Its important to know that standing still places all your charges of the turret. You seemed to be relying on the passive placement that happens when you are maxed out on charges. When you need damage now, try standing still for a second to drop your turrets. Exploders blow up both by proximity and when they die. This is why you see big waves of explosions sometimes.
As a little side note, if you dont press forward while mining, it will count as standing still and drop all your turrets. If you keep a movement inout while mining the turrets dont drop.
Personally I've found that reload speed is #1 for turrets and life span is second (only because it's relativity rare). This allows you to have more turrets over all. In one run I had like 7 kinetic and 4 fire turrets, as well as a lot of the electric fence ones all at the same time.
@@Itried77The description for the turret says "Stand still to deploy turrets." Honestly it makes it sound like thats the ONLY way, even though they also launch, one at a time, if your moving and are fully charged.
Armor reduces flat dmg and you can place as many Turrets as you can. There are specific Perk-Upgrades that increase the Lifetime of all Turrets and Explosivebugs do indeed explode on proximity.
From my own runs, I haven't been as successful with completing dives, but the xp gain rate is really helpful. with enough xp gain rate percentage, you absolutely fly through the levels.
Thanks for covering this. Nice that you like it. I'd never play this. HAHAHAHA js. I mean nothing about this looks attractive to me but you def gave us a vn vid and a boatload of info!!
So with the tagging system, having effects hit more than one tag at a time, adding tags, and upgrades that make one tag act like another tag all help the issue.
>Edit (purposely in front): This is the perfect reason why you should always play a game before judging: I have now played for a few hours and I have no shame in admitting that I was wrong. This game has some great elements that might even lead to the next stage in Bullet Heavens (BH). I recomment anyone to at least give it a shot. >Now why is might this be a game changer? >1. The MINING: Having removable obstacles and more environmental interaction than other BH makes a big difference. I found myself making many more split decisions if I should move around a wall or through it. >2. RESOURCE GATHERING: Since the resources are inside the walls, but take some time, this leads to interesting strategies in what upgrades to pick, and what to go for. Do you focus on building damage, kill waves fast to level up fast and then mine during the quiet moments, that become less and less frequent as you go deeper or do you push for mining speed and just go at it? This gets exasperated by the fact that the enemies move quite slow, leading to some super close moments (which is great fun). >3. WAVE MANAGEMENT: This is a huge one I completely underestimated. The slow speed and high volume in enemies makes managing the waves a core element of the gameplay, way more than other BH. This gets multiplied by the fact that by design playing tree mode (VS players will understand) is not really viable. YOU NEED TO MOVE. this makes positioning, misdirecting waves, carving tunnels to funnel enemies through a choke point or breaking walls to make paths where there were none previously important. The weapons also hugely impact how you do this. Do you stay close, try to spread the enemies, clump them then go for huge explosions? The gameplay is surprisingly varied. >4. ENEMY TYPES: So, I think this will be one element that will be overlooked often, but the exploding bug is important. The decision that the explosions damage surrounding bugs and that this can lead to chain reactions is not only incredibly satisfying, but it adds an additional layer to wave management. Because now trying to not kill the exploding bugs and manipulating the wave so they are close to a high health enemy and then triggering the explosions, ideally while being close enough to not get damaged but to soak up XP is a viable strategy. In fact, it is so viable that you can compensate for a lack of damage with it, letting you focus on other stats which could lead to fun challenges and in the future, maybe even "No-Gun-Runs" if they add that feature. >I could go on, but work's calling. I wanna leave with one negative, or rather, something I was missing. The fact that you get a pre-rolled locked selection of guns removes the ability to make those broken, focused builds. Idk if a weapon reroll can be unlocked later on, but if not this would remove one of the things that make BH fun and in my opinion is a signature feature of this genre. So I truly hope, that this will get added. Especially because the only reason I can see that would explain not having the feature is for the sake of BALANCE and that's the point. It's not balanced. That's what makes it fun. So I truly hope they'll add that. >Sorry for the long edit, but I think it is important, to try out stuff and be able to be wrong and to be able to admit that. And with that: ROCK AND STONE! I resonate with the overall opinion that the genre jas become oversaulturated. I think this is basically an inhouse asset flip..fine for a bit of fun and mostly targeted at fans of the original game. Bit o agree with other commenters that it feels a bit generic. The mining aspekt is neat but bot enough to call it a twist. And a twist is sorely needed. Why play this over other more popular entries?
