I saw the flare gun as non-essential initially. Just a major convenience to your team but after maining Engineer and having my buddies/randoms play Scout and *not* do their job? I realize the Flare Gun *is* an essential tool.
When I remember playing as Engineers solo for the first time I didn't thought about it much but after joining a game with a scout that he uses the flare gun often enough I realize the big old difference of having a scout and not having a scout because even the flares you have by yourself it's not even that good
@@vbgvbg1133 no, because its happened to me so many times before. I shoot a platform below me and it forms around me after ive already hit the ground with a perfect dwarf sized hole in the middle
Regarding bug repellent on the platform gun: The bug AI treats walking over it twice as far as normal ground. Molly uses the same AI, so you can call her over it to test your designs
This. Also, regarding uplink type objectives, if you really wanna funnel bugs into a 180 degree plane, just double up on your platform placement. They give the engie so many platforms anyway
I... did NOT know that. As an Engi main, thank you very much for this information. Will definitely be putting it to use when building forts out of those things.
@@BierBart12 on DRG headquarters, someone with a nature loving mind decided that the best way to make a robot move on the caverns was mimicking the bugs living there. Which makes all dwarves want to punch this person. I bet he/she hugs trees in spare time.
Personally I have been substituting my platform mix with easy cheesy spray cheese and neither management nor my teammates have noticed. It’s a hell of a lot cheaper and provides secret mission snack time (don’t tell control).
From the get go I've put in so many hours as engineer. I immediately knew it would be my main class when I saw the classes. Got my buddy to pick the game up and he was the same way but with Scout. Last night we just got our promotions together. Been a blast playing this game as a duo, especially as the Engi/Scout combo
You forgot to mention one really useful function of the zipline: >Just staying in the air during swarms. If you prioritize Macteras etc, you can avoid a ton of damage by just hanging on to the zipline.
@@placeadrien5566 just repeatedly jump off the zipline and grab it again. Not only does it make traversing faster, but also safer, as long as it's done properly.
aye and angling it down appropriately when doing extraction allows for fast useage downward. I also use it as he mentioned a stopgap in rooms that have alot of height.
One of my first missions as a driller I used the drill hands to drill a hole all the back to the drop pod. My team mate called it during a storm and the cave system was super complex, it would've been impossible to make it in time. So with my team behind me taking out enemies, I just made an at least 200m long tunnel to the drop pod. Now I only play driller lmao
Yes. my 3rd mission ever a pal and I discovered this while I was Driller. We were at the bottom of a 50m cliff amidst a swarm and he had no platforms. He had my back as I had his while drilling like a fiend. Alas we climbed to freedom!
This is the reason I main Driller. In my very first mission me and my Engineer friend were in the bottom of the cave, in the middle of a swarm, with no time to go back the same way where we came from, my first though was "I wonder if I can make a tunnel to the drop pod". So I started digging, my friend covering the enemies on my back, and we made it to the drop pod with 0 seconds left. That's the reason I main Driller, and the reason I fell in love with this game.
Meanwhile I played Driller solo and lost because I physically couldn’t reach the drop pod, as in the drop pod landed in a spot on a plateau in the middle of a cave with no walls nearby to drill up on, even ended up running out of fuel trying to get to the pod, and then simply decided to not play it anymore
In one of my first missions, there was a super deep, cylindrical chasm downwards that was way too high for platforms to make it(it felt like a bug), but our driller ended up digging straight to the drop pod. I made it until 5 meters from the pod and died, but the mission was still a success.
Something to note about the support tools. In Vermintide 2, another coop game, they keep you together by throwing 'disablers' at you. If they grab you, and another friend isn't nearby to save you, you die. In Helldivers, a top down coop, they keep you together by making you share the screen. The support tools in DRG keep you together far more effectively and naturally. Adding another layer of depth that's _fun_
As somebody with similar playtime in DRG and Vermintide 2, I think DRG handles disablers better as well. Then again, Vermintide has a bigger emphasis on difficulty and combat, so it does kind of fit.
Prety much what L4D did too, especially the new special Infected the sequel to specifically counter "bunker" strategies where everyone crouches in a corner and punches for 5 minutes. Which, coincidentally, is the role Oppressors and Bulk Detonators fill.
To be fair, DRG has disablers and tanks too. Oppressors, Cave Leaches, the things that carry you away, etc. are intended to punish you for running off alone.
drg has both support tools and disablers as well as shared resources! Though i would like to add that vermintide does co-op because in many cases you have to carve your way through hordes and having an ally helps a ton. it's definitely not as natural as in deep rock, though.
The real support update we need is skins for the support tools. Beyond that I would actually love to see support overclocks to be some weird fun changes to your specific flavor of support tool. Like adding the dash when going up ziplines or platforms that are bouncy and increase your jump height or other just fun stuff.
I feel liked they’d have to be very careful with support overclocks in order to make it easily understandable for your teammates what overclock you’re using on your support tool
@@socksleeve I've been thinking on them and I think some are easy to label like platform gun, satchel charge, and the gunner shield can have different colors. The drills and grapple generally I feel don't need to have much communicated idk that there'd be any overclocks that change their team impact. The turrets and scout flare are probably the hardest to communicate, but turrets probably just end up with either offensive buffs or at best I can see a support aura that you get an icon for like shield boost does.
@@Jasonwolf1495 I’d actually say that the Platforms, Zipline, and Shield would be the hardest, since other plays have to actively use those, whereas stuff like the turrets and flares just do stuff on their own. Even if they’re different colors, you’d have to know what every different color would be for three different tools. Now if there were only a few support overclocks, I could maybe see it working, since it’s only three tools that would really be an issue, but they’d still need to make it very apparent how the tool is functioning differently
@@socksleeve I think it's possible to make it easy to connect them. The platform ideas I've had are speed boost, enemy slow, glowing, and bouncy, so I think speed green, slow red, glow glowing, and bouncy probably blue if nothing else process of elimination on that. I think it's very possible and reasonable to relate them.
@@Jasonwolf1495 I had seen one suggestion that the engi could spend multiple platforms to make one bouncy platform that would be blue, and i think that would work perfectly. It’s obvious to other teammates that this other platform is different from the rest. Add some black lines on the outer rim (mimicking the springs on a trampoline and further driving home its bouncy properties) and it would work perfectly. Stuff like the zipline, I’m not so sure. The zipline is so basic in its function, there isn’t much you could do that wouldn’t just feel like an additional tier of mods.
I've been told that platform repellant works by telling the pathfinding system that any area with platforms is x2 times the area the bug has to travel, encouraging them to route a "shorter" path. That's why it's kind of jank.
Grappling Hook is easily the most satisfying support tool for me. Once you get the hang of it, traversal becomes a game of balance and momentum mastery, it's so cool.
Even without TW, the priority targeting is insanely useful against Web/Acid spitters that are beyond the reach of Stubby/Shotgun and aren't worth wasting secondary ammo on.
I totally agree that there shouldn't be more support tools pre player, but overclocks for the existing ones might be fun. Things like letting turrets shoot thunderhead rounds (at lower fire rates) or changing the satchel charge to a shaped charge that explodes in a cone rather than a sphere would allow more gameplay styles while still keeping the roles of each support tool the same.
An overclock that turns the gunner's zipline tool into a role-elevator would be interesting and would help with the largest issue of the zipline tool: verticality.
I'll also add to this. It gives you on demand disengagement. Shield low? Grapple out and far away till they come back up. Health low? Grapple out to the nearest red sugar or call supply. Hord too thick? Grapple far and pick off weaker slower units. More so of people are down giving how useful your grenades are for disrupting. A skilled Scout can be just as big a changer from mission failed to mission complete as the gunners shield. And it only on a small cool down so it is always a factor.
