As a sinner who plays shooters with controller on PC( not competitive fps tho ) i just want people to feel bad about the fact that i agree to put auto fire in S tier! xD Yeah, you defo can't tap fire really quick with a controller, at least not half as fast as you could with mouse. Still i had good time shredding macteras with that lil pistol. Before macteras bonus damage was removed that's what i was using to get rid of them from a distance while using flamethrower. This and axes of course. Always shown to be pretty efficient to me. But yeah, lighting things up and using auto subata with bonus damage against ignited targets is pretty neat. TBH as long as you hit macteras in the belly i feel like you're even wasting time to light them up, you can just directly shoot to their weakspots with subata and goodbye. But against Praetorians and stuff it's another thing of course, you definitely want them to burn first.
Great video, but I have quite a few disagreements on placement. -Disperser Compound: Actually works better for applying DOT directly rather than puddles. Used like VIM, it's highly effective for swarms ever since the corrosive DOT was boosted. It should be similar to Facemelter. -Explosive Reload: Actually provides higher damage potential than Automatic Fire, increases effective range, and doesn't require clicking that fast because each bullet does far more damage. It's easily comparable to Automatic Fire. -Bodkin Points: While not nearly as capable as other choices for AOE damage, it is a decent option for scouts with more single-target primary weapons, plus some added utility with the special bolts. It'd be better in B. -Shield Battery Booster: This is the only placement that seems to stem from not having used it enough. I use it for haz 5 all the time and my uptime is still high enough to protect the team from high-value targets and a decent number of grunts. Chip damage is not as hard to avoid as you make it out to be, and it's certainly not the trap you seem to think it is. -Cryo-Minelets: This is sort of the "loner scout's" mini-cryo. It does great freezing swarms, not quite as great on bigger targets but still usuable, and allows scouts to have both freeze and IFG. Easily B material. -EM Refire Booster (built for weakpoints and not electrocution): is easily comparable to Cycle Overclock. Very high DPS, much more sustain than Warthog, and with recoil reduction and tap-firing, has pretty long effective range. If you want high single target damage like the CO but also want longer effective range, this is even better. -Turret EM Discharge: I actually completely agree with your placement, I just want to spread the idea that it should be reverted to its U35 state (when kiting with it was still possible). -RJ250: I agree that if used purely as a movement tool, it's easily the best, but only by virtue of being the only movement OC engie has. As for it's combat use, it's not nearly as bad as you make it out to be. It doesn't have the spectacular AOE radius that Fatboy has, but with how much more ammo you gain, it's a trade-off between sustain and granularity vs. Fatboy. Fatboy has higher burst but you must be extremely restrained about using it. RJ250 has, in addition to the mobility, the ability to justifiably target smaller swarms without sacrificing a huge portion of ammo, while still being very effective against swarms in general. It's great for missions with lots of mini-swarms as opposed to proper swarms. -Volatile Impact Reactor: I think this easily competes with Fatboy. You can place a ton of "magma" in a short enough amount of time to cover as much area as Fatboy Radiation, plus it's great against Robots since you don't need to spec into AOE at all to make it's "magma" effective against swarms. -NTP: "You can run this with fear on it and grunts will basically never get to you." That's what makes it S. It's the "DOT OC if the TTK didn't matter" because all the grunts can't touch you. The only things that would actually survive are slashers or tankier, and by the time they actually get back to you, they're down the 120 guaranteed DOT and can be easily cleaned up with a secondary or just sent packing again. It reigns king for AOE when the gunner is aware of his surroundings. -Magic Bullets: It's as effective as Hellfire for taking out grunts. It's literally the same use case, except that it doesn't apply heat for robots. Other than that, it's just a trade-off of granularity and charge time. And since dreads can't catch fire, it's the optimal secondary to pair with BB or LS on elimination to still have some AOE. (And yes, I did go and checked everything in game in with Karl.gg's DPS calculator and my own calculations.)
@@Beanie-Babe Haha, thanks. I just finished getting all my dwarfs to legendary 3, actually. But don't take my word for anything I said just because I said it. Go ahead and try these out for yourself when you get the chance.
AG mixture does not belong into that category, should be clean. As per your own definitions it does nothing but good for the gun and if no other OCs are available it is always worth taking, that is what clean means.
Yeah. In theory, placing all the middling cleans in one row would make sense, and a lot of them are, but it is unfortunate that some of the very good OCs got placed there as well, which just confuses things.
on sticky fuel vs disperser compound: you're right about the advantages of sticky fuel but sludge pump has other advantages. namely the slow is much stronger (up to 15% total speed vs only 50% with crispr), the puddles and the dot last longer and it can be used against dreads. they are equally viable imo. edit: on carpet bomber vs splintering shells: I've seen the "numbers" for this they never account for accuracy. they always assume you can hit weapoints consistently with the auto canon which you obviously cannot... edit: I have a problem with your argumentation on a lot of those OCs. mainly when you dismiss them because "other weapons do it better" or because "that's not what the weapon is for". those OCs are supposed to be transformative. of course if one plays magnetic pellet alignement the same way one plays cycle overload the result is going to be bad. a lot of those OCs are super fun and viable if you're willing to adapt to them.
I don't care about viability in this context. Transformative OC's rarely outperform the weapon you are trying to transform it into, the one's that do are rated highly.
@@AxisKronos you don't care about viability, but then say "why use x when y does it slightly better" so if not viability, what are you judging these overclocks on???
@@Scripzure "Viable" refers to whether something is usable or not. A weaker option can work on Haz 5 and thus be viable. But you would still put the stronger option in the higher tier.
Aggressive venting is basically AoE fear on tap if used with the manual overheat. Even if you don’t generate enough heat to burn bugs by using it this way, being able to reliably AoE fear everything whenever you want is incredibly strong for Scout.
Ice spear I'd kinda say is better than snowball. But they both shine in different situations. Snowball you lose 100 rounds. Snowball is also really only good with really big swarms, or mactera plaque lol. Other than that it's more or less a waste of ammo. Ice spear allows range and very high single target damage. Good for dreadnoughts, praetorians, oppressors, sniping blood nexus or spitballers, insta killing mactera grabbers or goo bombers and so forth. But as for cost of ammo for shot is really it's only down fall but for what it's capable of doing you almost save ammo by using it. On the topic of electrocuting focus shots, it's become a lot better since the release of the crossbow. As well as being basically the best overclocks for oneshotting things like acid spitters because of damage over time. Which this also gives it great crowd control too with penetration rounds and that's three times for electrocution. But as there is electrocuting for the drak and the crossbow with it's special electrocution bolts it's very debatable. But something I really enjoy running with the crossbow.
that ammo penality is really awful 25% less ammo Id argue its the worst overclock for ice cannon can't remeber how much ammo it takes to freeze individual targets but unless your throwing yourself into a swarm then this upgrade is really bad and I have found that mactera like to fly above you and can be real problem far away
snowball also has a lot more range than the normal ice stream so it's usefull when you have to deal with priority targets that would be otherwise too far away. also breeders.
Yeah, tbh this ended up looking like a clusterfuck, would be much more readable if it was 8 smaller tierlists instead: primary and secondary slot tierlist per each class. And putting most cleans in the same tier just adds to that, when cleans for powerful base weapons like breach cutter can be one of the better options overall, while cleans for weapons that are trash at base like gk2 or loki just make them barely less trash.
Not sure why RJ250 isn't that good in your opinion, catching a grunt pretty much anywhere in the AoE if you run fire damage guarantees their death, you get a good amount of ammo, it's the only reload speed upgrade on the grenade launcher AND you get the rocket jump, it's pretty much the perfect compliment for executioner, my damage is rarely not the highest in the entire team by a long margin when I'm playing engie with it
I think his point was that if you aren't jumping it isn't worth taking over the breach cutter, but I think if it's used to jump at least a few times everything you said in this comment is a good arguement in favor of RJ250
He explicitly said that RJ450 is amazing if you jump with it but using it exclusively for combat is dumb and you should use compact rounds instead which is my exact opinion too.
@@henriboteule Compact rounds and RJ450 are mucb better than the cleans and base PJL for the sole fact that the fire securely kills anything inside the blast radius but guards which they would've survived non-incendiary rounds anyways, PJL wihout the fire mod is just vastly underpowered thanks to AoE scaling damage and will be as long as incendiary rounds keep that quirky feature of igniting everything instantly inside the blast.
@@marcuso7350 I disagree the breach cutter is much more awkward to use as a swarm clearer especially if you're talking hitting bugs on walls and ceilings.
Obligatory "but muh favorite OC" comment. For real though, I would’ve made an exception for Light-Weight Cases. I know it doesn’t do anything unique, but when we’re talking about a weapon as powerful and versatile as the breach cutter, 3 extra shots makes a massive difference.
While I can see the sentiment behind your decision, there's a video by Uncle Dane you might want to watch about this sort of balancing decisionmaking: "Trickle-Down Balance". Give it a watch and tell me what you think.
@@greyhound4639 >uncle dane sorry but comp players like him ruined a lot of fun in TF2 for "balance" for example the TF team listening to b4nny and the comp community for balance changes they ultimately ignored anyways even though the changes were cathered to them, so no you shouldnt listen to the top 1% ever
@@greyhound4639 Already seen, unfortunately the idea historically hasn't applied there either due to valve being terrible at balancing to make thins both fun in competitive and in casual. Additionally, that is an Inherently competitive, Team-Based multiplayer experience. DRG, meanwhile, is a cooperative single or multiplayer experience. Ultimately my specific sentiment here is that i don't trust much of Axis' takes here specifically because he is catered towards extremely fast speedrunning, which, while valid, Is Not how the vast majority of players play and Should Not be what the game is balanced around.
@@marcuso7350 I didn't say I unequivocally agree with the entire concept, just that the video I specified might be interesting exploration of the topic. But if you have some specific examples I'd hear them out.
@@margakis I think the one example of this being done well was with the BASE Jumper, where it was toned down, without massively affecting the lower levels. I do agree that Valve has not handled it well. That being said, I don't think cooperative/competitive or single/multiplayer ultimately makes a difference to the core idea: the most experienced players generally have the best knowledge on what is and is not over- or undertuned. All that being said, I do disagree with a bunch of the placements on this tier list. Do not mistake my comments as a defense for Axis.
I will say that Volatile Impact Reactor with a high damage single target primary does allow the engineer to both crowd control and deal with smaller enemies with the Shard Detractor and use primary to deal with larger enemies. Really good combo with an Executioner Lok!
Some nice takes here, but also some confusing ones. Leaving some of the strongest overclocks in the dust. Curious to hear if you've actually tried playing around with plastcrete catalyst? Insanely strong OC that belongs in S-tier on my list. Same with neurotxin payload. Literally makes Haz 5 feel like Haz 4. I don't agree with the premiss that burst is all. The amount of control and DoT you get with neurotoxin for example is unprecedented. I don't see dispute in the community that neurotoxin absolutely shreds. I don't diagree that big bertha is a strong choice, but talking about swarm clears, doesn't come close
I'll just highlight the more dubious points: - Fire Bolt is at least 2 tiers lower than Cryo Bolt, and is incredibly weak overall against anything tougher than normal grunts. - Neurotoxin Payload is S+, for being one of the most broken OCs in the game. The sheer amount of crowd-control provided by high DoT paired with ceaseless fear procs and 30% radiation slow trivialises all types of swarms and enemies up to oppressors. The ammo economy is through the roof also. - Magic bullets is A or S, for being an extremely effective and spammable crowd-control tool for gunner, giving him an option to build his primaries for max single-target damage. - Bodkin points are an A or S, for being the only OC that allows scout to unconditionally and conveniently deal with huge swarms of grunts, in addition to fearing and stunning. - RJ250 is the best OC for a normal napalm launcher build due to giving the most amount of ammo out of all deepcore OCs. - Trifork Volley is at least 1 tier above jumbo shells. It deals much higher damage burst, unrestricted by range. One-shotting all special enemies and killing a Haz5/4Player Bulk Detonator in under 10 seconds with 4 shots from any range is not something jumbo shells can do. - Fat Boy is tier A at most, for being exceptionally ammo-inefficient while dealing nowhere near enough damage to deal with tanky enemies. If you want to deal with swarms, a napalm build offers much more for much less. - Minelayer system is at least 2 tiers lower than Jet Fuel Homebrew for being too clunky and not particularly efficient compared to JFH. - Magnetic Pellet Alignment is the same tier as Cycle Overload. MPA trades burst DPS of CO to greatly expand the maximum effective distance of the shotgun. Both are similar in terms of efficiency, differing only in use cases and preference. One-shooting macteras with MPA is a lot easier, while blasting praetorians is faster with CO. - Snowball is at least 2 tiers lower than Ice Spear. Snowball consumes a huge amount of total ammo to do a thing that the cryo cannon does more than well on its own, and is only really usable on mactera plague missions. Ice Spear, on the other hand, trades 50 ammo to one-shot any non-boss or bulk detonator frozen enemy you run into, with minimal downsides. It's more of a clean OC in disguise. - Shield Battery Booster is C or B. It's an OC that shines in more open environments, and allows the scout to shorten his shield recharge duration to just a few seconds. - Endothermic Explosion (Plascrete Catalyst) is C or B. The plascrete explosion deals a huge amount of damage in a wide radius, for how much ammo you're spending to proc it. It had initially been an A, but shortly after release it got nerfed, and it now makes the plascrete explosion hurt you and your teammates. Still, it's a fairly OK OC, and spices up engineer's playstyle well. - Cryo Minelets is C or B, for being a more finnicky version of Cryo Bolt. Still, it allows for a pretty strong crowd control for scout, which is nothing to sneeze at.
the fire bolts let scout clear large hordes of grunts because of the fire spreading mechanic, something he can't really do otherwise, they're like the bodkin points but have the potential to kill way more than just 3, and arguably do more than bodkin bolts do to large targets. cryo bolts by comparison let him do more damage to enemies, but he still has to focus on 1 or maybe a few at a time in order to clear them. sure they help his single target damage, but scout already has really good single target.