It's one of the better Bullet Heavens on the market, and the mining + objectives are actually massive engagement boosts. I think Brotato, Halls of Torment, Vampire Survivors, Nimrods, and Death Must Die have enough draw to be worth playing over DRGS, but it's probably going to become a staple due to its quality and polish alone.
Oh also wander ik you kinda hate the lightning fences but they will shred elites and bosses if you run in circle, It's a whole lotta damage considering their hitboxes will touch ever fence
i wasnt expecting wander to like it that much. I enjoyed the last playthrough but felt it might be a bit repetive too soon and lacks a few components from the final product. Glad its addctive even at this stage.
I feel like engineer is more of a home base type of character. You want to stick in one spot with 3/4 turrets out to cut through everything that comes in. Then walk out and grab the waves of exp. Similar to a garlic holy water build that just kills stuff before it can hit you
Preface bye saying i dont play the game and only know it from the videos. The one big Problem i see with the Defending a Area Approach is that you miss out on both the secondary objective as well as all the ores (both in run currency as well as Meta Progression) yes you likely make more exp but usualy as you level up it also gets harder and harder to level so going for secondary sources of Power tend to outscale pure exp max power
@@LittleDanny9899 yeah I haven’t got to play it yet either need a steam deck sense no pc. And this was one of the first videos I watched. But you can do all the mining and sub quests then just go drop the turrets and sit on them instead of run around all the time and miss the exp. 4 turrets out with electrical enhance plus 4 flamethrower turrets or something and you should be able to just circle kite stuff around. Even if it’s around just one area of rocks or something you broke a path through.
Hollow Knight's novelty was odd to bring up as example here. when it came out a lot of the mechanics in the game in my opinion were quite interesting and different, it's that they have become standards since then that the novelty wore off so much
4:17 Fun Fact: for a period of time, that was an actual strategy to do in Deep Rock Galactic until they patched it so most enemies/bosses veer away from supply drop locations
Don't like the fact that its just running and shooting a bit more depth like actual bigger maps with ability to build defenses or some camps could've been cool
It's pretty much just vampire survivors, kinda sad they spent a lot of time on this, buuutt it was a separate studio so i don't think it took time from people developing drg.
That's actually my only real complaint. Other games have done that just fine, and they already have working models from the other game they might be able to reuse in some way for that. If they ever add that in, I'll be picking this up.
I'm confused how this shit game managed to sell 500K copies in 1 week yet DRG took an entire year to sell the same amount. and imo DRG is a much better game. 🧐
NOT a fan of zero animations regarding holding out your guns and swapping to pickaxe. Too much to ask for? While pickaxing the dwarf can be badass by digging with one hand and shoot with the other, looking over his shoulder etc. Bullets just... spewing out of the dwarf takes me outta the gameplay ASAP Imo
Its important to know that standing still places all your charges of the turret. You seemed to be relying on the passive placement that happens when you are maxed out on charges. When you need damage now, try standing still for a second to drop your turrets.
Exploders blow up both by proximity and when they die. This is why you see big waves of explosions sometimes.
As a little side note, if you dont press forward while mining, it will count as standing still and drop all your turrets. If you keep a movement inout while mining the turrets dont drop.
Personally I've found that reload speed is #1 for turrets and life span is second (only because it's relativity rare). This allows you to have more turrets over all. In one run I had like 7 kinetic and 4 fire turrets, as well as a lot of the electric fence ones all at the same time.
I know you are right but does the game explain that anywhere?
@@Itried77The description for the turret says "Stand still to deploy turrets."
Honestly it makes it sound like thats the ONLY way, even though they also launch, one at a time, if your moving and are fully charged.
"I think the engineer is good in groups, but im dying a lot."
*proceeds to keep running into explosions and spitballer projectiles*
Hoxxes IV is your home now, greenbeard.
Greenbeards and greybeards are eating good this year. Between this and rougecore, its a good time to be a fan of drg
Armor reduces flat dmg and you can place as many Turrets as you can. There are specific Perk-Upgrades that increase the Lifetime of all Turrets and Explosivebugs do indeed explode on proximity.
This game is so awesome! I am eager to pick it up and play. Awesome content as always! Cheers from Portugal!
More....ROCK AND STONE BROTHER!
ROCK AND STOOOONNNNNE!
your video made me buy the game! liked and subscribed! goddammit hahaha. thank you!
