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

FieldValue
Rarityepic
Familyprojectile
Damage tagenergy
Damage typenormal (routes through shield)
Target modeclosest
Collision modefirst hit
Area modebonus explosion
Scaling curvelinear
Can hit destructiblesyes
Can retargetno
Warmup0.20 s
Travel range multiplier3.5 × 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).

StatL1L10L20
Base damage955451045
Fire rate (shots/s)1.8024.3049.30
Projectile count111
Projectile speed (units/s)700772852
Projectile size (units)7.08.359.85
Acquire range (units)240276316
Travel range (units)8409661106
Homing strength999999999
Spread
Warmup (s)0.200.200.20

Effective per-shot damage after the global damage multiplier curve (includes early-level buff):

LevelBase damageLevel multiplierEffective damage per shot
L1951.30123.50
L105452.501362.50
L2010457.507837.50

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.

StatBasePer-levelL1L10L20
Base damage95+50.00955451045
Fire rate1.80+2.501.8024.3049.30
Acquire range240+4240276316
Projectile speed700+8700772852
Projectile size7.0+0.157.08.359.85

Final on-hit damage = base damage × the global per-level damage multiplier (see damage multiplier curve).

Horizontal modifiers

ModifierRate
Damage per H0.04
Fire rate per H0.10

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-curves should document the six curve types (linear, exponential, steep_exp, front_loaded, s_curve, linear_fast) and their t -> curvedT formulas.
  • EXTRACT-CANDIDATE: concept-damage-multiplier-curve should 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-modes should enumerate closest, furthest, flanking, low_hp with selection rules.
  • EXTRACT-CANDIDATE: concept-collision-modes should enumerate first_hit, pierce_all, target_only, beam_trace, chain_arc.
  • EXTRACT-CANDIDATE: concept-damage-tags should enumerate bullet, energy, bomb, fire and the legendary secondary-tag rule.
  • EXTRACT-CANDIDATE: concept-area-modes should enumerate the eleven area modes including bonus_explosion and how the Area horizontal modifier maps to each.
  • EXTRACT-CANDIDATE: concept-horizontal-modifiers should document the dmgPerH / ratePerH rates and how H-stacks compound, including the RANGE_SCALE_PER_H constant that lengthens acquire range and projectile travel.
  • EXTRACT-CANDIDATE: concept-travel-range-multiplier (new) should document how travelRangeMult extends 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 shared pulse_ball archetype reused by rifle and coilgun — same projectile pipeline, recolored per weapon, no engine variation between them.
  • EXTRACT-CANDIDATE: concept-warmup (new) should document the warmupSec startup delay before a weapon first fires on a run, used by most projectile weapons.