@@beastbro9823 Scout can destroy that same swarm with bodkins, whilst at the same time fearing/stunning tougher targets. It's quick, reliable, and keeps enemies away from you or your teammates. Same goes for cryobolts - they completely freeze up entire swarms in 2-3 well-placed bolts, making bugs helpless and much more fragile for the entire team. What's even more important, is that their use cases aren't limited to swarms of small and medium enemies: they freeze all normal enemies with great effectiveness. It's basically a lot like having 25 long-range cryo grenades, which also frees up the room for you to take IFGs to boost your damage and crowd control capabilities even further. And what do fire bolts do? Apply heat. Quite poorly at that - they are only ever good against smaller enemies, and are completely useless against robots. They could've still worked, if the effect was worth it. It's not. Unlike any other fire-type weapon, fire bolts don't actually deal fire DoT, only heat enemies up. Fire DoT is only strong against swarms of normal grunts due to heat spreading, as you said, but anything tougher - even grunt guards and slashers - can and will survive the fire. I'm not even mentioning macteras, spitballers, nexuses, menaces etc, who don't give a damn about fire DoT - the damage is minimal. Still, that's not the worst thing about it. The worst thing about fire bolts is that they offer no crowd control whatsoever. Unlike cryobolts and bodkins, fire bolts don't do anything to slow enemies down or prevent them from hitting you. A pack of slashers would still reach and cut you to pieces even when burning. Cryo bolts counter a lot more enemies far more efficiently, while still blowing the fire bolts out the water in crowd control department. And that's why they're hugely better in comparison. Also, scout is not exactly limited to fire bolts to cause fire damage and heat spreading to enemies. There are incendiary rounds for the boomstick and the thermal exhaust OC for the DRAK.
@@AxisKronos I have a confession to make - I have a fairly strong proclivity for effective bug extermination, and hence I naturally prefer OCs that perform better than others in such a field; a field, where fire bolt doesn't really belong at this point in time.
I think rewiring mod is A teir specifically in a competent 4 man team, and especially for modded hazard speedrunning (though you need to run manual heat dump). It gives you enough ammo economy that you can give up your first resupply to allow your engineer or gunner to run an extremely greedy build, and if you're going fast enough you won't need flare ammo fast enough for it to matter. You can still do scout things, but your gunner or engi can do some crazy shit if you unleash their build a bit.
I know it's old but could you give me some greedy builds? I always gravitate to ammo efficient builds but id like to try and I have no clue what works for that.
Overdrive Booster enjoyer here: The "not moving while Overdriving" bit isn't actually as bad as it seems. You can choose to not overdrive and it functions normally; and when you do overdrive it doubles your ammo usage. Meaning that so long as you don't upgrade your battery capacity, you're only stuck in place for a few seconds, and only when and where you choose.
I'm confused how Compact is better for combat than RJ250 when Compact gives you less ammo for 0 extra breakpoints (with fire mod). What am I missing here?
Yeah, RJ250 marginally outclasses all but Fat Boy and Hyper Propellant. If you want a "normal" grenade launcher, the other Balanced and the Cleans are not worth it.
Elephant rounds can come in really handy, and in my opinion is the best overclock for the bull dog. It just feels good to have a long range sniper, paired with the auto canon. I really agree with you when it comes to big bertha, because for one, it can’t have a better name, and two, I only really hear people talk about carpet bomber, but when I compared the two, big bertha was so much better. Also, if you saw my builds you probably have a heart attack and die, I have an addiction to pure damage.
Personally, as a solo player, Cryo minelets is an amazing CC tool that Scout normally doesn't have outside of it, and imo that on its own makes it extremely good. Electro Minelets is also a rare CC tool for Gunner, though he doesn't quite necessarily NEED one like scout does because he has so much AoE DPS and his shield. I personally love playing with DoT damage on every character so I like using Electro Minelets just on that fact alone. Edit: I forgot Scout also has Cryo Bolts, I like it again for the same reason as Cryo Minelets. A CC tool that helps solo Scout deal with crowds. Edit again, last time: Regarding mini shells being a trap, it's actually worse than you think. Stun is helpful for being able to manage crowds of glyphids, and Mini Shells not being able to stun at all makes it a lot harder to deal with large groups, esp since your damage per shot is lower. Regarding your comment about electricity not being a good status effect because of low damage, I disagree. It's true that certain high HP targets (Oppressors, Dreadnoughts) are immune to electricity, but Electricity does have a very important effect besides damage that is very very useful as a status effect: Crowd Control. The slow helps with managing crowd threats so that you can shock a crowd, pick off high threat targets, then finish off the weakened crowd while they're crawling towards you.
Adding one as a relatively new Scout who’s only started playing him after the big GK2 changes: Gas Recycling on Zhukovs is actually nuts now if you run AI Stability on GK2, I really want it to drop for me Your Zhukovs retain good crowd control when paired with blowthrough for when small adds swarm you, but now with how brutally strong AI Stability is against weakpoints, being able to shred the armor off of Praetorians, Guards, Brundles, Qronar, just every destructible armor bug in the game, is massive Now instead of always needing to gain line-of-sight on weakpoints to have GK2 melt targets, you can instead combo Zhukovs into GK2 by stripping bulky armored targets of their armor, then melting them with your aim-assist monster crit-shredder AR from way more angles and with complete ease
agree with everything, learned some stuff too. Only thing I'd change is Double Barrell. I think it belongs in Why because 1) its bugged and actually makes the weapon a little worse and 2) you can get the same effect but better with the fire-rate mod. I think it needs a fundamental rework.
I entirely agree DB is bad, but I struggle to see what makes Jumbo Shells so much better in many peoples eyes. I'm pretty sure DB lets you carry a good bit more damage than JS, and does more damage per shot, so I'd see them both as kinda crap tbh...
@@TheSpeep it's definitely not bad but it isn't the supreme OC either. Taking both ammo mods puts it on the same level as double damage compact shells and 1/1 stuffed shells, which are usually solid choices to keep competitive burst damage while having enough ammo for grunt clear. Doing this gives jumbo shells a bit higher total damage and more ammo than the other two. So it is good, but not for the obvious reasons.
@@geddo.1132 Tbh, tho only OC I still rly use the Boomstick with is Special Powder, and even then I dont run it that often cuz I'm not that good with it yet. I tend to prefer Cryo Minelets to help soften up waves while using my primary, usually Hipster M1000, for most single target dps, that way I can use my secondary to both slow down the waves and make up for the breakpoints that you miss out on with Hipster.
@@TheSpeep Jumbo shells, it deals high burst damage Total damage doesn't matter since you're killing bugs with less ammo anyway. With 11311 setup against frozen dread you can deal instant 1,1k damage , or any other frozen creature it would be 1320 dmg per volley(2 shots).
Plastcrete Catalyst surprised me. Its janky, but it gives a massive AoE option for the weapon. Why rate it so low? I get it is compared to other options, like breach cutter and Fat Boy for AoE, but it doesnt make a pure AoE weapon out of the SD. You can still snipe Spitballers from across the cave with it.
Probably because his tier list is any % speed run. His selection is purely based on pure killing power first (basically eliminate and forget the enemy + ammo efficiency on top if possible will make it rate higher). Looking at it that way the janky / DOT time to kill OC is rated lower (like NTP). He put special powder into S tier for speed run purposes.
He missed this with Overdrive Booster as well. It would be like if he evaluated Snowball and Ice Spear as if you could only use their special attack without the normal primary fire anymore. But he didn't.
There's no Cryo Cannon overclock in S tier, so, since Cryo Cannon is obviously not worse than the flame thrower or the sludge pump, does that mean the clean overclock for that gun would be S tier? Or does that mean you actually think the cryo cannon is overall less efficient than sticky flames flamethrower?
@@BiomechanicalBrick In the video, he specifically said Improved Thermal Efficiency is "S Tier, but it goes in Clean". And he's right. ITE is almost certainly the best overclock for cryo in 90% of cases.
Remember, opinions can’t hurt you If you want to run spinning death because it looks fun with triple beam then go right for it But the objective truth is that if you run shield battery booster your a certified chad that never gets hit once
Not gonna lie, I had a hard time following this because there is no distinction between classes/weapons in this. I like that its all in one video, but wouldve been nice to have 4 different lists for each class.
Tranq round are really useful when you need to get a break. Lets say you and your teamates are getting swarmed and there’s a menace far away sniping you guys. You can shoot it and stun it for 6 seconds relieving pressure off your team and possibly giving you enough time to kill it
Sacrificing my first born child to get a buff to bullet hell It doesn't deserve to have such low damage along with an inconsistent proc % Should be one or the other
The nice thing about gas recycling is with the blow through upgrade it can do crowd clearing decently and still do decent single target damage. It’s alright at both but not that great. Jumbo shells probably outcompetes it at both, and the crossbow definitely does a way better job of crowd clear with fire or cryo. It’s a decent choice to do both jobs, but the issue is it doesn’t really do well enough at either to be worth on haz 5
Jumping around with RJ is fun, but when you crater yourself and handicap your whole team, that takes it down a couple notches, fun or not. If NTP is so boring you don’t want to play more than a single mission, that’s also bad. Hope that helps
cryo minlets on a team is still really useful, you can easliy temp shock stuff (depending on your team) helping the team kill stuff faster and its really useful when scout is on a wall somewhere away from the team and gets jumped. also trifork does even more damage than jumbo shells AND has special bolts, AND peirces dreadnaughts
i wont lie i was hyped for magnetic pellet alignment then i finally got it and started to use it then i realised its way to slow and i liked using t5a for turret shots so now it just collects dust on my single target loadout for the off chance i want to use it over loki which is hardly ever KEK also minishells with t5a is a nice combo its probably overkill but it combos really nicely
Impact Deflection is horrible, it's not just a chance to hit extra enemies, it's also a great way to hurt extra teammates, huuli hoarders before you're ready to fight them, Bet-Cs, tyrant weeds, dreadnought pods, glyphid eggs in bough, and exploding plants. It belongs in why.
Not really sure why you're putting the clean OCs in their own category. Most of them are bad sure, If it's best in slot then it should be on the tier list.
i would put impact deflector in S, in a lot of cases its literately 50% more damage with no ammo penalty which is very strong. but during the time when u are not getting the 50% more damage which tbh isn't a lot its basically a clean
@@henriboteule i said in a lot of cases, not a flat 50% boost. anyway depending on what build u use its either slightly more than 50% damage or slightly under 50% more damage. do u know about using plasma splash and aiming under a enemy?
@@henriboteule im i missing something or are u just high. u do 5 damage then 9 or 11 when it hits the enemy. that is either 14 to 9 or 16 to 11 which are both around +50% damage. also idk what u mean u are giving up ur weakpoint damage, with some aiming u can get it where it hits the ground then goes into a enemies weakpoint doing normal damage + the splash. and yes it doesn't work for flying enemies but the -2 fire rate is not that much.
@@henriboteule you and aqua potato are both missing the biggest part of the OC, it's that it grants double-use of splash damage. It's one of the best splash damage options for scout's primaries. The extra damage is nice, and usually comes to about 14 (18 if you hit a grunt's 2x mouth weakpoint) but that pales in comparison to the fact that you can now hit bugs in a 1m radius of the impact point. In any case, though, I agree it is an S.
The only one I really disagree with is cryo minelets. In group play it's objectively worse but in solo you know for a fact where the bugs are pathing(and you don't have to worry about fire) meaning you never waste more than a mag freezing a praetorian or a few rounds on a group of grunts. It lets you take ifg's over cryo nades while retaining the ability to freeze spitballers, menaces, wardens, praetorians, groups of grunts/swarmers etc. You just lose the utility of insta-killing breeders. Not the best secondary by a longshot when pheromone & fire bolts or embedded detonators exist but I'd argue it doesn't belong with the likes of plasma burster missiles and bullet hell.
There are certainly some options that were rated low that have worked incredibly well for me at high levels (though doing things differently than some mistakes described), but what I'm most surprised about is some of the higher tier picks. The one that stood out the most is inferno breach cutter, and the mention of it doing more damage. Is it bugged or something? Because it's supposed to reduce direct damage pretty decently..
It is bugged, though I'm not sure on the specifics. What I do know is that the reason it does so much damage is because it sets bugs on fire and most medium bugs, mactera, spitballers, and other important targets are weak to fire. Thus, it exerts massive damage to those enemies, and keeps doing damage after each shot.
