The Stug is an automatic Grineer pistol that fires Corrosive blobs that stick to surfaces and explode. A larger and more powerful blob can be formed using consecutive automatic shots or a single charged shot via Alternate Fire.
This weapon can be sold for 5,000.
Characteristics[]
- This weapon deals Corrosive damage.
- Fires blobs that sticks to surfaces including enemies and allies. Blobs then deal two ticks of damage before exploding in a radius of 0.3 to 3 meters, all within 1.5 seconds of impact.
- Explosions do not self-stagger.
- Can benefit from Fulmination ( Primed).
- Can create large blobs that deal more damage, formed by consecutive automatic shots in one spot.
- Each blob added increases the damage by 100%. This stacks additively up to ten times, dealing up to 750 Corrosive damage.
- Alternate Fire charges up a single large blob at the cost of 6 ammo.
- Explosion damage is not affected by distance damage falloff of the projectile itself.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Innate polarity.
Advantages over other Secondary weapons (excluding modular weapons):
- Blob Impact (wiki attack index 1)
- Above average ammo max (210)
- Very high disposition (●●●●● (1.48x))
- Blob Explosion (wiki attack index 2)
- Above average magazine (20)
- Above average fire rate (4.00 attacks/sec)
- Above average ammo max (210)
- Very high disposition (●●●●● (1.48x))
Disadvantages over other Secondary weapons (excluding modular weapons):
- Blobs have travel time with heavy arcing.
- Low status chance on explosion.
- Very slow alt-fire charge rate.
- Blob impact and damage over time cannot proc status effects.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 70% from central impact.
- Contact damage and damage over time have linear damage falloff from 100% to 10% from central impact.
- Blob Impact (wiki attack index 1)
- Very low crit chance (5.00%)
- Low reload speed (2.00 s)
- Very low total damage (4)
- Below average fire rate (4.00 attacks/sec)
- Very low status chance (0.00%)
- Very low crit multiplier (1.50x)
- Blob Explosion (wiki attack index 2)
- Low active falloff slope (9.3m/%)
- Very low crit chance (5.00%)
- Very low maximum falloff distance (2.8 m)
- Low reload speed (2.00 s)
- Low total damage (75)
- Very low status chance (10.00%)
- Very low crit multiplier (1.50x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The Stug's blueprint can be purchased from the Market.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
Neurodes 3 |
Gallium 4 |
Salvage 3,000 |
Alloy Plate 1,200 |
Time: 1 Day(s) |
Rush: 25 | |||||
Market Price: 120 | Blueprints Price:20,000 |
Notes[]
- The in-game UI does not list the weapon's critical chance, critical multiplier, and status chance.
- The critical chance is 5%.
- The critical multiplier is 1.5x.
- The status chance is 10% on the explosion and 0% on the projectile.
- Explosion radius ranges between 0.3m to 3m depending on blob stacks of 1 to 10. However the 4 Corrosive damage over time is always dealt in ~2.3m.
- Blobs stick to surfaces, enemies and allies.
- Blobs deal their contact damage again every second after sticking.
- Damage over time has a ~90% radial damage falloff at 3m, and main explosion has ~70% falloff despite the UI displaying 30%.
- Additional blobs combine up to 10 stacks, resetting the 1.5s explosion delay until the stacks are full, upon which the delay will no longer be reset and any additional attacks have no effect.
- Charging the alt-fire consumes up to 6 ammo over 3 seconds, producing up to a 6-stack blob.
- Multishot bonuses only add single blobs instead of multiplying the full 6-charge blob. For example, a full charge with +100% multishot will create a 7-stack blob.
- The Stug is unusually large for a sidearm, being as large as most primary weapons. This can cause clipping issues, where upper part of the gun can pass into the Warframe's torso when holstered.
Tips[]
- Stug explosions can deal headshot damage when triggered above their targets, this also includes the blobs themselves hitting heads.
- Barrel Diffusion and Lethal Torrent will allow the Stug to build up blobs much faster, while Lethal Torrent can increase firing and charging speed of the weapon.
- Fulmination increases the crowd control potential of this weapon, particularly when spreading small blobs all over a room to deal damage against a large crowd of enemies.
