Deep Rock Galactic
eMercody Sep 19, 2024 @ 7:00pm
Colette Wave Cooker Mod Overhaul
As you know, the T4 mods on the wave cooker aren't great, bad enough people find more value in the reload animation. I think these would work best if reintroduced as an overclock as well as strengthened, it's best as one OC that cycles through three modes with R like a microscope, but that's not what this post is about.

In addition to removing the T4 mods, I've reorganized the whole thing so that building what you want is a little easier. Plus it comes with stat boosts for a somewhat unpopular weapon.

Tier 1: How you wish to interact with ammo
  1. Magnetron Tube: +75 ammo (just have more of it)
  2. Heat Sink: -0.2 heat generation (kind of a bigger magazine size)
  3. Larger Power Supply: +2 Rate of Fire (spend it faster)
It's still the age old "damage vs ammo" choice, but a bit less stressful than before especially with a second ammo mod later on. The smaller ammo gain is competed by rate of fire which doesn't increase total damage, this might rub off wrong to people, but I can't separate convex and concave lenses without creating an oxymoron. Heat Sink no longer competing with Thermoelectric Cooling opens the fun option of a don't stop shooting build.

Tier 2: How you wish to increase damage
  1. Convex Lens: +3 damage (hit harder)
  2. Concave Lens: x3 lens width (hit more)
  3. Thermoelectric Cooling: +75% cooling, -0.5 seconds overheating (less downtime, more shooting)
Not much to say that wasn't in T1, but this section is mainly focused on fine tuning damage rather than being a choice between damage and ammo. When it comes to status effects, when ammo isn't an option, that beam width is huge and justifies buffing the others.
Tier 3: On hit effects
  1. Densification Ray: 50% slow on hit
  2. Temperature Amplifier: spread temperature based on base damage when hitting burning or frozen targets
completely unchanged
Tier 4: How you wish to combo
  1. Contagion Transmitter: When shooting a poisoned (neurotoxin, corroded, irradiated) target, does x1.5 increased damage, 25% chance to inflict neurotoxin, 10% to spawn a neurotoxin cloud to poison other enemies. As this is unique, it should also have a different icon from regular neurotoxin. (Sludge pump)
  2. Boiler Ray: Enemies have a 50% chance to explode on death (cryocannon or any other primary)
  3. Exothermic Reactor: 25% to tempshock burning or frozen enemies (flamethrower or if you're feeling quirky, cryocannon)
Woah T5 moved to T4? I was struggling to come up with a new mod so I defaulted to a pity system, it doesn't make sense to have a pity system before you unlock RNG. Also buffed contagion transmitter as boiler ray is just that good. Also it's nice that the combo options are cheaper, as a greenbeard, buying weapons and mods is expensive and blocks experimentation.
Tier 5: Counteract RNG
  1. Improved Recycling: +75 ammo (more tries)
  2. Wave Stabilizer: Each on hit RNG effect has a secret counter in the gun, whenever you fail to activate an effect a number of hits equal to the proc rate adding up to 100%, the next shot is guaranteed to activate. Activates on a random enemy if multiple are hit. (a pity system)
RNG is such a major factor to this gun, it makes sense that a tier is dedicated to it, effectively helping the consistency problem that the gun faces. I haven't thought of another lucky mod to go here yet.

Conclusion isn't much different from intro, easier to build what you want, without the waste of space that inhabits T4. Pity system eases ammo inefficiency of RNG so there is less pressure on ammo and you are offered a higher maximum amount if you want to live and die by pitiless RNG or are just using boiler ray.
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Showing 1-2 of 2 comments
babuk.fracal Sep 19, 2024 @ 10:09pm 
I feel like most of those are either not necessary or are stuff that could part of the base gun.

Maybe the cwc need the coilgun treatment.

(Also for the love of god, when is gsg going to see that clicking the left mouse button or the left trigger of controllers doesn't do anything and could be used for every single "press the reload button" mechanics)
eMercody Sep 19, 2024 @ 11:25pm 
Originally posted by babuk.fracal:
I feel like most of those are either not necessary or are stuff that could part of the base gun.

Maybe the cwc need the coilgun treatment.

(Also for the love of god, when is gsg going to see that clicking the left mouse button or the left trigger of controllers doesn't do anything and could be used for every single "press the reload button" mechanics)
what?
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Showing 1-2 of 2 comments
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