0:21 note from veteran dwarves: although this weapon is ridiculously powerful, we all know relying on one trick on weapon for everything is for pointy ear leaf lovers. True miners use every tool at their disposal to their maximum potential.
Leaving this here for future reference: on the second build, the turret EMP chance is related to the Stubby's electrocution chance. Therefore, you need to take the electrocution chance up in the first mod slot if you want to reliably trigger the discharge. Edit: the discharge also has a 1.5 second cooldown, so I recommend gemini turrets and all 2 on the stubby to fully lean in on the amount of electrocution status effect you will be applying.
I actually say this all the time. Saying while shooting things with Breach Cutter w/ Spinning Death is probably one of my favs. EDIT: Was watching when I commented and just realized that was when this came up, lol.
@@YashaMikage That was one of the first overclocks I had unlocked and its so fun to use, I have plasma trail and wide arc on my cutter too so ive got maximum area denial
To add to the nuke uses, throwing it on a downed ally with a bunch of glyphids praetorians and oppressors aggroed on them while you run in long circles and kite back to them has saved multiple runs for my team. Clears out a heap of enemies clustering on the downed ally, and the radiation is gone by the time I get back.
I like using a build similar to the one at 7:37, but with PGL with RJ250 Compound (grenade jump) overclock. Not only is it a blast to fly around like that but I become a quasi scout, able to quickly travel vertical distances. I built it for solo play but it's become my go-to for anything not a salvage or escort mission.
Heyyyyy! So I had to reupload this video because the media encoder managed to slip some missing footage in without me noticing... again. This is probably why I shouldn't upload at 3 in the morning but oh well. Ill just check through extra careful from now on! Just wanted to say thank you for the encouraging comments on the previous scuffed version of the video! Its awesome you guys commented so fast and Im sad I had to send those comments to the shadow realm along with the other video! Il recap a few of the highlights from the lost comments section to recapture the magic in HD: 1. Green Praetorian smoothies are good for growing dwarves. 2. Thought TRTLS pointed out that the sentry EM charge is likely finicky because it relies on your electrocution chance on your stubby, which is slightly reduced on this one. Interesting point I had never considered and could be toyed with to eek out a bit more EM bursts. 3. Fat Boi is the best Overlock. 4. Rock and Stone!
Surprised I didn't hear anything similar to my favorite set-up, where I basically turn the game into tower defense. Stubby voltaic with turret arc, 23222 Deepcore fat boy, 21212 Gemini turrets, 1132 Proximity mines This playstyle comes with near undisputed area denial, as you can set up electrical barbed wire between your turrets AND ANY OTHER DWARF'S TURRETS. Works like an electric version of a sticky flame wall, slowing down even larger targets to a near stop. If they aren't crawling through the line and walking on the ceiling, stick your mines up there. Macteras? Target them with Hawkeye pings, the turrets have enough ammo you can wait for the line to wear off. Can't set up your turrets fast enough? No one survives a nuclear blast and the fallout is further denial. I may wear a beard but I'm a Krieg Korpsman at heart.
Speaking of nukes don't tell management but.... Steve borrows your passive perks and having friendly and elemental insulation makes him near invincible to them and drillers.
Yeah was running a nuke friendly build with it when I noticed my Steve tank a full clip from a drillers flame thrower and lost like.... I dunno 5% of its health. And another instance of 2 slashers getting caught in pretorian gas explosion one caught fire the other didn't
I made a spreadsheet with your builds to use as a reference as I continue to collect overclocks. They're a great motivator, and I appreciate the effort you've put into presenting all the builds. Engineer is my most played class so I was really looking forward to this vid. Also, I find I'm playing the gunner a lot more due to your vid on that class. Rock and Stone!
Thats awesome man! The game really opens up more and more as you collect overclocks. You go from needing to max things out to contend with Hazard 5 to wanting to experiment and specialize for all sorts of situations. Gunner is way more fun than people give him credit form, glad to hear you're trying him out!
Neat, definitely gotta check some of these loadouts out. I reccomend the Heat damage option when using the Fat Man OC for the PGL.. nothing quite like radiation+fire for everything caught in the blast radius
The second build you showcase has been a favorite of mine for a while, I affectionately call it the Meat Grinder. Very niche, but it's my favorite thing to take with me on any mission where I know I'll have to be holding my ground, and an absolute must on savage ops where my driller likes bunkering EDIT: Also, I have clipped and webm'd 7:31.5 to 7:37 for my own personal pleasure. It is too beautiful to pass up. I'll make sure to give credit whenever I show it to people
I love it too. I regret that I had Spinning Death for so long and never used it because its not just fun but super useful. Its just so efficient when there are a lot of praetorians after you and having a portable safe area for yourself is so useful!
13:56 That's not a grenade launcher, it's a 40mm anti-material Derringer, one shot, one big ass bullet, and a lot of dead Oppressors, Praetorians, and Bulk Detonators. Rock and Stone miner! I love it!
@@Sinnixk that is what the word is evolving into, but its original meaning and use was to reduce by 10% which is how the word was structured. english is an evolving language and somethings things change over the course of hundreds of years
If you have a driller on mini-mule repair missions, you can have driller dig the comms array and fuel tank into the ground, cover hole, then just launch Fat Boy at entrance; extremely effective, even at Haz 4-5
been waiting on this one for awhile and can honestly say I was not disappointed ,high quality video and obvious passion for different and fun playstyles which the games lends itself too congrats bro !!
