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Evil Kit
May 29, 2013

I'm viable ladies.

I personally love the Bulldog over the BRT because I dislike burst weapons in any game I play, but imo the only OC worth using on Bulldog is Volatile Bullets. It stacks multiplicative with hollow bullets, I have 4-6 shotted many a bulk detonator after it is set on fire and praets/oppressors are an easy 2 if not 1 shot depending on if you want to let them burn to death.

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Evil Kit
May 29, 2013

I'm viable ladies.

Xaris posted:

Alright I'll revisit this today. I liked Sticky Fuel well enough in the past but it seemed just like... overkill big time because just normal sticky killed pretty much all the bugs (and yeah people will spend lots of ammo shooting bugs that are essentially dead) and felt like it worked just as well just to lay down more sticky. I really don't like giving up the range mod on T1 because it is very nice to have though and I generally miss also being able to light ceilings on fire and so that downside of the +5m is a big qol hit. I'll try it out again though.

I actually quite liked your write up for getting another's view on different builds, but I def have to say your first statement is the most correct: Your Favorite Build is the best build. I have to agree with others that Sticky OC is the best hands down for the sticky build, primarily because doubling the length the flames stay there is essentially a form of doubling your ammo efficency. It is def better when you're dealing with choke points during a wave or when drawing a line to make it harder for bugs to rush your friends on a holdout point (blackbox/fuel cells), but less flexible compared to your preferred method for run'n'gun tactics since you aren't going to be in the same place for long anyway, and can use the extra fuel in ways other than sticky flames.

Also fwiw, The mod for setting bugs on faster is actually pretty worth if you aren't aiming for sticky flames, it's a difference between holding down for a second or three and just tapping the button on something. That adds up!

edit: actually there's a whole drat discussion/theory crafting in my head about how valuable certain stats are vs other stats (ammo vs dmg for instance, I generally agree more ammo = gooder ) among some other things and how hard it can be to really tell if something is genuinely helping or not. But then I punch myself in the nose and get back to digging and shooting bugs.

Evil Kit fucked around with this message at 20:57 on May 19, 2020

Evil Kit
May 29, 2013

I'm viable ladies.

I have also been absolutely baffled by the "Gunner sucks and is weakest class" that's been posted in the thread, he is hands down one of the most necessary dwarves to have around. Hands down has the best sustained dps weapon (minigun, pick your fave OC) and burst per ammo weapon (volatile bullets bulldog, +300% on burning targets + hollow point is nuts) of all the classes, on top of shield being an amazing way to avoid wipes or otherwise terrible situations. Sure, zipline isn't the all around amazing traversal tool the other three classes get but that's totally fine because Gunner is here to well, gun down bugs. Not to mention Gunner comes with with higher overall ammo efficiency so you can occasionally afford to let someone else take your supply drop that chugs ammo (driller, engi).

I typed all of this to make this not an emptyqoute:

Kith posted:

Play Haz 4 or harder. You will stop feeling redundant immediately.

Evil Kit
May 29, 2013

I'm viable ladies.

Ciaphas posted:

Honestly I take the FF perk 100% of the time anyway barring playing with Bosco, because it means friendly fire is one less thing I have to try to concentrate on :v:

Depending on the difficulty you're running, this is somewhat of a waste! Haz3 and below friendly fire is so fractional that it's basically a dead perk outside of a Driller attempting to explode you with a satchel charge out of spite. Haz4 and 5 though? Definitely worth a consider, especially if you have a breach cutter/PGL happy Engi friend or just don't trust pubbies.

Evil Kit
May 29, 2013

I'm viable ladies.

Abandoned Toaster posted:

I have a friend who's over level 200 who swears by the Fat Boy Overclock on the PGL and I shudder to think what it would be like if he didn't have the FF perk.

As a user of the Fat Boy OC myself, I agree. IMO any properly kitted Engi is just in a state of being of having to use Friendly in their build 100% of the time unless you want to actively lose a mission because you're knocking out your fellow dwarves faster than the bugs can.

