TriggerHappy-gpuser (talk | contribs) (Fixed vague mention of EPC not doing weakpoint damage. Added note about difficulty of landing weakpoint hits with the large normal shot projectile.) Tag: Visual edit |
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== About == |
== About == |
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− | 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; |
+ | 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 |
+ | 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 === |
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− | * '''Battery Capacity''' is the |
+ | * '''Battery Capacity''' is the weapon's ammo capacity. By default a Regular Shot uses 1 ammo while a Charged Shot uses 8 ammo. |
− | * '''Maximum |
+ | * '''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 |
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− | * '''Charge Speed''' is how long in seconds it takes you to prepare a |
+ | * '''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 |
+ | * '''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 ==== |
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− | [[File:Icon Upgrade Special.png|64px|left]]'''Flying Nightmare''' |
+ | [[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. |
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* Damage type: Fire |
* Damage type: Fire |
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* Affected by: Fire resistance |
* Affected by: Fire resistance |
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+ | *x0.55 AoE radius |
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+ | *x0.8 charge speed |
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==== Thin Containment Field ==== |
==== Thin Containment Field ==== |
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− | [[File:Icon Upgrade Special.png|64px|left]]<nowiki> </nowiki>'''Thin Containment Field''' |
+ | [[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==== |
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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. Enemies with full heat meters will be afflicted by [[Status Effects#On%20Fire|fire damage]]. |
+ | {{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 ==== |
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{{Icon overclock full |Unstable|Duration V2}} |
{{Icon overclock full |Unstable|Duration V2}} |
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+ | '''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. |
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− | '''Persistent Plasma''' is an Unstable Overclock |
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* Damage: 5 |
* Damage: 5 |
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== Trivia == |
== Trivia == |
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+ | * 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. |
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− | * Commonly called "The EPC" |
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+ | **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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− | *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> |
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{{equipment nav}} |
{{equipment nav}} |
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{{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.
Unlocked through an assignment |
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Requires Driller 15
Purchased for: |
Initial Stats | ||||||||||||||||||||
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Modifications
There are five tiers and each tier has two to three upgrades, only one upgrade can be equipped per tier.
Overclocks
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
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
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
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
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
- 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
- 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.
|