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<!--
 
<!--
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
---!!!!!---INSTRUCTIONS---!!!!!---
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
+
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
   
 
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
 
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
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|normal burst count =
 
|normal burst count =
 
|normal critical chance =
 
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|normal critical damage =
 
|normal status chance =
 
|normal status chance =
 
|normal punchthrough =
 
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|charge burst count =
 
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|charge critical chance =
 
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|charge critical damage =
 
|charge status chance =
 
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|charge punchthrough =
 
|charge punchthrough =
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|area pellet count =
 
|area pellet count =
 
|area critical chance =
 
|area critical chance =
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|area critical damage =
 
|area status chance =
 
|area status chance =
 
|area radius =
 
|area radius =
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|secondaryarea pellet count =
 
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|secondaryarea critical chance =
 
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|secondaryarea critical damage =
 
|secondaryarea status chance =
 
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|secondary burst count =
 
|secondary burst count =
 
|secondary critical chance =
 
|secondary critical chance =
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|secondary critical damage =
 
|secondary status chance =
 
|secondary status chance =
 
|secondary punchthrough =
 
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|throw damage =
 
|throw damage =
 
|throw critical chance =
 
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|throw critical damage =
 
|throw status chance =
 
|throw status chance =
 
|throw punchthrough =
 
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|charged throw damage =
 
|charged throw damage =
 
|charged throw critical chance =
 
|charged throw critical chance =
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|charged throw critical damage =
 
|charged throw status chance =
 
|charged throw status chance =
 
|charged throw punchthrough =
 
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}}
 
}}
 
{{Codex|Deployed by the Cephalon Suda, once a data-analyzing instrument, the Gammacor's main focus is defense.}}
 
{{Codex|Deployed by the Cephalon Suda, once a data-analyzing instrument, the Gammacor's main focus is defense.}}
The '''Synoid Gammacor''' is an exclusive version of the [[Gammacor]] available only from [[Cephalon Suda]], possessing better stats as well as innate [[Entropy]] effect.
+
The '''Synoid Gammacor''' is an exclusive version of the {{Weapon|Gammacor}} available only from [[Cephalon Suda]], possessing better stats as well as innate [[Entropy]] effect.
  +
 
==Acquisition==
 
*The Synoid Gammacor can be acquired by reaching the Rank of '''Genius''' with [[Cephalon Suda]], and spending {{sc|100,000}} to purchase. As with all Syndicate Weapons, the Synoid Gammacor cannot be chosen as the free offering upon ranking up to '''Genius''' rank.
 
*Syndicate weapons can be also be acquired via [[Trade System|Trading]], but only for unranked copies without [[Forma]] and [[Orokin Catalyst]] installed.
  +
*Players must have a [[Mastery Rank]] of at least 7 to acquire the Synoid Gammacor, either through trading or through the Syndicates themselves.
   
 
==Characteristics==
 
==Characteristics==
Line 166: Line 171:
   
 
'''Advantages:'''
 
'''Advantages:'''
 
*Innate {{Icon|Proc|Magnetic|Text}} damage &ndash; effective against [[Shielded]] and [[Proto Shield]]s.
*Moderate damage among continuous weapons.
 
 
*High [[critical chance]].
**Innate {{Icon|Proc|Magnetic|Text}} damage &ndash; effective against [[Shields]].
 
  +
*High [[status chance]].
***Innate {{Icon|Proc|Magnetic|Text}} damage also allows this weapon to equip two additional elemental combos.
 
 
*Pinpoint [[accuracy]].
*Very high rate of fire, increasing damage potential.
 
  +
**{{M|Magnum Force}}'s accuracy penalty is minimal on this weapon.
*Has an innate [[Entropy]] effect. See the [[Weapon Augment Mods]] page for more details.
 
*Comes with {{Icon|Pol|D}} and {{Icon|Pol|Bar}} polarities.
 
*Highest magazine size of all secondaries at 150
 
*High status chance.
 
*Pinpoint accuracy.
 
 
*Reduced [[Noise Level]].
 
*Reduced [[Noise Level]].
  +
*Fairly high [[reload speed]].
  +
*Consumes 0.5 ammo per tick of damage.
  +
*Innate [[Entropy]] effect.
 