Engineers inherit complexity is definitely what pulled me toward him being my most played character, even more so when solidified a rocket jump build for haz 5. He probably has the most extreme build potential of any of the classes with how many different roles he can be built to fill. From a rock solid defense setup, to mobility that rivals scout, from some of the highest single target damage, to the most extreme aoe crowd control. And playing around with all these aspects have kept my invested in this game for well over 1000 hours, and has brought a lot of insight into better ways to play the other classes.
I have really been loving 6:13 loadout C. I will say it’s a lot of fun to use, but I find myself needing to be careful, since ammo can be a problem if used to much. For both veterans and green-beards alike, this is a fun loadout to use.
The hyper propellant overclock is the sniper rifle of DRG, i swear. I also agree that with enough improvements to the choke, the warthog can perform extremely well at long range.
It’s also really effective to combo the nuke with the lore grenade. You can sometimes bring the whole room of enemies into the radiation field and hold them there, even oppressors stand in it with lore. The nuke is also great at killing the parasites on BET-C when she stops walking and goes into machine gun mode. It also works surprisingly well on the omen tower machine event as long as no one gets too close to the tower.
I kind of like the prox fuse on the Fat Boy, and the only time I've had it bounce was when I found out that the Ommoran Beamers do not trigger the explosion.
My friend plays engi a lot, my best memory was running to the escape pod on low health getting rushed down by a load of glyphids, and when the end was in sight I saw a hyper propellent grenade fired straight into my skull.
I've been using your 2nd B build for a month now and I've never seen any of your videos before. As someone who is absolutely in love with it, I can't wait to try the other ones out.
Coming to this video a while after it was posted and i wanna list my engineer build. This build is good for general purpose, but i originally designed it with caretakers in mind. It has good long range capabilities, it wonderful against chaff (swarmers, naedocytes, shredders etc), and overall allows the engineer to be far more mobile and less reliant on his turrets in general due to a simple fact: EVERYTHING HAS SOME FORM OF SLOWDOWN, STUN, OR FEAR EXCEPT THE PLATFORM GUN. this gives your engineer the ability to keep bugs away from him most of the time, something engineer kinda has a problem with if he isnt planted next to his turrets. Loadout: Lok-1: 22223 oc: nuero-lasso Built for swarms this thing will slow down their advance and even turn some away when you release a burst or the occasional tap fire. Shard diffractor: 21113 oc: overdrive booster Built for big targets, this thing will slow bulk detonators and even ghosts to a crawl. The extra heat mod lets you save some ammo too, just ignite and look away. the oc gives you tons of ammo and is great in a pinch where dps is everything. Grenade: shredders. They slow things down too! Turrets: 1121. Good damage and the occasional stun keeps things nice and slow. Platform gun: classic 212. The repellant is great for salvage missions. Armor: 1213. Simple. When facing a caretaker with this, just build yourself a platform pancake stack inbetween 2 arms and plop each sentry on the sides (within arms reach of course) pointing at the arms. This way you always have something chipping away at them and can peak out when its time to hit the floating pyramid itself. Also, the diffractor is wonderful for stationary turrets.
I use something pretty close to your third build most of the time with the major difference being I use turret whip, and my fat boy is specced entirely for max area coverage. Most time is spent cycling turrets, abusing whip, and using nukes to clear larger new spawns and to completely deny choke points, and noting the friendly perk, in an absolute pinch itll save swarmed team mates and or give a clean opening for gunner to get in and shield rez. I literally cant think of a more powerful build for escort, and it works pretty well on most others except dreadnaut missions where its usually a bad idea to bring nukes. Especially on high haz infested escort missions, being able to kill literally upwards of 50 bugs in a single shot in the tunnels is an absolutely insane felling, and the shocked looks I get from the other miners is always priceless taking advantage of the momentary peace resulting from the entire tunnel behind us being bathed in radiation for 15 seconds
The nuke was a meme build? Huh, the more you know. I haven't played in the recent update so there might of been some changes but I honestly love the nuke with my set up. Which includes more ammo for the shotgun, some mines, gemini turrets, and the bug repellent for the platforms all to make some kind of home made dwarf fortress where I can control where the bugs go and deny them with certain areas. It's a straight I love in things like point extractions.
I use the nuke a lot too. I found it super useful but I have heard more than a few peoples sentiments about it so I was under the impression that it wasn't well liked outside of being goofy with it
@@siirvend Yeah I guess I'm not into the build community despite me loving the possible builds you can use. That 5th one with the strong AF shotgun and the grenade launcher that acts like a sniper sounds hilariously fun to use.
Here's an idea. Warthog with stunner oc, 1 1 3 2 2. Breach cutter with spinning death oc with 1 1 1 2 1. And lure. Here's how it works. Lure breach cutter which stuns enemies for a dmg buff on the warthog and an explosive finish to clear out and remaining bugs. It's op as frick.
I don't know if you know this but the build that uses the turret em discharge overclock can be used more effectively against swarms. If you take the mod on tier 1 (stubby smg) that increases the chance of the electricity, your turrets will set off the discharge more often since the electricity % also applies to the turrets but only if you are using the turret em discharge oc or the turret arc oc.
Yeah, I realized that the electricity chance is what determines the pulse chance after someone else pointed it out. I'm definitely liking messing around with increasing the chances of triggering it.