Repellant for platforms is pretty useful for salvage missions or anything that requires you to stay in one spot. You can do a line of platforms at one side or as a roof (as seen at 16:49) to avoid bugs coming from everywhere, and funnel them into mines. From what i understand, the ai sees crossing them as a longer path that they really are so they go around, but if you make the "go around" too long they will just pass through
@@literatemax I really never understood why placing the perimeter farther makes the barrier more effective, but it probably has to do with the bug's pathing AI also considering spreading out (which means the bug can pick a less efficient path so they aren't lined up with one another as often) but ignore it the closer they are to the player
@@josh___something It might be that, while it's theoretically the same distance, the bugs can get closer to the platforms before they have to go 'over' them, so it might be shorter overall. Especially if they just otherwise go along the edge of the platforms to find a gap?
@@ellathornburg3282 dwarves are born when a dwarf drinks a lot of alcohol with another dwarf, then nobody knows because the third dwarf appears passed out drunk after everyone passes out drunk
Right. Like I could see Engineer getting new turrets like a missile launcher or rail gun, Scout getting a mini flare drone launcher that can follow Dwarves for a time lighting their way, Driller could drop a large team buff that increases pickaxe swing speed and damage in the area, and Gunner can drop a health siphon that absorbs bug health in the area and distributes it among the team (like Transfusion grenades in Borderlands). Just a dumb idea but I think it’d be cool to see in the future. Still making you fulfil the exact same roles, you can just go about it a little bit differently.
I think it's more than just their movement support tools, but also their weapons. Each weapon is specifically designed to compliment its respective class. This is even the case for the more rudimentary weapons like the scout's assault rifle, the gunner's machine pistol, or the driller's semi-auto pistol.
Grappling Hook is team oriented. Getting to revive dwarves by reaching quicker, getting those hard to reach items that would require support consumption from the other team members
Zipline launcher rests as the best support tool, as it let's me build a web where I am the big shooty spider of death until I am inevitably shot down into the teaming mass of glyphids forming below me.
I instantly gravitated towards driller at the beginning of the game, and I've never looked back. First promoted character, absolute favorite character, and overall, my absolute favorite toolset
THANK YOU for letting me laugh about trying to get up some stupid cliff with platforms! If you don't fall off, sure enough you'll get swarmed just as you're climbing up, while at least one of your teammates is watching.
Never knew my mapping skills I developed from hiking would become SOOOO USEFUL, driller makes this game so easy and still so fun because I just do quick math and my team thrives off my good tunnels.
your voice sounds so much cleaner, I really liked the engineer section, in my opinion the delivery to your jokes was best there. The thing about platform cookies probably awakened something sexually evil in someone.
I think we all have a Deep Rock Galactic fetish at this point, so awakening something sexually evil in someone relating to platforms is probably the least of our concerns...
The satchel charges do have a level of utility, that being against larger enemies and or bosses. Their explosion radius is not only big enough to hit multiple weakpoints, but does a LOT of damage as well. You can throw one on top of a Caretaker to take out a massive chunk of health from all four vents simultaneously, skipping one of the more tedious parts of the fight. You can hit all three weakpoints on a Hiveguard, skilling to the phase where your team can actually deal damage instead of reloading after having wasted all of their ammo on the weakpoints. You can even obliterate Omens by hitting all 12 cooling tanks with 1 satchel.
4:10 I started playing this game as a scout till I reached level 20 for the gun unlock. When I switched to engineer, everything became so much harder for the simple reason that I can't see jack shit without the flare gun.
The fact that the support tools are so different makes me really enjoy playing on teams with duplicate classes, it really shakes up the challenge when you're not able to rely on one of the tools.
I don’t focus playing any one dwarf. I switch classes a lot, usually whenever I feel like it. When I first started doing it, for a while I would sometimes forget about the support equipment for that class, then half way through the mission I’d realise how much easier and more enjoyable it would have been to remember said equipment. It really goes to show that despite having 4 different pieces of equipment, everyone of them is an integral part of the gameplay. The fact you can customise your entire play style without even changing your primary or secondary weapons to different ones is insane.
Bug repellant is a realy interesting and rewarding upgrade if you get the hang of it, like in Salvage Opration, if the Up-link and/or Fuel are near a wall, you can make a Half circle about the size of the Buble (only at the wall), it forces the bugs to go around the thing, otherwise, go ahead and trail and error it out until you get a feel for it
i'm a driller main and my favorit is doing liquid morkite extraction and glyphid egg extraction because i just making the most direct tunnel to the eggs or from the pumpjack to the refiner
Another great video about DRG. The support tools are awesome. Instead of new ones, I think it would be cool to have overclocks for the existing ones. They're fine as is, it's a very fine balance.
My favorite support tool has to be the drills because there's no feeling like looking at the dropship, seeing you can't follow the mule, and not caring. After all, I can draw a straight line for my team. And it only gets better, the more drillers you have, the less time any of you have to worry about 1. bugs chasing your team in the tunnel because fighting a straight line of glyphids is downright mundane when using any driller primary and 2. way less fuel wasted and way less time waiting for the cool down.
Make the grappling hook useful to carry heavy objects by shoot at them, and a mod that allows get other dwarf at your position by shooting them will be a good coop implementation.
I disagree with you take on the zipline: I find it to be the do-everything, dependable mobility tool I always found the zipline to be the most reliable of the team-mobility tools. Sure, its slow going vertically, but both the drill and platform gun rely on walls already being in place. The zipline can go pretty far when upgraded properly, and it goes through open space, which is a godsend on many biomes. Not to mention, its easy to miss a driller's wall-dug staircase, without communication, but a zipline is highly visible. I find it weird you say "drills can do everything the ziplines can, but better." In reality, I think the zipline and drill are polar opposites of one another: one moves through solid rock, the other moves through open space. The zipline can also be used to create low-hanging lines around a defense area, giving the whole team a chance to get out of the reach of crawling enemies, stay mobile without having to think about moving, and have a vantage point.
I haven't played DRG that much, but I also find the zipline to be pretty underrated. Sure, it's kinda slow, but it's dependable and works as expected. As a scout main (with like 40 hours, lol), I find myself taking plenty of damage from falling using the grappling hook. With the zipline, however, I haven't taken fall damage outside of attempting to squash a praetorian by jumping down onto it with my pickaxe
Real talk, the zipline is the main reason why I main gunner, because he may be slow but nothing says an easy swarm like a full ammo hurricane rocket launcher gunner on a zipline
I love repellent additive. I feel it truly shines in situations like Salvage or OSR, making sure bugs don’t come from above you. Also great for blocking off blind lips on cliffs, like when you’re just entering a room.
Drills, drills, my beautiful drills! I started playing as driller because it was the only class no one was playing in my friends' group. I didn't like the idea, it didn't look like fun. And then I played a liquid morkite refining mission (that update had just released). WOW! Never changed my mind so quickly about something in my life. Being able to dig tunnels for those pipes, where otherwise it would have taken ages, really opened up a world for me! The drills are maybe the most reliable and versatile mobility tool in the game; virtually unlimited ammo, low risk of fall damage, a plethora of uses, and so satisfying to use!
I had a bad extract during one of my early missions as a green beard. I was a gunner and got separated from my group, and the path that I chose required me to survive zip lining up a vertical tunnel to the drop pod. Try as I might, I could not fight off all the bugs, and in my increasingly desperate attempts I eventually went down. Just leave me, I said in chat. But then I saw the driller busting through the walls. A c4 cleared the bugs who had dog piled on me, and then we both raced to the drop pod with seconds to spare. Afterward I just kept saying that was an epic save. Our scout friend said he just decided what he was maining next, and my decision was made too. The guy who can tunnel through 30m of wall and magic a green beard to extraction is a hard carry and a wizard. I play all the classes, engineer least and the other two about equal, but driller is my go-to for just about any mission.
