m (→Trivia) |
No edit summary |
||
Line 13: | Line 13: | ||
== About == |
== About == |
||
− | The 40mm Portable Grenade Launcher is the default secondary weapon for the [[Engineer]]. It is a man-portable grenade launcher adorned with various metallic |
+ | The 40mm Portable Grenade Launcher (aka the PGL) is the default secondary weapon for the [[Engineer]]. It is a grey, man-portable grenade launcher adorned with various metallic bracing 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 which fly along an angle. The explosives have a below-average velocity and will arc once they reach a certain point, 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. |
||
⚫ | As far as [[Deep Rock Galactic|DRG's]] arsenal goes, the PGL is as simple as it is effective. Find a |
||
⚫ | As far as [[Deep Rock Galactic|DRG's]] arsenal goes, the PGL is as simple as it is effective. Find a tightly clustered group 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 crowd control weapon, particularly against grounded foes which charge in packs such as [[Glyphid Grunt]]s. It also has a high [[Fear|Fear Factor]], where anything which somehow survives the explosion will be left fleeing in terror. |
||
⚫ | 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 |
||
+ | |||
⚫ | 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 by default. 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. Maximizing value out of each individual grenade is critical to get the most out of the weapon. On top of this 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 100% damage bonus against it. |
||
<br> </br> |
<br> </br> |
||
Line 191: | Line 193: | ||
==== Incendiary Compound ==== |
==== Incendiary Compound ==== |
||
− | {{icon upgrade|Heat|64px|extra=left}} '''Incendiary Compound''' |
+ | {{icon upgrade|Heat|64px|extra=left}} '''Incendiary Compound''' converts %50 of all damage dealt by the shells to inflict Heat instead of raw damage, often igniting any creatures caught in the blast. |
+ | However, this modification also reduces the damage and Armor Break bonus of the shells by %50. The fire effects give the launcher an edge against bulkier targets who would not be killed by a single shell anyway, instead igniting them and potentially scaring them away too. <br> |
||
<br /> |
<br /> |
||
==== Proximity Trigger ==== |
==== Proximity Trigger ==== |
||
− | {{icon upgrade|Special|64px|extra=left}} '''Proximity Trigger''' changes the |
+ | {{icon upgrade|Special|64px|extra=left}} '''Proximity Trigger''' changes the shells to explode on proximity to an enemy, not contact. After a very brief arming period the shells can bounce off walls and ceilings, preserving their momentum, and will explode when they get near an enemy. |
+ | The proximity trigger is tied to the shell's explosive radius, so Modifications and Overclocks which affect the latter stat will affect the former which affects how close an enemy needs to be to the shell to make it explode. |
||
+ | One practical application of this mod is to fire it ''slightly over'' a crowd and into the center, which will maximize the blast radius and potentially kill more enemies at once. |
||
+ | Shells with the Proximity Trigger mod will automatically explode after three seconds. |
||
+ | |||
<div style="clear:both;"></div> |
<div style="clear:both;"></div> |
||
Line 202: | Line 209: | ||
==== RJ250 Compound ==== |
==== RJ250 Compound ==== |
||
{{Icon overclock full |Balanced|ExplosionJump}} |
{{Icon overclock full |Balanced|ExplosionJump}} |
||
+ | '''RJ250 Compound''' is a Balanced Overclock which adds significant push force to any grenades fires at a Dwarf, including oneself. 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 onesself). |
||
− | '''RJ250 Compound''' is a Balanced Overclock <br>Whenever the Weapon is fired, any Players caught inside the explosion's radius will get pushed by it. It is affected by the Player's current Speed and Direction. |
||
+ | To conserve Health Points, only try to blast jump when your shield is fully charged to reduce any self-damage bleeding over into your Health, which cannot regenerate. |
||
+ | Keep in mind that higher hazard levels lower the friendly fire resistance, so you will take more damage while blast jumping on higher difficulties. |
||
+ | The push force does not affect enemies. |
||
<div style="clear:both;"></div> |
<div style="clear:both;"></div> |
||
==== Fat Boy ==== |
==== Fat Boy ==== |
||
{{Icon overclock full |Unstable|Area Damage}} |
{{Icon overclock full |Unstable|Area Damage}} |
||
− | '''Fat Boy''' is an Unstable Overclock |
+ | '''Fat Boy''' is an Unstable Overclock which significantly boosts the Area Damage and Radius of the shells. It also causes an 8-metre wide radioactive cloud to spawn from the center of the explosion, causing additional damage. |
+ | While this mod is very destructive, caution must be exercised not to trap allies in the blast. Use of the Friendly [[Perk]] is recommended. This mod also harshly reduces the amount of reserve shells which can be carried from eight to two by default. It also slightly lowers the projectile velocity and arc. |
||
+ | <div style="clear:both;"></div> |
||
+ | |||
+ | ==== Hyper Propellant ==== |
||
+ | {{Icon overclock full |Unstable|ProjectileSpeed}} |
||
+ | '''Hyper Propellant''' is an Unstable Overclock which causes grenades to fly at exceptional speeds and increases their ''direct damage'' tremendously. The projectiles fly so fast they're near enough instant at closer ranges. The extreme damage dealt by these shells are also capable of dealing extra damage to weak spots due to counting as direct (kinetic) damage. This allows them to instantly kill even tanky enemies like [[Glyphid Praetorian|Praetorians]] and [[Glyphid Warden|Wardens]] in just one shot. Only the likes of [[Glyphid Oppressor|Oppressors]] and [[Glyphid Bulk Detonator|Bulk Detonators]] can withstand Hyper Propellant shells, though they are critically injured in the process. As a downside, the explosion radius of the shells is reduced to just one metre wide and there is a slight ammo penalty, reducing the total shell count from eight to six. |