There is a fun hidden mechanic with em discharge that I found that increased it output and completely removes one of the limiting factors of the overclock freeing you up to be so much more mobile. If you build the turrets once after deploying them and never recall them you can explode the turrets without ever having to build them. Letting you drag the unbuilt turrets around as basically a better proxy mine with 300x the ammo, and always have that as a source of damage without having to set up. This also allows for conservation of turret ammo as unless you need to set up or clear fliers, your turrets won't have to waste ammo and you'll have that turret ammo for when you really need it. With gemini and this mechanic, I don't even have to shoot enemies is the smg because I always have my little electro mine turrets with me and ready to explode at a moment's notice. I actually discovered this quirk by accident as I refined t he discharge build I had made to conquer escort missions and it's now part of my build I can take anywhere. So much fun. For reference my smg is built 22221, built around maximizing my ability to use the discharge. Also he is correct electrocution chance factors into explosion chance, mazing out at 45%, letting every second to third shot trigger the discharge. Thanks for the video.
I've found an overclock that tightens the spread and increases weak point damage but lowers ROF. going for 2 on the last row counteracts the lost ROF which can help against swarms of enemies.
Could you make a video on some builds revolving around how to deal with certain bio zones? I often find myself confused around different cave complexities with different bio zones.
That sounds like an idea. Do you mean something like going into detail on what to bring into each biome area or do you mean with hazards and anomalies?
Well I was confused about how different effects help / hinder you in different environments. I feel like the modifiers should have their own video. I.E how fire damage does extra damage against enemies specific to the glacial stratas, also knowing what kind of perks / mods would help a group inside different zones would help. Sorry if it’s a bit vague
@@cola_real Oh I gotcha, all good man. I did happen to cover a bit of this in my 150 tips video. The mods/overclocks on your weapons tend to matter less than your selected perks when it comes to different biomes you're in, in my opinion. Now perks, I can totally make a video about how important those are to survival depending on where you think you'll be.
I forgot a lot of what was in the 150 tips video, but a thing about perks would be nice. I know a lot of perks struggle with the same issue TF2 has, being that it has so much more depth than just what the text says. Sometimes I might be missing out on a feature included with a perk and not even know about it
@@cola_real I agree, the perks are really much more useful than they let on at first. Some end up being game changing in certain places and situations. It really is like TF2 in that respect, because there was so much hidden stuff going on in that game its crazy!
Oh! That outfit was a combo of: -Field Repairs: Eyepatch & Skullplate -Roughneck Armor -Top Dog Paint job -Ruddy Skincolor -Refined Eyebrows -Berserker Sideburns -The Hogan moustache -Pointed Goatee - brown hair color -losing your loyalty to the organization you swore allegiance to in the past after being abandoned on a mission to split off into the deep of space to create a base of operations in a previously abandoned space rig where you and your band of disgruntled and battle scarred comrades build up your forces by recruiting other miners and space marines who seek freedom from the interplanetary corporate tyranny they are subject to. Big Karls dream. Mother Rig. Miners without borders. Mineurs sans Frontières.
My default loadout before the new guns from management has been the railgun and a full auto warthog with mini shells. It's fun to just vomit out shells at swarms and then delete a praetorian across the cave.
The real 8k IQ play here is having 2 loadouts per slot. I've just been swapping between dreadnaught and general builds but this offers way more flexibility! I'd love to see your builds for the new (primary, I think?) weapons whenever they drop. Awesome video, can't wait for more! ⚒
I used to have 2 loadouts per slots, last one being elimination builds but with time you realise it s really not worth wasting a loadout slot only for Elim. It s so easy to cheese a dread fight and there s barely any ennemies during those missions even on h5, imo you re better off using a more generalist build and use that last slot to make 2 more builds you can use on more than just eliminations
Spining death + armot breaking is very fun and goofy. I dont see too much value from stuns and i like seeing praetorians getting stripped. Helpful for teammates as well
I feel like escort is the absolute best mission for nukes. Complete corridor denial and clearing one side of the lazer pillars at the end while covering the entire area in DoT. That or really high cave complexity crystal farms that you want to rush with a scout.
For the fatboy I recommend stun instead of area, minimizes collateral and locks larger target in place for more DOT since the radiation damage is among the highest in the game
Breach cutter.. Yeah, I just can't get the good angle. I either go with the nuke tube in One direction and set my turrets up looking the other with the stick of grenades on the wall behind me and loki with explosive electric penetration. Super efficient, No ammo being wasted on bugs. Dying to the radiation. Also, the laser build for killing a whole bunch of bugs is always fun.
As an alternative for your shotty build for your Rail Gun Operator setup, try 1 2 2 2 2 with the Mini Shells overclock. Less frontal damage and you lose out on stunning, but you balance it our with more pellets in each shot, better sustainability, and better recoil.
Great video but just a slight suggestion: I would highly recommend going with tier 3 over tier 1 on the fat-boy. The range increase turns the weapon from a meme team-killer gun to something that can wipe a swarm from practically any distance. Just my opinion though.
Also, dunno if this has been fixed yet, but the armor-break mod on the PGL is bugged to hell and back, as far as I’m aware. Best to either run faster nades for Nukes and maybe for Hyperprop, and napalm for everything else until they make it actually deal with armor plates.
Not sure if this has been pointed out (it probably has), but your build centered around the Turret EM Discharge has a small problem. The reason the discharge just "sometimes won't go off" is because the bullets have to proc the electricity effect. Taking the higher electricity chance in tier one gives you a natter chance your bullets will electrify, giving you a better chance of making the Discharge go off. Still though, I find it needs an average of three bullets to cause it
Yup, I figured that out pretty fast when this video released. I have no idea why I didn't think of it being tied to electricity proc chance but oh well, I learned somethinga
Personally? There is one thing I find fun about finding the best all-purpose build that can be used anywhere at any time Its a feeling of being this unflappable, unstoppable beast who just brute-forces every problem infront of them no need to specialize, no need to configure the optimal build for the task ahead, just your all-purpose build and your ability to improvise on the spot
I max electrocution and dmg on the smg. Slow enemies take longer to bite and it does wonders against medium groups of grunts or mactera. Then of course fat boy but I'll take a heftier explosion instead of extra ammo, since resupplies don't change and always just give you 2 nades. This deletes potentially dangerous power spikes of the alien scum for the turret I'm unsure, I should try gemini once more. The I'll use max dmg on a single turret and have become quite good at finding the best angles to set up. In most cases I've got too much ammo, though. So there's that.
