This genuinely feels like some sort of training video that DRG would be used to educate dwarves on loadouts. The amount of professionalism in this video feels so badass, great work.
The production on these videos is insane! Great editing, great script, great dictation... I, for one, greatly appreciate the time and effort you have put into these videos
I am personally of the opinion that AoE damage on the conductive thermals OC for the drak is also worth considering. While you're giving up some damage that you deal yourself, it counts as a seperate hit and lets you build up the debuff twice as fast.
recently got this game for me and my gf and we just got addicted lol,putting 13hrs for our 3rd playthru. thanks for the tips and tricks so we can play it at haz 3-4 instead of haz 1-2. rock and stone!
Just tried out the subata's explosive reload with neurotoxin catalyst. WOW. It's a really fun way to play. I used to think full auto was the way to go because of the stacking bonus, but using explosive reload to ensure you trigger neurotoxin catalyst most of the time is just so much better.
This is great! Rock and stone! For the future, if you are taking suggestions, I'd love to see a video focused on the prim/sec builds for each class that really shine during specific mission types. On the chance you have a great way of using loadout presets, I'd love to see a walkthrough of how you've done that, and what the presets are. Cheers
Holy shit, this is a masterpiece! I don't often comment on videos but i must say i am really impressed, especially by such a small creator. Good work and keep them coming. Really liked the editing style and the useful information combined, you did a really good job sir. ROCK AND STONE BROTHER! ⛏
Absolutely excellent guide! Team comps are an underrated topic in vanilla lobbies, something that has become apparent to me when switching from playing 6x2 to pubbing on 5+
For Driller's new OC (Combustive Goo Mixture), I wouldn't recommend going with Heavy Hitter. I would instead recommend Heat Pipe, it has the most ammo efficiency and ignite capability because the charge shot infinitely pierces and ignites in one shot. You typically don't need more than the one charge shot to clear a wave, since it's self-sustaining (exploding bugs set other bugs on fire, which can then be goo'd and exploded). I can drop my exact build setup if needed.
I tried the "Heat Pipe" with the "Combustive Goo Mixture", I might used it wrong... I felt like it was super good on LARGE group of ennemies, but Heavy Hitter was better in a sense that it fitted more situations
@@borgar_pizza_cat Sorry for the late reply but here it is: 3 1 1 2 1 - Heat Pipe I play this by shooting directly at Glyphid Grunts for crowd clear by igniting them and then detonation them with Goo. For single targets, you have to surround them with 3-5 Goo puddles and then shoot a charge shot at the puddle. This instantly ignites the puddle and explodes it, dealing massive damage and occasionally ignites surviving enemies (Praetorians, Oppressors, etc)
@@cubefather It does have one use case imo. Conductive Thermals since its the only grenade with a true DoT. This essentially gives you more self synergy in a pinch when your shotgun or fire bolts just arent pulling quite enough dps. They allow a solo scout to take plasma splash instead of electricity chance doubling up the Conductive Thermals Debuff with every shot and giving scout a good swarmer clear weapon. Since the whole kit is being used in most fights, I don't have to worry as much about ammo efficiency as long as I take more ammo for my secondary (although gigachad jumbo shells/double barrel goes stupid on dreads.)
Season 5 actually got me to switch from Flouromantic Acid to Protein Disruption Mix, specifically to deal with those Core Spawn. Just gunk up the area for slowdowns so the team can pick them off as needed.
I use extra ammo on my zipline since the ziplines per resupply goes from 2 to 3, a good 50% increase! You lose the versatility of the angle upgrade and the range of the......well, range upgrade. But you get so much more coverage out of zipline volume and so much more lenience
Also 3 shot overclock is pretty good w marked for death Supper solo target dmg As swarm control drak w aggressive system of venting is strong Flame+fear
For sure a great video but I do feel it lacked on mod options a lot and a few overclocks are missing. Flamer on sticky can still take heat rad just for general safety if surrounded and a little bit of pushing power even the mag size really does limit that. Fuel Stream although optimally in sticky flame config can still be used solidly for direct heat or more ammo for heat rad, mostly something I'd consider for sabo. Scorching Tide should also be mentioned for how good it is at overheating bots, particularly patrol bots and nemesis along with heat mod being good in general for sabo. Explosive Reload can take reload speed but nice call out even mentioning it. Ice Storm is also a very nice Cryo overclock if your goal is damage well still having cold rad unlike sludge though it can get ammo hungry if you go full damage. Volatile in charged shot configuration is also really good offering more aoe. Wave cooker takes rof really well in tier 2 to trigger temp or kill for boiler faster, I'd consider it better than heat but it can be nice as well, tier 4 also reallows inspect which is just funny to add. Mega power is also still incredible for temp shock and blisters can simply be funny with more damage oriented options. Heavy Hitter can also be taken well with cryo if your goal is to single target follow it up yourself, relies a lot more on drills and teammates for crowd cleanup though and teammates do single target follow up great as is. Heavy Hitter takes normal shot damage in tier 1 if your goal is to use it for well damage but ammo is good for igniting sludge so fair. Heat Pipe can also be nice for BN charged shots if you want to ignite a bunch in a row but struggles if they're not. Rotary is also a good direct damage overclock from the rof so can act fully like leadstorm with agg venting as a bonus or the fastest to reach hot bullets meaning that and blowthrough/AB are solid options too. It and Burning Hell can also take ammo the best just to do ignition more but damage is helpful for meshing single target. LSLS can take variable in tier 4 if your goal truly is just dps but it hinders your response time which is also important, blowthrough is also pretty good if you wanna add some crowd clear flexibility to it. Little More Oomph is also a really good clean having spin-up to better take variable making it comparable to LSLS dps when fully stabilized and still having the safety of acceptable stun if you want something more simple. Although NTP is the best (op and whatnot) Mortar really should get a mention as also good for crowd clear, not on par with minelayer or clusters tbf but not even NTP truly is and Big Bertha can maybe be mentioned as versatile single target lean but honestly minigun can tend to do that better. Build for Mortar is 2/33223, the damage resist applies after 2 shots with growth and reduces the self damage. Build for Bertha is 2/321/312 though it also reaches resist fast if you so desire that route. All of Hurricane (with stun) is good just to note but really all I have to say is PBM can take ammo nicely due to being flat compared to the downside if you really want to spam it and the stun more. If you find yourself disliking the accuracy of lead spray experimental rounds is a very good side-grade giving about the same damage but with different downsides, compact mags is also worth noting for a more general backup, something more suited for stun and mactera/web spitters. Not mentioning Six Shooter or Elephant rounds is simply a travesty, Six Shooter is a very good general backup and Elephant is very nice burst and accuracy, for sure not as good as volatile (it's absurd) but nice options outside of fire comp for bulldog. Mole is very good if you happen to be a few walls behind a scout pinging a spitballer, shellback, stingtail, or most higher health targets and for sure deserves mention for a damage option. Build for mole would be 23212/3, the piercing damage is a flat bonus so