wiki.smc.horsecock.art/weapons/sensor_mine_launcher?srt=number.source
Table of Contents
Sensor Mine Launcher
| weapon | |
|---|---|
| name | Sensor Mine Launcher |
| kind | gun |
| rarities | Green, Blue, Purple, Gray (TDM) |
| pilot_body | 40 / 43 / 46 / 43 |
| mecha_body | 360 / 387 / 414 / 344 |
A pilot gun. The rows below are the server's: what one hit does to a pilot and to a mecha at each rarity, and the gun's own numbers. Gray (TDM) is the Team Deathmatch version of the gun.
The gun
Current is what the server runs (written by the sync, any edit of it is overwritten at the next run). Disagree? Fill suggested and say why in note - it reaches the review.
| Stat | Where | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| kind | gun | client table | |||
| rate of fire | 2 shots/s (0.5 s between shots) | client table | |||
| reload, empty clip | 4 s | client table | |||
| reload, rounds left | 3.4 s | client table | |||
| reach of a shot | 100 m | client table | |||
| mecha head factor | x1 of the mecha's own head factor (x1.5; Firefox / JOJO x1.2) | client table | |||
| pilot head factor | x2.5 | community | |||
| range fall-off | none (full damage at every range) | community | |||
| blast edge | a unit at the edge of the blast takes 70 % | community |
By rarity
One row per rarity: the Gray row is the gun Team Deathmatch hands out, Red the event version. The ids: Green 10661, Blue 10662, Purple 10663, Gray (TDM) 10666.
| Stat | Rarity | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| kind | gun | client table | |||
| rate of fire | 2 shots/s (0.5 s between shots) | client table | |||
| reload, empty clip | 4 s | client table | |||
| reload, rounds left | 3.4 s | client table | |||
| reach of a shot | 100 m | client table | |||
| mecha head factor | x1 of the mecha's own head factor (x1.5; Firefox / JOJO x1.2) | client table | |||
| pilot body, one hit | Green | 40 | client table | ||
| pilot head | Green | 100 | client table | ||
| mecha body | Green | 360 | client table | ||
| mecha head (x1.5 mecha) | Green | 540 | client table | ||
| magazine | Green | 2 | client table | ||
| pilot body, one hit | Blue | 43 | client table | ||
| pilot head | Blue | 107.5 | client table | ||
| mecha body | Blue | 387 | client table | ||
| mecha head (x1.5 mecha) | Blue | 580.5 | client table | ||
| magazine | Blue | 2 | client table | ||
| pilot body, one hit | Purple | 46 | client table | ||
| pilot head | Purple | 115 | client table | ||
| mecha body | Purple | 414 | client table | ||
| mecha head (x1.5 mecha) | Purple | 621 | client table | ||
| magazine | Purple | 2 | client table | ||
| pilot body, one hit | Gray (TDM) | 43 | client table | ||
| pilot head | Gray (TDM) | 107.5 | client table | ||
| mecha body | Gray (TDM) | 344 | client table | ||
| mecha head (x1.5 mecha) | Gray (TDM) | 516 | client table | ||
| magazine | Gray (TDM) | 2 | client table | ||
| pilot head factor | x2.5 | community | |||
| range fall-off | none (full damage at every range) | community | |||
| blast edge | a unit at the edge of the blast takes 70 % | community |
Numbers as the server runs them. How the sync works.
Notes by players
Nothing here yet. Log in (type !wiki in the game's chat for your code) and write what you know: how it plays, what beats it, its story. The numbers above are the server's; correct one by filling its suggested cell.
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