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Weapon code | MagnetMissileWep | ||
Comes from | Mega Man 3 | ||
Weapon color scheme | Red-on-Grey | ||
Fire rate | Slow-Medium | ||
Missile speed | Medium-Fast | ||
Capacity | 9 uses | ||
Weapon hotkey/type | [2] Long range | ||
Damage | 24 [+] (One magnet missile) | ||
Appears in these maps | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The Magnet Missile is a fast, rocket-propelled magnet that can home in on any visible targets. It's good for sniping out incoming enemies in open spaces without cover.
Tactics
Using Magnet Missile
Magnet Missile projectiles are extremely fast, making it a great ranged weapon. It is difficult to use in close range combat due to its slow fire rate, unless you're literally firing in your foe's face. The lock on ability is what makes this weapon shine. The further away you are from your enemy, the better the chance the magnets will lock on to enemies. Aiming above your opponents increases the chance of lock on, so it's a good idea to shoot high.
Vs. Magnet Missile
From a distance there's not too much you can do other than attempt to find cover as quickly as possible. If your enemy is in range, you can attempt to rush in and finish him with a strong close range weapon. You should also take note of how many magnets have been fired from your opponent, as it has a very low ammo count. Leaf Shield deflects Magnet Missile, but the missiles will continue to target you until you release the shield or they expire.
Code
actor MagnetMissileWep : MegaBuster 10038 { //$Category MM8BDM-Weapons Weapon.AmmoUse 3 Weapon.AmmoGive 28 Weapon.SlotNumber 2 Obituary "%o was magnetized by %k's Magnet Missile." Inventory.Pickupmessage "Power up! Magnet Missile!" weapon.ammotype "MagnetMissileAmmo" inventory.pickupsound "weapon/weaponup" +WEAPON.AMMO_OPTIONAL inventory.icon "MAGNETSI" Scale 2.0 States { Spawn: WEAP I 1 loop Ready: MAGG C 0 ACS_ExecuteAlways(998,0,8) MAGG C 1 A_WeaponReady Goto Ready+1 Deselect: TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower MAGG C 1 A_Lower Loop Select: TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise MAGG C 1 A_Raise Loop Fire: MAGG C 0 A_JumpIfNoAmmo("NoAmmo") MAGG C 0 A_PlaySoundEx("weapon/magnetmissile","Weapon") MAGG C 0 A_FireCustomMissile("MagnetMissile",0,1,8,0) MAGG DEC 4 MAGG C 12 MAGG C 0 A_Refire Goto Ready+1 NoAmmo: MAGG C 1 ACS_Execute(979,0) Goto Ready+1 } } actor MagnetMissileAmmo : Ammo { inventory.amount 1 inventory.maxamount 28 } actor MagnetMissile : MageStaffFX2 { PROJECTILE Radius 8 Height 5 scale 2.5 damagetype "MagnetMissile" damage (24) speed 47 +SEEKERMISSILE -EXTREMEDEATH reactiontime 60 States { Spawn: MAGG A 2 MAGG A 00 A_MStaffTrack MAGG A 0 A_CountDown loop Death: MMFX BCDE 2 stop } }