(→Tips) |
m (→Characteristics: it's stronger than you'd expect and can still oneshot most grineer lvl 30-40 units) |
||
(27 intermediate revisions by 16 users not shown) | |||
Line 2: | Line 2: | ||
{{WeaponInfoboxAutomatic |
{{WeaponInfoboxAutomatic |
||
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)--> |
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)--> |
||
− | |name = |
+ | |name = <!-- |
− | |||
− | <!-- |
||
---!!!!!---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. |
||
Line 11: | Line 9: | ||
--> |
--> |
||
<!--Statistics--> |
<!--Statistics--> |
||
⚫ | |||
− | |image = |
||
⚫ | |||
− | |mastery level = |
||
⚫ | |||
− | |slot = |
||
⚫ | |||
− | |type = |
||
⚫ | |||
− | |trigger = |
||
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | |ammo type = |
||
⚫ | |||
− | |flight speed = |
||
⚫ | |||
− | |range = |
||
+ | |users = [[Napalm|Kuva Napalm]] |
||
− | |noise level = |
||
− | |fire rate = |
||
− | |spool = |
||
− | |accuracy = |
||
− | |magazine = |
||
− | |max ammo = |
||
− | |reload = |
||
− | |zoom = |
||
− | |combo reset = |
||
− | |combo min = |
||
⚫ | |||
− | |channel damage = |
||
− | |disposition = |
||
− | |||
⚫ | |||
− | |normal impact = |
||
− | |normal puncture = |
||
− | |normal slash = |
||
⚫ | |||
− | |normal damage = |
||
− | |normal pellet count = |
||
− | |normal burst count = |
||
⚫ | |||
− | |normal critical damage = |
||
− | |normal status chance = |
||
− | |normal punchthrough = |
||
− | |normal radius = |
||
− | |normal duration = |
||
− | |normal falloff = |
||
− | |normal ammo cost = |
||
− | |||
⚫ | |||
− | |charge impact = |
||
− | |charge puncture = |
||
− | |charge slash = |
||
− | |charge element = |
||
− | |charge damage = |
||
− | |charge time = |
||
− | |charge pellet count = |
||
− | |charge burst count = |
||
− | |charge critical chance = |
||
− | |charge critical damage = |
||
− | |charge status chance = |
||
− | |charge punchthrough = |
||
− | |charge radius = |
||
− | |charge duration = |
||
− | |charge falloff = |
||
⚫ | |||
− | |||
− | <!--Area Attacks--> |
||
− | |area impact = |
||
− | |area puncture = |
||
− | |area slash = |
||
− | |area element = |
||
− | |area damage = |
||
− | |area pellet count = |
||
− | |area critical chance = |
||
− | |area critical damage = |
||
− | |area status chance = |
||
− | |area radius = |
||
− | |area duration = |
||
− | |area falloff = |
||
− | |area ammo cost = |
||
− | |||
⚫ | |||
− | |secondaryarea impact = |
||
− | |secondaryarea puncture = |
||
− | |secondaryarea slash = |
||
− | |secondaryarea element = |
||
− | |secondaryarea damage = |
||
− | |secondaryarea pellet count = |
||
− | |secondaryarea critical chance = |
||
− | |secondaryarea critical damage = |
||
− | |secondaryarea status chance = |
||
− | |secondaryarea radius = |
||
− | |secondaryarea duration = |
||
⚫ | |||
− | |||
− | <!--Secondary Attacks--> |
||
− | |secondary impact = |
||
− | |secondary puncture = |
||
− | |secondary slash = |
||
− | |secondary element = |
||
− | |secondary damage = |
||
− | |secondary pellet count = |
||
− | |secondary burst count = |
||
− | |secondary critical chance = |
||
− | |secondary critical damage = |
||
− | |secondary status chance = |
||
− | |secondary punchthrough = |
||
− | |secondary radius = |
||
− | |secondary duration = |
||
− | |secondary falloff = |
||
− | |secondary charge time = |
||
− | |secondary fire rate = |
||
− | |secondary trigger = |
||
− | |secondary ammo cost = |
||
− | |||
⚫ | |||
− | |throw impact = |
||
− | |throw puncture = |
||
− | |throw slash = |
||
− | |throw element = |
||
− | |throw damage = |
||
