Deep Rock Galactic Wiki
(Fixed vague mention of EPC not doing weakpoint damage. Added note about difficulty of landing weakpoint hits with the large normal shot projectile.)
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== About ==
 
== About ==
   
The '''{{PAGENAME}}''' (shortened to EPC) is an unlockable secondary weapon used by the [[Driller]]. It is a semi-automatic futuristic plasma pistol with two spinning gyros on the bottom. It feeds from a large battery contained inside the weapon with no obvious loading port. The weapon has several aesthetic qualities which indicate to its highly experimental and potentially unsafe nature, such as the electrical crackling heard when firing shots.
+
The '''{{PAGENAME}}''' (shortened to EPC) is an unlockable secondary weapon used by the [[Driller]]. It is a semi-automatic futuristic plasma pistol with two spinning gyros on the bottom. It feeds from a large battery contained inside the weapon with no obvious loading port. The weapon has several aesthetic qualities which indicate to its highly experimental and potentially unsafe nature, such as the exposed wiring and electrical crackling heard when firing shots.
   
The EPC is by far one of the most unique weapons to use in [[Deep Rock Galactic]]'s arsenal. It feeds from a single large ammo pool and has an overheating mechanic – both qualities similar to the [["Lead Storm" Powered Minigun|Powered Minigun]]. It boasts two firing modes; uncharged shots by tapping the fire button and charged shots by holding the fire button down and releasing. Either firing mode will produce purple plasma blasts which are considered projectiles and must physically travel through the world before they hit a target, comparable to other projectile weapons such as the [[Breach Cutter]]. Both firing modes will produce heat, measured by a gauge on the weapon. If this gauge peaks the weapon will overheat and become inoperable for a short duration.
+
The EPC is by far one of the most unique weapons to use in [[Deep Rock Galactic]]'s arsenal. It feeds from a single large ammo pool and has an overheating mechanic – both qualities similar to the [["Lead Storm" Powered Minigun|Powered Minigun]]. It boasts two firing modes; Regular Shots by tapping the fire button and Charged Shots by holding the fire button down and releasing. Either firing mode will produce purple plasma blasts which are considered projectiles and must physically travel through the world before they hit a target, comparable to other projectile weapons such as the [[Breach Cutter]]. Both firing modes will produce heat, measured by a gauge on the weapon. If this gauge peaks the weapon will overheat and become inoperable for a short duration.
   
The EPC's dual firing mode gives it a wide variety of applications. Regular shots deal high amounts of damage and can quickly cut through [[Creatures|enemies]], while charged shots are crowd-clearing tools which are almost as effective as [[Throwables|grenades]], given their wide radius and area damage. The plasma projectiles deal multiple types of damage at once, as listed in the "Normal and Charged Shot Breakdown" section.
+
The EPC's dual firing mode gives it a wide variety of applications. Regular Shots deal high amounts of damage and can quickly cut through [[Creatures|enemies]], while Charged Shots are excellent crowd controlling attacks almost as effective as [[Throwables|grenades]] given their wide radius and area damage. The plasma projectiles deal multiple types of damage at once, as listed in the "Normal and Charged Shot Breakdown" section.
   
 
The EPC has a learning curve, however, as the user must adapt to firing non-hitscan projectiles which takes practice (particularly with distant enemies). The size of the normal shot projectile can also make it difficult to hit weakpoints reliably, requiring good aim and an open target. Due to the charge shot's unique projectile it can't deal weakpoint damage at all, which can hinder its damage output. The weapon is also limited by a very small ammo pool; a mix of regular and charged shots can chew through the ammo count quickly, meaning that mods to ammo count are recommended. And as with the Minigun, care must be taken to ensure that the weapon does not overheat while firing.
 
The EPC has a learning curve, however, as the user must adapt to firing non-hitscan projectiles which takes practice (particularly with distant enemies). The size of the normal shot projectile can also make it difficult to hit weakpoints reliably, requiring good aim and an open target. Due to the charge shot's unique projectile it can't deal weakpoint damage at all, which can hinder its damage output. The weapon is also limited by a very small ammo pool; a mix of regular and charged shots can chew through the ammo count quickly, meaning that mods to ammo count are recommended. And as with the Minigun, care must be taken to ensure that the weapon does not overheat while firing.
 
