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,