Hey look that's me! I immediately regretted rj250 after equipping it. Wasn't aware that it would get through my shield on this difficulty (I'm used to just more enemies 5+). The cave was also much easier to get around than the last one. I even managed to down myself with it during the first swarm, just after you used iw.
I actually use a similar loadout like that, but I use tier 5A on the EPC so I can light the sludge puddles on fire. That, combined with the Persistent Plasma effect makes for some decent AoE DoT, even on high value targets. You ever do that?
i personnally tend to go with 32111 for the sludge pump DC, is throwing a lot of sludge in short amount of time better than having more and bigger ones?
If I understand correctly sludge dot itself stacks, so you can get a lot of damage over time by shooting single shots at tanky stuff and just waiting. Disperser you should really always used charged shots but if there's just a few elites singles are better
This is a weird question, but do you ever plan on making a video on team build, I find it frustrating when I'm playing with some friends, and I find myself with a fire Gunner build, and our Driller is using Cryo Cannon. Another thing is, do you plan on making a discord where people can do said team building, and play together with and without modded difficulty?
I could see myself making an ultimate team builds video, I think that would be really instructive for people and there's been a lot of improvements since the last videos were made by other creators. There is a discord group im in called Practical deep rock galactic, you can find the invite link via the technicaldrg subreddit
That stalker... The most unbalanced enemy on the game. Disruptive enemy, but in normal haz 5 takes 70 to 90% of your health in one attack. Dreadnought? Nah, stalker is stronger than a dreadnought apparently. Stalker is fast, so besides having to spot it, you have to follow it and be far from corners, good? You are not, you see the stalker, shoot it, it doesn't stop, 1 attack you, and now you're 1 hit to die to most enemies besides grunts. I wonder what went to the mind of the developers to make an enemy immune to stun, fast, invisible (even the sound the stalker do doesn't mean it will attack you, and contrary to mactera grabber, sometimes it attack you without even making a sound), and you can't stop it from attacking you sometimes even though you spotted it and shoot it.
Without even adding that you have a window between 1 to 3, 4 seconds to do dmg to a stalker before it hides again, so in games like those where the enemies are pretty tanky, the stalker is the most unfair enemy. I also forgot to add that in a normal game stalker is also pretty tanky regardless.
Yeah I'd have to agree, it's awfully designed. The developers did not test it with these difficulties, just on lower hazards. We already had a stalker in the modded scene they could have copied. A lot of modded difficulties make it fearable/ stunnable
In my opinion, it feels too bulky for being a "surprise" attacker with huge damage. Even when you catch the bastard, it feels like you can't even do more than 75% before it digs away. Menaces are fine because you can at least stun them, but these bastards can't get stunned
toughness or anything that makes enemies tankier is just the most cheap and unfun way of making enemies difficult, all the others are fine to me. never taking that one
Hey look that's me! I immediately regretted rj250 after equipping it. Wasn't aware that it would get through my shield on this difficulty (I'm used to just more enemies 5+). The cave was also much easier to get around than the last one. I even managed to down myself with it during the first swarm, just after you used iw.
the poor silver engi surrounded by promotion 50's lmao
Cute pfp
Will you do modded double warnings (i.e. double lethal enemies)? Warning stacking can be pain
I'd like to, seems like it would be fun
Double duck and cover
Finally it happened
I actually use a similar loadout like that, but I use tier 5A on the EPC so I can light the sludge puddles on fire. That, combined with the Persistent Plasma effect makes for some decent AoE DoT, even on high value targets. You ever do that?
i personnally tend to go with 32111 for the sludge pump DC, is throwing a lot of sludge in short amount of time better than having more and bigger ones?
If I understand correctly sludge dot itself stacks, so you can get a lot of damage over time by shooting single shots at tanky stuff and just waiting. Disperser you should really always used charged shots but if there's just a few elites singles are better
This is a weird question, but do you ever plan on making a video on team build, I find it frustrating when I'm playing with some friends, and I find myself with a fire Gunner build, and our Driller is using Cryo Cannon. Another thing is, do you plan on making a discord where people can do said team building, and play together with and without modded difficulty?
I'd suggest the Practical DRG discord. Active, modded and vanilla play, build guides, and much more.
I could see myself making an ultimate team builds video, I think that would be really instructive for people and there's been a lot of improvements since the last videos were made by other creators.
There is a discord group im in called Practical deep rock galactic, you can find the invite link via the technicaldrg subreddit
After hazard 5x25 it look so easy
With these it's just a lot fewer enemies that are very deadly. Especially swarmers that chunk 1/3 of your health
@DarthSyphilis yes, i so much hate swarmers, especially with the mission warning modification
That stalker... The most unbalanced enemy on the game. Disruptive enemy, but in normal haz 5 takes 70 to 90% of your health in one attack. Dreadnought? Nah, stalker is stronger than a dreadnought apparently.
Stalker is fast, so besides having to spot it, you have to follow it and be far from corners, good? You are not, you see the stalker, shoot it, it doesn't stop, 1 attack you, and now you're 1 hit to die to most enemies besides grunts.
I wonder what went to the mind of the developers to make an enemy immune to stun, fast, invisible (even the sound the stalker do doesn't mean it will attack you, and contrary to mactera grabber, sometimes it attack you without even making a sound), and you can't stop it from attacking you sometimes even though you spotted it and shoot it.
Without even adding that you have a window between 1 to 3, 4 seconds to do dmg to a stalker before it hides again, so in games like those where the enemies are pretty tanky, the stalker is the most unfair enemy. I also forgot to add that in a normal game stalker is also pretty tanky regardless.
Yeah I'd have to agree, it's awfully designed. The developers did not test it with these difficulties, just on lower hazards. We already had a stalker in the modded scene they could have copied. A lot of modded difficulties make it fearable/ stunnable
In my opinion, it feels too bulky for being a "surprise" attacker with huge damage. Even when you catch the bastard, it feels like you can't even do more than 75% before it digs away. Menaces are fine because you can at least stun them, but these bastards can't get stunned
when haz69x420
I'll do it
toughness or anything that makes enemies tankier is just the most cheap and unfun way of making enemies difficult, all the others are fine to me. never taking that one