*Innate {{Icon|Pol|D}} and a {{Icon|Pol|Bar}} polarities.
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
 
*Innate {{Icon|Proc|Magnetic|Text}} damage &ndash; less effective against [[Alloy Armor]].
*Limited range at 25m.
 
  +
**Damage cannot be increased with {{Icon|Proc|Impact|text}}, {{Icon|Proc|Puncture|text}}, or {{Icon|Proc|Slash|text}} mods.
*{{Icon|Proc|Magnetic|text}} damage is very ineffective against [[Alloy Armor]], as it deals 50% less damage.
 
  +
*Damage ramps up from 30% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 30% over 2 seconds.
*Poor ammo efficiency.
 
 
*Limited range of 40 meters.
   
'''Comparisons:'''
 
 
{{WeaponComparison|Gammacor}}
 
{{WeaponComparison|Gammacor}}
 
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
 
==Acquisition==
 
*The Synoid Gammacor can be acquired by reaching the Rank of '''Genius''' with [[Cephalon Suda]], and spending {{sc|100,000}} to purchase. As with all Syndicate Weapons, the Synoid Gammacor cannot be chosen as the free offering upon ranking up to '''Genius''' rank.
 
 
*Syndicate weapons can be also be acquired via [[Trade System|Trading]], but only for unranked copies without [[Forma]] and [[Orokin Catalyst]] installed.
 
   
 
==Notes==
 
==Notes==
 
*The Synoid Gammacor's beam when fired does not immediately hit at its maximum range. Instead it takes around half a second to extend to its maximum range, and will maintain that range as long as the weapon is being fired. The beam retracts when the weapon stops firing.
 
*The Synoid Gammacor's beam when fired does not immediately hit at its maximum range. Instead it takes around half a second to extend to its maximum range, and will maintain that range as long as the weapon is being fired. The beam retracts when the weapon stops firing.
*Throwing [[Vauban]]'s trapping modules while aiming with the Synoid Gammacor will result in the modules being thrown a little to the left of where they would be thrown with other weapons. Aiming to the right of the target can compensate for this discrepancy.
+
*Throwing {{WF|Vauban}}'s trapping modules while aiming with the Synoid Gammacor will result in the modules being thrown a little to the left of where they would be thrown with other weapons. Aiming to the right of the target can compensate for this discrepancy.
*The Synoid Gammacor has an innate [[Entropy]] effect identical to that found in [[Cephalon Suda]] [[Weapon Augment Mods]]. Upon accumulating sufficient affinity, the Synoid Gammacor will release an AoE radial blast that deals {{Icon|Proc|Magnetic|Text}} damage and proc, restores 25% of the Warframe's base [[Energy]], and temporarily buffs maximum Energy by 25% for 30 seconds. Caster frames with high energy pools will benefit most from this effect, while lower energy count frames will not get very much energy with the bonus.
 
   
 
==Tips==
 
==Tips==
*[[Ruinous Extension]] can aid in extending the short range of this weapon.
+
*{{M|Ruinous Extension}} can aid in extending the short range of this weapon.
 
*As the Synoid Gammacor already innately deals {{Icon|Proc|Magnetic|Text}} damage, it can accept other combination elemental damage types that use {{Icon|Proc|Electricity|Text}} or {{Icon|Proc|Cold|text}} damage as a base. In particular, adding {{Icon|Proc|Radiation|Text}} damage makes the Synoid Gammacor highly effective against [[Corpus]] proxies like [[MOA]]s that possess both [[Shields]] and [[Robotic]] hit points. The Synoid Gammacor can also be equipped with {{Icon|Proc|Viral|text}} damage to make it highly effective against organic Corpus like [[Crewman|Crewmen]] which posses both Shields and [[Flesh]] hit points.
 
*As the Synoid Gammacor already innately deals {{Icon|Proc|Magnetic|Text}} damage, it can accept other combination elemental damage types that use {{Icon|Proc|Electricity|Text}} or {{Icon|Proc|Cold|text}} damage as a base. In particular, adding {{Icon|Proc|Radiation|Text}} damage makes the Synoid Gammacor highly effective against [[Corpus]] proxies like [[MOA]]s that possess both [[Shields]] and [[Robotic]] hit points. The Synoid Gammacor can also be equipped with {{Icon|Proc|Viral|text}} damage to make it highly effective against organic Corpus like [[Crewman|Crewmen]] which posses both Shields and [[Flesh]] hit points.
 
