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Nailgun
Nailgun
Primary Fire Secondary Fire
Damage 500 700
Shots per Second 3.33 2
Magazine Size 16 8
Damage per Second 1667 1400
Sustained Fire Time
(seconds)
4.8 or 6 4
Weakspot Damage Bonus 200% 10%
Reloading Time
(seconds)
4 4

Overview[ | ]

  • Unlocked at Rank 24 for players, that have the Ruins of Brightholme DLC.
  • Fire modes
    • Primary Fire
      • The primary fire shoots nails with high critical damage (hitting weakspots does 200% more dmg - the highest percent-crit bonus in the game).
      • After firing a shot, the Nailgun will be briefly highly inaccurate.
      • If firing the weapon with slight delays between the shots, it fires with more accuracy, although its fire rate becomes 20% slower if doing this properly and therefore fire time per clip is 1.2 seconds longer.
    • Secondary Fire
      • The secondary fire sticks nails to the ground, damaging enemies that walk on them.
      • The secondary fire's nails will persist until an enemy steps on them or until the round ends.
      • The crit damage bonus is much less than that of the primary fire.

Notes & tactics[ | ]

  • Since after firing a shot, the Nailgun becomes briefly highly inaccurate, when aiming at distant targets or at weakspots it is usually recommended to delay each shot slightly to fire more accurately. Being closer to enemies also helps, since then the need of delays becomes lower.
  • The spread of the shots makes it difficult to hit weak spots from afar, so the weapon benefits greatly from SiMo's accuracy bonus and Long Range Specialization.
  • Haigen has some potential to make good use of this weapon, since his durability renders him able to keep close to lumes for longer, thus resulting in lesser need of shot delays and his proximity bonus damage comes in handy as well.
  • Being the fastest out of all high-crit weapons and the one with the highest weakspot percentage-bonus, this is also the one that can potentally deal the highest weakspot-DPS in the game with its primary fire, capping at 5000 damage per second if the player can consistently hit a weakspot. For instance, the Circle Saw can deal almost the same DPS to weakspots (4990) if constantly hitting such.
  • The weapon can deal great damage when being able to hold the trigger to deal consistent weakspot damage from close. This is noticeable against big weakspots such as these on Armoured Heavies, Screamer Matriarchs and Soakers.
  • The usage of this weapon with Hip Fire is clearly not recommended, as this perk would cripple the great crit damage to weakspots of the primary fire.
  • The Tactical juxtaposition perk does not seem to lead to higher switch-delay if using secondary fire last before switching to the other weapon, unlike the conversion of some other fast weapons into slow, which makes this perk a mostly fine choice, although it doesn't add anything special. With this perk it is still required to delay each shot a bit for better accuracy - the constant fire's accuracy would not be "fixed" by Tactical Juxtaposition just because the fire rate is lower.
  • High crit damage is also dealt by the primary fire of the the Plasma rifle (+100%) and both fire modes of the Sniper Rifle (+130%) & the Ballista (+75%).


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