I always Love Deep Rock content no matter wich Game it is. Keep it up please
ROCK AND STONE!
From my own runs, I haven't been as successful with completing dives, but the xp gain rate is really helpful. with enough xp gain rate percentage, you absolutely fly through the levels.
53:00 Good case for the XP for mining rock upgrade.
Thanks for covering this. Nice that you like it. I'd never play this. HAHAHAHA js. I mean nothing about this looks attractive to me but you def gave us a vn vid and a boatload of info!!
I really like the turrets, definitely helps to clear the small creatures and DPS down big ones
That's the best bullet heaven I played since death must die, and I am so happy to see a second video
So with the tagging system, having effects hit more than one tag at a time, adding tags, and upgrades that make one tag act like another tag all help the issue.
Engineer is very good for defending. The roaming is much more of the scout's or gunner's approach.
Engineer with lots of mining speed is my favourite so far but driller is a close second.
29:01 Indeed. DRG seems to have removed miner's ability to walk backwards while firing. Too many insurance claims for falling into chasms?
>Edit (purposely in front): This is the perfect reason why you should always play a game before judging: I have now played for a few hours and I have no shame in admitting that I was wrong. This game has some great elements that might even lead to the next stage in Bullet Heavens (BH). I recomment anyone to at least give it a shot.
>Now why is might this be a game changer?
>1. The MINING: Having removable obstacles and more environmental interaction than other BH makes a big difference. I found myself making many more split decisions if I should move around a wall or through it.
>2. RESOURCE GATHERING: Since the resources are inside the walls, but take some time, this leads to interesting strategies in what upgrades to pick, and what to go for. Do you focus on building damage, kill waves fast to level up fast and then mine during the quiet moments, that become less and less frequent as you go deeper or do you push for mining speed and just go at it? This gets exasperated by the fact that the enemies move quite slow, leading to some super close moments (which is great fun).
>3. WAVE MANAGEMENT: This is a huge one I completely underestimated. The slow speed and high volume in enemies makes managing the waves a core element of the gameplay, way more than other BH. This gets multiplied by the fact that by design playing tree mode (VS players will understand) is not really viable. YOU NEED TO MOVE. this makes positioning, misdirecting waves, carving tunnels to funnel enemies through a choke point or breaking walls to make paths where there were none previously important. The weapons also hugely impact how you do this. Do you stay close, try to spread the enemies, clump them then go for huge explosions? The gameplay is surprisingly varied.
>4. ENEMY TYPES: So, I think this will be one element that will be overlooked often, but the exploding bug is important. The decision that the explosions damage surrounding bugs and that this can lead to chain reactions is not only incredibly satisfying, but it adds an additional layer to wave management. Because now trying to not kill the exploding bugs and manipulating the wave so they are close to a high health enemy and then triggering the explosions, ideally while being close enough to not get damaged but to soak up XP is a viable strategy. In fact, it is so viable that you can compensate for a lack of damage with it, letting you focus on other stats which could lead to fun challenges and in the future, maybe even "No-Gun-Runs" if they add that feature.
>I could go on, but work's calling. I wanna leave with one negative, or rather, something I was missing. The fact that you get a pre-rolled locked selection of guns removes the ability to make those broken, focused builds. Idk if a weapon reroll can be unlocked later on, but if not this would remove one of the things that make BH fun and in my opinion is a signature feature of this genre. So I truly hope, that this will get added. Especially because the only reason I can see that would explain not having the feature is for the sake of BALANCE and that's the point. It's not balanced. That's what makes it fun. So I truly hope they'll add that.
>Sorry for the long edit, but I think it is important, to try out stuff and be able to be wrong and to be able to admit that. And with that: ROCK AND STONE!
I resonate with the overall opinion that the genre jas become oversaulturated. I think this is basically an inhouse asset flip..fine for a bit of fun and mostly targeted at fans of the original game. Bit o agree with other commenters that it feels a bit generic. The mining aspekt is neat but bot enough to call it a twist. And a twist is sorely needed. Why play this over other more popular entries?
It's one of the better Bullet Heavens on the market, and the mining + objectives are actually massive engagement boosts. I think Brotato, Halls of Torment, Vampire Survivors, Nimrods, and Death Must Die have enough draw to be worth playing over DRGS, but it's probably going to become a staple due to its quality and polish alone.