although good at first damage and overcharger fall off in true potential shots. Hellfire takes charge speed really well too if you're willing to forego efficient fear. TTC can also be a solid damage option too if you desire such, NTC is also a great option for it and reatomizer in fire comp and is very slept on for such, can pair well with mole if said scout is to ignite first as well. UMC I'd put on a particular pedestal due to synergizing fear elec coil best, this combo is entirely op for just 10 ammo to spam what is effectively a swarm not attack button and coil in general on one due to how much this can just remove the threat of the game. It can also take ammo fine if your goal is to really shut down the game but it's already absurdly efficient. Although often more consistent with pellets ammo is generally a valid pick for Warthog if you really want it, such as to lean more into stunner stun or turret whip though main limit to whip is turret ammo. Cycle Overload is also pretty good for up close dps. Pump Action can also take damage though is easily best case for AB if ever wanting it. EM Refire can also swap mag to rof and accuracy to mag if you want to use it more like a shotgun though accuracy is massive to anything beyond that sort of range. Alloy can take rof as well for a big dps boost if you're really confident in your recoil controlling abilities. SMRT Trigger although good for a time is very heavily hurt by base lok ammo econ making it overly limited, not bad but for sure a peg below ECR and EXE, it is also the best time for blowthrough if you so desire. Executioner also takes elec in tier 5 well, with the tier 3 it applies the exact same 20% damage bonus, this bonus also stacks if the enemy is on fire to 40% but alone you can only apply fire and not elec without lok itself, unstable can stack on top of the 40% if a teammate applies elec but that requires it in your teamcomp. Basically just better if you don't have elec in the team. Really good job actually mentioning Fat Boy and in a good light as it does have good potential however Volatile Impact or Roll Control are simply far more versatile, what fat boy can do Volatile can do in a single mag, spend half a mag if smaller swarm, spend half a mag clearing mactera, spend a single mag on a praet or warden, or roll control can also stun and do solid single target damage alongside being able to spend on smaller bursts. RJ can take ammo tier 1 and stun tier 4 as solid options too, also good job mentioning RJ and Hyperprop but again a lot less versatile than the other 2 as PGL just tends to fall into. Inferno can take mag tier 1 if caring more about close range and sheer pushing power, it gives +3 ammo due to getting a mag on top of reserve, can also take triple split decently if you like it. As said Roll Control for sure takes width and then mag to have some extra ammo as it basically just doubles coverage area. Light-Weight Cases can also be a nice clean if you simply want to spam breach some more though isn't quite on the level of these 2. Volatile takes mag size FAR better since you can spam pickaxe or terrain scanner a little to regain the ability to fire so it's just 50 free ammo and more sustain. (Only reason Overdrive doesn't take it is the dumping mag ammo thing.) Armor Break is VERY slept on for Volatile, Overdrive, and shard in general as well since the magma applies heat really well as is it works as incredible support, simply point and click a stingtail or praet a little and they're stripped and Overdrive going for single target simply likes to ignore it, if going fire comp fire does help a lot on more single targets though if you want them ignited, like a spitballer. Plascrete Catalyst is also a solid and fun gimmick if you like it. SCOUT SEGMENT BELOW
Ah, Scout, we have a lot for you. AI Stabil and even BOM can take Armor Break really well for general support and targets like Stingtails or Brundles. Rof is a great tier 5 option for AI. Electric Reload is also a very good overclock for GK, 136 damage and slow per bullet, great for enabling elec synergies from engi or yourself and being very ammo efficient, possibly a worse version of the focus shot variant but a much more spamable one at the least. M1 takes ammo very well in tier 1 if you want it to be more flexible, blowthrough for this same case, fear in tier 5 is also incredible if precise, hard counter to mactera swarms. Super Cooling Chamber should be noted as ONLY good on elim and sabo as outside of that the vast majority of targets are simply already oneshot or more flexibly done by base M1, no need to become so much more limited and sluggish. Maybe good for Tough 2. Not to mention EFS just adding 136 damage for free kinda entirely outclasses it. Hipster should very much be noted as a versatile generalist option, like SCC you trade HVT for general dps but instead of being sluggish and overkill it's quick and basically automatic. Hipster always takes damage tier 1, still takes Armor Break, and always takes stun tier 5 like EFS does due to not really weakpoint kill focusing for fear. Not as good as EFS and for team comp you often want to stick to HVT but if SCC can be mentioned it should too. Marked for Death much like SCC is only good for elim (not even sabo this time due to not working on caretaker currently) as just killing the dude with base or EFS is simply better than marking them, like SCC in general you have some targets and use on Tough 2 at the least such as praets, breeders, or oppressors though. Zhuks are VERY overlooked not having their own segment, Embedded Dets is insane single target period, in general and takes reload speed REALLY well too. Cryo Minelets can be more versatile than bolt at times due to spamability even if overall worse due to lacking phero special and ability to stick into target. Gas Recycling is mighty nice for Cryo comp and armor breaking support. Minelets and Gas both take the same setup as Embedded largely but instead with blowthrough in tier 4 and reload speed does a lot to gas for general upkeep, day and night difference in how you're able to follow up after a mag is depleted. Gas can take the elec tier 5 really well especially with IFGs. Gas can also take damage mods if you really want to but they scale badly with its flat upside. Plasma Splash is INCREDIBLE for the support function of Conductive, it applies the debuff twice per shot, in the aoe, and once through armor from the aoe, you neuter what little direct damage you have left but Conductive did that to begin with, though elec is elec so is valid still. If you really want to forgo damage for support ammo is also nice. Shield Battery Booster is very notable as well, with the armor mod it reduces shield recharge all the way down to 1 second, it provides 5.5 extra damage and double project velocity when at full shield, if played around this is a very nice general stat boost and survivability improvement. The damage mod also hardly adds due to the damage being flat if at full shield so ammo is good. All of tier 1 is good for SBB and heat shedding can be nice. Agg Venting is also worth noting as solid for crowd clear and great for fear defense with manual dump and the option of ammo as a mod as well and rof tier 1 to overheat faster. I'd only consider it decent but it's a very unique option. Ammo is also fine for TEF since the heat and damage it applies as is is plenty. Rof is also really good for TEF tier 1 to overheat faster and dps harder though velocity is also nice for general range capabilities. Cryo and Fire bolt take normal bolt ammo really well in general. Trifork Volley is a very slept on option for burst damage on scout, with magnetic shafts and the option of normal shot ammo or damage it can be a beast with anything elec related well also being absurd with cryo. Specialist is also just funny for Phero spam which has merit. Boomstick can take ammo tier 1 if you want to focus more on sustain. Jumbo Shells should also be noted as good for cryo comp due to not locking damage behind shockwave. Really hope you can do a follow up to mention these but as is the video is real good and I commend the effort and absolutely love the mention of stuff like PGL and explosive reload being fine options, rock and stone!