*The innate {{Icon|Pol|D}} polarity can somewhat limit elemental modding potential, thus making it a less desirable polarity for elemental modding. If you wish to focus more on elemental damage, then it is recommended to either ignore the polarity or use [[Forma]] to turn it into a more suitable polarity.
 
*The innate {{Icon|Pol|D}} polarity can somewhat limit elemental modding potential, thus making it a less desirable polarity for elemental modding. If you wish to focus more on elemental damage, then it is recommended to either ignore the polarity or use [[Forma]] to turn it into a more suitable polarity.
* Aiming the Synoid Gammacor's beam through [[Volt]]'s [[Electric Shield]] will increase the beam's range while still having the advantages of hit-scan and pinpoint accuracy
+
*Aiming the Synoid Gammacor's beam through {{WF|Volt}}'s {{A|Electric Shield}} will increase the beam's range while still having the advantages of hit-scan and pinpoint accuracy
** However, when aiming the beam through the shield it can be a bit harder to aim at targets from a distance due to the shining light of the beam on contact of any surface (in this case: the Electric Shield).
+
**However, when aiming the beam through the shield it can be a bit harder to aim at targets from a distance due to the shining light of the beam on contact of any surface (in this case: the Electric Shield).
** Shooting through the Electric Shield will give the weapon additional {{Icon|Proc|Electricity|Text}} damage.
+
**Shooting through the Electric Shield will give the weapon additional {{Icon|Proc|Electricity|Text}} damage.
   
 
==Trivia==
 
==Trivia==
 
*Unlike most secondary weapons, the Synoid Gammacor is worn like a gauntlet on the Warframe's right arm.
 
*Unlike most secondary weapons, the Synoid Gammacor is worn like a gauntlet on the Warframe's right arm.
 
*The Synoid version replaces the circular holograms formed on the arm with the [[Cephalon Suda]] emblem.
 
*The Synoid version replaces the circular holograms formed on the arm with the [[Cephalon Suda]] emblem.
*The word 'Synoid' is likely a corruption of the word 'synod', which is an assembly of the clergy under a church, or a reference to the word 'synapse', a biological term defining the gap between two neurons.
+
*The word 'Synoid' is likely a corruption of the word 'synod', which is an assembly of the clergy under a church, or a reference to the word 'synapse', a biological term defining the gap between two neurons. It could also be a deformation of the word sinusoid which is a form of wave used for electrical measurements, since the weapon deals magnetic damage, it would most likely be related to this original term.
 
*The Synoid Gammacor was the first item in the game to have the "''Synoid''" prefix, followed by the [[Synoid Syandana]] in second.
 
*The Synoid Gammacor was the first item in the game to have the "''Synoid''" prefix, followed by the [[Synoid Syandana]] in second.
   
 
==Bugs==
 
==Bugs==
*Equipping an Extinguished [[Dragon Key]] will cause the arsenal UI to display values based on the [[Gammacor]]'s damage.
+
*Equipping an Extinguished [[Dragon Key]] will cause the arsenal UI to display values based on the {{Weapon|Gammacor}}'s damage.
   
 
==Media==
 
==Media==
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<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
 
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
  +
WARFRAME - Synoid Gammacor Builds and Synergies
 
Warframe Syndicates Gammacor &. Synoid Gammacor thequickdraw
 
Warframe Syndicates Gammacor &. Synoid Gammacor thequickdraw
 
Warframe Synoid Gammacor 3 Forma Update 15.5.5 Buff!
 
Warframe Synoid Gammacor 3 Forma Update 15.5.5 Buff!
 
