EvitanRelta (talk | contribs) No edit summary Tag: Visual edit |
Tag: Visual edit |
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| slot = 1 |
| slot = 1 |
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| availability = 2 |
| availability = 2 |
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− | | hitscan = |
+ | | hitscan =No |
}} |
}} |
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</div> |
</div> |
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{{quote| |
{{quote| |
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− | The DRAK-25 is among the newest additions to the DRG arsenal and is a bit of a technological marvel. Capable of laying down a blistering hail of superheated plasma without hardly ever blowing up in your hands, |
+ | The DRAK-25 is among the newest additions to the DRG arsenal and is a bit of a technological marvel. Capable of laying down a blistering hail of superheated plasma without hardly ever blowing up in your hands, AND comparatively cheap to manufacture, Management were quick to approve and sign off on this design. |
|Item Description}} |
|Item Description}} |
||
− | The ''{{PAGENAME}}'' is an unlockable primary weapon for the [[Scout]]. It is a somewhat retro futuristic carbine with the stock being incorporated into the handle and attached to the magazine. The barrel and muzzle both feature distinctly different colors compared to the rest of the gun and are much more circular than the rest of the weapon. |
+ | The '''{{PAGENAME}}''' is an unlockable primary weapon for the [[Scout]]. It is a somewhat retro futuristic carbine with the stock being incorporated into the handle and attached to the magazine. The barrel and muzzle both feature distinctly different colors compared to the rest of the gun and are much more circular than the rest of the weapon. |
The Plasma Carbine, similar to [[Gunner|Gunner's]] [["Lead Storm" Powered Minigun]] and [[Driller|Driller's]] [[Experimental Plasma Charger]], feeds from a single ammo pool and has an overheating mechanic. In addition, the plasma fired by the weapon is considered a projectile, meaning that it must physically travel through the world before hitting a target. |
The Plasma Carbine, similar to [[Gunner|Gunner's]] [["Lead Storm" Powered Minigun]] and [[Driller|Driller's]] [[Experimental Plasma Charger]], feeds from a single ammo pool and has an overheating mechanic. In addition, the plasma fired by the weapon is considered a projectile, meaning that it must physically travel through the world before hitting a target. |
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! width="20%" |Mod |
! width="20%" |Mod |
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! width="20%" |Effect |
! width="20%" |Effect |
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− | ! Description |
+ | ! In Game Description |
! Price |
! Price |
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|- |
|- |
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| style="padding:10px" | {{icon upgrade|FireRate|45px}}<br/>High-Volume Plasma Field |
| style="padding:10px" | {{icon upgrade|FireRate|45px}}<br/>High-Volume Plasma Field |
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| +3 Rate of Fire |
| +3 Rate of Fire |
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− | | We overclocked your gun. It fires faster. Don't Ask. Just Enjoy. Also probably don't tell Management, please. |
+ | | "''We overclocked your gun. It fires faster. Don't Ask. Just Enjoy. Also probably don't tell Management, please.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
||
| credits = 1200 |
| credits = 1200 |
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| style="padding: 5px;" | {{icon upgrade|TemperatureCoolDown}}<br/>Heat Shield |
| style="padding: 5px;" | {{icon upgrade|TemperatureCoolDown}}<br/>Heat Shield |
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| -25% Heat per Shot |
| -25% Heat per Shot |
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− | | Less heat generated per shot. |
+ | | "''Less heat generated per shot.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
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| credits = 1200 |
| credits = 1200 |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|ProjectileSpeed}}<br/>Stronger Plasma Accelerator |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|ProjectileSpeed}}<br/>Stronger Plasma Accelerator |
