How Much Dmg Do Satchel Charges Do To Walls

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Active: Ziggs flings an explosive charge towards the target area, revealing its surroundings, and exploding after 4 seconds. Satchel Charge can be recast at no delay. When exploding, the Satchel Charge deals magic damage and knocks back all surrounding enemies by 250 units.

Satchel Charge
Weapon
Type:Ordnance
Damage:Very High
Fire Rate:Slow Deployment
Range:5-7 Meter Radius
Encumbrance:36%
Equipment Slot:3
Logistics
Cost:100
15
Amount produced ():5

How Much Dmg Do Satchel Charges Do To Walls Look

'A demolition device used to take down sturdy structures.
In-game description

File Charge ID 1241 Rarity Epic Type Remote Explosive Slots 1 Slots (1x1) Storage 0 Slots (0x0) Health 1 Range 4 Radius N/A Offset 0.05 Special Vulnerable Explosion 36 The Demolition Charge is an Epic Remote Explosive in Unturned 3. It is used in conjunction with a Detonator. It produces a beeping sound when placed which can attract nearby zombies or players. It can be found at military areas. Satchel Charges are mainly used to destroy tanks and lay traps. They do more damage to tanks than the Bazooka, but are much more dangerous to use, as the player must get up close to the tank to lay the charges, which puts them at risk of being picked off by other players or even killed by the tank itself. To destroy a tank, two can be placed on. Satchel Charges can be detonated from any distance, and with any time delay, assuming they still exist. There is a limit of 32 satchel charges that can be placed at a time. After the limit is reached, any further placement of the charges won't appear. They will stick to walls, vehicles, and pedestrians if thrown on them.

The Satchel Charge is an extremely high-damage placeable explosive. The usage is most recommended for breaching Wall (Tier 3), destroying mid-high tier Forward Bases, Bridges, and mid-high tier Static Bases. They are particularly effective against Garrisoned Houses requiring only 1 Satchel to destroy. Satchels take 5 seconds to plant, and detonate in 5 seconds. Most high-level structures will take several charges to destroy.

Crafting[edit | edit source]

The Satchel Charge is obtained via production in a Factory.

v·d·eItems
Weapons
Pistol • Revolver • Rifle • Carbine • Storm Rifle • SMG • Shotgun • HMG • Sniper Rifle • Anti-Tank Rifle • RPG • Mortar • Light Machine Gun • Machine Gun
Ordnance
Smoke Grenade • Green Ash • Frag Grenade • HE Grenade • Satchel Charge • Sticky Bomb • Anti-Tank Mine
Attachments
Utility
Hammer • Sledge Hammer • Wrench • Binoculars • Radio • Radio Backpack • Gas Mask (Filter) • Shovel
Medical
(Fists) • Bandages • First Aid Kit • Trauma Kit • Blood Plasma
Supplies
Soldier Supplies (Shirts) • Garrison Supplies • Bunker Supplies
Rocket
Retrieved from 'https://foxhole.gamepedia.com/Satchel_Charge?oldid=23269'
This page is up to date for Update 32: Roughnecks At Work
Satchel Charge
Equipment Details
TypeHigh Explosive
Used byDriller
SlotUtility
AvailabilityDefault

How Much Dmg Do Satchel Charges Do To Walls Need

'Be it an obstacle or a particularly thickheaded adversary, a good ol' Satchel Charge usually gets the job done. Stand well back before hitting the trigger.
~ Item Description
Much

About[edit | edit source]

Dmg

The Satchel Charge is a Utility Tool for the Driller. It is a remotely detonated explosive, designed to clear rocks or bugs or both. When placed, the charge is replaced with a remote switch similar to the Laser Pointer.

The Satchel Charge is deployed by throwing it down. Upon clicking, the Driller throws the charge out like a grenade, though its travel arc is much lower. He will always call out 'Explosives placed!' upon throwing the charge. Once the charge lands, it will emit a beeping noise and project a red spherical hologram which projects out to its maximum blast radius. The charge has an infinite lifetime, and can be detonated at any time by clicking again as soon as the Driller pulls out the detonator. Only one Charge may exist at once, as the Driller is forced into using his detonator to blow up the existing Charge before he can place another one.