There are two main things I think make Inferno pretty strong. The first is that Inferno has some hidden mechanics, including a (buggy) heat spike on contact and a long DoT effect that adds more heat (so burn lasts longer). The second is that people seem to significantly overestimate the importance of beam DPS compared to other factors. On small enemies, you're barely touching them, and on larger enemies you're still not actually hitting them for very long. Significant sources of damage that make the BC so strong include the initial contact damage spike and the plasma trail. For Inferno, this means that burning + extra DoT is very very strong, and doesn't struggle to outvalue the DPS cut thanks to the increased consistency, and the OC isn't actually sacrificing its strongest aspects.
you should give the endothermic explosion oc another try, while it can be a bit more difficult to work around it is super powerful in the right situation. the explosion is .5 meters *larger* than the c4 radius, with 80% of the damage of a c4. for 13 ammo that is really, really nice. you can do over 2 dozen blasts with ammo mod all the while keeping the base shard's infinite range and sustained damage.
just to leave my experiences with nurotox i use it to save amo in deepdives or act as easy swarm clear. if u have used it in the past kronos and see this comment im curious on how you used it
he's one of the people who don't like anything that isn't the top 1% highest dmg dealing option apparently. the type of dwarf who sees a praetorian that's phero'd and kills it anyway. shame.
@@Scripzure Well, the thing about ranking OC's in this game is that it pretty much leans on your playstyle and preferences, so many people have divergent opinions on a given build, and even if it's not the most efficient, you could really have much fun with a build some people would just hates. To me it would be kind of dumb to think there could be a 100% objective tier list of OCs, and that's also why i love this game. I used to play a lot Borderlands, but actually it brings an insane weapon variety but with a very few good choices out of it once in late game, while DRG only has a few guns, with a bunch of variety in the builds possibilities!
On the subject of Fat Boy, Axis Kronos says "You bring it out, fire your shot and put it away." Meanwhile, I use the high amounts of Nitra in Sabotage missions and exclusively use Fat Boy on the Caretaker. Two shots to the top middle to take down all 4 shield modules, and the other two go in the eye. Resupply while the Caretaker is cycling active eyes.
Rewatched this video after seeing some of your other videos and realizing that you just play the game and dislike gimmicks (and keeping the date in mind) and now your choices make more sense.
Hey! Just here to bring something that may seem obvious to some, but i have kind of an issue with this maner of rating OCs. I feel like many people just tend to look only at what total DPS/total ammo capacity do and be like "numbers, numbers, numbers"... But imho, it may be giving slightly too much importance to theoretical part. Like, if you're a robot and you never miss any shot or weak spot etc( not to talk about weapon accuracy that may prevent you to do so anyway) , fine. But in practice i'm pretty sure you won't always get the most out of theoretical efficiency. For exemple, i'm usually not a fan of NTP cc build for auto canons, but actually, it's what helped me the most going trough solo aquarqs mission in haz 5 with gunner( can be neat for salavage missions as well, or lethal enemies). It's very ammo conservative, and it allows you to focus on the objectives more peacefully to not have to spend so much time dealing with the constantly spawning waves. Also about sludge pump spread OCs being inferior to sticky flames: Yeah, but you can have a better slowing effect and light up the sludge with EPC, wich is very efficient and satisfying! :D An overclock/build can be overall better than any others, but wich one you should take really depends on mission type and modifiers anyway. And it's of course about what you feel comfortable with depending on your playstyle obviously. Just want to tell to newer players: don't lean too much on those tier lists to chose whether or not you should try an OC/build. Just try by yourself in different circumstances to find out what fits the best with your playstyle, and what use you could get out of a weap/OC or even what you're just having fun with. Some OCs are kind of trash in terms of efficiency, but are very fun to play. I would recommend checking for builds only in the mind set to discover some synergies that you may not have think about, and trying even more combinations. That's all for me!
are there any clean OC's you think outperform their balanced/unstable counterparts? some of my fav OC's are clean and i think there's something to be said about flat buffs that make weapons more generalist.
Snowball goes insane with faster turbine + fragile & a heavy hitter EPC. Freeze a lot of bugs, switch to EPC while the cryo projecile is flying, annihilate priority targets in the frozen horde, then switch back to the cryo cannon & shatter all the squishy glyphids.
spot on about the coil gun not doing enough damage. It's just a worse version of elephant rounds in the end. Stuffed shells, despite being clean, gives you really nice consistency and a decent damage bump without any ammo penalties. It's good for single targets if you're not needing the damage fully damage built jumbo shells gives for anything.
ironically enough the only way i use it for the actual damage most of the time is with controlled magnetic flow, reducing damage. if that web spitter/mactera/trijaw/whatever needs to die now and i don't have time to wait for rocket travel, AC rampup, or minigun spinup/stabilization, i pop out the coilgun and only charge it to 1 or 2 bars, even if it doesn't kill it'll stun it or when i see like 10 grunts in a line and think haha funny blowthrough gun go plink
I feel like you're really sleeping on RJ250 Compound, Cyro Minelets and Magic Bullets. RJ250 Compound is basically crazy vertical or sideways mobility on like a 1.5sec cooldown. Basically allows Engie to "do everything" aside from flaregun and drills. Magic Bullets, you got that build with, 2x instances of direct damage, explosive damage, and poison damage. You can oneshot lootbugs with it. Add in AOE Stun, and AOE Slow. And the build used with it gives max ammo and max reload speed. Add to that you barely need to aim with it. I use it as a fallback for almost all of my gunner builds. I.e. Bertha + Magic Bullets Cryo minelets, you got a Class that sucks at killing large crowds. And this weapon mows through crowds. Especially swarmers. Put about 50 shots to freeze a praetorian. Dead. For oppressors, you use one clip of cryo, reload, freeze grenade, then another clip of cryo, and it's usually dead. But the other big aspect of Cryo minelets is that it basically extends the ammo pool of your primary, when dealing with swarms. Minelets are also a great point-defense when going for a revive or getting ammo. Also it's nice to not have to waste your freeze grenades on spitballers, nexuses. Cryo also does great at locking down Menaces and Wardens.
I'd argue that double barrel either goes into why, or thrown into an entire new tier for how useless it is. First off, it fires the barrels in the same way double trigger does. 1 after the other (db having the disadvantage of it being forced). But on top of that, it also has a slower reload time when reload canceling is put into effect. And you should already be running double trigger anyways since the faster reload option also suffers from the same issue. Literally the worst oc in the entire game, it actually does nothing for you.
I love this one as well since i unlocked it! Having less movement restriction itself is already awesome imo, and yeah, basically you're fine as long as you use born ready and brt in secondary. I usually go with 32311, but soldier is not the one i play the most, so it's just my preferences.
Oh boy, a lot of wrong opinions here. Like objectively wrong: number wise and in practice. Some of LazyMaybe's videos have pre-debunked some of your common talking points, and unlike you he does do the math. Watch them and take notes.
Great video thanks for running through everything. I'd like to hear your thoughts on how to apply this into complimentary primary and secondaries for each class
imo Double Barreled should have also gone to Why cuz it fucks up your ammo efficiency against crowds and limits you to quickly shooting bulky targets before switching to your main weapon
What’s your opinion on some people saying certain overclocks such as Fat Boy and even Hipster are bad or worse than no overclock at all? For example the argument is made that fat bot isn’t good because the ammo to damage trade off just isn’t worth it or the reverse of that argument which is made for hipster?
Not sure if the vid is out-dated but, sludge-blast is 3.75x the dps of volatile impact mixture with the same single-target ammo-damage. Yea, if you use 144-blast volatile i.mix. it's a different role, but the ignores armor w/ 720 dps the sludge blast is still massively better if you're attacking any single target. math: volatile impact mixture is 48 per shot damage with 4 shots per second is 192 dps w/ ignore armor. sludge blast is 36*8 = 288 damage per shot, and with quick charge tier 4, you have 2.5 shots per second for 720 dps. Ammo-damage for sludge blast is 120+40=160 ammo *288 / 5 = 9216. For volatile impact mixture it's 160+40=200 x 48 = 9600. It's 4.16% more ammo-damage and easier aoe in trade off for dropping down all the way to 25% of the dps.
Math doesn't translate to effect in mission on this one. if you were just sitting there pumping shots into a target sure, the DPS would matter. Problem is when it comes to engaging multiple threats of varying health at the same time, Blast falls short in every way other than single target DPS. id much rather have VIM as to have potent normal and charged shots, where blast has comparably pathetic normal shots and only stacks up when you charge every shot.
I would say cycle overload is better but that's simply because the rifle doesn't have any turret compatibility, and the cycle overload increased spread allows you to hit both turrets at the same time more easily. also just have an autoclicker bind and you don't need full auto
Neuro Toxin Payload is such a great OC, carry’s me through EDDs and Haz 5s all day long… not sure why you have it ranked as low as you do… should be A tier AT LEAST. Big Bertha is great but 55 rounds in a clip can be a pain in EDD and Haz 5 when big swarms hit (and yes you can increase mag size but you run out of ammo way faster). Just my opinion …
What I learned from this video is that if I want to experiment with Interesting gimmicks I should just take a look at this Kronos complaints about the most
It's funny you made the point That Cycle Overload is better than Stunner because it does not care if your target is stunned. The same exact thing applies to MPA - also adds 30% damage, just all the time, to weakpoints. The Warthog is a weakpoint weapon, shotgun default role in other shooters be damned. If you're not hitting the majority of your pellets on a weakpoint with this weapon, I feel the same way about it that you feel about the PGL - just use a different weapon, this one will be pointless. It simply does not do convincing enough rough-aim damage to be worth using it as a non-precision tool, at that point just build a Stubby with more aggressive fire rate, or use one of the two good Lok-1 overclocks, and you'll be better at trying to do anything. You touched on this yourself by placing Executioner above Cycle Overload for the same use case and purpose - no reason to be using the warthog that way when something else does arguably better damage with inarguably better range and accuracy. There is no point in a warthog that is not putting the maximum number of pellets on weakpoints. Its only two good traits are Turret Whip, which is competitive with Em Discharge without using the Overclock slot, and that it can one-shot Grunts in the face over and over to make some kind of functional ammo economy for itself. This makes choking your spread and doing 30% more weakpoint damage all the time one of the best things you can do with the weapon. That's what this thing does. Get good value for one shell per weakpoint, and let you turret whip. Sure its a shotgun, that doesn't mean you can use it the way you'd use one from any other game.
MPA isn't very good because it castrates your DPS. that's the whole reason. your gun isn't good at anything *except* one shotting grunts and mactera spawn with it. i fundamentally disagree that warthog is a weakpoint weapon, but i probably wouldn't change your mind by typing up a wall about it, so i guess i'll have to just agree to disagree with you.
There isn't much more to say except that getting consistently good ammo economy doing anything except shooting weakpoints relies on RNG in which you happen to get the right armor breaks on bug bodies that expose enough flesh for the 2nd body shot to kill. And even if that always happens and you chunk every bug in two body shots... congrats. You get like... 50~60 bugs to your total ammo count, excluding turret whip. That's pretty awful. Shooting faces is giving you around 80~100 bugs to your total and since you're not preoccupied with making the warthog do Executioner's job for it, you can take turret whip over miner and eke out dramatic ups on top of that with what are effectively 1 shell = 1 grenade conversion. I don't understand why, besides it feels good (which is a good enough reason that I'll pop out CO when the opportunity is there, don't get me wrong) for me to make CO do Lok-1 ECR's job for it when it does it worse and then deals with grunts worse too.
I respect your opinions and I'm not here to tell you that you're wrong. I'm just gonna leave some opinions of my own. Not really sure what you mean by magnetic pellet alignment trying to make the weapon into something it isn't. I enjoy MPA because it gives you range without having to sacrifice loaded shells for choke. To me the warthog feels just barely too inaccurate without choke or MPA. But that doesn't mean I don't use it without choke. I have some builds that use cycle overload too (without choke). I don't use Subata because I hate it but explosive reload seems like a reasonable alternative to automatic fire. I run sticky additive instead of sticky fuel on the flamethrower. To me, the sticky fuel negatives make the weapon uncomfortable to use even when compensating with mods. Bullets of Mercy is in my opinion one of the best overclock for GK2, but if I recall correctly GK2 is worse at everything compared between the two other primaries so idk why anyone would ever run it after unlocking the other primaries. I use rewiring mod a lot. It allows me to make use of hot feet and it incentivizes to have a weapon swapping playstyle and I find the OC fun to use unlike aggressive venting (for the purpose of overheating). I very rarely run out of ammo before I need to resupply anyways. And some people forget that just because it generates ammo if you overheat it, doesn't mean you have to necessarily overheat every time.
Salvo (versatility and single-target damage) + hellfire (control and AoE) is the build I feel the most comfortable with. Hellfire is great control/AoE of hordes with little time investment required. Also "controlled magnetic flow" allows for easy clearing of swarmers/naedocytes/shredders with very little ammo consumption. Thirdly it clears turrets like nothing aswell. Then with salvo I get a ton of single-target damage that I can accumulate while dodging. Praetorians and macteras are quickly dealt with and also it's just great damage for horde clearing aswell. The only weakness I've found with the build is clearing acid-spitters, web-spitters and menaces. You can clear them just with the regular rockets but it's not nearly as efficient as dealing with other stuff.