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| style="border-bottom-width: 3px;" | +50% Projectile Velocity |
| style="border-bottom-width: 3px;" | +50% Projectile Velocity |
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− | | style="border-bottom-width: 3px;" | Launches the plasma projectiles at a higher velocity. |
+ | | style="border-bottom-width: 3px;" | "''Launches the plasma projectiles at a higher velocity.''" |
− | |style="border-bottom-width: 3px;" | {{Price table | width = 100% |
+ | | style="border-bottom-width: 3px;" | {{Price table | width = 100% |
| credits = 1200 |
| credits = 1200 |
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| umanite = 25 |
| umanite = 25 |
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| style="padding:10px" | {{icon upgrade|Ammo|45px}}<br/>Larger Battery |
| style="padding:10px" | {{icon upgrade|Ammo|45px}}<br/>Larger Battery |
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| +250 Battery Capacity |
| +250 Battery Capacity |
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− | | The good thing about clips, magazines, ammo drums, fuel tanks... you can always get bigger variants. |
+ | | "''The good thing about clips, magazines, ammo drums, fuel tanks... you can always get bigger variants.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
||
| credits = 2000 |
| credits = 2000 |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|DamageGeneral|45px}}<br/>Increased Caliber Rounds |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|DamageGeneral|45px}}<br/>Increased Caliber Rounds |
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| style="border-bottom-width: 3px;" | +2 Damage |
| style="border-bottom-width: 3px;" | +2 Damage |
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− | | style="border-bottom-width: 3px;" | The good folk in R&D have been busy. The overall damage of your weapon is increased. |
+ | | style="border-bottom-width: 3px;" | "''The good folk in R&D have been busy. The overall damage of your weapon is increased.''" |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
||
| credits = 2000 |
| credits = 2000 |
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| style="padding:10px" | {{icon upgrade|Aim|45px}}<br/>Custom Coil Alignment |
| style="padding:10px" | {{icon upgrade|Aim|45px}}<br/>Custom Coil Alignment |
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| -70% Shot Spread |
| -70% Shot Spread |
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− | | Hand-aligned coils with a custom two phase acceleration profile improves accuracy and reduces spread. |
+ | | "''Hand-aligned coils with a custom two phase acceleration profile improves accuracy and reduces spread.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
||
| credits = 2800 |
| credits = 2800 |
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| style="padding: 5px;" | {{icon upgrade|TemperatureCoolDown}}<br/>Gen 2 Cooling System |
| style="padding: 5px;" | {{icon upgrade|TemperatureCoolDown}}<br/>Gen 2 Cooling System |
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| +50% Cooling Rate, -0.1 Cooling Delay |
| +50% Cooling Rate, -0.1 Cooling Delay |
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− | | The new and improved passive cooling system sheds heat faster when not firing. |
+ | | "''The new and improved passive cooling system sheds heat faster when not firing.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
||
| credits = 2800 |
| credits = 2800 |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|MovementSpeed|45px}}<br/>Hot Feet |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|MovementSpeed|45px}}<br/>Hot Feet |
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| style="border-bottom-width: 3px;" | +Speed Boost During Overheat |
| style="border-bottom-width: 3px;" | +Speed Boost During Overheat |
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− | | style="border-bottom-width: 3px;" | The burning hot gases motivate you to move faster while the weapon is overheated. |
+ | | style="border-bottom-width: 3px;" | "''The burning hot gases motivate you to move faster while the weapon is overheated.''" |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
||
| credits = 2800 |
| credits = 2800 |
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| style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Overcharged PCF |
| style="padding:10px" | {{icon upgrade|Electricity|45px}}<br/>Overcharged PCF |
||
| +20 Chance to Electrocute on Hit |
