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.
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
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.
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
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.
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.
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...
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*
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*
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.
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.
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
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.
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."
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
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.
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)
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 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.
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
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.
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.
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 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.
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.
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.
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!
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 ;)
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!
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
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
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.]
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.
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.
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
An important fact about Clean Sweep that is not mentioned in this video is that it has enough damage/heat to kill a slasher 100% of the time even at the very edge of the fallout radius without a single radial damage upgrade. For Pack Rat, CR, or RJ250 to one shot slashers they all need some combination of radial damage upgrade(s) and point blank hits. Hell, RJ250 needs both radial damage upgrades AND a point blank hit. It's also very much worth mentioning that RJ250 cannot even reliably one shot normal grunts at the outside edges of its radius without at least one radial damage upgrade. Something that Compact Rounds & Pack Rat both easily accomplish. Edit: Should clarify that I am speaking of haz 4/5/EDD breakpoints only.
Been running Hyper propellant without heat for ages, because how am I supposed to know it's bugged and it doesn't decrease the damage. Well thanks for the video
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
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
"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?
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!
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.
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)
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.
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.
@@jacobfoxfires964 have done that my self, just shoot the thing off for fun and wait for the boom
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.
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.
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.
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.
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
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*
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
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 are three Engineer secondaries:
-Demoman TF2
-The Ballista from Doom
-Super Laser Piss
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.
You forgot one of the big reasons for playing with the Fatboy overclock.
It makes a big nice mushroom cloud.
Zazy Approves this breakdown of Hehe Boom Gun
AHHH YOU WERE AT MY SIDE ALL ALONG
MY TRUE SCOUTKILLER, MY GUIDING GREEN LIGHT
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
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.
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."
"I hope none of you have been running this [armour break] mod for the past couple of years or so."
....fuck.
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
Drunken pipe bomb was a flawless intro haha
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
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.
oh, a small followup here: at some point the radial damage resistance was apparently removed in favor of complete immunity to the radiation field.
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)
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
One of my favorite methods of scout repellent
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.
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
Nice Blood footage, it was a good surprise.
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.
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.
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
_"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
They finally patched the PGL armor breaking today. According to the patch notes.
They're goin' ta bury what's left of ye in a soup can!
idk if anyone came back here to say, but the fire damage thing is no longer the case - damage is properly reduced and converted into heat now
Holy smokes - TF2 music *and* Duke 3D music?! You, Sir, have immaculate taste!
Hard to believe this video is already a year old but still holds up very well to this day, even with Season 4 releasing.
Thank you for making this.
I'm glad you were able to get your computer fixed.
This has been such a great series. Thanks for sticking with it; I look forward to each video!
0:41 “Dont point it at tanky enemies”
Me and my dumbass unlocking Hyper Propellant as the first ever overclock.
Love you content man, you are an opposite of Lazy with this indepth analysis and breakdowns
Great video as always!
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.
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 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.
insanely good video, thank you for the informative breakdowns
sick choice of music as well
0:10 "What makes me a good demoman?"
Thanks for rj 250 ad, perhaps i will finally see more engi scouts
900 hours and im still learning new things from you :D May Karl bless your soul
Dude, this is actually amazing, this video is way more informative than anything else I've seen, hoping to see more
really appreciate your content and clarity throughout! thank you!
Good quality as always, can’t wait for the hurricane breakdown.
Thank you for doing this, always appreciate being able to learn the finer details about weapons and how their mods work!
21:57 I really hope you release a best friendly fire video.
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.
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!
another BANGER (haha get it) of a breakdown. keep it up
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 ;)
Amazing stuff. Love the amount of stuff learned from watching those.
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!
Amazing video as always, thank you!
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
When the Meet the demoman soundtrack kicks in "KABOOM"
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
without your testing and breakdowns, I swear most bugs would never get found.
These videos slap, gj
Thanks for making these mate.
if they fix the bug on the incendiary mod for hyperprop... they better do something with the armor break mod at the sametime. 😅
Love the videos^^
These videos are great and informative, thanks dude
amazing deep rock TH-camr! just discovered ur channel and I'm amazed
Hype! thanks for the content
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.]
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?
Fatboy was my first Engie OC, much to the distress of the local bugs and team mates alike.
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.
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.
That's it! Vanilla build is out.
Thnx for the video! Great job!
Love that you played the drunken pipebomb on this
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
looks like I have to switch from pack rat to RJ 250. Thank you very much
An important fact about Clean Sweep that is not mentioned in this video is that it has enough damage/heat to kill a slasher 100% of the time even at the very edge of the fallout radius without a single radial damage upgrade.
For Pack Rat, CR, or RJ250 to one shot slashers they all need some combination of radial damage upgrade(s) and point blank hits. Hell, RJ250 needs both radial damage upgrades AND a point blank hit.
It's also very much worth mentioning that RJ250 cannot even reliably one shot normal grunts at the outside edges of its radius without at least one radial damage upgrade. Something that Compact Rounds & Pack Rat both easily accomplish.
Edit: Should clarify that I am speaking of haz 4/5/EDD breakpoints only.
Been running Hyper propellant without heat for ages, because how am I supposed to know it's bugged and it doesn't decrease the damage. Well thanks for the video
Hundreds of hours on engineer but I still learn things from these videos. Great work
Awesome content. So many mechanics I never knew about explained in so much better detail. Thank you!
I’d love to see you do a short video on all the grenades in the future, especially since we’ll be getting new ones down the line.
I'm thoroughly enjoying this series. Thanks for all the informative stuff.
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