For information about the other variants, see Nailgun (disambiguation).
The Jumpstart Nailgun is the red variant of the Nailgun, purchasable for 35,000P after obtaining the Attractor Nailgun in [ 1-1: HEART OF THE SUNRISE ]. It was released as a part of the Full Arsenal Update.
Description[]
Press Alt Fire to attach a cable that slowly charges a powerful electric shock.
Attached cables persist when switching weapons.
- The Terminal.
The Jumpstart Nailgun is almost identical in appearance to the other two nail guns, being a bulky double-barreled weapon with glowing spots along the barrels. The only difference is the interface, colored in various shades of red, with text on top that shows various information about the use of weapons such as distance, weapon phase, etc. the middle strip shows the maximum distance to the enemy and whether they are within the range of use. the bar at the bottom that appears only when using alt fire shows the progress of the attack and is filled with white. When the player is outside the alt fire radius or the target is blocked by the environment, a flashing cross will appear on the interface for about a second before the cable breaks. It is possible when the charge is almost charged and if you move away from the attack radius, the weapon can fire in that second.
Mechanics[]
Primary Fire[]
The Jumpstart Nailgun fires a barrage of nails on the primary fire, continuously spraying as the button is held down, much like the Attractor Nailgun.
The fire rate is normally pretty slow, about the same as the Overheat Nailgun's when the heat sink is full; however, when a jumper cable is connected to an enemy, the attack speed increases greatly. When sustaining a cable connection, it can output more damage than a full heat sink barrage from the Overheat Variant.
Alternate Fire[]
Pressing alternate fire of Jumpstart Nailgun in range shoots a cable forward, sticking to enemies. It will not deal any damage directly, but it will increase the fire rate of the primary fire greatly. The charge meter will slowly increase, and after roughly 5 seconds of a sustained connection or immediately upon the enemy's death (or when the swordsmachine goes into second phase), the cable's end will burst and the target is shocked, triggering an electric explosion. If the initial target is a grounded light or medium Weight enemy embedded with nails, they are launched into the air, assuming they survive the initial jolt.
If V1 is too far from the enemy or is blocked by the environment during the cable charge for a second, the cable will disconnect. Switching weapons while the cable is out will not disconnect it, however. A distance for a cable to maintain cable connection is about a third longer than a distance required to hook up to an enemy.
Electric Explosions (Electric Nuke)[]
To trigger an electric explosion, an enemy, who has nails or magnets sticking in them needs to be shocked, which can be done by (This even triggers when the enemy dies):
- The alt-fire after it charged for 5 seconds
- The alt-fire automatic activation on enemy death
- The electric railcannon (Note that light targets can take heavy knockback before triggering the electric explosion)
- Another electric explosion
- Ferryman
- Environmental lightning
This electric explosion normally cannot harm the player.
The damage of the electric explosion scales with the number of nails (and magnets) sticking in the enemy, dealing 0.0666 damage for each nail, and destroying all nails in the enemy. This aftershock damage can stack to a maximum of 6 damage, which requires 90 nails total. Additionally, any magnets in the target adds 1 additional damage which is added on top of the nail damage cap, allowing for up to 3 extra damage, or 9 damage total to be dealt (This doesn't reduce magnet durability if the target was shocked from a weapon) (No damage cap on magnets, usually only 3 can be archieved).
When an enemy is shocked with nails/magnets sticking in them, they will send out an invisible electric explosion, roughly the size of a core nuke. All grounded enemies in range will get hit by the electric explosion taking the same damage as the original enemy who triggered the electric explosion, but it also has a minimum damage cap (aka it will always deal x damage):
- Initially the minimum damage is 2 damage
- Any shocks on an enemy after the first within one second has a minimum damage of 0.5 instead 2 and cannot trigger aftershocks. (Testing: confirm)
- The explosion damage to the enemy triggering the explosion has no minimum damage
The electric explosion doesn't have damage fall-off and normally cannot harm the player.
If an enemy with nails/magnets sticking in them gets hit by an electric explosion, then that enemy himself will create an electric explosion, even if he dies.
- Nail only enemy will simply do the nail damage from the target.
- Magnet only enemy will retain the previous explosion damage and add 1 damage per magnet sticking on the target.
Grounded Magnets, Coins and rockets will trigger an electric explosion when hit by another electric explosion:
- All electric explosions work, which are: Nail/Magnet in enemy, grounded magnet, Coins, rockets
- Coins cannot conduct in between themselves
- The explosion deals the exact same damage as the electric explosion hitting the object
- The normal minimum damage applies
- Magnets can chain electricity up to 3 times until breaking, being destroyed entirely. It won't loose durability if the initial electric explosion was caused by the weapon (Which isn't an electric explosion)
- Rockets and Coins have infinite durability, and don't loose their regular function after being conducted
- Each enemy, which creates an electric explosion (through magnets/nail sticking in them, then being shocked) carries over the original enemy hit (source target) and damage of the electric jolt (source damage) (note that this is doesn't change with minimum damage!).
- The explosion deals the same damage as the source damage
- The normal minimum damage applies
- Each metal object can only be hit once by explosions from the same source target
- This means that each object can only be triggered once, unless you hit a new enemy with an electric explosion, who carries a different source target.
- A magnet sticking to the target will be also counted as the original target, preventing it from being triggered by followup explosions, unless it's from a different enemy
- An enemy can be hit by multiple explosions, and if having a magnet attached to them, able to create multiple explosions
- The source target (and any magnets sticking in the target) cannot be hit by the resulting electric explosion
- The explosion deals the same damage as the source damage
Each electric explosion caused by an enemy, also gives the [+CONDUCTOR] style bonus.
