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Ogris
250px
Statistics
Weapon Type Primary
Trigger Type Charge
Projectile Speed 40.0
Noise Level Silent
Firing Rate 1.0 rounds/sec
Accuracy 100.0
Mag Size 5.0 rounds/Mag
Max Ammo 540.0 rounds
Reload Time 2.0s
Charge Dmg Type Explosion
Charge Dmg 150.0
Charge Time 1.5 sec/charge
Charge Crit Dmg 200.0%
Polarities None
Crit Damage only effects impact damage
6 meter blast radius with 500 explosive damage


The Ogris fires detonite infused casings.

–In-Game Description

The Ogris is a Grineer rocket launcher unlockable through Chem Lab Research in the dojo. A slower projectile version of this is used by the Bombard, though the homing ability isn't present in the ClanTech version.

This weapon can be sold for Credits 32px.png 7,500.

CharacteristicsModifica

Advantages:

  • High AoE Damage.
  • Silent (Enemies will not detect you when you blow their friends into pieces).
  • Can be fired while sprinting.
  • Ridiculously ammo efficient.
  • Moderately fast reload speed.
  • Effective at killing enemies behind cover.

Disadvantages:

  • Also deals FULL damage to the user if the rocket detonates too close (All damage will be dealt including elemental damage and effects (slowed by freeze,...) making the Ogris very dangerous and ill-suited for close range combat.
  • Clumsy against large crowds of fast-moving enemies such as the Infested.
    • Has to be charged before it can fire.
    • One of the lowest rate of fire in the game.
    • Easy to jam trigger (see notes).
  • Enemies can destroy the rockets with gunfire.
  • Slow projectile speed.
  • Optimal use relies heavily on proper positioning.
  • No Polarities.

AcquisitionModifica

Ignis has to be researched before researching this weapon. Once researched, you can replicate its blueprint for Credits 32px.png 15,000.

Research Requirements
Resources Quantity
Template:Detonite Ampule 10
32px-Ferrite.png Ferrite 500
32px-PolymerBundle.png Kit Polimeri 300
32px-Plastids.png Plastidi 150
  Credits 32px.png Crediti 7,500
Research Time 72 hours
Manufacturing Requirements
Resources Quantity
Template:Detonite Injector 5
32px-Salvage.png Reperti 5,000
Template:Alloy Plate 600
Template:Forma 1
  Credits 32px.png Crediti 30,000
Build Time 24 hours
Rush Build Platinumicon.png 35

Weapon LoadoutsModifica

Articolo Principale: Category:Ogris Build

See the user build section for builds using this weapon.

Other InformationModifica

(Click these tabs to see other information!)

Edit

General TipsModifica

  • All "charge weapons" (guns) are capable of holding their charge during a sprint, and as long as the user starts the charge, they are able to finish charging while they are still sprinting. This allows for more mobility to the user such as charging their weapon in cover, then run into the room and to unleash their first shot at first sight at the enemy immediately.
    • Using elevators and opening coop doors also does not cancel the charge, however hacking consoles and opening lockers will.
    • Sliding when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by rolling.
    • While wall running will not cancel the charge, edge grabbing will.
  • Pressing reload during a charge will cancel it regardless of ammo remaining.
  • Enemy bullets can cause the Ogris' Rockets to explode prematurely. Consider:
    • Firing indirectly to your target (shooting the ground/walls around them)
    • Waiting for the enemy to stop firing before you release your rocket.
  • Usage of the Speed Trigger mod can greatly decrease down-time for this weapon.
    • Effects both Charge time and attack speed.
  • Consider the enemy factions:
    • Because of their tendency to remain together and gathered near Shield Ospreys, Corpus are especially vulnerable to the Ogris. When fighting the Corpus, focus on taking out as many units as possible with individual shots.
    • On the other hand, the Infested move very quickly and are not always grouped for easy crowd-kills. Very often, you will have the lesser enemies blocking rockets with their speed for their swarming allies. Against the Infested, focus on getting rid of slow-but-deadly units first, especially Disruptor and Toxic Ancients, with your overly-massive burst damage and pin-point accuracy, and then clean up the remainder. [Three or more team members using the Infested Impedance artifact can increase the efficiency by slowing them down enough to where you can fire with ease]
    • The Grineer have a mix of large crowds and dangerous heavy enemies that cannot be ignored. Both are equally dangerous; the picking-off-tougher-enemies-first-strategy and the clearing-groups-first-strategy are both valid options whose priorities depend on the situation at hand.
  • Firestorm can be considered a damage multiplier as it increases the effective area of the explosion. As damage gets stronger closer to the epicenter of the explosion extending the range of the explosion also increases the effective damage area(s).

