Template:Overclock table gunner
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"Lead Storm" Powered Minigun [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
A Little More Oomph!
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"Get the most out of each shot without compromising any of the gun's systems." | |||
Thinned Drum Walls
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"Stuff more bullets into the ammo drum by thinning the material in non-critical areas." | |||
Burning Hell
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"Turn the area just infront of the minigun into an even worse place by venting all the combustion gasses forward. However, it does overheat rather quickly." | |||
Compact Feed Mechanism
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"More space left for ammo at the cost of a reduced rate of fire." | |||
Exhaust Vectoring
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"Increases damage at a cost to accuracy." | |||
Bullet Hell
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"Special bullets that ricochet off all surfaces and even enemies going on to hit nearby targets. However they deal less damage and are less accurate overall." | |||
Lead Storm
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+4 Damage |
"Pushing things to the limit this overclock greatly increases damage output at the cost of consistently stunning targets and the kickback makes it almost impossible to move." |
"Thunderhead" Heavy Autocannon [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Composite Drums
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"Lighter weight materials means you can carry even more ammo!" | |||
Splintering Shells
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"Specially designed shells splinter into smaller pieces increasing the splash damage range." | |||
Carpet Bomber
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"A few tweaks here and there and the autocannon can now shoot HE rounds! Direct damage is lower but the increased splash damage and range lets you saturate an area like no other weapon can." | |||
Combat Mobility
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+35% Movement Speed While Using |
"Fancy custom ammo drums improve weapon balance making it more accurate and easier to handle on the move while the improved feed motor increases the speed with which the max fire rate is reached. All this however comes at the cost of magazine capacity." | ||
Big Bertha
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+12 Damage |
"Extensive tweaks give a huge bump in raw damage at the cost of ammo capacity and fire rate." | ||
Neurotoxin Payload
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+Neurotoxin Payload (50% Chance) |
"Channel your inner war criminal by mixing some neurotoxin into the explosive compound. The rounds deal less direct damage and splash damage, but affected bugs move slower and take lots of damage over time." |
"Hurricane" Guided Rocket System [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Overtuned Feed Mechanism
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"With some slight tinkering, both your weapon and projectiles are faster." | |||
Fragmentation Missiles
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"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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"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." |
"Bulldog" Heavy Revolver [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Chain Hit
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"Any shot that hits a weakspot has a chance to ricochet into a nearby enemy." | |||
Homebrew Powder
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"More damage on average but it's a bit inconsistent." | |||
Volatile Bullets
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"Fuel on the fire! These rounds are extremely effective against burning targets but at the cost of direct damage dealt to unaffected creatures." | |||
Six Shooter
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+2 Magazine Size |
"An updated casing profile lets you squeeze 2 more rounds into the cylinder and take a few more rounds with you, but all that filling and drilling has compromised the accuracy of the weapon and it takes longer to reload." | ||
Elephant Rounds
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x2 Damage |
"Heavy tweaking has made it possible to use modified autocannon rounds in the revolver! The damage is crazy but so is the recoil and you can't carry as many rounds. Also, only 3 rounds fit in the gun and reload time is a bit slower but base accuracy is improved." | ||
Magic Bullets
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"Smaller, bouncy bullets ricochet off hard surfaces, hitting nearby enemies like magic! Overall, the damage of the weapon is reduced, but you can carry a few more rounds due to their compact size." |
BRT7 Burst Fire Gun [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Composite Casings
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"Lighter rounds that permit a shorter delay between bursts and you can carry a few more of them as well. What's not to like?" | |||
Full Chamber Seal
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"Meticulous sealing lets you get a bit more power out of each round and the attention to detail improves how easily the magazine slots in." | |||
Compact Mags
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"You can carry even more ammo but the rate of fire needs to be toned back to avoid a jam and please take more care while reloading." | |||
Experimental Rounds
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"A new shape to the bullet delivers a lot more damage but it's odd size means fewer rounds in the clip and a bit less ammo overall." | |||
Electro Minelets
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"After impacting terrain, these high-tech bullets convert in to electro-minelets that will electrocute anything unfortunate enough to come close. However they don't last forever and the rounds themselves take more space in the clip and deal less direct damage." | |||
Micro Flechettes
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x2 Max Ammo |
"Convert the BRT to fire small flechettes instead of slugs. Increases overall ammo and magazine size as well as reducing recoil but at the cost of raw damage." | ||
Lead Spray
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"It ain't pretty but this overclock will tear apart anything that gets close, though it gets a bit iffy at range." |
ArmsKore Coil Gun [Expand/Collapse] | ||||
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Overclock | Effect | In Game Description | Price | |
Re-atomizer
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"A charge so powerful it splits and rebinds atoms in hit enemies, spreading ailments to other targets behind them. The amount of power required slows down the reload process significantly." | |||
Ultra-Magnetic Coils
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"Extremely magnetic coils able to store more energy. The extra energy increases the radius and duration of the trail left behind by the projectile." | |||
Backfeeding Module
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"The electrical flow is reversed by adding a tiny module onto the battery, increasing the amount of power it can store. However the extra efficiency of the reversed flow results in shorter lived trails." | |||
The Mole
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Damage bonus for every terrain pierced |
"R&D are proud of this one. A bullet that uses the traction from impacting with terrain to generate energy, making it travel further and do more damage. The extra energy required to fire The Mole comes with the cost of charge speed." | ||
Hellfire
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Heat up enemies at an average of 68.6 Heat/sec (for fully charged shots) |
"By using a highly volatile injection fuel a full charge pushes the trail temperature so high it will quickly ignite almost anything. The huge amounts of energy required increases charge time and reduces battery capacity, while shortening the trail duration." | ||
Triple-Tech Chambers
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Fire off residue energy up to two times after shooting |
"Prototype chamber tech that allows the weapon to fire off residual energy up to two times in quick succession after shooting, at half the energy cost and 75% damage of a normal shot. The extra shots don't penetrate and the heavy modification takes a toll on the energy flow, reducing charge rate and reload speed." |