The Satchel Charge boasts an extraordinarily high area damage value of 375, the highest of any available weapon in the game. With mods this can be further increased up to 875, which is more than enough to instantly kill anything in its radius except for the mightiest of foes. On lower hazard difficulties, or with few players, the charge will often be able to take out high-HP foes such as Glyphid Praetorians and Glyphid Wardens.

How Much Dmg Do Satchel Charges Do To Walls Work

As well as killing hostiles with ease, the Charge can also be used to clear out terrain. It leaves a much more smooth and consistent crater upon detonation (which can be expanded via modifications). This has several uses, such as extracting embedded gemstones such as Aquarqs out of walls which cannot be easily reached with the Reinforced Power Drills. The large crater forces grounded enemies (such as Glyphids) to run through it, which leaves them vulnerable to luring devices and explosives when thrown inside the existing crater.

Much
How Much Dmg Do Satchel Charges Do To Walls

The Satchel Charge is highly limited in terms of ammunition. By default only two charges can be carried, which means the Driller has to be highly selective as to where and when he uses them. Using them to clear space is often not as useful as killing a large amount of bugs in one shot, but the sluggish throwing arc and detonation process makes the Satchel Charge hard to use in active combat. Furthermore, its extraordinarily high damage can also affect teammates quite severely. Even with friendly fire reduction your allies will take extreme damage from the Satchel Charge, often enough to down them instantly. Make absolutely certain that there are no nearby teammates to accidentally injure when using the Charge.

How Much Dmg Do Satchel Charges Do To Walls

About[edit | edit source]

The Satchel Charge is a Utility Tool for the Driller. It is a remotely detonated explosive, designed to clear rocks or bugs or both. When placed, the charge is replaced with a remote switch similar to the Laser Pointer.

The Satchel Charge is deployed by throwing it down. Upon clicking, the Driller throws the charge out like a grenade, though its travel arc is much lower. He will always call out 'Explosives placed!' upon throwing the charge. Once the charge lands, it will emit a beeping noise and project a red spherical hologram which projects out to its maximum blast radius. The charge has an infinite lifetime, and can be detonated at any time by clicking again as soon as the Driller pulls out the detonator. Only one Charge may exist at once, as the Driller is forced into using his detonator to blow up the existing Charge before he can place another one.

The Satchel Charge boasts an extraordinarily high area damage value of 375, the highest of any available weapon in the game. With mods this can be further increased up to 875, which is more than enough to instantly kill anything in its radius except for the mightiest of foes. On lower hazard difficulties, or with few players, the charge will often be able to take out high-HP foes such as Glyphid Praetorians and Glyphid Wardens.

How Much Dmg Do Satchel Charges Do To Walls Work

As well as killing hostiles with ease, the Charge can also be used to clear out terrain. It leaves a much more smooth and consistent crater upon detonation (which can be expanded via modifications). This has several uses, such as extracting embedded gemstones such as Aquarqs out of walls which cannot be easily reached with the Reinforced Power Drills. The large crater forces grounded enemies (such as Glyphids) to run through it, which leaves them vulnerable to luring devices and explosives when thrown inside the existing crater.

The Satchel Charge is highly limited in terms of ammunition. By default only two charges can be carried, which means the Driller has to be highly selective as to where and when he uses them. Using them to clear space is often not as useful as killing a large amount of bugs in one shot, but the sluggish throwing arc and detonation process makes the Satchel Charge hard to use in active combat. Furthermore, its extraordinarily high damage can also affect teammates quite severely. Even with friendly fire reduction your allies will take extreme damage from the Satchel Charge, often enough to down them instantly. Make absolutely certain that there are no nearby teammates to accidentally injure when using the Charge.