Suicidal Damage EvasionModifica

This sections is for those of you who are extremely good at getting high killcounts with rocket launchers... On yourself.

  • Carry a close-ranged sidearm when using the Ogris.
  • Evaluate the risk of massive self-damage before engaging enemies at close-range with this weapon.
  • Be wary of passing players and enemies when lining a shot up. Mistimed shots could result in a close proximity explosion dealing damage to yourself.
    • Consider telling your team members to avoid standing / moving in front of you to prevent a self-incapacitation, or simply stand where players would not normally pass in front of you, such as a ledge or on top of a box.
  • When using this weapon at close range jumping back usually brings you outside of the blast radius.

AoE Mechanic TipsModifica

This section is for those of you who don't know how to use a rocket launchers' AoE effect against multiple targets.

  • The closer the target is to the epicenter of the explosion the more damage it will take that is why Firestorm can be considered a damage modifier mod as it extends the effective AoE.
  • Due to the nature of the Ogris's charging time, projectile travel time, and explosive properties, try to plan where you want the rockets to hit before firing.
    • If you are caught in a situation where you must engage enemies where you will be within blast-radius, charge a rocket and then dive backwards while firing. This will reduce the chances of an accident.
  • The AoE blast can be useful for taking out enemies behind cover. Aiming at a nearby wall or patch of floor situated behind them will render their cover useless.
    • An enemy's hitbox can provide cover for those behind it. Aim at the middle of the ground when attacking incoming groups.
  • Firing from higher elevations makes greater use of its AoE damage.

PunctureModifica

File:Warframe Ogris Puncture Test (Update 9.7)

As of Update 9.7, Puncture now works with the Ogris. Projectiles will appear to continue going through objects until it has gone through it's puncture range, at which point it will explode on contact with the next object. While rockets do not explode when they puncture, they will still deal damage the normal impact damage shown in the infobox (not the 500 AoE damage). If the puncture distance does not exceed that of the object the projectile initially makes contact with, the rocket will explode immediately (as apposed to exploding inside of the object?).

Puncture TipsModifica

  • Puncture can be used as a safety net as rockets can pass through other players.
  • Using walls to blow up rockets to use splash damage may not work all the time, as your rocket may decide to puncture the targetted object.
  • Puncture may not be completely reliable for projectile weapons (does not work all the time), so the risk for self harm is still present.

Heavy CaliberModifica

As of Update 10.4, Heavy Caliber's accuracy reduction makes rockets spread.

  • Before Update 10.4 (Update 10.3x) Heavy Caliber was a straight up damage multiplier that increased recoil a little. This was usually masked by the screenshake caused by the explosion as the screenshake from the recoil was rather insignificant due to the low firerate of the Ogris.

Heavy Caliber Combinations
File:Ogris Heavy Caliber Test (U10.4)
Modifica

  • Split Chamber gives the Ogris another rocket that lands in a different location due to the accuracy debuff from Heavy Caliber.
    • Firestorm when coupled with Split Chamber is especially effective as it increases the overall effective range of the Ogris as well as the damage dealt from each individual explosion.
  • Shred puncture's gimicks are somewhat negated with Heavy Caliber as the rockets no longer land in the same spot as one another. This means even if one rocket passes through an enemy and does not blow up the other rocket will still have a chance of blowing up.

See AlsoModifica

MediaModifica

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