Difference between revisions of "'Equinox' Shock Rifle"
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{{Weapon Infobox | {| class="floatright" style="text-align: center; margin-left: 2%; border: 1.5px solid gray; margin-right: auto;" | ||
! style="border-bottom: 1px solid gray; padding: 1.5% 0.5% 1.5% 0.5%;" | [[File:Equinox main screen 1.png|frameless|center|270px]] | |||
|- style="text-align: center;" | |||
| style="padding: 0.5% 2% 0.5% 2%;" | {{Weapon Infobox | |||
|weapon = 'Equinox' Shock Rifle | |weapon = 'Equinox' Shock Rifle | ||
|tier = 5 | |tier = 5 | ||
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|respierce = -20 | |respierce = -20 | ||
|aoeradius = 110 | |aoeradius = 110 | ||
|aoetaper = 83 | |aoetaper = 83}} | ||
} | |} | ||
Fires pulse rays and shock orbs with alternative fire. Damaging zombies will knock them back a short distance. Hitting an orb with a ray will cause a massive explosion. | |||
== Appearance == | |||
The 'Equinox' Shock Rifle resembles that of the 'ASMD Shock Rifle' from the Unreal Tournament series. | The 'Equinox' Shock Rifle resembles that of the 'ASMD Shock Rifle' from the Unreal Tournament series. | ||
[[File:Equinox-v1.gif.gif|thumb| | |||
== Gameplay == | |||
[[File:Equinox-v1.gif.gif|thumb|left|upright=1.0|<div style="text-align: right">''GIF demonstrating Equinox beam and shock orb mode.''</div>]] | |||
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Primary fire shoots a energy beam that causes small knockback on zombies | |||
Primary fire shoots a energy beam that causes small knockback on zombies. | |||
[[File:Equinox-v2.gif.gif|thumb|left|center=.8|<div style "text-align: right">''GIF demonstrating Equinox chain reaction explosive radius.''</div>]] | |||
===Pros=== | Secondary fire releases a large slow moving shock orb capable of causing small [[Area of Effect|AoE]] against zombie groups. Shooting the orbs with a energy beam will create an chain reactive explosion that will create a large AoE unleashing massive damage against zombie groups. | ||
=== [[File:Check icon.png|frameless|45px]] <span style="color:#00CC66">Pros</span> === | |||
The 'Equinox' has a near perfect static accuracy, allowing the user to acquire easy headshots at any range. | The 'Equinox' has a near perfect static accuracy, allowing the user to acquire easy headshots at any range. | ||
Since the shock orbs are counted as projectiles, they can be greatly benefited with the [[Projectile Weight]] trinket and [[Cannonball]] skill, giving the user higher damaging orbs, whilst the orbs become slower, allowing a greater window opportunity to activate chain reactive explosions. | |||
It is the most efficient ammo usage out of all the known pulse weapons due to its high damage counted for every shot (beam and orb), allowing the user to not consistently focus on their ammo. | |||
[[File:Equinoxcon.gif.gif|thumb| | |||
=== [[File:Cross icon.png|frameless|45px]] <span style="color:red">Cons</span> === | |||
[[File:Equinoxcon.gif.gif|thumb|right|upright=1.0|<div style="text-align: right">''GIF demonstrating Equinox chain reaction explosive requirements.''</div>]] | |||
The biggest drawback to the 'Equinox' is that chain reactive shots need 2 requirements in order to be activated; it requires 5 pulse ammo and the user must be 5 meters away from the orb to be chain reactive. Making it unwise to be using the weapon in tight corridor sigils. | The biggest drawback to the 'Equinox' is that chain reactive shots need 2 requirements in order to be activated; it requires 5 pulse ammo and the user must be 5 meters away from the orb to be chain reactive. Making it unwise to be using the weapon in tight corridor sigils. | ||
Additionally, shock orbs have a large hitbox, meaning the user must have a enough open space to activate chain reactive explosives otherwise the orbs will collide with either the barricade or zombies. | |||
The shock core alternate fire and shock combo from detonating the core are affected by negative [[Damage Resistance|damage resistance]] pierce, but the energy beam itself is not. | |||
== <div style="text-align: center"> [[File:Gallery icon.png|frameless|45px]] Gallery </div> == | |||
{| style="text-align: center; margin-left: auto; border: none; margin-right: auto; width:100%; margin-top: 1.5%" | |||
! style="vertical-align: bottom;" | [[File:Weapon zs asmd (equinox).png|frameless|220px]] | |||
! style="vertical-align: bottom;" | [[File:Equinox viewmodel screen.png|frameless|220px]] | |||
! style="vertical-align: bottom;" | [[File:Equinox-v2.gif.gif|frameless|220px]] | |||
|- | |||
| style="padding: 2% 0.5%;" | Kill icon for equinox | |||
| style="padding: 2% 0.5%;" | Model in hands upon purchase | |||
| style="padding: 2% 0.5%;" | Equinox chain reaction explosive radius | |||
|} | |||
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Latest revision as of 20:37, 20 October 2020
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Fires pulse rays and shock orbs with alternative fire. Damaging zombies will knock them back a short distance. Hitting an orb with a ray will cause a massive explosion.
Appearance
The 'Equinox' Shock Rifle resembles that of the 'ASMD Shock Rifle' from the Unreal Tournament series.
Gameplay
The 'Equinox' Shock rifle is a tier 5 gun that requires pulse ammo to fire.
Primary fire shoots a energy beam that causes small knockback on zombies.
Secondary fire releases a large slow moving shock orb capable of causing small AoE against zombie groups. Shooting the orbs with a energy beam will create an chain reactive explosion that will create a large AoE unleashing massive damage against zombie groups.
Pros
The 'Equinox' has a near perfect static accuracy, allowing the user to acquire easy headshots at any range.
Since the shock orbs are counted as projectiles, they can be greatly benefited with the Projectile Weight trinket and Cannonball skill, giving the user higher damaging orbs, whilst the orbs become slower, allowing a greater window opportunity to activate chain reactive explosions.
It is the most efficient ammo usage out of all the known pulse weapons due to its high damage counted for every shot (beam and orb), allowing the user to not consistently focus on their ammo.
Cons
The biggest drawback to the 'Equinox' is that chain reactive shots need 2 requirements in order to be activated; it requires 5 pulse ammo and the user must be 5 meters away from the orb to be chain reactive. Making it unwise to be using the weapon in tight corridor sigils.
Additionally, shock orbs have a large hitbox, meaning the user must have a enough open space to activate chain reactive explosives otherwise the orbs will collide with either the barricade or zombies.
The shock core alternate fire and shock combo from detonating the core are affected by negative damage resistance pierce, but the energy beam itself is not.
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Kill icon for equinox | Model in hands upon purchase | Equinox chain reaction explosive radius |