edit: Pointed out by SplitSentro-there's a typo at 9:28, it's supposed to say 80% stun duration. Plus, SSG and Leadburster's DoTs tick twice on application due to the "TriggerTwiceOnPush" flag they both have, and BoomerangSnareLesser only actually ignores electric resists that are under 75%(so, not huuli hoarders or curled up rollers). That bit at 1:21 where I mention in text that the instant DoT tick doesn't (normally, Inferno is one exception that I know of)actually increase the total number of DoT ticks is something I actually only realized just recently-it'd make sense if getting 1 tick instantly meant you had time to get 1 more than expected, but it doesn't actually work that way. (Which I guess means that if it wasn't for the instant tick, DoTs would actually get 1 less tick than expected based on the duration/tickrate.) So some mentions of the total amount of damage DoT effects do in previous videos are very slightly incorrect... the worst kind of incorrect. Also, shoutouts to Banagement for educating me on why larva enemies have base damage of 5 on their bite-I thought they might be erroneously be using values from the AoE attack, but as it turns out they don't have a damage amount set, which means they use the default value, which is 5. As a result, you won't find a specified value for their bite damage in their files. Other drg test/info videos: th-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
I rarely leave a comment on any youtubers channel, But I really like and appreciate your DRG content, you hit a corner of the game that other mainstream DRG youtubers miss. Good job and I look forward to any DRG content you have to offer.
The ability of shredders and boomerangs to relieve pressure with a single unaimed button press makes them invaluable IMO. They're at their best when you need them most.
for me at least if i have bugs in my face and im up against a wall as scout cryo grenade is an instant stop this wave button, while boomerang has the delay of having to bounce from one bug to another.
One thing that I find interesting about the Stun-Sweeper is that there’s a hard limit to how much you can do. Most grenades require clumped-up enemies but can hit all of them, while the Stun-Sweeper has a large range but can only hit nine enemies.
I saved so many dwarves thanks to the speed, range and autoaim of the Stun Sweeper, I love it. it's a great grenade in the hands of a good team player, fits Scout very well!
Ya dont need to kite anymore with these, something any class normally does automatically but scout needs to hold his ground in order to assemble a crowd. So now i can zip around freely, 9/10.
I still prefer me some good proxy mines ;D It's just so much damage, and with repellant plats, you can sue them away front be team and still get good use from them :D
Something to note about the ripper: it doesn't turn. At all. Treat the ripper's path like a straight line drawn from your viewpoint, as opposed to the terrain. It doesn't care what the shape or curves if the terrain are, it will always loop back around to it's same spot assuming it can make it. To put it another way: it's like a latitude line on a globe. Technically that is a curved line, but it "looks" straight. The ripper's path is the same way: it looks straight forward from your view but it's technically twisting and turning across the actual surfaces. I don't think this helps it be particularly useful, but it's worth mentioning that you can basically line up a perfect strike on approaching grunts and slashers if you can aim it.
It guarantees that, given enough time, it will come back and hit you if you stay still. The smaller the cavern, the less time you have to get out of the way. Which is annoying when it's most effective in small caves.
@@LtPulsar I have a clip of when a driller yeets a ripper off into the distance, and 5 seconds later it comes back and bites the scout in the ass while he isnt looking. That shit will never not be funny 😂
also to note with Leadbursters: dont take them or be VERY weary of using them in elimination missions, as they have a tendency to pop dreadnought eggs from the other side of the damn room, even in massive caves.
Yeah, for me I assumed it was thorns killing them, since I pretty much always use that perk on any dwarf other than driller (and when driller, they don't get that close often enough to notice anyway)
Cant lie, ive been using the Boomerang a lot as a scout in Haz 5 and its helped me so much more than cryo nades and ifg's have. Of course depending on the mission the others can arguably be a better pick, but the boomerang has helped served as a good get out of jail free card for me and it also works as a good offensive tool for my playstyle when targeting bigger enemies. Its become one of my favorite nades in the game
The reason for this is because boomerangs absolutely lock down mactera, which in my experience are some of the deadliest killers on haz 5. The grunts, praetorians, and slower kilers you can strafe easily with sprint or experience. Mactera though. Oh man 4 hits and you're begging for red sugar.
"For some reason, when Shredder DoT is applied, it actually ticks twice instantly" That's because of TriggerTwiceOnPush flag in STE. Gunner's DamageLimiter has the same flag as well. "Praetorians have 80% stun resist" It's actually 20% stun resistance or 80% stun duration. "BoomerangSnareLesser is unaffected by electric resists" That is not true. It has 75% MaxResistance. It only applies when a creature has less elec resistance than STE's MaxResistance. Huuli Hoarder (80% elec resist), Q'ronar Youngling (75% elec resist while rolling + 3 s after), Q'ronar Shellback (100% elec resist while rolling + 3 s after) don't get affected by this STE. Leadburster is quite effective against Spitball Infectors too. You can let Ripper roll around PIllars and tight chokepoints (dirt, walls) as well. You won't get STE_Plague_WeakpointPopInfection if you already take infection from: - Praetorian's Death Cloud; - Holding Plagueheart (mb someone else pops it nearby); - Being close to Contagion Spike (8.5 m radius). (Because of common EXKEY_Plague_Area.)
Shredder grenades will also hover around the person that was closest to its activation spot. So you can throw them at a teammates feet and they will hover around them instead
I'd personally make the rippers melee damage, since that would not only alleviate the extremely low damage on large targets (outside of perfect environment ofc) but would also make them a fun cryo vampire combo.
