Easter egg. May be its about seismic repulsor. When you get an upgrade for repulsor you can occasionally hear a phrase like "go async, break the rhythm" as a reference to the repulsor in the Dune that used to call a Worm, aka Shai-Hulud.
From what I can figure about constructs and reload: Imagine you have a Construct factory backback that builds as you run placing the turrets into pockets (# of turret charges), once you stop it begins to empty the pockets. But once you get your reload speed low enough (I'm pretty sure it's < 1 sec.) it stops pulling from the pockets and automatically deploys straight from the factory onto the ground ignoring the pocketed charges. For this reason, using overclocks on additional charges is always a waste of an overclock. Even if you don't want the other overclock offered, just salvage them and get one step closer to your next overclocks. Yes, it drops from every reload once you are below 1 sec. There is no minimum drop speed for the turret where reload stops making a difference. If you doubt me, watch your own replay at slowest speed, 0.25, watch the turret reload bar, every time it tops up you will throw a turret and start reloading again. I built this same run using the old ramp glitch and got my reload down to 0.01 (I was trying for 0.00), and there were so many turrets surrounding me that it stopped placing new turrets because there was NO ROOM for more! I do not know how the reload and charges work for the Shock Fence, it seems to have a totally different set of rules. Because it only drops when moving and has a minimum distance between them, it makes sense that once it's below 1 sec. reload, as long as you are moving it will drop the instant you are at the minimum distance. Also, having the Seismic turrets follow you isn't a bad idea, when they get high enough level their Knock Back ability becomes stronger than any bug, so if you get trapped just stop and wait, you'll always be safe and can wait for a clear path the emerge.
the concentration of fire power at the end is, the external layer is like solar wave, the second one is the surface of the sun, the third, like being inside the sun, and the final layer with the electrical turret that send electrical wave to other construct, the magnetic field of the solar core. and now, imagine that the bugs just evaporate at the second, most of them anyway.
I think we can agree on that Cub just built a cocked up money printer in DRGS (which is going BRRRRRRRR) :D :D :D I'm pretty sure the management will be more than pleased :D
Love your videos. And the reason is bc unlike others that make this kind of video you explain what upgrade you take and also why you take it. Amazing work 😊
I love your videos man, and i really have understood the grind while trying to max everything for a month xD But your videos give me the oumph to keep on mining ;)
re: "saving the surprise" of exactly how many turrets you're going to manage to stack up until the end, you have a really good instinct for showmanship 👍
at the end you can tell it's actually putting down many more turrets than it can render, you can see the fire beams from the krakatoa turrets and all the other effects hitting stuff out to the edge of the screen
I would love to see a 10 stage run leaving all other weapons at level 1 and focusing on the Krakatoa flame turret with mining and scanners to be shop and re-roll rich so you get lots of reload, range, and beams.
I love how at the end, the larger enemies run towards you and you can see their HP burn up. Looks kind of like an asteroid entering earths atmosphere 😂.
1. When they they put in 10 levels? that is way nicer as you actually get to feel stronger longer. 2. That final stage laugh.....you knew it was a picaso!
Not sure if you knew about this but crit chance doesn't cap at 100% and continue to give you benefits if you keep stacking For example suppose your base damage is 100 and you have 50% crit chance and +200% crit damage then of course you will deal 300 damage 50% of the time (critting) and 100 damage 50% of the time (not critting) But when your crit chance exceeds 100% something interesting happens. So your crit will replace your normal hit and you have a change to super crit. For example suppose your base damage is 100 and your crit damage is +200% again, but this time your crit chance is 150%. Then you deal 300 damage 50% of the time and 500 damage 50% of the time [100 x (1+200%+200%)] Same applies if your crit chance exceed 200%, then your super crit completely replaces your normal crit and you have the chance to super super crit (like critting 3 times in one hit)
I tried this with the Stubby, Swarm Grenade, Seismic Repulsor, and LMG Turret, to see how it'd do with all the Lifetime and Reload, but also with the Stubby's EM Discharge overclock and the Shredder's Cluster Grenades Overclock. I went ahead and took Pickled Nitra on Lvl 9, too, and could still move forward even with -55% move, but this all made it pretty hard to avoid the dreadnought's jumping. The EM Discharge at least no longer crashes the game, but since it's also not that impressive, I'm curious about the Voltaic Fence. It has an overclock about interacting with constructs, but that seems to mean only with itself? I don't see it reaching out to turrets and drones.
