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Unlocked through an assignment |
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Requires Scout --
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 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 | ||||
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Mod | Effect | 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. | |
Targets Explode |
-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
Unique Modifications
Unique Overclocks
- Impact Deflection
- Overtuned Particle Accelerator
- Rewiring Mod
- Rewiring Mod will refill approximately 32-33 shots given a full overheat of 45 shots, approximately 72% of ammunition used. This means a full 45-shot overheat will only consume around 13 shots. Overheating early with Manual Heat Dump will refill around 60-70% of ammunition used.
- Shield Battery Booster
- Increases direct damage by 5.5 when at full shields.
- Thermal Liquid Coolant
- Thermal Exhaust Feedback
- Aggressive Venting
- Name Unknown (name not present in game file for this overclock)
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 modifications – The Company Special Weapon Paintjob
Skins
Gallery
Trivia
- The DRAK-25 Plasma Carbine's weapon prototype used the Deepcore 40mm PGL model.
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