Loom Coils: Difference between revisions
0.11 updates, changelog, overview |
Better wording |
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== Overview == | == Overview == | ||
Each [[captains|captain]] starts with two loom coils pre-loaded. Each time a player spends 3 upgrade points (from ship or weapon upgrades), they gain a Loom Coil selection. Each selection presents 4 options — 3 colored coils (Green, Blue, | Each [[captains|captain]] starts with two loom coils pre-loaded. Each time a player spends 3 upgrade points (from ship or weapon upgrades), they gain a Loom Coil selection. Each selection presents 4 options — 3 colored coils of the same color (Green, Blue, Green, Blue, Gold and then repeats) and 1 White coil. | ||
The chosen captain guarantees access to a specific set of coils | The chosen captain guarantees access to a specific set of coils. However, coils tied to other captains can still appear, as well as coils that doesn't belong to a any captain. | ||
== Selection Cycle == | == Selection Cycle == | ||
Loom Coil picks follow a repeating cycle every 6 selections: | Loom Coil picks follow a repeating cycle every 6 selections: | ||
# 3 Green + 1 White | # 3 Green + 1 White | ||
# 3 Blue + 1 White | # 3 Blue + 1 White | ||
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== Coil Types == | == Coil Types == | ||
* ''' | * '''Common''' (White) appear in every selection. These are single-effect upgrades or “double coils” that combine any two White effects. | ||
* ''' | * '''Uncommon''' (green) provide basic, consistent stat upgrades such as cooldown recovery, critical chance, and health regeneration. | ||
* ''' | * '''Rare''' (blue) emphasize range, support, and defensive utility. They often affect allies or modify Repair behavior. | ||
* ''' | * '''Legendary''' (gold) offer the strongest effects but always come with drawbacks. These appear only at the end of each cycle. | ||
== Available Loom Coils == | == Available Loom Coils == |
Revision as of 23:59, 25 June 2025
Loom Coils are part of a dynamic upgrade system in Sirocco that allows players to customize their ships by choosing powerful effects throughout a match. The system is tightly connected to both ship and weapon upgrades, and influenced by the selected captain.
Overview
Each captain starts with two loom coils pre-loaded. Each time a player spends 3 upgrade points (from ship or weapon upgrades), they gain a Loom Coil selection. Each selection presents 4 options — 3 colored coils of the same color (Green, Blue, Green, Blue, Gold and then repeats) and 1 White coil.
The chosen captain guarantees access to a specific set of coils. However, coils tied to other captains can still appear, as well as coils that doesn't belong to a any captain.
Selection Cycle
Loom Coil picks follow a repeating cycle every 6 selections:
- 3 Green + 1 White
- 3 Blue + 1 White
- 3 Green + 1 White
- 3 Blue + 1 White
- 3 Gold + 1 White
This pattern then repeats for subsequent selections.
Coil Types
- Common (White) appear in every selection. These are single-effect upgrades or “double coils” that combine any two White effects.
- Uncommon (green) provide basic, consistent stat upgrades such as cooldown recovery, critical chance, and health regeneration.
- Rare (blue) emphasize range, support, and defensive utility. They often affect allies or modify Repair behavior.
- Legendary (gold) offer the strongest effects but always come with drawbacks. These appear only at the end of each cycle.
Available Loom Coils
Legendary

Reduce speed by 18%
Patch 0.11: Perma Bulk: increase max health from 30% to 45%

Increase Weapon range by 12
Reload 30% slower

Increase vision radius by 20
Reduce weapon damage by 13.6%

Increase health regen 20 hp/s
Reduce max health by 10%

Double Reload Amount
Reload 90% slower

Increase Weapon special by 32%
Reload 15% slower
Patch 0.11: Specialist: shot between trigger reduction from 2 to 3, increase Special from 48% to 32%

Reduce speed by 18%

Reload 15% slower
Reduce ship speed by 10%

Reduce max health by 10%

Reduce max health by 10%

Increase health regen by 40 hp/s
Recover cooldowns 10% slower
Rare

5%



by 30 knots for a short time on use
Patch 0.11: Speedy Repair now Dispel at start of repair use, speed reduced from 40 knots to 30 knots


then cleanses at the end of effect
Patch 0.11.2: Damage reduction reduced from 85% to 60%. Now dispels at the end of its effect. Time reduced to 1 second.
Patch 0.11.1: Duration from 1 second to 1.7 seconds. Damage reduction from 70% to 85%. No longer Dispels at end of effect
Patch 0.11: Crisis Repair: damage reduction from 90% to 70%

effectiveness


seconds

Repair heal is reduced by 65%
Patch 0.11.2: Removed
Patch 0.11: New
Uncommon

Patch 0.11: Repair Cooldown: from 8 seconds to 6 seconds per upgrade



Patch 0.11: Health Regeneration: from 8 to 5 per upgrade



Common






See also
Changelog
Patch | Change |
---|---|
[0.11] |
|