I can understand that Hipster is "The Overclock" even outside of M1000 But c'mon, in reality it should be Neurotoxin Payload, f we're straight up going to compare Hipster with NTP, NTP wins by a land slide this shit is OP as hoxxes because you can carry 3 greenbeards and solo a 4 man swarm alone with that OC in an Elite Deep Dive or any Haz5 mission that isn't Elimination, and still have enough ammo for another swarm event, if not, maybe just for another ambush attack. Hipster is crazy good but that's probably because every other m1k OC is lackluster. But hipster just pales in comparison to NTP and Its kinda not good that you put Hipster at the top because I'm scared that it might get nerfed, I mean yes it's an extremely powerful m1k OC but it shouldn't be nerfed at all, if anything NTP should be at the top and should be the one included in the "To Nerf" list of the devs in future updates.
Hipster is highly overrated imo, it's still good, but not the almighty M1k OC it's often made out to be. Its only draws compared to focused shot builds is single target dps and a dumbed down spray and pray kind of playstyle, where you simply spam your trigger whenever something enters your sight. Focused shot builds are more efficient for grunt-clearing, while some nice breakpoints are also achievable, like 1-hitting trijaws to the weakpoint and acid spitters to the body. There's the argument that hipster can achieve the same result faster in 2-3 hipfire shots, but this requires staying on target for those consecutive shots, while not being able to move around a lot. A focused shot can be charged while repositioning, gaining a lot of safety, and guarentees a kill after one hit. Also, if a team needs the scout to elevate their dps, there's something wrong with the engis and moreso gunners setup imo.
The problem is that charged shots in general are outclassed by hipfire. Hipster wins by default because it is the only m1000 OC focused on hip-firing. That being said, Neurotoxin Payload easily surpasses it.
@@psyjinx Well, i can perfectly understand that you love scout for his mobility, and i do as well, so i know it's tempting to run arround but actually if you play coop you're supposed to put light to help the team seeing shit in big caves, especially arround the ceiling, and also coop with engie to grab the hard to reach ressources. I mean, you should'nt play coop like if you were solo, or that would just mean you're a bad mate actually. But i guess i'm answering with too much first degree anyway! xD
I'm gonna make this comment now coz I already know EXACTLY where this is going. Curb your expectations folks, and check your anger at the door. This is the ULTIMATE Tier list for anyone who is squeezing DRG's loadouts for all they can possibly give. Quirks don't matter. Fun-factor doesn't matter. All that matters is PURE... FINE-GRAIN... EFFICIENCY. Get ready for a lot of takes on what's best in slot and what's not. (Edit: Second to last line didn't read with the all-caps impact I wanted it to. Fixed that right quick.)
Magic Bullet is the first overclock i ever got. I didn't find it very useful for AoE but rather pretty useful for hitting oppresors and preatorians in the weakpoint when you don't have the maneuvrability or to hit webspitters which tend to be 5 miles across the cave and tend to bunch up together. Cryo Minelets should be bumped at LEAST one tier up for the popping sound effects alone.
EFS is the meta overclock for Haz 5+ now. Hipster sounds good, and it feels good, but it's kinda deceiving because it makes you miss so many breakpoints.
Overdrive Booster is 100% optional to use. But Hyper-propellant isn't, it doesn't have a low ammo use base version, it's HP or nothing... Saying 'just use Hyper-propellant' means you miss out on having the Diffractor as your main weapon! :D I don't want to spend most of my time as an engineer just using my primary, I generally take the Diffractor unless I have a reason to take the PGL or Cutter. That's because it's a like a belt fed machine gun with infinite range and perfect accuracy and I use it and my primary roughly 50/50...
Take everything with a grain of salt and do your own experiments as well. You'll find a lot of conflicting opinions on some OCs, and some of the opinions here... well, are a bit iffy or debatable in terms of ranking these on a pure power level.
Lots to think about, and I like that you admitted what you hadn't tried that much but still rated, and why you rated a lot of stuff the way you did. Also kinda love the fact that you're baiting out a LOT of opinions and this community is nothing if it's not about opinions about loadouts. LazyMaybe convinced me about the difference between Splintering Shells and Carpet Bomber: th-cam.com/video/lmxKCQwa1Dc/w-d-xo.html; but I never looked back at those two after he introduced me to Combat Mobility: th-cam.com/video/8adkAA1YrVY/w-d-xo.html. Especially since most of my engie friends love Fat Boy, it was hilarious for them to bomb me and the swarm around me. Then I accidentally took that loadout into a Haz 5 mission and was astonished at going down less often than players with 100 more levels than I did. I carried with that thing and it was glorious. It's fun having personal experience be such a determiner of what people love and hate in this game.
Roll control doesn’t even deserve to be an Overclock, it’s just a straight debuff, the amount of times I’ve had guided missiles without firing is too many to count. Roll Control removes my fun with the hurricane
Just recently started to play Sticky fuel (and flamethrower in general after mostly playing with Cryocannon) and boy is it good. Had no idea 1 overclock can make such huge difference - microwaving big targets in sticky flames is so good with thermal shock mod, I love it. Im only left wondering why even use Sludge pump, but you know, projectiles are fun so im not complaining, just sticky fuel feels much more powerful.
Hey, you can also set sludge in fire with EPC for exemple, and it's slowing effect is way better then the flamthrower's one. But it's about preferences and what you think is the funniest to use also. Igniting sludge can require a bit more manipulation and ammos also. I'm mostly using sticky flames with driller as well, but sludge pump has something to offer, apart from eating my FPS! xD
Ice Lance should be S, it gives a class that struggles with single entity dps a path to one shot pretorian, even if the spin up is slow if the pretorian is frozen, it doesn’t matter that much. I even bring it on industrial sabotage because it works well for shooting sniper turrets. Otherwise the driller would get mauled by sniper turrets.
All opinions are valid, in my personal experience it's a lot more fun to use less 'good' OCs on haz 4 with a warning thrown in for example. Electro-minelets can be a decent crowd control tool, and still do base BRT damage
Lead storm was the first OC for me to unlock and it has carried my gunner for so long. Very viable in waves if you stay on a zipline which keeps you out of range and let's you move back and forth. My favorite is setting up a zip just behind the heartstone and mowing everything down from above
hydrogen ion is the best inslot you gain more slow and a higher dps with no downside and impact deflection is amazing not sure you know much about these you can do 5 damage + your oringal shot from impact deflection . persistant plasma does not affect epc mining damage its basically a direct upgrade and can handle most swarms and has a higher damage against single targets and a slow than heavy hitter and if you get good at it you can shoot down things from far away. bulkon points is also much better than you suggest the crossbow kinda sucks already at killing the most common heavy targets oppressors and pratorians and scouts main weakness is his lack of crowd control you get a lot more value out of each shot than you do other overclocks. nerotoxin is the most op overclock in the game you lose out on a minimal amount of damage for the best crowd control and ammo effieciency in the game something tells me you haven't used it or are building wrong litteraly is even good for single target and offers amazing utility with the slow
hydrogen ion *used* to be best in slot, but volatile impact mixture just doesn't have competition after it was buffed. the extra DoT and slow is nice, but "double damage with cosmetic drawback" is impossible to beat, needs nerfed very badly
@@beppermint4092 Just 'cause something's strong doesn't mean it needs to be nerfed. By that logic all the autopick OCs need to be nerfed, but.. they don't. Because it's not a competitive game where balance is super important. Some OCs are weaker but fun, and some are stronger, and that's fine.
" scouts main weakness is his lack of crowd control you get a lot more value out of each shot than you do other overclocks" I advice you to use cryo/fire bolts, that's what you want if you find yourself lacking crowd control and NOT bodkin points, fire bolts are good thanks to heat spreading cryo bolts are what cryo minelets for the zhukovs would be if they were good both of these combined with your special bolts make for really strong crowd control while also providing great utility and support Milligin has an amazing video going over both fire and cryo bolts, you can check it out too
@@thefunpolice2806 glad to see you’re trying them out, cryo bolts are really strong for freazing single targets or groups I love them Although for fire bolts the only thing that makes them strong is heat spreading which is why you use it on groups of bugs (pheromone also helps with that but you can also kite bugs into and around your bolts) rather than single targets like robots, your primaries are always more efficient at taking out bots purely with their damage both cryo and fire bolts play a supporting role in the form of crowd control rather than a damage role which is something his other weapons don’t do (or don’t do it well like say cryo minelets)
Can't agreed to everything said here XD. I mean some OC's have much more deep than just the numbers in paper. Thx for the clip anyways is not a bad tier list to be honest
I’ll never understand people’s affinity with hoverclock or special powder. Especially special powder, you already have a grappling hook so you don’t need to waste ammo shooting at the ground to get somewhere. Scout lacks firepower so use something to make your guns kill better. Not have a niche unnecessary use. Special powder belongs right next to RJ250 in the why category
I'm only here to read the comments, i love seeing people mad that their favourite overclocks were called out for being bad that aside this is a great vid, agree with most of it, one thing i'd change for sure is putting cryo minelets into why, after having tried it and cryo bolts, the latter does the job MUCH better if you want to freeze stuff with the added utility of special bolts if you really wanna play supportive scout learned more stuff from this vid than most of the drg content out there, also gave me some ideas on some builds to try out in the future (also i can't wait for another ON THE TOPIC OF)
@@obi1dipscobi547 It's only spicy if the people involved or Axis start taking comments on a video game personally. If someone disagrees with something and can list actual reasons why, then sure. I would love a secondary video, do a fucking hour on the topic just reading comments.
“Full auto because it makes sabata usable”
cookie clicker players dumping 20+ rounds as if it was full auto: “pathetic.”
relatable. If the fire rate is below 10 then semi auto is just fine.
As a cookie clicker player i totally agree
Minecraft 1.8 pvpers:
"Look what they need to mimic a fraction of our power"
Me who loves semi auto guns and being able to tap fire them faster then fuck
Clicker games?
*Laughs in subatta firing faster than the GK2*
As a sinner who plays shooters with controller on PC( not competitive fps tho ) i just want people to feel bad about the fact that i agree to put auto fire in S tier! xD
Yeah, you defo can't tap fire really quick with a controller, at least not half as fast as you could with mouse.
Still i had good time shredding macteras with that lil pistol. Before macteras bonus damage was removed that's what i was using to get rid of them from a distance while using flamethrower. This and axes of course. Always shown to be pretty efficient to me.
But yeah, lighting things up and using auto subata with bonus damage against ignited targets is pretty neat. TBH as long as you hit macteras in the belly i feel like you're even wasting time to light them up, you can just directly shoot to their weakspots with subata and goodbye. But against Praetorians and stuff it's another thing of course, you definitely want them to burn first.
I disagree. Your opinion is wrong.
This sentence is false
This guy gets it
@@harzroller9862 critical error found: uneable to solve. systems shutting doooown...
Damn, guess hes wrong
Ugh,
My mental health 😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭
Great video, but I have quite a few disagreements on placement.
-Disperser Compound: Actually works better for applying DOT directly rather than puddles. Used like VIM, it's highly effective for swarms ever since the corrosive DOT was boosted. It should be similar to Facemelter.
-Explosive Reload: Actually provides higher damage potential than Automatic Fire, increases effective range, and doesn't require clicking that fast because each bullet does far more damage. It's easily comparable to Automatic Fire.
-Bodkin Points: While not nearly as capable as other choices for AOE damage, it is a decent option for scouts with more single-target primary weapons, plus some added utility with the special bolts. It'd be better in B.
-Shield Battery Booster: This is the only placement that seems to stem from not having used it enough. I use it for haz 5 all the time and my uptime is still high enough to protect the team from high-value targets and a decent number of grunts. Chip damage is not as hard to avoid as you make it out to be, and it's certainly not the trap you seem to think it is.
-Cryo-Minelets: This is sort of the "loner scout's" mini-cryo. It does great freezing swarms, not quite as great on bigger targets but still usuable, and allows scouts to have both freeze and IFG. Easily B material.
-EM Refire Booster (built for weakpoints and not electrocution): is easily comparable to Cycle Overclock. Very high DPS, much more sustain than Warthog, and with recoil reduction and tap-firing, has pretty long effective range. If you want high single target damage like the CO but also want longer effective range, this is even better.
-Turret EM Discharge: I actually completely agree with your placement, I just want to spread the idea that it should be reverted to its U35 state (when kiting with it was still possible).
-RJ250: I agree that if used purely as a movement tool, it's easily the best, but only by virtue of being the only movement OC engie has. As for it's combat use, it's not nearly as bad as you make it out to be. It doesn't have the spectacular AOE radius that Fatboy has, but with how much more ammo you gain, it's a trade-off between sustain and granularity vs. Fatboy. Fatboy has higher burst but you must be extremely restrained about using it. RJ250 has, in addition to the mobility, the ability to justifiably target smaller swarms without sacrificing a huge portion of ammo, while still being very effective against swarms in general. It's great for missions with lots of mini-swarms as opposed to proper swarms.
