DRG update

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DRG Season 2 Weapon FAQ

PREFACE

Note to reader: The following contents is for reference only and may be subject to change, view

DRG Update 34 Weapon Tweaks

Engineer

Weapons and Mods:

"Warthog" Auto 210

  • T2 Expanded Ammo Bags: Max Ammo +40 -> +42
  • T3 High Capacity Magazine: Clip Size +3 -> +2
  • T5 Turret whip:
    • Ammo Cost: 10 -> 5
    • Projectile Dmg: 120 -> 160
    • Projectile Velocity: 50m/s -> 75m/s
    • Radius: 1.5m -> 2m, (max dmg radius of 1.5, Min Dmg Amount: 50%)

"Stubby" Voltaic SMG

  • Vertical Base Recoil Pitch reduced from a random value between [35,45] -> [35-40]

Deepcore 40mm PGL

  • Base Max Dmg Radius: 1.5m -> 2m
  • Base Min Dmg Amount: 15% -> 50%
  • T1 HE Compound: Dmg 15 -> 20
  • T2 Expanded Ammo Bags: Ammo 3 -> 2
  • T2 High Velocity Grenades: Moved to Tier 3
  • T5 Proximity Trigger: Radius x1.1 added

Breach Cutter:

  • T3 Improved Case Ejector: Reload 0.4 -> 0.6
  • T5 Explosive Goodbye has new plasma field affect:
    • Applies 20% Slow,
    • Fire Dmg 5 -> 8,
    • Tick Rate increased (0.2-0.3s to 0.2-0.25s)

Overclocks:

Light-Weight Magazines

  • Max Ammo: +20 -> +18 (moved to Expanded Ammo Bags)

Mini Shells

  • Max Ammo: +90 -> +78

Turret Arc

  • Arc Duration: 15 -> 20s
  • Arc Dmg: 4 -> 6 (note: 0.2s tick interval)
  • Max Arc Distance: 10m -> 15m
  • Arc Slow: -70% -> -80%
  • Turret electrocution aura radius increased to 2m
  • Friendly fire slow removed and dmg reduced to 1

Turret EM Discharge

  • Aoe Dmg: 40 -> 60
  • Maximum Dmg Radius: 2m -> 3m
  • Friendly fire decreased: x0.25 -> x0.1
  • Electrocution% penalty removed
  • Magazine Size penalty -5 added
  • Dmg Penalty: 3 -> 2

Compact Rounds

  • Max Ammo: 4 -> 5

RJ250 Compound

  • Reload Time -0.5s added
  • Aoe Dmg: -25 -> -35
  • Ammo x1.7 bonus added

Misc game mechanics

PGL and platform gun rounds now inherit the dwarf's speed

Spinning Death

  • Dmg x0.2 -> x0.24
  • Velocity increased from 0.5 m/sec -> ~1.5 m/sec (Bug)

Inferno:

  • Max Ammo penalty removed

Notable breakpoints

  • 2x EM Discharges now meets grunt breakpoint
  • RJ250 compound with incendiary compound needs one damage mod to reliably meet grunt breakpoint. (due to RNG associated with fire )

Gunner

"Lead Storm" Powered Minigun

  • Base Stun Chance: 30% -> 20%
  • Base Spindown Time: 3s -> 2s
  • Base Spread reduced from [5, 5] to [4.5, 4.5]
    • Improved Platform Stability: Spread x0.2 -> x0.25
  • Base Cooldown Delay added +0.3s
  • T1 Magnetic Refrigeration: Cooldown Delay -0.15s added
  • T3 Improved Stun: Stun Duration 1 -> 2, Stun Chance +20% added
  • T4 Magnetic Bearings: Spindown Time +3s -> +1s, Max Accuracy Duration 0.5s -> 1.25s
  • T5 Aggressive Venting: Overheat Duration 10s -> 5s
  • T5 Cold as the Grave: Heat Refund -0.8 -> -0.6

