DRAK-25 Plasma Carbine
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Requires Scout ![]() Purchased for: |
“ | The DRAK-25 is among the newest additions to the DRG arsenal and is a bit of a technological marvel. Capable of laying down a blistering hail of superheated plasma without hardly ever blowing up in your hands, AND comparatively cheap to manufacture, Management were quick to approve and sign off on this design. |
— Item Description |
The DRAK-25 Plasma Carbine (often shortened to Drak) is an unlockable primary weapon for the Scout. It is a somewhat retro futuristic carbine with the stock being incorporated into the handle and attached to the magazine. The barrel and muzzle both feature distinctly different colors compared to the rest of the gun and are much more circular than the rest of the weapon.
The Plasma Carbine, similar to Gunner's "Lead Storm" Powered Minigun and Driller's Experimental Plasma Charger, feeds from a single ammo pool and has an overheating mechanic. In addition, the plasma fired by the weapon is considered a projectile, meaning that it must physically travel through the world before hitting a target.
When firing the Plasma Carbine, each shot will produce heat which is measured on the weapon's digital display. After firing for an extended period of time and completely filling the heat meter, the Plasma Carbine will jam, rendering the weapon inoperable for the overheat duration.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclocks
Overclock calculations happen after modifiers.
DRAK-25 Plasma Carbine [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Aggressive Venting
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"Directional vents burn everything around you and send enemies running when the weapon overheats. They also reduce the overheat recovery time." | ||
Thermal Liquid Coolant
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"With a liquid coolant fitted to the weapons thermal system it transfers heat more efficiently, accelerating its cooling rate and reducing heat per shot." | ||
Impact Deflection
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"Tinkering with the particle density makes your projectiles react on impact with armor and surfaces, making them bounce up to 2 times! However the rate of fire needs to be reduced to keep the gun from exploding in your hands." | ||
Conductive Thermals
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"ElectroCryoThermic™ technology makes the plasma projectiles increase enemies' sensitivity to temperature changes and shock. However, the volatile plasma reaction does less direct damage, and generates more heat per shot." | ||
Rewiring Mod
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"By rewiring the thermal systems into a secondary cell and connecting it to the primary battery, your weapon can convert the energy from overheating into ammo. However this reduces the maximum capacity of the primary battery significantly." | ||
Overtuned Particle Accelerator
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"The particle accelerator has been tuned way over safety standards to push the damage output to the limit! The modifications comes with a price to overall stability of the weapon and increased heat generation." | ||
Shield Battery Booster
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"Plugging your shield directly into the weapon battery boosts the plasma feed and density significantly while at full shield and improves total ammo and rate of fire at all times. However the extra energy generates more heat and overheating the weapon will short circuit your shield." | ||
Thermal Exhaust Feedback
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"Feeding the thermal exhaust back into the system transfers the heat generated after a 50% threshold to the plasma, making it increasingly hot. The modifications means more heat generated and it takes longer to get rid of during overheat." |
Stats Breakdown
Understanding the Weapon
Damage type: 50% Kinetic / 50% disintegrate
- Battery Capacity is the weapon's total ammo capacity.
- Overheat Duration is the amount of time in seconds that the weapon becomes inoperable after the heat meter is completely filled.
- Cooldown Delay is how long you need to wait in seconds before the weapon's heat meter begins to cool down.
- Cooling Rate is how fast the weapon sheds heat when cooling.
- With no Overclocks or modifications equipped, cooling from 99% heat will take 1.8s, or 2.1s including the Cooldown Delay.
- Heat per shot is the amount of heat generated per shot fired.
The heat-percentage bar on the Drak is non-linear. With no Overclocks or modifications equipped it takes 18 shots to reach "50% heat", and 45 to reach 100%.
Unlike the "Lead Storm" Powered Minigun, the Drak accumulates heat with every shot fired, rather then at a set rate. The Drak has a maximum heat capacity of 2, regardless of Overclocks or modifications, after surpassing this capacity the weapon enters Overheat, triggering certain effects, and making the weapon unable to shoot until a set amount of time has passed. The following table shows the amount of shots the weapon is able to fire continuously before overheating:
Modifications | Overclocks | |||||
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None | Thermal Liquid Coolant | Conductive Thermals | Thermal Exhaust Feedback | Shield Battery Booster | Overtuned Particle Accelerator | |
None | 45 | 53 | 33 | 38 | 30 | 30 |
Improved Thermals | 60 | 70 | 40 | 50 | 40 | 40 |
Unique Modifications
Unique Modifications | ||
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![]() Hot Feet |
Hot Feet provides a speed boost during overheat. The speed boost lasts for the entire overheat duration, plus an additional ~2s. |
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![]() Overcharged PCF |
Overcharged PCF adds a chance to electrocute the target on hit. The chance to electrocute is rolled separately for each creature damaged by a given projectile. |
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![]() Plasma Splash |
Plasma Splash reduces the Drak's direct damage, in exchange adds Area Damage to the Drak's Projectiles. Area damage is dealt when hitting creatures or terrain.
The Disintegrate portion of the area damage has no falloff, dealing full damage inside the entire radius. |
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![]() Manual Heat Dump |
Manual Heat Dump Is a modification that allows the player to press [Reload] when above 50% heat to manually enter a much shorter overheat. Activating Manual Heat Dump bypasses the Drak's Cooldown delay.