I'm sure they didn't make them deal melee damage specifically to avoid a scenario like this. Imagine getting most of your health back just with one well-placed ripper, all while you can focus on something else.
@@MoustachioFurioso83 With how overpowered the Axes already are, it wouldn't be that big of an issue. Give them a diminishing returns on health from vampire. The Ripper is already pretty terrible with how unreliable it is with cave complexity dependency being a thing with it, alongside the friendly fire, and immense planning to even throw one. The fact a grenade has been known to single handedly cause wipes because of accidental cocoon openings isn't really a good sign. I also just don't really see it's purpose, much like the other Driller nades...? Axe covers a great driller weakness in single target, and Rippers just feel 'fun' to use until you eviscerate yourself with one, since deploying it during a swarm now creates a liability and hazard that you now have to play around. Give them something unique (Vampire usage) or some sort of reason to be used with what costs you have with using it. No grenade should have that 'high' of a skill ceiling, when the payout is mediocre at best.
@@arbiter771 I don't disagree on the Ripper being too demanding for what it offers, but I still think its shortcomings don't warrant turning it into a gimmicky Vampire synergy, and a potentially broken one at that. Surely there are other ways to make it more fun and reliable.
@@MoustachioFurioso83 I agree but i was just providing an example to make it more worth choosing. A lot of grenades in this game are just...terrible. Balanced around niche usages or just hilariously outclassed. Driller's HE, Scout's Pheromones (useful, but crossbow can just do it, and save you that nade slot a lot of the time), Engi's proxy Mines, Gunner's Sticky Grenades, All of them aren't "bad" per se, but just better options exist or they just have super niche roles to fill, and a superior option exists. (Axes, Plasma Burst, Incin, Cryo, etc)
Leadbursters are also very good against Dreads imo, a well placed one can burn past the HP gate if you time it well. Definitely my go-to for Elimination missions.
Thank you for your work I play DRG fairly often and I learned a lot from your investigative research and testing. And I know that this whole video took more time to make than any of us could guess. Thanks for blessing Dwarf nerds with this info! Also your timing with the grapple ripper race was cool as hell lol
It makes me so glad that you mentioned how absolutely cracked lead bursters are on bulks. I was testing the grenades when they were new, and I noticed that I could kill a 4 player haz 5 bulk with 3 grenades if I could get it to walk over them. They are a lifesaver when dealing with bulks when I have a carpet bomber or hurricane build.
I definitely prefer boomerangs on mactera swarm missions. Cryos obviously deal with groups of mactera much more immediately, but groups of mactera are far too common on mactera swarm missions for the 2 cryo grenades per resupply to feel as impactful as I'd like it to.
Good shit as usual. Don't care how late it is, there's always SOMETHING to learn in your vids. Only comment I have is that the Rippers can be made into a legit controllable threat if combined with a little creative drilling. Seen vids of someone drilling out a small tunnel in the floor with a small pillar "roof" and throwing the ripper on that to make a basically stationary ripper that hits repeatedly in a small area. Haven't tried it myself (BoM/Cryo Bolt Scout has been my obsession this season) but that seems like it would be fairly effective. However, I think your points about Driller's normal weaponry doing its job are still applicable. Just thought I'd throw it out there.
Can say from experience that doing that is a bit inconsistent for a number of reasons: 1. Being even slightly off with the drilling leaves you with a trench. 2. If your throw is off by even a little bit, the ripper catches the sides and disappears into the sunset. 3. Drilling a Ripper Track requires time, time you definitely won’t have under normal circumstances, and depending on the orientation of the track, you might need to put yourself drastically out of position for a weapon that might disintegrate in less than three seconds if a pret walks through. 4. If _anything_ affects the terrain on the track _at all_ it can cause it to cease effectiveness. Exploders, detonators, your own team’s explosives and weapons… I like the premise of the thing but by _Karl_ is it a pain to use effectively.
I think the ripper has its place as a bunkie driller, as well as small room weirdness, but is a bit handicapped by the explosive damage type and the damage cap
It might be neat if you were able to throw the rippers at a 90 degree angle. As it stands now, throwing them guarantees it will hit you if you don't move out of its rebound. Wouldn't make it any less outclassed, but would make it easier to use it for its tunnel-niche.
There is a trick to make the rippers more useful on Driller. If you dig a tunnel in the ground and throw the ripper on the ceiling of the tunnel, it will stay in place spinning through and on top of that tunnel.
there's also a thing with stunsweeper where you're limited to only 1 active at a time... *NORMALLY* somehow you can throw another one while one is already flying which is not practically useful but its fun to do when no bugs are around not sure how exactly but constantly throwing it (or at least trying while one is flying) while animation canceling sometimes does that
I like drilling a little side window with a side tunnel right next to my bunker entrances to get a better Ripper angle if something big is trying to push past the focus fire A well placed Ripper on a dwarf-sized tunnel can be lethal and it saves so much ammo
I like how I didn't learn about the infected grunts having so much resistance to blast damage (their blisters specifically) until I saw a BET-C try to kill one (took something than like 4+ bombs to kill)
I love that I found your channel JUST as I started playing both Elden Ring AND Deep Rock. Gonna be visiting your channel more often in my free time now.
Well, that was exceptionally informative! Especially since I don't sink all my time into DRG like I used to - now only playing it once or twice a week - so picking up on little things naturally takes a lot longer. And even then, nothing's like a good ol' technical breakdown!
Another note with the Leadburster is that, much like Bulks, they can obliterate Nemesis. A rarer encounter, but they can take them out with a couple of tosses just like a Bulk.