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=== Understanding the weapon ===
 
=== Understanding the weapon ===
   
* '''Battery Capacity''' is the equivalent of max ammo for other weapons.
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* '''Battery Capacity''' is the weapon's ammo capacity. By default a Regular Shot uses 1 ammo while a Charged Shot uses 8 ammo.
* '''Maximum heat''' is how much you can fire your weapon before it overheats and you need it to cool down before using it again. By default charged shot achieves 100% heat per shot. The maximum heat value is 1 or 100% and cannot be changed.
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* '''Maximum Heat''' is how much you can fire your weapon before it overheats. By default Charged Shots produce %100 heat, which cause an instant jam. The maximum heat value is 100% which cannot be changed.
 
* '''Cooling Rate''' is how fast your weapon cools down the accumulated heat (be it overheated or not). The base value is 0.4 heat per second so you’ll recover from overheating (100% heat) in 100% / 0.4 = 2.5 seconds
 
* '''Cooling Rate''' is how fast your weapon cools down the accumulated heat (be it overheated or not). The base value is 0.4 heat per second so you’ll recover from overheating (100% heat) in 100% / 0.4 = 2.5 seconds
* '''Charge Speed''' is how long in seconds it takes you to prepare a charged shot. No heat is generated while charging a projectile.
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* '''Charge Speed''' is how long in seconds it takes you to prepare a Charged Shot. No heat is generated while charging, only while holding the Charged Shot.
* '''Heat Buildup When Charged''' is, just as the name implies, how much heat is generated per second while holding the charge (i.e. when the projectile is fully charged). The base value is 2, which means that if you hold a charged projectile starting from 0 heat you will overheat after 0.5 seconds.
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* '''Heat Buildup When Charged''' is how fast heat is generated when holding a fully-prepared Charged Shot. The base value is 2, which means that if you hold a charged projectile starting from 0 heat you will overheat after 0.5 seconds.
   
 
==== Normal and Charged Shot Breakdown ====
 
==== Normal and Charged Shot Breakdown ====
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==== Flying Nightmare ====
 
==== Flying Nightmare ====
   
[[File:Icon Upgrade Special.png|64px|left]]'''Flying Nightmare''' makes the charged projectile pass through all targets, dealing damage in an increased AoE. Projectile no longer detonates on contact with enemy, and dissipates upon impacting terrain.
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[[File:Icon Upgrade Special.png|64px|left]]'''Flying Nightmare (FN)''' causes Charged Shots to pass through all targets, dealing maximum direct damage when they are touched by it and piercing straight through them. The downside is a reduction to charge speed and a reduced area-of-effect on the Charged Shot. FN Charged Shots with the Flying Nightmare mod will never detonate - they pass cleanly through enemies and dissipate with no explosion upon contact with the world.
  +
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* Damage: Converted from the Charged Shot direct damage, affected by mods and overclocks.
 
* Damage: Converted from the Charged Shot direct damage, affected by mods and overclocks.
 
* Damage type: Fire
 
* Damage type: Fire
 
* Affected by: Fire resistance
 
* Affected by: Fire resistance
  +
*x0.55 AoE radius
  +
*x0.8 charge speed
   
 
==== Thin Containment Field ====
 
==== Thin Containment Field ====
   
[[File:Icon Upgrade Special.png|64px|left]]<nowiki> </nowiki>'''Thin Containment Field''' causes the charged shots of the Experimental Plasma Charger to explode, carving any terrain and dealing 240 Fire damage to nearby creatures, when hit with a high-impact weapon. Player's can either shoot the charged projectile with EPC's normal shot, use the [[Driller]]'s [[Impact Axe]]s, or have another player shoot at the charged shot mid-air to trigger the terrain damage. If the charged shot hits a surface or an enemy, it detonates normally.
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[[File:Icon Upgrade Special.png|64px|left]]<nowiki> </nowiki>'''Thin Containment Field''' '''(TCF)''' allows Charged Shot projectiles to be shot in flight by any team member, creating a significantly more powerful explosion. It deals 240 Fire damage with a set 3m damage radius, coupled with a rippling effect across the player's screen when viewed directly. Manually detonated TCF Charged Shots can also destroy terrain and can be used to break minerals off of walls. TCF Charged Shots which collide with the world or an enemy will detonate normally. Furthermore, this mod allows Charged Shots to be fired without causing an instant jam by reducing the amount of heat produced by Charged Shots by %75.
   
