It is a good weapon to use against Ferrite armor, especially combined with Volt's Electric Shield.
As of Update 11.0, the Synapse can no longer do constant red crits when used in conjunction with Volt's Electric Shield.
Compared to the very similar Amprex, the Synapse deals significantly more damage when fully modded, due to its innate corrosive damage allowing for the addition of other secondary elements. But does not have the property of the shots chaining to other enemies, making the Synapse better for single-target damage while the Amprex excels at crowd control.
Crafting the Synapse initially required 11 Mutagen Masses and 3 Forma before being announced as a mistake, reducing it down to 5 and 2 respectively.
The tendrils at the front end of the Synapse move, retracting and enclosing the muzzle upon holstering the rifle. This suggests the weapon is a living organism.
A Synapse is a nervous system structure that acts as a 'gate' between neurons, allowing electrical signals to be passed between nerve cells. Synapses help form the electrical pathways of the nervous system.
This weapon seems to be based on the Electric Crawler as it has similar lighting attacks.
Changed logic that determines visual representation of damage mods on continuous-fire weapons (eg: Synapse). The frequency of damage numbers used to be limited by using a minimum damage threshold. Since damage mods increase the rate at which damage accumulates, this would cause damage to be inflicted more often though each damage event would not necessarily be larger. This led to people thinking the mods did nothing because they didn't notice the increased rate at which numbers would appear (an easy mistake for low level damage mods). Similarly, headshots would make numbers appear more often but not necessarily create bigger numbers. Now continuous fire weapons now limit the frequency of damage numbers by using a minimum time between impacts, regardless of how much damage has accumulated. This gives us a lot more control and should make things more obvious for players who are applying damage mods (it's easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster).
Fixed in-game stats for weapons that fire continuously (Synapse etc). Made fire-rate mods actually increase damage output and ammo consumption rate for these weapons (not only is this intuitively what you would expect it's important to maintain the balance for corrupted mods like Critical Delay).