That side-by-side comparison of the ripper to scout speed!? Incredible. Thanks for your work; Always super informative and well done. Also a fan of the music selection!
the high bar strat works really well with the ripper grenade: drill straight down, forward, then back up (U shape) then throw a ripper on the small bit of terrain left over. It's an active ripper that stays in 1 spot and does a ton of damage to dreadnoughts.
Honestly I love the boomerang because it's the perfect support tool, if you see your friend about to get attacked by something, you can just stun it almost immediately, it's also nice if you're in a hole (to get a gem for example) and hear bugs spawn outside, just throw a boomerang out, and it'll stun them, ensuring you can get out safely Also having 8 and them aiming automatically (and doesn't even get used if missing completely) means it has to be the most relaxing grenade to use, it's hard to find a situation where it wasn't worth using it, not that I waste grenades often, but that's really the cherry on top.
I discovered the leadburster bulk thing while i was about to enter the drop pod on a mission. I threw my nades bc why not i was leaving, bulk spawned, died almost instantly, and left me in awe
I came back to recheck stats, and I have to say.. you're hands down the best at breaking down all things DRG. It's insane how organized and detailed your vids are. Thank you so much for it all man. As for the Ripper dilemma, idk if changing it to Kinetic dmg would help or not... But maybe adding 50% heat (w/o dmg loss, like Double Barrel) would make it interesting, as I'm sure those blades would be red hot from the friction. Would be a cool visual too lol It would be nice to have a throwable that could ignite Goo or combo with Ice
Another thing to be said about the stun sweeper is that, just like the shredder drone grenade, is extremely efficient. It is capable of hitting the same enemy several times if there's more than one target, and throwing it into the air with no nearby enemies will cause it to come back to you without wasting the grenade.
Fun fact about plasma bursters. If you pick the ground one time to make a little divot the burster will get stuck in it every time. It gives you an incredible way to blow out a choke point
the ripper's also kinda outclassed in the crowd department by c4, like it has a higher sustained damage potential for more spread out crowds but then it something your primary should be used for
Stunning up to 9 bugs with sweepers is generally enough for you to make enough space to better position yourself against a swarm while having the flexibility to snipe high value bugs to make it easier to shoot them
Not really a fan of nerfing Driller's ability to drill through Rockpox. It already did quite a bit of buildup when you killed a Praetorian that way due to the fart cloud, and you likely were doing it because you were in the middle of foaming/vaccing and one spawned in your face (so you already had at least some buildup). So now you're punished for using the most ammo/time-efficient method for dealing with them, but Breach Cutter is just left untouched despite being kinda broken. I'm not mad about it, but more confused as it seems like they wanted to discourage what they saw as cheese and overlooked a much cheesier method.
I remember people deeming the Boomerang worthless in comparison to freeze and slow grenades, when it first released. The way I see it, they all serve the overall same purpose, which is crowd control, with variations. Cryo: Frozen enemies shatters easily & can be used to bring down airborne. IFG: Denies an area for a longer timer & works on larger enemies. Boomerang: Works in a larger area of effect, kills smaller enemies & has more ammo.
I love the boomerang, even knowing the higher efficiency of scout alternatives, its just so fun and chill seeing it go, bopping enemy to stupor. I just take it all the time purely on fun factor!
where you show scout racing the ripper reminds me of moments in my life where I wonder if I'm living up to my potential (only I'd add the grape stomping lady as background for it)
The one change I would make to the ripper to make it infinitely better - make it melee damage. Would it be overpowered? Perhaps - oppressors would be weak to it and you could proc vampire very easily. HOWEVER - you can say the same about the drills and frozen enemies, or the axes and the fast throwing exploit. Currently, there is almost no reason to take the buzzsaw. If it did melee, you could trade the 8 axes for 4 saws and POTENTIALLY get more health/damage out of them if used efficiently.
For the rippers: I think they could be much slower & larger, do more damage on impact, and terraform the ground as they go. Would be a neat addition to driller’s kit + could be useful for making stairways/walkable areas And if they’re TOO strong they could be made into a deployable like the turret. But instead of building, the engine would need to be started
Boomerangs are awesome. They're a great panic button when you need to stop an incoming swarm that just showed up on your flank. REALLY useful during salvage ops. The swarmers are really useful too, just overall consistently effective at mopping up stragglers. The leadbursters seem sort of gimmicky to me and never seem as effective as a good ol' cluster grenade or sticky, and the rollers are just...bad. Maybe if they left little damaging fields behind them briefly or something, they could be a little useful, but as it is, they're just sketchy. Also I caught that Splatterhouse music. Glad to see another fan.
The shredder grenade is my favourite now on engie because I build my engie to be general purpose. The provide a nice consistent damage bonus that works really well with a more mobile strategy that repeatedly recalls and redeploys your turrets.
Another use for rippers: easily handling the tentacles in the caretaker bossfight. Three of them will instantly kill two tentacles and harmlessly fall apart on the ceiling.
Please make more DRG videos! You are hands down the best regarding weapon optimization I have seen on youtube. Have you ever considered doing a top 3 load-outs with each class? It would be great to target newer players trying to learn the game
The stun sweeper paired with the Zhukovs with the extra damage against electrified enemies allows you to stun and delete a pretorian or use multiple boomerangs and stun lock a bulk killing it in seconds
Throwing a leadburster under a frozen dreadnought can deal massive damage, as long as you have good coordination between the gunner and driller. The one time I tested this was on 2-player Hazard 5; a leadburster under a frozen dreadnought twin dealt nearly all of its HP as damage.
Bring back the Rivals. Sure, they also were not even remotely balanced, but at least you could deal damage to them with every weapon. Rockpox enemies are basically immortal against a Driller...
