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Artillery P17 is a Firearm in Hellpoint. Firearms are used to deal damage to Enemies and Bosses from a distance. Firearms have different attack values and unique abilities, making them more or less effective, depending on the enemy or situation.
A massive canon of the Artillery defense system; much too heavy for most humans to wield.
Where / How to acquire Artillery P17
- 1x Artillery P17 can be found by exploring the High Ateliers area.
- Once you reach 100% data, you'll be able to access the High Ateliers from the Embassy. Interact with the computer and the elevator will go up. Explore the room and stabilize the Breach, read the message on the floor and cross the door. Go outside and go up the stairs. There is a room, go inside. Check one of the walls to find a secret door. This will lead you to the Artillery P17
- Otherwise, Artillery P17 is an uncommon drop you can get by defeating any Small Artillery enemy type. (See Small Artillery for more informations about the precise locations where you can find this enemy type.)
Artillery P17 - Weapon Abilities
- I. Warhead : Devastating plasma blast.
- This active ability costs 14 Energy Points to use.
- Whenever this ability is used, the Artillery P17 fires a "cannonball", for lack of a better description (i.e, an artillery shell with a spherical shape).
- The weapon must "charge up" a bit, before the projectile is actually launched, at an arc (the consecrated expression would be "to bell shoot").
- If the projectile hits an enemy, it deals a high amount of Induction Damage ; it generally triggers the DoT effect of Induction Damage ; and, depending on its Tenacity stat, the enemy can find itself thrown to the ground.
- The major issue with this ability is that you actually have to hit the target, which, unfortunately, is easier said than done : in practice, this high damage output, and high stagger potential are severely hampered by a certain number of downsides, that are more of less obvious upon use.
- The hitbox of the projectile is rather unforgiving, and you have to be quite precise, for what is supposed to be an artillery shell.
- This ability is, in essence, an AoE, but the actual effect is far from being as wide as the radius of the blast would lead you to believe, visually speaking.
- Regarding the velocity of the projectile, it "moves" rather slowly once it has been fired, so you have to anticipate the movements of your targets.
- The most glaring issue is the physical behavior of the projectile, when using the lock on feature. Even when you're targetting the tallest common enemies present in the game (Melee Thespian, Lava Daemon) ; and even when you lock on an enemy at the maximum possible range : the projectile will still go over their heads, making it almost impossible to use that way.
- The only way to reliably hit an enemy when you're locked on, requires you to get dangerously close to the target, so that you don't have to deal with the fact that the projectile is launched at an arc ; which goes against everything you would expect, coming from a Firearm named "Artillery P17" (and even then, the projectile can sometimes go straight through the enemy without any hit being registered, if you shoot point blank).
- Therefore, if you wish to obtain any kind of satisfying results with this ability, you have to completely forgo the lock on mechanic, and aim manually.
- Since the majority of the enemies just charge at you mindlessly once they have detected you, the ideal setup would be to position yourself at medium range ; and then, as strange as it may sound, to aim at where their feet are going to be in 1 second. You could pull it off at a longer range, but it gets harder to estimate the distances.
- All in all, this ability definitely requires some practice to get the best out of it ; if you think it is not worth all the hassle, it is perfectly understandable (especially since there is some severe competition in the domain of weapons able to deal Induction Damage at a distance : the Channeler of Hell, to name just one).
- II. Weight Handling : The weapon feels lighter in the hand.
- The Artillery P17 has an initial Weight value of 15 ; once this passive ability is unlocked, this value permanently goes down to 12 (hence the two different numbers featured on this page).
- IV. Flamer : Cleansing flame.
- This ability works only if you keep pressing the firing trigger ; a single input yields no result (apart from entering into the manual aiming mode, if you aren't locked on any enemy).
- This particularity makes it impossible to determine precisely the Energy Cost of this ability, via simple testing.
- It is good to note that, even if you keep pressing the firing trigger, there is a delay before the stream of flames actually begins to come out of the weapon.
- Regarding its damage output, it seems fair to say that this ability makes short work of any enemy that is not highly resistant to Induction Damage.
- It has its downsides, though : the most obvious one being, that it can drain your Energy reserves extremely fast, if you keep firing for a prolonged period of time.
- Moreover, the effective range of this ability is rather short, even for a flamethrower ; it feels like the actual hitbox doesn't quite match its visual representation.
- Since the vast majority of the enemies present in the game come at you to get into melee range, the best way to use this ability seems to be the following : begin to fire as they are about to reach you, and then, keep firing while backpedaling and / or strafing, so that you don't get hit.
- (In order to save on Energy costs in the long run, because of the inherent DoT effect of Induction Damage, you can stop firing slightly before the enemy actually dies.)
- VI. Damage Influx : Improved fighting skills deal more damage.
- VII. Proximity Mine : The battleground, a mine field.
- Once this active ability is unlocked, it costs 14 Energy Points to use.
- Whether you are locked on, or aim manually, whenever this ability is used, the Artillery P17 launches a proximity mine.
- (The ingame description of this ability is extremely misleading : instead of the "mine field" you would expect, it produces a single proximity mine : which, at first, can seem rather underwhelming, to say the least.)
- (For the sake of fairness, you can actually constitute a decent "mine field" by launching several proximity mines in a row ; but this has a hefty price, and you only have a very limited window of time to work with, before the first one you launched detonates on its own.)
- If an enemy is hit directly by the "projectile", it causes a decent amount of Induction Damage (and, depending on its Tenacity stat, the enemy can also find itself thrown to the ground).
- After a brief moment, the "projectile" detonates, causing another decent amount of Induction Damage. (This is definitely not how proximity mines are supposed to work ; but since it benefits the player, it is a minor complaint.)
- If the enemy is not hit directly by the "projectile", it will remain on the spot where it landed, for a maximum duration of approximatively 12 seconds.
- Then, if any enemy approaches this spot during this period of time, the "projectile" will act as a proper proximity mine, and detonate as a result.
- Knowing this fact, one would assume that you can prepare a trap along the path the enemy is most likely going to take ; but, unfortunately, the proximity mine tends to detonate too early, sometimes causing no damage at all.
- It is also important to precise that the "projectile" is launched at a rather low angle ; when you lock on an enemy at the maximum possible range, it will land too short, which can lead to the aforementioned problem.
- If you wish to be as Energy efficient as possible, you have to aim for the double effect : therefore, it is best to use this ability, not as a proximity mine, per say ; but rather, as a medium range projectile, with the added bonus of a delayed blast.
Artillery P17 - Notes & Tips
- It is a heavy cannon with specific high damage - high cost attacks. All of its attacks are not target directed, but direction directed meaning that distance plays a vital role on hitting the target. Its the only firearm that can't use melee attacks to replenish energy.