Aggressive Venting is probably the most interesting mod imo. Turns a downside into an upside, but is not OP, since it requires skill to use effectively, otherwise you either waste ammo trying to trigger it, or trigger it at the wrong moment, getting only couple of bugs with it
Damage Numbers mod, makes it too messy to see, plus having the pc render so many numbers causes fps issue. Impressive run. Will be looking forward to see more. Maybe mortar rounds
great run! 7x2 sounds like my own personal nightmare (especially as gunner as i suck w him (scalebramble + 3 nexi + 3 barrage might actually be a criminal activity)), so this was awesome to watch! in the description you mention vea as a stingtail balance, but ive not heard of that before? what mod is that?
Thanks for the kind words mate! VEA stands for Vanilla Enemy Adjustments and you can find it here: mod.io/g/drg/m/vanilla-enemy-adjustments. You can check the page for the whole list of tweaks and fixes in the mod, but for the most part they're fairly minor QoL changes (for instance, Shellback Spit gets changed from 100% Explosive damage to 50% explosive and 50% Kinetic, Pretorians and Oppressors lose their pointless 30% Pierce damage resistance, Web Spitters' AI receives a touch-up so they wander less and shoot more, etc.). The most substantial changes however, by far, are the ones done to Stingtails: their health now increases with player count, they go from 400 base hp to 450 hp, get decreased grab range and stun immunity but can grab more and are more aggressive. One could label it a cheat since Stingtail's bullshit factor mainly stems from its ridiculous long distance yoinks, but the mod trims off the nasty bits of the enemy (however many it can!) and buffs him everywhere else outside of that - a change I'm fully on board with; I see little harm in making a game more skill-reliant by removing the RNG aspects of it. However, even for me, whether or not VEA makes Stingtails stronger or not is in slightly murky waters, but I still prefer having it as I consider Stingtails (ESPECIALLY in the generous quantities modded loves handing you) to be the most infuriating enemy in the whole game, almost by design. Most modded players I've seen consider VEA Stingtails to be more difficult, but I'm unsure of that. There's also Vanilla Weapon Adjustments, a mod created by the same guy behind VEA, that seeks to rebalance DRG's arsenal in accordance to modded difficulties' requirements. It's a pretty damn rad mod, one I'd suggest you give a go should you dip your toes into modded territory (if you haven't already!), with plenty of genuinely well-balanced, thoughtful changes to the game's weapons. It promotes build diversity by, for instance, reworking the Autocannon, Subata, PGL, GK2 to be fantastic weapons, while simultaneously nerfing the overpowered or over-performing stuff like Coilgun fear, Minelayer, NTP, PBM, Hellfire, Volatile Bullets, Executioner, Sticky Fuel, TCF and so on so forth (notice, btw, how most of the stuff mentioned here is Gunner's... as a Gunner main, I kinda feel pity for all the other classes that've got nigh naught similar to the nectar of the gods that is these loadouts - overpowered and boring to play, occasionally, as they might be).
Aggressive Venting is probably the most interesting mod imo. Turns a downside into an upside, but is not OP, since it requires skill to use effectively, otherwise you either waste ammo trying to trigger it, or trigger it at the wrong moment, getting only couple of bugs with it
😮😮😮
wtf MGE BRATVA ARRIVED ON HOXXES?!
why the coilgun has a 50% stun chance mod going up against a guaranteed fear mod is beyond me.
Damage Numbers mod, makes it too messy to see, plus having the pc render so many numbers causes fps issue.
Impressive run. Will be looking forward to see more. Maybe mortar rounds
1:17 that has never happened to me before
great run! 7x2 sounds like my own personal nightmare (especially as gunner as i suck w him (scalebramble + 3 nexi + 3 barrage might actually be a criminal activity)), so this was awesome to watch! in the description you mention vea as a stingtail balance, but ive not heard of that before? what mod is that?
Thanks for the kind words mate! VEA stands for Vanilla Enemy Adjustments and you can find it here: mod.io/g/drg/m/vanilla-enemy-adjustments. You can check the page for the whole list of tweaks and fixes in the mod, but for the most part they're fairly minor QoL changes (for instance, Shellback Spit gets changed from 100% Explosive damage to 50% explosive and 50% Kinetic, Pretorians and Oppressors lose their pointless 30% Pierce damage resistance, Web Spitters' AI receives a touch-up so they wander less and shoot more, etc.). The most substantial changes however, by far, are the ones done to Stingtails: their health now increases with player count, they go from 400 base hp to 450 hp, get decreased grab range and stun immunity but can grab more and are more aggressive. One could label it a cheat since Stingtail's bullshit factor mainly stems from its ridiculous long distance yoinks, but the mod trims off the nasty bits of the enemy (however many it can!) and buffs him everywhere else outside of that - a change I'm fully on board with; I see little harm in making a game more skill-reliant by removing the RNG aspects of it. However, even for me, whether or not VEA makes Stingtails stronger or not is in slightly murky waters, but I still prefer having it as I consider Stingtails (ESPECIALLY in the generous quantities modded loves handing you) to be the most infuriating enemy in the whole game, almost by design. Most modded players I've seen consider VEA Stingtails to be more difficult, but I'm unsure of that.
There's also Vanilla Weapon Adjustments, a mod created by the same guy behind VEA, that seeks to rebalance DRG's arsenal in accordance to modded difficulties' requirements. It's a pretty damn rad mod, one I'd suggest you give a go should you dip your toes into modded territory (if you haven't already!), with plenty of genuinely well-balanced, thoughtful changes to the game's weapons. It promotes build diversity by, for instance, reworking the Autocannon, Subata, PGL, GK2 to be fantastic weapons, while simultaneously nerfing the overpowered or over-performing stuff like Coilgun fear, Minelayer, NTP, PBM, Hellfire, Volatile Bullets, Executioner, Sticky Fuel, TCF and so on so forth (notice, btw, how most of the stuff mentioned here is Gunner's... as a Gunner main, I kinda feel pity for all the other classes that've got nigh naught similar to the nectar of the gods that is these loadouts - overpowered and boring to play, occasionally, as they might be).