Since we've still got a fair chunk to go through, I figured I'd make a poll to see what secondary you all want to see me cover next: strawpoll.com/polls/XmZRjr31wZd Also, here are the mentioned resources that talk about the armor break falloff bug: karl.gg/blog/20#/ (Under "Area Damage does not use Falloff correctly when interacting with Armor plates") docs.google.com/document/d/1l7TSN99lW4LpHSArf5wyw1zAHQV4TUtdgHwWhzsj1p8/edit (Under "About Those Partially Working Armor Break Options") edit: The average damage with PGL's homebrew is 110%, not 120%. Simple math mistake I shouldn't be making >:L Other drg test/info videos: th-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
The linked google doc in the comment you replied to is, as far as I know, an accurate list of which AB mods are bugged. The armor damage falloff bug affects all area damage, it's just that it requires a certain distance from the point of impact for it to happen. And also the results are kind of complex-like I said, I don't know if anyone fully understands this bug. And then additionally as mentioned there are specific AB mods that are bugged, like PGL and hurricane, plus the extremely weird "plate regrowth bug" also exists. So bug armor breaking is sort of a mess right now.
@@mlowd5753 i *TRIED* to get the right national adjective for the job, didn't want to look at CGP Greys video for a nearly-not-joke on my part that about 8 strangers on the internet are going to see..... And SURELY no one is gonna complain about something so irrelevant like if i included the Irish isles.... If watched that video at least three times, tried to remember the colonial headhurt. No.
I think a *lot* of people have been running armor break because they were scared of the "losing 50% of damage into heat" mod and didn't need the velocity increase. That's the case for me.
Of all my revelations about weapon builds in DRG, incendiary PGL might be the biggest one. It's _so ridiculously effective_ on grunt clusters, it's unreal.
Only on hyperprop tho, the aoe damage still doesn’t strip armor and devs confirmed it to be by design. I don’t exactly agree with this decision but it’s not important that anyway
TFW you've been running the armor break mod since playing the beginning of Steam Early Access. Kinda glad that the weapon balance is good enough that even with busted mods like that, guns still perform admirably.
Exactly. That’s one of the most impressive aspects of DRG to me. Some upgrades aren’t very impressive, and a few can be detrimental in certain scenarios (T5 fear on a non-neurotoxin Thunderhead comes to mind), but there’s rarely an "avoid at all costs" choice.
Many of the older, more basic weapons have a decent enough baseline that they perform well regardless of what you do to them. I still use my old Clean Sweep PGL build that I made back when overclocks first came out just because I don't like the rocket jump.
Yeeaaah...this is what I get for not paying attention to the community, I suppose. I really do hate Incendiary, but man. It's nice to know Pressure Wave basically doesn't exist. I _think_ I started using Faster Shots just because mleh, but I ran Pressure Wave for a long time before that and probably still do on a few slots. Time to edit some kits.
@@B_Skizzle and if there is an AvoidAtAllCosts upgrade, it's probably like the armor breaking on warthog just because the damage upgrade is just more worth it.
Yknow, one alternative I'd love to Proximity Trigger is something that changes the firing mechanism to something more like the Halo Reach grenade launcher, where the shot bounces around and doesn't explode until you let off the trigger
or the doom eternal rocket launcher where the rocket flies straight and lights up when enemies are near for you to detonate it manually. that would be fun as hell in DRG, maybe as an OC
They already have a similar mechanic with the Return To Sender OC for breach cutter. I would love to see proxy trigger to be reworked into a OC that doesn't bounce, but gives +100% stun (to guarantee stuns on pretorians). So it works like a minelayer system but with one charge and an airburst option.
Proxy trigger fat boy is nice for having a sudden adrenaline rush every once in a while. Adds a bit of spice to life when you see a little blinking green dot duck behind a cave coral and you have no idea if it will land on top of you or across the cave. Great video as always
4:12 "setting stuff on fire is usually a really good option" *crying as i run out of ammo on driller because nobody else brought a heat weapon to a rival presence mission and we're on the third nemesis and the engineer tells me to stop dicking around*
One more benefit of using incendiary compound with RJ250: Since incendiary compound converts 50% of area damage to heat, that means that you'll also do less damage to yourself when you blast yourself around with RJ250. On hazard 5, without incendiary compound, you do 33 damage to yourself if you shoot the PGL straight at your feet while standing on the ground. With incendiary compound, on the other hand, you only do 17 damage to yourself. Notably this means that without incendiary compound you'll always exceed your shield when doing this (regardless of whether you have 25 or 30 shield) and therefore this can easily add up to a lot of self damage over the course of a mission, whereas with incendiary compound as long as you're careful to mostly use this when at full shield, you won't lose HP. You do apply heat to yourself, of course, but this only takes you about a third of the way up your fire status effect meter, so it's unlikely you'll set yourself on fire unless you're already almost burning.
