jk aside, here the correct one : gunner : cc dps and team shield support scout : assassin dps and lightning support engineer : pure dps and structural maker support driller : aoe dps and drilling hole support
The fact that I have said „the -- helps the rest of the team play smoother and is the team’s jack of all trades“ to *three classes* in this game says something about it’s balance; everyone’s a support class when you’re down in the caves.
@@blacktigerace6687Gunner also has very high single-target too, not just crowd clear. I would say Gunner has sustained generalist DPS while Engineer has burst generalist DPS.
Another niche use-case for gunner's shield is to throw one AT a bulk detonator's face, which forces it to turn around. It's one of the few reliable ways to redirect its pathing since it's otherwise immune to fear and stun. It's a useful trick on Salvage and Escort as it gives your team more time to kill it and can keep the final blast away from obejctives.
Though at the same time, it sorta blocks that entire line of fire cuz it blocks all projectiles going *in* and through the shield. Which is negligible considering redirecting a bulk on salvage when doing uplink is way, way more useful.
This also works on dreadnoughts, and can interrupt enemy attacks. Additionally while under the effect of fear, they won't attack, which against detonators can give you crucial time to rush past if need be.
@@KingNedya Yeah, if you could pull it off, you'd either all collectively focus on the bulk using the shield to safely gather and focus every fucking thing you have onto that fat bug at the risk of slower uplink (if the shield is outside the uplink) or just stick to the uplink if it's close to finish. The problem is, the moment you are able to throw a shield that's both able to push the bulk AND be within the uplink range, the bulk would long outrange you and would probably be able to hit everyone in the uplink area if you are slow for just a moment. Plus, a bulk blowing up changes the terrain a lot, which is not something any defensive position would like. Though yeah, an engi can just nullify this but if the engi wanted to use repellant setups, he might be limited. I have never been able to set a shield or seen someone set a shield that does both without the entire team run to the other side of the drop pod, because they'd usually run before the bulk could get close. Though, without the uplink, you would be very correct.
One of the best past times as a gunner when bored is to join greenbeard lobbies on low haz to give them a person to reliably carry out defense so they can get used to the game. It's fun staying in lobbies with randoms and seeing them slowly get better with their class knowing how fun the game is, even more so when they ask you and slowly get as good or even better than you.
I would say the Gunner is Consistency. They have massive ammo pools and can lay down heavy sustained fire - they therefore can consistently be relied on to always be shooting at things and never needing to hold their fire for "better targets". They can and should just shoot everything and anything (build dependent on how you go about doing that). Their shield allows for reliable and total defense from attacks and foes (short of repositioners like oppressors), and so they can consistently pick up downed dwarves no matter how hairy the situation is. Their ziplines may be slow and limited in their redeployment, but once placed they are irremovable and will always move and catch dwarves using them. Where as platforms and tunnels are easy to be destroyed or altered because they're just manipulations of terrain (and the scout's traversal is personal and transient) the zipline consistently performs no matter what transpires around it. You can still call this glue, but is a specific flavour of glue.
I think an equally good descriptor to use would be "Insurance Policy" because as long as the gunner lives, there is a pretty good chance you will ba able to make it through
On an ever-changing battlefield like Hoxxes, the gunner is a stable surface to anchor to, someone to always fall back on if you need. Gunner also has a lot of neat little details. You've mentioned the utility of catching ziplines mid-fall - notably you don't even have to time the interaction, just holding the button will automatically engage it when you pass by (this also works for refinery pipelines). The shield, too, has interesting utility - as it works through applying the fear effect to enemies, it can interrupt attacks even against dreadnoughts and detonators, and while they move away from it they will not attack further, giving a chance to get past or away from the enemy. This does mean that certain enemies, like rolling patrol bots, q'ronar of both shellback and youngling variety, and trawlers, can go through the shield as they don't have the ability to turn or stop fast enough to run away despite wanting to, but it's a somewhat niche scenario given the relative rarity of those enemies. Additionally, while every class has an armor upgrade granting them resistance to a damage type, Gunner's is by far the strongest - a 50% resistance to all explosive damage. For anything from steam geysers to exploders to attacks like those from trijaw that happen to use explosive damage, Gunner can take twice as much as the other dwarves can. This can be the difference needed to give you the confidence to push forward and take damage for your teammates when it truly matters, if it comes to that.
Mostly commenting to feed the algorithm: The Gunner‘s supportive aspect is why I love the class. He’s the cornerstone of the team, and learning to place those shield preemptively is really satisfying. I personally enjoy shooting clumps of Mactera and ceiling bugs with an Overtuned Feed Mechanism Hurricane (duck and cover is so fun with this); being a low-budget driller with Burning Hell; and giving praetorians male-pattern baldness with Big Bertha.
Average gunner main: I am heavy weapons guy, and this is my weapon. She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute. It costs four hundred thousand dollars to fire this weapon for twelve seconds. Some people think they can outsmart me. Maybe, maybe. I've yet to meet one that can outsmart bullet.
Ummm, I don’t even know where to start witchu. I mean, do ya even know who you’re talkin’ to? Do you have any idea, any idea who I am? Basically, kinda a big deal. Oh man, that’s beautiful, heh! Ya listenin’? Ok… grass grows, birds fly, sun shines, and brudda? I hurt people. I’m a force a’ nature! If you were from where I was from, you’d be f*ckin’ dead!
