"Stubby" Voltaic SMG
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|"Stubby" Voltaic SMG|
|“||So what's better than an SMG? An SMG that fires ELECTRIC BULLETS! The boys in R&D have wired a prototype ArcGen into the guts of this trusty Subata 312, meaning it now unleashes a storm of electrified DEATH! Word of warning: Keep away from water.||„|
|~ Item Description|
About[edit | edit source]
The "Stubby" Voltaic SMG is the Engineer's alternate primary weapon. Fitting to its nickname, it is a short and stout submachine gun which has had an electrical generator wired into its firing mechanisms. A node on the side of the gun lights up and powers down whenever there is a magazine inserted into or removed from the gun, respectively. For some reason, the Engineer never makes use of the massive foregrip on the weapon, despite the fact it would help to dampen recoil.
As with most submachine guns in first-person shooter games, the Stubby has a high firing rate and good combat maneuverability but suffers with damage and range. In terms of firing speed it is faster than the Scout's Deepcore GK2 but slower than the Gunner's Powered Minigun. The high fire rate makes up for the below-average damage, as this weapon can easily take care of enemies up close by aiming for their weak points. Anything from Grunts to Praetorians will melt under this gun's concentrated fire.
What makes the gun truly special is its electrical features; by default every shot fired has a one-in-five chance to electrocute the target, damaging them over time while also slowing their movement. Slowed targets are obviously easier to hit, making this weapon good at shutting down fast moving foes. Although the chance to electrocute a target sounds low, consider that this 20% chance is happening with every shot, and with how many bullets are coming out of the Stubby, the chance to shock a target is much higher than one may think.
The biggest flaw the Stubby has is its low effective range, being on par with the Driller's primary weapons – potentially even worse, as the bullets have a large spread pattern when firing for long durations. Tap-firing with the weapon is a poor idea as the gun's recoil is strong, meaning that each tap will cause the gun to kick harshly upwards. As such this weapon is only effective within close range and has little to no effect outside of close-quarters-combat. Getting up close to enemies might sound dangerous, but the Stubby is more than capable of dealing with all but the toughest foes in the hands of a capable user.
|Unlocked through an assignment|
|Requires Engineer 10
Modifications[edit | edit source]
There are five tiers and each tier has two to three modification, only one modification can be equipped per tier.
Overclocks[edit | edit source]
|"Stubby" Voltaic SMG|
| +5 Magazine Size
||Same power but in a smaller package giving slightly better accuracy and letting you fit a few more rounds in each magazine.|
|Well Oiled Machine
| +2 Rate of Fire
||When you need a little more sustained damage.|
|EM Refire Booster
|Use the electron circuit of the SMG to boost its fire rate and damage but the accuracy suffers as a result.|
|They don't hit quite as hard, and can't handle fast fire rates but you sure can carry a lot more of them!|
|Use the gemini turrets as nodes in an electric arc. Zap! The downside is less ammo and a slower rate of fire.|
|Turret EM Discharge
|Shoot a turret to turn it into the epicenter of an electric explosion! The bullet modifications unfortunately also lower the direct damage and electrocution chance.|
Stats breakdown[edit | edit source]
Understanding the Weapon[edit | edit source]
Unique Modifications[edit | edit source]
Conductive Bullets[edit | edit source]
Conductive Bullets allows the weapon to deal an additional +30% Electrical damage to enemies that are under an electrical field. Electric damage does not benefit from this bonus.
Electric Arc[edit | edit source]
Electric Arc causes each bullet fired out of the Stubby to have a chance to proc an Area of Effect lightning attack. If the bullet either procs a new Electrocute DoT on an enemy, or refreshes an existing Electrocute DoT, then there's a 25% chance that Electric Arc's AoE will proc too. For example: if the listed Electrocution chance is 20%, then Electric Arc has a 20% * 25% = 5% chance to proc. Upon activation, Electric Arc will inflict a standard Electrocute DoT on any creature within a 2.75m radius of the primary target's center of mass.
Unique Overclocks[edit | edit source]
Turret Arc[edit | edit source]
Turret Arc is an Unstable Overclock
Turret EM Discharge[edit | edit source]
Turret EM Discharge is an Unstable Overclock
- Damage: 40 Electric
- Maximum Damage Radius: 2m
- Radius: 5m
- Minimum Damage: 50%
- Fear Factor: 50%
- Friendly Fire: 25%
- Armor Break: 0%
- Cooldown: 1.5 sec per Turret
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]
- The weapon's main body - the Subata 312 - is likely produced by the same firearms manufacturer who made the Subata 120, the Driller's pistol.
- The weapon's electric damage does not actually affect the amount of damage taken by electrocuted enemies.