− | |throw critical chance = |
||
− | |throw critical damage = |
||
− | |throw status chance = |
||
− | |throw punchthrough = |
||
− | |throw falloff = |
||
− | |throw charge time = |
||
− | |||
⚫ | |||
− | |charged throw impact = |
||
− | |charged throw puncture = |
||
− | |charged throw slash = |
||
− | |charged throw element = |
||
− | |charged throw damage = |
||
− | |charged throw critical chance = |
||
− | |charged throw critical damage = |
||
− | |charged throw status chance = |
||
− | |charged throw punchthrough = |
||
− | |charged throw falloff = |
||
⚫ | |||
+ | [[Bailiff|Nightwatch Reaver]] |
||
− | <!--Other Melee Attacks--> |
||
− | |slam attack = |
||
− | |slam radius = |
||
− | |slide attack = |
||
− | |slide attack = |
||
+ | [[Aerial Commander]] |
||
⚫ | |||
⚫ | |||
− | |syndicate effect = |
||
⚫ | |||
− | |augments = |
||
⚫ | |||
− | |polarities = |
||
− | | |
+ | |area element = |
− | |users = |
||
− | |introduced = |
||
}} |
}} |
||
{{Codex|Hurl mayhem and destruction with this Grineer grenade launcher.}} |
{{Codex|Hurl mayhem and destruction with this Grineer grenade launcher.}} |
||
− | The '''Tonkor''' is a [[Grineer]] grenade launcher which fires concussion explosives |
+ | The '''Tonkor''' is a [[Grineer]] grenade launcher which fires concussion explosives that explode on impact after travelling a distance of 6 meters, while also boasting high [[critical chance]] and [[critical multiplier]]. |
+ | |||
{{BuildAutomatic|type=Weapon}} |
{{BuildAutomatic|type=Weapon}} |
||
Line 167: | Line 38: | ||
'''Advantages:''' |
'''Advantages:''' |
||
− | *Innate {{Icon|Proc|Blast|text}} damage |
+ | *Innate {{Icon|Proc|Blast|text}} damage – effective against [[Machinery]] and [[Fossilized]]. |
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage. |
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage. |
||
*High [[critical chance]] and damage. |
*High [[critical chance]] and damage. |
||
− | *Grenades |
+ | *Grenades explode in a '''6''' meter radius after impacting a surface or enemy. |
+ | **Grenades have a minimum arming distance of '''6''' meters, mitigating self-damage. |
||
+ | *Direct hits cause knockdown, whether or not the grenade explodes. |
||
*Pinpoint [[accuracy]]. |
*Pinpoint [[accuracy]]. |
||
+ | *Fairly fast [[reload speed]]. |
||
*Can use the launcher-exclusive mods {{M|Adhesive Blast}} and {{M|Firestorm}}. |
*Can use the launcher-exclusive mods {{M|Adhesive Blast}} and {{M|Firestorm}}. |
||
Line 177: | Line 51: | ||
*Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]]. |
*Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]]. |
||
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} damage mods. |
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} damage mods. |
||
+ | *Has linear damage falloff from 100% to 50% from ?m to ?m target distance (distances are affected by [[projectile flight speed]]). |
||
*Low [[status chance]]. |
*Low [[status chance]]. |
||
− | *Grenades have travel time |
+ | *Grenades have travel time, heavy arcing, and needs to travel 6m before being explosive. |
+ | **A grenade hitting an enemy without exploding causes way less damage compared to the explosion. |
||
*Explosions can cause self-damage. |
*Explosions can cause self-damage. |
||
+ | **Minimum travel length of 6 meters before being explosive should prevent accidental self-damage unless using {{M|Firestorm}} or rapidly moving towards the grenade's impact area before it explodes. |
||
− | **Grenades will instantly explode on hitting enemies, teammates or companions, potentially having lethal results. |
||
⚫ | |||