| +20 Chance to Electrocute on Hit |
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− | | The projectiles carry excess charge distributed across the containment field giving a small chance to electrocute the target on impact. |
+ | | "''The projectiles carry excess charge distributed across the containment field giving a small chance to electrocute the target on impact.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
||
| credits = 4800 |
| credits = 4800 |
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| style="padding:10px" | {{icon upgrade|Explosion}}<br/>Plasma Splash |
| style="padding:10px" | {{icon upgrade|Explosion}}<br/>Plasma Splash |
||
| -5 Direct Damage, +5 Splash Damage Area |
| -5 Direct Damage, +5 Splash Damage Area |
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− | | A simple modification to the containment field causes it to rupture outward on impact damaging all things in a small radius even through heavy armor. |
+ | | "''A simple modification to the containment field causes it to rupture outward on impact damaging all things in a small radius even through heavy armor.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
||
| credits = 4800 |
| credits = 4800 |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|ArmorBreaking|45px}}<br/>Destructive Resonance AMP |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|ArmorBreaking|45px}}<br/>Destructive Resonance AMP |
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| style="border-bottom-width: 3px;" | +200% Armor Break Bonus |
| style="border-bottom-width: 3px;" | +200% Armor Break Bonus |
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− | | style="border-bottom-width: 3px;" | We're proud of this one. Armor shredding. Tear through that high-impact plating of those big buggers like butter. What could be finer? |
+ | | style="border-bottom-width: 3px;" | "''We're proud of this one. Armor shredding. Tear through that high-impact plating of those big buggers like butter. What could be finer?''" |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
||
| credits = 4800 |
| credits = 4800 |
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| style="padding: 5px;" | {{icon upgrade|Heat}}<br/>Manual Heat Dump |
| style="padding: 5px;" | {{icon upgrade|Heat}}<br/>Manual Heat Dump |
||
| + Manual Heat Dump |
| + Manual Heat Dump |
||
− | | Pressing the reload button will force the DRAK-25 into overheat mode letting you quickly cool the weapon. |
+ | | "''Pressing the reload button will force the DRAK-25 into overheat mode letting you quickly cool the weapon.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
||
| credits = 5600 |
| credits = 5600 |
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| style="padding: 5px;" | {{icon upgrade|Special}}<br/>Thermal Feedback Loop |
| style="padding: 5px;" | {{icon upgrade|Special}}<br/>Thermal Feedback Loop |
||
| +Faster RoF When Hot |
| +Faster RoF When Hot |
||
− | | Pumping excess heat back into the system results in a faster rate of fire when the weapon passes 50% heat. |
+ | | "''Pumping excess heat back into the system results in a faster rate of fire when the weapon passes 50% heat.''" |
| {{Price table | width = 100% |
| {{Price table | width = 100% |
||
| credits = 5600 |
| credits = 5600 |
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** Maximum Heat Capacity: 2 |
** Maximum Heat Capacity: 2 |
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*The heat-percentage bar on the gun is non-linear. It takes 18 shots to reach "50% heat", and 45 to reach 100%. |
*The heat-percentage bar on the gun is non-linear. It takes 18 shots to reach "50% heat", and 45 to reach 100%. |
||
+ | **These values change based on mods and overclocks, from up to 69 shots at most to overheat, to as few as 29 based on build. <br /> |
||
=== Unique Modifications === |
=== Unique Modifications === |
||
⚫ | |||
⚫ | |||
− | + | {{icon upgrade|MovementSpeed|64px|extra=left}} '''Hot Feet''' provides a speed boost during overheat. The speed boost lasts for the entire overheat duration, plus an additional ~2s. Thus, the longer the overheat duration, the longer the speed boost. |
|
⚫ | |||
+ | ==== Overcharged PCF ==== |
||
⚫ | |||
+ | {{icon upgrade|Electricity|64px|extra=left}} '''Overcharged PCF''' adds a chance to electrocute target on hit, causing damage over time and slowing. |
||
⚫ | |||
+ | * Actually has a 15% chance, not 20% |
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⚫ | |||