I am DRG's Gunner, and this is my weapon. She weighs 150 kilograms and fires 200 credit, depleted uranium rounds at 10,000 rounds per minute. It costs 400,000 credits to fire this weapon for 12 seconds. Some Glyphids think they can outsmart me. Maybe, maybe. I have yet to meet bugs that can outsmart bullet.
I've always said the zipline launcher itself is the jack-of-all-trades out of the traversal tools. It doesn't really do anything the other tools can't do better, but it's at least decent at a much wider variety of tasks than any of the others.
you always hear about engineer using fat boy on the team, scout falling or getting leeched, driller blowing up a house, but what do we always hear about gunner? shooting everything that isn't a dwarf while moving like a grandma
you know. this seems like it should be obvious, but it's one of those cases of "taken for granted until you take a second to think about it in depth" and i am quite happy that i came across this video. the points make sense and they just click together just right. nice work mann, keep up at it.
As a gunner main, I think of the class as a force of order in the chaos of Hoxis IV. You have the tools to take on any situation on the fly, where engi needs deployment time, scout really struggles with swarms, and driller has trouble reaching out. If I'm on point, there are very few situations I can't stabilize.
the gunner is able to be the most painful class to play with the wrong map when playing alone and that can leave a bad taste in the mouth, but with patience and a helpful team he is a joy to play
You can make same video presenting much similar points about any class in DRG, and that's what makes it so good. Every class has lots of tools at it's disposal, making it versatile. But not ALL of the tools. Every time one character is missing on the team you'll feel something isn't right. At the same time you can cover lack of one utility with creative use of others. It's just an excellent game design.
Also the gunner usually has the best ammo economy of the bunch, making it shoot the most bugs with one resupply. Gunner scales really well into the higher bug counts of haz 5 and haz 5 extra enemies. Usually people who just chill in haz 3, with a haz 4 when they are feeling spicy, don't really need the gunner's glue. So they don't realize what the gunner is good for.
Gunner has a good number of the best overclocks in the game: Plasma burster missiles, minelayer system, Cluster charges, Neurotoxin payload, Burning hell + Volitile bullets, Hellfire. Most of these things might not be apparent to players that haven't gotten these overclocks though.
The speed of making zip lines is a very important piece of Gunner's functionality. Less setup time means more time spent warding off bugs. And it can be very 'potent', as in, very impactful in comparison to the time spent making it. I've personally developed a technique of making 'webs' out of my zip lines, in a way that lets my team access any zip line (and anywhere those zip lines go) from any single one.
Playing every class. As a driller: man drilling is very useful in this game. Engi: man turrets and platforms are very useful in this game gunner: man this shield and zip line are very useful in this game scout: man speed is very useful in this game
The number one threat in the caves are the dwarves. Unfortunately, there’s no counter to that. However, the second biggest threat in the cave is the enemies, and gunner takes care of those just fine. And while there are moments as gunner where you’re painfully digging up a wall for a vein of morkite since you have noting better to do, that just means you’ve done a good job already in ensuring there’s no enemies around to bug (heh) you while you do so.
As someone who's favorite class is Gunner I always love videos like these The moment my friend unlocked the Thunderhead and Hurricane he instantly dropped Scout and played more Gunner LOL
I remember when i first opened this game, gunner was the first class i spawned as And thats how i became a gunner main As i've put it before, "its like playing heavy tf2 but you can actually move" (im also a heavy main) Also, with the new season, ziplines now have even more support. Set some up before a core stone fight and you can completely cheese the crawlers
Gunner is perfect in combat, and can genuinely outcompete every other class in terms or aoe, and often in terms of single target as well, not to mention that he has access to the best sources of fear in the game (including the shield) which can be very strong, and the shield itself is invaluable. That being said, he suffers outside of combat more than any other class, and in general it's hard to complete objectives as fast.
Playing Mactera Plague without a Gunner is harsh. Gotta rely on stuff like a driller tunneling to help close the distance, a scout freezing/pheroing the clouds, or engineer to have his turrets set up to help him take them down faster. A single shield in that situation saves the team's bacon, allowing them to shoot the mactera from complete safety, while also giving both breathing room and time to think on the next move. Gunner is a genius when it comes to simplicity. His guns are simple, his zipline is simple and his shield is simple. How he utilizes them is how he is a genius
ive always considered engineer the most versatile class, but i like this perspective and analysis a lot! gunner's weapons and overclocks really do afford a huge amount of versatility, i never get bored of playing gunner compared to the other classes. also explosions are always fun
Yes!!! You understand! Gunner has the tools to do pretty much anything, but requires time and patience. There is no combat situation in which he does not excel and his zipline is still a damn fine tool despite being slow.
I think the reason Gunners are so under appriciated is if you have a good Gunner you will not notice it even though he makes the missions a LOT easier, but if you have a bad Gunner you notice that missions go sideways and feel like he's not useful
This is a very philosophical look into DRG, and I have to compliment you on your very refined vocabulary and choice of words, I hate writing scripts like that, but I love hearing the way that the words flow so elegantly. Very nice, you have a sub and like from me. 10/10 video, like your work, keep it up. Rock and Stone.
The Minelayer overclock is a definite godsend for bunkering tactics. Huge damage, fast and high-volume deployment, and explosive damage which hurts an enemy regardless of armor. I recommend anyone who plays the Gunner to give it a go if they find it. An Elite Deep Dive forced us to bunker in a tiny crawlspace with our fuel cell (Salvage mission), and those mines annihilated everything that came at my team. Including an Oppressor!