@@yasyadefen1135 You can either have 25 shield points and 145 health points or 30 shield points and 125 health points, depending on what you take in tier 2 of the armor upgrades. It's debatable which is better since shields regenerate so you can use those extra 5 shield points multiple times, but personally I think the health is better for a number of reasons. One big overlooked reason is that having more max health means you get more health back with each resupply (especially using the resupplier perk) because resupplies give you back a percentage of your max health. One other random overlooked thing to mention is that you should make sure to buy all the armor upgrades because you get "mastery unlocks" the more upgrades you buy, and three of these are +5 health so you can get an extra 15 health total by buying every armor upgrade.
Important little note about Fatboy: it is basically a cheatcode for the Omen tower. It would also be remarkably versatile, were it not for the low ammo; because sure, it chunks large enemies and it shreds swarms, but it also lights up the cave, creates a nice big hole where an ore vein might have been, or blocks off a passage or area to enemies similar to a gas or incendiary grenade. There is basically nothing a Fatboy shot cannot do, unfortunately they just are so limited that most of what they can do is kind of hard to justify cost wise...
I.. didn't know that the incendiary mod was so good! It always felt underwhelming since it didn't kill everything straight away.. and yes, I've used the armor-breaking mod for a loooong time due to that.
There's good reasons to pick the breach cutter over the PGL, but the PGL wins out solely because it allows you to hit 300% skilled airshots *GUNSHOT BRIDE*
As someone with a lot of hours in the game, I greatly appreciate these deep dives into the weapon details. The acknowledgement of how the mechanics function in-game as well as options that are not working as intended (armour break) really helps out! I hope that Ghost Ship Games is watching as well and can make note of these important details. I think I need to set my Breach Cutter down for a few rounds and pull the PGL out again.
To make a case for the Clean Sweep build at 15:00, if you pick up one damage mod and swap off the incendiary you can one-shot glyphid slashers within the max damage radius since they take 30% more damage from explosives (140x1.3=182). That way, the PGL becomes a very satisfying grunt oneshotter while retaining most of its viability.
I know a lot of TH-camrs do builds and that's nice, but for someone like me, I like understanding the math and code behind stuff. I had no idea AB was bugged for instance. Appreciate these fr fr
While I knew most of the stuff in the video, a couple of things were really interesting to see. And would've been huge time savers. The fall off max damage radius was one thing. And the other, much more important, is that heat doesn't suffer from fall off. A couple of weeks ago I was trying to figure out what the best combo of damage and radius so that I'd inflict enough heat on grunts to set them on fire / kill them with the burn and direct damage, but.... My dumb ass never noticed that it was always setting things on fire. Thanks a ton for these breakdowns, they help boatloads in informing really useful tidbits and correct misconceptions I had. (ie, I learned about the armor breaking issue with hyper propellant a while ago from you, and before I had been assuming that the low roll of randomized damage was screwing me over, but nope. Just can't shoot praetorians in the armor)
When your engineer has been legendary 3 for multiple promotions and you're only learning now that incendiary is bugged on hyper propellant :(. Great video btw
I know you probably won’t see this, but thank you so much for making these videos. It presents lots of valuable information in a digestible and entertaining way. You’re always so clear on what each mod or overclock does and the bugs associated with them, I can’t believe how much testing you must do. They’re really high quality, and I love them. Keep it up dude.
Lazy: "EPC next?" Me: "Thats a compex gun, this gon' be a deep deep di-“ Lazy: "So we tested the flight physics of Gold and Morkite minerals, Gold is bugged, it doesnt actually work. If youve been collecting gold in the last 2 years, you havent."
As an engineer main I highly appreciate this video it was hard to find details on the hyper prop build and others which I will now add to my arsenal. Thank you so much kind sir
one place where the fat boy is amazing value is in sabotage missions: there are 2-3 hold objectives that spawn both bugs and bots in large numbers to get killed by radiation and 3-4 shots on haz5 4 person scaling from the fat boy to the top of the caretaker allows you to skip its forcefields phase, which means that a single resupply pod for the engie lets you completely skip the hardest part of the fight. Also the lingernig radiation field sometimes instantly kills any shredder waves it spawns - way more efficient than dropping damage c4s on its head.
Fun fact: Caretaker's vents actually have radial damage resistance specifically because people were clowning on it with fatboy during the experimental branch. It's still very good against it, but it used to totally trivialize it.
So glad you mention how the flame mod plus hyper propellent means you can basically delete any of the rival tech dudes. Some people never know this and I try telling them that this build helps with rival related missions. But they do seem to be confused on how the fire mod works. So glad you made this so people can figure out the mechanics.
love the nods to rj250 efficiency/flexibility. it really doesnt lose much kill power at all for what it can give, all thanks to the heat mod, which also allows you to not have to run friendly fire reduction.