For the flare gun, I have to say, for how ineffective it is at combat, I *love* how it feels to use it like one. The speed of the flare mixed with the crisp noise shooting it makes, plus the thud of it hitting the enemy before bouncing off is just heavenly. I wish there was a support overclock that gave you way more flare ammo and increased it’s damage to like 110 or something, with a drawback of like heavily reduced lifespan. Please, ghost ship, I need this!
2nd comment. I really love playing Engi, the Platform Gun is easily my favourite. While giving amazing mobility to Engi, I can support my entire team with it if played well, to the point where they don't even have to think about asking for a Platform or how to cross a gap, or how to get down said gap. Sometimes just being reactive with those Platforms is what I truly love. Saving a teammate from fall damage is something really rewarding for me
I agree with u wholeheartedly and I just wanted to say, ghostship pls add support tool overclocks. They don't have to be too crazy, but anything to allow for even slightly more customization for these things would be awesome I think.
Yes imagine being able to spray plascrete so you can make structures or something like having the flare gun turn red when enemies are nearby. Or just unique small buffs to make them more fun.
The hookshot may be the least team orientzd tool in the game, but it does make the scout fantastic at supporting his team in a very important way; gathering nitra.
Driller is by far my favorite class. Ive found it hard to get good useage out of the satchel charges, but the drill tool is amazing to use, it does everything you possibly could need if you have a wall nearby. With the driller also having the most support focused weapons, with his secondaries being low damage, or being able to mine, and his primaries being mainly to set up other enemies or shut down small/medium units. Definitely the anchor of the team that is there to enhance everyone else. Such a cool design
About that last point about adding a fifth class with new support tools. I want a survivor class you unlock by saving Karl from the depths of Hoxes, and he's using makeshift weapons made of bug parts and other hoxes natives.
Something I appreciate about the zipline gun is it's fire-&-forget usage. You want a way up to that ledge, but everyone else is too busy with other things, and you're also quite busy as gunner keeping them alive, so just whip out the zipline gun, put that cable down, and go back to your main job. It may be slower going uphill, but it requires the least time to put down. And for the gunner, that is exactly what you want.
While I am an engineer main, I've learned how to play all classes and it opened my eyes to how all classes can do things I thought only certain classes could. Man I love this game! Rock and stone!
The plasticrete repellant upgrade is actually amazing for point extraction missions where you need to bunker down, you can create a ceiling against a wall so that the bugs have to go around it, meaning all bugs that would've gotten behind you are now on either side of you instead, making for an effective killzone, especially with the defender mod in tier 4
I just saw on the update webpage It’s says there will be more hats and I just wanted to say thank you Sniss for making “more hats” a thing. Congratulation miner rock and stone.
I love my ziplines. In steep caves, you can build a ladder with them and then jump from one zipline to another. You can easily mitigate being knocked off by placing another line a bit lower. When you've been hit, you start to tap E to catch the other line. Needs setup but it's great for defending Doretta and Dreadnought fights.
The zipline cancels fall damage due to fall damage being calculated based on speed/velocity and not on fall time. Scouts special powder can harm you if you jump and aim straight up. The zipline, rail grind, ledge grab, enemy bounce, friendly bounce, and more also cancel fall damage for the same reason
In a game where most things do damage via melee the gunners zipline is insane. Keep an eye out for projectile classes (which you should be doing anyway, they're usually killers no matter what) and nothing else can really kill you. Dodge by making more zips and dropping onto them.
One reason for why the zip line is so much better at crossing obstacles and hazards is the ease of use it provides. For example, while you could technically use the drills and platform guns to get up a cliff, if you’re in a hurry, it’s gonna be hard to find the tunnel or maneuver up the platforms, while with the zipline, you can see it with ease, and just have to interact with it to get up the cliff, allowing you to focus your attention instead on dealing with the swarm chasing you
Lovely video, Sniss. Great editing, pacing, and composition as usual. I have to say, as an Engineer main, I am biased towards the platform gun. The abstract levels I have made inside the caves to assist team mates have been an incredible way of interacting with the environment. That being said, I have always seen them as cheese given their spongey nature for fall damage and bright yellow colouration. Cookies sound great too, and if it didn't affect visibility of life saving platforms so much, I'd love to colour my friendly discs in an Oreo colouration. One last little thought. As you mentioned games having a support class or role, I had to take a second to imagine what that would be given the current tools. A class with no guns (or weak weapons) with so many utilities that they get called around to do environmental work. I totally agree that each of the dwarves having a significant way to interact with the environment emphasizes the importance of the environment. A good thing, in my books. The DRG team did really well there. Thank you for your time editing this series. It has been great to watch along to some things I already know, but love hearing them in a well-constructed and funny video. You do great work, sir.
grappling hook + hover boots perk has saved my life so much. its also helpful to get secondary objectives that are placed high on the wall (i play solo) so i can just zoom up there, grab the thing, and use the hover boots before i hit the ground lol
Great vid as always, man. And now you’ve made a video for basically every piece of the game. I think the only things you haven’t done yet are grenades and the progression system, and even then you’ve talked about them here and there.
I've posted it before, but I did have some ideas for alternate support tools for each class that still fulfil the general gist of the class, but offer enough of a different playstyle to make it interesting. Scout: Jump Pack and Beacon. Jump pack grants an ability to do mid-air jumps, with multiple charges that recharge automatically on ground. Beacon would be set up like a sentry gun and light up a large area. Engineer: Mag-gel cannon and tesla node. Mag-gel cannon would paint a black magnetic gel across walls like a hose, allowing players to float nearby it or walk up walls. Tesla nodes would zap a set number of targets near them, slowing and damaging them. Driller: Autohammers and mining charges. Autohammers would be twin jackhammers that punch out chunks of terrain similar to power-attacks, allowing for better terrain carving, but slower traversal. Mining charges would be placed, then create a series of explosions in a direction, mining out a tunnel. Gunner: Rapple lines and frontal-gun-shield. Rapple lines would function the same as zip-lines, but be based around a vertical angle instead. The gun-shield could be activated to grant your primary constant spin-up (max RoF on autocannon), as well as blocking enemies in a large frontal area in front of yourself, allowing for a more active defensive role.
The key to using Repellant Platforms is too not be too greedy. 3-5 platform widths is the maximum. As for it's utility, I'd never trade it for more platforms. The ability to keep bugs off ceilings and walls (and right into the my mines and the team's line of fire) is invaluable.
maybe add new support tools that are simular but function diffrent , like a shaped charge for driller to make long corridors fast, wich allows digging up faster and cover a bigger area over all but just in a line. and a grappeling hook that you hold to fire and let go to retract, wich allows swinging but is way slower to retract and gives little speed advantage, maybe allow it to pull 2 dwarves at a time when not retracting to hook on to the scout. gunner shield replaced with a a AOE debuff tool like scout slow bubble but actually does damage and slightly buffs player damage, it wont hold out enemys but will slow down a fight and buff all friendlys within (damage buff of 10 or 20%) imagine friendly tesla generator but sheild will still be useful or preferred as it does not allow enemys to get to you directly and is more focussed on getting out if situations. and for engineer there could be a little follower he can build thats melee, and inflicts status effects you can shoose to go with your build, fire ice radiation or poison. also consumes ammo as energy. so even having it walk around slowly drains ammo. these are a few of my iadeas that couls be balanced and implemented baced on playstile wich still supports all friendlys.
The platform mod that makes enemies avoid it is fantastic for point-defense situations like uplink repairs and fuel pods. You can line the wall above you with platforms so that they have to crawl around to your sides. Then you can lay some in front, and they only have 2 directions to come at you from. Set up your turrets, some sticky nades, and you're good to go.