I loved this video so much. Gunner is so good. So many people just have no clue how to use all the tools in Gunner’s kit. I was talking to my friend once about how much each classes absence is felt and I think Gunner’s is the most. When you have a skilled gunner, missions are just easier.
This video is dope and I agree with all but categorizing Driller as offense and subsequently Gunner as more defensive. His shield is obviously very defensive but his play style is very oriented toward the attack. He wants to bring the fight to the bugs where the Driller wants the bugs to come to his fight. The Driller provides defensive fortifications by terraforming the area with drills and satchels, and his close quarters weaponry shines brightest while defending said area. The cryo cannon and sludge pump especially are clearly defensive weapons to me. Even the flamethrower is more known for the Sticky Fuel overclock than the Face Melter overclock
The same happened to me. When i first started playing i wasnt too interested in Gunner, so i mained engineer. Now i enjoy playing gunner a lot as well as the other classes :]
Learning very useful information about the shield from the video and comments I never knew before! I now appreciate Gunner's shield even more than I ever used to.
I'm a gunner main and I just played a 4 gunner team in haz 5. It was the easiest haz 5 ever. And probably the fastest too. Those bugs did not even saw what hit them. Ziplines against ommuran core, dreadnought or the new core Stone make them so much easier. Finally someone saw the gunners worth. Rock and Stone brothers!
Everyone has their preference. Baron had a hard time with Gunner. I had a hard time with driller and gunner is my most played by far. I do make a point to be proficient and know how all the tools for the other 3 work. Me as an example: Gunner kills:800k Other 3:100k
yes i too i just played engi until diamond 3 and the switched to drill and did not play anything else i just like his playstyle and gunner and scout are not for me i will stick to driller for a while more i think
I just like using certain weapons, I do pick the missing link most of the time, but if I'm starting a mission I'm going to pick the one that I like the guns and abilities of the most. They're all well made and super fun but people have preferences with how they feel.
Honestly, I suck at spatial awareness so I can’t play driller for my life. You ask me to read a map and figure out where tunnel, I’m lost. I just stick to every class but him…
During my time in TF2 I loved Pyro for many tools that are used to literally babysit your beloved support classes and destroy enemy supporters; I loved Demo for "easy to start - hard to master" and absolute power of destruction he provides; I loved Heavy for the fact that a big hitbox and healthpool combined with high tunnel damage makes you centre of the combat - a living fortress your teamates can rely on. And when I started DRG... Well, I seemed to play Gunner less than any other class, until I've come to realise, that everything I loved about some TF2 classes is naturally combined in Gunner. Now I simply can't get enough of him.
Was hoping this vid would show some hidden value to the gunner that i was yet to realize. Outside of escort/elim a second scout is just so much better for the team.
One scout should be strong enough to get all the difficult nitra/objectives & kill a lot of the projectile bugs or things. (Scout good, I just can't put it into words well.)
@@funcat3560 finding most objectives is the biggest unnecessary delay. More scouts equals done faster. I’m not saying that scout is better than the rest, just that they don’t have as steep of diminishing returns as a second engi/driller for filling the fourth team slot.
@@selthafour6948 I would agree that scout has less diminishing returns. I'm guessing that if a gunner takes care of a chunk of the passive bug spawns, it helps scout and driller move the mission forward more than a scout could. And gunner can still move around pretty well. No idea if that's comparable to scout #2, but I feel like it's faster on haz 5 at least. I'd have to have more friends to test all that out lol.
the gunner is a tank. fundamentally, his job is to take the enemies eyes' off of the team like any good tank does, which makes the gunner all the more impressive. because he's really fun to play
Gunner also has a secret ability called sleeping. If you select Neurotoxin Payload or Minelayer system as a overclock you instantly make the game boring because you kill everything very quickly.
Gunner: huge team support/ crowd demolisher Scout: extremely manuverable medic/miner/damage dealer Engineer: MASTER of all trades/huge damage dealer (both single and crowd)/ massive mission support Driller: team killer/ great miner (except for materials) I just personally dont like driller compared to the others My favorite dwarves 1. Carl 2. Engineer 3. Scout 4. Gunner 5. Steve 6. Bosco 7. Driller
I think gunner is pretty much entirely combat oriented helping out everyone with the shield and strong main weapons. Even though everyone says gunner doesn't run out of ammo I pretty often run out before everyone else because of how much you can shoot, also a weird effect with the minigun is that it feels like the most satisfying gun to shoot in the game so ofcourse im gonna brrrrrrrrrrrr every single bug I see.
With gunners new mortar overclock comboed with coil gun and leadburster grenade. It really made this class shine. I can make it compete against engineer class now.
if i ever screw up a mission im swapping straight to gunner if i didnt know what i was lacking, because, like yours truly, he is our jack of all trades, that's why he's my main man (and he has my favorite weapon in the game).
Just knowing there is a gunner with atleast one shield and Iron will in my team just makes me feel as someone has my back. Playing without a gunner might not appear to have as much downsides like having no Driller/Engi/Scout on your team, but the times when sh*t goes down hit diffrent.
what I still hate the most about the leadstorm minigun, is that it still uses 2 ammo per dmg tick, just like the zhukov. While I somewhat can accept this on the zhukov(secondary and two guns), this fact drives me nuts on the leadstorm and I rarely run it because of that fact. They could just give a real ammo number so that it wouldn't be so annoying. At any point you run it, you effectively have half the ammo it says. Yeah, now have fun with that info, hopeit doesn't bother you as it bothers me.