Synoid Gammacor - 15.5.5 - 15.8.1
 
Synoid Gammacor - 15.5.5 - 15.8.1
  +
SYNOID GAMMACOR - The Piss Beam 4 forma - warframe
Warframe Builds - MAGNETIC SYNOID GAMMACOR update 15.16
 
 
</gallery>
 
</gallery>
   
 
==Patch History==
 
==Patch History==
{{Scrollbox/Article|
+
{{Scrollbox/Article|
  +
{{ver|25.8}}
{{PatchHistoryNeeded}}
 
  +
;October 2019 Riven Disposition Change
  +
*Gammacor: 0.9->0.95
   
  +
{{ver|22.14}}
}}
 
  +
*Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  +
*Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  +
*All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  +
*The Multishot chance should now apply more consistently with Beam weapons.
  +
*Fixed Beam weapons continuously firing when quick Meleeing.
  +
*Synoid Gammacor damage reduced from 20 to 19 in Conclave.
  +
  +
{{ver|22.13.4}}
  +
*Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  +
*Fixed Beam weapon Damage ramp up not happening per target.
  +
  +
{{ver|22.13.3}}
  +
*Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  +
*Mastery Rank increased from 6 to 7.
  +
*Damage changed from 28 Magnetic per sec to 20 Magnetic per tick.
  +
*Status Chance increased from 20% per sec to 28% per tick of damage.
  +
*[[Critical chance]] increased from 10% to 20%.
  +
*Reload reduced from 2 secs to 1.8 secs.
  +
*Range increased from 25m to 30m.
  +
*Magazine size decreased from 150 to 80.
  +
*Max Ammo decreased from 450 to 400.
  +
*Ammo consumption decreased from 1.0 to 0.5 per tick of damage.
  +
*Aimed Zoom reduced from 2.23x to 1.6x.
  +
  +
{{ver|20.2.3}}
  +
*Tweaked the Synoid Gammacor's force feedback to be more consistent when using a controller.
  +
  +
{{ver|19.11.2}}
  +
*Fixed the Synoid Gammacor holster position appearing on the floor for Cephalon Suda operatives.
  +
  +
{{ver|19.5}}
  +
*Synoid Gammacor magazine size reduced from 150 to 50 in Conclave.
  +
  +
{{ver|The Index Preview}}
  +
*Gammacor series can now be used in Conclave!
  +
  +
{{ver|Specters of the Rail}}
  +
*Fixed the Right Dendra forearm guard clipping through arm mounted weapons like the Gammacor.
  +
  +
{{ver|18.8.2}}
  +
*Decreased the rumble amount on controllers when continuously firing the Gammacor.
  +
  +
{{ver|17.8}}
  +
*Fixed an issue with the Gammacor holsters using the wrong energy color.
  +
  +
{{ver|17.0.4}}
  +
*Fixed some instances of the Synoid Gammacor's beam lingering after use.
  +
  +
{{ver|17.0.2}}
  +
*Made some adjustments to audio FX on the Gammacor.
  +
  +
{{ver|16}}
  +
*Synoid Gammacor now consumes 7.5x more ammunition.
  +
*Synoid Gammacor magazine capacity has been reduced.
  +
  +
{{ver|15.7}}
  +
*Fixed the Ruinous Extension Mod not being compatible with the Synoid Gammacor.
  +
  +
{{ver|15.5.8}}
  +
*Fixed Gammacor's laser not appearing when fired.
  +
*Fixed issue with Gammacor caused by using the Barrel Diffusion, Lethal Torrent and Seeker Mods all at once.
  +
  +
{{ver|15.5.6}}
  +
*Fixed Gammacor's beam visual effect persisting when using melee during a slide.
  +
*Fixed Gammacor's continuous fire sometimes using default energy color when players stop running while shooting.
  +
  +
{{ver|15.5.5}}
  +
*Increased damage dealt in beam per second.
  +
*Increased fire rate of beam.
  +
*Reduced ammo consumption.
  +
*Synoid Damage: Now 210 Magnetic.
  +
*Synoid Status/Second: 20%.
  +
*Synoid Magazine: 75.
  +
*Synoid Crit Multiplier/Chance: 2x/10%.
  +
  +
{{ver|15.5.2}}
  +
*Made additional tweaks to Gammacor firing sounds.
  +
  +
{{ver|15.5.1}}
  +
*Made various sound tweaks to Gammacor shots.
  +
*Added new hip fire poses to the Gammacor.
  +
  +
{{ver|15.5}}
  +
*Introduced.
  +
}}<div align="right">''Last updated: {{ver|22.20.6}}''</div>
   
 
==See also==
 
==See also==
*[[Gammacor]], the original version.
+
*{{Weapon|Gammacor}}, the original version.
*[[Cephalon Suda]], the [[Syndicates|Syndicate]] that offers this weapon.
+
*[[Cephalon Suda]], the [[Syndicate]] that offers this weapon.
 