5:55 The Bug-Repellant upgrade is specific but VERY good. Probably the simplest use for it is to get bugs off the ceiling or funneling them into narrower firing lanes. For example, on salvage missions, if the black box is wedged against a wall, the engi can put 4-6 platforms above the box to form a sort of "ledge." With the ledge in place, the bugs will be forced to walk around it and join the rest of the swarm approaching from the sides. In low tunnels, like the ones in simple Mining Expeditions, you can cover the ceiling in platforms and reroute their path back to the floor, making aoe attacks and piercing rounds much easier to use. Even without ledges or tunnels, you can throw some on the ground and funnel a swarm into a tight spot for your Plasma Cutter or Grenades to do some major work. I don't take it on every mission (swapping it out for more ammo) but it's a good mod nonetheless. TL;DR: Bug-Repellant is good if you know how to use it, otherwise probably just take extra ammo Also, I would love it if they gave support tools Overclocks!
I started playing scout when I first played because I intended to play solo and not play online for a while. Then play engineer as a support class when I play MP. But I realized how amazing the flare gun is for everyone. And how easily I can get everyone nitra and all that. Sometimes being able to go away from your team is a great way to support your team.
I use the repellent to make shortcut bridges and run circles around bulks/dreads while they slowly climb up and down chasms. Also it's okay for funnelling stuff into a killbox where you've set mines and turrets.
365 hours in and thought this would be irrelevant to me, but your way of explaining the utility of all support tools in the game is how i'm going to explain them to my friends that are new to the game. Thanks!
A couple of cool gamer moves with the platform gun are how you can use them to mine faster as they take one swing to break, and how repellent additive works by adding 10m to a bugs pathing so you can make them more consistent
The platform gun is so fun to just minecraft jumping puzzle your way around maps. It turns the game into a silly platformer, and boy is it satisfying to panic shoot a platform at your feet just in the nick of time to avoid dying if you accidentally fall or get launched. I like that it's the only thing in the game that "adds" terrain, and there's a lot that can be said for it's ability to do that. Often times what you can do with it is entirely situational to the terrain around you. I frequently find myself coming up with on-the-fly strategies with the platforms that use the existing terrain as a factor. It makes it feel extremely dynamic and flexible. The other tools feel very one-note in comparison. And I really wish gunner could pick ziplines back up somehow or just had way more of them.
I said this in a comment chain, but worth posting here about the grappling hook. It might not have team usage in mind but plays a very important team roll beyound collecting. It gives you on demand disengagement. Shield low? Grapple out and far away till they come back up. Health low? Grapple out to the nearest red sugar or call supply. Hord too thick? Grapple far and pick off weaker slower units. How is this team oriented ? If most of the team is down it let the Acout make space and be healthy enough to get people on their feet. This is on top of how useful your grenades are for disrupting. A skilled Scout can be just as big a changer from mission failed to mission complete as the gunners shield. And it only on a small cool down so it is always a factor. And if push comes to shove yhey can just get away to finish the mission.
At 18:15 while u talk about driller I wanted to give a quick tip, that u can mark those tricky fossils by using Ctrl+E, so that while digging to it u have better direction by just pressing Ctrl again and seeing mark trough walls, helps to quicker navigate.
Something i’ve noticed about the traversal and support tools: they each match the dwarves characters perfectly. Scout avoids the problem entirely (flaregun and grappler) Engineer cleverly works around the problem (platforms and turrets) Gunner negates the problem (zipline and shield) And Driller just gets rid of the problem (which holds for his primaries too)
C4 is definitely best used in dealing with the 3 enemy dwarves that spawn with you
💀
me every match xD
Got a full belly laugh out of me holy shit
I'm a scout main but whenever I play driller i set my priorities too!
I saw the flare gun as non-essential initially. Just a major convenience to your team but after maining Engineer and having my buddies/randoms play Scout and *not* do their job? I realize the Flare Gun *is* an essential tool.
Having to ask for light is so passive aggressive lmao
After going gunner in solo the lack of light is painful
Flare gun is the most essential tool in the game
Every support tool has it's moments where you wish someone brought it
When I remember playing as Engineers solo for the first time I didn't thought about it much but after joining a game with a scout that he uses the flare gun often enough I realize the big old difference of having a scout and not having a scout because even the flares you have by yourself it's not even that good
I like the platform gun the most cause my green beard friends always thank me for saving them from fall damage
But then you don't get to laugh at them and call them noobs for dying to fall damage!
I love the platform gun but I like it because I like falling and then shooting a platform down before i hit the ground
@@comet.x does it still count if absurdly bad connection makes you fall through terrain?
@@vbgvbg1133 no, because its happened to me so many times before. I shoot a platform below me and it forms around me after ive already hit the ground with a perfect dwarf sized hole in the middle
@@Omegaset My tip shoot ahead of time. Helps prevent some awkward lag fails.
Regarding bug repellent on the platform gun:
The bug AI treats walking over it twice as far as normal ground. Molly uses the same AI, so you can call her over it to test your designs
This. Also, regarding uplink type objectives, if you really wanna funnel bugs into a 180 degree plane, just double up on your platform placement. They give the engie so many platforms anyway
I... did NOT know that. As an Engi main, thank you very much for this information. Will definitely be putting it to use when building forts out of those things.
@@librus8680 You can also use Steeve if you have the beast master perk! (although not exactly reliable)
Are you saying Molly has a bug brain!?
That explains a wholly lot
@@BierBart12 on DRG headquarters, someone with a nature loving mind decided that the best way to make a robot move on the caverns was mimicking the bugs living there.
Which makes all dwarves want to punch this person. I bet he/she hugs trees in spare time.
Disregard sniss, the platforms are made of cheese and are very edible and tasty :)
also the platform gun is the main reason I main engi it's so fun
i mean kraft singles are basically plastic
If velveeta is considered cheese than anything can be.
Personally I have been substituting my platform mix with easy cheesy spray cheese and neither management nor my teammates have noticed. It’s a hell of a lot cheaper and provides secret mission snack time (don’t tell control).
From the get go I've put in so many hours as engineer. I immediately knew it would be my main class when I saw the classes. Got my buddy to pick the game up and he was the same way but with Scout. Last night we just got our promotions together. Been a blast playing this game as a duo, especially as the Engi/Scout combo
Scout got sum bouncy head
You forgot to mention one really useful function of the zipline:
>Just staying in the air during swarms. If you prioritize Macteras etc, you can avoid a ton of damage by just hanging on to the zipline.
Unfortunately at hazard 4-5 it becomes to dangerous as the game spawns more projectile ennemies which are also more agressive
@@placeadrien5566 just repeatedly jump off the zipline and grab it again. Not only does it make traversing faster, but also safer, as long as it's done properly.
aye and angling it down appropriately when doing extraction allows for fast useage downward. I also use it as he mentioned a stopgap in rooms that have alot of height.
@@Lewisking50 also a great trick XD
For real, just spamming e while you're in the middle of the zipline is how I've beaten crassuses and bulks
One of my first missions as a driller I used the drill hands to drill a hole all the back to the drop pod. My team mate called it during a storm and the cave system was super complex, it would've been impossible to make it in time. So with my team behind me taking out enemies, I just made an at least 200m long tunnel to the drop pod. Now I only play driller lmao
Yes. my 3rd mission ever a pal and I discovered this while I was Driller. We were at the bottom of a 50m cliff amidst a swarm and he had no platforms. He had my back as I had his while drilling like a fiend.
Alas we climbed to freedom!
This is the reason I main Driller. In my very first mission me and my Engineer friend were in the bottom of the cave, in the middle of a swarm, with no time to go back the same way where we came from, my first though was "I wonder if I can make a tunnel to the drop pod".