"Thunderhead" Heavy Autocannon

  • Base Rof: +0.9
  • Base RoF Growth Speed: 0.3 -> 0.4
    • T2 Lighter Barrel Assembly: RoF Growth Speed x2.0 -> x1.5
  • Base Minimum RoF: 3 -> 3.4
  • T2 Improved Gas System: Top RoF +1.5 -> +2, Min RoF 0.2 -> 0.3
  • T2 Lighter Barrel Assembly: Min RoF +1.0 -> +0.6
  • T3 Supercharged Feed Mechanism: Min RoF +0.6 -> +0.3
  • T5 Feedback Loop: Dmg at Top RoF +20% -> +10%

"Bulldog" Heavy Revolver

  • Base Dmg: 50 -> 60
    • T2 Increased Caliber Rounds: Dmg +15 -> +10
    • T4 High Velocity Rounds: Dmg +15 -> +10
  • Base Max Ammo: 28 -> 24
  • Base Weakpoint Dmg: 15% -> 25%
    • T3 Hollow Point Bullets: Weakpoint Dmg +50% -> +35

Notable breakpoints

  • The base 60dmg bulldog now oneshots Web Spitters on armor with no other mods.
  • With both dmg mods or just the weakpoint mod it can oneshot Mactera Spawn.

"BRT7" Burst Fire Gun

  • Base Dmg: 20 -> 21
  • Base Rate of Fire: 2.5 -> 3
  • T2 Disabled Safety: Rate of Fire +3 -> +2

Zipline Launcher

  • Base Max Angle 30 -> 32
  • T2 Upgraded Connection Joint: Max Angle +5 -> +6

Bullet Hell

  • Ricohet Chance: 50% -> 75%
  • Ricochet Range: 5m -> 6m

Lead Storm

  • Stun Chance penalty changed to x0.25 from -30%
  • Stun Duration penalty -x0.5 from x0

Carpet Bomber

  • Direct Dmg: -6 -> -7
  • Effect Radius: +0.7 -> +0.6

Combat Mobility

  • Reload Time bonus removed
  • RoF Growth Speed x1.5 bonus added

Neurotoxin Payload

  • Direct Dmg penalty: -3 > -2
  • Area Dmg penalty: -6 -> -5
  • Effect Radius: +0.3 -> +0.6
  • Neurotoxin Chance: 30% -> 50%

Chain Hit

  • Ricochet Chance 33% -> 75%

Volatile Bullets

  • Dmg penalty -25 -> -10

Homebrew Powder

  • Damage Range 75% - 200% (from 80% to 140%)
  • Moved to Balanced category

Six Shooter

  • Max Ammo: +8 -> +6
  • Rate of Fire: +4 -> +2

Elephant Rounds

  • Ammo Penalty: -13 -> -12

Experimental Rounds

  • Max Ammo penalty: -36 -> -30)

Electro Minelets

  • Electrocute Duration: 2s -> 6s
  • Electrocution Dmg: 2 -> 3 (note: 0.25s tick interval)
  • Minelet Lifespan: 3 -> 5
  • Dmg penalty: -3 -> -2
  • Magazine penalty: -6 -> -12

Micro Flechettes

  • Dmg penalty -11 (from x0.5)

DRG Update 34 Weapon Tweaks

Engineer

Weapons and Mods:

"Warthog" Auto 210

  • T2 Expanded Ammo Bags: Max Ammo +40 -> +42
  • T3 High Capacity Magazine: Clip Size +3 -> +2
  • T5 Turret whip:
    • Ammo Cost: 10 -> 5
    • Projectile Dmg: 120 -> 160
    • Projectile Velocity: 50m/s -> 75m/s
    • Radius: 1.5m -> 2m, (max dmg radius of 1.5, Min Dmg Amount: 50%)

"Stubby" Voltaic SMG

  • Vertical Base Recoil Pitch reduced from a random value between [35,45] -> [35-40]

Deepcore 40mm PGL

  • Base Max Dmg Radius: 1.5m -> 2m
  • Base Min Dmg Amount: 15% -> 50%
  • T1 HE Compound: Dmg 15 -> 20
  • T2 Expanded Ammo Bags: Ammo 3 -> 2
  • T2 High Velocity Grenades: Moved to Tier 3
  • T5 Proximity Trigger: Radius x1.1 added