*[[Weapon Augments#Syndicate Weapons|Syndicate Weapons]]
 
*[[Weapon Augments#Syndicate Weapons|Syndicate Weapons]]
   
 
{{WeaponNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
[[de:Synoid Gammacor]]
 
[[de:Synoid Gammacor]]
  +
[[es:Gammacor Synoid]]
 
[[fr:Gammacor Synoid]]
 
[[fr:Gammacor Synoid]]
__NOTOC__
 
 
[[Category:Syndicate Offerings]]
 
[[Category:Syndicate Offerings]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]
Line 246: Line 333:
 
[[Category:Magnetic Damage]]
 
[[Category:Magnetic Damage]]
 
[[Category:Update 15]]
 
[[Category:Update 15]]
[[Category:Augmented Weapons]]
 
 
[[Category:Special Weapons]]
 
[[Category:Special Weapons]]
 
[[Category:Cephalon]]
 
[[Category:Cephalon]]
 
[[Category:Continuous Weapons]]
 
[[Category:Continuous Weapons]]
 
[[Category:Syndicate Weapons]]

Revision as of 14:53, 12 October 2019

Deployed by the Cephalon Suda, once a data-analyzing instrument, the Gammacor's main focus is defense.

The Synoid Gammacor is an exclusive version of the Gammacor Gammacor available only from Cephalon Suda, possessing better stats as well as innate Entropy effect.

Acquisition

  • The Synoid Gammacor can be acquired by reaching the Rank of Genius with Cephalon Suda, and spending ReputationLarge 100,000 to purchase. As with all Syndicate Weapons, the Synoid Gammacor cannot be chosen as the free offering upon ranking up to Genius rank.
  • Syndicate weapons can be also be acquired via Trading, but only for unranked copies without Forma and Orokin Catalyst installed.
  • Players must have a Mastery Rank of at least 7 to acquire the Synoid Gammacor, either through trading or through the Syndicates themselves.

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 Alloy Armor.
    • Damage cannot be increased with Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., or Script error: The function "Proc" does not exist. mods.
  • Damage ramps up from 30% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 30% over 2 seconds.
  • Limited range of 40 meters.

Comparisons:

Lotusiconsmall
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Notes

  • The Synoid Gammacor's beam when fired does not immediately hit at its maximum range. Instead it takes around half a second to extend to its maximum range, and will maintain that range as long as the weapon is being fired. The beam retracts when the weapon stops firing.
  • Throwing VaubanIcon272 Vauban's trapping modules while aiming with the Synoid Gammacor will result in the modules being thrown a little to the left of where they would be thrown with other weapons. Aiming to the right of the target can compensate for this discrepancy.

Tips

  • Mod TT 20px Ruinous Extension can aid in extending the short range of this weapon.
  • As the Synoid Gammacor already innately deals Script error: The function "Proc" does not exist. damage, it can accept other combination elemental damage types that use Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage as a base. In particular, adding Script error: The function "Proc" does not exist. damage makes the Synoid Gammacor highly effective against Corpus proxies like MOAs that possess both Shields and Robotic hit points. The Synoid Gammacor can also be equipped with Script error: The function "Proc" does not exist. damage to make it highly effective against organic Corpus like Crewmen which posses both Shields and Flesh hit points.
  • The innate Script error: The function "Pol" does not exist. polarity can somewhat limit elemental modding potential, thus making it a less desirable polarity for elemental modding. If you wish to focus more on elemental damage, then it is recommended to either ignore the polarity or use Forma to turn it into a more suitable polarity.
  • Aiming the Synoid Gammacor's beam through VoltIcon272 Volt's ElectricShield130xWhite Electric Shield will increase the beam's range while still having the advantages of hit-scan and pinpoint accuracy
    • However, when aiming the beam through the shield it can be a bit harder to aim at targets from a distance due to the shining light of the beam on contact of any surface (in this case: the Electric Shield).
    • Shooting through the Electric Shield will give the weapon additional Script error: The function "Proc" does not exist. damage.