-Volatile Impact Reactor: I think this easily competes with Fatboy. You can place a ton of "magma" in a short enough amount of time to cover as much area as Fatboy Radiation, plus it's great against Robots since you don't need to spec into AOE at all to make it's "magma" effective against swarms.
-NTP: "You can run this with fear on it and grunts will basically never get to you." That's what makes it S. It's the "DOT OC if the TTK didn't matter" because all the grunts can't touch you. The only things that would actually survive are slashers or tankier, and by the time they actually get back to you, they're down the 120 guaranteed DOT and can be easily cleaned up with a secondary or just sent packing again. It reigns king for AOE when the gunner is aware of his surroundings.
-Magic Bullets: It's as effective as Hellfire for taking out grunts. It's literally the same use case, except that it doesn't apply heat for robots. Other than that, it's just a trade-off of granularity and charge time. And since dreads can't catch fire, it's the optimal secondary to pair with BB or LS on elimination to still have some AOE.
(And yes, I did go and checked everything in game in with Karl.gg's DPS calculator and my own calculations.)
Insanely underrated comment, i suspect you have hours in the qaudruple digits lmao, a descendant of karl 🙏
@@Beanie-Babe Haha, thanks. I just finished getting all my dwarfs to legendary 3, actually. But don't take my word for anything I said just because I said it. Go ahead and try these out for yourself when you get the chance.
Thank you for replying for me.
im not reading all that but im happy for you or im sorry for your loss
AG mixture does not belong into that category, should be clean. As per your own definitions it does nothing but good for the gun and if no other OCs are available it is always worth taking, that is what clean means.
having 1 row for clean makes this list a lot harder to interpret
Yeah. In theory, placing all the middling cleans in one row would make sense, and a lot of them are, but it is unfortunate that some of the very good OCs got placed there as well, which just confuses things.
You figure out if theyre good or bad
@@Peanutnibbler Ahh of course, not like that's the entire purpose of a tier-list.
@@crispy1691 i was joking btw its a pretty crappy tier list though
@@Peanutnibbler real
this is certainly the most tier list of all time
on sticky fuel vs disperser compound: you're right about the advantages of sticky fuel but sludge pump has other advantages. namely the slow is much stronger (up to 15% total speed vs only 50% with crispr), the puddles and the dot last longer and it can be used against dreads. they are equally viable imo.
edit: on carpet bomber vs splintering shells: I've seen the "numbers" for this they never account for accuracy. they always assume you can hit weapoints consistently with the auto canon which you obviously cannot...
edit: I have a problem with your argumentation on a lot of those OCs. mainly when you dismiss them because "other weapons do it better" or because "that's not what the weapon is for". those OCs are supposed to be transformative. of course if one plays magnetic pellet alignement the same way one plays cycle overload the result is going to be bad. a lot of those OCs are super fun and viable if you're willing to adapt to them.
I don't care about viability in this context. Transformative OC's rarely outperform the weapon you are trying to transform it into, the one's that do are rated highly.
@@AxisKronos you don't care about viability, but then say "why use x when y does it slightly better" so if not viability, what are you judging these overclocks on???
@@Scripzure lmao seriously
All these OCs should be rated against other OCs *for that weapon* instead of to some other upgraded gun that can be equipped in its stead...
@@Scripzure "Viable" refers to whether something is usable or not. A weaker option can work on Haz 5 and thus be viable. But you would still put the stronger option in the higher tier.
9:14 Sing the praises of the Hipster!!!
Aggressive venting is basically AoE fear on tap if used with the manual overheat. Even if you don’t generate enough heat to burn bugs by using it this way, being able to reliably AoE fear everything whenever you want is incredibly strong for Scout.
Ice spear I'd kinda say is better than snowball. But they both shine in different situations. Snowball you lose 100 rounds. Snowball is also really only good with really big swarms, or mactera plaque lol. Other than that it's more or less a waste of ammo. Ice spear allows range and very high single target damage. Good for dreadnoughts, praetorians, oppressors, sniping blood nexus or spitballers, insta killing mactera grabbers or goo bombers and so forth. But as for cost of ammo for shot is really it's only down fall but for what it's capable of doing you almost save ammo by using it.
On the topic of electrocuting focus shots, it's become a lot better since the release of the crossbow. As well as being basically the best overclocks for oneshotting things like acid spitters because of damage over time. Which this also gives it great crowd control too with penetration rounds and that's three times for electrocution. But as there is electrocuting for the drak and the crossbow with it's special electrocution bolts it's very debatable. But something I really enjoy running with the crossbow.
that ammo penality is really awful 25% less ammo Id argue its the worst overclock for ice cannon can't remeber how much ammo it takes to freeze individual targets but unless your throwing yourself into a swarm then this upgrade is really bad and I have found that mactera like to fly above you and can be real problem far away
snowball also has a lot more range than the normal ice stream so it's usefull when you have to deal with priority targets that would be otherwise too far away. also breeders.
I think grouping overclocks based on class and primary/secondary slot would have made this look more neat
Yeah, tbh this ended up looking like a clusterfuck, would be much more readable if it was 8 smaller tierlists instead: primary and secondary slot tierlist per each class.
And putting most cleans in the same tier just adds to that, when cleans for powerful base weapons like breach cutter can be one of the better options overall, while cleans for weapons that are trash at base like gk2 or loki just make them barely less trash.
@@ignis2137 loki baseline is not trash
Not sure why RJ250 isn't that good in your opinion, catching a grunt pretty much anywhere in the AoE if you run fire damage guarantees their death, you get a good amount of ammo, it's the only reload speed upgrade on the grenade launcher AND you get the rocket jump, it's pretty much the perfect compliment for executioner, my damage is rarely not the highest in the entire team by a long margin when I'm playing engie with it
I think his point was that if you aren't jumping it isn't worth taking over the breach cutter, but I think if it's used to jump at least a few times everything you said in this comment is a good arguement in favor of RJ250
He explicitly said that RJ450 is amazing if you jump with it but using it exclusively for combat is dumb and you should use compact rounds instead which is my exact opinion too.
I agree with this. the fact that the fire damage isn't affected by the radial damage penalty makes compact rounds and RJ250 very competitive actually.
@@henriboteule Compact rounds and RJ450 are mucb better than the cleans and base PJL for the sole fact that the fire securely kills anything inside the blast radius but guards which they would've survived non-incendiary rounds anyways, PJL wihout the fire mod is just vastly underpowered thanks to AoE scaling damage and will be as long as incendiary rounds keep that quirky feature of igniting everything instantly inside the blast.
@@marcuso7350 I disagree the breach cutter is much more awkward to use as a swarm clearer especially if you're talking hitting bugs on walls and ceilings.
Obligatory "but muh favorite OC" comment.
For real though, I would’ve made an exception for Light-Weight Cases. I know it doesn’t do anything unique, but when we’re talking about a weapon as powerful and versatile as the breach cutter, 3 extra shots makes a massive difference.
When you said that the video would trigger some people I wasn’t expect that lol.
"never trust pro players with balance decisions for your game"
While I can see the sentiment behind your decision, there's a video by Uncle Dane you might want to watch about this sort of balancing decisionmaking: "Trickle-Down Balance". Give it a watch and tell me what you think.
@@greyhound4639 >uncle dane
sorry but comp players like him ruined a lot of fun in TF2 for "balance" for example the TF team listening to b4nny and the comp community for balance changes they ultimately ignored anyways even though the changes were cathered to them, so no you shouldnt listen to the top 1% ever
@@greyhound4639 Already seen, unfortunately the idea historically hasn't applied there either due to valve being terrible at balancing to make thins both fun in competitive and in casual.
Additionally, that is an Inherently competitive, Team-Based multiplayer experience. DRG, meanwhile, is a cooperative single or multiplayer experience.
Ultimately my specific sentiment here is that i don't trust much of Axis' takes here specifically because he is catered towards extremely fast speedrunning, which, while valid, Is Not how the vast majority of players play and Should Not be what the game is balanced around.
@@marcuso7350 I didn't say I unequivocally agree with the entire concept, just that the video I specified might be interesting exploration of the topic. But if you have some specific examples I'd hear them out.
@@margakis I think the one example of this being done well was with the BASE Jumper, where it was toned down, without massively affecting the lower levels. I do agree that Valve has not handled it well.
That being said, I don't think cooperative/competitive or single/multiplayer ultimately makes a difference to the core idea: the most experienced players generally have the best knowledge on what is and is not over- or undertuned. All that being said, I do disagree with a bunch of the placements on this tier list. Do not mistake my comments as a defense for Axis.
I will say that Volatile Impact Reactor with a high damage single target primary does allow the engineer to both crowd control and deal with smaller enemies with the Shard Detractor and use primary to deal with larger enemies. Really good combo with an Executioner Lok!
Some nice takes here, but also some confusing ones. Leaving some of the strongest overclocks in the dust. Curious to hear if you've actually tried playing around with plastcrete catalyst? Insanely strong OC that belongs in S-tier on my list. Same with neurotxin payload. Literally makes Haz 5 feel like Haz 4. I don't agree with the premiss that burst is all. The amount of control and DoT you get with neurotoxin for example is unprecedented. I don't see dispute in the community that neurotoxin absolutely shreds. I don't diagree that big bertha is a strong choice, but talking about swarm clears, doesn't come close
Exactly plastcretr catalyst is not supposed to be used for the explosion only
I'll just highlight the more dubious points:
- Fire Bolt is at least 2 tiers lower than Cryo Bolt, and is incredibly weak overall against anything tougher than normal grunts.
- Neurotoxin Payload is S+, for being one of the most broken OCs in the game. The sheer amount of crowd-control provided by high DoT paired with ceaseless fear procs and 30% radiation slow trivialises all types of swarms and enemies up to oppressors. The ammo economy is through the roof also.
- Magic bullets is A or S, for being an extremely effective and spammable crowd-control tool for gunner, giving him an option to build his primaries for max single-target damage.
- Bodkin points are an A or S, for being the only OC that allows scout to unconditionally and conveniently deal with huge swarms of grunts, in addition to fearing and stunning.
- RJ250 is the best OC for a normal napalm launcher build due to giving the most amount of ammo out of all deepcore OCs.
- Trifork Volley is at least 1 tier above jumbo shells. It deals much higher damage burst, unrestricted by range. One-shotting all special enemies and killing a Haz5/4Player Bulk Detonator in under 10 seconds with 4 shots from any range is not something jumbo shells can do.
- Fat Boy is tier A at most, for being exceptionally ammo-inefficient while dealing nowhere near enough damage to deal with tanky enemies. If you want to deal with swarms, a napalm build offers much more for much less.
- Minelayer system is at least 2 tiers lower than Jet Fuel Homebrew for being too clunky and not particularly efficient compared to JFH.
- Magnetic Pellet Alignment is the same tier as Cycle Overload. MPA trades burst DPS of CO to greatly expand the maximum effective distance of the shotgun. Both are similar in terms of efficiency, differing only in use cases and preference. One-shooting macteras with MPA is a lot easier, while blasting praetorians is faster with CO.
- Snowball is at least 2 tiers lower than Ice Spear. Snowball consumes a huge amount of total ammo to do a thing that the cryo cannon does more than well on its own, and is only really usable on mactera plague missions. Ice Spear, on the other hand, trades 50 ammo to one-shot any non-boss or bulk detonator frozen enemy you run into, with minimal downsides. It's more of a clean OC in disguise.
- Shield Battery Booster is C or B. It's an OC that shines in more open environments, and allows the scout to shorten his shield recharge duration to just a few seconds.
- Endothermic Explosion (Plascrete Catalyst) is C or B. The plascrete explosion deals a huge amount of damage in a wide radius, for how much ammo you're spending to proc it. It had initially been an A, but shortly after release it got nerfed, and it now makes the plascrete explosion hurt you and your teammates. Still, it's a fairly OK OC, and spices up engineer's playstyle well.
- Cryo Minelets is C or B, for being a more finnicky version of Cryo Bolt. Still, it allows for a pretty strong crowd control for scout, which is nothing to sneeze at.
the fire bolts let scout clear large hordes of grunts because of the fire spreading mechanic, something he can't really do otherwise, they're like the bodkin points but have the potential to kill way more than just 3, and arguably do more than bodkin bolts do to large targets.
cryo bolts by comparison let him do more damage to enemies, but he still has to focus on 1 or maybe a few at a time in order to clear them.
sure they help his single target damage, but scout already has really good single target.
@@beastbro9823 Scout can destroy that same swarm with bodkins, whilst at the same time fearing/stunning tougher targets. It's quick, reliable, and keeps enemies away from you or your teammates.
Same goes for cryobolts - they completely freeze up entire swarms in 2-3 well-placed bolts, making bugs helpless and much more fragile for the entire team.
What's even more important, is that their use cases aren't limited to swarms of small and medium enemies: they freeze all normal enemies with great effectiveness. It's basically a lot like having 25 long-range cryo grenades, which also frees up the room for you to take IFGs to boost your damage and crowd control capabilities even further.
