I wish you would put the Overclocks info card on screen while doing the little intro for each of them, so I can pause the video and read them instead of having to wiki them, just to remember what they strictly do
CORRECTION: I've adjusted the numbers for one shotting grunts with Mini Shells as I did the math incorrectly the first time. I reduced the damage of the pellets by 1 instead of the number of pellets hitting, leading to less consistency for mini-shells. Something something third times the charm (Warning: This is a VERY very Long One. I apologize in advance) I've also realized I should probably put the key at the top of the comment instead of burying it at the end: C: Correction I: Additional Information O: Opinion Magnetic Pellet Alignment (0:54 & 1:04) C: This OC doesn't give a pellet boost. The only upsides are the x0.5 spread & +30% Weak Point damage. I: This is more for people who have played previously/a while ago, but the RoF penalty used to be bugged in that it showed a larger penalty in the terminal that was actually applied. For reference, the penalty is a x0.75 fire rate. O: I suggest taking turret whip with this (since T5 only gives +0.375 RoF due to the RoF penalty) to help deal with swarms of grunts, swarmers etc. It does require setup though, so is less flexible than other Warthog builds. Pump Action (1:34) O: This is the only OC/build for warthog that makes taking T4 A (+400% armor break) worth it over the T4 B (+1 damage per pellet). This is partly due to the +1 damage being a smaller % increase when the base damage is 12 & not 7 (or 8 with Cycle Overload). It's mainly to do with how armor break interacts with shotguns. I: For shot guns, the armor break chance is calculated for each individual pellet. To ensure you always break grunts armor, you need armor damage of 60 or higher. Armor damage = Base Damage x Armor Break. I: The highest Armor Damage warthog can get without Pump Action is 40 with Cycle Overload. However, with Pump Action you deal exactly 60, the number you need. This helps the consistency of blow through as well. I: You can also fire faster than the game suggests by animation cancelling the pumping action. This is somewhat cheesy but is an option if you enjoy weird/janky mechanics. Light Weight Magazines (2:28) C: The ammo bonus is +18, not +14 O: While not a huge boost if you normally take the ammo mod (132 -> 150 reserve), it's a nice boost if you take +2 pellets or x0.5 spread (90 -> 108 reserve). I personally like taking it with x0.5 spread for a higher RoF Magnetic Pellet Alignment feeling. Stunner (2:48) I: Both PGL & Breach Cutter have mods that guarantee stuns on enemies that aren't immune (with T4 C & T4 B respectively). They also share the stun duration (3 seconds) with Warthog C: The stun should outlast the reload animation, as the reload should take 2 seconds while the stun lasts 3. That being said, you still miss out on a decent chunk of damage. O: I personally like using Stunner paired with Breach Cutter using 2, 1, 1, 2, 2 & Roll Control. This does a great job of clearing swarmers & grunts, allowing Stunner to drill into the healthier targets. Mini Shells (3:13 & 3:40) I: If you want to be able to one shot grunts in the head, you have to take both T2 B (+2 pellets) & T4 B (+1 damage per pellet). C/O?: I would disagree that the damage reduction is small. One thing to keep in mind is that the -2 damage penalty is applied to every pellet. So that's up to -16 damage with 8 pellet, or up to -20 damage with 10 pellets. I/O: If you want a similar amount of ammo, I'd take X, 1, X, 1, X with Light Weight Magazines (X means the mod choice is up to you/doesn't affect the build much). You don't lose the ability to stun & deal slightly more damage as well. Here are the numbers: Mini Shells (1, 2, 3, 2, X) Damage: 60 (6 damage x 10 pellets) - All 10 pellets hitting the head/9 pellets hitting the head with 1 miss or body shot 1 shots a grunt. If 2 pellets miss the head a 1 shot is impossible. Mag Size: 14 Reserve Ammo: 168 Total Ammo: 182 Max Total Damage (All pellets hitting x1 WP): 10,920 Light Weight Magazines (1, 1, 3, 2, X) Damage: 64 (8 damage x 8 pellets) - All 8 pellets hitting the head/7 pellets hitting the head with 1 miss or