Patroclus Napalm Mine: Difference between revisions
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<mcm_data type="weapon" name="Patroclus Napalm Mine "> | <mcm_data type="weapon" name="Patroclus Napalm Mine "> | ||
{{Weapon | {{Weapon | ||
|table_type=projectile | |||
|image= | |image= | ||
|name= {Name} | |name= {Name} | ||
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|rate= {FireRate} | |rate= {FireRate} | ||
|damage= {Damage} | |damage= {Damage} | ||
|projectiles = | |projectiles = {RoundsPerShot} | ||
|range= {Range} | |range= {Range}m | ||
Mine Detonation: 3m | |||
Flames: 2m | |||
|velocity={Velocity} | |||
|hard= {HardMount} | |hard= {HardMount} | ||
|included= [[Streetfighter]] | |included= [[Streetfighter]] | ||
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[[Category:Spine]] | [[Category:Spine]] | ||
[[Category:Heat]] | [[Category:Heat]] | ||
[[Category:NewTables]] | |||
The Patroclus Napalm Mine allows you to drop firey mines in your wake | The Patroclus Napalm Mine allows you to drop firey mines in your wake | ||
Latest revision as of 01:40, 3 July 2023
Patroclus Napalm Mine | |
---|---|
Type | Technological |
Damage Type | Heat |
Heat | 6 |
Ammo | 20 |
Rate of Fire | 2s cycle time |
Burst Length | 1 |
Damage | 20 |
Range | 0m
Mine Detonation: 3m Flames: 2mm |
Projectile Velocity | 0m/s |
Hard-mount | StreetFighter |
Included with | Streetfighter |
Mount Points | Spine |
Cost | 2 |
Damage per Second | 10 |
Heat per Second | 3 |
Damage per Heat | 3.33 |
Damage per Cost | 10 |
DPS per Cost | 5 |
The Patroclus Napalm Mine allows you to drop firey mines in your wake
History
Use
To use the Patroclus Napalm Mine arm it, click fire to drop a mine behind your position. It's a good idea to keep moving after dropping mines, otherwise you might end up cooking yourself. These mines will raise the heat levels of tech mechs inside them, and inflict a fair amount of damage over time to any biomechs in the area of effect.
Other Notes
The Patroclus has a far larger area of effect then the Achilles, it has the sensor delay still, but it will hit a larger area constantly with fire. Once triggered they can make an area rather hazardous to navigate, particularly for biomechs. Drop these things and get clear before you cook yourself. These can be dropped in large amounts in tight areas to make a rather high-temperature hazard.
Like the Achilles they got a detonation delay, however they have a larger area of effect, making it harder to escape it's flames unscathed. The sensor range is larger, and like the Achilles they can be tricked with any solid enough object passing through its area of effect.