The resupply thing you said is really good info, if you don't get more back for having more ammo then the increased damage is a straight upgrade. Nice!
Hey Siirvend, I’ve heard that the turret EM OC is triggered if your shot electrocutes the turret not hit box specific which I think explains a lot. I’ll have to do a test for it myself
Oh youre definitely right, I had someone tell me shortly after I uploaded this haha. I actually modified the build slightly to improve that aspect, the change is on karl.gg
Slugs could give you incredibly tight spread, more damage and possibly even piercing but at the obvious cost of less pellets, and reduced ammo reserve.
0:21 note from veteran dwarves: although this weapon is ridiculously powerful, we all know relying on one trick on weapon for everything is for pointy ear leaf lovers. True miners use every tool at their disposal to their maximum potential.
Couldn't agree more
Put like a true dwarf Id be happy to have a miner like you on my team any day
Leaving this here for future reference: on the second build, the turret EMP chance is related to the Stubby's electrocution chance. Therefore, you need to take the electrocution chance up in the first mod slot if you want to reliably trigger the discharge.
Edit: the discharge also has a 1.5 second cooldown, so I recommend gemini turrets and all 2 on the stubby to fully lean in on the amount of electrocution status effect you will be applying.
You had me at:
"OVERWHELMING AND UNREASONABLE FORCE"
I haven't heard a "will it blend?" refrence in literal years. I'm glad someone else remembers it
I actually say this all the time. Saying while shooting things with Breach Cutter w/ Spinning Death is probably one of my favs.
EDIT: Was watching when I commented and just realized that was when this came up, lol.
@@YashaMikage That was one of the first overclocks I had unlocked and its so fun to use, I have plasma trail and wide arc on my cutter too so ive got maximum area denial
I see you GMOD Idiot Box.
YES WOW THE LEGENDS
I'm ded.
Blend me & grow something with my ashes.
10:20 "Why are we here, management? Just to suffer?"
Um, this is engineer video is cool and all but I'm not sure why your copy of Team Fortress 2 looks different from mine?? otherwise great vid
Engineer builds?? Uh YEAH, I sure HOPE he does...
Stout Shako for 2 refined
Stout Shako for 2 refined
Damn I also asked myself the same thing.
Must be the long awaited heavy update
Stout Shako for 2 refined
To add to the nuke uses, throwing it on a downed ally with a bunch of glyphids praetorians and oppressors aggroed on them while you run in long circles and kite back to them has saved multiple runs for my team. Clears out a heap of enemies clustering on the downed ally, and the radiation is gone by the time I get back.
That just sounds like see you in hell but with a heigher chance of a DNA mutation
this is such an underrated channel I swear
This whole game is underrated
Your face is under rated
Oh for real? On God? Just like that?
@@vincevalentine2407 top 10 compliments that sound like insults
I like using a build similar to the one at 7:37, but with PGL with RJ250 Compound (grenade jump) overclock. Not only is it a blast to fly around like that but I become a quasi scout, able to quickly travel vertical distances. I built it for solo play but it's become my go-to for anything not a salvage or escort mission.
FINALLY someone that doesn't have a hard on for minor adjustments and appreciates the whip.
Heyyyyy! So I had to reupload this video because the media encoder managed to slip some missing footage in without me noticing... again. This is probably why I shouldn't upload at 3 in the morning but oh well. Ill just check through extra careful from now on!
Just wanted to say thank you for the encouraging comments on the previous scuffed version of the video! Its awesome you guys commented so fast and Im sad I had to send those comments to the shadow realm along with the other video!
Il recap a few of the highlights from the lost comments section to recapture the magic in HD:
1. Green Praetorian smoothies are good for growing dwarves.
2.
Thought TRTLS pointed out that the sentry EM charge is likely finicky because it relies on your electrocution chance on your stubby, which is slightly reduced on this one. Interesting point I had never considered and could be toyed with to eek out a bit more EM bursts.
3. Fat Boi is the best Overlock.
4. Rock and Stone!
Great videos. Surprised at the quality (in a good way, don’t 2nd guess me!) considering you have 6 videos. Keep em comin’
I agree with you on the fat boi one
yeah i’m subbing. just picked up this game and you’re actually the bests.
I think spinning death is one of the most fun overclocks for the engi❤
I love blending things with it.
It might not be the best for every situation but damn is it good
Surprised I didn't hear anything similar to my favorite set-up, where I basically turn the game into tower defense.
Stubby voltaic with turret arc, 23222
Deepcore fat boy, 21212
Gemini turrets, 1132
Proximity mines
This playstyle comes with near undisputed area denial, as you can set up electrical barbed wire between your turrets AND ANY OTHER DWARF'S TURRETS. Works like an electric version of a sticky flame wall, slowing down even larger targets to a near stop. If they aren't crawling through the line and walking on the ceiling, stick your mines up there. Macteras? Target them with Hawkeye pings, the turrets have enough ammo you can wait for the line to wear off. Can't set up your turrets fast enough? No one survives a nuclear blast and the fallout is further denial.
