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+ | <div class="InvisibleAlignmentBox" style="margin-left:10px;"> |
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{{equipment infobox |
{{equipment infobox |
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| name = Deepcore 40mm PGL |
| name = Deepcore 40mm PGL |
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| slot = 2 |
| slot = 2 |
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| availability = 1 |
| availability = 1 |
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+ | | hitscan = No |
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}} |
}} |
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⚫ | |||
⚫ | |||
− | |||
⚫ | |||
− | |||
⚫ | |||
− | |||
− | As far as [[Deep Rock Galactic|DRG's]] arsenal goes, the PGL is as simple as it is effective. Find a tight cluster of [[creatures|enemies]] and pull the trigger, then watch as their gibs paint the cave walls. The PGL's high damage and decent blast radius makes it an excellent ground-based crowd control weapon, particularly against lightly armored foes such as [[Glyphid Grunt]]s. It has a high Fear Factor, meaning that anything which somehow survives the explosion will be left fleeing in terror. |
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− | |||
− | The PGL's biggest drawback is its low ammo count; the grenades are heavy, and as such the Engineer can only carry eight in reserve. As a result the PGL's immense damage must only be used when necessary and shells cannot be fired haphazardly. Certain modifications and Weapon Overclocks can help to mitigate this issue, but only by so much. The PGL also suffers to hurt bigger targets such as [[Glyphid Praetorian]]s due to the lack of direct damage caused by the payloads – that said, the PGL is pretty good at breaking [[Creature Armor|armor]] with a natural 50% damage bonus against it. |
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− | |||
⚫ | |||
! Initial Stats |
! Initial Stats |
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|- |
|- |
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|{{Equipment stats |
|{{Equipment stats |
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− | | areadamage = 110 |
+ | | areadamage = 110 Explosive |
+ | | custom3 name = [[Area Damage|Maximum Damage Radius]] |
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⚫ | |||
+ | | custom3 = 2m |
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− | | radius type = Damage |
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+ | | custom4 name = [[Area Damage|Radius]] |
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⚫ | |||
− | | |
+ | | custom4 = 3m |
+ | | custom5 name = [[Area Damage|Minimum Damage]] |
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− | | reload = 2.0 |
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+ | | custom5 = 50% |
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+ | | custom6 name = Friendly Fire |
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+ | | custom6 = 50% |
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⚫ | |||
+ | | firerate = 2 |
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⚫ | |||
| custom1 name = Fear Factor |
| custom1 name = Fear Factor |
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− | | custom1 = |
+ | | custom1 = 100% |
− | | bonus = |
+ | | bonus = 100 |
| bonus type = Armor Break |
| bonus type = Armor Break |
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}} |
}} |
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|} |
|} |
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+ | </div> |
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⚫ | |||
⚫ | |||
+ | The '''{{PAGENAME}}''' is the default secondary weapon for the [[Engineer]]. |
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− | There are five tiers and each tier has two to three upgrades, only one upgrade can be equipped per tier. |
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+ | |||
⚫ | |||
+ | |||
+ | The PGL fires heavy-duty grenades. The explosives have a below-average velocity and are affected by gravity, which limits how far they can travel (certain mods and OCs can affect the velocity). Only one shell can be loaded at a time, and the weapon will automatically begin reloading once the loaded shell has been fired. |
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+ | |||
+ | It also has a high [[Fear|Fear Factor]], where anything that survives the explosion might be left fleeing in terror. |
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+ | |||
+ | <div style="float:left;"> |
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+ | __TOC__ |
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+ | </div> |
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+ | |||
+ | {{clear}} |
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⚫ | |||
+ | {{Mod notice|Weapon}} |
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{| class="wikitable" width="100%" style="text-align:center" |
{| class="wikitable" width="100%" style="text-align:center" |
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− | ! colspan=5 | |
+ | ! colspan=5 | Deepcore 40mm PGL Modifications |
|- |
|- |
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! width="45px" | |
! width="45px" | |
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! rowspan=3 style="border-bottom-width: 3px;" | Tier 1 |
! rowspan=3 style="border-bottom-width: 3px;" | Tier 1 |
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| style="padding:10px" | {{icon upgrade|Area}}<br/>Fragmentary Shell |
| style="padding:10px" | {{icon upgrade|Area}}<br/>Fragmentary Shell |
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− | | + |
+ | | +1m Damage Radius |
| Damage radius increase |
| Damage radius increase |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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}} |
}} |
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|- |
|- |
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− | | style="padding:10px" | {{icon upgrade|Ammo}}<br/> |
+ | | style="padding:10px" | {{icon upgrade|Ammo}}<br/>Extra Ammo |
| +2 Max Ammo |
| +2 Max Ammo |
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| Expanded Ammo Bags |
| Expanded Ammo Bags |
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|- |
|- |
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| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Area_Damage}}<br/>HE Compound |
| style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Area_Damage}}<br/>HE Compound |
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− | | style="border-bottom-width: 3px;" | + |
+ | | style="border-bottom-width: 3px;" | +20 Area Damage |