At 4:40 you say that "Extra Capacity" upgrade, that says +1 Turrets, doesn't actually let you have more turrets down at a time. Then what does it do? It doesn't make sense.
55 gold reroll for chance to get 5/5 good upgrades seem better than spending 15x4 gold for 1/3 good upgrade, even if shop upgrades cost because you were not really spending your gold anyway?
1 turret doesn't have much CC, but the more turrets you have at once the more CC is applied; knocking back Magtera elites (the flyers) takes 3-5 turrets at least. The "extra turrets" option means you get more turrets when you are full of charges and initially stand still, as that's when any "extra" turrets are placed. Those additional turrets are a one-time thing as either you stay still and as soon as you get a charge you drop it, or you keep moving and have a delay until your next turret drops as it has to recharge all charges before it drops the next one (once you are full again). In the end it's just good for when you have low turrets (or high reload) as you can place any "extras" at once when you stop, creating a "pool" of turrets for the CC, then moving on to let the "pool" do it's damage behind you. Once your reload is low enough though "extra turrets" only adds a delay to your turret drops when you transition from standing still to moving.
@@squidge903 right. Tldr: more turrets, more placed INITIALLY (until the extras expire). More Reload & Lifetime, makes more turrets only a slight buff. It's like having an extra turret for it's lifetime and then it may as well not exist for all intents and purposes. Better?
@@psluxton... Not really. Why does more turrets not equal more turrets? If I have 3 turrets on the ground at any point, how does +1 turret NOT equal 4 turrets?
@@squidge903 you do have 4 turrets INITIALLY. However if you continue to stand still it will keep dropping a turret as soon as it has a charge so the active number long-term is dependent upon your reload. For example: lets say you have 4 charges (the normal 3, with +1 from an OC) and the turrets last 12s with a reload of 6s, then you stop moving and stand still (while at full charges) and you drop all 4 of your turrets, then you'll reload and drop 2 turrets over the next 12s, but they only last for 12s each so you will only ever have 2 active (6s reload!) - EXCEPT for that first 12s where you will have 4 turrets active because of your extra charge getting placed when it dumps your charges the moment you stopped moving. If the Reload drops from 6s to 4s; now you can have 3 turrets active over 12s duration - except for that initial 12s after the "dump" when you'll have 4 turrets. And when the Reload drops to 2s, now you will continually have 4 turrets both initially and continually. If the Reload drops to 1s then you'll have 8 turrets active continually. When the 12s mark is reached you would finally have 9 turrets except that your first turret and the extra turret both despawn at that moment, so you'll drop from 9 to 7 turrets the same moment you recharge and drop you next turret, leaving you constantly at 8 turrets (with possibly occasional split seconds when you drop to 7 before another turret is spawned happening every second, because the Reload is every second). Any clearer?
Why does Cub keep saying overclocks with 30% reload "dont really do anything". Arent they multipliers meaning they make all other reload contributions 30% greater in value in addition to its own effect? It makes 1% reload 1.3% reload.
Why keep taking reload when you've commenting multiple times about not being able to deply turrets quickly enough? Seems like a pointless selection to me, which you could have taken much more effective modifiers
I try to strike a balance with shop/ level up rerolls because I don't want half the vid to be rerolling on level ups. it is just too much at some point with the amounts of gold
The problem with that is that level-ups is going slowly when you get to level 60+, and you only get to pick ONE thing, he could keep rerolling every level up to get +1 beam or lifetime, but kinda boring waste of gold and time just to maybe get 1 thing.