||
+ | |||
<div style="clear:both;"></div> |
<div style="clear:both;"></div> |
||
Line 229: | Line 246: | ||
== Trivia == |
== Trivia == |
||
− | * The Fat Boy |
+ | * 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 "[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. |
||
<br> </br> |
<br> </br> |
||
Revision as of 00:32, 11 November 2020
This article is a stub. You can help Deep Rock Galactic Wiki by expanding it. |
“ | Whoever coined the phrase "Bang for the Buck" must have had this lovely thing in mind. Cheap, dependable, and utterly devastating. |
— Item Description |
About
The 40mm Portable Grenade Launcher (aka the PGL) is the default secondary weapon for the Engineer. It is a grey, man-portable grenade launcher adorned with various metallic bracing 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 which fly along an angle. The explosives have a below-average velocity and will arc once they reach a certain point, 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.
As far as DRG's arsenal goes, the PGL is as simple as it is effective. Find a tightly clustered group of 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 crowd control weapon, particularly against grounded foes which charge in packs such as Glyphid Grunts. It also has a high Fear Factor, where anything which somehow survives the explosion will be left fleeing in terror.
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 by default. 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. Maximizing value out of each individual grenade is critical to get the most out of the weapon. On top of this the PGL also suffers to hurt bigger targets such as Glyphid Praetorians due to the lack of direct damage caused by the payloads – that said, the PGL is pretty good at breaking armor with a natural 100% damage bonus against it.
Initial Stats | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Modifications
There are five tiers and each tier has two to three upgrades, only one upgrade can be equipped per tier.
Overclocks
Deepcore 40mm PGL [Expand/Collapse] | ||||
---|---|---|---|---|
Overclock | Effect | In Game Description | Price | |
Clean Sweep
|
"Increases the explosion radius and damage without any unwanted effects." | |||
Pack Rat
|
"You found a way to pack away two more rounds somewhere." | |||
Compact Rounds
|
"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 converts %50 of all damage dealt by the shells to inflict Heat instead of raw damage, often igniting any creatures caught in the blast.
However, this modification also reduces the damage and Armor Break bonus of the shells by %50. The fire effects give the launcher an edge against bulkier targets who would not be killed by a single shell anyway, instead igniting them and potentially scaring them away too.
Proximity Trigger
Proximity Trigger changes the shells to explode on proximity to an enemy, not contact. After a very brief arming period the shells can bounce off walls and ceilings, preserving their momentum, and will explode when they get near an enemy.
The proximity trigger is tied to the shell's explosive radius, so Modifications and Overclocks which affect the latter stat will affect the former which affects how close an enemy needs to be to the shell to make it explode. One practical application of this mod is to fire it slightly over a crowd and into the center, which will maximize the blast radius and potentially kill more enemies at once. Shells with the Proximity Trigger mod will automatically explode after three seconds.
Unique Overclocks
RJ250 Compound
RJ250 Compound is a Balanced Overclock which adds significant push force to any grenades fires at a Dwarf, including oneself. 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 onesself). To conserve Health Points, only try to blast jump when your shield is fully charged to reduce any self-damage bleeding over into your Health, which cannot regenerate. Keep in mind that higher hazard levels lower the friendly fire resistance, so you will take more damage while blast jumping on higher difficulties. The push force does not affect enemies.
Fat Boy
Fat Boy is an Unstable Overclock which significantly boosts the Area Damage and Radius of the shells. It also causes an 8-metre wide radioactive cloud to spawn from the center of the explosion, causing additional damage. While this mod is very destructive, caution must be exercised not to trap allies in the blast. Use of the Friendly Perk is recommended. This mod also harshly reduces the amount of reserve shells which can be carried from eight to two by default. It also slightly lowers the projectile velocity and arc.
Hyper Propellant
Hyper Propellant is an Unstable Overclock which causes grenades to fly at exceptional speeds and increases their direct damage tremendously. The projectiles fly so fast they're near enough instant at closer ranges. The extreme damage dealt by these shells are also capable of dealing extra damage to weak spots due to counting as direct (kinetic) damage. This allows them to instantly kill even tanky enemies like Praetorians and Wardens in just one shot. Only the likes of Oppressors and Bulk Detonators can withstand Hyper Propellant shells, though they are critically injured in the process. As a downside, the explosion radius of the shells is reduced to just one metre wide and there is a slight ammo penalty, reducing the total shell count from eight to six.
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
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.
|