| 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. |
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| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
| style="border-bottom-width: 3px;" | {{Price table | width = 100% |
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}} |
}} |
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|- |
|- |
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− | ! rowspan= |
+ | ! rowspan=2 style="border-bottom-width: 3px;" | Tier 2<br>{{level}} 6 |
− | | style="padding:10px" | {{icon upgrade|Ammo}}<br/> |
+ | | style="padding:10px" | {{icon upgrade|Ammo}}<br/>Expanded Ammo Bags |
− | | + |
+ | | +2 Max Ammo |
+ | | You had to give up some sandwich-storage, but your total ammo capacity is increased! |
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− | | Expanded Ammo Bags |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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| credits = 1800 |
| credits = 1800 |
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}} |
}} |
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|- |
|- |
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− | | style="padding:10px" | {{icon upgrade|Area_Damage}}<br/>Larger Payload |
+ | | style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|Area_Damage}}<br/>Larger Payload |
− | | +20 Area Damage |
+ | | style="border-bottom-width: 3px;"| +20 Area Damage |
− | | More bang for the buck! Increases the damage done within the Area of Effect! |
+ | | style="border-bottom-width: 3px;"| More bang for the buck! Increases the damage done within the Area of Effect! |
− | | {{Price table | width = 100% |
+ | | style="border-bottom-width: 3px;"| {{Price table | width = 100% |
| credits = 1800 |
| credits = 1800 |
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| enor pearl = 12 |
| enor pearl = 12 |
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}} |
}} |
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|- |
|- |
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− | + | ! rowspan=3 style="border-bottom-width: 3px;" | Tier 3<br>{{level}} 10 |
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⚫ | |||
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− | ! rowspan=2 style="border-bottom-width: 3px;" | Tier 3<br>{{level}} 10 |
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| style="padding:10px" | {{icon upgrade|Heat}}<br/>Incendiary Compound |
| style="padding:10px" | {{icon upgrade|Heat}}<br/>Incendiary Compound |
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+ | | 50% damage converted to Heat (-50% Armor break) |
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− | | +50% Converted to Fire |
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| 50% damage converted to heat. This will reduce direct damage, but will set enemies on fire. |
| 50% damage converted to heat. This will reduce direct damage, but will set enemies on fire. |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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}} |
}} |
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|- |
|- |
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− | | style=" |
+ | | style="padding: 10px;" | {{icon upgrade|ArmorBreaking}}<br/>Pressure Wave |
− | + | | +500% 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? |
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− | + | | {{Price table | width = 100% |
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| credits = 2200 |
| credits = 2200 |
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| magnite = 30 |
| magnite = 30 |
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| enor pearl = 20 |
| enor pearl = 20 |
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⚫ | |||
⚫ | |||
+ | | style="border-bottom-width: 3px; padding: 10px;" | {{icon upgrade|ProjectileSpeed}}<br/>High Velocity Grenades |
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⚫ | |||
⚫ | |||
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}} |
}} |
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|- |
|- |
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|- |
|- |
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| style="padding:10px" | {{icon upgrade|Area}}<br/>Nails + Tape |
| style="padding:10px" | {{icon upgrade|Area}}<br/>Nails + Tape |
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− | | + |
+ | | +1m Damage Radius |
| Fire in the hole! The Area of Effect is increased. (We advise keeping the term "safe distance" close to your heart) |
| Fire in the hole! The Area of Effect is increased. (We advise keeping the term "safe distance" close to your heart) |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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! rowspan=3 | Tier 5<br>{{level}} 18 |
! rowspan=3 | Tier 5<br>{{level}} 18 |
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| style="padding:10px" | {{icon upgrade|Special}}<br/>Proximity Trigger |
| style="padding:10px" | {{icon upgrade|Special}}<br/>Proximity Trigger |
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− | | +Proximity Trigger |
+ | | +Proximity Trigger <br> x1.1 Damage Radius |
+ | | Launched grenades will only detonate when they are in close proximity to an enemy or after the projectile comes to a complete stop. Explosion range is also increased. Note: The trigger takes a moment to arm, indicated by a green light, and until then the grenade functions as usual. |
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− | | Grenades will explode when they are close to an enemy. Damage goes up the longer the projectile flies. Up to +100% |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
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| credits = 4400 |
| credits = 4400 |
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| jadiz = 40 |
| jadiz = 40 |
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| umanite = 110 |
| umanite = 110 |
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+ | }} |
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+ | |- |
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+ | | style="padding:10px" | {{icon upgrade|ProjectileSpeed}}<br/>Disabled Inertia Inhibitor |
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+ | | +Disabled Inertia Inhibitor |
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+ | | This tweak ensures that the user's velocity is transfered to the projectile. Usefull in high-speed applications but it requires doing more math in your head. |
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+ | | {{Price table | width = 100% |
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+ | | credits = 4400 |
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+ | | enor pearl = 110 |
