Transcription of all mods and overclocks for the "Hurricane" Guided Projecticle Launcher
Please bear in mind that this is from a testing build. It is not likely that the numbers will be the same in the final release!
**Base stats**
* Direct damage: 16 * Area damage: 20 * Effect Radius: 1.5 * Magazine Size: 36 * Max Ammo: 288 * Rate of fire: 3 * Weakpoint damage bonus: None at base.
Reload time and other blast characteristics unknown, although the reload was amazingly fast for such a cumbersome weapon. Elemental damage type unknown, although the area damage is almost certainly Explosive.
Unlike the Thunderhead, the Hurricane does friendly fire damage.
According to Sgt_Kartoff below: > As the devs stated on the live, only the direct damage do friendly fire, not the area damage. I think they said they would apply this change to the Thunderhead too
**Tier 1 Mods:**
* Missile Round Belts. +72 ammo. * Pressurized Gas Cylinder. +4 direct damage. * Increased Blast Radius. +0.5 effect radius.
**Tier 2 Mods:**
* Bigger Jet Engine. +33% projectile velocity, +100% turn rate. * Anti-Tank Missiles. +300% armour breaking.
**Tier 3 Mods:**
* Nano Missiles. +36 magazine size. * Improved Feed Mechanism. +1 rate of fire.
**Tier 4 Mods:**
* Shrapnel Load. +50% weakpoint damage bonus. * Zip Fuel. +5 area damage. Note, the description makes this one sound like it's meant to be a direct damage boost; expect either the description or the effect to change by final release.
**Tier 5 Mods:**
* Napalm-Infused Rounds. +50% extra damage as heat, +20% Vietnam war flashbacks. * Uncontrolled Decompression. 25% chance of 3 second stun. * Nitroglycerin Compound. Missiles do more damage the longer they stay in the air.
OVERCLOCKS
**(Clean)** > * +1 Rate of Fire > * +27% projectile velocity. Note: Since when we saw this used it was stacked on top of another projectile velocity mod, it might only be +20% but multiplicative.
**Manual Guidance Cutoff (Clean)** > * Releasing the trigger cuts off the guidance system. > * Smaller movement penalty when shooting - although this was not reflected on the stats panel > * An increase to projectile velocity was shown on the stats panel but not mentioned in the description
**Fragmentation Missiles (Clean)** > * +2 area damage > * +0.5 effect radius
**Plasma Burster Missiles (Balanced)** > * Missiles penetrate enemies > * +100% (?) turn rate > * -60% (?) projectile velocity > * "Lower damage output" - appears to be -75% direct damage and -0.6 effect radius
*Note that due to the nature of the weapon, this doesn't result in the massive DPS loss you'd expect. Your missile will penetrate through the target, then turn around and hit them again from the back, and repeat until it either runs out of lifespan or hits a wall. This was demonstrated on stream.*
**Minelayer System (Balanced)** > * Plant mines on impact with terrain. > * -72 ammo > * Missiles become unguided direct-fire projectiles
*Mine lifespan is apparently 10 seconds, and mines can supposedly be detonated by taking damage as well as proximity to enemies.*
**Jet Fuel Homebrew (Unstable)** > * +30 direct damage. Note this was applied to a weapon modded to 20 damage before the OC, so it may be +150% rather than a flat +30. > * Increased projectile velocity (but due to multiple overlapping mods and OCs, I'm not sure by how much - probably 66%?). > * Missiles accelerate up to max speed instantly > * Reduced explosion damage (either -12 or -50%) and range (-0.5 or -33%) > * -72 ammo > * -16 (?) magazine size
*Big Bertha for the Hurricane, I guess.*
**Salvo Module (Unstable)** > * Hold down the fire button to load up to nine missiles into a salvo. > * Extra damage for each loaded missile. > * Salvo missiles cannot be guided (but tap-fire will still let you fire guided rockets)
*As seen on the stream, the "salvo" is a shotgun-like burst of unguided rockets with a really wide spread.*