19:45 I may be misremembering, but I'm 90% sure that I had a rockpox swarm where mission control called it out with voicelines and everything on a non outbreak mining mission.
19:18 It would be nice if they changed the damage type and further reduced friendly fire damage, for starters. A couple neat features I thought of would be if they broke on contact with heavily armored enemies (i.e praetorians, adult shellbacks, oppressors and Dreadnaughts) but did even more damage, along with a slowdown or bleed DoT effect of some kind on normal hits, due to being hit with a runaway tablesaw blade and all.
That +48 damage instant per target is why they are so broken. I like to run them with my min-damage RJ250 and they are perfect at covering mid-low health enemies that are stunned, combined with the ignite dot finishing slashers/guards so keep killing small enemies with the shredders/turrets. The PGL is 1-1-1-3-2 for stun/ignite, 18 ammo and 4-blast size with minimal self-damage.
My favorite is combining the smart rifle and shredders because they are very good at avoiding friendly fire... And then having the nuke tube Shredders do good in a pinch and when there's a swarm that's to close, no other grenade can save your life better
A good angle with a ripper could make for a very entertaining bunkie clearer. Get it out at a 30-45% angle and watch it roll down the tunnel, great visual.
The LOK with Explosive Chemical Rounds seems to do particularly well against rockpox blisters, which I would not have expected given what you said about how they treat radial damage. Obviously not as well as the breach cutter, but still pretty nice. I wonder if there's something else at play with it? It's probably because I'm hitting blisters directly with the bullets too.
19:03 The Rippers can also be slightly better for driller in caretaker fights. Simply put, driller has a hard time reaching the ceiling with his weapons for those damn sniper bots, but his rippers generally don't care about the things being on the ceiling. I've tried it on low hazard environments and they seem to do pretty well one shotting sniper bots, and since the caretaker room is freaking large, them coming back around for friendly fire isn't too big of a concern, seeing as everyone's scrambling to avoid everything already. Is it a pretty niche use and a bit expensive in doing so (you are trading away one out of your six saws to kill at best two bots)? Yeah. But I take use that thing over any of the other nades to feel just a little more useful than spamming my secondary at whatever I can find, and actually have fun doing so. Maybe Lazy can try to see if using the rippers in those situations beneficial? Either way, great video man.
edit: Pointed out by SplitSentro-there's a typo at 9:28, it's supposed to say 80% stun duration. Plus, SSG and Leadburster's DoTs tick twice on application due to the "TriggerTwiceOnPush" flag they both have, and BoomerangSnareLesser only actually ignores electric resists that are under 75%(so, not huuli hoarders or curled up rollers).
That bit at 1:21 where I mention in text that the instant DoT tick doesn't (normally, Inferno is one exception that I know of)actually increase the total number of DoT ticks is something I actually only realized just recently-it'd make sense if getting 1 tick instantly meant you had time to get 1 more than expected, but it doesn't actually work that way. (Which I guess means that if it wasn't for the instant tick, DoTs would actually get 1 less tick than expected based on the duration/tickrate.) So some mentions of the total amount of damage DoT effects do in previous videos are very slightly incorrect... the worst kind of incorrect.
Also, shoutouts to Banagement for educating me on why larva enemies have base damage of 5 on their bite-I thought they might be erroneously be using values from the AoE attack, but as it turns out they don't have a damage amount set, which means they use the default value, which is 5. As a result, you won't find a specified value for their bite damage in their files.
Other drg test/info videos: th-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
I rlly love ur videos, would go goblin mode for another weapons video
I rarely leave a comment on any youtubers channel, But I really like and appreciate your DRG content, you hit a corner of the game that other mainstream DRG youtubers miss.
Good job and I look forward to any DRG content you have to offer.
An extremely important note about the Shredders you forgot to mention;
You can slap the li'l guys around
They are very cute after all
They removed that I think 🙁
@@elliotcovington5739 Nope, it’s still possible.
damn you can do that??
@@elliotcovington5739Yeah nope you can still do it, only when idle. Hell even other dwarves can do it too.
The ability of shredders and boomerangs to relieve pressure with a single unaimed button press makes them invaluable IMO. They're at their best when you need them most.
It also feels a bit lazy. You don't need to think about where you're throwing them.
Yeah especially on the engineer and scout class that can struggle when the swarm in in their face
@@undeniablySomeGuy reminder that DRG is a team game and that not everyone plays engineer or scout :)
for me at least if i have bugs in my face and im up against a wall as scout cryo grenade is an instant stop this wave button, while boomerang has the delay of having to bounce from one bug to another.
@@vaelophisnyx9873 reminder that shredders and boomerang are engineer and scout grenades :>
One thing that I find interesting about the Stun-Sweeper is that there’s a hard limit to how much you can do. Most grenades require clumped-up enemies but can hit all of them, while the Stun-Sweeper has a large range but can only hit nine enemies.
I saved so many dwarves thanks to the speed, range and autoaim of the Stun Sweeper, I love it. it's a great grenade in the hands of a good team player, fits Scout very well!
Ya dont need to kite anymore with these, something any class normally does automatically but scout needs to hold his ground in order to assemble a crowd.
So now i can zip around freely, 9/10.
You get so many of them, I rarely feel bad about wasting one, plus it instantly clears shockers and shredders, giving you an on-demand panic button
It's an interesting trade off for sure
Throwing it once or twice does open up some nice berserker attack opportunities.
My favorite thing about the shredder swarm grenade is the sudden absence of proxy mines in random lobbies. at last, the proxy meme is semi-retired.
