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== 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 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 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 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|Fear Factor]], meaning that anything which somehow survives the explosion will be left fleeing in terror.
 
   
 
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. 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.
 
  +
 
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>
   
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==== Incendiary Compound ====
 
==== Incendiary Compound ====
   
{{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.<br>
+
{{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 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. The scaling damage of this upgrade is currently bugged.
+
{{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.
  +
 
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==== 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>
 
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==== Fat Boy ====
 
==== Fat Boy ====
 
{{Icon overclock full |Unstable|Area Damage}}
 
{{Icon overclock full |Unstable|Area Damage}}
'''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.
+
'''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>
 
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== Trivia ==
 
== 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 "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
Area Damage 110 Explosive
Max Ammo 9
Rate of Fire
(per second)
2
Reload Time 2s
Armor Break Bonus 100%
Fear Factor 100%
Maximum Damage Radius 1.5m
Radius 3m
Minimum Damage 15%
Friendly Fire 50%

Modifications

There are five tiers and each tier has two to three upgrades, only one upgrade can be equipped per tier.

Deepcore 40mm PGL Modifications
Mod Effect Description Price
Tier 1 Icon Upgrade Area
Fragmentary Shell
+1m Damage Radius Damage radius increase
Credit 1000 Credits
Bismor 20 Bismor
Icon Upgrade Ammo
Extra Ammo
+2 Max Ammo Expanded Ammo Bags
Credit 1000 Credits
Enor Pearl 20 Enor Pearl
Icon Upgrade Area Damage
HE Compound
+15 Area Damage The good folk in R&D have been busy. The overall damage of your weapon is increased.
Credit 1000 Credits
Bismor 20 Bismor
Tier 2
Level 6
Icon Upgrade Ammo
Expanded Ammo Bags
+3 Max Ammo You had to give up some sandwich-storage, but your total ammo capacity is increased!
Credit 1800 Credits
Croppa 18 Croppa
Jadiz 12 Jadiz
Icon Upgrade Area Damage
Larger Payload
+20 Area Damage More bang for the buck! Increases the damage done within the Area of Effect!
Credit 1800 Credits
Enor Pearl 12 Enor Pearl
Bismor 18 Bismor
Icon Upgrade ProjectileSpeed
High Velocity Grenades
+180% Projectile Velocity We souped up the ejection mechanisms of your gun, so the projectiles are now fired at a much higher velocity.
Credit 1800 Credits
Croppa 12 Croppa
Jadiz 18 Jadiz
Tier 3
Level 10
Icon Upgrade Heat
Incendiary Compound
50% damage converted to Heat (x0.5 Armor break) 50% damage converted to heat. This will reduce direct damage, but will set enemies on fire.
Credit 2200 Credits
Croppa 20 Croppa
Jadiz 30 Jadiz
Icon Upgrade ArmorBreaking
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?
Credit 2200 Credits
Magnite 30 Magnite
Enor Pearl 20 Enor Pearl
Tier 4
Level 14
Icon Overclock ChangeOfHigherDamage
Homebrew Explosive
+Randomized Damage
(between x0.8 and x1.4 damage)
More damage on average but it's a bit inconsistent with a spread of 80% to 140%
Credit 3800 Credits
Jadiz 15 Jadiz
Magnite 25 Magnite
Bismor 36 Bismor
Icon Upgrade Area
Nails + Tape
+1m Damage Radius Fire in the hole! The Area of Effect is increased. (We advise keeping the term "safe distance" close to your heart)
Credit 3800 Credits
Croppa 25 Croppa
Jadiz 36 Jadiz
Enor Pearl 15 Enor Pearl
Icon Upgrade Stun
Concussive Blast
+100% Stun Chance Stuns creatures within the blast radius
Credit 3800 Credits
Jadiz 25 Jadiz
Magnite 15 Magnite
Enor Pearl 36 Enor Pearl
Tier 5
Level 18
Icon Upgrade Special
Proximity Trigger
+Proximity Trigger Launched grenades will only detonate when they are in close proximity to an enemy or after the projectile comes to a complete stop. Note: The trigger takes a moment to arm, indicated by a green light, and until then the grenade functions as usual.
Credit 4400 Credits
Croppa 60 Croppa
Magnite 110 Magnite
Bismor 40 Bismor
Icon Upgrade DamageGeneral
Spiky Grenade
+60 Direct Damage

(Damage type: Explosive)

Deals damage on direct impact
Credit 4400 Credits
Croppa 60 Croppa
Jadiz 40 Jadiz
Umanite 110 Umanite

Overclocks

Grenade-launcher Deepcore 40mm PGL [Expand/Collapse]
Overclock Effect In Game Description Price
Clean Sweep
Frame Overclock Clean
Icon Upgrade Area

Pos +10 Area Damage
Pos +0.5m Radius

"Increases the explosion radius and damage without any unwanted effects."
Credit 8100 Credits
Umanite 135 Umanite
Enor Pearl 70 Enor Pearl
Bismor 105 Bismor
Pack Rat
Frame Overclock Clean
Icon Upgrade Ammo

Pos +2 Max Ammo

"You found a way to pack away two more rounds somewhere."
Credit 7950 Credits
Magnite 120 Magnite
Enor Pearl 105 Enor Pearl
Bismor 80 Bismor
Compact Rounds
Frame Overclock Balanced
Icon Upgrade Ammo

Pos +5 Max Ammo
Neg -10 Area Damage
Neg -0.5m Radius

"Smaller and lighter rounds means more rounds in the pocket at the cost of the explosion's effective radius and damage."
Credit 7900 Credits
Umanite 70 Umanite
Enor Pearl 100 Enor Pearl
Bismor 120 Bismor
RJ250 Compound
Frame Overclock Balanced
Icon Overclock ExplosionJump

Pos x1.7 Max Ammo
Pos -0.6 Reload Time
Pos +RJ250 Compound
Neg -35 Area Damage

"Use explosions to launch yourself and your teammates into the air."
Credit 8800 Credits
Umanite 120 Umanite
Enor Pearl 110 Enor Pearl
Bismor 65 Bismor
Fat Boy
Frame Overclock Unstable
Icon Upgrade Area Damage

Pos x4 Area Damage
Pos +1m Radius
Neg x0.3 Max Ammo
Neg x0.7 Projectile Velocity

"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."
Credit 8300 Credits
Magnite 105 Magnite
Enor Pearl 70 Enor Pearl
Bismor 120 Bismor
Hyper Propellant
Frame Overclock Unstable
Icon Upgrade ProjectileSpeed

Pos +385 Direct Damage
Pos +350% Projectile Velocity
Neg x0.3 Radius
Neg -2 Max Ammo
   (Both Area and Direct Damage is converted to Disintegrate)

"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."
Credit 8950 Credits
Croppa 90 Croppa
Jadiz 70 Jadiz
Magnite 130 Magnite

Stats breakdown

Understanding the Weapon

Unique Modifications

Incendiary Compound

Icon Upgrade Heat

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

Icon Upgrade Special

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

Frame Overclock Balanced
Icon Overclock 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). 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

Frame Overclock Unstable
Icon Upgrade Area Damage

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

Frame Overclock Unstable
Icon Upgrade 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 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 Icon Skin First Stripe
  • Seven modifications – Deepcore Weapon Paintjob Icon Skin Deepcore
  • All (13) modifications – The Company Special Weapon Paintjob Icon Skin The Company Special

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.





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This page is possibly not up to date. It was last updated for Update 32: Roughnecks At Work