 
* Damage: 240
 
* Damage: 240
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====Plasma Burn====
 
====Plasma Burn====
{{Icon upgrade|Heat|64px|extra=left}}'''Plasma Burn''' will cause every regular shot from the Experimental Plasma Charger to apply heat to an enemy based on the amount of damage dealt to it. Enemies with full heat meters will be afflicted by [[Status Effects#On%20Fire|fire damage]].
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{{Icon upgrade|Heat|64px|extra=left}}'''Plasma Burn''' will cause every regular shot from the Experimental Plasma Charger to apply heat to an enemy based on the amount of damage dealt to it. Mods which increase the damage dealt by the EPC will henceforth increase the amount of heat. Enemies with full heat meters will be afflicted by [[Status Effects#On%20Fire|fire damage]].
 
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==== Persistent Plasma ====
 
==== Persistent Plasma ====
 
{{Icon overclock full |Unstable|Duration V2}}
 
{{Icon overclock full |Unstable|Duration V2}}
  +
'''Persistent Plasma''' is an Unstable Overclock which causes plasma particles to linger in the spot where the Charged Shot projectile was detonated. It is similar to the Plasma Trail modification for the [[Breach Cutter]]. The downside is a penalty to direct damage caused by the projectile.
'''Persistent Plasma''' is an Unstable Overclock
 
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* Damage: 5
 
* Damage: 5
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== Trivia ==
 
== Trivia ==
  +
* As the name implies, the ''Experimental'' Plasma Charger is essentially a prototype weapon which has not been fully tested. Unlike most weapons which Deep Rock Galactic purchases from suppliers, the EPC is a product of their own Research and Development division.
* Commonly called "The EPC"
 
  +
**Upon completing the assignment required to unlock the EPC, Mission Control will tell the player that R&D are "very excited" with the weapon, and he advises caution as a result.
*Mission Control message when you obtain this gun's weapon license will be "Congratulations! Your weapon license has been upgraded. Say hello to The Experimental Plasma Charger. The folks up in R&D are very excited about this one...I'd be worried if i was you."<br> <br>
 
 
{{equipment nav}}
 
{{equipment nav}}
 
{{Updated|U32}}
 
{{Updated|U32}}

Revision as of 17:12, 7 November 2020

This article is a stub. You can help Deep Rock Galactic Wiki by expanding it.

Bullets are so last year. Instead, why not incinerate your enemies from the inside out with a highly experimental anti-matter-powered gun firing supercharged plasma bolts? What's the worst that could happen? (If you find out, please report to R&D)
— Weapon description

About

The Experimental Plasma Charger (shortened to EPC) is an unlockable secondary weapon used by the Driller. It is a semi-automatic futuristic plasma pistol with two spinning gyros on the bottom. It feeds from a large battery contained inside the weapon with no obvious loading port. The weapon has several aesthetic qualities which indicate to its highly experimental and potentially unsafe nature, such as the exposed wiring and electrical crackling heard when firing shots.

The EPC is by far one of the most unique weapons to use in Deep Rock Galactic's arsenal. It feeds from a single large ammo pool and has an overheating mechanic – both qualities similar to the Powered Minigun. It boasts two firing modes; Regular Shots by tapping the fire button and Charged Shots by holding the fire button down and releasing. Either firing mode will produce purple plasma blasts which are considered projectiles and must physically travel through the world before they hit a target, comparable to other projectile weapons such as the Breach Cutter. Both firing modes will produce heat, measured by a gauge on the weapon. If this gauge peaks the weapon will overheat and become inoperable for a short duration.

The EPC's dual firing mode gives it a wide variety of applications. Regular Shots deal high amounts of damage and can quickly cut through enemies, while Charged Shots are excellent crowd controlling attacks almost as effective as grenades given their wide radius and area damage. The plasma projectiles deal multiple types of damage at once, as listed in the "Normal and Charged Shot Breakdown" section.

The EPC has a learning curve, however, as the user must adapt to firing non-hitscan projectiles which takes practice (particularly with distant enemies). The size of the normal shot projectile can also make it difficult to hit weakpoints reliably, requiring good aim and an open target. Due to the charge shot's unique projectile it can't deal weakpoint damage at all, which can hinder its damage output. The weapon is also limited by a very small ammo pool; a mix of regular and charged shots can chew through the ammo count quickly, meaning that mods to ammo count are recommended. And as with the Minigun, care must be taken to ensure that the weapon does not overheat while firing.