− | *Grenades that hit any surface have a high bouncing capability which makes it hard to stack on a desired spot. |
||
− | **This can be countered with {{M|Adhesive Blast}}, which will make the grenades stick to any surface. |
||
⚫ | |||
*Draws from the rare sniper ammo pool. |
*Draws from the rare sniper ammo pool. |
||
+ | |||
+ | |||
+ | '''Comparisons:''' |
||
+ | |||
+ | *Tonkor, compared to [[Kuva Tonkor]]: |
||
+ | **Higher base damage (75.0 vs. 59.0) |
||
+ | ***Higher [[Damage/Puncture Damage|Puncture]] damage (75.0 vs. 59.0) |
||
+ | **Lower area attack damage (650.0 vs. 674.0) |
||
+ | **Bigger radial explosion (6m vs. 5m) |
||
+ | **Lower [[Critical Hit|Critical Chance]] (25% vs. 30%) |
||
+ | **Lower [[Status Effect|Status Chance]] (10% vs. 17%) |
||
+ | **Smaller max ammo capacity (30 rounds vs. 60 rounds) |
||
+ | **Slower [[reload speed]] (1.7 s vs. 1.5 s) |
||
+ | **Lower [[Mastery Rank]] required (5 vs. 13) |
||
+ | **Higher [[Riven Mods|Disposition]] (1.3 vs. 1) |
||
+ | |||
{{WeaponBuildSection}} |
{{WeaponBuildSection}} |
||
==Notes== |
==Notes== |
||
+ | *Has a 5 second fuse when traveling in the air, after which it will fizzle out and no longer explode. This is only prevalent if shooting straight up however, due to the arc the grenades have. |
||
− | *The Tonkor's grenades' self-damage will most likely kill the player in even a single explosion, including [[Inaros]]. |
||
+ | *Pressing the reload key manually after firing will remove the delay between firing and reloading, slightly speeding up the process. |
||
− | *The Tonkor's grenades will explode immediately upon hitting an enemy. |
||
− | + | *The Tonkor's grenades' self-damage will most likely kill the player in even a single explosion, including {{WF|Inaros}}, however getting it to explode within range is rare. |
|
− | + | *If {{M|Adhesive Blast}} is used, the grenade will deal no damage and fizzle out if it lands within 6m of the player. If landing past 6m it will explode after an ''extremely'' short delay. |
|
+ | *The Tonkor's grenade flight trails are affected by the weapon's energy color, but the explosions themselves are a mix of the Tonkors energy color, and your Warframe's energy color. |
||
− | ***[[Projectile Speed]] affects this length of time. |
||
− | **If {{M|Adhesive Blast}} is used, the grenades will stick to enemies until their fuse expires rather than immediately detonating. |
||
− | *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. |
||
− | *Grenades will come to a complete stop when coming in contact with a body of water. This can turn them into makeshift proximity mines which will only explode when touched or after a few seconds. |
||
− | *Grenades created by Mirage's clones from [[Hall of Mirrors]] that are left over after the ability deactivates will cause damage to user if caught in the blast. |
||
− | *Grenades that impact enemies too close to the user will not detonate and will bounce off them harmlessly instead, possibly bouncing back and killing the player. |
||
==Tips== |
==Tips== |
||
− | *Projectile |
+ | *[[Projectile flight speed]] modifiers like {{WF|Zephyr}}'s {{M|Jet Stream}} or {{M|Terminal Velocity}} will help increase its launch speed significantly. |
+ | *Punch through can cause the Tonkor's projectiles to pierce enemies (while knocking them down) and thin walls at close range, potentially exploding behind them. |
||
− | **If the projectile speed is high enough, the grenade will explode on impact with '''any''' surface. In the case of a {{M|Jet Stream}} [[Zephyr]], the minimum amount of [[Ability Strength]] percentage needed to achieve this effect is given by the formula: |