- The Stug can have three unique combination elementals, with Corrosive already provided, allowing Pathogen Rounds and Convulsion mods to be equipped separately for such combinations.
- The Stug's shots will not just stick to enemies, but other players too. This lets you put them on another player for a little bit of quick melee defense (similar to Vauban's Teslas, but much shorter-lived). Also, the shots will stick to Loki's Decoy and Saryn's Molt for an effective trap.
- The innate polarity can somewhat limit elemental modding potential unless building for Magnetic, Blast or Viral damage, thus making it a less desirable polarity for elemental modding. If you wish to focus more on different elemental damages, then it is recommended to either ignore the polarity or use Forma to turn it into a more suitable polarity.
Trivia[]
- The Stug is the third of four very large secondary weapons, the first two being the Acrid and the Ballistica, with the Sepulcrum being the fourth.
- "Stug" is likely taken from the WW2 German assault gun of the same name (Sturmgeschütz III & IV); this makes it the second Grineer weapon named after a military vehicle, the first being the Hind.
- This is the second secondary weapon that has a Charge ability.
- While the game startup window (the one that lists recent updates) refers to the Stug as a Goo-gun, the shop calls it a Gel gun.
- The weapon strongly resembles the Bio Rifle in Digital Extremes' 1999 game Unreal Tournament. Both weapons fire short-range, slow-moving arcing blobs that stick to surfaces, and both weapons have rapid autofiring as primary fire, and the alternate fire charges a larger blob. While Stug fires white blobs with corrosive damage, the Bio Rifle fires globs of green toxic sludge.
Media[]
Patch History[]
Update 32.0 (2022-09-07)
- 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 28.3 (2020-08-12)
- Fixed the Stug’s alt-fire doing self-damage.
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Stug: 30%
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 24.5.6 (2019-03-26)
- Fixed the camera momentarily being jerked forward when shooting the Stug at certain angles.
Hotfix 24.2.10 (2019-01-23)
- Fixed the Stug's projectiles interacting physically with ragdolls.
Hotfix 22.17.3 (2018-04-11)
- Fixed the Stug blowing up in your face when it is used with Mirage’s Hall of Mirrors.
Update 18.8 (2016-04-06)
- Tweaked the Stug and Simulor projectiles to properly appear stacked instead of hovering over each other. This also improves the projectiles landing position on objects.
Hotfix 18.6.3 (2016-03-23)
- Fixed an issue causing the Stug’s alt-fire to continually repeat the Stug’s firing audio FX.
Update 18.6 (2016-03-16)
- Fixed Angstrum, Opticor and Stug displaying incorrect noise levels in the Arsenal.
Hotfix 18.4.10 (2016-02-11)
- Fixed the Stug occasionally firing in the wrong direction, too far off to the side.
Hotfix 18.4.7 (2016-02-04)
- Fixed the Stug displaying the incorrect trigger type in the Arsenal as per: https://forums.warframe.com/index.php?/topic/568459-u18-bug-report-megathread/page-36#entry6699873
Hotfix 17.5.4 (2015-10-02)
- Fixed the Stug primary fire shooting continuously and not using ammo.
- Fixed uncharged Stug shots doing the same damage as fully charged when upgraded with multishot mods.
Update 17.2.4 (2015-08-26)
- Fixed the Stug being unable to destroy cylinders on Sabotage targets.
- Fixed the Stug having no Magazine stat in the Arsenal.
Hotfix 14.0.5 (2014-07-21)
- Performance Improvements for Mirage + Hall of Mirrors and Angstrum, Ogris, Penta, and Mutalist Quanta, and Stug.
Update 13.1 (2014-04-23)
- Fixed an issue with players other than the owner of the weapon not properly hearing partially charged Stug shots.
Hotfix 13.0.4 (2014-04-11)
- Tweaked the sound radius of the Stug.
Update 13.0 (2014-04-09)
- Improved the performance of the Stug.
Hotfix 11.5.3 (2013-12-21)
- Fixed infinite Ammo exploit with Stug.
Hotfix 11.5.2 (2013-12-20)
- Sound tweaks to Stug explosions.
Update 11.5 (2013-12-19)
- Introduced.