I still prefer me some good proxy mines ;D
It's just so much damage, and with repellant plats, you can sue them away front be team and still get good use from them :D
Max out FF value with Prox Mines, Turret Whip and Fat Boi
My most fav loadout lol
Something to note about the ripper: it doesn't turn. At all. Treat the ripper's path like a straight line drawn from your viewpoint, as opposed to the terrain. It doesn't care what the shape or curves if the terrain are, it will always loop back around to it's same spot assuming it can make it.
To put it another way: it's like a latitude line on a globe. Technically that is a curved line, but it "looks" straight. The ripper's path is the same way: it looks straight forward from your view but it's technically twisting and turning across the actual surfaces.
I don't think this helps it be particularly useful, but it's worth mentioning that you can basically line up a perfect strike on approaching grunts and slashers if you can aim it.
It guarantees that, given enough time, it will come back and hit you if you stay still. The smaller the cavern, the less time you have to get out of the way. Which is annoying when it's most effective in small caves.
@@LtPulsar I have a clip of when a driller yeets a ripper off into the distance, and 5 seconds later it comes back and bites the scout in the ass while he isnt looking. That shit will never not be funny 😂
@@bravoxray any tool that aids Drillers kill scouts in creative ways is a good tool, in my honest opinion.
Trick shot: throw it behind you and watch it come from behind them
@@kokorochacarero8003 lol, I guess that could work
also to note with Leadbursters: dont take them or be VERY weary of using them in elimination missions, as they have a tendency to pop dreadnought eggs from the other side of the damn room, even in massive caves.
I have >1k hours in the game and I never knew Larvae die after biting you. Thanks again, Lazy! Love these videos.
Yeah, for me I assumed it was thorns killing them, since I pretty much always use that perk on any dwarf other than driller (and when driller, they don't get that close often enough to notice anyway)
Cant lie, ive been using the Boomerang a lot as a scout in Haz 5 and its helped me so much more than cryo nades and ifg's have. Of course depending on the mission the others can arguably be a better pick, but the boomerang has helped served as a good get out of jail free card for me and it also works as a good offensive tool for my playstyle when targeting bigger enemies. Its become one of my favorite nades in the game
SAME. I used to be a devoted cryo grenade user, but these really have just completely replaced all the builds on scout for me.
I've found the Boomerang very useful for clutch revives when combined with the passive for Field Medic
@@icefiretv same here dude, cryo nades still be helping so much tho for specific builds so i still bring em occasionally
Kinda same here. They are soo good against tiny trash ! But I've realized IFGs + max damage trifork arrows are insane burst so I switch sometimes.
The reason for this is because boomerangs absolutely lock down mactera, which in my experience are some of the deadliest killers on haz 5. The grunts, praetorians, and slower kilers you can strafe easily with sprint or experience. Mactera though. Oh man 4 hits and you're begging for red sugar.
"For some reason, when Shredder DoT is applied, it actually ticks twice instantly"
That's because of TriggerTwiceOnPush flag in STE. Gunner's DamageLimiter has the same flag as well.
"Praetorians have 80% stun resist"
It's actually 20% stun resistance or 80% stun duration.
"BoomerangSnareLesser is unaffected by electric resists"
That is not true. It has 75% MaxResistance. It only applies when a creature has less elec resistance than STE's MaxResistance. Huuli Hoarder (80% elec resist), Q'ronar Youngling (75% elec resist while rolling + 3 s after), Q'ronar Shellback (100% elec resist while rolling + 3 s after) don't get affected by this STE.
Leadburster is quite effective against Spitball Infectors too.
You can let Ripper roll around PIllars and tight chokepoints (dirt, walls) as well.
You won't get STE_Plague_WeakpointPopInfection if you already take infection from:
- Praetorian's Death Cloud;
- Holding Plagueheart (mb someone else pops it nearby);
- Being close to Contagion Spike (8.5 m radius).
(Because of common EXKEY_Plague_Area.)
Shredder grenades will also hover around the person that was closest to its activation spot. So you can throw them at a teammates feet and they will hover around them instead
2:22 "Neat little bundles of funny little guys."
That describes my swarm of Shredder buddies perfectly.
I'd personally make the rippers melee damage, since that would not only alleviate the extremely low damage on large targets (outside of perfect environment ofc) but would also make them a fun cryo vampire combo.
I'm sure they didn't make them deal melee damage specifically to avoid a scenario like this. Imagine getting most of your health back just with one well-placed ripper, all while you can focus on something else.
@@MoustachioFurioso83 With how overpowered the Axes already are, it wouldn't be that big of an issue. Give them a diminishing returns on health from vampire. The Ripper is already pretty terrible with how unreliable it is with cave complexity dependency being a thing with it, alongside the friendly fire, and immense planning to even throw one. The fact a grenade has been known to single handedly cause wipes because of accidental cocoon openings isn't really a good sign. I also just don't really see it's purpose, much like the other Driller nades...? Axe covers a great driller weakness in single target, and Rippers just feel 'fun' to use until you eviscerate yourself with one, since deploying it during a swarm now creates a liability and hazard that you now have to play around. Give them something unique (Vampire usage) or some sort of reason to be used with what costs you have with using it. No grenade should have that 'high' of a skill ceiling, when the payout is mediocre at best.
@@arbiter771 cant comment now, thats what i was going to say.
@@arbiter771 I don't disagree on the Ripper being too demanding for what it offers, but I still think its shortcomings don't warrant turning it into a gimmicky Vampire synergy, and a potentially broken one at that.
Surely there are other ways to make it more fun and reliable.