Evil Kit
May 29, 2013

I'm viable ladies.

Delacroix posted:

The way the breach cutter works (damage per tick travelling through an object) mean it does extremely low friendly fire damage. On haz 4 it still tickles your shield. It's much worse being splashed with explosives like a PGL or cluster. Likewise the flamethrower can easily splash onto a teammate but it's basically nothing other than heat.

The problem isn't one breach cutter shot, it's multipler Return to Sender shots being (panic) spammed out by an engie trying to kill a praetorian or swarm while you bravely stand in front of him as gunner or driller doing your job of murdering the poo poo out of bugs. Oops uh-oh your shield is gone and so is a chunk of health- oh you're down. Sorry! It's also great since you can more easily stand in Prox mines the Engie sets down or their dumb sentry pounding you in the back because you're in a choke point.

I may be walking it back a bit but while Friendly isn't 100% necessary as a perk for Engie, it's huge QOL to make sure you aren't shredding your friends shields in a panic or simply just letting you not care if they're in the way. It's also handy for any retaliatory driller satchel charges or just running through their fire in general.

Evil Kit
May 29, 2013

I'm viable ladies.

Unlucky7 posted:

I wish that I could take two actives sooner because while I want hover boots for the times where I trip into a pit I also had enough runs derailed by a grabber to not take Heightened Senses.

Fishstick posted:

Leech awareness is sort of the Scout's job, ideally literally the first thing you do in a room is flare up the ceiling and check for leeches and other priority targets around the cave, let the team do their stuff on the ground and put up platforms while you check for hazards / goodies. I see way too many scouts just grapple straight into a new dark cavern and get ambushed while it's still dark. With headphones you can hear them reach for you and they can never actually grab you as long as youre moving around in circles, unless you run face first into a tentacle.


In the dude's defense, this advice holds up only till you get one of those bullshit leeches reaching out 90 degrees through a lip in the cave to grab you. It doesn't happen often at all and generally this advice is sound, but it does happen. That said, the leech warning perk is a waste of a slot, if you're so far away from your team that it kills you that's kind of on you IMO. It's also just such a niche when Field Medic or Iron Will are far more likely to save your team from a wipe compared your rear end getting grabbed by a leech.

As a whole side discussion on perks, there are 100% some perks that just need to be removed or rolled into base game because they feel so drat necessary. They at least knocked Iron Will down from always fully occupying one perk slot to only most of the time, but Field Medic is now kind of up there next to it, along with Steeve. Steeve is cool though so it gets a pass. They did a great job giving the passive perks a lot more of a "the way you like to play" feel in terms having a lot less clear winners but there are certainly some duds (looking at you It's a Bug Thing).


Sorry for the tangent, I actually dig a bunch of the new actives but man, some of them are kinda lackluster on higher difficulties.

Evil Kit
May 29, 2013

I'm viable ladies.

Actives: whatever you want, though probably one should be Field Medic

Passives: whatever you want

Boom those are the best perks for you. No need to thank me.

Evil Kit
May 29, 2013

I'm viable ladies.

Drewjitsu posted:

Despite what Evil Kit may say, Armor Shredding is pretty much considered a trap option. Here's more than you ever wanted to know about creature armor:
https://deeprockgalactic.gamepedia.com/Creature_Armor

hello it is me, Evil Kit. While I think armor shred is undervalued, I would only argue for it as really on the gunner's Autocannon with certain builds because it makes a number of beasties with protective armor much easier to deal with for your friends! Much like everything in this game, your mod choices are to taste.

Evil Kit
May 29, 2013

I'm viable ladies.

novaSphere posted:

It's frustrating when a bulk spawns near you while you're defending uplink/fuel points. Everyone's clumped up for an easy wipe and it's hard to tell who it's trained on.

