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This category is for Continuous firing Weapons which have limited range.

Patch HistoryEdit

Update 22.14

General Beam Weapon Changes and Fixes:

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%) with the following exceptions:
    • Convectrix
      • Primary fire starts at 60%.
      • Alt fire starts at 80%.
    • Phage
      • Starts at 70%.
    • Embolist
    • Starts at 30%.
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Weapon Range Mods (like Sinister Reach) no longer affect the distance of chains for chainable Beam weapons (like the Amprex). Main Beam distance is still affected by them.
  • Fixed Beam weapons continuously firing when quick Meleeing.

Hotfix 22.13.4

  • Increased the Beam weapon Damage ramp-up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 General Beam (Continuous) Weapon Changes:

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping. To help with ammo economy, Beam Weapons consume 0.5 ammo per trace - unless they are Flamethrowers.
  • Beam weapons now state "STATUS" instead of "STATUS / SEC" in the Arsenal because they can now Status Effect more than once per second (like all other weapons).
  • Currently Multishot Mods do not increase Status chance. Multishot works like all other weapons except the effect is in the same spot as the base occurrence. We are monitoring this closely!