Overclocks
Information : étant donné que la présentation des overclocks sur cette page se fait avec des templates, leur traduction est retardée à la création d'un domaine propre pour ne pas risquer d'interférences avec la branche principale du wiki. Le traducteur.
Ajoutés lors de la mise à jour 25, les overclocks sont des mods spéciaux qui peuvent êtres équipés pour augmenter encore les capacités des armes de classe. On en distingue trois types : propres, qui donnent de petits bonus sans contreparties; équilibrés, de avantages moyens avec des inconvénients moyens; et instables, qui donnent de gros avantages, mais au prix de déavantages certains. Les overclocks s'obtiennent lors des plongées abyssales hebdomadaires, avec un overclock obtensible par version de la plongée par semaine. Ils peuvent aussi être débloqués en complétant l'affectation Chasse au noyau et par les récompenses de la maîtrise de la forge. Les overclocks devront êtres forgés pour être disponibles dans le terminal des équipements, ce qui coûte des crédits et des ressources d'artisanat. Seulement un overclock pourra être équippé sur une arme.
Liste des overclocks
Ci-dessous est un liste de tous les overclocks disponibles dans ke jeu, ainsi qu'une liste de ceux qui en ont été retiré. Il y a actuellement 98 overclocks en jeu et 8 qui en ont été retiré.
Foreur
Lance-flammes CRSPR
Lance-flammes CRSPR | ||||
---|---|---|---|---|
Type | Overclock | Effect | Description | Price |
Clean |
Lighter Tanks |
+75 Max Fuel | Lighter weight gear means more fuel and sandwiches. | 7500 Credits |
Sticky Additive |
+1 Damage +1 Sticky Flame Duration |
Special additive compound extends the Sticky Flame duration. | 8250 Credits | |
Balanced |
Compact Feed Valves |
+25 Tank Size ----- -2 Flame Reach |
The smaller mechanism leaves room to increase tank capacity at the cost of operational range. | 7450 Credits |
Fuel Stream Diffuser |
+5 Flame Reach ----- -1.2 Rate of Fire |
Increases operation range but decreases the fuel flow rate. | 7100 Credits | |
Unstable |
Face Melter |
+2 Damage +1.8 Rate of Fire ----- -75 Max Fuel x0.5 Movement Speed While Using |
This crazy bit of tweaking will give a boost in damage but at the cost of both mobility and fuel. | 7000 Credits |
Sticky Fuel |
+5 Sticky Flame damage +6 Sticky Flame Duration ----- -25 Tank Size -75 Max Fuel |
Special fuel mixture extends the duration of Sticky Flames but at the cost of tank capacity and total fuel. | 8800 Credits |
Cryo canon
Cryo Canon | ||||
---|---|---|---|---|
Type | Overclock | Effect | Description | Price |
Clean |
Improved Thermal Efficiency |
+25 Tank Capacity x0.75 Pressure Drop Rate |
Get all you can from your fuel and lose pressure slower from the main chamber. | 8350 Credits |
Perfectly Tuned Cooler |
+1 Freezing Power +10% Flow Rate |
Freeze things faster, no strings attached. | 8750 Credits | |
Balanced |
Flow Rate Expansion |
x2.7 Pressure Gain Rate
+10% Flow Rate |
A low volume high pressure chamber paired with a high power pump improve the overall function rate of the weapon but lower the max duration of sustained flow. | 8900 Credits |
Ice Spear |
Ice Spear (35 ammo max) |
Pressing the reload button dumps all the fluid in the chamber directly into the turbine, flash freezing it and launching an ice projectile. Side effects include an increased recharge delay and of course the large amount of fuel used. | 8950 Credits | |
Unstable |
Ice Storm |
+6 Damage ----- -3 Freezing Power -50 Tank Capacity |
A change in the fuel mixture along with some heavy cooler unit tweaks means that you'll be doing less freezing and more killing with razor-sharp ice shards. However, the capacity of the pressure chamber suffers. | 7200 Credits |