So I started digging, my friend covering the enemies on my back, and we made it to the drop pod with 0 seconds left. That's the reason I main Driller, and the reason I fell in love with this game.
Meanwhile I played Driller solo and lost because I physically couldn’t reach the drop pod, as in the drop pod landed in a spot on a plateau in the middle of a cave with no walls nearby to drill up on, even ended up running out of fuel trying to get to the pod, and then simply decided to not play it anymore
@@hibacilacle2609 an example of why this game is based around teamwprk, wheee a gunner or emgie would have made that type of extract trivial
In one of my first missions, there was a super deep, cylindrical chasm downwards that was way too high for platforms to make it(it felt like a bug), but our driller ended up digging straight to the drop pod.
I made it until 5 meters from the pod and died, but the mission was still a success.
Something to note about the support tools.
In Vermintide 2, another coop game, they keep you together by throwing 'disablers' at you. If they grab you, and another friend isn't nearby to save you, you die.
In Helldivers, a top down coop, they keep you together by making you share the screen.
The support tools in DRG keep you together far more effectively and naturally. Adding another layer of depth that's _fun_
As somebody with similar playtime in DRG and Vermintide 2, I think DRG handles disablers better as well. Then again, Vermintide has a bigger emphasis on difficulty and combat, so it does kind of fit.
Prety much what L4D did too, especially the new special Infected the sequel to specifically counter "bunker" strategies where everyone crouches in a corner and punches for 5 minutes.
Which, coincidentally, is the role Oppressors and Bulk Detonators fill.
To be fair, DRG has disablers and tanks too. Oppressors, Cave Leaches, the things that carry you away, etc. are intended to punish you for running off alone.
drg has both support tools and disablers as well as shared resources! Though i would like to add that vermintide does co-op because in many cases you have to carve your way through hordes and having an ally helps a ton. it's definitely not as natural as in deep rock, though.
The real support update we need is skins for the support tools.
Beyond that I would actually love to see support overclocks to be some weird fun changes to your specific flavor of support tool. Like adding the dash when going up ziplines or platforms that are bouncy and increase your jump height or other just fun stuff.
I feel liked they’d have to be very careful with support overclocks in order to make it easily understandable for your teammates what overclock you’re using on your support tool
@@socksleeve I've been thinking on them and I think some are easy to label like platform gun, satchel charge, and the gunner shield can have different colors.
The drills and grapple generally I feel don't need to have much communicated idk that there'd be any overclocks that change their team impact.
The turrets and scout flare are probably the hardest to communicate, but turrets probably just end up with either offensive buffs or at best I can see a support aura that you get an icon for like shield boost does.
@@Jasonwolf1495 I’d actually say that the Platforms, Zipline, and Shield would be the hardest, since other plays have to actively use those, whereas stuff like the turrets and flares just do stuff on their own. Even if they’re different colors, you’d have to know what every different color would be for three different tools. Now if there were only a few support overclocks, I could maybe see it working, since it’s only three tools that would really be an issue, but they’d still need to make it very apparent how the tool is functioning differently
@@socksleeve I think it's possible to make it easy to connect them.
The platform ideas I've had are speed boost, enemy slow, glowing, and bouncy, so I think speed green, slow red, glow glowing, and bouncy probably blue if nothing else process of elimination on that.
I think it's very possible and reasonable to relate them.
@@Jasonwolf1495 I had seen one suggestion that the engi could spend multiple platforms to make one bouncy platform that would be blue, and i think that would work perfectly. It’s obvious to other teammates that this other platform is different from the rest. Add some black lines on the outer rim (mimicking the springs on a trampoline and further driving home its bouncy properties) and it would work perfectly. Stuff like the zipline, I’m not so sure. The zipline is so basic in its function, there isn’t much you could do that wouldn’t just feel like an additional tier of mods.
I've been told that platform repellant works by telling the pathfinding system that any area with platforms is x2 times the area the bug has to travel, encouraging them to route a "shorter" path. That's why it's kind of jank.
Also fun unrelated fact; Fear is a set distance travelled too! So if you slow down a bug they stayed feared for twice as long.
@@DonkeyDongs9000 Neurotoxin Autocannon loving gunners know all about this one. The fear mod makes that weapon a real beast.
@@LemurMaster didn't know this and now I'm eager to give it a try
Grappling Hook is easily the most satisfying support tool for me. Once you get the hang of it, traversal becomes a game of balance and momentum mastery, it's so cool.
ikr! its so well designed.
I think the hawkeye system has really good synergy with turret whip. It allows you to prioritise targets with high damaging single shots
Saves massive amounts of secondary and turret ammo as well which has been my favorite part of that synergy.
Even without TW, the priority targeting is insanely useful against Web/Acid spitters that are beyond the reach of Stubby/Shotgun and aren't worth wasting secondary ammo on.
@@awesomesmileyguyalso useful against the robot snipers(i dont how that is called) you and your teammates avoid damage by just be out of sign
@@atunalamarinera Sniper turrets?
@@MyUsersDark yes that one, the sentry gun can reach the turret at long distances.
I totally agree that there shouldn't be more support tools pre player, but overclocks for the existing ones might be fun. Things like letting turrets shoot thunderhead rounds (at lower fire rates) or changing the satchel charge to a shaped charge that explodes in a cone rather than a sphere would allow more gameplay styles while still keeping the roles of each support tool the same.
Increased angle on the zip lines, please take my money.
An overclock that turns the gunner's zipline tool into a role-elevator would be interesting and would help with the largest issue of the zipline tool: verticality.
Or speed upgrade for the zipline
Actually grappling hook can be very beneficial for team, because scout can get to downed player and revive him much faster than others
Especially if somebody falls off of a cliff or decides to wander off to the other side of the map because they took the wrong tunnel
Yep! It also lets scout deal with Praetorians and Oppressors much easier, as they can zip behind them and blast their weak spot with a shotgun.
I'll also add to this. It gives you on demand disengagement.
Shield low? Grapple out and far away till they come back up.
Health low? Grapple out to the nearest red sugar or call supply.
Hord too thick? Grapple far and pick off weaker slower units.
More so of people are down giving how useful your grenades are for disrupting.
A skilled Scout can be just as big a changer from mission failed to mission complete as the gunners shield. And it only on a small cool down so it is always a factor.
What do you mean do not get absolutely wasted at the Abyss Bar before a mission? Are you a pointy-eared leaf lover?
The last thing you want is to be seeing quadruple as many bugs
@@milmaxtor7602 *raises finger*
*Stops*
Aye, fair enough.
*Resumes drinking*
You should've mentioned how the drills can also be used to scare enemies in a pinch.
Great for stunlocking Hoarders too.
@@literatemax hol up, Hoarders can he stun locked ?!?
@@schoenperkins8210 Yeah the Drills stun the Hoarder until they overheat
Repellant for platforms is pretty useful for salvage missions or anything that requires you to stay in one spot. You can do a line of platforms at one side or as a roof (as seen at 16:49) to avoid bugs coming from everywhere, and funnel them into mines. From what i understand, the ai sees crossing them as a longer path that they really are so they go around, but if you make the "go around" too long they will just pass through
That Engineer made the barrier too low. It is too close to the Dwarves.
@@literatemax I really never understood why placing the perimeter farther makes the barrier more effective, but it probably has to do with the bug's pathing AI also considering spreading out (which means the bug can pick a less efficient path so they aren't lined up with one another as often) but ignore it the closer they are to the player
@@josh___something
It might be that, while it's theoretically the same distance, the bugs can get closer to the platforms before they have to go 'over' them, so it might be shorter overall. Especially if they just otherwise go along the edge of the platforms to find a gap?
