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When fully charged, the magnetized barrel of the Velocitus accelerates a metal slug to tremendous speeds, piercing hulls and obliterating armor.

The Velocitus is an Arch-gun chargeable gauss rifle that inflicts high Script error: The function "Proc" does not exist. damage.

Manufacturing Requirements
Credits64
30,000
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1
"[[Receiver]]" wasn't found in Module:Resources/data
1
"[[Stock]]" wasn't found in Module:Resources/data
1
ControlModule
2
Time: 12 hrs
Rush: Platinum64 50
MarketIcon Market Price: PlatinumLarge200 Blueprint2 Blueprints Price: Credits 15,000
Tenno Lab Research • ClanAffinity643,000
Credits64
5,000
ControlModule
1
Salvage
500
AlloyPlate
50
PolymerBundle
250
Time: 72 hrs
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics

This weapon deals equal physical and Script error: The function "Proc" does not exist. damage.

Advantages:

  • Near-equal physical damage – effective against all factions, Sentient and Shadow Stalker.
  • Highest base damage of Archwing guns.
    • Also has the third highest base damage of all weapons in the game, behind the ArtemisBowWeapon Artemis Bow and Exergis Exergis  .
    • Innate Script error: The function "Proc" does not exist. damage – effective against Shielded and Proto Shield.
  • Fully charged shots have the highest critical multiplier of all Arch-guns and the highest critical chance of all weapons in the game.
  • Very high status chance.
  • High accuracy.
  • Innate 5 meter Punch Through.
  • Good ammo efficiency when used charged, generating relatively small cooldown for the Archgun Deployer for every second fired.
  • Projectiles ricochet off of walls after being fired, making it ideal for combat in closed spaces.

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Alloy Armor.
  • Slow fire rate.
  • Projectiles have travel time.
  • Shots that are not fully charged will always deal the same damage no matter how close to being fully charged.
  • Atmosphere:
    • Fully charged shots cause a heavy recoiling effect that breaks zoom.
    • Terrible ammo efficiency when spammed uncharged, generating very high cooldown for the Archgun Deployer for every second fired.
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Notes

  • The Velocitus is the first Archwing weapon whose blueprint is acquired from Clan Research (Tenno Laboratory).
  • Can be fired instantly without charging, though it will deal less damage.
  • Despite operating as a long range rifle, the Velocitus has no scope or magnification. Combined with projectile travel time, this makes sniping difficult.
  • The parts for Velocitus are given as syndicate rewards by Steel Meridian, Cephalon Suda, and Red Veil (Velocitus Stock).
  • For Velocitus in Empyrean missions, the flight speed is ~1500 m/s, the fall-off range is from ? m to 6000 m.[citation needed]

Tips

  • As the Velocitus already deals Script error: The function "Proc" does not exist. innately, it can accept other combination elemental damage types that use 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 Velocitus highly effective against Corpus spacecraft like the Gox that have both Shields and Robotic health.
  • When strafing fast moving targets, the Velocitus can be fired rapidly akin to a semi-automatic weapon like the Latron Latron. While the resulting shots are less powerful than fully-charged shots, the larger number of shots fired is much more effective at hitting moving targets.
    • Giving the fire key (default LMB ) a secondary binding to the scroll wheel can allow for much faster rates of fire when shooting rapidly.

Trivia

  • The Velocitus is the first weapon that deals Script error: The function "Proc" does not exist. as its base damage type.
  • The Velocitus' name is derived from the word "Velocity"; specifically, it is a corruption of the Latin spelling "velocitas". Velocity is the vector measurement of a change in distance over a change in time (). This not to be confused with speed, however, which is the scalar measurement of. In other words, velocity is speed with a particular direction associated with it.
  • When charging the weapon, five hatches emitting flames on the right side of the weapon open up sequentially until the last one is open, denoting a full charge. These hatches close when the weapon is fired.

Media

Patch History

Update 27.4 (2020-05-01)

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Increased size of Velocitus projectile in space.
  • Quick shot Damage increased from 200 Magnetic to 150 Impact, 150 Puncture, 150 Slash and 150 Magnetic.
  • Quick shot Critical Chance increased from 25 to 30%.
  • Charged shot Damage increased from 1200 Magnetic to 400 Impact, 400 Puncture, 400 Slash and 400 Magnetic.
  • Charged shot Critical Chance increased from 30 to 60%.
  • Charged shot Critical Damage increased from 3 to 3.6x.

Hotfix 24.2.6 (2018-12-20)

  • Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand.
  • Fixed not having a Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts.
  • Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch.
  • Fixed Chroma not playing Arch-Gun equip/charged fire animations.

Hotfix 24.2.5 (2018-12-20)

  • Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  • Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.

Hotfix 24.2.4 (2018-12-19)

  • Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode.
  • Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10.
  • Fixed Clients not hearing the Atmosphere Arch-Gun equip sound.

Hotfix 24.2.1 (2018-12-18)

  • Removed the dissolve FX when equipping your Atmosphere Arch-Gun.

Update 24.2 (2018-12-18)
‘ATMOSPHERE’ ARCH-GUN WEAPONS
It’s time we equipped some serious floor firepower! All Arch-Guns can be used on the ground - or as we like to call it ‘Atmosphere’ - with the use of a ‘Gravimag’. Gravimag is obtained from Clan Research, or as a one-time reward from the Orb Heist Phase 3 Bounty, and can be installed on any Arch-Gun (with an Orokin Catalyst installed) via the Upgrade Arsenal - similar to installing a Catalyst.

Comparable to the Archwing and K-Drive Launchers, a respective Gear item known as the Archweapon Deployer is required to activate your Atmosphere Arch-Gun. The Archweapon Deployer can be obtained by completing the Orb Heist Phase 3 Bounty.

Atmosphere Arch-Gun General Changes:

  • Atmosphere Arch-Guns consume Ammo as opposed to unlimited Ammo/Battery in Archwing. Specifically new Heavy Ammo Drops which can be found from Corpus enemies in Orb Heist missions. Heavy Ammo Drops also reset the 10 minute cool-down when picked up, or replenish Ammo if needed.
  • Atmosphere Arch-Gun can be summoned in normal missions with the Archweapon Deployer, but once Ammo has been depleted there is a 10 minute cool-down until you can summon again. The intent here is to allow you moments of beefy damage output, and not become just another Primary/Secondary weapon. 

All stat changes are for Atmosphere Arch-Gun mode, Mastery Rank changes are global:

  • Mastery Rank from 0 to 4.
  • Damage reduced from 1800 to 1200.
  • Critical Chance increased from 25% to 30%.
  • Magazine size decreased from 100 to 10.
  • Ammo Capacity set at 30.
  • Reload speed set at 2 seconds.

Update 15.2 (2014-11-13)

  • Introduced.
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