While in water, the weakened shock's minimum damage is 1 instead of 0.5, enemies take aftershock without nails, and V1 as well as all enemies in the same water source are shocked by the electric explosion from an enemy, regardless of distance. V1 takes 50 damage and 50 hard damage, but can only take electric damage every second.
Electric Nuke (Simplified)[]
- When an enemy with nails stuck to them gets electrified, he creates an AOE explosion which also electrifies all enemies hit.
- You can electrify enemies by waiting for the 5 second attack on this guns alt-fire, killing an enemy who has the alt-fire attached or using the Electric_Railcannon (Also chain explosions)
- The enemy hit by the explosion needs to be grounded to take damage (The one causing the explosion does not need to)
- The explosion does not reduce in damage when far from the explosion
- Every magnet pinned to an enemy counts as 1 extra damage with can go above the cap
- The explosion does damage based on how many nail where attached (0-6; Max at 90 nails), but there is a minimum damage threshold:
- The first explosion does at least 2 damage
- Every follow-up explosion on the same enemy does at least 0.5 damage (In the water it's 1)
- "Hitting" a magnet will cause it to create an explosion at it's position, dealing the same damage as the explosion triggering it.
- Unless you are in the water, the explosion is harmless to you
Applications of Electric Nuking[]
- If you want to only blow up a small group of enemies, attach the alt-fire to a weak enemy, then kill it, doing a 2 damage aoe
- If you (Almost) fully empty your gun into a tankier enemy, then shock it with the Electric_Railcannon(Without killing it) or by using the alt-fire, you can do up to 6 damage in a small AOE.
- The most reliable ways to deal with medium health enemies (0-26 hp) is to use the nailgun alt-fire, then killing the target with the nails
- For higher health enemies, unload the nailgun, then either use the railgun (generally only works on bosses) or wait out the 5 seconds on the alt
- To destroy a larger area/room, leave a magnet at the edge of the explosion, or hit an enemy farther away with at least one nail before electrifying your target to extend the range (Magnets tend to be a lot more practical).
- You can also leave explosions (Aka magnets) close to each other to each other to deal a lot of damage to a small group of heavier enemies.
- It's best if you leave the magnets on the ground close to where you plan to execute your target
- If you cannot do that reliably (or the primary target is airborne), stick as many magnets into the target as possible, adding 1 damage per magnet
- If you have multiple tanky enemies, put a max of 1 magnet into each for optimal damage, with the rest being left on the ground (two enemies with magnets inside of them will chain explosions back and forth 3 times or until one dies)
YouTube guide (Leaves page)
Strategy[]
The Jumpstart Nailgun is very effective at single target DPS, as it has significantly better damage and fire rate when cabled to an enemy, on top of the electric burst at the end of the charge. This can be difficult to do against nimble enemies such as V2, Gabriel, Mindflayers, Mannequins, and Ferrymen, due to the JumpStart's rather mediocre cable range and the inherent trait of bad primary fire spread due to being a Nailgun. The Attractor variant can offset the latter problem by magnetizing the target, however this does not affect the cable's trajectory. To fix the range issue, just get good lmao.
The cable remains connected when switching weapons, allowing you to swap to the Overheat Variant to expend a heat sink for more nails. However, this is only slightly more effective than the regular sustained primary fire from the Jumpstart; in addition, unlike the Attractor Nailgun, the Jumpstart's primary fire does instantly fill the Overheat bar only when it is fired while the cable is connected. Firing unplugged Jumpstart Nailgun only charges Overheat Nailgun's heatsink to less than a quarter.
It is ill-advised to use the NailRail combo(Attractor->Overheat->Electric) when intending to use the Jumpstart, as the Electric Railcannon will prematurely set off the stuck nails and reduce the former's high single-target damage. This combo can instead be replaced with the patent pending DrillShock combo (Overheat->Screwdriver->JumpStart), which gives the player much more survivability in the needed CQC. This is very effective against massive foes such as the Flesh Prison, as the constant healing can offset the attacks from other enemies. Hard damage should still be monitored in any case.
The cable can be very powerful against hordes of enemies, as the electricity from the cabled enemy will arc out and damage any other enemies 'tagged' with nails. This is made even more effective underwater, due to the revamped electricity mechanics; use caution if you yourself are underwater, however, as you can and will be damaged from the shock.
This weapon requires staying close to enemies, as the cable will disconnect if V1 isn't close to the enemy. Keep in mind it takes half a second for the cable to detach from the target, and the shock can fire in this time period. This can be useful for evading attacks against close-range bosses or the 1000-THR Earthmover, as it gives the player a small window to reposition without losing the immense DPS the JumpStart provides.
When using the Alternate version of the JumpStart, due to the lack of nails, the primary fire gains a special effect: when a cabled enemy is struck by a saw, the charge time will be reduced by one second. Keep in mind the resulting shock will still set off nails, making the Alternate JumpStart essentially a miniature Electric Railcannon.
Trivia[]
- For no particular reason, in Hakita's video[1] you can see that after using alt fire the interface becomes transparent. The bug was fixed in the release of patch 15.
- As of the Full Arsenal update's release, after the nails burst you gain a metric shit load of style points (upwards of 6000 from one burst). This is likely a bug.
- As well, as the Electric Railcannon, if fully charged under water, will conduct electricity, which can hurt other enemies as well as V1.
- The cable can be attached to Idols.
- Using alt fire on tesla coils in 1-2, 7-4, or on water in 4-4 electrifies them without need for an actual charge, making 1-2 challenge possible with on-tier gear.
- When the alternate fire cable does not connect with an enemy or collide with a wall, it nudges the player very slightly forward.
- The distance meter of Jumpstart Nailgun shows the distance of the aimed spot of the enemy, rather than the enemy itself.
Gallery[]
References[]
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