No mention of Hipster for scout is interesting... Not as viable on haz 5+ or is mentioning it just redundant by now, since it's probably the most popular overclock for scout?
Hipster ups your fire rate but base m1k with penetration and armorbreak can kill more enemies per shot, especially with the increased swarm on higher difficulties
wow this is really useful since ive been having a hard time with the harder difficulties thanks bro! also what stock/wepon framework do you use for the bulldog revolver to make it have that slimmer barrel?
You did not mention the mortar OC for gunner. It ignores enemy armor and resistances and easily takes out preatorians and everything below it. It is especially effective against stingtails and other highly armored bugs since its AOE ignores their armor. It also ignores robot resistances and deals significant damage to them, however it is lacking when fighting the the robot boss. It lacks single target damage making it weak against oppressors and dreadnaughts. To make up for that I bring the burst pistol with lead spray to deal large single target damage. Lead spray is especially effective against bulks to a seemingly unnatrual extent.
I'm confused by 4:54: My understanding was that the tier 4 mods only had an effect when turned on with the reload button. Does it still interfere with the tier 2 mod even when they're off? If so, how?
Question: with micro conductor add ons is it worth not running bug reppellent so it encourages them to walk onto electrified platforms? Ive been trying this out with more ammo in the final slot
Btw the roll control build is listed wrong, you want to take t1b mag size as you already have a duration bonus on the oc and t2c wide beam is a must as it provides x4 theoretical coverage
@@cubefather im pretty sure without the triple split line you get a lot of dmg shafted from you unless you can hit the shot dead on. Making it a pretty direct downgrade unless you use it as I'm pretty sure I had it not kill grunts on the edges of the beam.
@@aarepelaa1142 the goal of RC is not to kill the grunts immediately, but its a support and safety tool that spreads stun and plasma extremely efficiently, triple is good(but only because breach is good inherently), but having plasma is just so much more important especially in modded where Engi struggles with safety.
@@monsoonify idk id probably use the micro conductor addon for stubby for a good slow and you can easily funnel the bugs with platforms. Tbh spinning death is also kind of just way better for safety with a stun mod.
@@cubefather I would be very grateful. The team I play with has starting to call me out for alt tabbing to this video as I frantically try and find the weapon I'm looking for.
Are the faster drills fixed? I remember seeing a video comparison with the slower option and there was no difference it was just actually the impression you got from the mining speed, and you cant keep up with your actual speed. I saw that video 2 years ago so maybe they fixed that as i see many people use faster drills.
I watched a driller video a long time ago and was told barbed drills essentially gets you the exact same distance as hardened drill tips. Granted this was when i probably started playing a year ago, is that no longer the case? Because i rarely ever attack enemies using drills, its sort of nice when running cryo but even then i dont really use it
I cannot because I lack the knowledge - all I know is that it messes with heat sink and tier 4 upgrades aren’t that great anyways. PLUS you get to see the reload animation 😎
@cubefather "can't believe they let me have this" together with all the lines for no fuel for the drills get little attention, the game almost hides those voicelines.
Does anyone know where to get or at least the name of the bulldog skin at 2:27 I have been searching EVERYWHERE, even wiki doesn't have it. I'm so confused :(
@@SimonWoodburyForget its just that the thing is cryo vs firebolts the firebolts should honestly do more heat than the cryo bolts because freezing is just a way stronger debuff with 3x dmg compared to fire that's pretty good for swarms but it doesnt do enough fire per bolt to be very good, it's absolutely terrible against rival enemies wich is one thing you might think they're actually good for.
Warthog with mini shells (12221) with gemini system and turrent whip is amazing for swarm clear pared with Light weight cases (23223) breach cutter or RJ250 compound (21122) PGL and proximity mine's to fill in where the warthog can't.
why even take mini shells when you can take light weight magazines and you will have more ammo than normal and more damage than mini shells plus the ability to stun
@@Armetar because your (ideally) only suppose to whip turret's with this warthog build. You can still damage enemies normally but, it's ill advised since that's not the purpose of the build.
@@oART1F4CTo I guess but at the same time you don't need that amount of ammo to whip turrets since warthog ammo isn't a limiting factor and it's actually turrets ammo
@@Armetar well you still need to be able to deal with bug's normally because the turret's will run out of ammo so the ammo surplus check's off that box too. I'd say try it out to see for your self what I'm talking about.