The fact that your pc had problems and you still had this much info in 7 days says something on how fucking good at this you are. Looking forward to all the other weapons
I am convinced you are one of the in-lore space dwarves working working on making sure we miner’s get the best bang for a buck on out weapons. (Maybe not a dwarve from R&D but from a bigger boom Union)
yeah, the mods for C4 could use a rework because you have to be insane to take one ammo mod, as it only gives you one more per mission. so you either have max ammo or max damage with your choice of stun or rock mover. and max damage is overkill and stupid unless you are dropping bombs on the caretakers head. maybe they could just give us 4 weaker ones and have the mods just boost aoe size/damage kinda like gunner sheilds
i love these weapon breakdown videos, even when it's stuff i already know it's very chill. you got that nice, enjoyable content creator tone of voice, vocabulary and speech pace. keep at it and rock and stone, you beautiful dwarf.
there is alot more detail to the PGL than i thought. i didn't know about the 2m max damage falloff mechanic, that it doesn't get affected by radius mods, that fire doesn't fall off, that armour break is really broken, etc. very informative! and you say this was delayed? i found this to be a remarkable turnaround from the boomstick video
I really like tier 3 heat and tier 5 inertia on Fatboy, For some reason it just feels more natural to aim. It's probably because I started using Fatboy before they changed it and made inertia into a mod and I'm too much of a whitebeard to adapt to a new build/aiming habit.
Really love these videos, despite knowing most of the weapons inside and out (or so I thought), I just can't get enough of your straight-forward yet impressively informative and entertaining style. Keep it up man!
Jeez. Putting such bops as BGM on a video about one of my favorite guns that essentially brought me into DRG is a delight, that's for sure. The only ones I'm not somehow surprised about are the overture and Drunken Pipe Bomb. Also, because of that specific choise in the music, the episode about (mostly) RJ250 got hella fun and apparently meaningful. And a glimp of Blood footage in 2022 is some even more spicy (pun intended) stuff. Thanks a lot for the video!
Love the detail and info of these videos! If it wasn’t for your vids i would have never have tried rj250 again and learned of its mobility while maintaining ability to kill by using the heat mod. Now I’ll never go back. Thanks again for the stats! Always useful
Early comment, I'm still not all the way through the video, but here's what I've got to say... THANK YOU for doing these breakdowns, because for the life of me, I couldn't understand why the Pressure Wave mod felt so... odd. Like, I was under the impression it was me doing something wrong. Granted, I am still Bronze-1 on En-G so that doesn't help either, but this makes a whole lot more sense. Keep it up, man. You're doing good work here, clearing up confusion for me and probably a lot of others. Rock and Stone!
i hope they improve the effectiveness of the armor break mods on splash weapons... im still going to use the armor break mod because i dislike the way fire damage interferes with my drillers' cryo cannons and i dislike that it makes its already low damage against tanky enemies even lower i enjoy being able to take pot shots at praetorians, guards, brundles, etc. and stun them out of their attack animations while also doing a not completely insignificant amount of damage and i dont like using the projectile speed mod cuz honestly just i think hitting a slower projectile is more satisfying i mostly play on hazard 4 so i dont need to use optimal loadouts, and even on hazard 5 i think you can get away with using suboptimal loadouts if you are good enough
17:57 I never really got into breach cutter. Skipped from PGL to Shard Diffractor, and got Volatile Impact Reactor as one of my earliest OCs. Compact Rounds was actually my first one, too.
Personally I find proximity grenades very fun on fat boy. Granted its more of a hazard than a boon, but its funny missing and then seeing the nuke ricochet all around the cave and not knowing where it will blow up.
Holy Crap that Incendiary is a game changer!!! Ty for your research, It helps so much with overall fight against the bugs and now potential rivals. Rock and Stone!
Really glad I watched this video. I mostly used the PGL with RJ250 more as a meme - I basically thought, "Oh, it lets you rocket jump so that's probably like its whole gimmick and it's not really going to be an effective weapon anymore" so I built fully for ammo and for minimizing the damage of the blast, which happened to include taking the heat mod. I did notice at some point that I could still light grunts on fire and kill them that way, but didn't think too much about it. I guess I was actually using a decently effective build, just gimping myself by not understanding that with the fire mod, the damage reduction really doesn't matter than much.
I don't like running incendiary because it messes up two of the drillers weapons cryo for obvious reasons and the flamer because the whole point of that (most of the time) is for driller to set stuff on fire and I kinda feel like I am taking that away from him.
At 9:16 you question why Breeders get such a long stun duration and I imagine it's because it would be pretty easy to stunlock without having to shoot the eyes otherwise since Stun probably stops it from spawning swarmers, but I'm not entire sure, so don't take this as gospel. EDIT: After using Fatboy for myself, I actually really love using Prox mine. The 0.5 extra radius helps really get a bigger area in the tunnel while also the biggest downside of Prox Trigger, blowing up the front of the group and not the getting the back, is almost completely nullified by the big ass Radiation field that the explosive creates. It's definitely annoying when I completely flub a shot and the nade bounces off of three walls and ends up doing basically nothing or killing someone, but User Error is significantly harder in Haz 5 Mactera Swarm missions where it sometimes just randomly destroys like twelve Mactera at once from the blast.
17:45 - I also had this same staged progression with my Engineer gameplay. However, I ended by experiencing a Stage 5. I now exclusively use PGL with Fat Boy. Is it as meta efficient as other secondaries and their builds? Of course not. Does it feature a super satisfying explosion sound while also being enormously fun to use, and therefore superior because vidya gaem? Absolutely.