The double damage thing is an old myth. At base Minigun true stats are 15 Rof 1200 ammo 10 damage Still has more damage then any other weapon in the game.
I find gunner to be the most boring class a fair amount of the time, but I have the most hours on him and I always perform consistently well with him until I get bored enough to build a loadout that doesnt work well. I think he can be left out of the action if the more specialized classes have room to breathe, but as soon as things get hairy then hes the best dwarf to be with.
I really like playing gunner when i just want to exterminate the most amount of bugs possible, and with the new mission (deep scan) and scout dotty it turns into a aim training hehe
There are mods that can fix that, and I'm not talking the in-game mods, but community mods. I modded the game to have ziplines with a little more ammo, distance, height, and faster motor (aka going up, across, and down) speeds, and now the zipline is perfect. It's faster, reaches higher and farther at base, overall safer, WAY easier to set up n' use, and you have more of them to use without having to be so strict on wasting them and going back to resupply. And that's before you add th in-game mods on top of it! I honestly think they should buff the base zipline to this standard, so we don't have rely on mods (especially for the console players who can't mod their games at all, poor bastards, which given that I'm DRG player that moved from console to Steam Deck, so I know both sides of the issue) but until they do, I heavily recommend this for PC DRG players, it makes Gunners' ziplines much more useful and thus far easier to appreciate.
Also the triangle is a bit wrong. Engineer is support, Scout is offense, Driller is defense. Engineer is a very utility-oriented class that can do a lot on its own, but he struggles with self-defense against swarms, and on higher difficulties he just can't afford to stand his ground. Scout is the one who is often pushing into caves, setting up flares, and dealing with high value targets and stationaries before they can become a big problem, and in combat he's the one getting into higher vantage points to shoot from and zipping around the cave to quickly reinforce struggling teammates by adding to their firepower. Driller is about area denial and creating space using his toolkit that either places damaging areas on the ground that passively cover certain directions of approach, or literally removing obstructions to clear lines of fire. His weapons have pretty short range and are focused on dealing with big numbers of smaller enemies so the rest of the team can do their jobs in return. Gunner is the most versatile out of them but he doesn't _excel_ at any specific role either.
a DRG class analysis :
gunner : support
scout : support
engineer : support
driller : support
there you go, supporter support supporters
jk aside, here the correct one :
gunner : cc dps and team shield support
scout : assassin dps and lightning support
engineer : pure dps and structural maker support
driller : aoe dps and drilling hole support
The fact that I have said „the -- helps the rest of the team play smoother and is the team’s jack of all trades“ to *three classes* in this game says something about it’s balance; everyone’s a support class when you’re down in the caves.
@@blacktigerace6687Gunner also has very high single-target too, not just crowd clear. I would say Gunner has sustained generalist DPS while Engineer has burst generalist DPS.
@@blacktigerace6687I'd say driller gets the cc title and gunner is sustain dps
Slight modification
Gunner:Support
Scout:Support
Engineer: Support
Driller:War Crimes
in reality gunner is just a babysitter for acholic dwarfs
No that's Mission Control
@@dogdog357 your wrong mission control is the lazy older brother who wants them to do all the chores
Gunner and driller share the same braincell. Scout and engi have their own, but often steal gunner and driller's braincell for fun.
Jack of all trades and the master of gun
Great pun 😂
Another niche use-case for gunner's shield is to throw one AT a bulk detonator's face, which forces it to turn around. It's one of the few reliable ways to redirect its pathing since it's otherwise immune to fear and stun. It's a useful trick on Salvage and Escort as it gives your team more time to kill it and can keep the final blast away from obejctives.
Though at the same time, it sorta blocks that entire line of fire cuz it blocks all projectiles going *in* and through the shield. Which is negligible considering redirecting a bulk on salvage when doing uplink is way, way more useful.
This also works on dreadnoughts, and can interrupt enemy attacks. Additionally while under the effect of fear, they won't attack, which against detonators can give you crucial time to rush past if need be.
@@dumbleking5172Or you could walk into the shield...
You can also use engineer platforms to do this, albeit to a lesser extent
@@KingNedya
Yeah, if you could pull it off, you'd either all collectively focus on the bulk using the shield to safely gather and focus every fucking thing you have onto that fat bug at the risk of slower uplink (if the shield is outside the uplink) or just stick to the uplink if it's close to finish.
The problem is, the moment you are able to throw a shield that's both able to push the bulk AND be within the uplink range, the bulk would long outrange you and would probably be able to hit everyone in the uplink area if you are slow for just a moment.
Plus, a bulk blowing up changes the terrain a lot, which is not something any defensive position would like. Though yeah, an engi can just nullify this but if the engi wanted to use repellant setups, he might be limited.
I have never been able to set a shield or seen someone set a shield that does both without the entire team run to the other side of the drop pod, because they'd usually run before the bulk could get close.
Though, without the uplink, you would be very correct.
LEAD HEADS RISE UP! I BELIEVE IN GUNNER SUPERIORITY
YEAHHHHHH
YEA REAGHHHHHHHHH
LEAD HEADS LEAD THE WAYYYYYYYY!!!!!!!
YEEEAAAHHH
DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA
One of the best past times as a gunner when bored is to join greenbeard lobbies on low haz to give them a person to reliably carry out defense so they can get used to the game. It's fun staying in lobbies with randoms and seeing them slowly get better with their class knowing how fun the game is, even more so when they ask you and slowly get as good or even better than you.