@@MoustachioFurioso83 I agree but i was just providing an example to make it more worth choosing. A lot of grenades in this game are just...terrible. Balanced around niche usages or just hilariously outclassed. Driller's HE, Scout's Pheromones (useful, but crossbow can just do it, and save you that nade slot a lot of the time), Engi's proxy Mines, Gunner's Sticky Grenades, All of them aren't "bad" per se, but just better options exist or they just have super niche roles to fill, and a superior option exists. (Axes, Plasma Burst, Incin, Cryo, etc)
Leadbursters are also very good against Dreads imo, a well placed one can burn past the HP gate if you time it well. Definitely my go-to for Elimination missions.
Thank you for your work I play DRG fairly often and I learned a lot from your investigative research and testing. And I know that this whole video took more time to make than any of us could guess. Thanks for blessing Dwarf nerds with this info! Also your timing with the grapple ripper race was cool as hell lol
wrt the time this took to make: my project folder for this video had 188 (mostly video/audio)files in it lol
Those bugs were really cute :3 (25:52).
THanks for another insightful video. Stone and Rock!
Watching you shoot stuff with the gk2 during the stun sweeper section was very satisfying. AISE is a super cool oc
It makes me so glad that you mentioned how absolutely cracked lead bursters are on bulks. I was testing the grenades when they were new, and I noticed that I could kill a 4 player haz 5 bulk with 3 grenades if I could get it to walk over them. They are a lifesaver when dealing with bulks when I have a carpet bomber or hurricane build.
I definitely prefer boomerangs on mactera swarm missions. Cryos obviously deal with groups of mactera much more immediately, but groups of mactera are far too common on mactera swarm missions for the 2 cryo grenades per resupply to feel as impactful as I'd like it to.
I love that DRG managed to reverse engineer shredders and made them much better like invulnerability and bleed damage
Good shit as usual. Don't care how late it is, there's always SOMETHING to learn in your vids.
Only comment I have is that the Rippers can be made into a legit controllable threat if combined with a little creative drilling. Seen vids of someone drilling out a small tunnel in the floor with a small pillar "roof" and throwing the ripper on that to make a basically stationary ripper that hits repeatedly in a small area. Haven't tried it myself (BoM/Cryo Bolt Scout has been my obsession this season) but that seems like it would be fairly effective. However, I think your points about Driller's normal weaponry doing its job are still applicable. Just thought I'd throw it out there.
This is a really viable strategy, but other than that i'd say his other nades fufill a more flexible job
Can say from experience that doing that is a bit inconsistent for a number of reasons:
1. Being even slightly off with the drilling leaves you with a trench.
2. If your throw is off by even a little bit, the ripper catches the sides and disappears into the sunset.
3. Drilling a Ripper Track requires time, time you definitely won’t have under normal circumstances, and depending on the orientation of the track, you might need to put yourself drastically out of position for a weapon that might disintegrate in less than three seconds if a pret walks through.
4. If _anything_ affects the terrain on the track _at all_ it can cause it to cease effectiveness. Exploders, detonators, your own team’s explosives and weapons…
I like the premise of the thing but by _Karl_ is it a pain to use effectively.
I think the ripper has its place as a bunkie driller, as well as small room weirdness, but is a bit handicapped by the explosive damage type and the damage cap
I love seeing your videos pop into my sub box. Always so educational and informative. Appreciate all the work you put into these
It might be neat if you were able to throw the rippers at a 90 degree angle. As it stands now, throwing them guarantees it will hit you if you don't move out of its rebound.
Wouldn't make it any less outclassed, but would make it easier to use it for its tunnel-niche.
2 launching 1 in each direction maybe?
13:51
If you bring them on elimination missions, be careful, since these things tend to pop dreads unexpectedly/early.
Yes!. I have watched almost all your videos on DRG. Thanks for your work, you made me from green to gray, now at 250h. Really love this game.
Quick tip: drillers power drills MELT through rockpox bugs because of how fast you hit the blisters, just watch out for getting infected
9:20 Which is VERY useful against swarmers, Shredders, and Naedocytes.
Now this is a certified Grenade moment.
awesome video, genius pick for the super mario rpg music in the beginning
One of Scout’s jobs is prioritizing high risk targets like Tri-jaws and things like that.
The boomerang fits pretty well despite being fairly basic
Gosh, I love these videos. They're so informative
To be fair Driller is much, much more able to make the scenario that Ripper is best in. All ya need is a wall
Just found out you can press E to slap the shredders towards enemies out of range.
I always end up learning something new from your videos, glad to see you back!
Btw Wave cooker is super good at killing rockpox bugs because it's actual projectiles and not AOE
Shredders: the forgiving grenade.
I find the rippers useful for covering large distances or targeting groups that spawned on a ceiling and are about to climb down a wall
Great video as normal brother. Honestly with the amount of tweaking that goes on after the beginning of these seasons, being a little late is fine!
I like how I had just watched the bulk video yesterday and was hoping the gernade video would come out soon and here we are now lmao
There is a trick to make the rippers more useful on Driller. If you dig a tunnel in the ground and throw the ripper on the ceiling of the tunnel, it will stay in place spinning through and on top of that tunnel.
Drak next?