Best general PGL build is the RJ OverClock with both Ammo upgrades, an AOE upgrade, and the Fire mods. Melt swarms (more effective in dense groups with small bugs) Launch yourself, and shoot lot. (2,1,1,2,3) [jump while shooting to flick the lunch and gain range.]
Sometimes I forget that you have 8k subs not 800k subs. Your content is probably the most thorough and well put together DRG content there is (and that's REALLY saying something lol) Keep up the good work and thanks for teaching me so much about this game
Honestly very glad to hear that the Armor Break is broken. There are so many times I've double checked that I *do* in fact have it on because the PGL just wasn't breaking armor
Whats so awesome about your vids is there is a clusterfuck of youtubers making videos about “optimal builds” and “TIER LISTS” (yall know who im talking about) trying to tell you what to do with nothing but anecdotes behind them. you give us the raw numbers and impartial facts with slight recommendations that nobody else does. cant find better DRG content anywhere else aside from maybe the 4chan threads on it ;)
I like using Homebrew Explosive with Hyper Propellent for the reason if in the event it doesn't one shot something, it will often have little health left where you can just finish it off with your primary instead of wasting another shot.
Uh oh. I don't think I ever looked at my tier 3 mod since my greenbeard days. Worse, I am an avid fat boy enjoyer. Time to start actually thinking about my loadouts... Thanks for saving my career.
Since we've still got a fair chunk to go through, I figured I'd make a poll to see what secondary you all want to see me cover next: strawpoll.com/polls/XmZRjr31wZd
Also, here are the mentioned resources that talk about the armor break falloff bug:
karl.gg/blog/20#/ (Under "Area Damage does not use Falloff correctly when interacting with Armor plates")
docs.google.com/document/d/1l7TSN99lW4LpHSArf5wyw1zAHQV4TUtdgHwWhzsj1p8/edit (Under "About Those Partially Working Armor Break Options")
edit: The average damage with PGL's homebrew is 110%, not 120%. Simple math mistake I shouldn't be making >:L
Other drg test/info videos: th-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
you mention armor breaking mods normally do not work on area damage, are there any AB mods that work for area damage? and which ones?
The linked google doc in the comment you replied to is, as far as I know, an accurate list of which AB mods are bugged.
The armor damage falloff bug affects all area damage, it's just that it requires a certain distance from the point of impact for it to happen. And also the results are kind of complex-like I said, I don't know if anyone fully understands this bug.
And then additionally as mentioned there are specific AB mods that are bugged, like PGL and hurricane, plus the extremely weird "plate regrowth bug" also exists. So bug armor breaking is sort of a mess right now.
Think you'd be up for a video on the bugginess of Armor Break in this game?
hi , may i have the name of the test room mod ? i'm a DRG uploader from China , i also have something to test~Look forward to your kind reply~
@@edo7876 It's something you can spawn in using "Sandbox utilities".
Equip fatboy with proximity trigger
@
Shoot it somewhere in the cave
@
You don’t hear the explosion
@
Live in constant fear
Broken arrow incident.
the most efficient way to use the Fat Boy is when the secondary mission type is fester fleas...
Can confirm
"I got one of the annoying bug!"
average american when they find a spider
Or when fighting a caretaker, turns out one shot can take out 3 of the weak points
6:56 "I hope none of you have been running this mod for the past couple of years or so."
Me: *slowly raises hand*
Now we can be depressed and wonder when this weapon will be fixed/buffed
Improve, adapt, overcome
Same, and i even use fat boy. My idea was that since it insta kills weak enemies, survivors would be stripped.
I used it first when I started playing a few months ago, and was wondering why it seemed armor was barely going down any faster.
No Patrick, Fat Boy isn't an Instrument either!
"A fine weapon, from a more civilized age."
*plays demoman theme*
You sir have taste and i applaud you
What makes me a good miner? If I were a bad miner, I wouldn't be sitting here discussing it with ya now would!?
Love for explosives, booze and an intense Great Britain accent.
@@lestevegmbh2637 ... British?
@@mlowd5753 i *TRIED* to get the right national adjective for the job, didn't want to look at CGP Greys video for a nearly-not-joke on my part that about 8 strangers on the internet are going to see.....
And SURELY no one is gonna complain about something so irrelevant like if i included the Irish isles....
If watched that video at least three times, tried to remember the colonial headhurt. No.
@@lestevegmbh2637 … headhurt?
I think a *lot* of people have been running armor break because they were scared of the "losing 50% of damage into heat" mod and didn't need the velocity increase. That's the case for me.
Sadly yes. Butt that changed a while ago because of always using rocket jumping^^
Still, good to know.
Same
Also same
Same
That 50% is a lot more punishing on hyperprop, which is what I mainly use.
I love the fact that I'm learning new things about this game despite having over 400 hours in it already
that’s what’s so great about DRG
1000+ hrs and have been using armor break the whole time. smh.
@@AveragePearEnjoyer lol yeah, engi main 700 hours and I totally considered it competitive with the fire mod normally.