Cute dwarf girl: "Parents aren't home, come over."
Scouts with their grapple: "Now this looks like a job for me."
Silly, with the zip line gun you can bring all your friends as well! Don’t be selfish
*cute dwarf guy
(all the dwarves are gay)
@@ellathornburg3282 they are?
@@elipetrou9308 yes
@@ellathornburg3282 dwarves are born when a dwarf drinks a lot of alcohol with another dwarf, then nobody knows because the third dwarf appears passed out drunk after everyone passes out drunk
Beautiful work as always, comedy gold and elegant explanations from the best wordsmith in the community ❤️
gosh, your editing is so beautiful!
I think the classes identities are strongly defined by the movement support tool, it would be cool to see new utility support tools.
Right. Like I could see Engineer getting new turrets like a missile launcher or rail gun, Scout getting a mini flare drone launcher that can follow Dwarves for a time lighting their way, Driller could drop a large team buff that increases pickaxe swing speed and damage in the area, and Gunner can drop a health siphon that absorbs bug health in the area and distributes it among the team (like Transfusion grenades in Borderlands).
Just a dumb idea but I think it’d be cool to see in the future. Still making you fulfil the exact same roles, you can just go about it a little bit differently.
I think it's more than just their movement support tools, but also their weapons. Each weapon is specifically designed to compliment its respective class. This is even the case for the more rudimentary weapons like the scout's assault rifle, the gunner's machine pistol, or the driller's semi-auto pistol.
Im a gunner main and the shield is my child, I love it dearly.
Yeah, the shield is such a lovely child, it even takes bullets and save you.
@@Chillwave6 If American schools have anything truly valuable to teach us, it's that a good child should always be prepared to take a bullet.
The shield gives me a feeling of "older brother" to the gunner.
Grappling Hook is team oriented. Getting to revive dwarves by reaching quicker, getting those hard to reach items that would require support consumption from the other team members
didnt say it didnt help the team, its just the least team oriented of the support tools
@@sniss i think the satchel charge beats it because the satchel charge is just a second grenade with a bigger explosion radius.
Zipline launcher rests as the best support tool, as it let's me build a web where I am the big shooty spider of death until I am inevitably shot down into the teaming mass of glyphids forming below me.
beautifully worded
I’m going to eat a platform it’s clearly cheese
I was thinking it was more like sponge cake, but I can definitely see that it has a particularly cheese-like texture
The trick is to mine them with your pick first.
It'a a testament to good design when every mission has that "man I wish we had a [class name] for this" moment
As a gunner, you can hold your interact key to grab the zipline as soon as possible. Also workes for pipes, cave angels, and heavy objects.
This probably means the fall damage thing was planned by Ghost Ship.
I instantly gravitated towards driller at the beginning of the game, and I've never looked back. First promoted character, absolute favorite character, and overall, my absolute favorite toolset
THANK YOU for letting me laugh about trying to get up some stupid cliff with platforms! If you don't fall off, sure enough you'll get swarmed just as you're climbing up, while at least one of your teammates is watching.
Never knew my mapping skills I developed from hiking would become SOOOO USEFUL, driller makes this game so easy and still so fun because I just do quick math and my team thrives off my good tunnels.
your voice sounds so much cleaner, I really liked the engineer section, in my opinion the delivery to your jokes was best there.
The thing about platform cookies probably awakened something sexually evil in someone.
I think we all have a Deep Rock Galactic fetish at this point, so awakening something sexually evil in someone relating to platforms is probably the least of our concerns...
@@gryphonkingbros847 don't rope me into this
The satchel charges do have a level of utility, that being against larger enemies and or bosses.
Their explosion radius is not only big enough to hit multiple weakpoints, but does a LOT of damage as well.
You can throw one on top of a Caretaker to take out a massive chunk of health from all four vents simultaneously, skipping one of the more tedious parts of the fight.
You can hit all three weakpoints on a Hiveguard, skilling to the phase where your team can actually deal damage instead of reloading after having wasted all of their ammo on the weakpoints.
You can even obliterate Omens by hitting all 12 cooling tanks with 1 satchel.
the atmosphere in DRG is exceptional
4:10 I started playing this game as a scout till I reached level 20 for the gun unlock. When I switched to engineer, everything became so much harder for the simple reason that I can't see jack shit without the flare gun.
Playing solo, I'm addicted to using bosco to scan caves.
Particularly ceilings.
The fact that the support tools are so different makes me really enjoy playing on teams with duplicate classes, it really shakes up the challenge when you're not able to rely on one of the tools.
Driller for me because of all the things you listed. Plus just digging a bunker is so nice to have
I don’t focus playing any one dwarf. I switch classes a lot, usually whenever I feel like it.
When I first started doing it, for a while I would sometimes forget about the support equipment for that class, then half way through the mission I’d realise how much easier and more enjoyable it would have been to remember said equipment.
It really goes to show that despite having 4 different pieces of equipment, everyone of them is an integral part of the gameplay. The fact you can customise your entire play style without even changing your primary or secondary weapons to different ones is insane.
I played a lot of solo missions like this recently.
.
Learning to use bosco as well, he is amazing.
Platform gun saved me from so many fall deaths I lost count of how often I use that to lessen my fall
If there‘s one thing you don‘t wanna miss, it‘s the latest video of Sniss.
Rock & Stone!
Bug repellant is a realy interesting and rewarding upgrade if you get the hang of it, like in Salvage Opration, if the Up-link and/or Fuel are near a wall, you can make a Half circle about the size of the Buble (only at the wall), it forces the bugs to go around the thing, otherwise, go ahead and trail and error it out until you get a feel for it
i'm a driller main and my favorit is doing liquid morkite extraction and glyphid egg extraction because i just making the most direct tunnel to the eggs or from the pumpjack to the refiner
make no mistake, the zipline can be very good. It's quite nice for holds. Holding E allows you to grab on to a zipline without worrying about timing.
Another great video about DRG. The support tools are awesome. Instead of new ones, I think it would be cool to have overclocks for the existing ones. They're fine as is, it's a very fine balance.
... As someone who switched from Engie to Scout specifically because it felt so slow, watching Platform Parkour nearly made my jaw drop.
That is what happens when engies eat too much cheese from their platforms, I guess.
That Dwarf Parkour segment is the best thing I've seen all day.
My favorite support tool has to be the drills because there's no feeling like looking at the dropship, seeing you can't follow the mule, and not caring. After all, I can draw a straight line for my team. And it only gets better, the more drillers you have, the less time any of you have to worry about 1. bugs chasing your team in the tunnel because fighting a straight line of glyphids is downright mundane when using any driller primary and 2. way less fuel wasted and way less time waiting for the cool down.
the sad thing about this is you will soon run out of things to talk about drg :(
Not really. The game is still being updated. Next update is adding new primaries for each class
The Non-Violent Residents of Deep Rock Galactic --- Cave Angels finally get their due!
He can always just make shit up lol
Make the grappling hook useful to carry heavy objects by shoot at them, and a mod that allows get other dwarf at your position by shooting them will be a good coop implementation.
"Get over here" mod
I disagree with you take on the zipline: I find it to be the do-everything, dependable mobility tool
I always found the zipline to be the most reliable of the team-mobility tools. Sure, its slow going vertically, but both the drill and platform gun rely on walls already being in place. The zipline can go pretty far when upgraded properly, and it goes through open space, which is a godsend on many biomes. Not to mention, its easy to miss a driller's wall-dug staircase, without communication, but a zipline is highly visible.
I find it weird you say "drills can do everything the ziplines can, but better." In reality, I think the zipline and drill are polar opposites of one another: one moves through solid rock, the other moves through open space.