body shot/6 pellets hitting the head with 2 body shots will 1 shot a grunt Mag Size: 8 Reserve Ammo: 150 Total Ammo: 158 (-24 compared to mini shells) Max Total Damage (All pellets hitting x1 WP): 10,112 ... LINE BREAK BETWEEN WARTHOG & PGL SINCE OTHERWISE THIS IS A MONOLITHIC WALL OF TEXT! ... RJ250 (4:02 & 4:05) I: For some reason, the reduction in reload time isn't listed as a benefit in the OC, but is shown in the terminal. I: The damage reduction is actually a good thing if you want to use it to rocket jump, since it reduces the damage you deal to yourself. I: Incendiary is also a must have for this OC. Not to clear bugs (although it helps with that), but to further reduce self damage since the explosion is only dealing 1/2 damage since the other 1/2 is converted to heat (increases temperature but deals no damage). This is also why you want to avoid taking damage mods. Clean Sweep (4:48) I: The max damage radius for PGL is 2m (so anything in that radius takes the listed damage). It then scales to x0.5m at the edge (base is 3m) scaling linearly as Kat5 said. The 2m max damage radius is not increased by any of the radius mods. O: While the 2 damage mods + Home Brew can work, a more reliable non-incendiary build is 1, 2, X, 2, X. This gives you 140 damage & a 5.5m radius. This will always kill grunts within ~3.7m (rather than 3.5m) of the explosion (77.15% is roughly the number at which it can still one shot grunts, but any lower & it won't. This build deals 75% damage at 3.75m). It also allows it to kill swarmers, shockers etc. in a larger radius. I: This fall off interaction is why incendiary compound is so strong. Yes, it converts 1/2 your damage to heat. However, the heat it inflicts has no fall off. So Clean Sweep with no damage upgrades inflicts 60 heat across the entire radius. This conveniently allows it to instantly ignite guards (whose ignition temperature is 60). Hyper Propellant (5:26 & 5:54) I: While it is a good idea not to take Incendiary Compound for most builds (as it massively reduces your damage), it can be good if you expect to fight robots as it will instantly ignite (& thus instantly kill) a patrol bot as long as you hit it directly (rather than requiring a head shot). O: My personal primary builds to use with Hyper Propellant are 1, 3, 1, 1, 1 Stubby with Light Weight Rounds or 2, 1, 1, 1, 1 LOK-1 with Explosive Chemical Rounds Compact Rounds (6:29) I: Compact Rounds gives a flat +5 ammo while RJ250 gives x1.7 ammo, meaning ammo mods are more valuable on RJ250. Fat Boy (7:28) I: If you can get a clean shot to the center of the top of the Care Taker, Fat Boy with T4 B (+1m radius) is big enough to hit all 4 vents simultaneously. This allows you to almost skip this phase. General (N/A) It should be noted that PGL (like most explosives) applies 100% fear (reduced by enemies fear resistance) to anything within the area.
@KaihanFidaiy The reason I didn't mention turret stun was that Kat5 mentions it in the video. I should have mentioned that turret whip has a 100% stun lasting 1.5 seconds.
I feel like most of the time you want to take turret whip on almost every build, only exception is the go crazy ahehahehahha overclock that i don't remember the name of even though i just watched the video lol, or wait my dementia got fixed its cycle overload that's the one where youd have full auto to not cramp your finger so much. Also the fact you'd pretty much only use full auto on tankier enemies makes it way less useful, when shooting at grunts or slashers the weakpoint is too small to hit that effectively unless you use recoil dampening wich just isnt very good of a choise.
@@bimss7969 it was introduced intentionally, but I don’t think it was for the purpose of making the reloads faster. Either way it’s just my personal preference, which is why I mentioned it in the video.
@@derpykat5 I have been a fan of these videos, but this take is pretty rough. Animations cancels only exist for speed, it couldn't possibly do anything else in this case.
I agree that it was not necessarily done purely for speed. In my opinion, I think the main reason this was done was to incentivise secondary weapon and melee usage to spice up combat and encourage good ammo conservation habits.