1 bulk is manageable in those situations, you have the targeted person run off to lure it away while the uplink/fuel point finishes. Now 2 bulks. gently caress that.

Evil Kit
May 29, 2013

I'm viable ladies.

Relentless posted:

I feel like the real trick here is to do it to a couple dreads at once.

The real trick is to duplicate a dread with a resupply pod, thus allowing you to kill 1 more dread than is actually required to complete the mission!

Evil Kit
May 29, 2013

I'm viable ladies.

WhiteHowler posted:

Do spawns get more frequent as all missions go longer, or is it just that one type?

I never know how risky it is to take my time, especially when there's a tricky secondary objective (stupid fleas).

It's just point extractions that get exponentially more difficult as time goes on. Other missions don't operate under the same rules, but do get some scaling.


e;fb

Evil Kit
May 29, 2013

I'm viable ladies.

Unsinkabear posted:

:lol:


Off topic, but what do you guys roll on your armor upgrades? Extra health, or extra shields? Shield break effects, or extra invuln time on rez?

I slap on extra health cause it's never bad and always pick up extra invuln time on rez. Shield break stuff is almost useless and unnoticable, and even after the nerf the extra invuln time can save your bacon from a tough spot after you get rezzed instead of just eating poo poo again and going back down.

Evil Kit
May 29, 2013

I'm viable ladies.

Gay Rat Wedding posted:

Their balance changes have sometimes overcompensated but have usually moved things in the right direction like they don’t nerf things that are average or underpowered and they don’t buff things that are overpowered, & now that the game’s been out for a few months I’m hoping they have some usage stats on weapon overclocks they can use to do a balance pass on those. They’re a pretty mixed bag as far as some weapons feeling like almost every OC is a fair pick and some weapons feeling like there’s nothing worthwhile besides a boring clean one - I also think scout shotgun jump should be moved from an OC to a regular weapon mod that anyone can buy, perhaps on tier 5, because it’s such an essential playstyle thing that changes the game a little too much to be a random drop some players might not see for 100 hours

The problem with making that a t5 mod is that it is so game changing that it would muscle out whatever else was on that tier. I mean what does t5 shotugn have right now? Auto-reload, fear on shot and 50% fire damage conversion? Those are all fine as is because it's a taste thing. Slap in Special Powder as a t5 mod and you might as well delete all three of those for how much better and more defining of a mod it would be in comparison.

Evil Kit
May 29, 2013

I'm viable ladies.

Escort missions feel fine so far? I myself enjoy the heartstone drilling event, feels unique and fast paced with a handful of unique challenges thrown in. It'll probably start getting old eventually but so far I haven't had any difficulty with goons, probably one of the easiest start to finishes. The most trouble I've had outside bulk detonators with a team that isn't giving them the attention they required is the one time an Escort mission actually had two refueling sections.

That and trying to carry pubbies, but on Haz 4 most pubbies seem to understand the basics of the mission type and to blow out the laser spires.

Evil Kit
May 29, 2013

I'm viable ladies.

Unsinkabear posted:

What build are you using on the EPC for that? I still can't figure out that gun.

For that matter, what do you do for the other two? Explosive rounds bulldog and...? I haven't used anything other than breach cutter or fat boy PGL in ages, idk what a viable PGL build with actual ammo would even look like

It's really personal preference. I tried out Elephant Rounds the other day and they do still feel kinda good, great for deleting big bugs by shooting them in the butt. My personal fave overclock is Volatile Bullets for Bulldog with 21322 mods paired with Burning Hell minigun with 11333 mods. You mulch regular bugs with minigun and set on fire the big boys before switching to the bulldog and deleting them via their weakpoint. Probably the most efficient to get rid of Bulk Detonators in the game tbh.

Evil Kit
May 29, 2013

I'm viable ladies.

Here is my hot take thread: (Field Medic aside) pick whatever perks you want. Go wild, form your own opinion on them. The "optimal" builds are all relatively mildly optimal above the rest and not necessary for enjoyment of the game. .