Also most gold upgrades in the shop are not completely useless. You can buy 30 "useless" upgrades in the shop or reroll 50 times on one level up to get an extra beam( for lets say 750 gold) 😂
Easter egg. May be its about seismic repulsor. When you get an upgrade for repulsor you can occasionally hear a phrase like "go async, break the rhythm" as a reference to the repulsor in the Dune that used to call a Worm, aka Shai-Hulud.
This game is full of easter eggs like this. It's awesome.
that was the most OP run i've seen. EVER.
From what I can figure about constructs and reload:
Imagine you have a Construct factory backback that builds as you run placing the turrets into pockets (# of turret charges), once you stop it begins to empty the pockets. But once you get your reload speed low enough (I'm pretty sure it's < 1 sec.) it stops pulling from the pockets and automatically deploys straight from the factory onto the ground ignoring the pocketed charges. For this reason, using overclocks on additional charges is always a waste of an overclock. Even if you don't want the other overclock offered, just salvage them and get one step closer to your next overclocks.
Yes, it drops from every reload once you are below 1 sec. There is no minimum drop speed for the turret where reload stops making a difference. If you doubt me, watch your own replay at slowest speed, 0.25, watch the turret reload bar, every time it tops up you will throw a turret and start reloading again. I built this same run using the old ramp glitch and got my reload down to 0.01 (I was trying for 0.00), and there were so many turrets surrounding me that it stopped placing new turrets because there was NO ROOM for more!
I do not know how the reload and charges work for the Shock Fence, it seems to have a totally different set of rules. Because it only drops when moving and has a minimum distance between them, it makes sense that once it's below 1 sec. reload, as long as you are moving it will drop the instant you are at the minimum distance.
Also, having the Seismic turrets follow you isn't a bad idea, when they get high enough level their Knock Back ability becomes stronger than any bug, so if you get trapped just stop and wait, you'll always be safe and can wait for a clear path the emerge.
not grabbing the last bloom until last minute at 51 mins was driving my OCD crazy lol. especially when you walked past a few. wasn't sure if you knew
It took an hour, but was worth the watch. Great vid.
the concentration of fire power at the end is, the external layer is like solar wave, the second one is the surface of the sun, the third, like being inside the sun, and the final layer with the electrical turret that send electrical wave to other construct, the magnetic field of the solar core. and now, imagine that the bugs just evaporate at the second, most of them anyway.
Final boss jumps in, instantly erased
LET'S F'ING GOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!
Congrats brother that was the best run I've seen.
I am only gunning for Gold scanners from now on.
I think we can agree on that Cub just built a cocked up money printer in DRGS (which is going BRRRRRRRR) :D :D :D
I'm pretty sure the management will be more than pleased :D
I had so much fun watching this! Good Show! Rock and Stooone!!!
Love your videos. And the reason is bc unlike others that make this kind of video you explain what upgrade you take and also why you take it. Amazing work 😊
That was actually amazing you were right!
I love your videos man, and i really have understood the grind while trying to max everything for a month xD But your videos give me the oumph to keep on mining ;)
re: "saving the surprise" of exactly how many turrets you're going to manage to stack up until the end, you have a really good instinct for showmanship 👍
Loved the sunflower 😍
at the end you can tell it's actually putting down many more turrets than it can render, you can see the fire beams from the krakatoa turrets and all the other effects hitting stuff out to the edge of the screen
Awesome run, just a bit sad you didn't encircle the final fortress with shock fences lol
I would love to see a 10 stage run leaving all other weapons at level 1 and focusing on the Krakatoa flame turret with mining and scanners to be shop and re-roll rich so you get lots of reload, range, and beams.
That last stage was insane 😮
The centre of the circle in this run shall henceforth be known as “the circle of comfort” because you didn’t even need to move an inch!
Craziest run I've ever seen. Krank!
The end was freakin amazing lol
I love how at the end, the larger enemies run towards you and you can see their HP burn up. Looks kind of like an asteroid entering earths atmosphere 😂.
you are so good at this game amazing
Lol at the end you could see on the radar the gun turrets mining the map out more whenever they shot at things
This is an insane build, and completely different from how I play
You basically bent the game to your will
This run was art
This was awesome to watch
the "arcs between constructs" overclock doesn't make a continuous beam, you can see it firing single sparks
All that XP being picked up in rapid succession sounds like a Geiger counter.