Why skip hipster, have you even tried it?! It's far faster mobility wise then SCC and is still great for single target, because of how much SCC sacrifices on ammo. Obvioulsy this SCC is crap for anything but possibly eliminations and even then the dreadnought CONSTANTRLY turns, embedded detonators are so much better at handling big targets. In general my point is sacrificing both primary and secondary for single target damage unless you can rely on your team(I have no friends so I cant) isnt a great idea and hipster provides both single target and swarm clear capabilities.
@@SimonWoodburyForget Comparing because hipster + capacity our-dpses SCC by a MILE because these focus shots rake FOREVER to charge and hipster fires regular shots like crazy without compromising mobility. Also ASS is just general use so it really isnt in the picture, its more for medium targets in the sweet barely oneshot with all damage medium target range. Lot of better OCs? Become a comedian perhaps? Look you CLEARLY havent seen it's full potential in both unloading into bosses butts AND jsut shooting anything you see without question. As for all of gk2 ammo economy when compared to hipster is suffering atleast because gk2 with AISE cant oneshot grunts at all. Hipster is good in both as i like to call "Contralled"(kiting a swarm im a big room where the glyphids are lined up and on the floor, not on walls) and "Chaotic"(they're not in a circle, but spread around everywhere and the space is tight) situations. AISE isnt.
MPA warthog is a joke. On high hazards that slow fiterate is such a big downside. Cycle overload is much better. And smart trigger on loki is dogshit. Quite literally dogshit. Arguably worse than base loki. Can barely hit weakpoints because it's a weird mix of semi auto and bending shots. Would not recommend it to anyone.
I've been enjoying 11111 smart trigger paired with 13223 Spinning Death a lot on a very fast paced H5+ max based difficulty a ton and it's not bad ok 6x2 either. You can certainly hit some weakpoints. It's not as powerful as exec but it is more responsive, especially cause you can trigger t5as electricity with only 2 loks. At least ok H6x2+ MPAs increased accuracy is very helpful for what you generally wanna do as Engi though I do also think that most of the other options on the other weapons are better. I wouldn't take CO over MPA though.
@@garikek why use em discharge, turret arc, smart os, explosive chemical, mini shells+ turret whip at all, those overclocks are garbage and have no function and are ineffective since you have god tier engineer secondaries
The main criteria for a build is how well it can handle blackout stout before a mission.
This genuinely feels like some sort of training video that DRG would be used to educate dwarves on loadouts. The amount of professionalism in this video feels so badass, great work.
"Alright miners, management has made a certification course for you all to complete before going in there."
I DID NOT SEE THAT OUTRO COMING. Good job.
Truly mesmerizing.
Truly amazing
You can't say "Scout" and "Force Of Nature" in the same sentence without bringing the attention of a TF2 player
1:25 LMFAOOOO THE DRILLER'S TWERKING IS SYNCED TO THE BEAT OF THE SONG
I like the audio usage
The production on these videos is insane! Great editing, great script, great dictation... I, for one, greatly appreciate the time and effort you have put into these videos
I have been waiting for this for months!!! Exceptional work! Super cool! Thx
I am personally of the opinion that AoE damage on the conductive thermals OC for the drak is also worth considering. While you're giving up some damage that you deal yourself, it counts as a seperate hit and lets you build up the debuff twice as fast.
recently got this game for me and my gf and we just got addicted lol,putting 13hrs for our 3rd playthru. thanks for the tips and tricks so we can play it at haz 3-4 instead of haz 1-2. rock and stone!
Just tried out the subata's explosive reload with neurotoxin catalyst. WOW. It's a really fun way to play. I used to think full auto was the way to go because of the stacking bonus, but using explosive reload to ensure you trigger neurotoxin catalyst most of the time is just so much better.
This is great! Rock and stone! For the future, if you are taking suggestions, I'd love to see a video focused on the prim/sec builds for each class that really shine during specific mission types. On the chance you have a great way of using loadout presets, I'd love to see a walkthrough of how you've done that, and what the presets are. Cheers
the visuals are great!
I'm pretty new to DRG but this video is quality man. this community is consistently impressive
Pump action got a shoutout
The production value on this is awesome, good tips 👍
Holy shit, this is a masterpiece!
I don't often comment on videos but i must say i am really impressed, especially by such a small creator. Good work and keep them coming. Really liked the editing style and the useful information combined, you did a really good job sir.
ROCK AND STONE BROTHER! ⛏
YES
YES
UES
YES
YES!!!!!!!!!!!!!!
I’VE BEEN WAITING FOR THIS FOR SO LONG HELL YEAH!!!!!!
Also getting back into Driller more
Dude this is awesome!!!! Thx so much for the time and effort you put into this
Absolutely excellent guide! Team comps are an underrated topic in vanilla lobbies, something that has become apparent to me when switching from playing 6x2 to pubbing on 5+
Those Drillers led into battle by an engineer at the end are the scariest thing I’ve ever seen in my life
I'm fairly new to the game, so I can't take much advantage of such advanced stuff. Anyway stunning production value!
For Driller's new OC (Combustive Goo Mixture), I wouldn't recommend going with Heavy Hitter. I would instead recommend Heat Pipe, it has the most ammo efficiency and ignite capability because the charge shot infinitely pierces and ignites in one shot. You typically don't need more than the one charge shot to clear a wave, since it's self-sustaining (exploding bugs set other bugs on fire, which can then be goo'd and exploded). I can drop my exact build setup if needed.
I'm curious, how would you build your secondary weapon with Heat Pipe ?
Would be a pleasure if you can share
Oh... Can you drop the build right now please?
I tried the "Heat Pipe" with the "Combustive Goo Mixture", I might used it wrong... I felt like it was super good on LARGE group of ennemies, but Heavy Hitter was better in a sense that it fitted more situations
@@borgar_pizza_cat Sorry for the late reply but here it is:
3 1 1 2 1 - Heat Pipe
I play this by shooting directly at Glyphid Grunts for crowd clear by igniting them and then detonation them with Goo.
