"Hurricane" Guided Rocket System
Unlocked through an assignment |
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Requires Gunner 18
Purchased for: |
“ | The Hurricane has quickly gotten a reputation for being a very crowd-pleasing weapon - unless we're talking about the crowd it is being aimed at. It stows a weapons package usually reserved for heavy-duty tripods into something a hearty dwarf can carry with ease and has even been upgraded with sophisticated tracking software. |
— Item Description |
The "Hurricane" Guided Rocket System is an unlockable primary weapon for the Gunner. It is a portable missile silo/rocket launcher with tracking software and a laser pointer on its grip, allowing for its missiles to be manually guided. It consists of 9 rocket pods in the front, a large drum on the side that feeds missiles into the weapon, and a laser pointer attached to a handle.
The most notable feature of this weapon is its ability to guide missiles to wherever the crosshair is aiming, which can include enemies. This tracking feature is applied to all missiles that are fired and cannot be disabled without the use of overclocks, although unequipping the weapon will cause any in-flight missiles to lose their guidance. The guidance of these missiles can then be re-acquired by swapping back to the weapon while they remain in flight. Upon exceeding the homing duration, missiles stop reacting to the guidance, gradually turn down and inevitably collide with terrain. The same happens to the oldest guided missile the moment player launches a new missile that goes over the maximum amount of simultaneous homing missiles in the air.
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.
"Hurricane" Guided Rocket System [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Overtuned Feed Mechanism
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x1.2 Max Velocity |
"With some slight tinkering, both your weapon and projectiles are faster." | ||
Fragmentation Missiles
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+2 Area Damage |
"With a thicker casing your missiles spread more fragments at higher speeds, increasing AoE efficiency" | ||
Plasma Burster Missiles
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+Plasma Burster Missiles |
"Turn the battlefield into a plasma apocalypse with these penetrating multi-burst missiles! They fly slower, don't hit as hard, and there is a limit to how many can be controlled at one time, but in the right hands even a single missile can do a lot of damage." | ||
Minelayer System
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+Minelayer System |
"When your missiles hit the ground they are planted as mines that explode when damaged or if enemies are in close proximity. Keep in mind that the new warheads do not have guidance. The total ammo capacity is also reduced." | ||
Rocket Barrage
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x3 Rate of Fire |
"Unleash a torrent of small unguided rockets. What they lack in sophistication and explosive power is more than made up for in the sheer volume and rate of fire." | ||
Jet Fuel Homebrew
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x2.5 Direct Damage |
"Grandpa's recipe. Highly unstable and heavy, but works like a charm! Your missiles get a much higher top speed and reach it instantly. The extra energy greatly improves direct damage but all that extra fuel reduces the missile payload capacity. Due to the extra weight both magazine and total ammo capacity are also reduced." | ||
Salvo Module
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Holding down the trigger now charges up a shotgun like blast of faster, unguided missiles that get a damage bonus the more missiles are in the salvo |
"Enables your weapon to load up to 9 missiles and launch them at once! As an added bonus the overloaded exhaust ports increase missile velocity and boost damage based on how many missiles are in the salvo. However the missiles in the salvo cannot be guided." | ||
Cluster Charges
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Missiles can release 7 bomblets by holding reload |
"Each missile has had their explosives replaced with cluster munitions, and will eject these bomblets when you hold the reload button. The heavy payload has reduced the forward propulsion power of the missiles, as well as both total ammo and magazine capacity. On the bright side, all the extra weight and explosives mean the missiles hit like a truck if you don't release their payload before impact." |
Stats Breakdown
Understanding the Weapon
- Direct Damage is how much damage is dealt upon direct impact of a missile.
- Area Damage is how much damage is dealt in addition to the direct damage within the damage radius around the impact.
Unique Modifications
Unique Modifications | ||
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Nitroglycerin Compound |
Nitroglycerin Compound is a modification that gives the Hurricane bonus Area Damage the longer it flies. |
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Unique Overclocks
Unique Overclocks | ||
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Minelayer System |
When missiles impact terrain, they transform into mines that will detonate when enemies get too close. *Mines will stop getting the Nitroglycerin Compound Bonus after impacting Terrain. |
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Plasma Burster Missiles |
Plasma Burster Missiles (PBM) have three damage modes: primary, secondary, and tertiary.
