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  • Writer's pictureScuzz

DRILLER: Flow Rate Expansion & Persistent Plasma


DRILLER OVERCLOCKS: FLOW RATE EXPANSION for the Cryo Cannon and PERSISTENT PLASMA for the Experimental Plasma Charger (EPC) are the subjects featured in this short Point Extraction demonstration.

FLOW RATE EXPANSION buffs the speed at which the Cryo Repressurizes and also increases the flow rate (rate of fire) at the expense of quicker loss of pressure while using. This is another Cryo overclock that took me some trial and error to get the feel for since so much of my Cryo play revolved heavily around finding that rhythm of firing and repressurizing. Changes in these values are something that I feel intensely. For a while, I had gotten to the point where was just not getting to a build that seemed to be intuitive or comfortable, or that even gave me a clue as to HOW best utilize it. Finally, I landed on a solid all around build balanced around damage, freeze power and ammo and while it's not super powered at any of these it felt surprising natural. Definitely something I feel comfortable with now. So on tiers 1-3 I took Mag Size (to counteract the pressure drop nerf), +Ammo (reserve tank), and +Charge Speed. On tiers 4 and 5, +Damage and Cold Radiance.

PERSISTENT PLASMA for the EPC is an unstable OC that leaves behind a 3.25 meter radius field of lingering plasma (that you can see sparkling) that deals a little over 35 damage per second (fire) and slows enemies for up to 8 seconds after the impact of a charged shot. This comes with a -15 damage nerf to the standard charged shot area damage, so the question is whether it's worth it or not. It's not a spectacular effect to be sure, but I do find it quite good most of the time. Since this effect comes in the form of fire damage, I was a bit hesitant to use it with Cryo, but ultimately it's fine. Most of the real post freezing work I do with EPC comes in the form of the standard direct shot, so melting the enemies wasn't a concern. While this plasma effect works fine on swarms and groups of grunts or Mactera, it's usually not enough to finish them off, but with the slowing and continuous damage it definitely is still giving you an edge on the enemies. I'd also note that even though there are none in this demo, I find it to be quite effective against Spitball infectors (basically the Plasma field will finish them most of the time) and there are plenty of use cases where this works great wearing down health on medium and large sized enemies. On tiers 1-4 I took +Damage, +Regular Projectile Speed, +Charging Speed and +Ammo (Battery Capacity). In this demo I took THIN CONTAINMENT FIELD on tier 5 and it should be noted that the PERSISTENT PLASMA effect also initiates after a TCF shot.


POINT EXTRACTION: "Sunken Crosscut"

Biome: Fungus Bogs

Cave Complexity: 3 | Mission Length: 2

Secondary: Dystrum

Exploder Infestation/No Anomalies

Beer Buff: None

Video: Ultra Settings/21:9/1440P


00:01 Weapon and Bosco Builds

01:32 Pod Land and Welcome Swarm

02:20 Mini Swarm 1

04:06 Note this Steam Vent (I SHOULD have)

04:10 Instant Death! Don’t Drill In to Steam Vents.

04:28 Mini Swarm 2

04:40 Saluting the Foe that Vanquished Me!

04:53 TCFing Red Sugar is Helpful

05:19 1st Full Swarm

07:30 Dystrum Mother Lode

08:32 Mini Swarm 3

10:55 2nd Full Swarm

14:02 Objective Achieved and Mini-Swarm

14:29 Minehead Launch and Last Stand

16:51 Pod Arrival and Escape


DRILLER CLASS:

CRYO CANNON

MODS: 1-1-1-1-2

OC: FLOW RATE EXPANSION


EXPERIMENTAL PLASMA CHARGER (EPC)

MODS: 1-2-2-2-2

OC: PERSISTENT PLASMA


SATCHEL CHARGE: 3-1-1-2 | DRILLS: 1-1-1-1

PICK AXE: 1-1 | ARMOR: 1-1-1-2

THROWABLE: IMPACT AXES


PERKS:

Passive: Thorns, Born Ready, Resupplier

Active: Dash, Beastmaster


BOSCO MODS: 3-1-3-2-3


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