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+ | | umanite = 60 |
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+ | | magnite = 40 |
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}} |
}} |
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|} |
|} |
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⚫ | |||
⚫ | |||
+ | {{OC Notice}} |
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{{Overclock table deepcore 40mm pgl}} |
{{Overclock table deepcore 40mm pgl}} |
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+ | |||
== Stats breakdown == |
== Stats breakdown == |
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− | === Understanding the |
+ | === Understanding the Weapon === |
+ | |||
=== Unique Modifications === |
=== Unique Modifications === |
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==== Incendiary Compound ==== |
==== Incendiary Compound ==== |
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− | {{icon upgrade|Heat|64px|extra=left}} '''Incendiary Compound''' is unique in that it causes the weapon to |
+ | {{icon upgrade|Heat|64px|extra=left}} '''Incendiary Compound''' is unique in that it causes the weapon to inflict Heat (50% of the maximum Damage at any point inside the Radius) while losing 50% in Damage (Direct and Area), and Armor Break bonus. |
+ | {{clear}} |
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− | |||
==== Proximity Trigger ==== |
==== Proximity Trigger ==== |
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− | {{icon upgrade|Special|64px|extra=left}} '''Proximity Trigger''' changes the projectiles of the PGL so that it does not explode on contact. Instead, it will bounce off surfaces and preserve |
+ | {{icon upgrade|Special|64px|extra=left}} '''Proximity Trigger''' changes the projectiles of the PGL so that it does not explode on contact. Instead, it will bounce off surfaces and preserve speed. When the projectile is close to an enemy it will automatically detonate. The trigger radius is based on the explosion radius, therefore a larger radius will cause the projectile to be more volatile. There is a very brief period of time directly after being fired in which the projectile cannot be triggered. If the projectile is not triggered within 3 seconds of being fired, it will automatically explode. |
+ | |||
<div style="clear:both;"></div> |
<div style="clear:both;"></div> |
||
− | === |
+ | === Unique Overclocks === |
+ | ==== RJ250 Compound ==== |
||
+ | {{Icon overclock full |Balanced|ExplosionJump}} |
||
+ | '''RJ250 Compound''' is a Balanced Overclock which adds a significant push force to any Dwarves caught in the explosion radius. This allows grenades to be used for "blast jumping" by firing at one's feet while jumping simultaneously, resulting in spectacularly high jumps at the cost of self damage taken. Any existing movement is taken into account, and players can moderately affect their direction once airborne. This Overclock provides a significant boost to mobility, at the cost of damage dealt by the grenades (though this does help to reduce the amount of damage dealt to oneself). |
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+ | |||
+ | <div style="clear:both;"></div> |
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+ | |||
+ | ==== Fat Boy ==== |
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+ | {{Icon overclock full |Unstable|Area Damage}} |
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+ | '''Fat Boy''' is an Unstable Overclock <br>After the explosion, it creates a 8m radius field that does 25 radiation damage every 0.75 - 1.25 seconds to enemies and 6 radiation damage every 0.5 - 1.0 seconds to players. The field lasts for 15 seconds. |
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+ | <div style="clear:both;"></div> |
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+ | |||
⚫ | |||
+ | Each modification that is purchased advances a mastery bar by one unit. |
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+ | |||
+ | Mastery unlocks: |
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+ | * Three modifications – '''First Stripe''' Weapon Paintjob [[File:Icon_Skin_First_Stripe.png|20px]] |
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+ | * Seven modifications – '''Deepcore''' Weapon Paintjob [[File:Icon_Skin_Deepcore.png|20px]] |
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+ | * All (14) modifications – '''The Company Special''' Weapon Paintjob [[File:Icon_Skin_The_Company_Special.png|20px]] |
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== Skins == |
== Skins == |
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<gallery widths="388px" heights="218px"> |
<gallery widths="388px" heights="218px"> |
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− | Deepcore 40mm PGL Animations.webm |
+ | File:Deepcore 40mm PGL Animations.webm |
− | Deepcore 40mm PGL Fat Boy OC.jpg|The crater and lasting radiation effect caused by the Fat Boy overclock. |
+ | File:Deepcore 40mm PGL Fat Boy OC.jpg|The crater and lasting radiation effect caused by the Fat Boy overclock. |
</gallery> |
</gallery> |
||
== Trivia == |
== Trivia == |
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+ | * The "Fat Boy" Overclock is likely named after the Fat Man and Little Boy, the two atomic bombs which were dropped over Japan in World War 2. |
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− | * |
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+ | * The "RJ" in the "RJ250 Compound" Overclock likely stands for "[https://en.wikipedia.org/wiki/Rocket_jumping rocket jump]", a term used to describe the usage of an explosive weapon's powerful knockback as a mobility enhancement. The term was coined by popular first-person-shooter series [https://en.wikipedia.org/wiki/Quake_(series) Quake], and has featured in many other multiplayer shooter games as a technique with a high skill ceiling. |
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+ | <br> </br> |
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{{equipment nav}} |
{{equipment nav}} |
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+ | {{Updated|U34}} |
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− | |||
[[Category:Equipment]] |
[[Category:Equipment]] |
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[[Category:Secondary Weapons]] |
[[Category:Secondary Weapons]] |
Revision as of 17:19, 21 May 2021
Initial Stats | ||||||||||||||||||||
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“ | Whoever coined the phrase "Bang for the Buck" must have had this lovely thing in mind. Cheap, dependable, and utterly devastating. |
— Item Description |
The Deepcore 40mm PGL is the default secondary weapon for the Engineer.