Icons Campaign Unlocked through an assignment
Requires Driller Level 15
Purchased for:
Credit 8200 Credits
Jadiz 70 Jadiz
Magnite 25 Magnite
Enor Pearl 110 Enor Pearl
Initial Stats
Damage 20
Charged Damage 60
Charged Area Damage 60
Charged Damage Radius 2
Max Battery 120
Rate of Fire
(per second)
8.0
Cooling Rate
(per second)
100%
Charged Shot Ammo Use 8
Charge Speed 0.8s
Maximum heat 1

Modifications

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

Experimental Plasma Charger Modifications
Mod Effect Description Price
Tier 1 Icon Upgrade DamageGeneral
Increased Particle Density
+5 Damage Improves the damage caused by the normal shots.
Credit 1000 Credits
Enor Pearl 20 Enor Pearl
Icon Upgrade Ammo
Larger Battery
+24 Battery Capacity The good thing about clips, magazines, ammo drums, fuel tanks ...you can always get bigger variants.
Credit 1000 Credits
Bismor 20 Bismor
Icon Upgrade Area Damage
Higher Charged Plasma Energy
+15 Charged Damage

+15 Charged Area Damage

More bang for the buck! Increases both the direct and area damage of the charged projectile!
Credit 1000 Credits
Bismor 20 Bismor
Tier 2
Level6
Icon Upgrade Area
Expanded Plasma Splash
+1m Charged Effect Radius Greater damage radius for the charged projectile explosion.
Credit 1800 Credits
Croppa 18 Croppa
Jadiz 12 Jadiz
Icon Upgrade ProjectileSpeed
Overcharged Plasma Accelerator
x1.25 Normal Projectile Velocity You need to be a physicist to understand how it works but this little wonder increases the velocity of the EPC's normal projectile.
Credit 1800 Credits
Enor Pearl 12 Enor Pearl
Bismor 18 Bismor
Icon Upgrade Area Damage
Reactive Shockwave
+15 Charged Damage

+15 Charged Area Damage

More bang for the buck! Increases the damage done within the Area of Effect!
Credit 1800 Credits
Croppa 12 Croppa
Bismor 18 Bismor
Tier 3
Level10
Icon Upgrade Fuel
Improved Charge Efficiency
-2 Charged Shot Ammo Use Each charged shot uses less energy.
Credit 2200 Credits
Magnite 30 Magnite
Enor Pearl 20 Enor Pearl
Icon Upgrade ChargeUp
Crystal Capacitors
x2.5 Charge Speed Prepare a charged shot much faster.
Credit 2200 Credits
Croppa 30 Croppa
Jadiz 20 Jadiz
Icon Upgrade TemperatureCoolDown
Tweaked Radiator
+50% Cooling Rate Increases the rate at which the weapon sheds heat, letting you shoot more rounds before overheating and also recovering faster from an overheat.
Credit 2200 Credits
Umanite 30 Umanite
Enor Pearl 20 Enor Pearl
Tier 4
Level14
Icon Upgrade TemperatureCoolDown
Heat Shield
x0.4 Heat Buildup When Charged Reduces how fast the weapon overheats when holding a charged shot.
Credit 3800 Credits
Jadiz 25 Jadiz
Umanite 15 Umanite
Enor Pearl 36 Enor Pearl
Icon Upgrade Ammo
High Density Battery
+24 Battery Capacity The good thing about clips, magazines, ammo drums, fuel tanks ...you can always get bigger variants.
Credit 3800 Credits
Bismor 15 Bismor
Tier 5
Level18
Icon Upgrade Area
Flying Nightmare
+ Flying Nightmare
----

x0.55 Effect Radius
x0.8 Charge Speed

A diffuse plasma makes the charged projectile pass through all enemies dealing damage in a wide sphere while it flies but it takes longer to charge up and no longer explodes on impact.
Credit 4400 Credits
Croppa 40 Croppa
Jadiz 110 Jadiz
Magnite 60 Magnite
Icon Upgrade Special
Thin Containment Field
+No Charged Shot Insta-Overheat
+Thin Containment Field

x0.8 Normal Shot Heat Generation

A weaker containment field takes less energy to create thus producing less heat for both charged and normal shots. Be aware that any high-energy impact will destabilize the charged projectile, causing a large area implosion.
Credit 4400 Credits
Croppa 40 Croppa
Jadiz 110 Jadiz
Magnite 60 Magnite
Icon Upgrade Heat
Plasma Burn
+Plasma Burn A modified containment field causes regular shots to heat up the target proportionally to the amount of damage dealt.
Credit 4400 Credits
Jadiz 60 Jadiz
Magnite 40 Magnite
Enor Pearl 110 Enor Pearl