Edit: I am proud to announce that I'm now a member of the here before 100 views club
there's also a thing with stunsweeper where you're limited to only 1 active at a time... *NORMALLY* somehow you can throw another one while one is already flying which is not practically useful but its fun to do when no bugs are around
not sure how exactly but constantly throwing it (or at least trying while one is flying) while animation canceling sometimes does that
Thank You very much for taking your time to explain in such an easy to understand way! Your videos are informative and much needed!
babe wake up new lazymaybe
I like drilling a little side window with a side tunnel right next to my bunker entrances to get a better Ripper angle if something big is trying to push past the focus fire
A well placed Ripper on a dwarf-sized tunnel can be lethal and it saves so much ammo
These videos are amazing man. Keep them up
good work, and I appreciate the trivia as well. I had always wondered what was up with parasites dying after coming in contact with a player.
I like how I didn't learn about the infected grunts having so much resistance to blast damage (their blisters specifically) until I saw a BET-C try to kill one (took something than like 4+ bombs to kill)
I love that I found your channel JUST as I started playing both Elden Ring AND Deep Rock. Gonna be visiting your channel more often in my free time now.
Well, that was exceptionally informative! Especially since I don't sink all my time into DRG like I used to - now only playing it once or twice a week - so picking up on little things naturally takes a lot longer. And even then, nothing's like a good ol' technical breakdown!
Finally, thanks for this amazing content! Glad to see you once again
Another note with the Leadburster is that, much like Bulks, they can obliterate Nemesis. A rarer encounter, but they can take them out with a couple of tosses just like a Bulk.
Thank you for the, as always, awesome analysis
That side-by-side comparison of the ripper to scout speed!? Incredible. Thanks for your work; Always super informative and well done. Also a fan of the music selection!
the high bar strat works really well with the ripper grenade: drill straight down, forward, then back up (U shape) then throw a ripper on the small bit of terrain left over. It's an active ripper that stays in 1 spot and does a ton of damage to dreadnoughts.
I took a break from DRG when Darktide came out so I haven't been caught up with the patches this season. This was very helpful, thank you!
Honestly I love the boomerang because it's the perfect support tool, if you see your friend about to get attacked by something, you can just stun it almost immediately, it's also nice if you're in a hole (to get a gem for example) and hear bugs spawn outside, just throw a boomerang out, and it'll stun them, ensuring you can get out safely
Also having 8 and them aiming automatically (and doesn't even get used if missing completely) means it has to be the most relaxing grenade to use, it's hard to find a situation where it wasn't worth using it, not that I waste grenades often, but that's really the cherry on top.
I discovered the leadburster bulk thing while i was about to enter the drop pod on a mission. I threw my nades bc why not i was leaving, bulk spawned, died almost instantly, and left me in awe
I came back to recheck stats, and I have to say.. you're hands down the best at breaking down all things DRG. It's insane how organized and detailed your vids are. Thank you so much for it all man.
As for the Ripper dilemma, idk if changing it to Kinetic dmg would help or not... But maybe adding 50% heat (w/o dmg loss, like Double Barrel) would make it interesting, as I'm sure those blades would be red hot from the friction. Would be a cool visual too lol
It would be nice to have a throwable that could ignite Goo or combo with Ice
Mad respect for playing Boomerang's theme while talking about the Boomerang
Another thing to be said about the stun sweeper is that, just like the shredder drone grenade, is extremely efficient. It is capable of hitting the same enemy several times if there's more than one target, and throwing it into the air with no nearby enemies will cause it to come back to you without wasting the grenade.
Fun fact about plasma bursters.
If you pick the ground one time to make a little divot the burster will get stuck in it every time. It gives you an incredible way to blow out a choke point
the ripper's also kinda outclassed in the crowd department by c4, like it has a higher sustained damage potential for more spread out crowds but then it something your primary should be used for
Stunning up to 9 bugs with sweepers is generally enough for you to make enough space to better position yourself against a swarm while having the flexibility to snipe high value bugs to make it easier to shoot them
This is super cool! I love how it explains a lot they don't talk about
I watched your video titled "Deep Rock Galactic: Season 3 grenade and rockpox bug details".
Not really a fan of nerfing Driller's ability to drill through Rockpox. It already did quite a bit of buildup when you killed a Praetorian that way due to the fart cloud, and you likely were doing it because you were in the middle of foaming/vaccing and one spawned in your face (so you already had at least some buildup). So now you're punished for using the most ammo/time-efficient method for dealing with them, but Breach Cutter is just left untouched despite being kinda broken.
I'm not mad about it, but more confused as it seems like they wanted to discourage what they saw as cheese and overlooked a much cheesier method.
thank you for doing all this analysis I love these breakdowns
This now gives me, an Engi main, a use for a breach cutter. I typically run the laser powered by a 12 pound chunk of Ommoran Heartstone.
I remember people deeming the Boomerang worthless in comparison to freeze and slow grenades, when it first released.
The way I see it, they all serve the overall same purpose, which is crowd control, with variations.
Cryo: Frozen enemies shatters easily & can be used to bring down airborne.
IFG: Denies an area for a longer timer & works on larger enemies.
Boomerang: Works in a larger area of effect, kills smaller enemies & has more ammo.
I didn't know chamber pressure worked on ricochets.
Guess I'm running that now lol.
I love the boomerang, even knowing the higher efficiency of scout alternatives, its just so fun and chill seeing it go, bopping enemy to stupor.
I just take it all the time purely on fun factor!
Its also technically the only scout grenade that does direct damage 🤔
where you show scout racing the ripper reminds me of moments in my life where I wonder if I'm living up to my potential (only I'd add the grape stomping lady as background for it)
The one change I would make to the ripper to make it infinitely better - make it melee damage. Would it be overpowered? Perhaps - oppressors would be weak to it and you could proc vampire very easily. HOWEVER - you can say the same about the drills and frozen enemies, or the axes and the fast throwing exploit. Currently, there is almost no reason to take the buzzsaw. If it did melee, you could trade the 8 axes for 4 saws and POTENTIALLY get more health/damage out of them if used efficiently.
