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*Draws from the rare sniper ammo pool. |
*Draws from the rare sniper ammo pool. |
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*Unlike the Penta, the grenades cannot be detonated manually or prematurely, forcing the player to aim directly at enemies in most cases. |
*Unlike the Penta, the grenades cannot be detonated manually or prematurely, forcing the player to aim directly at enemies in most cases. |
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+ | *grenades have a long fuse time which may make crowd control more challenging. |
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{{WeaponBuildSection}} |
{{WeaponBuildSection}} |
Revision as of 22:08, 4 November 2015
Tonkor | |||||||||||||||
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File:GrnGrenadeLauncher.png | |||||||||||||||
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Utility | |||||||||||||||
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Normal Attacks | |||||||||||||||
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Secondary Attacks | |||||||||||||||
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Miscellaneous | |||||||||||||||
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The Tonkor is a Grineer grenade launcher which fires concussion explosives that can launch its owner airborne. Compared to the Penta, the Tonkor has slightly less explosion damage and magazine size, but boasts a higher fire rate, faster reload, and good critical potential.
Manufacturing Requirements | |||||
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60,000 |
1,500 |
200 |
800 |
2 |
Time: 24 hrs |
Rush: 45 | |||||
Market Price: 200 | Blueprints Price: 30,000 |
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages :
- Grenades deal Script error: The function "Proc" does not exist. damage when hitting an enemy.
- High critical chance and good multiplier stats.
- High AoE damage.
- 325 Script error: The function "Proc" does not exist. damage that can be increased by mods.
- Explosions can crit and proc.
- Decent fire rate for a grenade launcher type weapon.
- Can use the exclusive Firestorm mod.
- Zooming (RMB ) will display the next grenade's trajectory.
- Can be used to 'rocket jump' for the wielder exclusively.
- Deals only 50 damage to user regardless of mods.
Disadvantages :
- Grenades have a relatively slow projectile speed and heavy arcing.
- Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
- Small magazine size.
- The grenades deal both Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage on direct hits only.
- Second lowest max ammo of all primary weapons.
- Low accuracy.
- Shooting while enemies are close will force you to jump.
- However, this can be used to chain to a melee slam attack, or other airborne offensive.
- Grenades damage the player, albeit much less than the similar Penta.
- Draws from the rare sniper ammo pool.
- Unlike the Penta, the grenades cannot be detonated manually or prematurely, forcing the player to aim directly at enemies in most cases.
- grenades have a long fuse time which may make crowd control more challenging.
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Notes
- The Tonkor's grenade will bounce several times off any hard surfaces and environmental objects, before detonating 5 seconds after it settles on the ground. The grenade will explode on impact with the first enemy or player it hits, however.
- The grenades will also explode when touching the Cryopod in a Defense mission, damaging nearby enemies. Note that the Cryopod will also take as much damage as the user would if the Tonkor was used for rocket jumping.
- The Tonkor will only hit an enemy with a direct hit if it hits the player model. This can result in the grenades bouncing between enemy legs.
- It is possible to achieve red critical hits with Point Strike and Critical Delay, landing a 104.3% critical chance. This can be further increased using the Arcane Avenger enhancement, reaching a 134.3% total critical chance.
- The Tonkor can be used to propel the player a decent distance by aiming the grenade at their feet while jumping.
- Jumping and firing the grenade increases lift and velocity and can be combined with spin or jump attacks with melee to improve mobility.
- Unlike other explosive weapons like the Penta and Ogris, the Tonkor's explosion damage deals only a small, fixed amount of damage against the player, making it safer to use in close-quarters than the aforementioned counterparts. This also facilitates its use as a mobility tool as noted above.
- When aiming down using zoom (default RMB ), the Tonkor will display a flashing dotted line that shows the approximate trajectory the grenade will follow when fired. This line will only display the grenade's initial flight path and not any subsequent bounces.
- When falling fast enough while still in the air, shooting the Tonkor below the player's feet will cause the player to jump midair.
- Grenades will come to a dead stop when fired into the water. This can turn them into makeshift proximity mines which will only explode when touched or after a few seconds.
Tips
- Terminal Velocity will help increase its projectile speed. Trajectory guide when zoomed will adjust with increased flight speed.
- Zephyr's Jet Stream increases the grenade projectile flight speed significantly.
- Jet Stream with high Power Strength allows for the projectiles to explode on first ground contact. Along with a maxed Terminal Velocity and maxed Jet Stream, a minimum of 175% power strength is required to have this effect.
- Without using Terminal Velocity, minimum Power Strength needed is somewhere between 234% and 236%, when using Jet Stream.
- Zephyr's Jet Stream increases the grenade projectile flight speed significantly.
- The Tonkor's self-damage property can be used to increase Vex Armor's buffs when using Chroma.
- It is advised to not use punch-through, as it can cause the Tonkor's projectiles to hit enemies without exploding. It also causes the projectiles to bounce/penetrate surfaces unpredictably.
Trivia
- The Grineer text on the side of its barrel translates to "ANM".
- The Tonkor's breech-loading design is derived from the M79 grenade launcher, albeit with the ability to hold two rounds instead of one.
- Oddly, the Tonkor's reload animation appears to consist of loading one grenade instead of two.
- It seems that these "grenades" are actually power cells with a built-in launching mechanism.
- Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis related abilities. (Mesa's Peacemaker, Nyx's Absorb, etc.)
Bugs
- Frequently, firing without zooming in will make the grenades explode right in front of the gun.
- The Tonkor will have 30 rounds of Max Ammo instead of 40 when the Castanas or the Angstrum are equipped in the secondary-slot. This might be because they both draw from the same sniper ammo pool, and the above weapons have an ammo capacity of 30.