Overclocks

Plasma charger Experimental Plasma Charger [Expand/Collapse]
Overclock Effect In Game Description Price
Energy Rerouting
Frame Overclock Clean
Icon Upgrade ChargeUp

Pos +16 Battery Capacity
Pos x1.5 Charge Speed

"A masterwork of engineering that improves charge speed and energy efficiency without affecting overall performance!"
Credit 7300 Credits
Jadiz 100 Jadiz
Umanite 65 Umanite
Bismor 130 Bismor
Magnetic Cooling Unit
Frame Overclock Clean
Icon Upgrade TemperatureCoolDown

Pos +0.1 Cooling Rate
Pos x0.7 Heat Buildup When Charged

"A high-tech solution to cleanly improve the cooling rate. The result is an increased number of shots that can be fired before overheating, a faster recovery from an overheat and an extended duration that a full charge can be maintained."
Credit 8900 Credits
Croppa 95 Croppa
Jadiz 80 Jadiz
Umanite 125 Umanite
Heat Pipe
Frame Overclock Balanced
Icon Upgrade Fuel

Pos -2 Charged Shot Ammo Use
Pos x1.3 Charge Speed
Neg x2 Charged Shot Heat Generation
   x2 Heat Buildup When Charged

"By channeling exhaust heat back into the charge chamber a shot can be charged faster while using less energy. Unfortunately this process generates a lot more heat."
Credit 7450 Credits
Jadiz 95 Jadiz
Umanite 125 Umanite
Bismor 60 Bismor
Heavy Hitter
Frame Overclock Balanced
Icon Upgrade DamageGeneral

Pos x1.6 Damage
Neg -32 Battery Capacity
Neg x1.5 Normal Shot Heat Generation

"Some extensive tweaking to how the shots are prepared can increase the pure damage of the weapon but at the cost of more heat per shot and a reduced battery size."
Credit 8100 Credits
Magnite 60 Magnite
Umanite 105 Umanite
Bismor 140 Bismor
Overcharger
Frame Overclock Unstable
Icon Upgrade DamageGeneral

Pos x1.5 Charged Damage
Pos x1.5 Charged Area Damage
Pos x1.2 Charged Effect Radius
Neg +2 Charged Shot Ammo Use
Neg -0.1 Cooling Rate

"Pushing the EPC to the limit will give you a significant increase in charge shot damage and a boost in the size of the explosion but at the cost of thermal efficiency and energy consumption."
Credit 7050 Credits
Croppa 95 Croppa
Enor Pearl 60 Enor Pearl
Bismor 120 Bismor
Persistent Plasma
Frame Overclock Unstable
Icon Upgrade Duration V2

Pos +Persistent Plasma
Neg -15 Charged Damage
Neg -15 Area Damage

"By changing how the plasma is layered within the charged projectile a slow and persistent discharge can be achieved upon impact. However this does reduce the instant damage done."
Credit 8150 Credits
Croppa 75 Croppa
Jadiz 130 Jadiz
Magnite 95 Magnite


Stats Breakdown

Understanding the weapon

  • Battery Capacity is the weapon's ammo capacity. By default a Regular Shot uses 1 ammo while a Charged Shot uses 8 ammo.
  • Maximum Heat is how much you can fire your weapon before it overheats. By default Charged Shots produce %100 heat, which cause an instant jam. The maximum heat value is 100% which cannot be changed.
  • Cooling Rate is how fast your weapon cools down the accumulated heat (be it overheated or not). The base value is 0.4 heat per second so you’ll recover from overheating (100% heat) in 100% / 0.4 = 2.5 seconds
  • Charge Speed is how long in seconds it takes you to prepare a Charged Shot. No heat is generated while charging, only while holding the Charged Shot.
  • Heat Buildup When Charged is how fast heat is generated when holding a fully-prepared Charged Shot. The base value is 2, which means that if you hold a charged projectile starting from 0 heat you will overheat after 0.5 seconds.