For single targets, you have to surround them with 3-5 Goo puddles and then shoot a charge shot at the puddle. This instantly ignites the puddle and explodes it, dealing massive damage and occasionally ignites surviving enemies (Praetorians, Oppressors, etc)
@@RealNyaga Cool! The only issue left is that Heat Pipe overheats too fast when you charge the shot
Great editing
Excellent production 🙌
Good video
I'm getting back into DRG and my skills is a bit rusty so hopefully these builds can help me out
Love how you just left out the boomerangs from Scouts grenade options
It’s not *bad* - every other option just happens to be better
@@cubefather It does have one use case imo. Conductive Thermals since its the only grenade with a true DoT. This essentially gives you more self synergy in a pinch when your shotgun or fire bolts just arent pulling quite enough dps. They allow a solo scout to take plasma splash instead of electricity chance doubling up the Conductive Thermals Debuff with every shot and giving scout a good swarmer clear weapon. Since the whole kit is being used in most fights, I don't have to worry as much about ammo efficiency as long as I take more ammo for my secondary (although gigachad jumbo shells/double barrel goes stupid on dreads.)
Season 5 actually got me to switch from Flouromantic Acid to Protein Disruption Mix, specifically to deal with those Core Spawn. Just gunk up the area for slowdowns so the team can pick them off as needed.
Very nice video, very informative, definitely will be using some of the builds
Also, what is that weapon paintjob for the scout, it looks so good
:0
This video format is lovely
I use extra ammo on my zipline since the ziplines per resupply goes from 2 to 3, a good 50% increase! You lose the versatility of the angle upgrade and the range of the......well, range upgrade. But you get so much more coverage out of zipline volume and so much more lenience
Best drg build video ⛏️
Also 3 shot overclock is pretty good w marked for death
Supper solo target dmg
As swarm control drak w aggressive system of venting is strong
Flame+fear
Goo bomber special ftw, lines of fire go crazy
I really like the blue oil rig, it helps the caution stripes pop out more. I wish you could change the building colors on console
Why not spining death on breach cutter? Insane single target and wave clear, area denial, it's got everything.
For sure a great video but I do feel it lacked on mod options a lot and a few overclocks are missing.
Flamer on sticky can still take heat rad just for general safety if surrounded and a little bit of pushing power even the mag size really does limit that.
Fuel Stream although optimally in sticky flame config can still be used solidly for direct heat or more ammo for heat rad, mostly something I'd consider for sabo.
Scorching Tide should also be mentioned for how good it is at overheating bots, particularly patrol bots and nemesis along with heat mod being good in general for sabo.
Explosive Reload can take reload speed but nice call out even mentioning it.
Ice Storm is also a very nice Cryo overclock if your goal is damage well still having cold rad unlike sludge though it can get ammo hungry if you go full damage.
Volatile in charged shot configuration is also really good offering more aoe.
Wave cooker takes rof really well in tier 2 to trigger temp or kill for boiler faster, I'd consider it better than heat but it can be nice as well, tier 4 also reallows inspect which is just funny to add.
Mega power is also still incredible for temp shock and blisters can simply be funny with more damage oriented options.
Heavy Hitter can also be taken well with cryo if your goal is to single target follow it up yourself, relies a lot more on drills and teammates for crowd cleanup though and teammates do single target follow up great as is.
Heavy Hitter takes normal shot damage in tier 1 if your goal is to use it for well damage but ammo is good for igniting sludge so fair.
Heat Pipe can also be nice for BN charged shots if you want to ignite a bunch in a row but struggles if they're not.
Rotary is also a good direct damage overclock from the rof so can act fully like leadstorm with agg venting as a bonus or the fastest to reach hot bullets meaning that and blowthrough/AB are solid options too.
It and Burning Hell can also take ammo the best just to do ignition more but damage is helpful for meshing single target.
LSLS can take variable in tier 4 if your goal truly is just dps but it hinders your response time which is also important, blowthrough is also pretty good if you wanna add some crowd clear flexibility to it.
Little More Oomph is also a really good clean having spin-up to better take variable making it comparable to LSLS dps when fully stabilized and still having the safety of acceptable stun if you want something more simple.
Although NTP is the best (op and whatnot) Mortar really should get a mention as also good for crowd clear, not on par with minelayer or clusters tbf but not even NTP truly is and Big Bertha can maybe be mentioned as versatile single target lean but honestly minigun can tend to do that better.
Build for Mortar is 2/33223, the damage resist applies after 2 shots with growth and reduces the self damage.
Build for Bertha is 2/321/312 though it also reaches resist fast if you so desire that route.
All of Hurricane (with stun) is good just to note but really all I have to say is PBM can take ammo nicely due to being flat compared to the downside if you really want to spam it and the stun more.
If you find yourself disliking the accuracy of lead spray experimental rounds is a very good side-grade giving about the same damage but with different downsides, compact mags is also worth noting for a more general backup, something more suited for stun and mactera/web spitters.
Not mentioning Six Shooter or Elephant rounds is simply a travesty, Six Shooter is a very good general backup and Elephant is very nice burst and accuracy, for sure not as good as volatile (it's absurd) but nice options outside of fire comp for bulldog.
Mole is very good if you happen to be a few walls behind a scout pinging a spitballer, shellback, stingtail, or most higher health targets and for sure deserves mention for a damage option.
Build for mole would be 23212/3, the piercing damage is a flat bonus so although good at first damage and overcharger fall off in true potential shots.
Hellfire takes charge speed really well too if you're willing to forego efficient fear.
TTC can also be a solid damage option too if you desire such, NTC is also a great option for it and reatomizer in fire comp and is very slept on for such, can pair well with mole if said scout is to ignite first as well.
UMC I'd put on a particular pedestal due to synergizing fear elec coil best, this combo is entirely op for just 10 ammo to spam what is effectively a swarm not attack button and coil in general on one due to how much this can just remove the threat of the game.
It can also take ammo fine if your goal is to really shut down the game but it's already absurdly efficient.