1. When they they put in 10 levels? that is way nicer as you actually get to feel stronger longer. 2. That final stage laugh.....you knew it was a picaso!
It's a special level - you do mastery of each map and it's 10 mins.
Ngl would love if they would add those turrets to drg like the flame one
Well, this told me that I've been sleeping on the benefits of +mining speed...
You should try as many mining xp scanners as possible + increase xp % + 1 magnet at end of level.
i love the scanner meta so much
That dreadnaught just comitted suicide
My favorite DRS video so far 😂
Since hoolie hoarders don't guarantee artifacts, there should be at least 1 on every level, and for turrets- turret drop rate ❤❤
Best run ever!
Not sure if you knew about this but crit chance doesn't cap at 100% and continue to give you benefits if you keep stacking
For example suppose your base damage is 100 and you have 50% crit chance and +200% crit damage then of course you will deal 300 damage 50% of the time (critting) and 100 damage 50% of the time (not critting)
But when your crit chance exceeds 100% something interesting happens. So your crit will replace your normal hit and you have a change to super crit.
For example suppose your base damage is 100 and your crit damage is +200% again, but this time your crit chance is 150%.
Then you deal 300 damage 50% of the time and 500 damage 50% of the time [100 x (1+200%+200%)]
Same applies if your crit chance exceed 200%, then your super crit completely replaces your normal crit and you have the chance to super super crit (like critting 3 times in one hit)
Does it really?
Cub, with all these turrets you are going into the walls like a fire in a forest or like a plague in a city.
had fun watching this one
xp scanner on would have made this 10/10. for now, this was 9.9
welp that definitely answers the question if the twins take ANY damage during their healing cycle.. ( which is bs imho ).
No way my laptop can handle this power you're having
I tried this with the Stubby, Swarm Grenade, Seismic Repulsor, and LMG Turret, to see how it'd do with all the Lifetime and Reload, but also with the Stubby's EM Discharge overclock and the Shredder's Cluster Grenades Overclock. I went ahead and took Pickled Nitra on Lvl 9, too, and could still move forward even with -55% move, but this all made it pretty hard to avoid the dreadnought's jumping. The EM Discharge at least no longer crashes the game, but since it's also not that impressive, I'm curious about the Voltaic Fence. It has an overclock about interacting with constructs, but that seems to mean only with itself? I don't see it reaching out to turrets and drones.
The last stage was wild lmao 😂
TF2 engineer called. He can't find his turret.
This run gave me turret syndrome.
does your pickup radius influence the pickup radius of the shock fence?
You created a sun. Pog
4:00 Okay so +1 turret doesn't give an extra turret. Then what does it do?
its allows you to drop +1 turrent for one turret count when you stop, so instead of dropping one turret when you stop, you drop 2.
I think the turrets would melt my Steam Deck.
Nice turret and pickup radius build. 😏
Ayyyy, thanks man :)
we need a resource magnet or a magnet that collects exp and resources
At 4:40 you say that "Extra Capacity" upgrade, that says +1 Turrets, doesn't actually let you have more turrets down at a time. Then what does it do? It doesn't make sense.
Awesome !
Day14 of asking cub to do a dwarf upgrade only challenge
Stop spamming
@@12inchcharge38 I will once cub does a dwarf upgrade only challenge
Stop spamming.
Super Nova scorched earth run❤
What about a run where you can't spend gold or nitra
that was cool
55 gold reroll for chance to get 5/5 good upgrades seem better than spending 15x4 gold for 1/3 good upgrade, even if shop upgrades cost because you were not really spending your gold anyway?
CINEMA
Easy. Just activate the CUB buff and dual-class a Tinkerer/Maintenance Worker and YOU TOO could be this awesome!!! 😆
You're playing tower defense 😂
Wait if more turrets doesn’t determine if you get more turrets than what’s the point?
1 turret doesn't have much CC, but the more turrets you have at once the more CC is applied; knocking back Magtera elites (the flyers) takes 3-5 turrets at least.