I only knew everything he said this vid because I main engineer with nearly 500 games as him... the other classes I feel just like you do
Of all my revelations about weapon builds in DRG, incendiary PGL might be the biggest one. It's _so ridiculously effective_ on grunt clusters, it's unreal.
If you’re watching this in 2024, know that the armor break bug got patched, so it’s quite good on hyper propellant now
Only on hyperprop tho, the aoe damage still doesn’t strip armor and devs confirmed it to be by design. I don’t exactly agree with this decision but it’s not important that anyway
@@Nob-hx9kt I agree. If anything they should just make it a PGL thing if they do not want to apply it to every weapon.
TFW you've been running the armor break mod since playing the beginning of Steam Early Access.
Kinda glad that the weapon balance is good enough that even with busted mods like that, guns still perform admirably.
Exactly. That’s one of the most impressive aspects of DRG to me. Some upgrades aren’t very impressive, and a few can be detrimental in certain scenarios (T5 fear on a non-neurotoxin Thunderhead comes to mind), but there’s rarely an "avoid at all costs" choice.
Many of the older, more basic weapons have a decent enough baseline that they perform well regardless of what you do to them. I still use my old Clean Sweep PGL build that I made back when overclocks first came out just because I don't like the rocket jump.
Yeeaaah...this is what I get for not paying attention to the community, I suppose. I really do hate Incendiary, but man. It's nice to know Pressure Wave basically doesn't exist. I _think_ I started using Faster Shots just because mleh, but I ran Pressure Wave for a long time before that and probably still do on a few slots. Time to edit some kits.
@@atticlion7648 9
@@B_Skizzle and if there is an AvoidAtAllCosts upgrade, it's probably like the armor breaking on warthog just because the damage upgrade is just more worth it.
Yknow, one alternative I'd love to Proximity Trigger is something that changes the firing mechanism to something more like the Halo Reach grenade launcher, where the shot bounces around and doesn't explode until you let off the trigger
or the doom eternal rocket launcher where the rocket flies straight and lights up when enemies are near for you to detonate it manually. that would be fun as hell in DRG, maybe as an OC
tbh that's what i thought it did for a long time
They already have a similar mechanic with the Return To Sender OC for breach cutter. I would love to see proxy trigger to be reworked into a OC that doesn't bounce, but gives +100% stun (to guarantee stuns on pretorians). So it works like a minelayer system but with one charge and an airburst option.
I'd rather have the Halo 4 sticky detonator, I enjoyed that one much more than the Reach grenade launcher, I could never get that one to work for me.
Proxy trigger fat boy is nice for having a sudden adrenaline rush every once in a while. Adds a bit of spice to life when you see a little blinking green dot duck behind a cave coral and you have no idea if it will land on top of you or across the cave. Great video as always
Ricocheting it on a wall and hitting dead center a pack of macteras was one of the highest rushes of happy chemicals
@@canaldecasta sounds better then an orgasm if i am being honest
Should do that with Hyper Propellent and watch the events unfold become pinball.
@@jacobfoxfires9647 have done that my self, just shoot the thing off for fun and wait for the boom
The PGL was never about randomly killing your teammates.
It was always about deliberately killing them.
Spoken like a fellow driller 😂
@@bravoxray Ice Spear does a number on unruly players, too! 🍿🐬
I love this game because everyone has “the teamkill weapon” for every class
@@ricecooker7037 the gunner is the gun who kills teammates
Extremely based, Karl would be proud (or Mission Control at least)
4:12 "setting stuff on fire is usually a really good option"
*crying as i run out of ammo on driller because nobody else brought a heat weapon to a rival presence mission and we're on the third nemesis and the engineer tells me to stop dicking around*
One more benefit of using incendiary compound with RJ250: Since incendiary compound converts 50% of area damage to heat, that means that you'll also do less damage to yourself when you blast yourself around with RJ250. On hazard 5, without incendiary compound, you do 33 damage to yourself if you shoot the PGL straight at your feet while standing on the ground. With incendiary compound, on the other hand, you only do 17 damage to yourself. Notably this means that without incendiary compound you'll always exceed your shield when doing this (regardless of whether you have 25 or 30 shield) and therefore this can easily add up to a lot of self damage over the course of a mission, whereas with incendiary compound as long as you're careful to mostly use this when at full shield, you won't lose HP. You do apply heat to yourself, of course, but this only takes you about a third of the way up your fire status effect meter, so it's unlikely you'll set yourself on fire unless you're already almost burning.
That is GREAT to know
Wait, shield only has 25 hp? I never realized it's that fragile
@@yasyadefen1135 You can either have 25 shield points and 145 health points or 30 shield points and 125 health points, depending on what you take in tier 2 of the armor upgrades. It's debatable which is better since shields regenerate so you can use those extra 5 shield points multiple times, but personally I think the health is better for a number of reasons. One big overlooked reason is that having more max health means you get more health back with each resupply (especially using the resupplier perk) because resupplies give you back a percentage of your max health. One other random overlooked thing to mention is that you should make sure to buy all the armor upgrades because you get "mastery unlocks" the more upgrades you buy, and three of these are +5 health so you can get an extra 15 health total by buying every armor upgrade.