I would say the Gunner is Consistency.
They have massive ammo pools and can lay down heavy sustained fire - they therefore can consistently be relied on to always be shooting at things and never needing to hold their fire for "better targets". They can and should just shoot everything and anything (build dependent on how you go about doing that).
Their shield allows for reliable and total defense from attacks and foes (short of repositioners like oppressors), and so they can consistently pick up downed dwarves no matter how hairy the situation is.
Their ziplines may be slow and limited in their redeployment, but once placed they are irremovable and will always move and catch dwarves using them. Where as platforms and tunnels are easy to be destroyed or altered because they're just manipulations of terrain (and the scout's traversal is personal and transient) the zipline consistently performs no matter what transpires around it.
You can still call this glue, but is a specific flavour of glue.
I think an equally good descriptor to use would be "Insurance Policy" because as long as the gunner lives, there is a pretty good chance you will ba able to make it through
Dwarfs who play one single class:🗿
Dwarfs who play all classes:🗿
There. Welcome to DRG. Rock and Stone.
Rock and Stone! 🗿
On an ever-changing battlefield like Hoxxes, the gunner is a stable surface to anchor to, someone to always fall back on if you need.
Gunner also has a lot of neat little details. You've mentioned the utility of catching ziplines mid-fall - notably you don't even have to time the interaction, just holding the button will automatically engage it when you pass by (this also works for refinery pipelines). The shield, too, has interesting utility - as it works through applying the fear effect to enemies, it can interrupt attacks even against dreadnoughts and detonators, and while they move away from it they will not attack further, giving a chance to get past or away from the enemy. This does mean that certain enemies, like rolling patrol bots, q'ronar of both shellback and youngling variety, and trawlers, can go through the shield as they don't have the ability to turn or stop fast enough to run away despite wanting to, but it's a somewhat niche scenario given the relative rarity of those enemies. Additionally, while every class has an armor upgrade granting them resistance to a damage type, Gunner's is by far the strongest - a 50% resistance to all explosive damage. For anything from steam geysers to exploders to attacks like those from trijaw that happen to use explosive damage, Gunner can take twice as much as the other dwarves can. This can be the difference needed to give you the confidence to push forward and take damage for your teammates when it truly matters, if it comes to that.
The barracuda rig is rather good
Mostly commenting to feed the algorithm:
The Gunner‘s supportive aspect is why I love the class. He’s the cornerstone of the team, and learning to place those shield preemptively is really satisfying.
I personally enjoy shooting clumps of Mactera and ceiling bugs with an Overtuned Feed Mechanism Hurricane (duck and cover is so fun with this);
being a low-budget driller with Burning Hell;
and giving praetorians male-pattern baldness with Big Bertha.
Gotta love how you can mostly trivialize Core Stone Event with a well place zipline
@@Rougie1993 It's so funny, I've seen experienced engineers (and me) join gunners on the ziplines as well, poor engineers.
@@veryheavyalan Everybody do the conga!
@@Rougie1993 Crawlers! Quick! To the zipline!
@@Rougie1993or throwing a shield and breaking the core stone exactly so it spawns inside and gets fucking one shot since it can't spawn its rifts
As a main gunner , I'm pleased to see people seeing him at his true value. Great video for Rock And Stone !
Average gunner main:
I am heavy weapons guy, and this is my weapon. She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute. It costs four hundred thousand dollars to fire this weapon for twelve seconds.
Some people think they can outsmart me. Maybe, maybe. I've yet to meet one that can outsmart bullet.
*the “lead storm” spins up*
Gunner: UWAAAA! UWAAA!! AH HAHAHAHAHA!!! CRY SOME MORE!!!!
Heh. Cry some more.
Ummm, I don’t even know where to start witchu. I mean, do ya even know who you’re talkin’ to? Do you have any idea, any idea who I am? Basically, kinda a big deal. Oh man, that’s beautiful, heh! Ya listenin’? Ok… grass grows, birds fly, sun shines, and brudda? I hurt people. I’m a force a’ nature! If you were from where I was from, you’d be f*ckin’ dead!
I am DRG's Gunner, and this is my weapon. She weighs 150 kilograms and fires 200 credit, depleted uranium rounds at 10,000 rounds per minute. It costs 400,000 credits to fire this weapon for 12 seconds.
Some Glyphids think they can outsmart me. Maybe, maybe. I have yet to meet bugs that can outsmart bullet.
Who touched Sasha?
That was Deeply Heavy ;)
Gunner’s role is to be a bodyguard for your teammates. Revives, breathing room, heavy fire support, all things the gunner brings to the table.
Its allways ironic how gunner is usually the last man standing on a team
I've always said the zipline launcher itself is the jack-of-all-trades out of the traversal tools. It doesn't really do anything the other tools can't do better, but it's at least decent at a much wider variety of tasks than any of the others.
you always hear about engineer using fat boy on the team, scout falling or getting leeched, driller blowing up a house, but what do we always hear about gunner? shooting everything that isn't a dwarf while moving like a grandma
As a Gunner main, this video just makes me feel so validated in my choice of main. Rock and Stone!
you know. this seems like it should be obvious, but it's one of those cases of "taken for granted until you take a second to think about it in depth" and i am quite happy that i came across this video. the points make sense and they just click together just right. nice work mann, keep up at it.
"Jack of all trades, master of none; is sometimes better than a master of one."