I regularly play with See You In Hell + Berserker or Iron Will on my Driller with Vampire/Thorns/whatever because turning bugs into chunky meat salsa for fun and free health is hilarious, not to mention the highlights you can get dying on a Dreadnaught or Betsy and detonating SYIH to utterly destroy it. You get to save your cowardly teammates by throwing your body in the way!

Is it optimal? No. Is it fun? Hell yes. Play DRG to have fun, not sperg out about optimal DPS strats. Unless those strats happen to be hilarious.

Evil Kit
May 29, 2013

I'm viable ladies.

Dogen posted:

You can fly fall very fast upwards, it’s called being the scout

Evil Kit
May 29, 2013

I'm viable ladies.

Drewjitsu posted:

Start playing with goons. I can count on the fingers of one hand the missions we've failed (EDD's don't count).

He's lying about the fingers thing. It'd totally include toes too.

Evil Kit
May 29, 2013

I'm viable ladies.

okku posted:

Is there a goon discord for this? I managed to finish my first deep dive, and got achi for finishing that poo poo under 45min! Scout feels pretty good, but its so much work! Ill try gunner next. That AC looks pretty good.

check the OP if you haven't yet. Sound be right at the bottom, the Co-op Goon discord

Evil Kit
May 29, 2013

I'm viable ladies.

Gamerofthegame posted:

driller should be able to drill resources

and be more then just a tunnel to the pod

I mean you can still for resources, you just drill all the terrain behind a mineral vein and it drops to the floor. It's how I mine gold as driller now since I prefer heavy hitter EPC.

Evil Kit
May 29, 2013

I'm viable ladies.

Like before all the driller weapon changes I'd 100% agree driller was the worst and most useless of all the dwarf classes. Since then and paired with OCs rivals if not overtakes the gunner for sheer swarm control. You shouldn't be expecting to kill the big boys nearly as fast as a tricked out gunner, but the gunner can't even touch the boots of a driller for the amount of CC and swarm killing power available now and the efficiency of it.


Also everyone complaining about the EPC only being good for mining clearly hasn't used the Heavy Hitter OC w/ a normal shot build while pairing it with cryocannon. One tap frozen bugs if you can't be arsed to pick them, extremely appreciable damage on praets and oppressors after they're frozen as well. It's literally a bulldog with way more ammo, a of actual travel time and the ability to trigger temperature change damage when paired with cryo. Also way less boring than an auto pistol thing.

Evil Kit
May 29, 2013

I'm viable ladies.

Unsinkabear posted:

We say that about the EPC because that "boring auto pistol thing" magdumps like a motherfucker and deletes the killing the big boys fast issue you mention in your first paragraph (without even needing to freeze them first, weakpoint bonusss) while still popping frozen bugs just fine and generally doing everything Heavy Hitter can do without the travel time. :black101:

I think I'd be less bored by the EPC if it had better SFX and I could remove the charged mode entirely and just hold down the fire button to shoot, rather than spamming single clicks. My brain hates it for the same reason I hate non-full-auto subtata. Things that require single clicks need to do big hitscan damage at a low ROF, like the bulldog. Spamming single clicks for small damage or slow projectiles feels bad (to me, at least).



I'm sorry you think boring dinky pistol is somehow more interesting than a sick plasma based weapon.

Okay riffing on each other aside, thematically the Subata is 100% less interesting than the EPC and always will be. No contest, a plasma weapon is just objectively cooler let's be real. I'm more than willing to agree to disagree on preferred mechanics because that's always to taste and I've always personally found the Subata extremely underwhelming. I also don't own the full auto OC so it may just be a case of me enjoying it way more if I did.

It's just a little eye-rolling when the thread is like "lol EPC only good for mining, bad gun otherwise" and it's like... uh-huh, yeah. Sure is. Totallly.