I may wear a beard but I'm a Krieg Korpsman at heart.
So for your build to succeed, you’re saying you must fortify your position, brother/sister/sibling?
While the breach cutter is cool, I just love the thunk of the grenade launcher and the feeling of the impact
Speaking of nukes don't tell management but....
Steve borrows your passive perks and having friendly and elemental insulation makes him near invincible to them and drillers.
ohhhhhh thats a good one! I had no idea.
Yeah was running a nuke friendly build with it when I noticed my Steve tank a full clip from a drillers flame thrower and lost like.... I dunno 5% of its health. And another instance of 2 slashers getting caught in pretorian gas explosion one caught fire the other didn't
Gonna say outright that running the nuke without friendly equipped will make a lot of people very dead.
As a player who just cant play other classes - i am extremly happy to try some of this builds. Nice work.
For anyone coming back to this during season 2, Hyper Propellent works WONDERS on Nemeses!
ayo, what about season 3?
@@zucciniii1878 Still applies! Just point, click, and watch half of their healthbar get blasted to atoms.
@@zucciniii1878 still hits like a truck
Thank you for the 30 second video! I appreciate it!
Tune in next week when I release the long awaited 15 second video!
I made a spreadsheet with your builds to use as a reference as I continue to collect overclocks. They're a great motivator, and I appreciate the effort you've put into presenting all the builds. Engineer is my most played class so I was really looking forward to this vid. Also, I find I'm playing the gunner a lot more due to your vid on that class. Rock and Stone!
Thats awesome man!
The game really opens up more and more as you collect overclocks. You go from needing to max things out to contend with Hazard 5 to wanting to experiment and specialize for all sorts of situations. Gunner is way more fun than people give him credit form, glad to hear you're trying him out!
Neat, definitely gotta check some of these loadouts out. I reccomend the Heat damage option when using the Fat Man OC for the PGL.. nothing quite like radiation+fire for everything caught in the blast radius
The second build you showcase has been a favorite of mine for a while, I affectionately call it the Meat Grinder. Very niche, but it's my favorite thing to take with me on any mission where I know I'll have to be holding my ground, and an absolute must on savage ops where my driller likes bunkering
EDIT: Also, I have clipped and webm'd 7:31.5 to 7:37 for my own personal pleasure. It is too beautiful to pass up. I'll make sure to give credit whenever I show it to people
I love it too. I regret that I had Spinning Death for so long and never used it because its not just fun but super useful. Its just so efficient when there are a lot of praetorians after you and having a portable safe area for yourself is so useful!
13:56 That's not a grenade launcher, it's a 40mm anti-material Derringer, one shot, one big ass bullet, and a lot of dead Oppressors, Praetorians, and Bulk Detonators. Rock and Stone miner! I love it!
Why use small bullets when you can just have one big bullet?
Yeah that entire build is hilarious.
1:58, I had this before watching and it is so good
14:45 I'm gonna turn everything above you shoulders into a fine red mist!
It's like Christmas Mornin...
Funny thing about the word decimate. It means “to reduce by 10%”
Sooooooo, I guess I should say deca-decimate? Lol
Pretty sure it means to reduce TO 10%
@@Sinnixk that is what the word is evolving into, but its original meaning and use was to reduce by 10% which is how the word was structured. english is an evolving language and somethings things change over the course of hundreds of years
They had heptamated their supplies by the middle of winter...
If you have a driller on mini-mule repair missions, you can have driller dig the comms array and fuel tank into the ground, cover hole, then just launch Fat Boy at entrance; extremely effective, even at Haz 4-5
One day, a long time ago, a wise man said...
"Engineer gaming!!"
ENGINEER GAMING
HOOOOOOWEEEEEEE
been waiting on this one for awhile and can honestly say I was not disappointed ,high quality video and obvious passion for different and fun playstyles which the games lends itself too
congrats bro !!
Glad I didn't disappoint! I spend a lot more time on the Engie one because he more complicated but it was worth it looks like.
Engineers inherit complexity is definitely what pulled me toward him being my most played character, even more so when solidified a rocket jump build for haz 5. He probably has the most extreme build potential of any of the classes with how many different roles he can be built to fill. From a rock solid defense setup, to mobility that rivals scout, from some of the highest single target damage, to the most extreme aoe crowd control. And playing around with all these aspects have kept my invested in this game for well over 1000 hours, and has brought a lot of insight into better ways to play the other classes.
I love how you said "No I'm not sorry" at 8:29
Love the music, makes me feel like I'm playing Final Fight while learning wonderful tactics. Well presented info. Love it.
These are great builds I'm new to DRG and man o man do I love this game and it's community
I have really been loving 6:13 loadout C. I will say it’s a lot of fun to use, but I find myself needing to be careful, since ammo can be a problem if used to much. For both veterans and green-beards alike, this is a fun loadout to use.
7:27 bruh, you’re just the best lmao! ♥️
The Boss reference caught me off guard, love it
I just found this channel and have been watching all these build videos and they’re great. That MGSV reference made me so happy.
I installed yesterday... I want the sparky smg, great guide, ill understand it someday! ROCK AND STONE BROTHER
13:55 you should call this build the Death Star
I've got one much more deserving of that title planned hehe
@@siirvend I feel terrified and intrigued
This was a breath of fresh air in every way.
"...Not just killing enemies but removing terrain and teammates as well" fixed that bit about the fat boy for you.
This video is an absolute godsend!
Thanks man!
These are really fun sounding, can't wait to give them a try!
That Hyper Propellant PGL build looks amazing. Gonna have to try that sometime.