As a gunner main, I think of the class as a force of order in the chaos of Hoxis IV. You have the tools to take on any situation on the fly, where engi needs deployment time, scout really struggles with swarms, and driller has trouble reaching out. If I'm on point, there are very few situations I can't stabilize.
The zipline can be used as a makeshift scout flare sometimes in caves where you backtrack a lot or in a stationery position
Don't forget that the zipline origin point has a small light. More utility! xD
the gunner is able to be the most painful class to play with the wrong map when playing alone and that can leave a bad taste in the mouth, but with patience and a helpful team he is a joy to play
You can make same video presenting much similar points about any class in DRG, and that's what makes it so good. Every class has lots of tools at it's disposal, making it versatile. But not ALL of the tools. Every time one character is missing on the team you'll feel something isn't right. At the same time you can cover lack of one utility with creative use of others. It's just an excellent game design.
Love Gunner. Everytime I played another class I thought "I rather play Gunner" or "I could of stopped that as Gunner"
Same!
God seriously
Also the gunner usually has the best ammo economy of the bunch, making it shoot the most bugs with one resupply. Gunner scales really well into the higher bug counts of haz 5 and haz 5 extra enemies.
Usually people who just chill in haz 3, with a haz 4 when they are feeling spicy, don't really need the gunner's glue. So they don't realize what the gunner is good for.
Perfect analogy, in sense gunner is like the heavy from tf2 being the main powerhouse of a team
Gunner has a good number of the best overclocks in the game: Plasma burster missiles, minelayer system, Cluster charges, Neurotoxin payload, Burning hell + Volitile bullets, Hellfire. Most of these things might not be apparent to players that haven't gotten these overclocks though.
The speed of making zip lines is a very important piece of Gunner's functionality. Less setup time means more time spent warding off bugs. And it can be very 'potent', as in, very impactful in comparison to the time spent making it. I've personally developed a technique of making 'webs' out of my zip lines, in a way that lets my team access any zip line (and anywhere those zip lines go) from any single one.
Two words for gunner main customization
DUKE
NUKEM
Playing every class. As a driller: man drilling is very useful in this game. Engi: man turrets and platforms are very useful in this game gunner: man this shield and zip line are very useful in this game scout: man speed is very useful in this game
Everybody thinks the zip line is useless until they need it. Oh, no access to nitra? **que zip line launch**
heres another thing you missed about gunner support, stun
Ziplines are amazing for Tritilyte Crystal
This was so well put together, shark boy! I hope your channel grows!
The number one threat in the caves are the dwarves. Unfortunately, there’s no counter to that. However, the second biggest threat in the cave is the enemies, and gunner takes care of those just fine. And while there are moments as gunner where you’re painfully digging up a wall for a vein of morkite since you have noting better to do, that just means you’ve done a good job already in ensuring there’s no enemies around to bug (heh) you while you do so.
so what im seeing is its perfect for medic mains
As someone who's favorite class is Gunner I always love videos like these
The moment my friend unlocked the Thunderhead and Hurricane he instantly dropped Scout and played more Gunner LOL
I remember when i first opened this game, gunner was the first class i spawned as
And thats how i became a gunner main
As i've put it before, "its like playing heavy tf2 but you can actually move" (im also a heavy main)
Also, with the new season, ziplines now have even more support. Set some up before a core stone fight and you can completely cheese the crawlers
A good gunner is the unsung hero of the team, with the exception of hype revives
Gunner is perfect in combat, and can genuinely outcompete every other class in terms or aoe, and often in terms of single target as well, not to mention that he has access to the best sources of fear in the game (including the shield) which can be very strong, and the shield itself is invaluable.
That being said, he suffers outside of combat more than any other class, and in general it's hard to complete objectives as fast.
Playing Mactera Plague without a Gunner is harsh. Gotta rely on stuff like a driller tunneling to help close the distance, a scout freezing/pheroing the clouds, or engineer to have his turrets set up to help him take them down faster.
A single shield in that situation saves the team's bacon, allowing them to shoot the mactera from complete safety, while also giving both breathing room and time to think on the next move.
Gunner is a genius when it comes to simplicity. His guns are simple, his zipline is simple and his shield is simple. How he utilizes them is how he is a genius
ive always considered engineer the most versatile class, but i like this perspective and analysis a lot! gunner's weapons and overclocks really do afford a huge amount of versatility, i never get bored of playing gunner compared to the other classes. also explosions are always fun
Great video, and a refreshingly nuanced take on Gunner besides "big gun, big shield, big fun."
Also an obligatory ROCK AND STONE, YEAHHH!!!
Yes!!! You understand! Gunner has the tools to do pretty much anything, but requires time and patience. There is no combat situation in which he does not excel and his zipline is still a damn fine tool despite being slow.
I think the reason Gunners are so under appriciated is if you have a good Gunner you will not notice it even though he makes the missions a LOT easier, but if you have a bad Gunner you notice that missions go sideways and feel like he's not useful
This is a very philosophical look into DRG, and I have to compliment you on your very refined vocabulary and choice of words, I hate writing scripts like that, but I love hearing the way that the words flow so elegantly. Very nice, you have a sub and like from me. 10/10 video, like your work, keep it up. Rock and Stone.
3 gunners and a driller for shortcuts makes an impervious team.
Driller and gunner share the same braincell. And that braincell is war crimes.
Can confirm, a team with 3+ gunners can melt dreadnoughts as if they were an ice chunk on a desert.