_"And all function properly..."_
**Homebrew Powder + Hyper Prop:** _"Let me introduce myself..."_ 😅
sssssshh no one knew about that when this video got made, it just goes on the pile of stuff to cover in a followup later
Important little note about Fatboy: it is basically a cheatcode for the Omen tower.
It would also be remarkably versatile, were it not for the low ammo; because sure, it chunks large enemies and it shreds swarms, but it also lights up the cave, creates a nice big hole where an ore vein might have been, or blocks off a passage or area to enemies similar to a gas or incendiary grenade.
There is basically nothing a Fatboy shot cannot do, unfortunately they just are so limited that most of what they can do is kind of hard to justify cost wise...
I use it because funny
Fight a dread with Fatboy
@@dinosaurkin5093 Actually ez tho.
@@TheSpeepLMAO wat
I.. didn't know that the incendiary mod was so good! It always felt underwhelming since it didn't kill everything straight away.. and yes, I've used the armor-breaking mod for a loooong time due to that.
There's good reasons to pick the breach cutter over the PGL, but the PGL wins out solely because it allows you to hit 300% skilled airshots
*GUNSHOT BRIDE*
Karl(20) defeats Mactera Tri-Jaw(0) on Badlands Spire
As someone with a lot of hours in the game, I greatly appreciate these deep dives into the weapon details. The acknowledgement of how the mechanics function in-game as well as options that are not working as intended (armour break) really helps out! I hope that Ghost Ship Games is watching as well and can make note of these important details. I think I need to set my Breach Cutter down for a few rounds and pull the PGL out again.
Drunken pipe bomb was a flawless intro haha
Zazy Approves this breakdown of Hehe Boom Gun
To make a case for the Clean Sweep build at 15:00, if you pick up one damage mod and swap off the incendiary you can one-shot glyphid slashers within the max damage radius since they take 30% more damage from explosives (140x1.3=182). That way, the PGL becomes a very satisfying grunt oneshotter while retaining most of its viability.
I know a lot of TH-camrs do builds and that's nice, but for someone like me, I like understanding the math and code behind stuff. I had no idea AB was bugged for instance.
Appreciate these fr fr
Your Channel is one of the few I actually have the bell activated and it's always delightful when I get notified of a new vid
You forgot one of the big reasons for playing with the Fatboy overclock.
It makes a big nice mushroom cloud.
While I knew most of the stuff in the video, a couple of things were really interesting to see. And would've been huge time savers. The fall off max damage radius was one thing. And the other, much more important, is that heat doesn't suffer from fall off. A couple of weeks ago I was trying to figure out what the best combo of damage and radius so that I'd inflict enough heat on grunts to set them on fire / kill them with the burn and direct damage, but.... My dumb ass never noticed that it was always setting things on fire.
Thanks a ton for these breakdowns, they help boatloads in informing really useful tidbits and correct misconceptions I had. (ie, I learned about the armor breaking issue with hyper propellant a while ago from you, and before I had been assuming that the low roll of randomized damage was screwing me over, but nope. Just can't shoot praetorians in the armor)
There are three Engineer secondaries:
-Demoman TF2
-The Ballista from Doom
-Super Laser Piss
When your engineer has been legendary 3 for multiple promotions and you're only learning now that incendiary is bugged on hyper propellant :(. Great video btw
I know you probably won’t see this, but thank you so much for making these videos. It presents lots of valuable information in a digestible and entertaining way. You’re always so clear on what each mod or overclock does and the bugs associated with them, I can’t believe how much testing you must do. They’re really high quality, and I love them. Keep it up dude.
Lazy: "EPC next?"
Me: "Thats a compex gun, this gon' be a deep deep di-“
Lazy: "So we tested the flight physics of Gold and Morkite minerals, Gold is bugged, it doesnt actually work. If youve been collecting gold in the last 2 years, you havent."
As an engineer main I highly appreciate this video it was hard to find details on the hyper prop build and others which I will now add to my arsenal. Thank you so much kind sir
AHHH YOU WERE AT MY SIDE ALL ALONG
MY TRUE SCOUTKILLER, MY GUIDING GREEN LIGHT
one place where the fat boy is amazing value is in sabotage missions: there are 2-3 hold objectives that spawn both bugs and bots in large numbers to get killed by radiation and 3-4 shots on haz5 4 person scaling from the fat boy to the top of the caretaker allows you to skip its forcefields phase, which means that a single resupply pod for the engie lets you completely skip the hardest part of the fight. Also the lingernig radiation field sometimes instantly kills any shredder waves it spawns - way more efficient than dropping damage c4s on its head.
Fun fact: Caretaker's vents actually have radial damage resistance specifically because people were clowning on it with fatboy during the experimental branch. It's still very good against it, but it used to totally trivialize it.
oh, a small followup here: at some point the radial damage resistance was apparently removed in favor of complete immunity to the radiation field.
"I hope none of you have been running this [armour break] mod for the past couple of years or so."
....fuck.
Nice Blood footage, it was a good surprise.