And what do fire bolts do? Apply heat. Quite poorly at that - they are only ever good against smaller enemies, and are completely useless against robots. They could've still worked, if the effect was worth it. It's not. Unlike any other fire-type weapon, fire bolts don't actually deal fire DoT, only heat enemies up. Fire DoT is only strong against swarms of normal grunts due to heat spreading, as you said, but anything tougher - even grunt guards and slashers - can and will survive the fire. I'm not even mentioning macteras, spitballers, nexuses, menaces etc, who don't give a damn about fire DoT - the damage is minimal.
Still, that's not the worst thing about it. The worst thing about fire bolts is that they offer no crowd control whatsoever. Unlike cryobolts and bodkins, fire bolts don't do anything to slow enemies down or prevent them from hitting you. A pack of slashers would still reach and cut you to pieces even when burning.
Cryo bolts counter a lot more enemies far more efficiently, while still blowing the fire bolts out the water in crowd control department. And that's why they're hugely better in comparison.
Also, scout is not exactly limited to fire bolts to cause fire damage and heat spreading to enemies. There are incendiary rounds for the boomstick and the thermal exhaust OC for the DRAK.
You can just say you don't have fire bolts yet, we'll understand
@@AxisKronos I have a confession to make - I have a fairly strong proclivity for effective bug extermination, and hence I naturally prefer OCs that perform better than others in such a field; a field, where fire bolt doesn't really belong at this point in time.
@@guardian-angel615 bruh you'll regret this later
"Best in slot" is an interesting methodology but means nothing in this case where you didn't first define "best"
I think rewiring mod is A teir specifically in a competent 4 man team, and especially for modded hazard speedrunning (though you need to run manual heat dump). It gives you enough ammo economy that you can give up your first resupply to allow your engineer or gunner to run an extremely greedy build, and if you're going fast enough you won't need flare ammo fast enough for it to matter. You can still do scout things, but your gunner or engi can do some crazy shit if you unleash their build a bit.
I know it's old but could you give me some greedy builds? I always gravitate to ammo efficient builds but id like to try and I have no clue what works for that.
Overdrive Booster enjoyer here: The "not moving while Overdriving" bit isn't actually as bad as it seems. You can choose to not overdrive and it functions normally; and when you do overdrive it doubles your ammo usage. Meaning that so long as you don't upgrade your battery capacity, you're only stuck in place for a few seconds, and only when and where you choose.
I ise disperser compound with the sludge pump and the reaso. I use it over sticky flames is cause I like seeing bugs melt
Just finished listening to all of it with The Cyber Grind in loop on the background. It was certainly an experience, an enjoyable one at that.
What would you rank impact deflector for the Drak 25 on scout? Don't see it on here.
He put it in B it used to be a clean
I'm confused how Compact is better for combat than RJ250 when Compact gives you less ammo for 0 extra breakpoints (with fire mod). What am I missing here?
Yeah, RJ250 marginally outclasses all but Fat Boy and Hyper Propellant. If you want a "normal" grenade launcher, the other Balanced and the Cleans are not worth it.
Elephant rounds can come in really handy, and in my opinion is the best overclock for the bull dog. It just feels good to have a long range sniper, paired with the auto canon. I really agree with you when it comes to big bertha, because for one, it can’t have a better name, and two, I only really hear people talk about carpet bomber, but when I compared the two, big bertha was so much better.
Also, if you saw my builds you probably have a heart attack and die, I have an addiction to pure damage.
Even a big bertha with no AOE mods clears out masses of swarmers and grunts
Gotta remember that this video is almost a year old and might not be accurate anymore.
Personally, as a solo player, Cryo minelets is an amazing CC tool that Scout normally doesn't have outside of it, and imo that on its own makes it extremely good. Electro Minelets is also a rare CC tool for Gunner, though he doesn't quite necessarily NEED one like scout does because he has so much AoE DPS and his shield. I personally love playing with DoT damage on every character so I like using Electro Minelets just on that fact alone.
Edit: I forgot Scout also has Cryo Bolts, I like it again for the same reason as Cryo Minelets. A CC tool that helps solo Scout deal with crowds.
Edit again, last time:
Regarding mini shells being a trap, it's actually worse than you think. Stun is helpful for being able to manage crowds of glyphids, and Mini Shells not being able to stun at all makes it a lot harder to deal with large groups, esp since your damage per shot is lower.
Regarding your comment about electricity not being a good status effect because of low damage, I disagree. It's true that certain high HP targets (Oppressors, Dreadnoughts) are immune to electricity, but Electricity does have a very important effect besides damage that is very very useful as a status effect: Crowd Control. The slow helps with managing crowd threats so that you can shock a crowd, pick off high threat targets, then finish off the weakened crowd while they're crawling towards you.
Adding one as a relatively new Scout who’s only started playing him after the big GK2 changes: Gas Recycling on Zhukovs is actually nuts now if you run AI Stability on GK2, I really want it to drop for me
Your Zhukovs retain good crowd control when paired with blowthrough for when small adds swarm you, but now with how brutally strong AI Stability is against weakpoints, being able to shred the armor off of Praetorians, Guards, Brundles, Qronar, just every destructible armor bug in the game, is massive
Now instead of always needing to gain line-of-sight on weakpoints to have GK2 melt targets, you can instead combo Zhukovs into GK2 by stripping bulky armored targets of their armor, then melting them with your aim-assist monster crit-shredder AR from way more angles and with complete ease
agree with everything, learned some stuff too. Only thing I'd change is Double Barrell. I think it belongs in Why because 1) its bugged and actually makes the weapon a little worse and 2) you can get the same effect but better with the fire-rate mod. I think it needs a fundamental rework.
Yeah, Double barrel might legitimately be the worst OC in the game, the downside is enormous and the upside is 12% of jumbo shells.
I entirely agree DB is bad, but I struggle to see what makes Jumbo Shells so much better in many peoples eyes.
I'm pretty sure DB lets you carry a good bit more damage than JS, and does more damage per shot, so I'd see them both as kinda crap tbh...
@@TheSpeep it's definitely not bad but it isn't the supreme OC either. Taking both ammo mods puts it on the same level as double damage compact shells and 1/1 stuffed shells, which are usually solid choices to keep competitive burst damage while having enough ammo for grunt clear. Doing this gives jumbo shells a bit higher total damage and more ammo than the other two.
So it is good, but not for the obvious reasons.
@@geddo.1132 Tbh, tho only OC I still rly use the Boomstick with is Special Powder, and even then I dont run it that often cuz I'm not that good with it yet.
I tend to prefer Cryo Minelets to help soften up waves while using my primary, usually Hipster M1000, for most single target dps, that way I can use my secondary to both slow down the waves and make up for the breakpoints that you miss out on with Hipster.
@@TheSpeep Jumbo shells, it deals high burst damage Total damage doesn't matter since you're killing bugs with less ammo anyway. With 11311 setup against frozen dread you can deal instant 1,1k damage , or any other frozen creature it would be 1320 dmg per volley(2 shots).
Plastcrete Catalyst surprised me. Its janky, but it gives a massive AoE option for the weapon. Why rate it so low? I get it is compared to other options, like breach cutter and Fat Boy for AoE, but it doesnt make a pure AoE weapon out of the SD. You can still snipe Spitballers from across the cave with it.
Probably because his tier list is any % speed run. His selection is purely based on pure killing power first (basically eliminate and forget the enemy + ammo efficiency on top if possible will make it rate higher). Looking at it that way the janky / DOT time to kill OC is rated lower (like NTP). He put special powder into S tier for speed run purposes.
@@zulespada That makes sense, but I still feel that branding it a "trap, dont use it" and puting it into D is unfair.
He missed this with Overdrive Booster as well. It would be like if he evaluated Snowball and Ice Spear as if you could only use their special attack without the normal primary fire anymore.
But he didn't.
Why use disperser compound over sticky flames? Easy, because sludge pump is actually useful against high health targets.
I wish you also ranked the Clean OCs, especially those that seem to be the "best in slot" kind of option
There's no Cryo Cannon overclock in S tier, so, since Cryo Cannon is obviously not worse than the flame thrower or the sludge pump, does that mean the clean overclock for that gun would be S tier? Or does that mean you actually think the cryo cannon is overall less efficient than sticky flames flamethrower?
@@BiomechanicalBrick In the video, he specifically said Improved Thermal Efficiency is "S Tier, but it goes in Clean". And he's right. ITE is almost certainly the best overclock for cryo in 90% of cases.
@@ProzacStylings thank you, I missed that somehow
Remember, opinions can’t hurt you
If you want to run spinning death because it looks fun with triple beam then go right for it
But the objective truth is that if you run shield battery booster your a certified chad that never gets hit once
rock and stone!
Not gonna lie, I had a hard time following this because there is no distinction between classes/weapons in this. I like that its all in one video, but wouldve been nice to have 4 different lists for each class.
Tranq round are really useful when you need to get a break. Lets say you and your teamates are getting swarmed and there’s a menace far away sniping you guys. You can shoot it and stun it for 6 seconds relieving pressure off your team and possibly giving you enough time to kill it
Sacrificing my first born child to get a buff to bullet hell
It doesn't deserve to have such low damage along with an inconsistent proc %
Should be one or the other
Imagine a world where the devs buffed weapons/ OC's
The nice thing about gas recycling is with the blow through upgrade it can do crowd clearing decently and still do decent single target damage. It’s alright at both but not that great. Jumbo shells probably outcompetes it at both, and the crossbow definitely does a way better job of crowd clear with fire or cryo. It’s a decent choice to do both jobs, but the issue is it doesn’t really do well enough at either to be worth on haz 5
Interesting how you use "boring" to discount some OCs, but don't use "fun" to validate others.
Jumping around with RJ is fun, but when you crater yourself and handicap your whole team, that takes it down a couple notches, fun or not. If NTP is so boring you don’t want to play more than a single mission, that’s also bad. Hope that helps
cryo minlets on a team is still really useful, you can easliy temp shock stuff (depending on your team) helping the team kill stuff faster and its really useful when scout is on a wall somewhere away from the team and gets jumped.
also trifork does even more damage than jumbo shells AND has special bolts, AND peirces dreadnaughts
I like your take on the tier list because your viewpoint on the game is different. Great vid!
Re-atomizer is clean now, right?
Yeah and Impact Deflection is now Balanced instead of Clean.
I guess he could only find outdated tierlists to make the video :/
i wont lie i was hyped for magnetic pellet alignment
then i finally got it and started to use it
then i realised its way to slow and i liked using t5a for turret shots
so now it just collects dust on my single target loadout for the off chance i want to use it over loki which is hardly ever KEK
also minishells with t5a is a nice combo its probably overkill but it combos really nicely
Impact Deflection is horrible, it's not just a chance to hit extra enemies, it's also a great way to hurt extra teammates, huuli hoarders before you're ready to fight them, Bet-Cs, tyrant weeds, dreadnought pods, glyphid eggs in bough, and exploding plants. It belongs in why.
impact deflection contains the single funniest bullets in-game. s tier.
me when accidentally triggering the korlok as the team is already dying haha lol
Not really sure why you're putting the clean OCs in their own category. Most of them are bad sure, If it's best in slot then it should be on the tier list.
I cannot discern his methodology at all
i would put impact deflector in S, in a lot of cases its literately 50% more damage with no ammo penalty which is very strong. but during the time when u are not getting the 50% more damage which tbh isn't a lot its basically a clean
it's definitely not "literally 50% more damage" are you insane?
@@henriboteule i said in a lot of cases, not a flat 50% boost. anyway depending on what build u use its either slightly more than 50% damage or slightly under 50% more damage. do u know about using plasma splash and aiming under a enemy?
@@aquapotato.. yes but that only adds 5 damage per bullet, doesn't work on flying enemies and you give up direct (weakpoint) damage
@@henriboteule im i missing something or are u just high. u do 5 damage then 9 or 11 when it hits the enemy. that is either 14 to 9 or 16 to 11 which are both around +50% damage. also idk what u mean u are giving up ur weakpoint damage, with some aiming u can get it where it hits the ground then goes into a enemies weakpoint doing normal damage + the splash. and yes it doesn't work for flying enemies but the -2 fire rate is not that much.
@@henriboteule you and aqua potato are both missing the biggest part of the OC, it's that it grants double-use of splash damage. It's one of the best splash damage options for scout's primaries. The extra damage is nice, and usually comes to about 14 (18 if you hit a grunt's 2x mouth weakpoint) but that pales in comparison to the fact that you can now hit bugs in a 1m radius of the impact point. In any case, though, I agree it is an S.
The only one I really disagree with is cryo minelets. In group play it's objectively worse but in solo you know for a fact where the bugs are pathing(and you don't have to worry about fire) meaning you never waste more than a mag freezing a praetorian or a few rounds on a group of grunts. It lets you take ifg's over cryo nades while retaining the ability to freeze spitballers, menaces, wardens, praetorians, groups of grunts/swarmers etc. You just lose the utility of insta-killing breeders. Not the best secondary by a longshot when pheromone & fire bolts or embedded detonators exist but I'd argue it doesn't belong with the likes of plasma burster missiles and bullet hell.
I love shield battery booster a lot. Goes super well with special powder since you rarely take any damage, it's quite lovely.
I don't know that I've ever seen a tierlist I disagree with so much, its hard to know where to even begin LOL
The wholesome DRG community has arrived
hahahaha i fell out
There are certainly some options that were rated low that have worked incredibly well for me at high levels (though doing things differently than some mistakes described), but what I'm most surprised about is some of the higher tier picks.