Evil Kit
May 29, 2013

I'm viable ladies.

nexus6 posted:

I just completed a deep dive and got two rewards for the engineer class which I have never played. I can't even afford to forge them or whatever. Do I have to in order to make space in the forge or can I just ignore them until I get something I want?

You can just ignore them till you want to forge them. Though if you can afford to make them, it's worth it as it increases your Forging Mastery which can reward you with new overclocks. Every 6(?) OC forges gets you either a cosmetic OC or weapon OC and it alternates between the two.

Evil Kit
May 29, 2013

I'm viable ladies.

Once you understand the core gameplay loop, proper target acquisition based on your class, understanding what your class can do, and a healthy respect for every bug in the game? Haz 4 is the default difficulty setting. Not stupidly difficult like Haz 5, but not a snore fest like anything Haz 3 and below.

Haz 3 at this point for me is just "I don't really want to try at all this mission."

Evil Kit
May 29, 2013

I'm viable ladies.

The real beauty of the game is sometimes you just a crazy initial drop or some weird terrain generation coupled with some insane bug spawns that just dumpsters your team regardless of difficulty.

Also, gently caress Magma Core.

Evil Kit
May 29, 2013

I'm viable ladies.

Steeve, aside from being the goodest bug boi, is more effective the more people that run the perk on a mission. 4 Steeves absolutely destroy Praetorians and clean out flocks of other bugs very effectively. Even one Steeve however can be a great distraction for a big bug, watch your back while you clean up a swarm or just thin a swarm out while you kite it.

That said, I find it hard not to run Iron Will/Field Medic on Gunner/Scout. I think Engie benefits the most from Steeve as the area defense class followed by Gunner for watching your back. Steeve kinda gets in your way as Driller and has a hard time keeping up with Scouts but ultimately? Always still worth the active slot.

Evil Kit
May 29, 2013

I'm viable ladies.

Dogen posted:

It's so good with the driller. Works with the impact axe! Axe me how I know.

It also works with drills!

Evil Kit
May 29, 2013

I'm viable ladies.

feels more like 5% people just figure out tedious but safe ways to win a mission type. The other 5% is something that blows your mind with its creativity and might even make the mission faster.

Evil Kit
May 29, 2013

I'm viable ladies.

OMEN towers now are by for the most dangerous thing in this for sure. Also the most likely to screw your team over because you don't have the right weapons. Nothing better than rolling in with Cryo/EPC driller and pondering sadly how your usefulness will end as soon as you finish digging the trenches.

Evil Kit
May 29, 2013

I'm viable ladies.

Dirt!

Evil Kit
May 29, 2013

I'm viable ladies.

Solaris 2.0 posted:

Gonna rock out to this song while I play tonight

https://www.youtube.com/watch?v=34CZjsEI1yU

The original is also pretty fantastic to listen to. Them Yogscast come up with good stuff.

Evil Kit
May 29, 2013

I'm viable ladies.

It was inevitable.

Evil Kit
May 29, 2013

I'm viable ladies.

gently caress magma core

Evil Kit
May 29, 2013

I'm viable ladies.

Me, as Scout: I flared the ceiling mostly, didn't see any leeches. Probably none, good luck!

Fellis or me : help I'm in a leech

Evil Kit
May 29, 2013

I'm viable ladies.

Unsinkabear posted:

Flare gun should be a limitless resource on a cooldown, same as regular flares. Running out is dumb, and the new player experience of running out early and often sucks balls and makes you feel like you're doing a bad job for the team. The other three team tools all start with enough ammo (you can add more, but it starts with at least a useable amount).

EPC mining people, what builds do you use that can also bring some actual shooting to the table? I'm giving it a whirl so I can have a little variety from my machine gun subtata once in a while. Currently doing heavy hitter + 21112 and it feels pretty alright, the damage is good on frozen bugs and I'm getting used to leading spitters on the ceiling (still bad tho). It's ammo restrictive so I feel like I should run 2X122 instead, but without the slower heating while charged upgrade, that thing overheats immediately while I'm trying to line up my charged shot... and then I can't detonate it. I also read that taking projectile speed (22122) helps with getting the timing right, but 25% is a small boost and I feel like I should be bringing the 50% wider radius instead. I'm a dummy and I just realized the radius upgrade probably doesn't affect the containment field explosion, so projectile speed it is.

