Alternate Fire (also known as Secondary Fire) is a feature of some weapons that performs a different action than their normal fire modes, or interacts with their primary fire mode in some way. As of Update 17.0, Alternate fire can be bound to a dedicated button/key (and is bound to Mouse3 on PC and R. Thumbstick on PS4 and XB1 by default). Prior to this, weapons with Alternate Fire modes used the button/key dedicated to aiming a weapon (RMB on PC,L2 on PS4 and LT on XB1), meaning that many of these weapons could not zoom or had limited zoom opportunities.
In all Sniper Rifles, Alternate Fire changes the current Zoom level while aiming, granting additional stat bonuses with greater zoom levels. Since each Sniper Rifle has its own Zoom levels and respective bonuses, they will not be listed here for the sake of convenience. Check their respective pages for more details.
Fires an explosive shot that detonates after travelling 20 meters, dealing Blast damage in an 8 meter area of effect with a guaranteed proc.
If the shot hits an enemy before it detonates, the shot will instead deal reduced Impact damage to that enemy with a guaranteed proc, and if it hits a solid object, it will bounce off harmlessly. Both interactions cannot be overcome with Punch Through.
Throws the Ferrox up to 50 meters, dealing Electric damage in a 7 meter area of effect, chaining to any nearby enemies.
Every 5 seconds, the Ferrox generates an Electric pulse that damages enemies (with a high chance to proc) and passively pulls them closer to the Ferrox. This effect persists until the player retrieves the Ferrox.
The Ferrox will remain where it landed until its wielder picks it up manually, or until 20 seconds have passed, where it automatically returns to the player's hands.
Launches a slow-moving cuboid orb that deals Radiation damage to any enemy it makes contact with, and has a guaranteed chance to proc. It will remain in the air for 9 seconds then detonate, dealing damage in an area of effect.
The orb will bounce off surfaces and can be manipulated with melee attacks.
Shots fired at the orb will pass through and gain bonuses to Damage, Critical Chance and Critical Damage.
Can only have a maximum of 2 orbs active.
Consumes 15 rounds of ammunition and will not function if the player has less than 15 rounds in the magazine.
Launches a slow-moving cube that detonates on the first surface or enemy it comes in contact with, dealing Blast damage. Otherwise, it will remain in the air for 9 seconds then detonate, dealing damage in an area of effect.
The cube can be manually detonated by attacking it, making it deal extra damage.
Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine.
Throws the Scourge up to 50 meters, dealing Impact damage to any enemy it directly hits and Corrosive damage in a 7 meter area of effect.
Every few seconds, the Scourge will generate a pulse that creates Magnetize bubbles on the heads of nearby enemies, increasing the likelihood of scoring headshots. This effect persists until the player retrieves the Scourge.
The Scourge will remain where it landed until its wielder picks it up manually, or until 20 seconds have passed, where it automatically returns to the player's hands.
Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing Blast damage and splitting into 6 projectiles that spread from point of impact, each dealing additional Blast damage.
Barrage mode works like a shotgun, shooting 6 pellets in a wide spread, each dealing 1/3 of the Zarr's base damage as Physical Damage. There is no damage fall-off with distance; but pellets will deal no damage at all if target is further than ~15 in-game meters away.
By default, the Zarr starts any given mission in Cannon Mode.
Launches the Zenith's disc, where upon landing it will make any enemy visible through walls, provided the enemy is within a ~20 in-game meter radius of the disc.
The disc itself will last for ~20 seconds, though players can cancel the disc and its bonuses early via the Alternate Fire button.
While the disc is out, the Zenith switches from automatic fire to semi-automatic fire and gains infinite Punch Through for the duration of the disc, effectively allowing the player to shoot through walls.
Additionally, the Zenith gains increased damage, and its stats shift from Slash-oriented damage and Status Chance, to Puncture-oriented damage and Critical Chance and Critical Damage.
While launching or cancelling the disc does not consume ammo, the Zenith will consume 5 rounds per shot while the disc is active.
Fires a spread of projectiles, as opposed to the primary fire's focused shot.
By comparison, the secondary fire primarily deals Slash damage with a high Status Chance, whereas its primary fire shoots a focused shot that primarily deals Impact damage and has a high Critical Chance.
Fires all remaining ammunition in the magazine as a quick burst, forcing the player to reload afterwards.
Duration of the burst is affected by Magazine size and can be increased or decreased accordingly. In the event that the player gains infinite ammunition (such as the appropriate Reactant Buff), the burst will only last the Pandero's maximum Magazine size.
Damage, Critical stats, and Status Chance from the burst is identical compared to the primary fire but it suffers from high recoil and reduced accuracy, and the player cannot zoom in while burst-firing.