You definitely should, its really unique for the engineer. Also hi Yasha!
TH-cam being slow, and just showed me this notification. 😆
@@YashaMikage it's also the scout-o-eraser, I've died more times to that thing than fatboy
The hyper propellant overclock is the sniper rifle of DRG, i swear. I also agree that with enough improvements to the choke, the warthog can perform extremely well at long range.
Just started playing and it felt like a long-range rifle versus a shotgun
It’s also really effective to combo the nuke with the lore grenade. You can sometimes bring the whole room of enemies into the radiation field and hold them there, even oppressors stand in it with lore.
The nuke is also great at killing the parasites on BET-C when she stops walking and goes into machine gun mode. It also works surprisingly well on the omen tower machine event as long as no one gets too close to the tower.
I kind of like the prox fuse on the Fat Boy, and the only time I've had it bounce was when I found out that the Ommoran Beamers do not trigger the explosion.
Its definitely usable but I still have flashbacks to those moments where a naedocite gets too close to me and I detonate a nuke right in my face!
My friend plays engi a lot, my best memory was running to the escape pod on low health getting rushed down by a load of glyphids, and when the end was in sight I saw a hyper propellent grenade fired straight into my skull.
Good way to go out!
@@siirvend Right? lol we were cracking up about it for a good 10 minutes
Excellent guide. I was sticking to one single build and this gives you ideas for variety! :)
I've been using your 2nd B build for a month now and I've never seen any of your videos before. As someone who is absolutely in love with it, I can't wait to try the other ones out.
Its great isn't it? I love using it for stuff like lethal bugs and acting like a crowd control machine for my team.
Coming to this video a while after it was posted and i wanna list my engineer build.
This build is good for general purpose, but i originally designed it with caretakers in mind. It has good long range capabilities, it wonderful against chaff (swarmers, naedocytes, shredders etc), and overall allows the engineer to be far more mobile and less reliant on his turrets in general due to a simple fact: EVERYTHING HAS SOME FORM OF SLOWDOWN, STUN, OR FEAR EXCEPT THE PLATFORM GUN. this gives your engineer the ability to keep bugs away from him most of the time, something engineer kinda has a problem with if he isnt planted next to his turrets.
Loadout:
Lok-1: 22223 oc: nuero-lasso
Built for swarms this thing will slow down their advance and even turn some away when you release a burst or the occasional tap fire.
Shard diffractor: 21113 oc: overdrive booster
Built for big targets, this thing will slow bulk detonators and even ghosts to a crawl. The extra heat mod lets you save some ammo too, just ignite and look away. the oc gives you tons of ammo and is great in a pinch where dps is everything.
Grenade: shredders. They slow things down too!
Turrets: 1121. Good damage and the occasional stun keeps things nice and slow.
Platform gun: classic 212. The repellant is great for salvage missions.
Armor: 1213. Simple.
When facing a caretaker with this, just build yourself a platform pancake stack inbetween 2 arms and plop each sentry on the sides (within arms reach of course) pointing at the arms. This way you always have something chipping away at them and can peak out when its time to hit the floating pyramid itself.
Also, the diffractor is wonderful for stationary turrets.
I use something pretty close to your third build most of the time with the major difference being I use turret whip, and my fat boy is specced entirely for max area coverage. Most time is spent cycling turrets, abusing whip, and using nukes to clear larger new spawns and to completely deny choke points, and noting the friendly perk, in an absolute pinch itll save swarmed team mates and or give a clean opening for gunner to get in and shield rez. I literally cant think of a more powerful build for escort, and it works pretty well on most others except dreadnaut missions where its usually a bad idea to bring nukes.
Especially on high haz infested escort missions, being able to kill literally upwards of 50 bugs in a single shot in the tunnels is an absolutely insane felling, and the shocked looks I get from the other miners is always priceless taking advantage of the momentary peace resulting from the entire tunnel behind us being bathed in radiation for 15 seconds
The nuke was a meme build? Huh, the more you know.
I haven't played in the recent update so there might of been some changes but I honestly love the nuke with my set up. Which includes more ammo for the shotgun, some mines, gemini turrets, and the bug repellent for the platforms all to make some kind of home made dwarf fortress where I can control where the bugs go and deny them with certain areas. It's a straight I love in things like point extractions.
I use the nuke a lot too. I found it super useful but I have heard more than a few peoples sentiments about it so I was under the impression that it wasn't well liked outside of being goofy with it
@@siirvend Yeah I guess I'm not into the build community despite me loving the possible builds you can use. That 5th one with the strong AF shotgun and the grenade launcher that acts like a sniper sounds hilariously fun to use.
I cant wait to see the PT.2 Vids for your favorite loadouts for the new weapons
Classes 1-4, and 6: we have unique and interesting play styles that bring some new flavor to engineer!
Class 5: *laughs in 40mm railgun*
*evil laughter*
Great channel, man. Keep up the good work! Some creative and useful builds right there
Here's an idea. Warthog with stunner oc, 1 1 3 2 2. Breach cutter with spinning death oc with 1 1 1 2 1. And lure. Here's how it works. Lure breach cutter which stuns enemies for a dmg buff on the warthog and an explosive finish to clear out and remaining bugs. It's op as frick.
That mess up while talking about cycle overload was right, we should worship thy cycle overlord.
GLORY TO THE CYCLE OVERLORD
Can wait to turn my breach cutter into a blender once I get the overclock
I don't know if you know this but the build that uses the turret em discharge overclock can be used more effectively against swarms. If you take the mod on tier 1 (stubby smg) that increases the chance of the electricity, your turrets will set off the discharge more often since the electricity % also applies to the turrets but only if you are using the turret em discharge oc or the turret arc oc.