The one that stood out the most is inferno breach cutter, and the mention of it doing more damage. Is it bugged or something? Because it's supposed to reduce direct damage pretty decently..
It is bugged, though I'm not sure on the specifics. What I do know is that the reason it does so much damage is because it sets bugs on fire and most medium bugs, mactera, spitballers, and other important targets are weak to fire. Thus, it exerts massive damage to those enemies, and keeps doing damage after each shot.
There are two main things I think make Inferno pretty strong.
The first is that Inferno has some hidden mechanics, including a (buggy) heat spike on contact and a long DoT effect that adds more heat (so burn lasts longer).
The second is that people seem to significantly overestimate the importance of beam DPS compared to other factors. On small enemies, you're barely touching them, and on larger enemies you're still not actually hitting them for very long. Significant sources of damage that make the BC so strong include the initial contact damage spike and the plasma trail. For Inferno, this means that burning + extra DoT is very very strong, and doesn't struggle to outvalue the DPS cut thanks to the increased consistency, and the OC isn't actually sacrificing its strongest aspects.
you should give the endothermic explosion oc another try, while it can be a bit more difficult to work around it is super powerful in the right situation.
the explosion is .5 meters *larger* than the c4 radius, with 80% of the damage of a c4. for 13 ammo that is really, really nice. you can do over 2 dozen blasts with ammo mod all the while keeping the base shard's infinite range and sustained damage.
And here I am.
Watching an overklock tier list, while having less than a half of them.
just to leave my experiences with nurotox i use it to save amo in deepdives or act as easy swarm clear. if u have used it in the past kronos and see this comment im curious on how you used it
he's one of the people who don't like anything that isn't the top 1% highest dmg dealing option apparently. the type of dwarf who sees a praetorian that's phero'd and kills it anyway. shame.
@@Scripzure he just plays efficiently nurotox requires alot of adapting to use
@@Scripzure Well, the thing about ranking OC's in this game is that it pretty much leans on your playstyle and preferences, so many people have divergent opinions on a given build, and even if it's not the most efficient, you could really have much fun with a build some people would just hates.
To me it would be kind of dumb to think there could be a 100% objective tier list of OCs, and that's also why i love this game. I used to play a lot Borderlands, but actually it brings an insane weapon variety but with a very few good choices out of it once in late game, while DRG only has a few guns, with a bunch of variety in the builds possibilities!
All S Tier Overclocks
14:03 14:36 15:22 16:21 16:28 17:27 18:48 19:16 20:00 22:18 22:20 26:10 27:11 28:16 29:21 30:21 31:09
On the subject of Fat Boy, Axis Kronos says "You bring it out, fire your shot and put it away."
Meanwhile, I use the high amounts of Nitra in Sabotage missions and exclusively use Fat Boy on the Caretaker. Two shots to the top middle to take down all 4 shield modules, and the other two go in the eye. Resupply while the Caretaker is cycling active eyes.
Rewatched this video after seeing some of your other videos and realizing that you just play the game and dislike gimmicks (and keeping the date in mind) and now your choices make more sense.
Hey! Just here to bring something that may seem obvious to some, but i have kind of an issue with this maner of rating OCs.
I feel like many people just tend to look only at what total DPS/total ammo capacity do and be like "numbers, numbers, numbers"...
But imho, it may be giving slightly too much importance to theoretical part. Like, if you're a robot and you never miss any shot or weak spot etc( not to talk about weapon accuracy that may prevent you to do so anyway) , fine. But in practice i'm pretty sure you won't always get the most out of theoretical efficiency.
For exemple, i'm usually not a fan of NTP cc build for auto canons, but actually, it's what helped me the most going trough solo aquarqs mission in haz 5 with gunner( can be neat for salavage missions as well, or lethal enemies). It's very ammo conservative, and it allows you to focus on the objectives more peacefully to not have to spend so much time dealing with the constantly spawning waves.
Also about sludge pump spread OCs being inferior to sticky flames: Yeah, but you can have a better slowing effect and light up the sludge with EPC, wich is very efficient and satisfying! :D
An overclock/build can be overall better than any others, but wich one you should take really depends on mission type and modifiers anyway. And it's of course about what you feel comfortable with depending on your playstyle obviously.
Just want to tell to newer players: don't lean too much on those tier lists to chose whether or not you should try an OC/build. Just try by yourself in different circumstances to find out what fits the best with your playstyle, and what use you could get out of a weap/OC or even what you're just having fun with. Some OCs are kind of trash in terms of efficiency, but are very fun to play.
I would recommend checking for builds only in the mind set to discover some synergies that you may not have think about, and trying even more combinations.
That's all for me!
are there any clean OC's you think outperform their balanced/unstable counterparts? some of my fav OC's are clean and i think there's something to be said about flat buffs that make weapons more generalist.
Snowball goes insane with faster turbine + fragile & a heavy hitter EPC. Freeze a lot of bugs, switch to EPC while the cryo projecile is flying, annihilate priority targets in the frozen horde, then switch back to the cryo cannon & shatter all the squishy glyphids.
spot on about the coil gun not doing enough damage. It's just a worse version of elephant rounds in the end.
Stuffed shells, despite being clean, gives you really nice consistency and a decent damage bump without any ammo penalties. It's good for single targets if you're not needing the damage fully damage built jumbo shells gives for anything.
ironically enough the only way i use it for the actual damage most of the time is with controlled magnetic flow, reducing damage. if that web spitter/mactera/trijaw/whatever needs to die now and i don't have time to wait for rocket travel, AC rampup, or minigun spinup/stabilization, i pop out the coilgun and only charge it to 1 or 2 bars, even if it doesn't kill it'll stun it
or when i see like 10 grunts in a line and think haha funny blowthrough gun go plink
I feel like you're really sleeping on RJ250 Compound, Cyro Minelets and Magic Bullets.
RJ250 Compound is basically crazy vertical or sideways mobility on like a 1.5sec cooldown. Basically allows Engie to "do everything" aside from flaregun and drills.
Magic Bullets, you got that build with, 2x instances of direct damage, explosive damage, and poison damage. You can oneshot lootbugs with it. Add in AOE Stun, and AOE Slow. And the build used with it gives max ammo and max reload speed. Add to that you barely need to aim with it. I use it as a fallback for almost all of my gunner builds. I.e. Bertha + Magic Bullets
Cryo minelets, you got a Class that sucks at killing large crowds. And this weapon mows through crowds. Especially swarmers. Put about 50 shots to freeze a praetorian. Dead. For oppressors, you use one clip of cryo, reload, freeze grenade, then another clip of cryo, and it's usually dead.
But the other big aspect of Cryo minelets is that it basically extends the ammo pool of your primary, when dealing with swarms.
Minelets are also a great point-defense when going for a revive or getting ammo.
Also it's nice to not have to waste your freeze grenades on spitballers, nexuses.
Cryo also does great at locking down Menaces and Wardens.
I’m curious what gear mods you take on the hipster M1000, Rok & Stone brother
29:22 someone actually praising minelayer system for once? Best tierlist 10/10
May say same about cycle overload
This tierlist is actualy good
Minelayer system was already OP before its buff; GSG just needed to buff its *graphic* so that a tiny little fart isn't blowing up everything.
GK2's Buffs have REALLY changed the game so I'm really interested on how it shapes up against hipster and Aggresive Venting.
I'd argue that double barrel either goes into why, or thrown into an entire new tier for how useless it is.
First off, it fires the barrels in the same way double trigger does. 1 after the other (db having the disadvantage of it being forced). But on top of that, it also has a slower reload time when reload canceling is put into effect. And you should already be running double trigger anyways since the faster reload option also suffers from the same issue.
Literally the worst oc in the entire game, it actually does nothing for you.
Whats your build recombination for combat mobility autocannon? Curious cuz its a personal favorite but i can never fell like i mod it properly
Try 32223. I use it with Compact Mags Brt7, then just abuse born ready to deal with all the slow reload time
I love this one as well since i unlocked it! Having less movement restriction itself is already awesome imo, and yeah, basically you're fine as long as you use born ready and brt in secondary. I usually go with 32311, but soldier is not the one i play the most, so it's just my preferences.
Oh boy, a lot of wrong opinions here.
Like objectively wrong: number wise and in practice.
Some of LazyMaybe's videos have pre-debunked some of your common talking points, and unlike you he does do the math.
Watch them and take notes.
Oh my
This is my favorite comment so far
This should be pinned lmao.
Great video thanks for running through everything.
I'd like to hear your thoughts on how to apply this into complimentary primary and secondaries for each class
imo Double Barreled should have also gone to Why cuz it fucks up your ammo efficiency against crowds and limits you to quickly shooting bulky targets before switching to your main weapon
What’s your opinion on some people saying certain overclocks such as Fat Boy and even Hipster are bad or worse than no overclock at all? For example the argument is made that fat bot isn’t good because the ammo to damage trade off just isn’t worth it or the reverse of that argument which is made for hipster?
Not sure if the vid is out-dated but, sludge-blast is 3.75x the dps of volatile impact mixture with the same single-target ammo-damage. Yea, if you use 144-blast volatile i.mix. it's a different role, but the ignores armor w/ 720 dps the sludge blast is still massively better if you're attacking any single target. math: volatile impact mixture is 48 per shot damage with 4 shots per second is 192 dps w/ ignore armor. sludge blast is 36*8 = 288 damage per shot, and with quick charge tier 4, you have 2.5 shots per second for 720 dps. Ammo-damage for sludge blast is 120+40=160 ammo *288 / 5 = 9216. For volatile impact mixture it's 160+40=200 x 48 = 9600. It's 4.16% more ammo-damage and easier aoe in trade off for dropping down all the way to 25% of the dps.
Math doesn't translate to effect in mission on this one. if you were just sitting there pumping shots into a target sure, the DPS would matter. Problem is when it comes to engaging multiple threats of varying health at the same time, Blast falls short in every way other than single target DPS. id much rather have VIM as to have potent normal and charged shots, where blast has comparably pathetic normal shots and only stacks up when you charge every shot.
I would say cycle overload is better but that's simply because the rifle doesn't have any turret compatibility, and the cycle overload increased spread allows you to hit both turrets at the same time more easily.
also just have an autoclicker bind and you don't need full auto
Neuro Toxin Payload is such a great OC, carry’s me through EDDs and Haz 5s all day long… not sure why you have it ranked as low as you do… should be A tier AT LEAST. Big Bertha is great but 55 rounds in a clip can be a pain in EDD and Haz 5 when big swarms hit (and yes you can increase mag size but you run out of ammo way faster). Just my opinion …
What I learned from this video is that if I want to experiment with Interesting gimmicks I should just take a look at this Kronos complaints about the most
It's funny you made the point That Cycle Overload is better than Stunner because it does not care if your target is stunned. The same exact thing applies to MPA - also adds 30% damage, just all the time, to weakpoints. The Warthog is a weakpoint weapon, shotgun default role in other shooters be damned. If you're not hitting the majority of your pellets on a weakpoint with this weapon, I feel the same way about it that you feel about the PGL - just use a different weapon, this one will be pointless. It simply does not do convincing enough rough-aim damage to be worth using it as a non-precision tool, at that point just build a Stubby with more aggressive fire rate, or use one of the two good Lok-1 overclocks, and you'll be better at trying to do anything. You touched on this yourself by placing Executioner above Cycle Overload for the same use case and purpose - no reason to be using the warthog that way when something else does arguably better damage with inarguably better range and accuracy.
There is no point in a warthog that is not putting the maximum number of pellets on weakpoints. Its only two good traits are Turret Whip, which is competitive with Em Discharge without using the Overclock slot, and that it can one-shot Grunts in the face over and over to make some kind of functional ammo economy for itself. This makes choking your spread and doing 30% more weakpoint damage all the time one of the best things you can do with the weapon. That's what this thing does. Get good value for one shell per weakpoint, and let you turret whip. Sure its a shotgun, that doesn't mean you can use it the way you'd use one from any other game.
MPA isn't very good because it castrates your DPS. that's the whole reason. your gun isn't good at anything *except* one shotting grunts and mactera spawn with it.
i fundamentally disagree that warthog is a weakpoint weapon, but i probably wouldn't change your mind by typing up a wall about it, so i guess i'll have to just agree to disagree with you.
There isn't much more to say except that getting consistently good ammo economy doing anything except shooting weakpoints relies on RNG in which you happen to get the right armor breaks on bug bodies that expose enough flesh for the 2nd body shot to kill.
And even if that always happens and you chunk every bug in two body shots... congrats. You get like... 50~60 bugs to your total ammo count, excluding turret whip. That's pretty awful. Shooting faces is giving you around 80~100 bugs to your total and since you're not preoccupied with making the warthog do Executioner's job for it, you can take turret whip over miner and eke out dramatic ups on top of that with what are effectively 1 shell = 1 grenade conversion.
I don't understand why, besides it feels good (which is a good enough reason that I'll pop out CO when the opportunity is there, don't get me wrong) for me to make CO do Lok-1 ECR's job for it when it does it worse and then deals with grunts worse too.