Snowball |
+Snowball (50 ammo max) |
Pressing the reload button shoots all the cryofuel in the chamber at once as an AoE cryo-projectile. Besides the very large amount of fuel consumed the operation overloads the whole system resulting in a much longer delay before regaining pressure and the modifications restrict the total amount of fuel you can carry. | 8400 Credits |
Subata 120
Subata 120 | ||||
---|---|---|---|---|
Type | Overclock | Effect | Description | Price |
Clean |
Chain Hit |
+50% Weakpoint Chain Hit Chance | Any shot that hits a weakspot has a chance to ricochet into a nearby enemy. | 7600 Credits |
Homebrew Powder |
+Randomized Damage (between x0.8 and x1.4 damage) |
More damage on average but it's a bit inconsistent. | 7150 Credits | |
Balanced |
Oversized Magazine |
+10 Magazine Size ----- +0.5 Reload Time |
Custom magazine that can fit a lot more ammo but it's a bit unwieldy and takes longer to reload. | 9000 Credits |
Unstable |
Automatic Fire |
+Full Auto +2 Rate of Fire ----- x1 Base Spread x2.5 Recoil |
Fully automatic action, watch out for the recoil. | 7400 Credits |
Explosive Reload |
+Explosive Reload ----- -3 Damage -40 Ammo -3 Magazine Size |
Micro-explosives that explode inside hit targets when you reload. However these fancy bullets come at the cost of raw damage, total ammo, and magazine capacity. | 8100 Credits | |
Tranquilizer Rounds |
+50% Stun Chance ----- -4 Magazine Size -4 Rate of Fire |
Part bullet, part syringe these rounds are very effective at stunning most enemies. | 7150 Credits |
Chargeur plasma experiemental
Chargeur Plasma Expérimental | ||||
---|---|---|---|---|
Type | Overclock | Effect | Description | Price |
Clean |
Energy Rerouting |
+16 Battery Capacity x1.5 Charge Speed |
A masterwork of engineering that improves charge speed and energy efficiency without affecting overall performance! | 7300 Credits |
Magnetic Cooling Unit |
+0.1 Cooling Rate x0.7 Heat Buildup When Charged |
A high-tech solution to Cleanly improve the cooling rate increasing the number of slots that can be fired before overheating and also the speed of recovery from an overheat as well as how long a charge can be held. | 8900 Credits | |
Balanced |
Heat Pipe |
-2 Charged Shot Ammo Use ----- -0.2 Cooling Rate |
By channeling exhaust heat back into the charge chamber a shot can be charged using less energy. This does however make the weapon less efficient at dissipating heat. | 7450 Credits |
Heavy Hitter |
+5 Damage ----- -16 Battery Capacity x1.5 Normal Shot Heat |
Some extensive tweaking to how the shots are prepared can increase the pure damage of the weapon but at the cost of a lower projectile velocity and a reduced battery size. | 8100 Credits | |
Unstable |
Overcharger |
+40 Charged Damage ----- x0.5 Charge Speed -0.2 Cooling Rate |
Pushing the EPC to the limit will give you a significant increase in charge shot damage but at the heavy cost of slow charge speed and decreased cooling efficiency | 7050 Credits |
Persistent Plasma |
+Persistent Plasma ----- -20 Charged Damage -20 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 instance damage done. | 8150 Credits |
Ingénieur
"Warthog" Auto 210
Auto 210 "Warthog" | ||||
---|---|---|---|---|
Type | Overclock | Effect | Description | Price |
Clean |
Stunner |
+Stun Chance occurs on all body parts
+Bonus Damage Vs Stunned |
Heavier rounds allow for stun chance on all body parts, not just weakpoints. Shooting already stunned enemies with this overclock will deal extra damage. | 7350 Credits |
Light-Weight Magazines |
+20 Max Ammo -0.4 Reload Time |
It's amazing how much material can be removed without affecting anything and lighter magazines means more magazines and faster reloading. | 7250 Credits | |