It is a gray, man-portable grenade launcher adorned with various metallic bracings and wires. The PGL is a break-action launcher, meaning that the gun's barrel opens on a hinge downwards to load in new grenades.
The PGL fires heavy-duty grenades. The explosives have a below-average velocity and are affected by gravity, which limits how far they can travel (certain mods and OCs can affect the velocity). Only one shell can be loaded at a time, and the weapon will automatically begin reloading once the loaded shell has been fired.
It also has a high Fear Factor, where anything that survives the explosion might be left fleeing in terror.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclocks
Overclock calculations happen after modifiers.
Deepcore 40mm PGL [Expand/Collapse] | ||||
---|---|---|---|---|
Overclock | Effect | In Game Description | Price | |
Clean Sweep
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"Increases the explosion radius and damage without any unwanted effects." | |||
Pack Rat
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"You found a way to pack away two more rounds somewhere." | |||
Compact Rounds
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"Smaller and lighter rounds means more rounds in the pocket at the cost of the explosion's effective radius and damage." | |||
RJ250 Compound
|
x1.7 Max Ammo |
"Use explosions to launch yourself and your teammates into the air." | ||
Fat Boy
|
x4 Area Damage |
"Big and deadly and dirty. Too bad plutonium is so heavy that you can only take a few rounds with you. And remember to take care with the fallout." | ||
Hyper Propellant
|
+385 Direct Damage |
"New super-high velocity projectiles trade explosive range for raw damage in a tight area. The increased weight of the rounds also limits how many you can carry." |
Stats breakdown
Understanding the Weapon
Unique Modifications
Incendiary Compound
Incendiary Compound is unique in that it causes the weapon to inflict Heat (50% of the maximum Damage at any point inside the Radius) while losing 50% in Damage (Direct and Area), and Armor Break bonus.
Proximity Trigger
Proximity Trigger changes the projectiles of the PGL so that it does not explode on contact. Instead, it will bounce off surfaces and preserve speed. When the projectile is close to an enemy it will automatically detonate. The trigger radius is based on the explosion radius, therefore a larger radius will cause the projectile to be more volatile. There is a very brief period of time directly after being fired in which the projectile cannot be triggered. If the projectile is not triggered within 3 seconds of being fired, it will automatically explode.
Unique Overclocks
RJ250 Compound
RJ250 Compound is a Balanced Overclock which adds a significant push force to any Dwarves caught in the explosion radius. This allows grenades to be used for "blast jumping" by firing at one's feet while jumping simultaneously, resulting in spectacularly high jumps at the cost of self damage taken. Any existing movement is taken into account, and players can moderately affect their direction once airborne. This Overclock provides a significant boost to mobility, at the cost of damage dealt by the grenades (though this does help to reduce the amount of damage dealt to oneself).
Fat Boy
Fat Boy is an Unstable Overclock
After the explosion, it creates a 8m radius field that does 25 radiation damage every 0.75 - 1.25 seconds to enemies and 6 radiation damage every 0.5 - 1.0 seconds to players. The field lasts for 15 seconds.
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 (14) modifications – The Company Special Weapon Paintjob
Skins
Full gallery of skins can be seen at Weapon Skins.
Gallery
Trivia
- The "Fat Boy" Overclock is likely named after the Fat Man and Little Boy, the two atomic bombs which were dropped over Japan in World War 2.
- The "RJ" in the "RJ250 Compound" Overclock likely stands for "rocket jump", a term used to describe the usage of an explosive weapon's powerful knockback as a mobility enhancement. The term was coined by popular first-person-shooter series Quake, and has featured in many other multiplayer shooter games as a technique with a high skill ceiling.
|