Trivia

  • Unlike most secondary weapons, the Synoid Gammacor is worn like a gauntlet on the Warframe's right arm.
  • The Synoid version replaces the circular holograms formed on the arm with the Cephalon Suda emblem.
  • The word 'Synoid' is likely a corruption of the word 'synod', which is an assembly of the clergy under a church, or a reference to the word 'synapse', a biological term defining the gap between two neurons. It could also be a deformation of the word sinusoid which is a form of wave used for electrical measurements, since the weapon deals magnetic damage, it would most likely be related to this original term.
  • The Synoid Gammacor was the first item in the game to have the "Synoid" prefix, followed by the Synoid Syandana in second.

Bugs

  • Equipping an Extinguished Dragon Key will cause the arsenal UI to display values based on the Gammacor Gammacor's damage.

Media

Patch History

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Gammacor: 0.9->0.95

Update 22.14 (2018-03-01)

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.
  • Synoid Gammacor damage reduced from 20 to 19 in Conclave.

Hotfix 22.13.4 (2018-02-22)

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 (2018-02-21)

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Mastery Rank increased from 6 to 7.
  • Damage changed from 28 Magnetic per sec to 20 Magnetic per tick.
  • Status Chance increased from 20% per sec to 28% per tick of damage.
  • Critical chance increased from 10% to 20%.
  • Reload reduced from 2 secs to 1.8 secs.
  • Range increased from 25m to 30m.
  • Magazine size decreased from 150 to 80.
  • Max Ammo decreased from 450 to 400.
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage.
  • Aimed Zoom reduced from 2.23x to 1.6x.

Hotfix 20.2.3 (2017-04-19)

  • Tweaked the Synoid Gammacor's force feedback to be more consistent when using a controller.

Hotfix 19.11.2 (2017-02-17)

  • Fixed the Synoid Gammacor holster position appearing on the floor for Cephalon Suda operatives.

Update 19.5 (2016-12-22)

  • Synoid Gammacor magazine size reduced from 150 to 50 in Conclave.

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

  • Gammacor series can now be used in Conclave!

Update: Specters of the Rail 0.0 (2016-07-08)

  • Fixed the Right Dendra forearm guard clipping through arm mounted weapons like the Gammacor.

Hotfix 18.8.2 (2016-04-13)

  • Decreased the rumble amount on controllers when continuously firing the Gammacor.

Update 17.8 (2015-10-21)

  • Fixed an issue with the Gammacor holsters using the wrong energy color.

Hotfix 17.0.4 (2015-08-06)

  • Fixed some instances of the Synoid Gammacor's beam lingering after use.

Hotfix 17.0.2 (2015-07-31)

  • Made some adjustments to audio FX on the Gammacor.

Update 16.0 (2015-03-19)

  • Synoid Gammacor now consumes 7.5x more ammunition.
  • Synoid Gammacor magazine capacity has been reduced.

Update 15.7 (2014-12-17)

  • Fixed the Ruinous Extension Mod not being compatible with the Synoid Gammacor.

Hotfix 15.5.8 (2014-12-05)

  • Fixed Gammacor's laser not appearing when fired.
  • Fixed issue with Gammacor caused by using the Barrel Diffusion, Lethal Torrent and Seeker Mods all at once.

Hotfix 15.5.6 (2014-12-02)

  • Fixed Gammacor's beam visual effect persisting when using melee during a slide.
  • Fixed Gammacor's continuous fire sometimes using default energy color when players stop running while shooting.

Hotfix 15.5.5 (2014-12-01)

  • Increased damage dealt in beam per second.
  • Increased fire rate of beam.
  • Reduced ammo consumption.
  • Synoid Damage: Now 210 Magnetic.
  • Synoid Status/Second: 20%.
  • Synoid Magazine: 75.
  • Synoid Crit Multiplier/Chance: 2x/10%.

Hotfix 15.5.2 (2014-11-27)

  • Made additional tweaks to Gammacor firing sounds.

Hotfix 15.5.1 (2014-11-27)

  • Made various sound tweaks to Gammacor shots.
  • Added new hip fire poses to the Gammacor.

Update 15.5 (2014-11-27)

  • Introduced.
Last updated: Hotfix 22.20.6 (2018-05-24)

See also