Breach Cutter:

  • T3 Improved Case Ejector: Reload 0.4 -> 0.6
  • T5 Explosive Goodbye has new plasma field affect:
    • Applies 20% Slow,
    • Fire Dmg 5 -> 8,
    • Tick Rate increased (0.2-0.3s to 0.2-0.25s)

Overclocks:

Light-Weight Magazines

  • Max Ammo: +20 -> +18 (moved to Expanded Ammo Bags)

Mini Shells

  • Max Ammo: +90 -> +78

Turret Arc

  • Arc Duration: 15 -> 20s
  • Arc Dmg: 4 -> 6 (note: 0.2s tick interval)
  • Max Arc Distance: 10m -> 15m
  • Arc Slow: -70% -> -80%
  • Turret electrocution aura radius increased to 2m
  • Friendly fire slow removed and dmg reduced to 1

Turret EM Discharge

  • Aoe Dmg: 40 -> 60
  • Maximum Dmg Radius: 2m -> 3m
  • Friendly fire decreased: x0.25 -> x0.1
  • Electrocution% penalty removed
  • Magazine Size penalty -5 added
  • Dmg Penalty: 3 -> 2

Compact Rounds

  • Max Ammo: 4 -> 5

RJ250 Compound

  • Reload Time -0.5s added
  • Aoe Dmg: -25 -> -35
  • Ammo x1.7 bonus added

Misc game mechanics

PGL and platform gun rounds now inherit the dwarf's speed

Spinning Death

  • Dmg x0.2 -> x0.24
  • Velocity increased from 0.5 m/sec -> ~1.5 m/sec (Bug)

Inferno:

  • Max Ammo penalty removed

Notable breakpoints

  • 2x EM Discharges now meets grunt breakpoint
  • RJ250 compound with incendiary compound needs one damage mod to reliably meet grunt breakpoint. (due to RNG associated with fire )

Gunner

"Lead Storm" Powered Minigun

  • Base Stun Chance: 30% -> 20%
  • Base Spindown Time: 3s -> 2s
  • Base Spread reduced from [5, 5] to [4.5, 4.5]
    • Improved Platform Stability: Spread x0.2 -> x0.25
  • Base Cooldown Delay added +0.3s
  • T1 Magnetic Refrigeration: Cooldown Delay -0.15s added
  • T3 Improved Stun: Stun Duration 1 -> 2, Stun Chance +20% added
  • T4 Magnetic Bearings: Spindown Time +3s -> +1s, Max Accuracy Duration 0.5s -> 1.25s
  • T5 Aggressive Venting: Overheat Duration 10s -> 5s
  • T5 Cold as the Grave: Heat Refund -0.8 -> -0.6

"Thunderhead" Heavy Autocannon

  • Base Rof: +0.9
  • Base RoF Growth Speed: 0.3 -> 0.4
    • T2 Lighter Barrel Assembly: RoF Growth Speed x2.0 -> x1.5
  • Base Minimum RoF: 3 -> 3.4
  • T2 Improved Gas System: Top RoF +1.5 -> +2, Min RoF 0.2 -> 0.3
  • T2 Lighter Barrel Assembly: Min RoF +1.0 -> +0.6
  • T3 Supercharged Feed Mechanism: Min RoF +0.6 -> +0.3
  • T5 Feedback Loop: Dmg at Top RoF +20% -> +10%

"Bulldog" Heavy Revolver

  • Base Dmg: 50 -> 60
    • T2 Increased Caliber Rounds: Dmg +15 -> +10
    • T4 High Velocity Rounds: Dmg +15 -> +10
  • Base Max Ammo: 28 -> 24
  • Base Weakpoint Dmg: 15% -> 25%
    • T3 Hollow Point Bullets: Weakpoint Dmg +50% -> +35

Notable breakpoints

  • The base 60dmg bulldog now oneshots Web Spitters on armor with no other mods.
  • With both dmg mods or just the weakpoint mod it can oneshot Mactera Spawn.