If the tedium doesn't get to you, right on. Personally, I only ever do it with specific OCs and am surprised how many people have an issue with him not doing it.
These two weapons are BY FAR my favourite in the game. The Warthog is good enough of a weapon to stand its ground alone, so when I want I can pick whatever I feel like on my PGL and just go crazy, be it with the Railgun or Atomic Bomb. Maybe this is just the Engi main speaking in me, but I could play just these two weapons and their overclocks without getting bored as long as every non-Engi dwarf combined. (I only really do Haz 4 and chill though, saving the tryharding for different game.)
Good video, good information. Just pace yourself when you’re delivering that information. If you talk too fast, then you’ll find yourself losing your breath more often, and the viewer might miss some of your information. Hope to see more from you soon.
"You can bypass the reload with animation cancelling, but I don't like doing that." What? Huh? You like watching your reload animation run? You don't like the wonderful feedback of getting to shoot sooner based on your skill? I genuinely cannot fathom how this is the case. You do you, but the cancel simply must be considered in the balance discussion.
Yea but not everyone plays the same....... Just as an example i play on haz3 to 4, and actually get made fun of for "choosing easy mode" when in reality i treat my games as they were meant to be, a casual exp meant for having fun, im not some tryhard sweaty fuck lmfao, if people wanna let the animation run then let them be them i say, and does it really matter if it effects the oc? Even with anim cancel the reloads are still longer lmfao
These videos are great. They're short and sweet, and tell you what you need to know. I'm looking forward to the rest of the series!
1:31 “pump action is the new clock on the block” goes insanely hard
I wish you would put the Overclocks info card on screen while doing the little intro for each of them, so I can pause the video and read them instead of having to wiki them, just to remember what they strictly do
Karl would not aprove of the people shaming those who dont reload cancel in the comments. Stop dyeing your beards grey
Raw damage pgl is the black sheep of pgl builds .
people yapping about animation cancelling need to get some sunlight man
CORRECTION: I've adjusted the numbers for one shotting grunts with Mini Shells as I did the math incorrectly the first time. I reduced the damage of the pellets by 1 instead of the number of pellets hitting, leading to less consistency for mini-shells.
Something something third times the charm (Warning: This is a VERY very Long One. I apologize in advance)
I've also realized I should probably put the key at the top of the comment instead of burying it at the end:
C: Correction
I: Additional Information
O: Opinion
Magnetic Pellet Alignment (0:54 & 1:04)
C: This OC doesn't give a pellet boost. The only upsides are the x0.5 spread & +30% Weak Point damage.
I: This is more for people who have played previously/a while ago, but the RoF penalty used to be bugged in that it showed a larger penalty in the terminal that was actually applied. For reference, the penalty is a x0.75 fire rate.
O: I suggest taking turret whip with this (since T5 only gives +0.375 RoF due to the RoF penalty) to help deal with swarms of grunts, swarmers etc. It does require setup though, so is less flexible than other Warthog builds.
Pump Action (1:34)
O: This is the only OC/build for warthog that makes taking T4 A (+400% armor break) worth it over the T4 B (+1 damage per pellet). This is partly due to the +1 damage being a smaller % increase when the base damage is 12 & not 7 (or 8 with Cycle Overload). It's mainly to do with how armor break interacts with shotguns.
I: For shot guns, the armor break chance is calculated for each individual pellet. To ensure you always break grunts armor, you need armor damage of 60 or higher. Armor damage = Base Damage x Armor Break.
I: The highest Armor Damage warthog can get without Pump Action is 40 with Cycle Overload. However, with Pump Action you deal exactly 60, the number you need. This helps the consistency of blow through as well.
I: You can also fire faster than the game suggests by animation cancelling the pumping action. This is somewhat cheesy but is an option if you enjoy weird/janky mechanics.
Light Weight Magazines (2:28)
C: The ammo bonus is +18, not +14
O: While not a huge boost if you normally take the ammo mod (132 -> 150 reserve), it's a nice boost if you take +2 pellets or x0.5 spread (90 -> 108 reserve). I personally like taking it with x0.5 spread for a higher RoF Magnetic Pellet Alignment feeling.