Although often more consistent with pellets ammo is generally a valid pick for Warthog if you really want it, such as to lean more into stunner stun or turret whip though main limit to whip is turret ammo.
Cycle Overload is also pretty good for up close dps.
Pump Action can also take damage though is easily best case for AB if ever wanting it.
EM Refire can also swap mag to rof and accuracy to mag if you want to use it more like a shotgun though accuracy is massive to anything beyond that sort of range.
Alloy can take rof as well for a big dps boost if you're really confident in your recoil controlling abilities.
SMRT Trigger although good for a time is very heavily hurt by base lok ammo econ making it overly limited, not bad but for sure a peg below ECR and EXE, it is also the best time for blowthrough if you so desire.
Executioner also takes elec in tier 5 well, with the tier 3 it applies the exact same 20% damage bonus, this bonus also stacks if the enemy is on fire to 40% but alone you can only apply fire and not elec without lok itself, unstable can stack on top of the 40% if a teammate applies elec but that requires it in your teamcomp.
Basically just better if you don't have elec in the team.
Really good job actually mentioning Fat Boy and in a good light as it does have good potential however Volatile Impact or Roll Control are simply far more versatile, what fat boy can do Volatile can do in a single mag, spend half a mag if smaller swarm, spend half a mag clearing mactera, spend a single mag on a praet or warden, or roll control can also stun and do solid single target damage alongside being able to spend on smaller bursts.
RJ can take ammo tier 1 and stun tier 4 as solid options too, also good job mentioning RJ and Hyperprop but again a lot less versatile than the other 2 as PGL just tends to fall into.
Inferno can take mag tier 1 if caring more about close range and sheer pushing power, it gives +3 ammo due to getting a mag on top of reserve, can also take triple split decently if you like it.
As said Roll Control for sure takes width and then mag to have some extra ammo as it basically just doubles coverage area.
Light-Weight Cases can also be a nice clean if you simply want to spam breach some more though isn't quite on the level of these 2.
Volatile takes mag size FAR better since you can spam pickaxe or terrain scanner a little to regain the ability to fire so it's just 50 free ammo and more sustain.
(Only reason Overdrive doesn't take it is the dumping mag ammo thing.)
Armor Break is VERY slept on for Volatile, Overdrive, and shard in general as well since the magma applies heat really well as is it works as incredible support, simply point and click a stingtail or praet a little and they're stripped and Overdrive going for single target simply likes to ignore it, if going fire comp fire does help a lot on more single targets though if you want them ignited, like a spitballer.
Plascrete Catalyst is also a solid and fun gimmick if you like it.
SCOUT SEGMENT BELOW
Ah, Scout, we have a lot for you.
AI Stabil and even BOM can take Armor Break really well for general support and targets like Stingtails or Brundles.
Rof is a great tier 5 option for AI.
Electric Reload is also a very good overclock for GK, 136 damage and slow per bullet, great for enabling elec synergies from engi or yourself and being very ammo efficient, possibly a worse version of the focus shot variant but a much more spamable one at the least.
M1 takes ammo very well in tier 1 if you want it to be more flexible, blowthrough for this same case, fear in tier 5 is also incredible if precise, hard counter to mactera swarms.
Super Cooling Chamber should be noted as ONLY good on elim and sabo as outside of that the vast majority of targets are simply already oneshot or more flexibly done by base M1, no need to become so much more limited and sluggish.
Maybe good for Tough 2.
Not to mention EFS just adding 136 damage for free kinda entirely outclasses it.
Hipster should very much be noted as a versatile generalist option, like SCC you trade HVT for general dps but instead of being sluggish and overkill it's quick and basically automatic.
Hipster always takes damage tier 1, still takes Armor Break, and always takes stun tier 5 like EFS does due to not really weakpoint kill focusing for fear.
Not as good as EFS and for team comp you often want to stick to HVT but if SCC can be mentioned it should too.
Marked for Death much like SCC is only good for elim (not even sabo this time due to not working on caretaker currently) as just killing the dude with base or EFS is simply better than marking them, like SCC in general you have some targets and use on Tough 2 at the least such as praets, breeders, or oppressors though.
Zhuks are VERY overlooked not having their own segment, Embedded Dets is insane single target period, in general and takes reload speed REALLY well too.
Cryo Minelets can be more versatile than bolt at times due to spamability even if overall worse due to lacking phero special and ability to stick into target.
Gas Recycling is mighty nice for Cryo comp and armor breaking support.
Minelets and Gas both take the same setup as Embedded largely but instead with blowthrough in tier 4 and reload speed does a lot to gas for general upkeep, day and night difference in how you're able to follow up after a mag is depleted.
Gas can take the elec tier 5 really well especially with IFGs.
Gas can also take damage mods if you really want to but they scale badly with its flat upside.
Plasma Splash is INCREDIBLE for the support function of Conductive, it applies the debuff twice per shot, in the aoe, and once through armor from the aoe, you neuter what little direct damage you have left but Conductive did that to begin with, though elec is elec so is valid still.
If you really want to forgo damage for support ammo is also nice.
Shield Battery Booster is very notable as well, with the armor mod it reduces shield recharge all the way down to 1 second, it provides 5.5 extra damage and double project velocity when at full shield, if played around this is a very nice general stat boost and survivability improvement.
The damage mod also hardly adds due to the damage being flat if at full shield so ammo is good.
All of tier 1 is good for SBB and heat shedding can be nice.
Agg Venting is also worth noting as solid for crowd clear and great for fear defense with manual dump and the option of ammo as a mod as well and rof tier 1 to overheat faster.
I'd only consider it decent but it's a very unique option.
Ammo is also fine for TEF since the heat and damage it applies as is is plenty.
Rof is also really good for TEF tier 1 to overheat faster and dps harder though velocity is also nice for general range capabilities.
Cryo and Fire bolt take normal bolt ammo really well in general.
Trifork Volley is a very slept on option for burst damage on scout, with magnetic shafts and the option of normal shot ammo or damage it can be a beast with anything elec related well also being absurd with cryo.
Specialist is also just funny for Phero spam which has merit.