||
+ | **However, it will also prevent the grenade from exploding on the initial impact at longer ranges. |
||
− | **:{{MathText|Ability Strength > 150% - Flight Speed Mods}} |
||
− | Example: Ability Strength > 150% - 60% = 90% -> your mod build doesn't need any strentgh mod; what it matters is that the strength is still higher than 90%, so beware of other mods like [[Overextended]] |
||
− | ***It is encouraged to always add some margin on top of the required Ability Strength as gravity could slow down the grenade too much, preventing its explosion. |
||
− | *The Tonkor's self-damage property can be used to increase [[Vex Armor]]'s buffs when using [[Chroma]]. |
||
− | *It is advised not to 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. |
||
− | *Grenades will immediately explode when impacting the following surfaces, allowing instant high damage to enemies: |
||
− | **[[Blunt]], [[Tectonics|Bulwark]], [[Decoy]], [[Molt]]. |
||
==Trivia== |
==Trivia== |
||
*The [[Grineer Language|Grineer text]] on the side of its barrel {{GrineerScript|ANM}} translates to "ANM". |
*The [[Grineer Language|Grineer text]] on the side of its barrel {{GrineerScript|ANM}} translates to "ANM". |
||
**Previous design concepts show {{GrineerScript|ALL}} ("ALL"). <sup>[http://payload319.cargocollective.com/1/16/538705/8689822/Grineeer_1500.jpg]</sup> |
**Previous design concepts show {{GrineerScript|ALL}} ("ALL"). <sup>[http://payload319.cargocollective.com/1/16/538705/8689822/Grineeer_1500.jpg]</sup> |
||
− | *The Tonkor's breech-loading design is derived from the [[wikipedia:M79 grenade launcher|M79 grenade launcher]], albeit with the ability to hold two rounds instead of one. |
+ | *The Tonkor's breech-loading design is derived from the [[wikipedia:M79 grenade launcher|M79 grenade launcher]], albeit with the ability to hold two rounds instead of one prior to an update. |
**Oddly, the Tonkor's reload animation appears to consist of loading one grenade instead of two. |
**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. |
**It seems that these "grenades" are actually power cells with a built-in launching mechanism. |
||
+ | *Adding punch through and firing at a close range surface will cause two grenades (regardless of multishot) to appear and fizzle out, despite the actual projectile(s) continuing through the surface. |
||
− | *Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis-related abilities ( |
+ | *Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis-related abilities ({{WF|Mesa}}'s {{A|Peacemaker}}, {{WF|Nyx}}'s {{A|Absorb}}, etc.). This was removed to discourage griefing and exploits. |
− | **The Tonkor could also knock |
+ | **The Tonkor could also knock {{WF|Hydroid}} out of {{A|Undertow}} and would damage a friendly {{WF|Rhino}}'s {{A|Iron Skin}}. |
{{SkinGallery}} |
{{SkinGallery}} |
||
Line 237: | Line 117: | ||
Warframe Tonkor Only 5 Forma |
Warframe Tonkor Only 5 Forma |
||
THE ULTIMATE TONKOR - Argon Scope & Firestorm Mod 4 forma - Warframe |
THE ULTIMATE TONKOR - Argon Scope & Firestorm Mod 4 forma - Warframe |
||
+ | Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019) |
||
</gallery> |
</gallery> |
||
==Patch History== |
==Patch History== |
||
{{Scrollbox/Article| |
{{Scrollbox/Article| |
||
+ | {{ver|25.8}} |
||
+ | ;October 2019 Riven Disposition Change |
||
+ | *Tonkor: 1.15->1.3 |
||
+ | |||
+ | {{ver|24.2}} |
||
+ | *Changed from 'fire on release' to 'fire on press' and removed grenade arc visual. |
||
+ | *Projectile now explodes on impact after traveling past 6m. If it impacts before 6m it is destroyed without exploding. |