Initial Stats
Area Damage375 Explosive
Max Ammo2
Carve Diameter6.2m
Armor Break300%
Maximum Damage Radius3m
Radius4.5m
Minimum Damage20%

Usage & Strategies[edit | edit source]

  • Best used with luring tools, such as the Scout's Pheromone Canister or the Engineer's L.U.R.E., to wrangle as many enemies together for the ultimate destructive payoff.
  • Although this device is notorious for friendly fire incidents, it can be used to great effect to clear out enemies surrounding a downed ally. Drop the explosive onto the ally from a safe distance, blow up any surrounding enemies and pick them up.
  • Take care when using the Charge on narrow walkways or suspended platforms; if it blows up the sections connecting to other parts of the cave it could potentially cause the whole platform to crumble, causing you to fall to your doom.
  • The 'Carve Diameter' statistic refers to the size of the crater left behind from the satchel charge, which for unknown reasons is bigger than its damage radius.
  • Take care when using the Satchel Charge in the Magma Core, as the crater will reveal a huge amount of molten slurry which can damage you and your teammates.

Modifications[edit | edit source]

There are four tiers and each tier has one to three upgrades, only one upgrade can be equipped per tier.

Driller Upgrades
ModEffectDescriptionPrice
Tier 1
Fragmentary Shell
+3m Effect RadiusLarger damage radius

Extra Satchel Charge
+1 Carried AmountCan carry one more explosive pack
360Credits
12Jadiz

Bigger Charge
+250 Area DamageMore damage
Tier 2
5

Kill Switch
+Can be picked upDisarm and pick up an unused charge
700Credits
26Enor Pearl
Tier 3
10

Extra Satchel Charge
+1 Carried AmountCan carry one more explosive pack

Volatile Compound
+250 Area Damage
+Unstable Explosives
More explosive power but the device will detonate if damaged
920Credits
14Enor Pearl
20Bismor
Tier 4
15

Big Bang
+10m Extra Fear Radius (100% Fear Factor)Chance to scare enemies far from the blast

Concussive Blast
+10m Extra Stagger Radius (100% Stun chance, lasts for 5s)Stuns enemies far from the blast
1000Credits
32Croppa
20Jadiz

Rock Mover
+9m Carve DiameterBlast carves a much larger area

Trivia[edit | edit source]

  • The Satchel Charge used to be available to both the Gunner and the Driller as their quaternary support tool, but this was changed in Update 19 as the Gunner had it replaced with the Shield Generator.
  • The Satchel Charge has built up a reputation for causing many accidental (or purposeful) team kill deaths.


v·d·eEquipment
Primary
Secondary
Subata 120 • Experimental Plasma Charger
Throwables
Impact Axe • High Explosive Grenade • Neurotoxin Grenade
Tools
Reinforced Power Drills • Satchel Charge • Pickaxe • Medium-Intensity Flare • 'Mole' Armor Rig
Primary
Secondary
Deepcore 40mm PGL • Breach Cutter
Throwables
L.U.R.E. • Plasma Burster • Proximity Mine
Tools
Platform Gun • LMG Gun Platform • Pickaxe • Medium-Intensity Flare • 'Owl' Armor Rig
Primary
'Lead Storm' Powered Minigun • 'Thunderhead' Heavy Autocannon
Secondary
'Bulldog' Heavy Revolver • BRT7 Burst Fire Gun
Throwables
Sticky Grenade • Incendiary Grenade • Cluster Grenade
Tools
Zipline Launcher • Shield Generator • Pickaxe • High-Intensity Flare • 'Barracuda' Armor Rig
Primary
Secondary
Jury-Rigged Boomstick • Zhukov NUK17
Throwables
Inhibitor-Field Generator • Cryo Grenade • Pheromone Canister
Tools
Grappling Hook • Flare Gun • Pickaxe • High-Intensity Flare • 'Fox' Armor Rig
Other
Laser Pointer • Terrain Scanner • Weapon Overclocks
Support Drops
Resupply Pod • Drop Pod • Personal Drop Pod • Drilldozer • Mine Head
Robots
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