ATTRACTOR NAILGUN | ||
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Primary Fire | ||
Damage | 0.205 (, , ) | |
Cooldown | 0.04s (Firerate) 0.2 (x100) (Ammo) | |
Alternate Fire | ||
Duration | 12s (x3) (, ) | |
Cooldown | 0.35s | |
Damage Modifiers | ||
Filth: 200% Stray: 200% Schism: 150% Soldier: 150% Stalker: 150% Malicious Face: 150% / Gabriel: 125% Virtue: 125% Flesh Prison: 50% Flesh Panopticon: 50%
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Terminal Info | ||
Alt fire to shoot a magnet that pulls all nearby nails towards it. Magnets stick to surfaces and enemies and can be broken with hitscan weapons. | ||
Obtained in | ||
1-1: HEART OF THE SUNRISE, 1-2: THE BURNING WORLD |
Alt fire to shoot a magnet that pulls all nearby nails towards it.
Magnets stick to surfaces and enemies and can be broken with hitscan weapons.
- Terminal Summary
Primary Fire
The Attractor Nailgun's primary fire launches small silver nails in a tighter spread that deal 0.205 damage each, have additional advantageous damage modifiers against weaker husks, and embed themselves in enemies or gibs on hit.
However, it possesses a hard ammo cap of 100, with each nail regenerating rapidly over time while the gun is not being fired. Each nail fired will fully heat up all Nailgun variants, indicated by the orange glow being emitted from the barrels of the weapon.
Targets with nails embedded in them become more magnetic to the Attractor's magnets and have their nails explode when shot with the Electric Railcannon, dealing an extra 0.0(6) damage for each nail that are embedded in them up to a maximum of 6 damage at 90 nails while granting you the +CONDUCTOR style bonus.
Alternate Fire
The Attractor Nailgun's alternate fire holds and launches up to three magnet projectiles that will pull in all nails, sawblades, and rockets towards them. Upon making contact with surfaces or enemies, magnets will embed themselves into them. Magnets can fly for up to five seconds before expiring, though once they successfully embedded in a target, they will remain in place for twelve seconds before expiring. Magnets will expire early when shot by hitscan.
Magnets exert a pulling force on all nails and sawblades that enter their range, with nails being pulled directly towards the magnet itself while sawblades will orbit around the magnet in a wide horizontal ring. However, magnets each can only pull up to a certain amount of nails and sawblades at once before they break. Magnets have a capacity of 75 nails before exploding prematurely. Attractor variant Sawblades take up 5 nails of space, Overheat variant sawblades take up 2.5, and Overheat charged sawblades take up 15. When multiple magnets are present, they will all exert their own magnetic force on the nails and sawblades at the same time. When enemies are killed by nails or sawblades being affected by a magnet's pull, the player will receive the +ATTRAPTOR style bonus, or +BIPOLAR if they are being pulled by two or more magnets at the same time. These bonuses are not granted when killing enemies with a magnet attached to them.
When a magnet expires, all of the nails and sawblades being held by it will be launched outwards. Nails in particular will become part of a 'nailbomb' after the expiration, where each enemy can only be damaged by one of the nails, but each nail has its damage multiplied by the amount of nails in the nailbomb divided by two. Individual nails are considered to be removed from the nailbomb and no longer count in the nailbomb damage formula after they come into contact with an enemy, gibs/corpses, and any part of the environment.
The +NAILBOMBED style bonus and its gray +NAILBOMBED variant is granted by killing and hitting an enemy with a nail that has escaped the pull of a magnet respectively. Note that the style bonuses are not exclusive to the actual nailbomb mechanic; the nailbomb requires the magnet holding the nails to expire in order to occur whereas the bonuses can also occur in situations where the nails are able to fly fast enough that the magnet isn't able to properly the pull nails back in.
Rockets will home in on magnets if they were fired after the magnets were launched, with rockets from the player additionally only locking on to magnets attached to enemies, while rockets fired by the Guttertank will only lock-on after being frozen once by the Freezeframe Rocket Launcher. Magnets attached to enemies will break after they are hit three times by a rocket, though airshots and freezecharged rockets will count as two hits. Rockets can only be affected by the pull of the closest magnet to them.
Certain enemies with nails embedded inside of them can be forcefully pulled by magnets, including all light and medium enemies (excluding bosses and Virtues), and Guttermen. Grounded enemies have to be pushed into the air in order to be affected by the pulling effect. The more nails are embedded in the enemy, the more powerful the pulling effect is. If enemies take fatal fall damage as they are being pulled by magnets, the +CATAPULTED style bonus will be granted.
Stalkers will have their sand explosion's radius reduced for each magnet embedded in them. In 5-2: WAVES OF THE STARLESS SEA and 5-4: LEVIATHAN, attaching magnets to an enemy will increase the chances of them being struck by a lightning bolt.
Techniques
See also: Nailgun/Advanced#Techniques
Magnet Missile
By breaking an active magnet nearby that is currently holding nails and or sawblades and then firing a new magnet at the same time, the fired magnet will pick up all of the projectiles being held by the last magnet and carry it along its flight trajectory. This can be used to deliver magnet-based traps prepared beforehand into position to strike enemies if they do not spawn close enough to any available surfaces.
Catapulting
Enemies vulnerable to being pulled by magnets can have their velocity massively accelerated as they travel to the magnet. This can be used to instantly kill enemies that are able to die from fall damage by accelerating them to terminal velocity without requiring much vertical force. Efficiency of this technique can be increased by embedding more nails in the targets or using more magnets.
While certain magnet setups can allow for multiple separate catapults, the most simple and consistent method is to launch the nailed targets up into the air or force them off a ledge before directly firing magnets into the ground. Named after the style bonus granted by killing enemies with this method.