Coilgun
What it is
Coilgun is an epic-rarity precision energy weapon shaped like a rifle. Each shot fires a single homing energy slug at the closest enemy at long range with a slow, deliberate cadence. Damage tag is energy. Punchier per-shot damage than the auto rifle with heavier scaling and a faster, larger projectile, balanced by a slower fire rate so overall DPS sits near the rifle baseline. Pairs with line and magnetar for an all-energy build.
Identity
| Field | Value |
|---|---|
| Rarity | epic |
| Family | projectile |
| Damage tag | energy |
| Damage type | normal (routes through shield) |
| Target mode | closest |
| Collision mode | first hit |
| Area mode | bonus explosion |
| Scaling curve | linear |
| Can hit destructibles | yes |
| Can retarget | no |
| Warmup | 0.20 s |
| Travel range multiplier | 3.5 × acquire range |
See target modes, damage tags, collision modes, scaling curves.
Stats by level
Base stats from the weapon spec, evaluated as base + scaling * (level - 1).
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Base damage | 95 | 545 | 1045 |
| Fire rate (shots/s) | 1.80 | 24.30 | 49.30 |
| Projectile count | 1 | 1 | 1 |
| Projectile speed (units/s) | 700 | 772 | 852 |
| Projectile size (units) | 7.0 | 8.35 | 9.85 |
| Acquire range (units) | 240 | 276 | 316 |
| Travel range (units) | 840 | 966 | 1106 |
| Homing strength | 999 | 999 | 999 |
| Spread | 0° | 0° | 0° |
| Warmup (s) | 0.20 | 0.20 | 0.20 |
Effective per-shot damage after the global damage multiplier curve (includes early-level buff):
| Level | Base damage | Level multiplier | Effective damage per shot |
|---|---|---|---|
| L1 | 95 | 1.30 | 123.50 |
| L10 | 545 | 2.50 | 1362.50 |
| L20 | 1045 | 7.50 | 7837.50 |
Behavior
- Picks the closest enemy in acquire range on each fire.
- Single energy pulse-ball slug per shot, no spread.
- Near-perfect homing — projectile locks to its target at fire time and tracks it until impact or range expiry.
- Round despawns on first enemy hit (no pierce).
- Does not re-acquire if its original target dies mid-flight.
- Damages destructible scenery.
- Travel range equals 3.5× the current acquire range, giving long reach per shot.
- Cadence is slow and deliberate at L1 (one shot every ~0.56 s) and ramps up sharply with level.
- Area horizontal modifiers feed the bonus-explosion area mode (see weapons).
Scaling
Linear curve — effective level equals nominal level at every step. Damage, fire rate, acquire range, projectile speed, and projectile size all grow linearly with level via their respective base + scaling * (level - 1) formulas. Projectile count, homing strength, spread, warmup, and travel range multiplier are flat across all levels.
| Stat | Base | Per-level | L1 | L10 | L20 |
|---|---|---|---|---|---|
| Base damage | 95 | +50.00 | 95 | 545 | 1045 |
| Fire rate | 1.80 | +2.50 | 1.80 | 24.30 | 49.30 |
| Acquire range | 240 | +4 | 240 | 276 | 316 |
| Projectile speed | 700 | +8 | 700 | 772 | 852 |
| Projectile size | 7.0 | +0.15 | 7.0 | 8.35 | 9.85 |
Final on-hit damage = base damage × the global per-level damage multiplier (see damage multiplier curve).
Horizontal modifiers
| Modifier | Rate |
|---|---|
| Damage per H | 0.04 |
| Fire rate per H | 0.10 |
See horizontal modifiers for how H-stacks compound and how the Area horizontal modifier feeds the bonus-explosion area mode.
EXTRACT-CANDIDATE flags
- EXTRACT-CANDIDATE:
concept-scaling-curvesshould document the six curve types (linear,exponential,steep_exp,front_loaded,s_curve,linear_fast) and theirt -> curvedTformulas. - EXTRACT-CANDIDATE:
concept-damage-multiplier-curveshould document the piecewise-linear anchors[1, 1.00], [4, 1.25], [8, 2.00], [12, 3.00], [16, 5.00], [20, 7.50]and the low-level early-game buff (+30% at L1, -5% per level, 0% at L7+). - EXTRACT-CANDIDATE:
concept-target-modesshould enumerateclosest,furthest,flanking,low_hpwith selection rules. - EXTRACT-CANDIDATE:
concept-collision-modesshould enumeratefirst_hit,pierce_all,target_only,beam_trace,chain_arc. - EXTRACT-CANDIDATE:
concept-damage-tagsshould enumeratebullet,energy,bomb,fireand the legendary secondary-tag rule. - EXTRACT-CANDIDATE:
concept-area-modesshould enumerate the eleven area modes includingbonus_explosionand how the Area horizontal modifier maps to each. - EXTRACT-CANDIDATE:
concept-horizontal-modifiersshould document thedmgPerH/ratePerHrates and how H-stacks compound, including theRANGE_SCALE_PER_Hconstant that lengthens acquire range and projectile travel. - EXTRACT-CANDIDATE:
concept-travel-range-multiplier(new) should document howtravelRangeMultextends projectile lifetime past acquire range — used by coilgun (3.5×), line (3.0×), rifle (2.4×) and others. - EXTRACT-CANDIDATE:
concept-bullet-archetypes(new) should document the sharedpulse_ballarchetype reused by rifle and coilgun — same projectile pipeline, recolored per weapon, no engine variation between them. - EXTRACT-CANDIDATE:
concept-warmup(new) should document thewarmupSecstartup delay before a weapon first fires on a run, used by most projectile weapons.