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Coil Gun worth keeping?
So far Im pretty underwhelmed by this gun.
Did anyone make it work?
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Showing 1-14 of 14 comments
Suzaku Jun 25, 2017 @ 10:31pm 
I've never been a fan of it. It worked well enough when I picked one up in a recent run, but I'm just too set in my ways to really give it time to grow on me.
Hyndis Jun 25, 2017 @ 11:51pm 
The coil gun is a hitscan type gun, so you don't need to lead your targets. The projectiles it fires travel so fast they always hit what they're aiming at, and they hit instantly.

Think of it like a machine gun that shoots really fast bullets. The other advantage is that it does decent damage vs both armor and shields, though it excels at neither. Its a well rounded weapon.

danpaladin Jun 26, 2017 @ 3:17am 
I really don't prefer it, but it can be upgraded to do a lot of damage.

My weapons of choice come with the Scout B (Thermogun and Gatlin) and I rarely swap them out for much anything else. The Thermogun is great for swarm fighters, drones (especially on the drone carrier) and making sure those webbers are dead. In general it's decent at taking out shields if you have fire rate + range upgrades. Never use it exclusively on regular ships, though. Pop those shields and move to your other primary.

Gatlin I'll swap our for a 40mm Gatlin if I find one or have enough to build it comfortably. The two together are fun to use and shred just about anything.

Beam laser is kind of cool, as is the Fusion Blaster and Flak Cannon. But everything else I tend to salvage.
Last edited by danpaladin; Jun 26, 2017 @ 3:20am
Giraffasaur  [developer] Jun 26, 2017 @ 4:38am 
Coil Gun T-1 with a Spread Mod, Fire Rate Mod and Energy Consumption Mod isn't too shabby, to be honest. And if you're doing Daredevil, you can swap out the Energy Consumption for a Range Mod, or another Fire Rate Mod.

Like several of the other Weapons in the game, it's not a bad weapon but can become quite powerful with the right kind of Mods.
Last edited by Giraffasaur; Jun 26, 2017 @ 4:42am
Hyndis Jun 26, 2017 @ 7:51am 
Fire rate is my favorite weapon mod hands down. It boosts everything about the weapon significantly. Its a straight up upgrade for both shield and hull damage, and its a large one. It also does increase power consumption so you do need to fire in short, controlled bursts with multiple fire rate mods, but those short controlled bursts are absolutely devastating when they land.
Stryke(r) Jun 26, 2017 @ 12:08pm 
coil gun really starts to shine, when heavily crit modded in conjunction with a weapon overdrive. Also a spread mod is almost necessary for them esp. the regular version with 1 range and 2 spread mods is really precize and can cut down enemys from like almost 3km range with hitscan (one i mined an asteroid with it - all shots basically landed on the exact same spot) - what ever you prefere as playstyle, coil gun can serve multiple purposes
Rusty Knife Jul 6, 2017 @ 4:19pm 
A T1 with MK3 fire rate and critical hit mods is nothing to scoff at.
蛍Firefly Jul 8, 2017 @ 3:19pm 
I've found amazing use with the Coilgun when using Daredevil. It's amazing what weapons become viable in video games when ammo is no issue. Good luck using the M202 in Peace Walker without the Bandana.

Edit: After not using daredevil, I can say the Coilgun is a competitive weapon, it lacks in raw power for versatility. Handy for Sensory Overload. Just don't think it's raycast projectiels is it's only selling point, the spread makes it an annoying long range weapon.
Last edited by 蛍Firefly; Jul 8, 2017 @ 9:47pm
H1tSc4n Jul 14, 2017 @ 4:29pm 
I love it. If only i could always have it...
Giraffasaur  [developer] Jul 14, 2017 @ 6:14pm 
Originally posted by LΣO9999 ✪:
I love it. If only i could always have it...
Reach Sector 7 with the Scout to unlock the third Loadout which comes with a Coil Gun. :spacefighter:
Last edited by Giraffasaur; Jul 14, 2017 @ 6:15pm
H1tSc4n Jul 14, 2017 @ 6:21pm 
Originally posted by Giraffasaur:
Originally posted by LΣO9999 ✪:
I love it. If only i could always have it...
Reach Sector 7 with the Scout to unlock the third Loadout which comes with a Coil Gun. :spacefighter:
There's a small detail
I main Interceptor...
蛍Firefly Jul 14, 2017 @ 6:34pm 
Originally posted by LΣO9999 ✪:
There's a small detail
I main Interceptor...
Get lucky with Bonus Resources and you might be able to make one the second a run starts.
H1tSc4n Jul 14, 2017 @ 11:59pm 
Originally posted by 蛍Firefly:
Originally posted by LΣO9999 ✪:
There's a small detail
I main Interceptor...
Get lucky with Bonus Resources and you might be able to make one the second a run starts.
Exactly. It's quite expensive, but usually i get lucky and find one. Or i find a dope upgraded thermic cannon, and keep that thing.
Veritas Jul 30, 2017 @ 5:32pm 
Coilguns are very balanced weapons. They do good shield damage and good hull damage for agood rate of fire and decent overall accuracy in a hitscan weapon. They aren't meant to excell at any particular thing, though, and for extended fights like killing a corvette without those fancy ARC-9000s to work with, it really falls flat-- you'll want a more specialized weapon. For general use, though? It's phenomenal because it doesn't have any particular weakness beyond extended use vs a single target
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Date Posted: Jun 25, 2017 @ 9:47pm
Posts: 14