||
+ | *Updated explosion effect and matched radius to damage (6m). |
||
+ | *Fire Rate increased from 2 to 3.17. |
||
+ | *Radial damage increased from 325 to 650. |
||
+ | *Clip size reduced from 2 to 1. |
||
+ | *Ammo capacity reduced from 40 to 30. |
||
+ | *50% damage fall off added. |
||
+ | *Tonkor Reload Speed increased from 2 seconds to 1.7 seconds |
||
+ | |||
{{ver|22.12}} |
{{ver|22.12}} |
||
− | *Increased projectile speed |
+ | *Increased [[projectile flight speed]]. |
− | *Changed projectile life from 3 secs on launch to 1 sec after first bounce |
+ | *Changed projectile life from 3 secs on launch to 1 sec after first bounce. |
− | *Improved trail FX |
+ | *Improved trail FX. |
+ | |||
+ | {{ver|20.0}} |
||
+ | *The Tonkor now deals self-damage like all other launchers. |
||
+ | *The Tonkor Grenade trajectory line now appears on holding the fire button , and grenade fires on release. |
||
+ | *The grenade needs to travel 6m before arming itself, it will bounce off yourself, other players and AI before then. |
||
+ | *The Maximum lifespan of grenade has dropped from 5 to 3 seconds. |
||
+ | *Grenades bounce lower and explode sooner, making them more likely to explode where they are shot. |
||
+ | *The Critical Chance has been reduced to 25%. |
||
+ | *The Accuracy of the Tonkor has been increased. |
||
{{ver|16.7}} |
{{ver|16.7}} |
||
− | *Introduced |
+ | *Introduced.}} |
− | }} |
||
− | ==See |
+ | ==See also== |
+ | *{{Weapon|Kuva Tonkor}}, the [[Kuva Lich]] counterpart of this weapon. |
||
⚫ | |||
− | * |
+ | *{{Weapon|Penta}}, a [[Corpus]] grenade launcher. |
⚫ | |||
{{WeaponNav}} |
{{WeaponNav}} |
Revision as of 12:32, 14 February 2020
The Tonkor is a Grineer grenade launcher which fires concussion explosives that explode on impact after travelling a distance of 6 meters, while also boasting high critical chance and critical multiplier.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
60,000 |
1,500 |
200 |
800 |
2 |
Time: 1 Day(s) |
Rush: 45 | |||||
Market Price: 200 | Blueprints Price:30,000 |
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages:
- Innate Script error: The function "Proc" does not exist. damage – effective against Machinery and Fossilized.
- Physical contact with grenades deal Script error: The function "Proc" does not exist. damage.
- High critical chance and damage.
- Grenades explode in a 6 meter radius after impacting a surface or enemy.
- Grenades have a minimum arming distance of 6 meters, mitigating self-damage.
- Direct hits cause knockdown, whether or not the grenade explodes.
- Pinpoint accuracy.
- Fairly fast reload speed.
- Can use the launcher-exclusive mods Adhesive Blast and Firestorm.
Disadvantages:
- Innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor.
- Explosion damage cannot be increased by 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. damage mods.
- Has linear damage falloff from 100% to 50% from ?m to ?m target distance (distances are affected by projectile flight speed).
- Low status chance.
- Grenades have travel time, heavy arcing, and needs to travel 6m before being explosive.
- A grenade hitting an enemy without exploding causes way less damage compared to the explosion.
- Explosions can cause self-damage.
- Minimum travel length of 6 meters before being explosive should prevent accidental self-damage unless using Firestorm or rapidly moving towards the grenade's impact area before it explodes.
- Extremely low magazine capacity of just 1 round, requires frequent reloading.
- Draws from the rare sniper ammo pool.