For the rippers:
I think they could be much slower & larger, do more damage on impact, and terraform the ground as they go. Would be a neat addition to driller’s kit + could be useful for making stairways/walkable areas
And if they’re TOO strong they could be made into a deployable like the turret. But instead of building, the engine would need to be started
oooh ripper just digging a tunnel instead of following terrain is a great idea
@@DakkaBert Right?! I think it could do a bit of both, as long as it excels at bug murder 🪳
Boomerangs are awesome. They're a great panic button when you need to stop an incoming swarm that just showed up on your flank. REALLY useful during salvage ops. The swarmers are really useful too, just overall consistently effective at mopping up stragglers. The leadbursters seem sort of gimmicky to me and never seem as effective as a good ol' cluster grenade or sticky, and the rollers are just...bad. Maybe if they left little damaging fields behind them briefly or something, they could be a little useful, but as it is, they're just sketchy.
Also I caught that Splatterhouse music. Glad to see another fan.
When you're a driller and you're digging a hole, why wouldn't you want to fill that hole with spinning sawblades?
Holy shit the grape lady noises on the freezing breeder take me back. That was one of the first memes in my household!
The shredder grenade is my favourite now on engie because I build my engie to be general purpose. The provide a nice consistent damage bonus that works really well with a more mobile strategy that repeatedly recalls and redeploys your turrets.
Another use for rippers: easily handling the tentacles in the caretaker bossfight. Three of them will instantly kill two tentacles and harmlessly fall apart on the ceiling.
Bruh this popped up in my recommended in 18 seconds lol
Please make more DRG videos! You are hands down the best regarding weapon optimization I have seen on youtube. Have you ever considered doing a top 3 load-outs with each class? It would be great to target newer players trying to learn the game
The stun sweeper paired with the Zhukovs with the extra damage against electrified enemies allows you to stun and delete a pretorian or use multiple boomerangs and stun lock a bulk killing it in seconds
Throwing a leadburster under a frozen dreadnought can deal massive damage, as long as you have good coordination between the gunner and driller. The one time I tested this was on 2-player Hazard 5; a leadburster under a frozen dreadnought twin dealt nearly all of its HP as damage.
Bring back the Rivals. Sure, they also were not even remotely balanced, but at least you could deal damage to them with every weapon. Rockpox enemies are basically immortal against a Driller...
_"Well, it's been a bit longer than a planned..."_
_Feels like this is going to be the opening to the next DRG video as well..._ 🥴
i’m just seeing all your videos now since i only started drg in feb. this is so vital to my success and i can’t thank you enough 😂😂
thanks for doing the math i would never do 😂😂
FINALLY. I've been waiting your upload for months
I love your videos! They are so informative but still fun!
Throwing Leadbursters under Dread's legs deals significant damage to them, like almost all of bullets hitting. The effect is similar to Bulks.
eyyyyy finally, the best drg breakdown man
waiting for a stubby breakdown dearly
19:45 I may be misremembering, but I'm 90% sure that I had a rockpox swarm where mission control called it out with voicelines and everything on a non outbreak mining mission.
Earthworm Jim background music! User your Head and Buttville are amazing tracks, especially the remaster from the PC port.
19:18 It would be nice if they changed the damage type and further reduced friendly fire damage, for starters.
A couple neat features I thought of would be if they broke on contact with heavily armored enemies (i.e praetorians, adult shellbacks, oppressors and Dreadnaughts) but did even more damage, along with a slowdown or bleed DoT effect of some kind on normal hits, due to being hit with a runaway tablesaw blade and all.
That +48 damage instant per target is why they are so broken. I like to run them with my min-damage RJ250 and they are perfect at covering mid-low health enemies that are stunned, combined with the ignite dot finishing slashers/guards so keep killing small enemies with the shredders/turrets. The PGL is 1-1-1-3-2 for stun/ignite, 18 ammo and 4-blast size with minimal self-damage.
My favorite is combining the smart rifle and shredders because they are very good at avoiding friendly fire...
And then having the nuke tube
Shredders do good in a pinch and when there's a swarm that's to close, no other grenade can save your life better
A good angle with a ripper could make for a very entertaining bunkie clearer. Get it out at a 30-45% angle and watch it roll down the tunnel, great visual.
"A bit of friendly fire builds character."
-LazyMaybe
The LOK with Explosive Chemical Rounds seems to do particularly well against rockpox blisters, which I would not have expected given what you said about how they treat radial damage. Obviously not as well as the breach cutter, but still pretty nice. I wonder if there's something else at play with it? It's probably because I'm hitting blisters directly with the bullets too.
How are shredder drones against rockpox blisters? I havent tested that yet
@@bravoxray I think they also hit them
19:03 The Rippers can also be slightly better for driller in caretaker fights. Simply put, driller has a hard time reaching the ceiling with his weapons for those damn sniper bots, but his rippers generally don't care about the things being on the ceiling. I've tried it on low hazard environments and they seem to do pretty well one shotting sniper bots, and since the caretaker room is freaking large, them coming back around for friendly fire isn't too big of a concern, seeing as everyone's scrambling to avoid everything already.
Is it a pretty niche use and a bit expensive in doing so (you are trading away one out of your six saws to kill at best two bots)? Yeah. But I take use that thing over any of the other nades to feel just a little more useful than spamming my secondary at whatever I can find, and actually have fun doing so. Maybe Lazy can try to see if using the rippers in those situations beneficial?
Either way, great video man.