The zipline can also be used to create low-hanging lines around a defense area, giving the whole team a chance to get out of the reach of crawling enemies, stay mobile without having to think about moving, and have a vantage point.
I haven't played DRG that much, but I also find the zipline to be pretty underrated. Sure, it's kinda slow, but it's dependable and works as expected.
As a scout main (with like 40 hours, lol), I find myself taking plenty of damage from falling using the grappling hook. With the zipline, however, I haven't taken fall damage outside of attempting to squash a praetorian by jumping down onto it with my pickaxe
Real talk, the zipline is the main reason why I main gunner, because he may be slow but nothing says an easy swarm like a full ammo hurricane rocket launcher gunner on a zipline
Zipline is ESSENTIAL during point extraction, you can get easy paths to everything.
I love repellent additive. I feel it truly shines in situations like Salvage or OSR, making sure bugs don’t come from above you. Also great for blocking off blind lips on cliffs, like when you’re just entering a room.
Drills, drills, my beautiful drills!
I started playing as driller because it was the only class no one was playing in my friends' group. I didn't like the idea, it didn't look like fun. And then I played a liquid morkite refining mission (that update had just released). WOW! Never changed my mind so quickly about something in my life.
Being able to dig tunnels for those pipes, where otherwise it would have taken ages, really opened up a world for me!
The drills are maybe the most reliable and versatile mobility tool in the game; virtually unlimited ammo, low risk of fall damage, a plethora of uses, and so satisfying to use!
I had a bad extract during one of my early missions as a green beard. I was a gunner and got separated from my group, and the path that I chose required me to survive zip lining up a vertical tunnel to the drop pod. Try as I might, I could not fight off all the bugs, and in my increasingly desperate attempts I eventually went down. Just leave me, I said in chat.
But then I saw the driller busting through the walls. A c4 cleared the bugs who had dog piled on me, and then we both raced to the drop pod with seconds to spare.
Afterward I just kept saying that was an epic save. Our scout friend said he just decided what he was maining next, and my decision was made too. The guy who can tunnel through 30m of wall and magic a green beard to extraction is a hard carry and a wizard. I play all the classes, engineer least and the other two about equal, but driller is my go-to for just about any mission.
I didnt know i needed a platform parkour montage today but im so happy i got one
For the flare gun, I have to say, for how ineffective it is at combat, I *love* how it feels to use it like one. The speed of the flare mixed with the crisp noise shooting it makes, plus the thud of it hitting the enemy before bouncing off is just heavenly. I wish there was a support overclock that gave you way more flare ammo and increased it’s damage to like 110 or something, with a drawback of like heavily reduced lifespan. Please, ghost ship, I need this!
It’s pretty useful for taking out webspitters, esp since there gonna be in the same place you’re shooting flares anyway
Two words: pheromone flares
The outro though,
“Rock and stone”
Cool music plays perfectly after
2nd comment.
I really love playing Engi, the Platform Gun is easily my favourite. While giving amazing mobility to Engi, I can support my entire team with it if played well, to the point where they don't even have to think about asking for a Platform or how to cross a gap, or how to get down said gap. Sometimes just being reactive with those Platforms is what I truly love. Saving a teammate from fall damage is something really rewarding for me
I agree with u wholeheartedly and I just wanted to say, ghostship pls add support tool overclocks. They don't have to be too crazy, but anything to allow for even slightly more customization for these things would be awesome I think.
Yes imagine being able to spray plascrete so you can make structures or something like having the flare gun turn red when enemies are nearby. Or just unique small buffs to make them more fun.
The hookshot may be the least team orientzd tool in the game, but it does make the scout fantastic at supporting his team in a very important way; gathering nitra.
It's weird to hear the flare gun being underappreciated, since it's one of the reasons I really love scout, esp. for solo missions
On solo, I use bosco for light. It's so convenient.
I love the zip line for when I break into a big open cave and end up on a big cliff. Then I also have an exit for the extraction
Ive run into this exact situation multiple times, and I love the zipline because of this EXACT thing lol
I love the platform parkour compilation, half the cuts are so obviously seconds before you die from fall damage.
i wish the grapple had some more teamplay elements, like being able to grapple heavy objects to pull them towards yourself or something
YO THAT IDEA IS SO SICK
Driller is by far my favorite class. Ive found it hard to get good useage out of the satchel charges, but the drill tool is amazing to use, it does everything you possibly could need if you have a wall nearby. With the driller also having the most support focused weapons, with his secondaries being low damage, or being able to mine, and his primaries being mainly to set up other enemies or shut down small/medium units. Definitely the anchor of the team that is there to enhance everyone else. Such a cool design
About that last point about adding a fifth class with new support tools.
I want a survivor class you unlock by saving Karl from the depths of Hoxes, and he's using makeshift weapons made of bug parts and other hoxes natives.
That would be so badass...
But a hell to balance.
Maybe the rescue of Karl to be an entire new game...?
I think the grappling hook is still a team player as the scouts job for the team is to get high up ores like notes and such.
when you have a hazard 5 swarm and still have plenty of time to rock and stone, that's when you know you have a great team
This video made my view of DRG being a great co-op game turn into DRG being the best co-op game
A new rimworld DLC, and a sniss upload?! Today is a great day.
Something I appreciate about the zipline gun is it's fire-&-forget usage. You want a way up to that ledge, but everyone else is too busy with other things, and you're also quite busy as gunner keeping them alive, so just whip out the zipline gun, put that cable down, and go back to your main job. It may be slower going uphill, but it requires the least time to put down. And for the gunner, that is exactly what you want.
mine is the drill cause it is so satisfying to drill trough these caves.
I don't know, when I first started playing DRG, the first one I went to was Driller. So I wouldn't say it's underwhelming for newbies
While I am an engineer main, I've learned how to play all classes and it opened my eyes to how all classes can do things I thought only certain classes could.
Man I love this game! Rock and stone!
Dang it I want to do more than just leave a like when ever you end a video with Rock and Stone!… Rock and Stone Brother!! ⛏
“This game is specifically designed for coop”
*cries with bosco*
solo is great too tho
Sometimes I just gotta make a 24 pancake staircase... looking at you, Blasted Corridors.
The plasticrete repellant upgrade is actually amazing for point extraction missions where you need to bunker down, you can create a ceiling against a wall so that the bugs have to go around it, meaning all bugs that would've gotten behind you are now on either side of you instead, making for an effective killzone, especially with the defender mod in tier 4
I just saw on the update webpage It’s says there will be more hats and I just wanted to say thank you Sniss for making “more hats” a thing. Congratulation miner rock and stone.
I love my ziplines. In steep caves, you can build a ladder with them and then jump from one zipline to another. You can easily mitigate being knocked off by placing another line a bit lower. When you've been hit, you start to tap E to catch the other line. Needs setup but it's great for defending Doretta and Dreadnought fights.
The zipline cancels fall damage due to fall damage being calculated based on speed/velocity and not on fall time. Scouts special powder can harm you if you jump and aim straight up.
The zipline, rail grind, ledge grab, enemy bounce, friendly bounce, and more also cancel fall damage for the same reason
In a game where most things do damage via melee the gunners zipline is insane. Keep an eye out for projectile classes (which you should be doing anyway, they're usually killers no matter what) and nothing else can really kill you. Dodge by making more zips and dropping onto them.
One reason for why the zip line is so much better at crossing obstacles and hazards is the ease of use it provides. For example, while you could technically use the drills and platform guns to get up a cliff, if you’re in a hurry, it’s gonna be hard to find the tunnel or maneuver up the platforms, while with the zipline, you can see it with ease, and just have to interact with it to get up the cliff, allowing you to focus your attention instead on dealing with the swarm chasing you
I love the drills. It gives me so much freedom as a player especially on biomes with 3 hit terrain.