Stunner (2:48)
I: Both PGL & Breach Cutter have mods that guarantee stuns on enemies that aren't immune (with T4 C & T4 B respectively). They also share the stun duration (3 seconds) with Warthog
C: The stun should outlast the reload animation, as the reload should take 2 seconds while the stun lasts 3. That being said, you still miss out on a decent chunk of damage.
O: I personally like using Stunner paired with Breach Cutter using 2, 1, 1, 2, 2 & Roll Control. This does a great job of clearing swarmers & grunts, allowing Stunner to drill into the healthier targets.
Mini Shells (3:13 & 3:40)
I: If you want to be able to one shot grunts in the head, you have to take both T2 B (+2 pellets) & T4 B (+1 damage per pellet).
C/O?: I would disagree that the damage reduction is small. One thing to keep in mind is that the -2 damage penalty is applied to every pellet. So that's up to -16 damage with 8 pellet, or up to -20 damage with 10 pellets.
I/O: If you want a similar amount of ammo, I'd take X, 1, X, 1, X with Light Weight Magazines (X means the mod choice is up to you/doesn't affect the build much). You don't lose the ability to stun & deal slightly more damage as well. Here are the numbers:
Mini Shells (1, 2, 3, 2, X)
Damage: 60 (6 damage x 10 pellets) - All 10 pellets hitting the head/9 pellets hitting the head with 1 miss or body shot 1 shots a grunt. If 2 pellets miss the head a 1 shot is impossible.
Mag Size: 14
Reserve Ammo: 168
Total Ammo: 182
Max Total Damage (All pellets hitting x1 WP): 10,920
Light Weight Magazines (1, 1, 3, 2, X)
Damage: 64 (8 damage x 8 pellets) - All 8 pellets hitting the head/7 pellets hitting the head with 1 miss or body shot/6 pellets hitting the head with 2 body shots will 1 shot a grunt
Mag Size: 8
Reserve Ammo: 150
Total Ammo: 158 (-24 compared to mini shells)
Max Total Damage (All pellets hitting x1 WP): 10,112
...
LINE BREAK BETWEEN WARTHOG & PGL SINCE OTHERWISE THIS IS A MONOLITHIC WALL OF TEXT!
...
RJ250 (4:02 & 4:05)
I: For some reason, the reduction in reload time isn't listed as a benefit in the OC, but is shown in the terminal.
I: The damage reduction is actually a good thing if you want to use it to rocket jump, since it reduces the damage you deal to yourself.
I: Incendiary is also a must have for this OC. Not to clear bugs (although it helps with that), but to further reduce self damage since the explosion is only dealing 1/2 damage since the other 1/2 is converted to heat (increases temperature but deals no damage). This is also why you want to avoid taking damage mods.
Clean Sweep (4:48)
I: The max damage radius for PGL is 2m (so anything in that radius takes the listed damage). It then scales to x0.5m at the edge (base is 3m) scaling linearly as Kat5 said. The 2m max damage radius is not increased by any of the radius mods.
O: While the 2 damage mods + Home Brew can work, a more reliable non-incendiary build is 1, 2, X, 2, X. This gives you 140 damage & a 5.5m radius. This will always kill grunts within ~3.7m (rather than 3.5m) of the explosion (77.15% is roughly the number at which it can still one shot grunts, but any lower & it won't. This build deals 75% damage at 3.75m). It also allows it to kill swarmers, shockers etc. in a larger radius.
I: This fall off interaction is why incendiary compound is so strong. Yes, it converts 1/2 your damage to heat. However, the heat it inflicts has no fall off. So Clean Sweep with no damage upgrades inflicts 60 heat across the entire radius. This conveniently allows it to instantly ignite guards (whose ignition temperature is 60).
Hyper Propellant (5:26 & 5:54)
I: While it is a good idea not to take Incendiary Compound for most builds (as it massively reduces your damage), it can be good if you expect to fight robots as it will instantly ignite (& thus instantly kill) a patrol bot as long as you hit it directly (rather than requiring a head shot).