Primary damage mode is limited with 7 hits and 0.1s cooldown. It deals PBM's damage upon any collision (except when hitting Dwarves) when it's not on cooldown. Chance-based and HP-based armor don't affect PBM's damage in this mode, although the armor plates receive direct and area damage from the missiles. The number of remaining hits gets decremented every time PBM hits a creature, a critter, or a Dwarf, when PBM is not on the cooldown. Upon every creature hit in this mode, PBM becomes indestructible for one second, which allows it to slide along creatures' bodies while dealing damage in the process. It also protects PBM from being destroyed upon terrain collisions. PBM stops dealing damage in this mode after 7 damage hits; however, it enters the next mode only after a creature hit, which for the last time makes PBM indestructible for 1s. When PBM is destructible, it can be destroyed upon any collision with terrain or a Dwarf. In this case, right after dealing the primary mode's damage, PBM additionally deals another instance of direct and area damage upon destruction. Secondary damage mode gets activated the moment PBM hits a creature in primary damage mode with 0 or 1 remaining damage hits. In this damage mode PBM doesn't slide but bounces off terrain, creatures, and dwarves. It is limited with 0.5s cooldown and lasts while PBM is indestructible, i.e. for the next second. While in primary damage mode, that 0.5s cooldown gets activated upon any terrain collision; therefore, when PBM enters secondary damage mode, it can already be on the secondary mode's cooldown. After entering the mode, the cooldown gets activated upon any collision, and when the cooldown is off, PBM can deal damage only when it hits creatures directly. Thus, considering the cooldown and the indestructibility time, there can be a maximum of two damage hits in this mode. The first damage hit happens a moment after the hit that makes PBM enter the mode, if it's not on 0.5s cooldown. In this mode, PBM still ignores chance-based and HP-based armor, it deals only area damage to it. Tertiary damage mode gets activated upon expiration of secondary damage mode, i.e. when PBM loses the ability to bounce upon every collision. In this mode, PBM acts like a normal missile: it can deal damage only once, and right after that, it gets destroyed. That damage is affected by creatures' armor of any type; PBM deals damage to armor plates as usual in this mode. PBM's area damage scales throughout the whole impact radius. Thus, even on direct hits area damage may get reduced. Also, there's an intentional drawback that Tier 5 modification Nitroglycerin Compound produces half as much bonus damage per tick when this OC is equipped. |
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Salvo Module |
Holding the trigger allows multiple missiles to be released at once, those in the salvo get bonus damage for every missile loaded but lose manual guidance. |
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Cluster Charges |
Cluster Charges is an unstable overclock that allows Hurricane's missiles to explode into several bomblets. When equiped a player can hold [Reload] for 0.1 seconds to explode all active missiles, dealing no damage, but causing each to scatter several bomblets. Bomblets explode on contact with creatures or terrain, and inherent their parent missiles velocity. Bomblets gain bonuses when Zip Fuel is equipped. When Zip Fuel is equipped bomblet damage is increased by 8.
Bomblets can stun if Uncontrolled Decompression is equipped, and are effected by Napalm-Infused Rounds if equipped. When the overclock is equipped, a visual inductor will be projected onto the ground below each missile, indicating the area in which the bomblets will be scattered upon activation. The indicator is only displayed when one or more missiles are active, and are only visible to the player who fired the missile. This indicator appears as an orange circle. |
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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 modifications – The Company Special Weapon Paintjob
Skins
Full gallery of skins can be seen at Weapon Skins.
Gallery
Trivia
- Pressing the reload key while the weapon is full will cause the Gunner to remove the middle rocket from the exposed top and "fly" it slowly through the air like a toy, occasionally mimicking rocket sounds before returning it to its place. If the weapon has no ammo left, the Gunner will reach for a rocket and shake his fist angrily upon realizing there are none left, usually accompanied by angry grumbling.
- The Hurricane is the only weapon in Deep Rock Galactic to have a unique out-of-ammo interaction.
- The Hurricane's weapon prototype used an early version of the Fuel Canister model.
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