Cause it’s more fun
Oh also wander ik you kinda hate the lightning fences but they will shred elites and bosses if you run in circle, It's a whole lotta damage considering their hitboxes will touch ever fence
Comment for the algorithm. You deserve a bigger audience.
Not really lol, he doesn't edit anything and uploads a lot wich basically means it's impossible to keep up with any of the uploads.
I unlocked engineer today and I love speccing into turrets, I almost beat stage 5 with the rate of fire and plasma overclocks
You were talking down those fences but they saved your bacon multiple times and wreck high health enemies
i wasnt expecting wander to like it that much. I enjoyed the last playthrough but felt it might be a bit repetive too soon and lacks a few components from the final product. Glad its addctive even at this stage.
ROCK AND STOOOOOONE !
totally forgot abou tthis gem, me and my childhood friends all got matching deeprock sweaters wed all wear together in high school lol
I feel like engineer is more of a home base type of character. You want to stick in one spot with 3/4 turrets out to cut through everything that comes in. Then walk out and grab the waves of exp. Similar to a garlic holy water build that just kills stuff before it can hit you
Preface bye saying i dont play the game and only know it from the videos.
The one big Problem i see with the Defending a Area Approach is that you miss out on both the secondary objective as well as all the ores (both in run currency as well as Meta Progression)
yes you likely make more exp but usualy as you level up it also gets harder and harder to level so going for secondary sources of Power tend to outscale pure exp max power
@@LittleDanny9899 yeah I haven’t got to play it yet either need a steam deck sense no pc. And this was one of the first videos I watched. But you can do all the mining and sub quests then just go drop the turrets and sit on them instead of run around all the time and miss the exp. 4 turrets out with electrical enhance plus 4 flamethrower turrets or something and you should be able to just circle kite stuff around. Even if it’s around just one area of rocks or something you broke a path through.
Yeah dropping the supply on the boss is funny
maby we can convinc wanderbot to play deep rock galactic again
Hollow Knight's novelty was odd to bring up as example here. when it came out a lot of the mechanics in the game in my opinion were quite interesting and different, it's that they have become standards since then that the novelty wore off so much
Rock and stone
The only thing i do not like is that when weapons level up they do not get extra damage
Need to make sure you stop moving to drop your turrets!
Engineer it the most OP class i recommend you do some research on the class and learn how to play him
even if you stream this... upload it here :)
ROCK AND STONE
i hope it have co op
You dont even try to avoid damage
4:17 Fun Fact: for a period of time, that was an actual strategy to do in Deep Rock Galactic until they patched it so most enemies/bosses veer away from supply drop locations
I hope's it's come to mobile and console this look so fun
33:14 👉🔵🔴👈🤜🟣
Don't like the fact that its just running and shooting a bit more depth like actual bigger maps with ability to build defenses or some camps could've been cool
That would deviate too much from the VS-genre.. have a base out of game maybe...
It's pretty much just vampire survivors, kinda sad they spent a lot of time on this, buuutt it was a separate studio so i don't think it took time from people developing drg.
Wander, I love your content. But. XP is not E X P.
i managed to reset all my progress, so i stop lol
I don't know man 😅, I don't like how those bullets just come out of knowhere, when the previous game had cool guns.
I refunded. Too generic for me.
too much vampire survivor game ?@@mponce951
🤣🤣🤣
That's actually my only real complaint. Other games have done that just fine, and they already have working models from the other game they might be able to reuse in some way for that.
If they ever add that in, I'll be picking this up.
@@Skenjin If that's the metric for deciding to buy the game or not I would recommend you to not buy it.
Well in the previous game you didn't fire 4 guns simultaneously... How would one animate that? 😅 Would that look like hyperactive bearded squirrels?
I'm confused how this shit game managed to sell 500K copies in 1 week yet DRG took an entire year to sell the same amount. and imo DRG is a much better game. 🧐
DRG built the fan base that's buying DRGS. Plus it's cheaper and single player, so there's a considerably lower barrier for entry.
NOT a fan of zero animations regarding holding out your guns and swapping to pickaxe. Too much to ask for? While pickaxing the dwarf can be badass by digging with one hand and shoot with the other, looking over his shoulder etc. Bullets just... spewing out of the dwarf takes me outta the gameplay ASAP Imo
I'm ngl, this game looks *so* boring. Not trying to hate at all, I love your content, but drg survivor definitely won't keep me hooked
ROCK AND STONE
ROCK AND STONE