Archgun Deployer

The Archgun Deployer is a special Gear item which allows players to call down Archguns for use in atmospheric (ground) combat, including standard Missions and not just the three Free Roam Landscape areas. To equip an Archgun, the weapon must first have an Orokin Catalyst installed then upgraded with a Gravimag.
==Acquisition==
The Archgun Deployer is obtained from a player's Inbox after completing the third phase of the Profit-Taker Orb Heist.
==Mechanics==
===General===
To use the item, the Archgun Deployer must first be equipped on a player's Gear Wheel in the Arsenal, then activated by selecting the Archgun Deployer during a mission. Additionally, players must equip their desired Archgun in the Heavy Weapon slot of their Arsenal's Gear tab.
The Deployer can only be activated while on the ground. When activated, the descending Archgun will fall from the sky and release a radial shockwave emanating from the Warframe which will and deal minor damage to enemies and objects within a 10 meter radius. The player will also receive 2000 , which has a cooldown of 60 seconds; recasting will also not grant more than 2000 Overguard. If the player is Invisible when activating the Archgun, the shockwave will not occur. Melee attacks and Wall Latching are disabled while the Archgun is deployed, as well as Aim Glide time being significantly reduced.
The Archgun Deployer has a cooldown that ranges between 0 to 5 minutes, depending on the amount of ammo expended upon usage. For example, if a player exhausts 100% of the ammo, the cooldown of the gear item will be 5 minutes long. But if a player exhausts about 50% of their ammo, the gear's cooldown will be cut by half, which is 2 minutes and 30 seconds. The Archgun can also be de-activated early by selecting the Deployer again from the Gear wheel.
Picking up a Heavy Weapon Ammo pickup while the Archgun is not deployed will reset the weapon's cooldown completely, effectively restoring all ammo to the Archgun. Picking up ammo while the Archgun is deployed will supply a large amount of ammo, but not necessarily 100% of the player's reserve magazines (for example, it will restore 1000 rounds to an , which holds 1200 rounds in reserve). The ammo pack is occasionally dropped by heavy units such as Bombards, Heavy Gunners, Napalms, Tech, Fusion MOAs, Oxium Ospreys, Ancient Healers, Ancient Disruptors, Toxic Ancients, Corrupted Ancients, and Corrupted Bombards; and are guaranteed to drop from Terra Manker.
===Cooldown per Round===
Cooldown per round is the cooldown time every round fired accumulates. It can be derived from the ratio of the gear's base cooldown of 300 seconds to the total Archgun ammo pool (Ammo Maximum and Magazine Capacity). Archguns with high total ammo will always yield the lowest cooldown per round. The following is the formula:
:
For example, using which has a total ammo pool of 210 rounds will yield a cooldown per round of:
:
Conversely, using which has relatively low total ammo pool of 125 round will yield a cooldown per round of:
:
Using mods that increase the maximum ammo of the Archgun, like , and magazine capacity, like , will directly decrease the cooldown generated for every round shot. For example, using with a max Ammo Chain will yield a new cooldown per round of:
:
===Cooldown per Second===
Cooldown per second is the cooldown time every second of continuous firing accumulates. It can be derived by multiplying the Cooldown per Round value by the respective Fire Rate of the weapon. Archguns with high ammo efficiency will always yield a low cooldown per seconds fired. The following is the formula:
:
For example, using an Archgun with poor ammo efficiency, such as which has high fire rate of 6.25 rounds per second coupled with a low total ammo of 210 rounds, will yield a cooldown per second of:
:
Conversely, using an Archgun with excellent ammo efficiency, such as which has low fire rate of 2 rounds per second coupled with a high total ammo of 125 rounds, will yield a cooldown per second of:
:
Again, using mods that increases the maximum total ammo pool of the Archgun, like Ammo Chain, would directly decrease the cooldown generated for every second fired. For example, using with a maxed Ammo Chain will yield a new cooldown per second of:
:
====Archgun Cooldown per Second List====
Here are the following list of Archgun Cooldown per Second of all known Archguns:
* = 9 seconds/second
* (Charged) = 2.4 seconds/second
* (Uncharged) = 4.8 seconds/second
* = 5.35 seconds/second
* = 4.58 seconds/second
* = 7.5 seconds/second
* = 8.93 seconds/second
* = 5.01 seconds/second
* = 7.5 seconds/second
* = 3.8 seconds/second
* = 4.38 seconds/second
* (Primary) = 7.2 seconds/second
* (Alt-fire) = 4 seconds/second
* = 2.08 seconds/second
* = 7.5 seconds/second
* = 4.65 seconds/second
* (Charged) = 5.14 seconds/second
* (Uncharged) = 21.43 seconds/second
==Tips==
*In fights that require the player to do plenty of switches between regular weapons and Archguns (such as Profit-Taker Orb), it is better to take a weapon with high ammo efficiency as they yield the least cooldowns per seconds fired. Otherwise, installing mods that increases the maximum total ammo can help in the long run.
*Take care when choosing to activate the Archgun. There is a 3-4 second animation of readying the weapon, which leaves the player vulnerable to any attacks from enemies not knocked down by it.
==Patch History==
es:Lanzador de Archcañón
Category:Gear
Category:Update 24
Category:Mechanics