Boomstick can take ammo tier 1 if you want to focus more on sustain.
Jumbo Shells should also be noted as good for cryo comp due to not locking damage behind shockwave.
Really hope you can do a follow up to mention these but as is the video is real good and I commend the effort and absolutely love the mention of stuff like PGL and explosive reload being fine options, rock and stone!
I’ve been waiting for this vid ty
How am I just now finding this channel???
I use wave cooker with blistering necrosis on fire composition to increase max single target damage
Did i hear a Rock and Stone ⛏
Great video !
what pickaxe overclocks would you recommend
The one that lets you mine gold
@@cubefatheryou answered perfectly
Love it! Would you do a solo builds as well please? 🙌
Unfortunately I do not play solo! Sorry!
Doesn't barbed drills do the same thing as hardened tips but with more damage against bugs, or was this changed?
ROCK. AND. STOOOONE.
No mention of Hipster for scout is interesting...
Not as viable on haz 5+ or is mentioning it just redundant by now, since it's probably the most popular overclock for scout?
Definitely not because of viability. After all there was a bullets of mercy build here 😂😂😂
@@garikeknot even a electric reload mention
Hipster ups your fire rate but base m1k with penetration and armorbreak can kill more enemies per shot, especially with the increased swarm on higher difficulties
The outro 💀 (nice vid :3)
try marked for death with trifork volley, its quicker dps than the zukov exploding shells and can bring heavy single targets dps
Ooh that’s a good one, will give that a go!
wow this is really useful since ive been having a hard time with the harder difficulties thanks bro! also what stock/wepon framework do you use for the bulldog revolver to make it have that slimmer barrel?
mod.io/g/drg/m/bulldog-classic
@@cubefather Thanks bro
What paintjob do you use on scouts weapons like the M1 and Drak? Took a long break so I missed a lot of stuff
Frigid Tiger - if you can’t get that in vanilla you can use it with a mod
@@cubefather Thanks! Video helped me get an idea for what I want to use as well
You did not mention the mortar OC for gunner. It ignores enemy armor and resistances and easily takes out preatorians and everything below it. It is especially effective against stingtails and other highly armored bugs since its AOE ignores their armor. It also ignores robot resistances and deals significant damage to them, however it is lacking when fighting the the robot boss. It lacks single target damage making it weak against oppressors and dreadnaughts. To make up for that I bring the burst pistol with lead spray to deal large single target damage. Lead spray is especially effective against bulks to a seemingly unnatrual extent.
Good video bro
5:00 Do you use T2a or T2c? It's not obvious due to the same icon being used for these two options in game
awesome video
I'm confused by 4:54: My understanding was that the tier 4 mods only had an effect when turned on with the reload button. Does it still interfere with the tier 2 mod even when they're off? If so, how?
I don’t know how but yes it does
very nice
Question: with micro conductor add ons is it worth not running bug reppellent so it encourages them to walk onto electrified platforms? Ive been trying this out with more ammo in the final slot
Ive also been using lure very nicely with the electric platforms for an allround electro build with the shard diffractor
Btw the roll control build is listed wrong, you want to take t1b mag size as you already have a duration bonus on the oc and t2c wide beam is a must as it provides x4 theoretical coverage
Gah - that's a mistake it was supposed to be mag size not duration!
@@cubefather im pretty sure without the triple split line you get a lot of dmg shafted from you unless you can hit the shot dead on. Making it a pretty direct downgrade unless you use it as I'm pretty sure I had it not kill grunts on the edges of the beam.
@@aarepelaa1142 the goal of RC is not to kill the grunts immediately, but its a support and safety tool that spreads stun and plasma extremely efficiently, triple is good(but only because breach is good inherently), but having plasma is just so much more important especially in modded where Engi struggles with safety.
@@monsoonify idk id probably use the micro conductor addon for stubby for a good slow and you can easily funnel the bugs with platforms. Tbh spinning death is also kind of just way better for safety with a stun mod.
Is the safety first mod for scout's grappling hook that good as it only seems to give 25% fall damage res for 3seconds versus the 1 second cooldown?
Everything except Safety First is good imho
What is the all-yellow paint job for the driller?
deeprockgalactic.wiki.gg/wiki/Downloadable_Content#Content_Creator_Partner
I noticed that you said not to bring ignition to cryo compositions. What about temperature shock? It does a lot of damage!
What framework was his bulldog? It looked like an old timer six shooter.
Can you explain the wave cooker tier 2 / tier 4 interactions?
Shits broke idk why
I got to know how I can get that computer helmet that the gunner had on!
mod.io/g/drg/m/handdrawncosmetics
Is there a doc that lays out these builds more in depth for a visual learner like me?
I’ll make one!
@@cubefather I would be very grateful. The team I play with has starting to call me out for alt tabbing to this video as I frantically try and find the weapon I'm looking for.
@FunTrumpet haha, I’ll try to throw it together next week!
@UmeKumaVTch. I've now added a list of builds, hopefully this is helpful!
@@cubefather Awesome work, thank you for the update!
Are the faster drills fixed? I remember seeing a video comparison with the slower option and there was no difference it was just actually the impression you got from the mining speed, and you cant keep up with your actual speed. I saw that video 2 years ago so maybe they fixed that as i see many people use faster drills.
I watched a driller video a long time ago and was told barbed drills essentially gets you the exact same distance as hardened drill tips. Granted this was when i probably started playing a year ago, is that no longer the case? Because i rarely ever attack enemies using drills, its sort of nice when running cryo but even then i dont really use it
no they fixed that!
Nice video
Can you elaborate on Wave Cooker Tier 4 interfering with Tier 2 Heat Sink ?
I cannot because I lack the knowledge - all I know is that it messes with heat sink and tier 4 upgrades aren’t that great anyways. PLUS you get to see the reload animation 😎
@cubefather "can't believe they let me have this" together with all the lines for no fuel for the drills get little attention, the game almost hides those voicelines.