Yeah, I realized that the electricity chance is what determines the pulse chance after someone else pointed it out. I'm definitely liking messing around with increasing the chances of triggering it.
There is a fun hidden mechanic with em discharge that I found that increased it output and completely removes one of the limiting factors of the overclock freeing you up to be so much more mobile.
If you build the turrets once after deploying them and never recall them you can explode the turrets without ever having to build them. Letting you drag the unbuilt turrets around as basically a better proxy mine with 300x the ammo, and always have that as a source of damage without having to set up.
This also allows for conservation of turret ammo as unless you need to set up or clear fliers, your turrets won't have to waste ammo and you'll have that turret ammo for when you really need it.
With gemini and this mechanic, I don't even have to shoot enemies is the smg because I always have my little electro mine turrets with me and ready to explode at a moment's notice.
I actually discovered this quirk by accident as I refined t he discharge build I had made to conquer escort missions and it's now part of my build I can take anywhere. So much fun. For reference my smg is built 22221, built around maximizing my ability to use the discharge. Also he is correct electrocution chance factors into explosion chance, mazing out at 45%, letting every second to third shot trigger the discharge. Thanks for the video.
I've found an overclock that tightens the spread and increases weak point damage but lowers ROF. going for 2 on the last row counteracts the lost ROF which can help against swarms of enemies.
Yeah, I use the same set up and sometimes I'll take turret whip if I'm on escort
Could you make a video on some builds revolving around how to deal with certain bio zones? I often find myself confused around different cave complexities with different bio zones.
That sounds like an idea. Do you mean something like going into detail on what to bring into each biome area or do you mean with hazards and anomalies?
Well I was confused about how different effects help / hinder you in different environments. I feel like the modifiers should have their own video. I.E how fire damage does extra damage against enemies specific to the glacial stratas, also knowing what kind of perks / mods would help a group inside different zones would help. Sorry if it’s a bit vague
@@cola_real Oh I gotcha, all good man. I did happen to cover a bit of this in my 150 tips video. The mods/overclocks on your weapons tend to matter less than your selected perks when it comes to different biomes you're in, in my opinion. Now perks, I can totally make a video about how important those are to survival depending on where you think you'll be.
I forgot a lot of what was in the 150 tips video, but a thing about perks would be nice. I know a lot of perks struggle with the same issue TF2 has, being that it has so much more depth than just what the text says. Sometimes I might be missing out on a feature included with a perk and not even know about it
@@cola_real I agree, the perks are really much more useful than they let on at first. Some end up being game changing in certain places and situations.
It really is like TF2 in that respect, because there was so much hidden stuff going on in that game its crazy!
"Will it blend" top quote
"This will make short work of anything that doesn't need *OVERWHELMING AND UNREASONABLE FORCE* for those that do..."
What Cosmetics did you use for the Metal Gear joke?
That looks sick.
Oh! That outfit was a combo of:
-Field Repairs: Eyepatch & Skullplate
-Roughneck Armor
-Top Dog Paint job
-Ruddy Skincolor
-Refined Eyebrows
-Berserker Sideburns
-The Hogan moustache
-Pointed Goatee
- brown hair color
-losing your loyalty to the organization you swore allegiance to in the past after being abandoned on a mission to split off into the deep of space to create a base of operations in a previously abandoned space rig where you and your band of disgruntled and battle scarred comrades build up your forces by recruiting other miners and space marines who seek freedom from the interplanetary corporate tyranny they are subject to. Big Karls dream. Mother Rig. Miners without borders. Mineurs sans Frontières.
@@siirvend Rock And Stone.
I will drink to that.
@@justrandomguy5010 haha, if they let me Id turn this game into metal gear
I use the Stubby with the OC , Well-oiled Machine. 1-1-2-1-1, it is very solid build, almost no recoil.
Oh yeah I like that OC too. The low recoil saves you a lot of ammo in the long run. Not as flashy but it'll get you through a Nitra drought for sure.
I think its quite surprising that you arent using more defender systems. I am really enjoying the various builds you have posted!
My default loadout before the new guns from management has been the railgun and a full auto warthog with mini shells. It's fun to just vomit out shells at swarms and then delete a praetorian across the cave.
The real 8k IQ play here is having 2 loadouts per slot. I've just been swapping between dreadnaught and general builds but this offers way more flexibility! I'd love to see your builds for the new (primary, I think?) weapons whenever they drop. Awesome video, can't wait for more! ⚒
Hell yeah, thats definitely happening when Ghost Ship releases them! Im excited to see what they give us.
I used to have 2 loadouts per slots, last one being elimination builds but with time you realise it s really not worth wasting a loadout slot only for Elim. It s so easy to cheese a dread fight and there s barely any ennemies during those missions even on h5, imo you re better off using a more generalist build and use that last slot to make 2 more builds you can use on more than just eliminations
The 11121 PGL build is godly with a 21111 LOK1 Executioner loadout. You completely cover every option except for dreadnoughts.
Em discharge is based on electrocution and can very well work as its own weapon if you use gemini
Spining death + armot breaking is very fun and goofy. I dont see too much value from stuns and i like seeing praetorians getting stripped. Helpful for teammates as well
I can see the merit there. The stuns are just there to lock bugs in place for the DoT
I feel like escort is the absolute best mission for nukes. Complete corridor denial and clearing one side of the lazer pillars at the end while covering the entire area in DoT.
That or really high cave complexity crystal farms that you want to rush with a scout.