Any recommendations on the overclock/ammo/overheating situation?

If you're using Heavy Hitter, don't even bother using your charged shot. Utter waste of ammo, you get way more value just using normal shots. I'm not gonna speak to charged shot builds because I don't bother with them. Generally I rarely run out of EPC ammo with Heavy Hitter unless that's literally all I'm using, you'll usually be about halfway through your stockpile around the time you hit the halfway point with your Cryo Cannon. (don't use EPC with Flamethrower imo)

Evil Kit
May 29, 2013

I'm viable ladies.

Unsinkabear posted:

Not an option, I was specifically asking about charged shot builds. I don't usually bother with charges in combat but I do want to sometimes use it for ceiling mining in lovely rooms, that's the only reason I'm toying with this instead of brrrtata. I'm trying to find a balance because I still want a functional secondary and I love the way Heavy Hitter feels to shoot, but if I have to pick one or the other, HH is what's getting the axe.

The issue I need help with is that when using 22122, the charged mode builds heat so fast that by the time I let off the shot it overheats and I can't fire the triggering round. The window between charged up and "too late, overheated" feels very very short. But the fact that so many people still use this suggests that either I'm doing something wrong, or there's (hopefully) a build that solves this without 100% sucking in a fight.

I mean, I guess the answer you're looking for is find the clean OC Magnetic Cooling. It gives you way more time to aim your charged shot!

The other issue is HH increases heat generation in general so the solution for now may just be unequip HH

Evil Kit
May 29, 2013

I'm viable ladies.

Unsinkabear posted:

Awww, man. It says it only affects normal shots, but I was wondering if that was the case



Delacroix posted:

I use heavy hitter EPC... and remote mining can only be done at 0% heat and the first shot.

Little snipped but here's your answer I guess.

For the record, I don't EPC mine. Not because I'm too good for it or I think it's cheap, it just triggers my :effort: threshold. It's a pretty cool skill expression and I'm glad it's in the game, but it ain't for me.

My personal goal with HH OC is also different: I only pair it with Cryo Cannon because the Heat on normal shot pairs really well to add extra efficiency to killing frozen bugs, especially praetorians. Also works real well on spitters since it saves you a shot thanks to the burn.

Evil Kit
May 29, 2013

I'm viable ladies.

Unsinkabear posted:

Fair enough, that all makes sense. One shot and forget on spitters sounds potentially very nice. Doesn't the heat shot just cause frozen bugs to unfreeze faster, though?


What upgrades are you using with heavy hitter?

To clarify: acid spitters take 3 normals hits on non-weakpoints but would need a 4th hit if the 3 hits with fire shot didn't ignite them. Hit the mouth and it's two hits. Still destroys web spitters though. This is of course if you don't freeze them, then it's a one tap. Also amazing for just cleaning up frozen grunts.

As for mods, just pick whatever buffs your normal shots. I think there's one dead tier that is just about charge shots?

Evil Kit fucked around with this message at 00:30 on Dec 21, 2020

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Evil Kit
May 29, 2013

I'm viable ladies.

Delacroix posted:

I like the EPC + cryo combo a lot but I still feel that thermal shock isn't worth building around after they buffed it, it's consolation for when you get a burning hell minigunner or a second driller using the flamer. I go by pickaxing the majority of frozen bugs. Steeeve gets to help out too.


Having played around with thermal shock a lot it makes a pretty massive difference in ammo efficiency imo, mostly with guard grunts and praetorians. It really is a more to taste thing though, and I wouldn't mind maybe another minor buff to it before calling it legit a great mechanic everyone should use.

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