Balanced |
Magnetic Pellet Alignment |
x0.5 Base Spread
+30% Weakpoint Damage Bonus |
Electromagnets in the chamber greatly reduces shot spread and increases weakpoint damage at the cost of a slower rate of fire. | 7900 Credits |
Unstable |
Cycle Overload |
+1 Damage +2 Rate of Fire ----- +0.5 Reload Time x1.5 Base Spread |
Heavy modification to the chamber greatly increases the maximum rate of fire but reduces the weapon's accuracy and reload speed as a consequence. | 8050 Credits |
Mini Shells |
+90 Max Ammo +6 Magazine Size x0.5 Recoil ----- -2 Damage |
Smaller shells designed around a new charge type reduce recoil and increase overall ammo and magazine capacity at the cost of raw damage. | 7700 Credits |
"Stubby" SMG voltaïque
LGP Abyssal 40mm
LGP 40mm DeepCore | ||||
---|---|---|---|---|
Type | Overclock | Effect | Description | Price |
Clean |
Clean Sweep |
+10 Area Damage +0.5 Effect Radius |
Increases the explosion radius and damage without any unwanted effects. | 8100 Credits |
Pack Rat |
+2 Max Ammo | You found a way to pack away two more rounds somewhere | 7950 Credits | |
Balanced |
Compact Rounds |
+4 Max Ammo ----- -10 Area Damage -0.5 Effect Radius |
Smaller and lighter rounds means more rounds in the pocket at the cost of the explosion's effective radius and damage | 7900 Credits |
RJ250 Compound |
+RJ250 Compound ----- -25 Area Damage |
Trade raw damage for the ability to use explosions to move yourself and your teammates. | 8800 Credits | |
Unstable |
Fat Boy |
x4 Area Damage +1 Effect Radius ----- x0.3 Max Ammo x0.7 Projectile Velocity |
Big and deadly and dirty. Too bad plutonium is so heavy that you can only take a few rounds with you. And remember to take care with the fallout. | 8300 Credits |
Hyper Propellant |
+250 Direct Damage +350% Projectile Velocity ----- x0.3 Effect Radius |
New super-high velocity projectiles trade explosive range for raw damage in a tight area. The larger rounds also limit the total amount you can carry. | 8950 Credits |
Découpeur plasma
Soldat
"Lead Storm" minigun alimenté
Canon lourd automatique "Thunderhead"
"Bulldog" Revolver Lourd
BRT7 Pistolet à rafales
Scout
GK2 Abyssal
M1000 Classique
Fusil à canon scié trafiqué
Zhukov NUK17
Overclocks retirés du jeu
Removed Overclocks | ||||
---|---|---|---|---|
Type | Overclock | Effect | Class and Weapon | Price |
Clean |
Damage Spike |
+5 Round Burst Mode | Scout's Zhukov NUK17 | ? Credits |
Improved Thermal Efficiency |
-40% Normal Shot Heat ----- -5 Damage |
Driller's Chargeur Plasma Expérimental | 8450 Credits | |
Ricochet |
+?% ricochet chance on bullets |
Engineer's Auto 210 "Warthog" | ? Credits | |
Balanced |
Charge Explosives |
+Remote Chargable Explosives ----- -72 Max Ammo |
Gunner's Pistolet à rafales BRT7 | ? Credits |
Combo Damage |
+? Damage on consecutive shots ----- +0.5 Reload Time -3 Damage |
Driller's Subata 120 | ? Credits | |
Unstable |
Last Not Least |
x2 Damage on last bullet ----- +0.3 Reload Time -0.5 Rate of Fire |
Gunner's Revolver lourd "Bulldog" | ? Credits |
Micro Rounds |
+200 Max Ammo +40 Magazine Size ----- x0.6 Damage +70% Recoil |
Scout's GK2 DeepCore | ? Credits | |
Smart Sleeper Rounds |
+Smart Rounds find new targets on reload ----- -3 Damage -72 Ammo +Longer delay between bursts |
Gunner's Pistolet à rafales BRT7 | ? Credits |
A voir aussi
Noyaux de matrice cosmétiques
La forge
Plongées abyssales
Notes
- La décharge EM de l'ingénieur (Stubby) dépend de la probabilité d'electrocution du Stubby pour le déclenchement d'une onde de choc de 100 dégâts dans un rayon 5 m.
Annecdotes
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- Weapon overclock tables