+ | * Duration: 4 seconds |
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+ | * Damage: 12 electric per second, 48 total |
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+ | * Slow: 80% |
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+ | |||
⚫ | |||
+ | {{icon upgrade|Explosion|64px|extra=left}} '''Plasma Splash''' reduces direct damage and adds area splash damage. |
||
+ | |||
+ | |||
+ | * Damage: 5 |
||
⚫ | |||
+ | * Radius: 1m |
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+ | * Minimum Damage: 50% |
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+ | |||
⚫ | |||
⚫ | |||
+ | |||
+ | |||
⚫ | |||
+ | {{icon upgrade|Special|64px|extra=left}} '''Thermal Feedback Loop''' Gives +5 rate of fire above 50% heat, up to a total RoF of 20 |
||
+ | |||
=== Unique Overclocks === |
=== Unique Overclocks === |
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− | + | ==== Impact Deflection ==== |
|
− | + | {{Icon overclock full |Clean|Ricoshet}} '''Impact Deflection''' is an clean overclock. The bounce angle depends on the surface angle, like the reflection of a beam of light. |
|
+ | |||
− | + | If the "Plasma Splash" mod is equipped, the projectile deals splash damage when bouncing off terrain; making it possible to deal x2 splash if you shoot the floor infront of enemies (splashing on contact with floor, then bouncing into the enemy, dealing direct + splash damage again). |
|
− | * Overtuned Particle Accelerator |
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+ | |||
− | + | ==== Rewiring Mod ==== |
|
− | **Rewiring Mod will refill 31.44 shots given a full overheat of 45 shots, 69.86% of ammunition used. This means a full 45-shot overheat will only consume 13.56 shots. |
||
− | + | {{Icon overclock full |Balanced|Ammo}} '''Rewiring Mod''' is a balanced overclock. Rewiring Mod will refill 31.44 shots given a full overheat of 45 shots, 69.86% of ammunition used. This means a full 45-shot overheat will only consume 13.56 shots. |
|
+ | |||
⚫ | |||
+ | Using "Manual Heat Dump" to overheat early mod will refill around 47-70% of ammunition used. A minimum of 18 shots are needed to reach "50% heat" to manually overheat, and consumes ~9.5 shots (only refilling 47.2% of the 18 used). |
||
− | ** At full shields, +5.5 direct damage, and x2 projectile speed. |
||
+ | |||
− | * Thermal Liquid Coolant |
||
⚫ | |||
⚫ | |||
+ | {{Icon overclock full |Balanced|Special}} '''Aggressive Venting''' is a balanced overclock. Upon overheating, deals up to 6 fire damage, 60 heat, and 500 fear within a 5 meter radius. These values all scale with %heat at overheat, so at 50% heat, all of them will be halved. |
||
⚫ | |||
+ | Additionally, this overclock drastically reduces overheat time, which stacks with Manual Heat Dump. Overheating at 50% heat with MHD will give an approximately .5 second overheat duration. |
||
− | * Name Unknown (name not present in game file for this overclock) |
||
+ | |||
⚫ | |||
+ | {{Icon overclock full |Unstable|Resistance}} '''Shield Battery Booster''' is an unstable overclock that grants +5.5 direct damage, and x2 projectile speed while at full shield. |
||
+ | |||
+ | Shield regeneration is now also linked to overheating. When overheating and losing your shield, your shield regeneration starts immediately after the weapon has cooled down, instead of the usual 6-9 seconds delay. This also means that shield regeneration delay can shortened by deliberately overheating the weapon. When Boosted Converter is selected, this means that Scout can potentially benefit from 200% shield regeneration speed while completely negating the modification's 50% increase in shield regeneration delay. This also syngergizes with Manual Heat Dump, as you can manually trigger overheat at 50% heat, get shield disruption from the OC, and benefit from the even shorter overheat-cooldown. |
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+ | Does not function in missions with the Shield Disruption modifier. |
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+ | |||
+ | ==== Thermal Exhaust Feedback ==== |
||
+ | {{Icon overclock full |Unstable|Heat}} '''Thermal Exhaust Feedback''' is an unstable overclock. Adds 1.5 fire and 1.5 heat damage for every 10% heat over 50%, up to a total of +6 fire and +6 heat damage. |
||
== Mastery == |
== Mastery == |
Revision as of 20:03, 3 May 2022
This article is a stub. You can help Deep Rock Galactic Wiki by expanding it. |
This article may need cleanup to meet quality standards.