Lovely video, Sniss. Great editing, pacing, and composition as usual. I have to say, as an Engineer main, I am biased towards the platform gun. The abstract levels I have made inside the caves to assist team mates have been an incredible way of interacting with the environment. That being said, I have always seen them as cheese given their spongey nature for fall damage and bright yellow colouration. Cookies sound great too, and if it didn't affect visibility of life saving platforms so much, I'd love to colour my friendly discs in an Oreo colouration.
One last little thought. As you mentioned games having a support class or role, I had to take a second to imagine what that would be given the current tools. A class with no guns (or weak weapons) with so many utilities that they get called around to do environmental work. I totally agree that each of the dwarves having a significant way to interact with the environment emphasizes the importance of the environment. A good thing, in my books. The DRG team did really well there.
Thank you for your time editing this series. It has been great to watch along to some things I already know, but love hearing them in a well-constructed and funny video. You do great work, sir.
grappling hook + hover boots perk has saved my life so much. its also helpful to get secondary objectives that are placed high on the wall (i play solo) so i can just zoom up there, grab the thing, and use the hover boots before i hit the ground lol
Great vid as always, man. And now you’ve made a video for basically every piece of the game. I think the only things you haven’t done yet are grenades and the progression system, and even then you’ve talked about them here and there.
ill always have more tricks up my sleeves
@@sniss wouldn’t expect anything else.
I've posted it before, but I did have some ideas for alternate support tools for each class that still fulfil the general gist of the class, but offer enough of a different playstyle to make it interesting.
Scout: Jump Pack and Beacon. Jump pack grants an ability to do mid-air jumps, with multiple charges that recharge automatically on ground. Beacon would be set up like a sentry gun and light up a large area.
Engineer: Mag-gel cannon and tesla node. Mag-gel cannon would paint a black magnetic gel across walls like a hose, allowing players to float nearby it or walk up walls. Tesla nodes would zap a set number of targets near them, slowing and damaging them.
Driller: Autohammers and mining charges. Autohammers would be twin jackhammers that punch out chunks of terrain similar to power-attacks, allowing for better terrain carving, but slower traversal. Mining charges would be placed, then create a series of explosions in a direction, mining out a tunnel.
Gunner: Rapple lines and frontal-gun-shield. Rapple lines would function the same as zip-lines, but be based around a vertical angle instead. The gun-shield could be activated to grant your primary constant spin-up (max RoF on autocannon), as well as blocking enemies in a large frontal area in front of yourself, allowing for a more active defensive role.
The key to using Repellant Platforms is too not be too greedy. 3-5 platform widths is the maximum. As for it's utility, I'd never trade it for more platforms. The ability to keep bugs off ceilings and walls (and right into the my mines and the team's line of fire) is invaluable.
maybe add new support tools that are simular but function diffrent , like a shaped charge for driller to make long corridors fast, wich allows digging up faster and cover a bigger area over all but just in a line. and a grappeling hook that you hold to fire and let go to retract, wich allows swinging but is way slower to retract and gives little speed advantage, maybe allow it to pull 2 dwarves at a time when not retracting to hook on to the scout.
gunner shield replaced with a a AOE debuff tool like scout slow bubble but actually does damage and slightly buffs player damage, it wont hold out enemys but will slow down a fight and buff all friendlys within (damage buff of 10 or 20%) imagine friendly tesla generator but sheild will still be useful or preferred as it does not allow enemys to get to you directly and is more focussed on getting out if situations. and for engineer there could be a little follower he can build thats melee, and inflicts status effects you can shoose to go with your build, fire ice radiation or poison. also consumes ammo as energy. so even having it walk around slowly drains ammo. these are a few of my iadeas that couls be balanced and implemented baced on playstile wich still supports all friendlys.
The Zipline is the only way to completely escape any ground based hazards which saves me multiple times when getting overwhelmed
The platform mod that makes enemies avoid it is fantastic for point-defense situations like uplink repairs and fuel pods. You can line the wall above you with platforms so that they have to crawl around to your sides. Then you can lay some in front, and they only have 2 directions to come at you from. Set up your turrets, some sticky nades, and you're good to go.
babe wake up new sniss video
5:55 The Bug-Repellant upgrade is specific but VERY good. Probably the simplest use for it is to get bugs off the ceiling or funneling them into narrower firing lanes. For example, on salvage missions, if the black box is wedged against a wall, the engi can put 4-6 platforms above the box to form a sort of "ledge." With the ledge in place, the bugs will be forced to walk around it and join the rest of the swarm approaching from the sides. In low tunnels, like the ones in simple Mining Expeditions, you can cover the ceiling in platforms and reroute their path back to the floor, making aoe attacks and piercing rounds much easier to use. Even without ledges or tunnels, you can throw some on the ground and funnel a swarm into a tight spot for your Plasma Cutter or Grenades to do some major work. I don't take it on every mission (swapping it out for more ammo) but it's a good mod nonetheless.
TL;DR: Bug-Repellant is good if you know how to use it, otherwise probably just take extra ammo
Also, I would love it if they gave support tools Overclocks!
I started playing scout when I first played because I intended to play solo and not play online for a while. Then play engineer as a support class when I play MP.
But I realized how amazing the flare gun is for everyone. And how easily I can get everyone nitra and all that. Sometimes being able to go away from your team is a great way to support your team.
I use the repellent to make shortcut bridges and run circles around bulks/dreads while they slowly climb up and down chasms. Also it's okay for funnelling stuff into a killbox where you've set mines and turrets.
365 hours in and thought this would be irrelevant to me, but your way of explaining the utility of all support tools in the game is how i'm going to explain them to my friends that are new to the game. Thanks!
I love that the engie you blew up with the satchel charge was named Splodey
ikr it was such a great coincidence. joined the right game that day :`)
A couple of cool gamer moves with the platform gun are how you can use them to mine faster as they take one swing to break, and how repellent additive works by adding 10m to a bugs pathing so you can make them more consistent
The platform gun is so fun to just minecraft jumping puzzle your way around maps. It turns the game into a silly platformer, and boy is it satisfying to panic shoot a platform at your feet just in the nick of time to avoid dying if you accidentally fall or get launched. I like that it's the only thing in the game that "adds" terrain, and there's a lot that can be said for it's ability to do that. Often times what you can do with it is entirely situational to the terrain around you. I frequently find myself coming up with on-the-fly strategies with the platforms that use the existing terrain as a factor. It makes it feel extremely dynamic and flexible.
The other tools feel very one-note in comparison. And I really wish gunner could pick ziplines back up somehow or just had way more of them.
I said this in a comment chain, but worth posting here about the grappling hook.
It might not have team usage in mind but plays a very important team roll beyound collecting. It gives you on demand disengagement.
Shield low? Grapple out and far away till they come back up.
Health low? Grapple out to the nearest red sugar or call supply.
Hord too thick? Grapple far and pick off weaker slower units.
How is this team oriented ? If most of the team is down it let the Acout make space and be healthy enough to get people on their feet. This is on top of how useful your grenades are for disrupting.
A skilled Scout can be just as big a changer from mission failed to mission complete as the gunners shield. And it only on a small cool down so it is always a factor.
And if push comes to shove yhey can just get away to finish the mission.
At 18:15 while u talk about driller I wanted to give a quick tip, that u can mark those tricky fossils by using Ctrl+E, so that while digging to it u have better direction by just pressing Ctrl again and seeing mark trough walls, helps to quicker navigate.
Something i’ve noticed about the traversal and support tools: they each match the dwarves characters perfectly.
Scout avoids the problem entirely (flaregun and grappler)
Engineer cleverly works around the problem (platforms and turrets)
Gunner negates the problem (zipline and shield)
And Driller just gets rid of the problem (which holds for his primaries too)