Does anyone know where to get or at least the name of the bulldog skin at 2:27 I have been searching EVERYWHERE, even wiki doesn't have it. I'm so confused :(
@@arcticninja4293 mod.io/g/drg/m/bulldog-classic
@@cubefather oh its a mod! thank you so much!
Question: why would you go for damage mods in T1 and T3? What's the purpose of this build?
the outro... also what about rolling tide? Is it too expensive due to its gimmick?
Roll Tide can work for Rivals but FSD is cheaper yeah
Bruh I want that bulldog skin so bad
mod.io/g/drg/m/bulldog-classic
Why did you not talk about the bull dog heavy revolver ?
2:25
@@cubefather whoops mb
@Naouzo 🫡
Is this the excel sheet in video form? honestly. still gonna watch either way
Build Emporium? cant remember the name of it
I believe it's called the Buildonomicon?
😀 NICE
Is there a way to farm overclocks, or are they rng?
They are time gated RNG unfortunately
Why didn’t you include scorching flames is it not meta?
Nice use of the audio filter but maybe drop it after the intro?
Not sure why there was audio ducking but will make sure it doesn’t happen on the next video!
After meeting you in a game and beeing complete ass, i think it might be smart of me to look at some of your tips ;)
its not the size of the ass, its what you can do with it
Thought you would have mentioned the flame bolts for the boltshark, they're ass tho ngl needs a lot more fire output to be useful.
@@SimonWoodburyForget its just that the thing is cryo vs firebolts the firebolts should honestly do more heat than the cryo bolts because freezing is just a way stronger debuff with 3x dmg compared to fire that's pretty good for swarms but it doesnt do enough fire per bolt to be very good, it's absolutely terrible against rival enemies wich is one thing you might think they're actually good for.
Great video! I uh, see you rejected my note about excluding the worse driller gun (cryo cannon) which is cool I guess I mean do whatever I suppose
Little cold hearted
Damn this guy kinda cookin
0:32 name of the armor set color plz
Engineer 6 - you get it with mods and is the default paintjob for the MK6 armour from the 6th year anniversary
0/10 for not pointing out the ammo mod on zipline makes scouts obsolete.
You're kidding, right?
@@luizballista9533 of course. We still need our walking light house.
@warriorfire8103 probably a main driller speaking
Interesting builds. Though, is proximity trigger the best on RJ250 Compound? Doesn't that make rocket jumping with no enemies around really difficult?
You can still shoot it at your feet!
Don't disrespect hoverclock
No mention of hipster?😢
I love the builds and the work you put in, but to me it‘s awful to hear the audio, the quality is kinda meh (no hate, just wanted to say my opinion)
Totally fair, for the next video I’ll be doing an audio overhaul
Warthog with mini shells (12221) with gemini system and turrent whip is amazing for swarm clear pared with Light weight cases (23223) breach cutter or RJ250 compound (21122) PGL and proximity mine's to fill in where the warthog can't.
why even take mini shells when you can take light weight magazines and you will have more ammo than normal and more damage than mini shells plus the ability to stun
@@Armetar because your (ideally) only suppose to whip turret's with this warthog build. You can still damage enemies normally but, it's ill advised since that's not the purpose of the build.
@@oART1F4CTo I guess but at the same time you don't need that amount of ammo to whip turrets since warthog ammo isn't a limiting factor and it's actually turrets ammo
@@Armetar well you still need to be able to deal with bug's normally because the turret's will run out of ammo so the ammo surplus check's off that box too. I'd say try it out to see for your self what I'm talking about.
@@oART1F4CTo maybe I will but that damage downside is really off putting for me since I like damage
Why skip hipster, have you even tried it?! It's far faster mobility wise then SCC and is still great for single target, because of how much SCC sacrifices on ammo. Obvioulsy this SCC is crap for anything but possibly eliminations and even then the dreadnought CONSTANTRLY turns, embedded detonators are so much better at handling big targets. In general my point is sacrificing both primary and secondary for single target damage unless you can rely on your team(I have no friends so I cant) isnt a great idea and hipster provides both single target and swarm clear capabilities.
@@SimonWoodburyForget Comparing because hipster + capacity our-dpses SCC by a MILE because these focus shots rake FOREVER to charge and hipster fires regular shots like crazy without compromising mobility. Also ASS is just general use so it really isnt in the picture, its more for medium targets in the sweet barely oneshot with all damage medium target range. Lot of better OCs? Become a comedian perhaps? Look you CLEARLY havent seen it's full potential in both unloading into bosses butts AND jsut shooting anything you see without question. As for all of gk2 ammo economy when compared to hipster is suffering atleast because gk2 with AISE cant oneshot grunts at all. Hipster is good in both as i like to call "Contralled"(kiting a swarm im a big room where the glyphids are lined up and on the floor, not on walls) and "Chaotic"(they're not in a circle, but spread around everywhere and the space is tight) situations. AISE isnt.
Pretty sure he has tried hipster.
MPA warthog is a joke. On high hazards that slow fiterate is such a big downside. Cycle overload is much better.
And smart trigger on loki is dogshit. Quite literally dogshit. Arguably worse than base loki. Can barely hit weakpoints because it's a weird mix of semi auto and bending shots. Would not recommend it to anyone.
I've been enjoying 11111 smart trigger paired with 13223 Spinning Death a lot on a very fast paced H5+ max based difficulty a ton and it's not bad ok 6x2 either. You can certainly hit some weakpoints. It's not as powerful as exec but it is more responsive, especially cause you can trigger t5as electricity with only 2 loks.
At least ok H6x2+ MPAs increased accuracy is very helpful for what you generally wanna do as Engi though I do also think that most of the other options on the other weapons are better. I wouldn't take CO over MPA though.
Set up terrarin and use blowthrough, can get crazy wave clear, but so can explosive chemical rounds....
@@loafofbread9400 for wave clear you have the secondary. Why use primary inefficiently?
@@garikek why use em discharge, turret arc, smart os, explosive chemical, mini shells+ turret whip at all, those overclocks are garbage and have no function and are ineffective since you have god tier engineer secondaries
@@garikek why try at all when engineers secondaries will surpass everything i do in life