Please help improve this if you can. The Discussion page may contain suggestions. |
Please help improve this if you can. The Discussion page may contain suggestions.
Unlocked through an assignment |
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Requires Scout 20
Purchased for: |
Initial Stats | ||||||||||||
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|
“ |
The DRAK-25 is among the newest additions to the DRG arsenal and is a bit of a technological marvel. Capable of laying down a blistering hail of superheated plasma without hardly ever blowing up in your hands, AND comparatively cheap to manufacture, Management were quick to approve and sign off on this design. |
— Item Description |
The DRAK-25 Plasma Carbine is an unlockable primary weapon for the Scout. It is a somewhat retro futuristic carbine with the stock being incorporated into the handle and attached to the magazine. The barrel and muzzle both feature distinctly different colors compared to the rest of the gun and are much more circular than the rest of the weapon.
The Plasma Carbine, similar to Gunner's "Lead Storm" Powered Minigun and Driller's Experimental Plasma Charger, feeds from a single ammo pool and has an overheating mechanic. In addition, the plasma fired by the weapon is considered a projectile, meaning that it must physically travel through the world before hitting a target.
When firing the Plasma Carbine, each shot will produce heat which is measured on the weapon's digital display. After firing for an extended period of time and completely filling the heat meter, the Plasma Carbine will jam, rendering the weapon inoperable for the overheat duration.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
DRAK-25 Plasma Carbine Modifications | ||||
---|---|---|---|---|
Mod | Effect | In Game Description | Price | |
Tier 1 | High-Volume Plasma Field |
+3 Rate of Fire | "We overclocked your gun. It fires faster. Don't Ask. Just Enjoy. Also probably don't tell Management, please." | |
Heat Shield |
-25% Heat per Shot | "Less heat generated per shot." | ||
Stronger Plasma Accelerator |
+50% Projectile Velocity | "Launches the plasma projectiles at a higher velocity." | ||
Tier 2 | Larger Battery |
+250 Battery Capacity | "The good thing about clips, magazines, ammo drums, fuel tanks... you can always get bigger variants." | |
Increased Caliber Rounds |
+2 Damage | "The good folk in R&D have been busy. The overall damage of your weapon is increased." | ||
Tier 3 | Custom Coil Alignment |
-70% Shot Spread | "Hand-aligned coils with a custom two phase acceleration profile improves accuracy and reduces spread." | |
Gen 2 Cooling System |
+50% Cooling Rate, -0.1 Cooling Delay | "The new and improved passive cooling system sheds heat faster when not firing." | ||
Hot Feet |
+Speed Boost During Overheat | "The burning hot gases motivate you to move faster while the weapon is overheated." | ||
Tier 4 | Overcharged PCF |
+20 Chance to Electrocute on Hit | "The projectiles carry excess charge distributed across the containment field giving a small chance to electrocute the target on impact." | |
Plasma Splash |
-5 Direct Damage, +5 Splash Damage Area | "A simple modification to the containment field causes it to rupture outward on impact damaging all things in a small radius even through heavy armor." | ||
Destructive Resonance AMP |
+200% Armor Break Bonus | "We're proud of this one. Armor shredding. Tear through that high-impact plating of those big buggers like butter. What could be finer?" | ||
Tier 5 | Manual Heat Dump |
+ Manual Heat Dump | "Pressing the reload button will force the DRAK-25 into overheat mode letting you quickly cool the weapon." | |
Thermal Feedback Loop |
+Faster RoF When Hot | "Pumping excess heat back into the system results in a faster rate of fire when the weapon passes 50% heat." |
Overclocks
Overclock calculations happen after modifiers.
Stats breakdown
Understanding the Weapon
- Battery Capacity is the weapon's total ammo capacity.
- Overheat Duration is the amount of time in seconds that the weapon becomes inoperable when the heat meter is completely filled.
- Cooldown Delay is how long you need to wait in seconds before the weapon's heat meter begins to cool down.