The "extra turrets" option means you get more turrets when you are full of charges and initially stand still, as that's when any "extra" turrets are placed.
Those additional turrets are a one-time thing as either you stay still and as soon as you get a charge you drop it, or you keep moving and have a delay until your next turret drops as it has to recharge all charges before it drops the next one (once you are full again).
In the end it's just good for when you have low turrets (or high reload) as you can place any "extras" at once when you stop, creating a "pool" of turrets for the CC, then moving on to let the "pool" do it's damage behind you.
Once your reload is low enough though "extra turrets" only adds a delay to your turret drops when you transition from standing still to moving.
You said so many words that still didn't make sense
@@squidge903 right. Tldr: more turrets, more placed INITIALLY (until the extras expire).
More Reload & Lifetime, makes more turrets only a slight buff.
It's like having an extra turret for it's lifetime and then it may as well not exist for all intents and purposes.
Better?
@@psluxton... Not really.
Why does more turrets not equal more turrets? If I have 3 turrets on the ground at any point, how does +1 turret NOT equal 4 turrets?
@@squidge903 you do have 4 turrets INITIALLY. However if you continue to stand still it will keep dropping a turret as soon as it has a charge so the active number long-term is dependent upon your reload.
For example: lets say you have 4 charges (the normal 3, with +1 from an OC) and the turrets last 12s with a reload of 6s, then you stop moving and stand still (while at full charges) and you drop all 4 of your turrets, then you'll reload and drop 2 turrets over the next 12s, but they only last for 12s each so you will only ever have 2 active (6s reload!) - EXCEPT for that first 12s where you will have 4 turrets active because of your extra charge getting placed when it dumps your charges the moment you stopped moving.
If the Reload drops from 6s to 4s; now you can have 3 turrets active over 12s duration - except for that initial 12s after the "dump" when you'll have 4 turrets.
And when the Reload drops to 2s, now you will continually have 4 turrets both initially and continually.
If the Reload drops to 1s then you'll have 8 turrets active continually.
When the 12s mark is reached you would finally have 9 turrets except that your first turret and the extra turret both despawn at that moment, so you'll drop from 9 to 7 turrets the same moment you recharge and drop you next turret, leaving you constantly at 8 turrets (with possibly occasional split seconds when you drop to 7 before another turret is spawned happening every second, because the Reload is every second).
Any clearer?
Why does Cub keep saying overclocks with 30% reload "dont really do anything". Arent they multipliers meaning they make all other reload contributions 30% greater in value in addition to its own effect?
It makes 1% reload 1.3% reload.
They are multiplers... but at a certain point you're reloading so fast any ways. That you only shave 0.02 of a second.
the lifetime goes down, less turrets in screen at one time.
It looks like you're dropping turrets while running..?
you drop them while running automatically when full on charges
I can smell your PC burning
neat.
It's always salt pits in this b, play hollow bough and die to red roots like the rest of us
What's this on ?
Sunbuild
Codename: Inferno
Ayooooo
😂😂😂😂 loved it.
HAHAHA holy hell, that is hilarious
Why keep taking reload when you've commenting multiple times about not being able to deply turrets quickly enough? Seems like a pointless selection to me, which you could have taken much more effective modifiers
😂😂😂❤
N
FIRST
you're wasting so much gold buying useless shit in the shop. Just reroll your level up upgrades and get useful shit.
I try to strike a balance with shop/ level up rerolls because I don't want half the vid to be rerolling on level ups. it is just too much at some point with the amounts of gold
The problem with that is that level-ups is going slowly when you get to level 60+, and you only get to pick ONE thing, he could keep rerolling every level up to get +1 beam or lifetime, but kinda boring waste of gold and time just to maybe get 1 thing.
Also most gold upgrades in the shop are not completely useless. You can buy 30 "useless" upgrades in the shop or reroll 50 times on one level up to get an extra beam( for lets say 750 gold) 😂
@@AndersHaalandverby i guess I'm the minority, I'd love to see how insane these builds could get with extreme optimization