I bring em on escort a lot too! Sometimes if things are really dire I'll even nuke Dotty to get the swarm off her
You forgot about the rj250 compound overclock for the pgl combined with cycle overload for the shotgun with maxed damage
"Will it blend? That is the question." Lol
For the fatboy I recommend stun instead of area, minimizes collateral and locks larger target in place for more DOT since the radiation damage is among the highest in the game
Very good point, I'll try that
@@siirvend let me know if you like it. Loved the video :D
breachcutter reminds me of the BFG 10,000 from doom eternal
So what you're saying is that BREACH CUTTER. 😂 Bro great video!
Breach cutter..
Yeah, I just can't get the good angle.
I either go with the nuke tube in One direction and set my turrets up looking the other with the stick of grenades on the wall behind me and loki with explosive electric penetration.
Super efficient, No ammo being wasted on bugs. Dying to the radiation.
Also, the laser build for killing a whole bunch of bugs is always fun.
Dude your video is awesome! def deserve more views and subs
Engineer with cutter on escort missions is just gold.
As an alternative for your shotty build for your Rail Gun Operator setup, try 1 2 2 2 2 with the Mini Shells overclock. Less frontal damage and you lose out on stunning, but you balance it our with more pellets in each shot, better sustainability, and better recoil.
I should give mini shells another go. I always thought it was meant for nonstop turret whip usage but never tried it for sustainable damage.
Great video but just a slight suggestion: I would highly recommend going with tier 3 over tier 1 on the fat-boy. The range increase turns the weapon from a meme team-killer gun to something that can wipe a swarm from practically any distance. Just my opinion though.
Um, I'm pretty sure if you made a nuclear tipped RPG management could report you to the United Nations for various war crimes, but go off I guess :/
That actually sounds like a ton of fun to use. I'll try that out
@@siirvend to clarify I'm taking about projectile velocity, sorry if it wasn't specific enough.
@@juliancosta7626 oh yeah I know, that extra velocity would be useful if you don't want to hit the wrong thing
Also, dunno if this has been fixed yet, but the armor-break mod on the PGL is bugged to hell and back, as far as I’m aware. Best to either run faster nades for Nukes and maybe for Hyperprop, and napalm for everything else until they make it actually deal with armor plates.
Yeah, didn't know that at the time of writing, which sucks but hey, I guess if they ever get around to fixing it I'll he retroactively right ha
I use LUREs in addition to Fat Boy. After I launch a nuke, I'll sometimes throw one deep into the fallout to send even more bugs to their death.
I love that tactic, it's such a good way to passively get more value out of the nuke
Not sure if this has been pointed out (it probably has), but your build centered around the Turret EM Discharge has a small problem. The reason the discharge just "sometimes won't go off" is because the bullets have to proc the electricity effect. Taking the higher electricity chance in tier one gives you a natter chance your bullets will electrify, giving you a better chance of making the Discharge go off. Still though, I find it needs an average of three bullets to cause it
Yup, I figured that out pretty fast when this video released. I have no idea why I didn't think of it being tied to electricity proc chance but oh well, I learned somethinga
Will you make new build videos for the new weapons?
Yes indeedy
hah lol, I always use fatboy. It takes special talent to make your team fail an elite deep dive at the end of the final stage.
You're the chosen one.
Karl wanted your company
With the PGL AOE build you could use cycle overcharge on the warthog for when Dreadnoughts arrive.
Holy smokes. I’ve never clicked the subscribe button faster in my life.
Rock and Stone Brother!
Personally? There is one thing I find fun about finding the best all-purpose build that can be used anywhere at any time
Its a feeling of being this unflappable, unstoppable beast who just brute-forces every problem infront of them
no need to specialize, no need to configure the optimal build for the task ahead, just your all-purpose build and your ability to improvise on the spot
Hey, at the end of the day, it really boils down to what you find most fun to do with builds. I can definitely see the appeal in that approach
Why have I never heard of this game? This looks awesome!
It is awesome, you should definitely check it out!
Came back for a second comment because that will it blend joke got me good man lmao I subbed immediately and without remorse
With Fat Boy you're actually forced to go for max Radius and Damage, it says so on the box the grenades come in.
7:34 the GF is mad at me for bursting out in laughter at 2am.🤦🏽♂️
I max electrocution and dmg on the smg. Slow enemies take longer to bite and it does wonders against medium groups of grunts or mactera.
Then of course fat boy but I'll take a heftier explosion instead of extra ammo, since resupplies don't change and always just give you 2 nades. This deletes potentially dangerous power spikes of the alien scum
for the turret I'm unsure, I should try gemini once more. The I'll use max dmg on a single turret and have become quite good at finding the best angles to set up. In most cases I've got too much ammo, though. So there's that.
The resupply thing you said is really good info, if you don't get more back for having more ammo then the increased damage is a straight upgrade. Nice!
Must say these video's are amazing
Thank you!
For the first build you can build the warthog slightly different with 21222 if you don't like the turret whip (like i do)
Hey Siirvend, I’ve heard that the turret EM OC is triggered if your shot electrocutes the turret not hit box specific which I think explains a lot. I’ll have to do a test for it myself
Oh youre definitely right, I had someone tell me shortly after I uploaded this haha. I actually modified the build slightly to improve that aspect, the change is on karl.gg
The pretorians with extra steps got me.
I feel like an actual slug overclock for the shotgun would be pretty cool.
Magnetic Pellet Alignment is pretty close but I definitely agree
Slugs could give you incredibly tight spread, more damage and possibly even piercing but at the obvious cost of less pellets, and reduced ammo reserve.