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|“||Never sophisticated, but never disappointing either. The NUK family of twinned micro SMGs has a long and treasured track record, yet Those In The Know generally agree that the 17 is among the very best||„|
|~ Item Description|
About[edit | edit source]
The Zhukov NUK17 is the Scout's unlockable secondary weapon. It is a pair of machine pistols built entirely out of metal. The trigger guard encases the whole way around the user's fist. Uniquely, the magazines insert into the top of the weapon at an angle. When the Scout reloads the weapon the mags pop out and the guns disappear from view, reappearing with fresh mags and a confident spin. Both of the pistols have a separate ammo counter which is consolidated into one counter on the player's HUD.
The Zhukovs are an excellent sidearm boasting plenty of reserve ammo and an excellent firing speed, almost as fast as the "Lead Storm" Powered Minigun. This extreme speed lets them spit out punishment at anything which gets too close, felling targets quickly when aiming for weak points. Tap-firing the weapon will always fire two shots at once.
However, the Zhukov's high firing speed is a curse as much as it is a blessing; the weapon can clear through a whole magazine in just over a second, meaning that reloading is frequent. Couple this with a short effective range, and the Zhukovs must be wielded in a considerate manner to get the most use out of them.
The Zhukovs pair excellently with the M1000 Classic, as they can make up for that weapon's poor performance at close range by providing rapid-fire point blank coverage. They also have plentiful reserve ammo compared to the M1000.
|Unlocked through an assignment.|
|Requires Scout 15
Note: Although the weapon's stats indicate that it is capable of firing 30 rounds per second, it is a common misconception that the weapon is capable of outputting as much damage as it describes. In actual gameplay, the machine pistols have half the effective amount of bullets; this means that for every 2 ammo the gun uses, only 1 bullet is fired out, and only 1 bullet's worth of damage is being dealt.
Modifications[edit | edit source]
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclocks[edit | edit source]
Overclock calculations happen after modifiers.
Stats Breakdown[edit | edit source]
Understanding the Weapon[edit | edit source]
Unique Modifications[edit | edit source]
Conductive Bullets[edit | edit source]
Conductive Bullets causes each shot fired from the Zhukovs to deal +30% more damage to any target that are under Electrocution. The Electrocution effect can be applied through the Engineer's "Stubby" Voltaic SMG, Bosco's Overcharged Rounds mod, or from the Scout's IFG grenade and M1000 Classic with the Electrocuting Focus Shots Overclock. The damage bonus does not apply to player armor's Static Discharge.
Get In, Get Out[edit | edit source]
Get In, Get Out gives the player a +50% bonus movement speed for 2.5 seconds when they empty the magazine on the Zhukovs. It should be noted that the player must empty the entire magazine for the effect to activate; reloading halfway will not activate the effect.
Unique Overclocks[edit | edit source]
Cryo Minelets[edit | edit source]
Cryo Minelets is an Unstable Overclock
Each Bullet that touches a surface automatically turns into a Minelet after 0.1 seconds, and is armed after 0.8 seconds. Creatures that go near it will trigger the Minelet and give 10 Cold in a 1.5m radius, Minelets autotrigger after 4 seconds, each Minelet can only be triggered once. By having the mod "Blowthrough Rounds" it is possible to shoot through Creatures to hit a surface.
Embedded Detonators[edit | edit source]
Embedded Detonators is an Unstable Overclock
When reloading each bullet fired that hit an enemy will explode, including enemies hit through penetration. Several enemies can be affected at the same time. The explosion does not have any AoE to it, only affecting the creature it explodes in.
- Damage: 38 Internal (per bullet that damages the target ; damage is not affected by hitting Weakspots or Armor)
- Detonators stay through born ready activation and can still be activated on next reload
- A full reload is not necessary to activate Embedded Detonators. It will trigger at the beginning of the animation. Canceling the reload, by switching weapon for example, will still activate the effect.
Mastery[edit | edit source]
Each modification that is purchased advances a mastery bar by one unit.
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All (12) modifications – The Company Special Weapon Paintjob
Skins[edit | edit source]
Full gallery of skins can be seen at Weapon Skins.
Gallery[edit | edit source]
Trivia[edit | edit source]
- This weapon has a slightly different FOV than Scout's other weapons.