"We could get more machinegun"
The Minelayer overclock is a definite godsend for bunkering tactics. Huge damage, fast and high-volume deployment, and explosive damage which hurts an enemy regardless of armor. I recommend anyone who plays the Gunner to give it a go if they find it. An Elite Deep Dive forced us to bunker in a tiny crawlspace with our fuel cell (Salvage mission), and those mines annihilated everything that came at my team. Including an Oppressor!
3 gunners 1 scout is also nice just for the flares to see the targets crawling on the walls (if the scout actually uses the flare gun)
I loved this video so much. Gunner is so good. So many people just have no clue how to use all the tools in Gunner’s kit. I was talking to my friend once about how much each classes absence is felt and I think Gunner’s is the most. When you have a skilled gunner, missions are just easier.
Great video! im working on my first promotion on gunner rn and he is overall i find the must fun class in the game
this is a really well made video. tight script, nice use of graphics, and especially very mindful choices of gameplay clips for examples.
I love really big guns.
This video is dope and I agree with all but categorizing Driller as offense and subsequently Gunner as more defensive. His shield is obviously very defensive but his play style is very oriented toward the attack. He wants to bring the fight to the bugs where the Driller wants the bugs to come to his fight.
The Driller provides defensive fortifications by terraforming the area with drills and satchels, and his close quarters weaponry shines brightest while defending said area. The cryo cannon and sludge pump especially are clearly defensive weapons to me. Even the flamethrower is more known for the Sticky Fuel overclock than the Face Melter overclock
The same happened to me. When i first started playing i wasnt too interested in Gunner, so i mained engineer. Now i enjoy playing gunner a lot as well as the other classes :]
Driller and gunner are my two favorites
loving your use of Lego Rock Raider music lol
Learning very useful information about the shield from the video and comments I never knew before! I now appreciate Gunner's shield even more than I ever used to.
8:57 this extra firepower is always very appreciated as a driller main
I'm a gunner main and I just played a 4 gunner team in haz 5. It was the easiest haz 5 ever. And probably the fastest too. Those bugs did not even saw what hit them. Ziplines against ommuran core, dreadnought or the new core Stone make them so much easier. Finally someone saw the gunners worth. Rock and Stone brothers!
Is that the Rock Raiders soundtrack I hear!!! 😮. How fitting.
Your mini gun skins are so good
It always struck me as odd that people have these large disparities in playtime between classes. They’re all fun to play as.
Everyone has their preference. Baron had a hard time with Gunner. I had a hard time with driller and gunner is my most played by far. I do make a point to be proficient and know how all the tools for the other 3 work.
Me as an example:
Gunner kills:800k
Other 3:100k
yes i too i just played engi until diamond 3 and the switched to drill and did not play anything else i just like his playstyle and gunner and scout are not for me i will stick to driller for a while more i think
I just like using certain weapons, I do pick the missing link most of the time, but if I'm starting a mission I'm going to pick the one that I like the guns and abilities of the most. They're all well made and super fun but people have preferences with how they feel.
Honestly, I suck at spatial awareness so I can’t play driller for my life. You ask me to read a map and figure out where tunnel, I’m lost. I just stick to every class but him…
No they're not, only classes I enjoy is engi and driller, the other ones suck, scout and gunner suck solo and are boring
Gunner really is the backbone of the team I’ve found.
this opened my eyes a bit. gunner is my least played but now i think i know how to try him more
Great video! Really hope you'll do more like this
During my time in TF2 I loved Pyro for many tools that are used to literally babysit your beloved support classes and destroy enemy supporters; I loved Demo for "easy to start - hard to master" and absolute power of destruction he provides; I loved Heavy for the fact that a big hitbox and healthpool combined with high tunnel damage makes you centre of the combat - a living fortress your teamates can rely on.
And when I started DRG... Well, I seemed to play Gunner less than any other class, until I've come to realise, that everything I loved about some TF2 classes is naturally combined in Gunner.
Now I simply can't get enough of him.
Was hoping this vid would show some hidden value to the gunner that i was yet to realize. Outside of escort/elim a second scout is just so much better for the team.
One scout should be strong enough to get all the difficult nitra/objectives & kill a lot of the projectile bugs or things. (Scout good, I just can't put it into words well.)
@@funcat3560 finding most objectives is the biggest unnecessary delay. More scouts equals done faster. I’m not saying that scout is better than the rest, just that they don’t have as steep of diminishing returns as a second engi/driller for filling the fourth team slot.
@@selthafour6948 I would agree that scout has less diminishing returns. I'm guessing that if a gunner takes care of a chunk of the passive bug spawns, it helps scout and driller move the mission forward more than a scout could. And gunner can still move around pretty well.
No idea if that's comparable to scout #2, but I feel like it's faster on haz 5 at least. I'd have to have more friends to test all that out lol.
the gunner is a tank. fundamentally, his job is to take the enemies eyes' off of the team like any good tank does, which makes the gunner all the more impressive. because he's really fun to play
I think everyone has that one class they never got around to playing seriously until they forced themselves to. For me that was scout (crazy, i know)
Driller for me. I was 3 star gold Gunner by time I was a bronze driller
It's funny, I get recommended this video while I'm trying to promote my gunner for the first time. Good timing bud
Gunner also has a secret ability called sleeping. If you select Neurotoxin Payload or Minelayer system as a overclock you instantly make the game boring because you kill everything very quickly.
Great vid. Would love to see one on each class!