O: My personal primary builds to use with Hyper Propellant are 1, 3, 1, 1, 1 Stubby with Light Weight Rounds or 2, 1, 1, 1, 1 LOK-1 with Explosive Chemical Rounds
Compact Rounds (6:29)
I: Compact Rounds gives a flat +5 ammo while RJ250 gives x1.7 ammo, meaning ammo mods are more valuable on RJ250.
Fat Boy (7:28)
I: If you can get a clean shot to the center of the top of the Care Taker, Fat Boy with T4 B (+1m radius) is big enough to hit all 4 vents simultaneously. This allows you to almost skip this phase.
General (N/A)
It should be noted that PGL (like most explosives) applies 100% fear (reduced by enemies fear resistance) to anything within the area.
@@HaloFTW2408 it seems I need to start quintuple checking my facts… I could have sworn there was a pellet boost for MPA…
I can finally say you’re somewhat wrong, turrets can stun too.
@KaihanFidaiy The reason I didn't mention turret stun was that Kat5 mentions it in the video.
I should have mentioned that turret whip has a 100% stun lasting 1.5 seconds.
@@HaloFTW2408 mb i mean the overloading turret shot
I feel like most of the time you want to take turret whip on almost every build, only exception is the go crazy ahehahehahha overclock that i don't remember the name of even though i just watched the video lol, or wait my dementia got fixed its cycle overload that's the one where youd have full auto to not cramp your finger so much.
Also the fact you'd pretty much only use full auto on tankier enemies makes it way less useful, when shooting at grunts or slashers the weakpoint is too small to hit that effectively unless you use recoil dampening wich just isnt very good of a choise.
Not to be rude but the devs introduced reload canceling into the game to certain weapons intentionally, I get if you still wanna play like that tho
@@bimss7969 it was introduced intentionally, but I don’t think it was for the purpose of making the reloads faster. Either way it’s just my personal preference, which is why I mentioned it in the video.
@@derpykat5 I have been a fan of these videos, but this take is pretty rough. Animations cancels only exist for speed, it couldn't possibly do anything else in this case.
I agree that it was not necessarily done purely for speed. In my opinion, I think the main reason this was done was to incentivise secondary weapon and melee usage to spice up combat and encourage good ammo conservation habits.
avoiding easy tech that actively makes the guns better is crazy 💀
If the tedium doesn't get to you, right on. Personally, I only ever do it with specific OCs and am surprised how many people have an issue with him not doing it.
the next episode of my favourite new DRG series is here!
a little quiet today (but maybe that's just me)
These two weapons are BY FAR my favourite in the game. The Warthog is good enough of a weapon to stand its ground alone, so when I want I can pick whatever I feel like on my PGL and just go crazy, be it with the Railgun or Atomic Bomb. Maybe this is just the Engi main speaking in me, but I could play just these two weapons and their overclocks without getting bored as long as every non-Engi dwarf combined. (I only really do Haz 4 and chill though, saving the tryharding for different game.)
awesome coverage, ty for the comment corrections too
i love this series
what hazard do you play on?
@@lyugui this was all recorded on haz4.
0:27 pfft, you don't reload cancel? It's only like 0.3 seconds longer, lol.
Nice content keep doing it for other weapons but at least give us some timestamps.
Good video, good information. Just pace yourself when you’re delivering that information. If you talk too fast, then you’ll find yourself losing your breath more often, and the viewer might miss some of your information. Hope to see more from you soon.
Gotta speak louder or make your mic louder.
"You can bypass the reload with animation cancelling, but I don't like doing that."
What? Huh? You like watching your reload animation run? You don't like the wonderful feedback of getting to shoot sooner based on your skill? I genuinely cannot fathom how this is the case. You do you, but the cancel simply must be considered in the balance discussion.
Yea but not everyone plays the same....... Just as an example i play on haz3 to 4, and actually get made fun of for "choosing easy mode" when in reality i treat my games as they were meant to be, a casual exp meant for having fun, im not some tryhard sweaty fuck lmfao, if people wanna let the animation run then let them be them i say, and does it really matter if it effects the oc? Even with anim cancel the reloads are still longer lmfao