(→About: Updated RoF from 7 to 8 to match in-game value listed by GetAll AmmoDrivenWeapon RateOfFire) Tag: Visual edit |
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| style="padding: 5px;" | {{icon upgrade|Area}}<br/>Flying Nightmare |
| style="padding: 5px;" | {{icon upgrade|Area}}<br/>Flying Nightmare |
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| + Flying Nightmare </br> ---- |
| + Flying Nightmare </br> ---- |
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− | x0.55 Effect Radius<br> x0. |
+ | x0.55 Effect Radius<br> x0.8 Charge Speed |
| A deffuse plasma makes the charged projectile pass through all enemies deadling damage in a wide sphere while it flies but it takes longer to charge up and no longer explodes on impact. |
| A deffuse plasma makes the charged projectile pass through all enemies deadling damage in a wide sphere while it flies but it takes longer to charge up and no longer explodes on impact. |
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| {{Price table | width = 100% |
| {{Price table | width = 100% |
Revision as of 11:47, 22 October 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 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; 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'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 crowd-clearing tools which are almost as effective as grenades, given their wide radius and area damage. The plasma projectiles deal two types of damage at once, as listed in the Initial Stats category.
The EPC has some learning curve however, as the user must adapt to firing projectiles through a hitscan-type weapon, which takes practice (particularly with distant enemies). Due to its unique projectiles the weapon cannot deal extra weakpoint damage as is found with many other weapons, 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 equivalent of max ammo for other weapons.
- 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.
- 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.
- 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.
Normal and Charged Shot Breakdown
Normal Shots
- Damage type: 50 % Kinetic / 50% Electric
- Friendly Fire Modifier: x0.1
Charged Shot
- Single target:
- Damage type: 50 % Electric / 50 % Fire
- Friendly Fire Modifier: x0.1
- Weakpoint Damage x0
- AOE:
- Damage type: 50 % Explosive / 50 % Fire
- Full damage radius: 1.5 m
- Damage radius: 2 m
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 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.
- Damage: Converted from the Charged Shot direct damage, affected by mods and overclocks.
- Damage type: Fire
- Affected by: Fire resistance
Thin Containment Field
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 Axes, 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.
- 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. Enemies with full heat meters will be afflicted by fire damage.
Unique Overclocks
Persistent Plasma
Persistent Plasma is an Unstable Overclock
- 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
- Commonly called "The EPC"
- 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."
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