Normal and Charged Shot Breakdown

Normal Shots

  • Damage type: 50 % Kinetic / 50% Electric
  • Friendly Fire Modifier: x0.1

Charged Shot

  • Single target:
    • Damage type: 65% Electric / 25% Fire / 10% Pure
    • Friendly Fire Modifier: x0.2
    • Weakpoint Damage x0
  • AOE:
    • Damage type: 65% Explosive / 25% Fire / 10% Pure
    • Maximum Damage Radius: 1.5 m
    • Radius: 2 m
    • Minimum Area Damage: 33%

Heat Buildup When Charged and interactions with TCF

  • Holding down the charge will generate 2 heat per second, that means you have 0.5 second to aim before you reach max charge and can shoot the Charged Projectile. With Heat Shield that time can be increased to 1.25 seconds.
  • Since TCF reduced the cost of a Charge Shot to 0.25 heat, it means you have 0.75 / 2 = 0.375 seconds to shoot the Charged Shot before the weapon overheat. If that time seems too low, you can consider using a mod or overclock to increase it.
  • Using the T4 mod Heat Shield, you will have almost a second to react. (0.75 / (2 x 0.4) = 0.9375 seconds)

Unique Modifications

Flying Nightmare

Icon Upgrade Special

Flying Nightmare (FN) causes Charged Shots to pass through all targets, dealing maximum direct damage when they are touched by it and piercing straight through them. The downside is a reduction to charge speed and a reduced area-of-effect on the Charged Shot. FN Charged Shots with the Flying Nightmare mod will never detonate - they pass cleanly through enemies and dissipate with no explosion upon contact with the world.

  • Damage: Converted from the Charged Shot direct damage, affected by mods and overclocks.
  • Damage type: Fire
  • Affected by: Fire resistance
  • x0.55 AoE radius
  • x0.8 charge speed

Thin Containment Field

Icon Upgrade Special

Thin Containment Field (TCF) allows Charged Shot projectiles to be shot in flight by any team member, creating a significantly more powerful explosion. It deals 240 Fire damage with a set 3m damage radius, coupled with a rippling effect across the player's screen when viewed directly. Manually detonated TCF Charged Shots can also destroy terrain and can be used to break minerals off of walls. TCF Charged Shots which collide with the world or an enemy will detonate normally. Furthermore, this mod allows Charged Shots to be fired without causing an instant jam by reducing the amount of heat produced by Charged Shots by %75.

  • Damage: 240
  • Damage type: Fire
  • Full damage radius: 3 m
  • Damage radius: 3 m
  • Affected by: Fire resistance
  • Friendly Fire Modifier: x0.5
  • Charged shots now increase heat by 25 % instead of 100 %

Plasma Burn

Icon Upgrade Heat

Plasma Burn will cause every regular shot from the Experimental Plasma Charger to apply heat to an enemy based on the amount of damage dealt to it. Mods which increase the damage dealt by the EPC will henceforth increase the amount of heat. Enemies with full heat meters will be afflicted by fire damage.

Unique Overclocks

Persistent Plasma

Frame Overclock Unstable
Icon Upgrade Duration V2

Persistent Plasma is an Unstable Overclock which causes plasma particles to linger in the spot where the Charged Shot projectile was detonated. It is similar to the Plasma Trail modification for the Breach Cutter. The downside is a penalty to direct damage caused by the projectile.

  • Damage: 5
  • Damage type: Electric
  • Interval: 0.25 - 0.5 s
  • Full damage radius: 3 m
  • Damage radius: 3 m
  • Duration: 7 seconds default duration, with an additional +0.6 seconds added only one time if any enemies either enter or leave the field.

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 (14) modifications – The Company Special Weapon Paintjob Icon Skin The Company Special

Skins

Full gallery of skins can be seen at Weapon Skins.

Gallery

Trivia

  • As the name implies, the Experimental Plasma Charger is essentially a prototype weapon which has not been fully tested. Unlike most weapons which Deep Rock Galactic purchases from suppliers, the EPC is a product of their own Research and Development division.
    • Upon completing the assignment required to unlock the EPC, Mission Control will tell the player that R&D are "very excited" with the weapon, and he advises caution as a result.



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