"BRT7" Burst Fire Gun

  • Base Dmg: 20 -> 21
  • Base Rate of Fire: 2.5 -> 3
  • T2 Disabled Safety: Rate of Fire +3 -> +2

Zipline Launcher

  • Base Max Angle 30 -> 32
  • T2 Upgraded Connection Joint: Max Angle +5 -> +6

Bullet Hell

  • Ricohet Chance: 50% -> 75%
  • Ricochet Range: 5m -> 6m

Lead Storm

  • Stun Chance penalty changed to x0.25 from -30%
  • Stun Duration penalty -x0.5 from x0

Carpet Bomber

  • Direct Dmg: -6 -> -7
  • Effect Radius: +0.7 -> +0.6

Combat Mobility

  • Reload Time bonus removed
  • RoF Growth Speed x1.5 bonus added

Neurotoxin Payload

  • Direct Dmg penalty: -3 > -2
  • Area Dmg penalty: -6 -> -5
  • Effect Radius: +0.3 -> +0.6
  • Neurotoxin Chance: 30% -> 50%

Chain Hit

  • Ricochet Chance 33% -> 75%

Volatile Bullets

  • Dmg penalty -25 -> -10

Homebrew Powder

  • Damage Range 75% - 200% (from 80% to 140%)
  • Moved to Balanced category

Six Shooter

  • Max Ammo: +8 -> +6
  • Rate of Fire: +4 -> +2

Elephant Rounds

  • Ammo Penalty: -13 -> -12

Experimental Rounds

  • Max Ammo penalty: -36 -> -30)

Electro Minelets

  • Electrocute Duration: 2s -> 6s
  • Electrocution Dmg: 2 -> 3 (note: 0.25s tick interval)
  • Minelet Lifespan: 3 -> 5
  • Dmg penalty: -3 -> -2
  • Magazine penalty: -6 -> -12

Micro Flechettes

  • Dmg penalty -11 (from x0.5)

Driller

CRSPR Flamethrower

  • Base Dmg 10 -> 11 (Heat remains 10)
    • Unfiltered Fuel Dmg +5 -> +4
  • T4 It Burns! Fear 13% -> 20%
  • Note: see fire changes

Cryo Cannon:

  • T3 Improved Pump: Pressure Gain Rate x1.7 -> x1.75

Subata 120

  • T3 Recoil Compensator: Spread per Shot 20% -> 33%

Experimental Plasma Charger

  • Base Charged Shot Heat Generation: 1 -> 0.4
  • Base Charge Speed: 0.7 -> 0.6
  • Base recoil recovery improved: 145 -> 150
  • T4 Heat Shield: Moved to Tier 2
  • T2 Expanded Plasma Splash: Moved to Tier 4
  • T2 Reactive Shockwave: Moved to Tier 4
  • T5 Flying Nightmare
    • Damage Multiplier x1.2 added
    • Radius reduced: x0.55 -> x0.40
    • Charge Speed penalty removed

HE Grenade

  • Carried Amount: 4 -> 6
  • Max Dmg Radius: +2.5m added
  • Min Dmg Falloff: 20% -> 35%
  • Dmg: 130 -> 140

Compact Feed Valves

  • Max Ammo +75 added
  • Reload Time +0.2s penalty added

Face Melter

  • Max Ammo penalty removed
  • Move Speed penalty removed
  • Magazine Size -15 penalty added
  • Flame Reach -3m penalty added
  • Dmg: +2 -> +4

Tuned Cooler

  • Chargeup Time +0.2s penalty added
  • Pressure Gain Rate x0.8 penalty added
  • Moved to Balanced category

Ice Storm

  • Dmg Bonus vs Frozen Targets x2 added
  • Max Ammo penalty: -50 -> -75

Chain Hit

  • Weakspot Chain Hit Chance: 50% -> 75%

Tranquilizer Rounds

  • Rate of Fire: -4 -> -2

Heat Pipe

  • Normal Shot Heat Generation removed
  • Heat Buildup when Charged +100% penalty added
  • Charged Shot Heat Generation +100% penalty added