- Heat Generated per Shot: 0.045
- Maximum Heat Capacity: 2
- The heat-percentage bar on the gun is non-linear. It takes 18 shots to reach "50% heat", and 45 to reach 100%.
- These values change based on mods and overclocks, from up to 69 shots at most to overheat, to as few as 29 based on build.
- These values change based on mods and overclocks, from up to 69 shots at most to overheat, to as few as 29 based on build.
Unique Modifications
Hot Feet
Hot Feet provides a speed boost during overheat. The speed boost lasts for the entire overheat duration, plus an additional ~2s. Thus, the longer the overheat duration, the longer the speed boost.
Overcharged PCF
Overcharged PCF adds a chance to electrocute target on hit, causing damage over time and slowing.
- Actually has a 15% chance, not 20%
- Duration: 4 seconds
- Damage: 12 electric per second, 48 total
- Slow: 80%
Plasma Splash
Plasma Splash reduces direct damage and adds area splash damage.
- Damage: 5
- Damage type: Fire
- Radius: 1m
- Minimum Damage: 50%
Manual Heat Dump
Manual Heat Dump provides a significant reduction in overheat duration. Thus, its much faster to dump the heat by manually overheating at <99% heat, rather than automatically at 100% (35% less overheat time), also bypasses the "Cooldown delay".
Thermal Feedback Loop
Thermal Feedback Loop Gives +5 rate of fire above 50% heat, up to a total RoF of 20
Unique Overclocks
Impact Deflection
Impact Deflection is an clean overclock. The bounce angle depends on the surface angle, like the reflection of a beam of light.
If the "Plasma Splash" mod is equipped, the projectile deals splash damage when bouncing off terrain; making it possible to deal x2 splash if you shoot the floor infront of enemies (splashing on contact with floor, then bouncing into the enemy, dealing direct + splash damage again).
Rewiring Mod
Rewiring Mod is a balanced overclock. Rewiring Mod will refill 31.44 shots given a full overheat of 45 shots, 69.86% of ammunition used. This means a full 45-shot overheat will only consume 13.56 shots.
Using "Manual Heat Dump" to overheat early mod will refill around 47-70% of ammunition used. A minimum of 18 shots are needed to reach "50% heat" to manually overheat, and consumes ~9.5 shots (only refilling 47.2% of the 18 used).
Aggressive Venting
Aggressive Venting is a balanced overclock. Upon overheating, deals up to 6 fire damage, 60 heat, and 500 fear within a 5 meter radius. These values all scale with %heat at overheat, so at 50% heat, all of them will be halved.
Additionally, this overclock drastically reduces overheat time, which stacks with Manual Heat Dump. Overheating at 50% heat with MHD will give an approximately .5 second overheat duration.
Shield Battery Booster
Shield Battery Booster is an unstable overclock that grants +5.5 direct damage, and x2 projectile speed while at full shield.
Shield regeneration is now also linked to overheating. When overheating and losing your shield, your shield regeneration starts immediately after the weapon has cooled down, instead of the usual 6-9 seconds delay. This also means that shield regeneration delay can shortened by deliberately overheating the weapon. When Boosted Converter is selected, this means that Scout can potentially benefit from 200% shield regeneration speed while completely negating the modification's 50% increase in shield regeneration delay. This also syngergizes with Manual Heat Dump, as you can manually trigger overheat at 50% heat, get shield disruption from the OC, and benefit from the even shorter overheat-cooldown. Does not function in missions with the Shield Disruption modifier.
Thermal Exhaust Feedback
Thermal Exhaust Feedback is an unstable overclock. Adds 1.5 fire and 1.5 heat damage for every 10% heat over 50%, up to a total of +6 fire and +6 heat damage.
Mastery
Each modification that is purchased advances a mastery bar by one unit.
Mastery unlocks:
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All (13) modifications – The Company Special Weapon Paintjob
Skins
Gallery
Trivia
- The DRAK-25 Plasma Carbine's weapon prototype used the Deepcore 40mm PGL model.
|