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Amplified Research projects are specialized research tasks at the Research Station that unlock powerful Weapon Amplifications.

Overview

Completing an Amplified Research project follows a two-step progression:

  • Step 1: Complete specific combat challenges, damage milestones, or exploration tasks.
  • Step 2: Submit 5,000 Research Points along with ARC components.

Once completed, the unlocked Amplification becomes permanently available for activation on eligible Level 5 Amplified Weapons.

Requirements

To access and complete Amplified Research projects, raiders must upgrade their workshops:

Research Projects

Research Project Unlocks Research Steps

Action Economy

The Hairpin wastes very little motion between shots. That sort of efficiency gets more interesting once a scope is involved.

Ergonomic Bolt

(In one round)

Beam Resonance Tech

The Equalizer is at its best when the beam stays exactly where the target would rather not have it. Maybe we can work with that.

Ramping Damage

Compact Combustion Charges

Most explosives end with the detonation. Blaze Grenades have the good sense to keep causing trouble afterward. There may be something worth borrowing in that.

Incendiary Grenades

Embedded Blast Engineering

Armor does a good job against bullets. Small explosions are less respectful of the arrangement. Combining the two might be worth exploring.

X-Rounds

Extended Burst Cycles

A burst has a beginning, a middle, and an end. The middle could probably use more bullets. Let's investigate.

Increased Burst

  • Deal 10,000 damage with a Burst Burletta or Charged Burst Aphelion

High-Voltage Exposure

Some ARC machines appear capable of absorbing energy before putting it back to use. The same principle might be worth testing on something a little less insulated.

Charged Burst

Magazine Geometry 101

A standard magazine does its job, but it can only hold so much. Getting familiar with a drum-fed design could reveal how that extra room is put to use, and where the same idea might fit elsewhere.

Drum Mag

  • Deal 15,000 damage to a Bastion with a Rattler
  • Destroy 1 Bastions with a Rattler

Mobile-Fire Grip Fittings

Fast movement is useful right up until a weapon needs to come into play. A weapon that keeps up with the pace would be useful.

Sprint Shooting

(In one round)

  • Visit the Electrical Substation
  • Visit the Truck Stop
  • Visit the Old Town
  • Visit the Almatera Station
  • Visit the Researcher Lodgings
  • Visit the Deep-Space Telescope
  • Visit the Commissary Supermarket

Shield Stress Testing

Sustained damage could reveal exactly what makes a shield give out-and how to make that happen faster. For science, naturally.

Anti-Shield

  • Deal 700 damage to encountered Raiders

Solid-Core Casting Tech

Shotgun engagements against drones offer a useful test of stopping power. Concentrating the full charge into a single projectile could produce far more decisive results.

Slug Rounds

  • Destroy 50 Flying ARC using shotguns

Targeted Component Trial

Even the toughest machines have their weak spots. Consistent strikes against vulnerable components could reveal a way to develop rounds that hit them where it hurts most. Metaphorically speaking.

Anti-Weak Point

  • Destroy 40 thrusters on flying ARC enemies

Thermite-Tipped Rounds

Impact damage is useful. Setting the problem on fire afterward feels like a reasonable improvement.

Incendiary Rounds

Top Mounted Optics Retrofittings

Elevated firing positions provide clear sightlines. Osprey field data under those conditions could support development of improved magnification.

Scoped

(In one round)

  • On Blue Gate, head to Pilgrim's Peak
  • Deal 1,000 Damage to ARC enemies using the Osprey

Trigger Reset Systems

Fast-moving threats leave little margin for hesitation. Close encounters with Skulkers could reveal ways to improve paced combat effectiveness.

Semi-Auto