Comparisons:
- Tonkor, compared to Kuva Tonkor:
- Higher base damage (75.0 vs. 59.0)
- Higher Puncture damage (75.0 vs. 59.0)
- Lower area attack damage (650.0 vs. 674.0)
- Bigger radial explosion (6m vs. 5m)
- Lower Critical Chance (25% vs. 30%)
- Lower Status Chance (10% vs. 17%)
- Smaller max ammo capacity (30 rounds vs. 60 rounds)
- Slower reload speed (1.7 s vs. 1.5 s)
- Lower Mastery Rank required (5 vs. 13)
- Higher Disposition (1.3 vs. 1)
- Higher base damage (75.0 vs. 59.0)
This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
Notes
- Has a 5 second fuse when traveling in the air, after which it will fizzle out and no longer explode. This is only prevalent if shooting straight up however, due to the arc the grenades have.
- Pressing the reload key manually after firing will remove the delay between firing and reloading, slightly speeding up the process.
- The Tonkor's grenades' self-damage will most likely kill the player in even a single explosion, including Inaros, however getting it to explode within range is rare.
- If Adhesive Blast is used, the grenade will deal no damage and fizzle out if it lands within 6m of the player. If landing past 6m it will explode after an extremely short delay.
- The Tonkor's grenade flight trails are affected by the weapon's energy color, but the explosions themselves are a mix of the Tonkors energy color, and your Warframe's energy color.
Tips
- Projectile flight speed modifiers like Zephyr's Jet Stream or Terminal Velocity will help increase its launch speed significantly.
- Punch through can cause the Tonkor's projectiles to pierce enemies (while knocking them down) and thin walls at close range, potentially exploding behind them.
- However, it will also prevent the grenade from exploding on the initial impact at longer ranges.
Trivia
- The Grineer text on the side of its barrel translates to "ANM".
- Previous design concepts show ("ALL"). [1]
- The Tonkor's breech-loading design is derived from the M79 grenade launcher, albeit with the ability to hold two rounds instead of one prior to an update.
- 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.
- Adding punch through and firing at a close range surface will cause two grenades (regardless of multishot) to appear and fizzle out, despite the actual projectile(s) continuing through the surface.
- 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.). This was removed to discourage griefing and exploits.
Tonkor Skins
Media
Patch History
Update 25.8 (2019-10-01)
- October 2019 Riven Disposition Change
- Tonkor: 1.15->1.3
Update 24.2 (2018-12-18)
- Changed from 'fire on release' to 'fire on press' and removed grenade arc visual.
- Projectile now explodes on impact after traveling past 6m. If it impacts before 6m it is destroyed without exploding.
- Updated explosion effect and matched radius to damage (6m).
- Fire Rate increased from 2 to 3.17.
- Radial damage increased from 325 to 650.
- Clip size reduced from 2 to 1.
- Ammo capacity reduced from 40 to 30.
- 50% damage fall off added.
- Tonkor Reload Speed increased from 2 seconds to 1.7 seconds
Update 22.12 (2018-02-09)
- Increased projectile flight speed.
- Changed projectile life from 3 secs on launch to 1 sec after first bounce.
- Improved trail FX.
Update 20.0 (2017-03-24)
- The Tonkor now deals self-damage like all other launchers.
- The Tonkor Grenade trajectory line now appears on holding the fire button , and grenade fires on release.
- The grenade needs to travel 6m before arming itself, it will bounce off yourself, other players and AI before then.
- The Maximum lifespan of grenade has dropped from 5 to 3 seconds.
- Grenades bounce lower and explode sooner, making them more likely to explode where they are shot.
- The Critical Chance has been reduced to 25%.
- The Accuracy of the Tonkor has been increased.
Update 16.7 (2015-06-04)
- Introduced.
See also
- Kuva Tonkor, the Kuva Lich counterpart of this weapon.
- Penta, a Corpus grenade launcher.
- Torid, an Infested grenade launcher.