@@beppermint4092 you also demolish big boys because of the massive damage bonus on weakpoints you know
@@syrusalder7795 my biggest issue with it is that it's a worse M1K
@@d15p4tch6 what? You're comparing an accurate long range weapon to a shotgun?
As someone who just plays for the fun factor I wana see a list of the most fun mods
I respect your opinions and I'm not here to tell you that you're wrong. I'm just gonna leave some opinions of my own.
Not really sure what you mean by magnetic pellet alignment trying to make the weapon into something it isn't. I enjoy MPA because it gives you range without having to sacrifice loaded shells for choke. To me the warthog feels just barely too inaccurate without choke or MPA. But that doesn't mean I don't use it without choke. I have some builds that use cycle overload too (without choke).
I don't use Subata because I hate it but explosive reload seems like a reasonable alternative to automatic fire.
I run sticky additive instead of sticky fuel on the flamethrower. To me, the sticky fuel negatives make the weapon uncomfortable to use even when compensating with mods.
Bullets of Mercy is in my opinion one of the best overclock for GK2, but if I recall correctly GK2 is worse at everything compared between the two other primaries so idk why anyone would ever run it after unlocking the other primaries.
I use rewiring mod a lot. It allows me to make use of hot feet and it incentivizes to have a weapon swapping playstyle and I find the OC fun to use unlike aggressive venting (for the purpose of overheating). I very rarely run out of ammo before I need to resupply anyways. And some people forget that just because it generates ammo if you overheat it, doesn't mean you have to necessarily overheat every time.
Salvo (versatility and single-target damage) + hellfire (control and AoE) is the build I feel the most comfortable with. Hellfire is great control/AoE of hordes with little time investment required. Also "controlled magnetic flow" allows for easy clearing of swarmers/naedocytes/shredders with very little ammo consumption. Thirdly it clears turrets like nothing aswell. Then with salvo I get a ton of single-target damage that I can accumulate while dodging. Praetorians and macteras are quickly dealt with and also it's just great damage for horde clearing aswell. The only weakness I've found with the build is clearing acid-spitters, web-spitters and menaces. You can clear them just with the regular rockets but it's not nearly as efficient as dealing with other stuff.
I can understand that Hipster is "The Overclock" even outside of M1000
But c'mon, in reality it should be Neurotoxin Payload, f we're straight up going to compare Hipster with NTP, NTP wins by a land slide this shit is OP as hoxxes because you can carry 3 greenbeards and solo a 4 man swarm alone with that OC in an Elite Deep Dive or any Haz5 mission that isn't Elimination, and still have enough ammo for another swarm event, if not, maybe just for another ambush attack.
Hipster is crazy good but that's probably because every other m1k OC is lackluster. But hipster just pales in comparison to NTP and Its kinda not good that you put Hipster at the top because I'm scared that it might get nerfed, I mean yes it's an extremely powerful m1k OC but it shouldn't be nerfed at all, if anything NTP should be at the top and should be the one included in the "To Nerf" list of the devs in future updates.
Hipster is highly overrated imo, it's still good, but not the almighty M1k OC it's often made out to be.
Its only draws compared to focused shot builds is single target dps and a dumbed down spray and pray kind of playstyle, where you simply spam your trigger whenever something enters your sight.
Focused shot builds are more efficient for grunt-clearing, while some nice breakpoints are also achievable, like 1-hitting trijaws to the weakpoint and acid spitters to the body. There's the argument that hipster can achieve the same result faster in 2-3 hipfire shots, but this requires staying on target for those consecutive shots, while not being able to move around a lot. A focused shot can be charged while repositioning, gaining a lot of safety, and guarentees a kill after one hit.
Also, if a team needs the scout to elevate their dps, there's something wrong with the engis and moreso gunners setup imo.
@@geddo.1132 th-cam.com/video/CZlxk63oNhE/w-d-xo.html watch this and tell me how much better focus shots would be
scout is supposed to do damage? I just take full mobility and never see my team after we land.
The problem is that charged shots in general are outclassed by hipfire. Hipster wins by default because it is the only m1000 OC focused on hip-firing.
That being said, Neurotoxin Payload easily surpasses it.
@@psyjinx Well, i can perfectly understand that you love scout for his mobility, and i do as well, so i know it's tempting to run arround but actually if you play coop you're supposed to put light to help the team seeing shit in big caves, especially arround the ceiling, and also coop with engie to grab the hard to reach ressources. I mean, you should'nt play coop like if you were solo, or that would just mean you're a bad mate actually.
But i guess i'm answering with too much first degree anyway! xD
I'm gonna make this comment now coz I already know EXACTLY where this is going. Curb your expectations folks, and check your anger at the door. This is the ULTIMATE Tier list for anyone who is squeezing DRG's loadouts for all they can possibly give. Quirks don't matter. Fun-factor doesn't matter. All that matters is PURE... FINE-GRAIN... EFFICIENCY.
Get ready for a lot of takes on what's best in slot and what's not.
(Edit: Second to last line didn't read with the all-caps impact I wanted it to. Fixed that right quick.)
Magic Bullet is the first overclock i ever got. I didn't find it very useful for AoE but rather pretty useful for hitting oppresors and preatorians in the weakpoint when you don't have the maneuvrability or to hit webspitters which tend to be 5 miles across the cave and tend to bunch up together.
Cryo Minelets should be bumped at LEAST one tier up for the popping sound effects alone.
On leadstorm leadstorm, the biggest downside is no stun
Not really. Bugs die so fast it usually doesn't matter, on larger bugs will take so many bullets they'll get stunned eventually anyways.
LSLS greatest downside is being LS instead of autocannon or hurricane XD
@@d15p4tch6 just no.
@@geddo.1132 The other two are objectively better at base and with overclocks so... Explain?
@@d15p4tch6 can you first explain what you mean by objectively better?
EFS is the meta overclock for Haz 5+ now. Hipster sounds good, and it feels good, but it's kinda deceiving because it makes you miss so many breakpoints.
Overdrive Booster is 100% optional to use.
But Hyper-propellant isn't, it doesn't have a low ammo use base version, it's HP or nothing...
Saying 'just use Hyper-propellant' means you miss out on having the Diffractor as your main weapon! :D
I don't want to spend most of my time as an engineer just using my primary, I generally take the Diffractor unless I have a reason to take the PGL or Cutter.
That's because it's a like a belt fed machine gun with infinite range and perfect accuracy and I use it and my primary roughly 50/50...
from someone who is still collecting OCs this is very helpful, thanks!
Take everything with a grain of salt and do your own experiments as well. You'll find a lot of conflicting opinions on some OCs, and some of the opinions here... well, are a bit iffy or debatable in terms of ranking these on a pure power level.
Lots to think about, and I like that you admitted what you hadn't tried that much but still rated, and why you rated a lot of stuff the way you did. Also kinda love the fact that you're baiting out a LOT of opinions and this community is nothing if it's not about opinions about loadouts.
LazyMaybe convinced me about the difference between Splintering Shells and Carpet Bomber: th-cam.com/video/lmxKCQwa1Dc/w-d-xo.html; but I never looked back at those two after he introduced me to Combat Mobility: th-cam.com/video/8adkAA1YrVY/w-d-xo.html. Especially since most of my engie friends love Fat Boy, it was hilarious for them to bomb me and the swarm around me. Then I accidentally took that loadout into a Haz 5 mission and was astonished at going down less often than players with 100 more levels than I did. I carried with that thing and it was glorious. It's fun having personal experience be such a determiner of what people love and hate in this game.
neurotoxin in C lmaooo
it's where it belongs
Roll control doesn’t even deserve to be an Overclock, it’s just a straight debuff, the amount of times I’ve had guided missiles without firing is too many to count. Roll Control removes my fun with the hurricane
Just recently started to play Sticky fuel (and flamethrower in general after mostly playing with Cryocannon) and boy is it good. Had no idea 1 overclock can make such huge difference - microwaving big targets in sticky flames is so good with thermal shock mod, I love it.
Im only left wondering why even use Sludge pump, but you know, projectiles are fun so im not complaining, just sticky fuel feels much more powerful.
Hey, you can also set sludge in fire with EPC for exemple, and it's slowing effect is way better then the flamthrower's one. But it's about preferences and what you think is the funniest to use also. Igniting sludge can require a bit more manipulation and ammos also. I'm mostly using sticky flames with driller as well, but sludge pump has something to offer, apart from eating my FPS! xD
Flow rate expansion is nicer than tuned cooler because you don’t need to select mods that compensate for tuned coolers weaknesses.
So what exactly do you run with FRE?
Flow rate expansion's weakness is way worse
@@w1q2e3r4t5 23132 u can shot basically forever, as long as u have ammo
@@Skladak_Killer_98 you can say that about literally any weapon in a video game ever
any chance you would make a grenade tier list?
Ice Lance should be S, it gives a class that struggles with single entity dps a path to one shot pretorian, even if the spin up is slow if the pretorian is frozen, it doesn’t matter that much. I even bring it on industrial sabotage because it works well for shooting sniper turrets. Otherwise the driller would get mauled by sniper turrets.
All opinions are valid, in my personal experience it's a lot more fun to use less 'good' OCs on haz 4 with a warning thrown in for example. Electro-minelets can be a decent crowd control tool, and still do base BRT damage
Lead storm was the first OC for me to unlock and it has carried my gunner for so long. Very viable in waves if you stay on a zipline which keeps you out of range and let's you move back and forth. My favorite is setting up a zip just behind the heartstone and mowing everything down from above
I've been clickbaited. I was ready to go to war for Fat Boy but you put it in S
hydrogen ion is the best inslot you gain more slow and a higher dps with no downside and impact deflection is amazing not sure you know much about these you can do 5 damage + your oringal shot from impact deflection . persistant plasma does not affect epc mining damage its basically a direct upgrade and can handle most swarms and has a higher damage against single targets and a slow than heavy hitter and if you get good at it you can shoot down things from far away. bulkon points is also much better than you suggest the crossbow kinda sucks already at killing the most common heavy targets oppressors and pratorians and scouts main weakness is his lack of crowd control you get a lot more value out of each shot than you do other overclocks. nerotoxin is the most op overclock in the game you lose out on a minimal amount of damage for the best crowd control and ammo effieciency in the game something tells me you haven't used it or are building wrong litteraly is even good for single target and offers amazing utility with the slow
hydrogen ion *used* to be best in slot, but volatile impact mixture just doesn't have competition after it was buffed. the extra DoT and slow is nice, but "double damage with cosmetic drawback" is impossible to beat, needs nerfed very badly
@@beppermint4092 Just 'cause something's strong doesn't mean it needs to be nerfed. By that logic all the autopick OCs need to be nerfed, but.. they don't. Because it's not a competitive game where balance is super important. Some OCs are weaker but fun, and some are stronger, and that's fine.
" scouts main weakness is his lack of crowd control you get a lot more value out of each shot than you do other overclocks"
I advice you to use cryo/fire bolts, that's what you want if you find yourself lacking crowd control and NOT bodkin points, fire bolts are good thanks to heat spreading
cryo bolts are what cryo minelets for the zhukovs would be if they were good
both of these combined with your special bolts make for really strong crowd control while also providing great utility and support
Milligin has an amazing video going over both fire and cryo bolts, you can check it out too
@@Akaromaeda cryo bolts were pretty good honestly though I have been trying fire bolts and there very disappointing especially for robots
@@thefunpolice2806 glad to see you’re trying them out, cryo bolts are really strong for freazing single targets or groups I love them
Although for fire bolts the only thing that makes them strong is heat spreading which is why you use it on groups of bugs (pheromone also helps with that but you can also kite bugs into and around your bolts) rather than single targets like robots, your primaries are always more efficient at taking out bots purely with their damage
both cryo and fire bolts play a supporting role in the form of crowd control rather than a damage role which is something his other weapons don’t do (or don’t do it well like say cryo minelets)
Can't agreed to everything said here XD. I mean some OC's have much more deep than just the numbers in paper. Thx for the clip anyways is not a bad tier list to be honest
there always will be people who disagree with ur playstyle and ur opinion on OC's
I’ll never understand people’s affinity with hoverclock or special powder. Especially special powder, you already have a grappling hook so you don’t need to waste ammo shooting at the ground to get somewhere. Scout lacks firepower so use something to make your guns kill better. Not have a niche unnecessary use. Special powder belongs right next to RJ250 in the why category
I'm only here to read the comments, i love seeing people mad that their favourite overclocks were called out for being bad
that aside this is a great vid, agree with most of it, one thing i'd change for sure is putting cryo minelets into why, after having tried it and cryo bolts, the latter does the job MUCH better if you want to freeze stuff with the added utility of special bolts if you really wanna play supportive scout
learned more stuff from this vid than most of the drg content out there, also gave me some ideas on some builds to try out in the future
(also i can't wait for another ON THE TOPIC OF)
Why do you think I didn't bother making a tier list until now? Reading these comments is the only good part XD
@@AxisKronos Do you think you'd do a vid replying to some peoples comments? That might get a bit spicy...
@@obi1dipscobi547 It's only spicy if the people involved or Axis start taking comments on a video game personally. If someone disagrees with something and can list actual reasons why, then sure. I would love a secondary video, do a fucking hour on the topic just reading comments.