Due to how the overheat reduction is calculated, its much faster to activate Manual Heat Dump rather than letting the weapon naturally overheat. The duration of a manual overheat can be calculated with the following formula:
With no other modifications equipped, manually overheating at 99% heat will result in an overheat duration of ~1.6s. | |
![]() Thermal Feedback Loop |
Thermal Feedback Loop is a modification that increase the Drak's RoF by 5, up to a maximum of 20, whenever above 50% heat. |
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Unique Overclocks
Unique Overclocks | ||||||||||||||||||||||||||
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![]() ![]() Aggressive Venting |
Aggressive Venting is a clean overclock. Upon overheating, deals up to 6 Fire+Heat damage, 60 heat, and 500 fear within a 5 meter radius. These values all scale with %heat at overheat, so at 50% heat, all of them will be halved. Additionally, this overclock reduces the base overheat time by 0.5 seconds. As a result overheating at 50% heat with Manual Heat Dump will give an approximately 0.65 second overheat duration. |
Fire AoE:
Heat AoE:
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![]() ![]() Impact Deflection |
Impact Deflection is a balanced overclock that causes the Drak's projectiles to bounce off of surfaces and creatures. The bounce angle depends on the surface angle, like the reflection of a beam of light.
The Drak's projectiles deals full damage each time they impact a creature, additionally with the Plasma Splash modification equipped they deal their Area Damage each time they hit terrain. | |||||||||||||||||||||||||
![]() ![]() Rewiring Mod |
Rewiring Mod is a balanced overclock that causes the Drak to refund a portion of Battery Capacity spent upon overheating. The amount of ammo refunded varies based on many factors.
Rewiring Mod with no other modifications equiped will refund 31.44 shots, given a full overheat of 45 uninterrupted shots, 69.86% of ammunition used. This means a full 45-shot overheat will effectively only consume 13.56 shots. Using "Manual Heat Dump" to overheat early mod will refund around 47-70% of ammunition used. A minimum of 18 shots are needed to reach "50% heat" to manually overheat, and consumes ~9.5 shots (only refunding 47.2% of the 18 used). | |||||||||||||||||||||||||
![]() ![]() Conductive Thermals |
Conductive Thermals is a balanced overclock. It applies a couple of Status Effects. Additionally, on the first hit, it immediately and permanently decreases the base Ignite temperature of any type of Dreadnought from 1000 to 100.
The first status effect reduces Electric, Fire and Frost Resistances by 5%. If a creature initially has 50% Frost Resistance, after just one hit it will have 45% Frost Resistance. If it initially has 45% Electric Weakness, then it will become 50% Electric Weakness, which means 50% more electric damage will be dealt to the target. This Status Effect stacks indefinitely within its duration which is 10s: upon each hit it applies or refreshes the effect, lowers the resistances and sets a task to retract the change 10s later. The second status effect multiplies creatures' Ignite, Douse Fire, Freeze, Unfreeze temperatures by x0.95. It stacks max 30 times, and when the first instance expires (10s after the first hit on a creature) the whole stack expires and all temperature properties return to its base values, except for the Dreadnought ignition temperature which returns to 100. If the weapon has the Plasma Splash upgrade enabled, it will apply these effects individually with both the direct damage and area damage, meaning it can apply it to multiple targets at a time and apply it twice per shot on targets hit by the projectiles directly. | |||||||||||||||||||||||||
![]() ![]() Shield Battery Booster |
Shield Battery Booster is an unstable overclock that grants +5.5 direct damage, and x2 projectile speed while at full shield.
At all times, the player's shield will recharge 3.5 seconds sooner after taking damage, meaning that the player's base Shield Regeneration Delay is reduced to 2 seconds. The Improved Generator armor upgrade will further reduce the recharge delay to just 1 second, and with Boosted Converter the player's shield will regenerate 4 seconds after taking damage (although much more rapidly). Note that the Equipment Terminal erroneously adds 1.5 seconds to all Shield Regeneration Delay values - the base delay without upgrades is 4.5 seconds, not 6 seconds. Likewise, Shield Battery Booster reduces the delay by 3.5 seconds, not 5 seconds as the in-game description says. When the weapon overheats the player's shield will be set to zero, and cannot recharge above zero capacity until the overheat duration is over. Overheating does not trigger the shield's recharge delay, so if the player takes no damage while overheated then the shield will begin to recharge immediately. If the player takes damage by any other means while overheated or just before overheating, their shields will begin to charge after both the overheat duration and recharge delay are finished. For example, should a player with a shield modded with Boosted Converter (4 second delay) take damage and overheat their weapon one second later (2.5 second overheat duration), then shield will begin to recharge 1.5 seconds after the overheat ends (4 seconds from the time of taking damage). Bonuses when at full shield do not function in missions with the Shield Disruption warning. | |||||||||||||||||||||||||
![]() ![]() Thermal Exhaust Feedback |
Thermal Exhaust Feedback is an unstable overclock. It adds 3 fire damage and 3 heat to direct hits for every 10% weapon heat over 50%.
Therefore, the first level of 3 fire and 3 heat applies starting at 60% heat. The bonus can reach a maximum of 12 fire and 12 heat when above 90% heat. The bonus fire damage can benefit from hitting a Weakpoint, but does not count toward breaking breakable weakpoints or Creature Armor. Heat is unaffected by weakpoints and armor. Because the weapon's heat behavior is nonlinear, it takes 17 shots (with no upgrades) to reach 60% heat, but 21 shots to go from 60% to 100%.
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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 (13) modifications – The Company Special Weapon Paintjob
Skins
A full gallery of all available Frameworks and Paintjobs can be seen at Weapon Cosmetics.
Gallery
Trivia
- The DRAK-25 Plasma Carbine's weapon prototype used the Deepcore 40mm PGL model.
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