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Assault Rifle
Assault Rifle
Primary Fire Secondary Fire
Damage 180 1250
Shots per Second 10.0 1.33
Magazine Size 36 2
Damage per Second 1800 1667 area
Sustained Fire Time
(seconds)
3.6 1.5
Weakspot Damage Bonus 50% 10%
Reloading Time
(seconds)
2.5 2.5

Overview[ | ]

  • The Assault Rifle is the primary weapon of Skye Autumn and cannot be changed for her before rank 40.
  • This weapon is unlocked at rank 20 for all characters to use as a secondary weapon and after rank 40 on they can use it as primary as well.
  • Fire modes
    • Primary Fire
      • The trigger can be held down for a very fast rate of fire. This is one of the fastest weapons in the game, having the same fire rate as the ETK-Tesla Prototype and the Circle Saw (10 shots/sec) - only the Sub Mini-Gun fires more than 10 shots per second with its primary fire.
      • The weapon is affected by recoil similarly to the Sub Mini-Gun, so the user's aim has to be constantly adjusted.
    • Secondary Fire
      • The secondary fire launches a grenade, that explodes on impact.
      • The explosion deals damage, according to the distance of the target from the center of the explosion (i.e. like all explosions, it deals its maximum damage, in this case 1250, in the center, and the further from it, the lower the damage).
      • The grenade is hugely affected by gravity, i.e., it has a tendency to hit well lower than the target aimed, depending on distance of firing.


Notes & tactics[ | ]

  • The primary fire is effective vs Soakers, since it quickly renders them more vulnerable.
  • The secondary fire can be used to achieve a small 'rocket jump' by simultaneously jumping and launching a grenade downwards.
  • The fast primary fire is good for Skye, since she can rack up her warming-up damage quickly.
  • Using the secondary fire with the last few rounds left in the magazine is an efficient way to use your ammo and win some more DPS.
  • The secondary fire mode is effective vs crowds and weak enemies like Runners, Walker Pups, Snorkers & Brood Mothers.
  • While the primary fire randomly has trouble dealing damage vs armoured lumes, the secondary can overcome flat (non-infinite) armour, even the biggest such (on curled Bliskeblaskes) and deal some damage.
  • If firing against non-armoured lumes or being able to hit weakspots, the primary fire is generally the way to go for more single-targeted DPS than the secondary, otherwise the 2ndary might be a better option.
  • In addition, to avoid the secondary fire's long cool-down animation: press your secondary fire button while still holding down your primary fire (default: left mouse button); then, release the primary fire to launch the secondary-fire's grenade. After firing, you can instantly switch weapons. This also works for other weapons, particularly those with a high ammo cost of their secondary fire, such as the ETK-Tesla Prototype (although the Sub Mini-Gun doesn't have a very big delay, regardless of whether with Tactical juxtaposition or not).
    • While if the weapon is used without Tactical juxtaposition the delay isn't very big, if this perk is enabled, the delay appears very high if using the secondary fire last before switching to the other weapon, thus being a typical side effect of the conversion of some weapons from fast into slow ones. It appears tricky to evade the long delay, which here is the most noticeable among the conversions of fast weapons.
  • Using the weapon with Hip Fire is double-edged, since if weakspots can be hit, the primary fire can deal some more damage to them without this perk.


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