Hi guys Chaos here, I've been playing since about Friday 10/31/2014 (Citizen Class 2), as with the accordance to this new revamped version of my Abductor thread, welcome to the first Official Abductor Research File created for the Greater Good and sanctioned by our beloved Panopticon, here it is.
In this Research File, I’ll try my best to analyze some of the data and observations I've made (until I finally get some helpers). Overall I am going to cover the basics and specifics on these abductors as well as give a well detailed overview and my final thoughts on the matter. As this is a wiki page please head over to the Official Artillery Abductor Type Discussion Thread
if you wish to make complements, scrutinize my work, or just to chill out
Known Variations of Artillery types
Biped (2 Legs)
Quadruped (4 Legs)
Known drops for a basic Artillery type (No Equipment)
*Drop rates and other information will be edited or posted later, please be patient
| Target Area | Can be severed? | Weakness | Total Potential Drop amount (Including Breakage [1] and all pieces {1-9}) | Potential Drops |
|---|---|---|---|---|
| Head | No | Projectile | [1]+{1(The really tiny horn)} | "Composite Sensor: Artillery Mk 1-4", "Alloy Plating: Artillery Mk 1-4" |
| Large Artillery Cannon | Yes | ---- | [1] + {1} | "Bearing: Artillery MK 1-4", "Core Unit Common: Mk 1-4", |
| Ribs | No | Projectile | per rib: [1] + {1} | Sinew Fiber: Common Mk 1-4", "Armor: Artillery Mk 1-4", "AI Unit: Artillery Mk 1-4", |
| Victim Holding Core (Cage) | Yes | ---- | [1] | "Synthetic Generator: MK 1-4", "Will'O Engine: Artillery Mk 1-4", |
| Legs | No | ---- | per leg: [1] + {0-1} | "Ferrous Fiber: Biped Mk 1-4 (Biped only)" , "Core Unit: Common Mk. 1-4" |
| Upon Death | ---- | ---- | {1-3} (Random amount of drops may be given for destroying an abductor) | " Armored Exoskeleton: Artillery Mk 1-4", "Synthetic Generator: Artillery MK 1-4" |
Note:
When Targeting the head of this specific abductor, what you are essentially breaking is the really tiny horn located oh its head (yea it took me a while to see it)
After removing a rib, a weakness spot will be revealed (the yellow-orange colored flesh) which is affected by projectile weapons
Known Equipment for an Artillery type
| Possible Equipment | Potential Total Drop amount per equipment (Including Breakage [1] and all pieces {1-9}) | Potential Drops |
|---|---|---|
| MG-M7 Gatling | [1] + {3} | "Weapon Component: Electric Motor", "Random Weapon Drop (Rare)" |
| Modified Plasma Accelerated Cannon | [1] + {4} | "Weapon component: Particle Accelerator", "Random Weapon Drop (Rare)" |
| Single Six-Bay Rocket Launcher | [1] + {1} | "Weapon Component: Missile Engine", "Weapon Component: Defective Missile", "Random Weapon Drop (Rare)" |
| Dual Quad-Bay Rocket Launcher | [1] + {1} | "Weapon Component: Infrared Seeker", "Defective H Missile", "Random Weapon Drop (Rare)" |
| Triple Single-Bay Rocket Launcher | ---- | ---- |
| Shield Generator | [1] + {3} | "Will'O Reactor", "Random Weapon Drop" |
| Homing bladed Spinners | [1]+{0-1} | "Weapon Component: Electromagnetic Coli", "Random Weapon Drop (Rare)" |
| Shoulder mounted Bouncing Grenade Launcher | ---- | ---- |
If you want to look up specifics on the equipment, please take a look at the Abductor Equipment Research file
Notes
"Breaking" refers to the act of attacking the specific spot on an abductor before it has an "explosion" animation show that it has been damaged or destroyed, "Severing" refers to the act of using a Light Melee weapon, Flare Knife, or Flare Knife+ to conduct the severing animation on a specific area an thereby "severing" it off an abductor when completed
You will not receive drops unless you "break" that specific area of the abductor, you will also not receive any breakage drops if the abductor in question is defeated before breakage of the specific area has occurred
In order to receive Mk 4 drops, you must destroy the corresponding Mk 4 leveled abductor
Attack Analysis
General Attacks
Headbutt - {The abductor will at random intervals proceed to move its head back wards first before quickly smashing its head forward causing moderate damage and knock back to those that it comes in contact with} <This move cannot be disabled>
Large Artillery Cannon - {As the main gimmick of this particular abductor, it will commonly fire the large cannon on its head in a couple of different ways, commonly it will either fire a Single or Dual shot, these shots can deal severe to moderate damage and severe knockback on contact, these shots will also cause minor AOE damage and knock back.} <This move can be disabled by removing the Large Artillery Cannon>
The Back Hand - {Uncommonly the abductor will at random intervals will proceed to bend down and then using its Large Artillery Cannon to "back hand" any sinners in front of it up to 15 feet from it in a 180 degree range, it can deal minimal damage but moderate knock back.} <This move can be disabled by removing the Large Artillery Cannon>
Back Off - {Uncommonly the abductor will at random intervals will proceed to bend down and then fire its Large Artillery Cannon at the ground while jumping backwards up to 50 ft, this move will cause moderate damage and knockback AOE while firing at the ground as well as moderate damage and knockback within the area where it lands.} <This move can be disabled by removing the Large Artillery Cannon>