Thin Containment Field

  • Charge Shot Heat Generation: x0.25 -> x0.8
  • Note: explosions now apply physics to minerals

Persistent Plasma:

  • Plasma Dmg increased and slows enemies (refer to Explosive Goodbye on BC)
  • Charged Dmg penalty: -20 -> -15
  • Charged Area: -20 -> -15

Misc game mechanics

  • All Explosions now apply physics to minerals
  • All Fire debuff dmg +1 (5 -> 6)
  • All Fire tick rate reduced (0.25-0.5s -> 0.3s-0.5s)

Notable breakpoints

  • With Overcharger, Flying nightmare meets grunt breakpoint
  • Without Overcharger, Flying Nightmare meets grunt breakpoint with T1 Area damage + T4 Area damage

Scout

Deepcore GK2

  • Base Max Ammo +350 -> 375

M1000 Classic

  • Base Focus Speed: 1.55 -> 1.6
    • T2 Fast Charging Coils: Focus Speed +30% -> +25%
  • Base Dmg: 50 -> 55
  • Base Weakpoint Dmg removed 10% -> 0%
  • T4 Hardened Rounds: Moved to Tier 2
  • T2 Hollow-Point Bullets: Dmg +25% -> +20%
  • T5 Focus Fear:
    • Range increased to 4m radius
    • Fear Factor 200% -> 250%

Jury-Rigged Boomstick

  • T3 Improved Stun:
    • Addded Stun Chance +20%
    • Stun Duration +2.5 -> +3.5

Zhukov NUK17

  • Base Horizontal Spread: 36 -> 33
  • Base Max Ammo: 600 -> 650
    • T4 Expanded Ammo Bags: Max Ammo +150 -> +100
  • Base Weakpoint Multiplier: 0% -> 15%
  • T3 Better Weight Balance: Spread -50% -> -60%

Overclocked Firing Mechanism

  • Recoil: x2.5 -> x2.0

Electrifying Reload

  • Electrocution Duration: 4 -> 6
  • Dmg penalty: -3 -> -2

Minimal Clips

  • Max Ammo bonus removed
  • Magazine Size x1.25 added

Hipster

  • Dmg penalty changed to -17 (from x0.6)
  • Max Ammo: x1.75 -> x1.913

Supercooling Chamber

  • Ammo: x0.635 -> x0.665
  • Focus Speed: -50% -> -40%

Shaped Shells

  • Base Spread: -35% -> -50%
  • Pellets: -2 -> -1

Custom Casings

  • Dmg penalty removed
  • Rate of Fire -2 penalty added

Cryo Minelets

  • Minelet Chance 70% -> 100%



Notable breakpoints

  • Compared to last patch, weakshots only do 1.5 less damage (assuming T1 ammo) due to base damage buffs -- which does not affect any notable breakpoints. In other words, "sniper" builds focus on dealing with HVTs are NOT nerfed.
  • Grunt breakpoints with base M1k OCs:
    • Always kills grunts in the face
    • T2 armor break for 2x blowthrough body shot kills (or 1 focus shot)
    • Alternatively take T1 damage and focus damage for blowthrough body shot kills (or 1 focus shot)
  • Breakpoints while using M1k hipster
    • T1 damage + T4 weakshot kills a grunt in the mouth
    • T1 damage + T2 armor break + T3 focus damage kills a grunt through body shots
    • T1 damage or T4 weakshot allows for 2-shotting mactera spawn
  • Misc breakpoints for M1k
    • You need T1 damage, T2 armor break and T3 focus damage to oneshot acid spitters in the body
    • You need T1 damage, T3 focus damage, and T4 Weakshot to kill a guard with a focus shot in the mouth
  • Misc breakpoints:
    • Electrifying Reload now will (eventually) one-shot a grunt in the face

CREDITS: Original document maintained by LucentGlow#6884 on the DRG Discord. Special thanks to GreyHound#5631 and MeatShield for obtaining hard to find stuff, TriggerHappyBro#0110 for the breakpoint analysis,



 

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