The Talons are Tenno throwing bombs, functioning like throwing knives that stick to targets when thrown, dealing Blast damage in a small radius when manually detonated via Alternate Fire.
This weapon can be sold for 5,000.
Characteristics[]
- This weapon deals Blast damage.
- Explosion deals 250 damage when stuck to a surface, including enemies and allies.
- Guaranteed Puncture proc.
- Mines stick to surfaces, including enemies and allies.
- User can detonate charges on command via Alternate Fire, giving the player precise timing in detonation.
- Detonation has an explosion radius of 4 meters.
- Up to eight deployed mines can be ready for simultaneous detonation.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Can benefit from Fulmination ( Primed).
- Innate two polarities.
Advantages over other Secondary weapons (excluding modular weapons):
- Fourth highest base damage of all throwing-type secondaries, behind Pox, Castanas, and Sancti Castanas.
- Pinpoint accuracy.
- High projectile velocity, making them easy to use at range.
- Silent, even if the projectile hits the enemy.
- Direct Hit (wiki attack index 1)
- Above average crit chance (22.00%)
- High reload speed (1.00 s)
- Above average status chance (26.00%)
- High disposition (●●●●● (1.44x))
- Mid-Flight Detonation (wiki attack index 2)
- Above average crit chance (22.00%)
- Above average reload speed (1.00 s)
- Above average status chance (26.00%)
- Very high disposition (●●●●● (1.44x))
- Embedded Detonation (wiki attack index 3)
- Above average crit chance (22.00%)
- High reload speed (1.00 s)
- Very high disposition (●●●●● (1.44x))
Disadvantages over other Secondary weapons (excluding modular weapons):
- Semi-automatic fire, unlike other throwing weapons.
- Tied with Pox for second lowest magazine size of all throwing-type secondaries, behind Castanas/ Sancti Castanas.
- Extremely low ammo capacity of 12; requires just 3 reloads to fully deplete all ammo reserves.
- Explosion inflicts self-stagger.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 50% from central impact.
- Direct Hit (wiki attack index 1)
- Very low magazine (4)
- Very low total damage (0)
- Very low ammo max (12)
- Low fire rate (3.330 attacks/sec)
- Mid-Flight Detonation (wiki attack index 2)
- Very low active falloff slope (8.0m/%)
- Below average maximum falloff distance (4.0 m)
- Low magazine (4)
- Very low ammo max (12)
- Embedded Detonation (wiki attack index 3)
- Very low active falloff slope (8.0m/%)
- Very low maximum falloff distance (4.0 m)
- Below average magazine (4)
- Very low ammo max (12)
- Very low status chance (10.00%)
Acquisition[]
The Talons's blueprint can be researched from the Tenno Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
2 |
1,500 |
1,200 |
1 |
Time: 12 Hour(s) |
Rush: 35 | |||||
Market Price: 175 | Blueprints Price:15,000 | ||||
Tenno Lab Research3,000 | |||||
5,000 |
1 |
650 |
300 |
400 |
Time: 3 Day(s) |
Prereq: Castanas | |||||
x1 x3 x10 x30 x100 |
Media[]
Talons Skins
Patch History[]
Update 32.2 (2022-11-30)
- Fixed the Critical Chance and Status Chance stats not being listed for the Talons in the Arsenal.
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Secondary Weapon Ammo Pick Up Overrides
4 Ammo per Pick Up:
- Talons
- Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
- Radial damage no longer gains extra headshot damage or triggers headshot conditions.
- This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
- GENERAL CHANGES:
- Updated thrown weapons to now only show a single projectile in hand when only one 1 projectile is remaining before reloading. This affects the following weapons:
- Talons
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Talons: 50%
Update 27.2 (2020-03-05)
- Self Damage Changes
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 22.20 (2018-05-17)
- Conclave
- Reduced the ammo pool of the Talons.
- Increased the effect of gravity on the Talons.
Hotfix 22.13.3 (2018-02-21)
- Made the additional projectiles of Talons and Castanas from Multishot spread in a more uniform/predictable pattern.
Update 22.12 (2018-02-09)
- Mastery Rank increased from 5 to 8.
- Status chance increased from 10% to 26%.
- Critical chance increased from 5% to 22%.
- Critical damage increased from 1.5x to 2x.
- Multishot now spreads additional projectiles horizontal only.
- Ammo capacity decreased from 20 to 12.
Research • Clan • Dojo | ||||||||||||||||||||||||||||||
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