So glad you mention how the flame mod plus hyper propellent means you can basically delete any of the rival tech dudes. Some people never know this and I try telling them that this build helps with rival related missions. But they do seem to be confused on how the fire mod works. So glad you made this so people can figure out the mechanics.
Thank you for making this.
I'm glad you were able to get your computer fixed.
love the nods to rj250 efficiency/flexibility. it really doesnt lose much kill power at all for what it can give, all thanks to the heat mod, which also allows you to not have to run friendly fire reduction.
Love you content man, you are an opposite of Lazy with this indepth analysis and breakdowns
Great video as always!
This has been such a great series. Thanks for sticking with it; I look forward to each video!
The fact that your pc had problems and you still had this much info in 7 days says something on how fucking good at this you are. Looking forward to all the other weapons
0:10 "What makes me a good demoman?"
I love these breakdowns so much! They're packed so densely with info and all of it is incredibly useful
My friends and I love your videos, and I think you've got a great voice for this kind of content too. We'll always look forward to new posts from you.
I am convinced you are one of the in-lore space dwarves working working on making sure we miner’s get the best bang for a buck on out weapons. (Maybe not a dwarve from R&D but from a bigger boom Union)
As a driller player, I never knew that resupplies normally rounded up, my only frame of reference was C4 lol
yeah, the mods for C4 could use a rework because you have to be insane to take one ammo mod, as it only gives you one more per mission. so you either have max ammo or max damage with your choice of stun or rock mover. and max damage is overkill and stupid unless you are dropping bombs on the caretakers head. maybe they could just give us 4 weaker ones and have the mods just boost aoe size/damage kinda like gunner sheilds
i love these weapon breakdown videos, even when it's stuff i already know it's very chill.
you got that nice, enjoyable content creator tone of voice, vocabulary and speech pace.
keep at it and rock and stone, you beautiful dwarf.
Love your videos man. I have almost 1,000 hours in-game and I still learn something new about it whenever I watch.
Holy smokes - TF2 music *and* Duke 3D music?! You, Sir, have immaculate taste!
insanely good video, thank you for the informative breakdowns
sick choice of music as well
They're goin' ta bury what's left of ye in a soup can!
Dude, this is actually amazing, this video is way more informative than anything else I've seen, hoping to see more
there is alot more detail to the PGL than i thought. i didn't know about the 2m max damage falloff mechanic, that it doesn't get affected by radius mods, that fire doesn't fall off, that armour break is really broken, etc. very informative!
and you say this was delayed? i found this to be a remarkable turnaround from the boomstick video
I really like tier 3 heat and tier 5 inertia on Fatboy, For some reason it just feels more natural to aim. It's probably because I started using Fatboy before they changed it and made inertia into a mod and I'm too much of a whitebeard to adapt to a new build/aiming habit.
really appreciate your content and clarity throughout! thank you!
Really love these videos, despite knowing most of the weapons inside and out (or so I thought), I just can't get enough of your straight-forward yet impressively informative and entertaining style. Keep it up man!
Thank you for doing this, always appreciate being able to learn the finer details about weapons and how their mods work!
Amazing stuff. Love the amount of stuff learned from watching those.
Hard to believe this video is already a year old but still holds up very well to this day, even with Season 4 releasing.
Good quality as always, can’t wait for the hurricane breakdown.
One of my favorite methods of scout repellent
900 hours and im still learning new things from you :D May Karl bless your soul
21:57 I really hope you release a best friendly fire video.
Jeez. Putting such bops as BGM on a video about one of my favorite guns that essentially brought me into DRG is a delight, that's for sure. The only ones I'm not somehow surprised about are the overture and Drunken Pipe Bomb. Also, because of that specific choise in the music, the episode about (mostly) RJ250 got hella fun and apparently meaningful.
And a glimp of Blood footage in 2022 is some even more spicy (pun intended) stuff. Thanks a lot for the video!
Amazing video as always, thank you!
They finally patched the PGL armor breaking today. According to the patch notes.
Love the detail and info of these videos! If it wasn’t for your vids i would have never have tried rj250 again and learned of its mobility while maintaining ability to kill by using the heat mod. Now I’ll never go back. Thanks again for the stats! Always useful
These videos are great and informative, thanks dude
Early comment, I'm still not all the way through the video, but here's what I've got to say... THANK YOU for doing these breakdowns, because for the life of me, I couldn't understand why the Pressure Wave mod felt so... odd. Like, I was under the impression it was me doing something wrong. Granted, I am still Bronze-1 on En-G so that doesn't help either, but this makes a whole lot more sense.
Keep it up, man. You're doing good work here, clearing up confusion for me and probably a lot of others. Rock and Stone!
another BANGER (haha get it) of a breakdown. keep it up
Thanks for rj 250 ad, perhaps i will finally see more engi scouts
amazing deep rock TH-camr! just discovered ur channel and I'm amazed
i hope they improve the effectiveness of the armor break mods on splash weapons...
im still going to use the armor break mod because i dislike the way fire damage interferes with my drillers' cryo cannons and i dislike that it makes its already low damage against tanky enemies even lower
i enjoy being able to take pot shots at praetorians, guards, brundles, etc. and stun them out of their attack animations while also doing a not completely insignificant amount of damage
and i dont like using the projectile speed mod cuz honestly just i think hitting a slower projectile is more satisfying
i mostly play on hazard 4 so i dont need to use optimal loadouts, and even on hazard 5 i think you can get away with using suboptimal loadouts if you are good enough
Awesome content. So many mechanics I never knew about explained in so much better detail. Thank you!