Very nice in-depth video, well thought out and chill delivery
Rock and Stone brutha
Gunner: huge team support/ crowd demolisher
Scout: extremely manuverable medic/miner/damage dealer
Engineer: MASTER of all trades/huge damage dealer (both single and crowd)/ massive mission support
Driller: team killer/ great miner (except for materials)
I just personally dont like driller compared to the others
My favorite dwarves
1. Carl
2. Engineer
3. Scout
4. Gunner
5. Steve
6. Bosco
7. Driller
This video is so high quality, you deserve more subs man!
I love playing all classes. Theyre all fun in their own way
This is just a great video in general man
Very good analysis! i would love to see as similar video about other classes
I think gunner is pretty much entirely combat oriented helping out everyone with the shield and strong main weapons. Even though everyone says gunner doesn't run out of ammo I pretty often run out before everyone else because of how much you can shoot, also a weird effect with the minigun is that it feels like the most satisfying gun to shoot in the game so ofcourse im gonna brrrrrrrrrrrr every single bug I see.
Sonic Adventure 2 AND Lego Rock Raiders music? Great taste man
great video would love one for every dwarf. Rock and stone
With gunners new mortar overclock comboed with coil gun and leadburster grenade. It really made this class shine. I can make it compete against engineer class now.
Watching this cause, until a few days ago, I hadn’t played Gunner since season 5 started, if not a bit longer
The zipline also acts as a defense tool in certain situations when you want to avoid ground based enemies, very useful for the corestone event.
6:47 is the funniest drg clip i’ve ever fucking seen
Heard some other youtuber say that Gunner has three gadgets shield, zipline,and the big gun
JACK OF ALL TRADES, MASTER OF NONE
BUT OFTEN BETTER THAN A MASTER OF ONE RAHHHHHHHHHHHHHH
if i ever screw up a mission im swapping straight to gunner if i didnt know what i was lacking, because, like yours truly, he is our jack of all trades, that's why he's my main man (and he has my favorite weapon in the game).
Just knowing there is a gunner with atleast one shield and Iron will in my team just makes me feel as someone has my back.
Playing without a gunner might not appear to have as much downsides like having no Driller/Engi/Scout on your team, but the times when sh*t goes down hit diffrent.
You got a sub for the Rock Raiders music 😏
what I still hate the most about the leadstorm minigun, is that it still uses 2 ammo per dmg tick, just like the zhukov. While I somewhat can accept this on the zhukov(secondary and two guns), this fact drives me nuts on the leadstorm and I rarely run it because of that fact. They could just give a real ammo number so that it wouldn't be so annoying. At any point you run it, you effectively have half the ammo it says. Yeah, now have fun with that info, hopeit doesn't bother you as it bothers me.
Do remember it does the damage for both those ammo as well.
The double damage thing is an old myth. At base Minigun true stats are
15 Rof
1200 ammo
10 damage
Still has more damage then any other weapon in the game.
For me gunner is simply most fun, have best OC for that
I used to not like gunner as well. But then I got Bullet Hell.
Nothing like running blowthrough to hit 3 bugs with 1 bullet.
@@warriorfire8103 the moment when you light 3 bugs on fire with the same bullet cannot be replicated
Make the Bugs life into TouHou Boss fight
Gunner is Dwarven weapons guy, it costs 40 Nitra to fire his gun for 12 seconds
ROCK AND STONE BROTHAS!
I find gunner to be the most boring class a fair amount of the time, but I have the most hours on him and I always perform consistently well with him until I get bored enough to build a loadout that doesnt work well. I think he can be left out of the action if the more specialized classes have room to breathe, but as soon as things get hairy then hes the best dwarf to be with.
Easy way to make Gunner op? Use the ammo mod on his zipline
I really like playing gunner when i just want to exterminate the most amount of bugs possible, and with the new mission (deep scan) and scout dotty it turns into a aim training hehe
Gunner provides a source of frequent and consistent firepower. And the Zipline, although simple, is very effective. "But it's sloowwww 🥺🥺🥺" So?
There are mods that can fix that, and I'm not talking the in-game mods, but community mods.
I modded the game to have ziplines with a little more ammo, distance, height, and faster motor
(aka going up, across, and down) speeds, and now the zipline is perfect.
It's faster, reaches higher and farther at base, overall safer, WAY easier to set up n' use, and you have more of them to use without having to be so strict on wasting them and going back to resupply. And that's before you add th in-game mods on top of it!
I honestly think they should buff the base zipline to this standard, so we don't have rely on mods (especially for the console players who can't mod their games at all, poor bastards, which given that I'm DRG player that moved from console to Steam Deck, so I know both sides of the issue) but until they do, I heavily recommend this for PC DRG players, it makes Gunners' ziplines much more useful and thus far easier to appreciate.
Also the triangle is a bit wrong. Engineer is support, Scout is offense, Driller is defense. Engineer is a very utility-oriented class that can do a lot on its own, but he struggles with self-defense against swarms, and on higher difficulties he just can't afford to stand his ground. Scout is the one who is often pushing into caves, setting up flares, and dealing with high value targets and stationaries before they can become a big problem, and in combat he's the one getting into higher vantage points to shoot from and zipping around the cave to quickly reinforce struggling teammates by adding to their firepower. Driller is about area denial and creating space using his toolkit that either places damaging areas on the ground that passively cover certain directions of approach, or literally removing obstructions to clear lines of fire. His weapons have pretty short range and are focused on dealing with big numbers of smaller enemies so the rest of the team can do their jobs in return. Gunner is the most versatile out of them but he doesn't _excel_ at any specific role either.