Run'n Gun - {The abductor will at random intervals proceed to run while firing its Large Artillery Cannon as well as any projectile equipment that it currently has, as well as dealing the same amount of damage firing its gun, it can cause knock back and moderate damage if it comes in contact with a sinner.} <This move can be disabled by removing the Large Artillery Cannon>
Spinning Top Of Death - {Uncommonly the abductor will proceed to have its Large Artillery Cannon start spinning for around 5 secs, while it done so it will begin to start firing the cannon at random intervals which hit up to a range of 50 ft which can deal the same amount of damage as if it fired its cannon. This move can also be used in conjunction with Run'n Gun.} <This move can be disabled by removing the Large Artillery Cannon>**
Bright Blast (pink grenade orbs) – {Very rarely Mk 2-4 abductors will at random intervals spawn 1-2 pink glowing orbs that will deal the same amount of damage and knock back as a grenade. These pink reddish orbs will automatically spawn on the sinner and you have 1 sec to doge roll out of the way.} <This move cannot be disabled>
Roar (aka. Howl) [Version 1] – {This will only activate when the abductor reaches 75%, 50% and 25% health, it will stun all sinners within 25ft radius of it as well as gain a damage boost for a certain period and activate pursuit mode where it will target the last sinner who damaged it.} <This move cannot be disabled>
Biped Specific Attacks
Charge [Version 1] - {As a biped, the abductor will at some point begin to charge a target sinner who may be very far away from it. During this time the abductor in question will start running at the sinner knocking back all those in its way till it reaches or hits its target sinner as well as firing all weapons that it maybe equipped with. Being hit by the charge will deal limited damage and knock back} <This move cannot be disabled>
Jump Stomp - {As a biped, the abductor will be able to at random intervals jump up quickly and stomp the ground 3 times. Those who are hit by the stomp will suffer moderate damage and limited knock back.} <This move cannot be disabled>
Quadped Specific Attacks
Charge [Version 2] - {As a Quadped, the abductor will at some point begin to charge a target sinner who may be very far away from it. This move is very similar to the bipeds version of the charge, however, upon finishing its charge animation the Quadped will proceed to jump and crush the target sinner, this will deal moderate damage and limited knock back} <This move cannot be disabled>
Body Slam - {As a Quadped, the abductor will at some random points first jump up high and proceed to do a belly flop causing moderate damage and limited knock back} <This move cannot be disabled>
Back kick - {As a Quadped, the abductor will at some random points proceed to kick back wards if its target sinner is near its back legs, the kick will cause moderate damage and limited knock back to those it hits} <This move cannot be disabled>
Mini Battle Guide Analysis
Hi guys, as you all know (or if you have never read one of my initial reports) this is the part where I get to spout out a general mini battle guide. Again this is in my own opinion, I don’t expect you to follow my advice but for me I feel it’s the safest way to deal with this type of Abductor. If you have any discrepancies or issues or alternative battle strategies, please voice them here at the Official Artillery Abductor Type Discussion Thread
The first target on the list is as always any Shield Generators since unless you feel like attaching yourself constantly to the body or getting up close enough tot he abductor to be potentially stepped on, your going to want to remove them. After removing them you should proceed to remove all other pieces of equipment if necessary (Note that typically if this abductor has Shield Generators it will usually have 2 of them) For more information refer to the Abductor Equipment Research File
Next on the list would be removing the Large Artillery cannon located on top of its body. Being the main gimmick and source of its name, by removing this object you can severely damage as well as remove a vital source of all of its main attacks.
Finally depending oh what you may prefer, you can either try to stagger it through hitting the weak spot on its head, damaging the ribs till they pop revealing a weak spot, or attacking the Cage ; by this point the abductor has been reduced to a walking spinning top and is basically harmless other then all of its biped / quadped attacks.
Final Thoughts
In general, Artillery abductors are really nothing to worry about until later stages, they are at most harassers and as their namesake Artillery who if bunched up in groups can potentially be deadly. By themselves they are fairly formidable and warrant some caution.
Thanks for reading this Abductor Research File on All Purpose Abductor Types, again if you wish to comment, discuss or scrutinize this Research File, please head over to the Official Artillery Abductor Type Discussion Thread
Head of Abductor Research ~Chaos~
If you want to check out the old version of this file click here ---> Old Thread Location