I'm thoroughly enjoying this series. Thanks for all the informative stuff.
17:57
I never really got into breach cutter. Skipped from PGL to Shard Diffractor, and got Volatile Impact Reactor as one of my earliest OCs.
Compact Rounds was actually my first one, too.
Personally I find proximity grenades very fun on fat boy. Granted its more of a hazard than a boon, but its funny missing and then seeing the nuke ricochet all around the cave and not knowing where it will blow up.
21:54 Suggestion noted...
AND IGNORED
That's it! Vanilla build is out.
Thnx for the video! Great job!
I had no idea the ignite mod was so good. I hadn't even given it a glance before. Man I've been missing out.
Thanks again Lazy cant wait for the next video as always
Holy Crap that Incendiary is a game changer!!! Ty for your research, It helps so much with overall fight against the bugs and now potential rivals. Rock and Stone!
Thanks for making these mate.
Really glad I watched this video. I mostly used the PGL with RJ250 more as a meme - I basically thought, "Oh, it lets you rocket jump so that's probably like its whole gimmick and it's not really going to be an effective weapon anymore" so I built fully for ammo and for minimizing the damage of the blast, which happened to include taking the heat mod. I did notice at some point that I could still light grunts on fire and kill them that way, but didn't think too much about it.
I guess I was actually using a decently effective build, just gimping myself by not understanding that with the fire mod, the damage reduction really doesn't matter than much.
I don't like running incendiary because it messes up two of the drillers weapons cryo for obvious reasons and the flamer because the whole point of that (most of the time) is for driller to set stuff on fire and I kinda feel like I am taking that away from him.
At 9:16 you question why Breeders get such a long stun duration and I imagine it's because it would be pretty easy to stunlock without having to shoot the eyes otherwise since Stun probably stops it from spawning swarmers, but I'm not entire sure, so don't take this as gospel.
EDIT: After using Fatboy for myself, I actually really love using Prox mine. The 0.5 extra radius helps really get a bigger area in the tunnel while also the biggest downside of Prox Trigger, blowing up the front of the group and not the getting the back, is almost completely nullified by the big ass Radiation field that the explosive creates. It's definitely annoying when I completely flub a shot and the nade bounces off of three walls and ends up doing basically nothing or killing someone, but User Error is significantly harder in Haz 5 Mactera Swarm missions where it sometimes just randomly destroys like twelve Mactera at once from the blast.
One lf my favourite engi loadouts is warhog and rj250 pgl, i call it the Scoutgenineer
17:45 - I also had this same staged progression with my Engineer gameplay. However, I ended by experiencing a Stage 5. I now exclusively use PGL with Fat Boy. Is it as meta efficient as other secondaries and their builds? Of course not. Does it feature a super satisfying explosion sound while also being enormously fun to use, and therefore superior because vidya gaem? Absolutely.
Hundreds of hours on engineer but I still learn things from these videos. Great work
Best general PGL build is the RJ OverClock with both Ammo upgrades, an AOE upgrade, and the Fire mods.
Melt swarms (more effective in dense groups with small bugs) Launch yourself, and shoot lot.
(2,1,1,2,3) [jump while shooting to flick the lunch and gain range.]
Am always excited to watch these :D
Sometimes I forget that you have 8k subs not 800k subs. Your content is probably the most thorough and well put together DRG content there is (and that's REALLY saying something lol) Keep up the good work and thanks for teaching me so much about this game
17:38 LWC Overrated, Inferno is a hidden gem.
Honestly very glad to hear that the Armor Break is broken.
There are so many times I've double checked that I *do* in fact have it on because the PGL just wasn't breaking armor
17:56 ya know I never realized how true this is until I realized how often I come back to this video
Whats so awesome about your vids is there is a clusterfuck of youtubers making videos about “optimal builds” and “TIER LISTS” (yall know who im talking about) trying to tell you what to do with nothing but anecdotes behind them. you give us the raw numbers and impartial facts with slight recommendations that nobody else does. cant find better DRG content anywhere else aside from maybe the 4chan threads on it ;)
When the Meet the demoman soundtrack kicks in "KABOOM"
3:07 that's funny cuz there is a mod that changes bug sounds to cultist sounds.
I like using Homebrew Explosive with Hyper Propellent for the reason if in the event it doesn't one shot something, it will often have little health left where you can just finish it off with your primary instead of wasting another shot.
Why not take a upgrade that you one shot with?
Uh oh. I don't think I ever looked at my tier 3 mod since my greenbeard days. Worse, I am an avid fat boy enjoyer. Time to start actually thinking about my loadouts... Thanks for saving my career.