EPC Miner

by Siirvend on 09/11/2022

Salutes 8

CRSPR Flamethrower

CRSPR Flamethrower icon
+25 Tank Size
+5m Flame Reach
+4 Damage per Particle
+10 Heat per Particle
+3 sec Sticky Flames duration
+1.8 Flow Rate
Increases Sticky Flames' slow from 10% to 55%
+75 Max Fuel
Every particle fired by the Flamethrower (ammo consumed) deals 0.2 Fear to all enemies it passes through
+3 sec Sticky Flames duration
+75 Max Fuel
Deal 80 Fire Damage per second and 80 Heat per second to all enemies within 4m of you. The Heat/sec stacks with the direct stream and Sticky Flames' heat sources as well.
If the direct stream kills a Burning enemy, there's a 50% chance that they will explode and deal 55 Fire Damage and 55 Heat to all enemies within a 3m radius.
Fuel Stream Diffuser

Experimental Plasma Charger

Experimental Plasma Charger icon
+5 Regular Shot Direct Damage
+24 Battery Size
+15 Charged Shot Direct Damage, +15 Charged Shot Area Damage
x0.4 Heat per Second when fully charged
+25% Regular Shot Velocity
-2 Ammo per Charged Shot
x2.5 Charge Speed
+50% Cooling Rate
+1m Charged Shot AoE Radius
+24 Battery Size
+15 Charged Shot Direct Damage, +15 Charged Shot Area Damage
Charged Shots now deal their Direct Damage to enemies hit by the projectile while in-flight, but it no longer explodes upon impact (functionally removing Area Damage). Deals x3 damage vs Frozen targets. Additionally: x0.3 AoE Radius. Regular Shots do [5 plus 25% of their Direct Damage] Heat per shot which can ignite enemies, and 70% of the Charged Shot's damage is converted to Fire-element + Heat.
Shoot the Charged Shot with a Regular Shot before it impacts anything to make it detonate for 240 Damage and carve terrain within a 3m radius. Additionally: x0.8 Heat per Regular Shot and x0.8 Heat per Charged Shot.
Regular Shots now do 10 Fire-element Area Damage in a 1.5m Radius in exchange for -10 Direct Damage.
Energy Rerouting

Reinforced Power Drills

Reinforced Power Drills icon

Satchel Charge

Satchel Charge icon

Heavy Drill Suit

Heavy Drill Suit icon
Neurotoxin Grenade
Neurotoxin Grenade icon

Loadout Guide

This is my set up for epc mining. its simple yet effective and give you the most bang for your buck when it comes to ammo, utility and damage.

The flamethrower is specced for max range and ammo with more direct damage than other buiilds to give you a reliable option to deal with swarms . This way your epc can be used for mining primarily while your primary pulls double duty on the bugs. this is great for when you dont have a scout and still need high up minerals.


-Compant Feed Valves got a bit of a nerf so all thats changed is that I tend to favor the Fuel Stream Diffuser version of this CRSPR now.

-Oh Heat Pipe, we knew you well. This is one of the big changes this update. R&D moved some mods around on the gun itself so take a look at the Karl.gg build to see the new allocations. The overall idea is still the same, max ammo, low heat, Thin Containment Field on tier 5. The big change here is that Heat Pipe is now big poopy bad for EPC mining and has been replaced with Energy Rerouting for the increased ammo. This makes EPC mining more difficult since the charge up is faster but if you have the timing down then it can still work. The OTHER bigger change is that minerals now scatter everywhere when you break them with the TCF implosion (isnt that the opposite of what an implosion is?) and you have to go pick them up. Basically, you need to weigh the cost of scattering minerals as oppposed to mining them normally. I say if its too awkward to get to for you or your team, do it. If its easy enough to reach, leave it alone. TCF is still great for mineral chunks and especially oil shale in weird spots. Its combat effectiveness has not suffered at all too so delete to your hearts content.