DRAK-25 Plasma Carbine
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Unlocked through an assignment |
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Requires Scout 18
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 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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Burn AoE on overheat |
"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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x1.25 Cooling Rate |
"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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Projectiles will bounce 1 time, either off of terrain or enemies |
"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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Applies temporary buff to Fire, Ice and Electric damage on hit Applies temporary burn and freeze threshold debuff on hit -3 Damage |
"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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Regenerate Ammo while Overheated |
"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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+8 Direct Damage |
"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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Increased Damage and Projectile Speed while shield is full |
"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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Up to +12 Fire Damage/Heat per Shot when over 50% Heat |
"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
- Base direct damage type is a composite of:
- 1st 50% Disintegrate,
- 2nd 50% Kinetic.
- Battery Capacity is the weapon's total ammo capacity.
- Overheat Duration is the amount of time in seconds that the weapon becomes inoperable when 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.
- Heat Generated per Shot: 0.045
- Maximum Heat Capacity: 2
- Heat Lost Per Second: 1.1
- Delay Before Cooling: 0.3 seconds
- The heat-percentage bar on the gun is non-linear. It takes 18 shots to reach "50% heat", and 45 to reach 100%.
- These values change based on mods and overclocks, from up to 69 shots at most to overheat, to as few as 29 based on build.
- These values change based on mods and overclocks, from up to 69 shots at most to overheat, to as few as 29 based on build.
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. Thus, the longer the overheat duration, the longer the speed boost.. |
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Overcharged PCF |
Overcharged PCF adds a chance to electrocute target on hit, causing damage over time and slowing. |
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Plasma Splash |
Plasma Splash reduces direct damage and adds area splash damage. Area Damage scaling applies only to the damage part of type Fire, since it's the base area damage type, while the Disintegrate part is a result of 50% conversion from it. |
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Manual Heat Dump |
Manual Heat Dump, when activated, provides a significant reduction in the base overheat duration along with a second overheat reduction scaler based on the current Weapon Heat percentage. Thus, its much faster to dump the heat by manually overheating at <99% heat, rather than automatically at 100% (35% less overheat time), also bypasses the "Cooldown delay". | Manual Overheat Duration: (Overheat Time * 0.65) * (Current Weapon Heat / Maximum Weapon Heat) |
Thermal Feedback Loop' |
Thermal Feedback Loop Gives +5 rate of fire above 50% heat, up to a total RoF of 20. |
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. The bounce angle depends on the surface angle, like the reflection of a beam of light.
If the "Plasma Splash" mod is equipped, the projectile deals splash damage when bouncing off terrain; making it possible to deal x2 splash if you shoot the floor in front of enemies (splashing on contact with floor, then bouncing into the enemy, dealing direct + splash damage again). | |
Rewiring Mod |
Rewiring Mod is a balanced overclock. Rewiring Mod will refill 31.44 shots given a full overheat of 45 shots, 69.86% of ammunition used. This means a full 45-shot overheat will only consume 13.56 shots.
Using "Manual Heat Dump" to overheat early mod will refill 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 refilling 47.2% of the 18 used). | |
Conductive Thermals |
Conductive Thermals is a balanced overclock. It applies a couple of Status Effects.
The first one 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 one multiplies creatures' Ignite, Douse Fire, Freeze, Unfreeze temperatures by x0.95. It stacks max 30 times and when the first instance gets expired (10s after the first hit on a creature) the whole stack expires and all temperature properties return to its base values. | |
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). Does not function in missions with the Shield Disruption warning. | |
Thermal Exhaust Feedback |
Thermal Exhaust Feedback is an unstable overclock. Adds 3 fire and 3 heat damage for every 10% heat over 50%, up to a total of +12 fire and +12 heat damage. |
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
Full gallery of skins can be seen at Weapon Skins.
Gallery
Trivia
- The DRAK-25 Plasma Carbine's weapon prototype used the Deepcore 40mm PGL model.
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