally would.
  • If a fully charged shot impacts an Arctic Eximus' SnowGlobe130xWhite Snow Globe, it will deal its explosion damage, dealing heavy damage to everything inside. A well-modded Opticor Vandal can destroy an entire squadron of enemies huddled in a Snow Globe with one shot using this method.
  • MesaIcon272 Mesa's BallisticBattery130xWhite 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 Vandal. 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.
  • Mod TT 20px 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 VoltIcon272 Volt's ElectricShield130xWhite 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 Vandal, 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 Vandal, 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[]

  • 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.

Media[]

Opticor Vandal Skins

Edit

Patch History[]

Hotfix 33.0.4 (2023-05-02)

  • Fixed enemies killed by Opticor Vandal causing depth issues with their bodies.

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 32.0 (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 Vandal
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.

Hotfix 30.3.5 (2021-06-10)

  • Introduced to Baro Ki'Teer's rotation.

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

  • Opticor Vandal: 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 Vandal

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 24.4 (2019-03-08)

  • Introduced.

Last updated: Hotfix 23.9.1 (2018-09-27)

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