Well why would you run useless upgrades? Might as well just not buy them. Or wait wth damn you don't even got proximity sensor on the pgl hell nah im dying right now.
honestly, I'm gonna disagree with you on that one. I find that it is much harder to clear a swarm as scout than any other class. Sure, he has mobility, but not the firepower to deal with everything especially on haz5@@shadownightshade2420
@@shadownightshade2420scout struggle heavily in the harder difficulties. Without very specific overclocks to assist it with groups, it's damn near impossible to beat haz 4 or 5 without rushing or relying on Bosco.
All of this is great. I will say on fat boy taking both ammo mods hits a pretty important break point because it gets you 3 nukes from resupplies instead of just 2.
I actually didn't know that fire basically insta-killed robots; I knew it was extra-effective but I didn't know it was *that* effective. I might have to start taking fire loadouts to industrial sabatage.
Really good content man, keep it up! I am new to the game and only play driller, but now i want to try engi, even when the first time i used him i felt useless, but now i know what to do to carry some games
Tbh engineer is probably one of the most underpowered classes to start off without upgrades, definetly get gemini system on turrets to not feel entirely useless.
platforms can be used as cover, block off glyphid access, used for traversal up and down(fall damage mitigation), extend an area making glyphids take a bit longer, roof for doretta, extend an area a little allowing gunner to place ziplines further away, scout combo with grappling hook to get ores quickly, placed below ziplines it can save people if they fall, it can let a driller extend their cave a bit if there's a gap that wont allow them to drill(very useful on refining). even a platform for a better sightlines for turrets or yourself give access to c4 positions for driller abuse on industrial
I have never done solo engi missions, but I have promoted twice before any other dwarf got promoted doing multiplayer Even tho I was expirrenced with engi, and don’t have many over clocks, this guide was helpful Thanks
Finally got DRG a couple days ago after a couple years of some dedicated friends more than recommending it. Gotta say, I wish I picked that up those couple years ago lol. That being said, I’m only 14 minutes into the vid and am really enjoying and appreciating it, just watching somebody whose good at the game is very educational. I’ll be promoting Engi tomorrow and will hopefully get a decent overclock from my first deep dive. Rock and Stone!
I remember the VERY first overclock i obtained after my first promotion was the Fat Boy. Oh boi, was I happy. Fat Boy is still 100% the way to go for Industrial Sabos. Unless you have a premade team with a Driller who you know is going to satchel the vent phase of the Caretaker, not taking the Fat Boy for this mission type is actively hindering yourself and your team.
@@sackout2947 I have, and given i exlcusively play Haz5/5+, it's incredibly surprising how many drillers just completely ignore that and do god knows what during the fight.
I have quickly singled out Engi as being my favorite class, mainly due to it's versatility and the Platform Gun being the very best thing ever. Ty for the video I think the most I'm taking away from it is that map awareness I will try to develop.
9:38 this is precisely why i'm not going to even consider starting the contract to unlock haz5 until i have all 4 dwarves promoted, which may be a while because my only promoted dwarf is a bronze 3 driller and all the other dwarves handle significantly differently from my comfort zone of sludge pump+wave cooker+neuro gas i'll get there eventually, it'll just take a bit my engi is close to getting promoted tho
Incen Hyperprop does not work with homebrew powder and is bugged currently. It just wont ever low roll and pretty much always reaches the same base dmg
Great video and very good builds, but i would consider changing warthog tier 4 for damage, shotguns have a kind of armor penetration because of how they work, and i experienced better performance at 2-shoting grunts with the damagr mod
This. Armor Break is not very good on shotguns. LazyMaybe did a great Warthog breakdown video recently that details why this is the case. In fact, Armor Break is outclassed by other mods on most weapons, and is only actually useful on a handful of weapons/OCs, e.g. the M1000, or Big Bertha autocannon. It is also bugged on radial area damage, and does not work properly (Pressure Wave on the PGL is a dead mod, for example).
Engineer feels like it's the class with easily the most carry potential. Scout's biggest limiting factor is wave clear, Gunner has limited mobility, driller has finite range. Engineer's biggest limiting factor is the ammo per weapon. That being said, the engineer also gets a 3rd weapon being turrets, so that then becomes almost a total nonissue with that in mind. I'm not even an engineer main, I'm a scout main. I would like to think that I know my role fairly well, as well as my class and loadout strengths and weaknesses, but I just feel like engineer is just so much stronger when it comes to carrying in damage while also still bringing an insane amount of intrinsic value to a team with a LURE or with shredders, with the PGL to deal with huge swarms or single targets or with the Breach Cutter to deal with medium sized swarms or medium sized enemies. oh, and just an FYI. You said that Defender System is a 45 degree scan, it's not. It's 160 degree scan
I love my Oppenheimer Explosive Chemical Rounds + Fat Boy build but this video really made me want to try out turret whip. I always wrote the shotgun off as bad but this actually looks pretty fun.
How to become TRUE Engie greybeard: 1) Learn what your utilities CAN do and what they CAN'T. For example, if you using full armor piercing and single damage dealing setup - focus the "fat boyz" and stationaries in the first place, because they're mostly deadly. If you use Explosive Rounds, make your Smart Gun with focused lens, because you'll lock on further targets and lock on will stack on 3 on the designated target way often. And don't spend Fat Boy rounds as damage dealing on armored targets. Use it for creating hazard-areas of HUGE radius, which will BURN and RADIATE swarms in the area. Sometimes it's even usable in bunkers, if your Driller made the right one. 2) Your Plaster Gun is so much more than addition to your combat utilities with OC or just helping tool. Driller will appreciate you, if you make a ring of platforms a little bit lower from pipe nests on Liquid Morkite, because he can utilize it for making one-way highway for pipelines, so your team won't need to separate on repair segment (but it's not working on Haunted Cave modifier, so keep that in mind). You can build roads on Fungie Bogs through sludge. You can cover ice or magma hazards. You can make safe-pillows under defensive ziplines (and, please, DO SO!) You can BUILD BUNKERS yourself, if you don't have Driller, because if you know how utilize Repellent - you are in control of bugs on some point. Like, spirals over stationary missions or on open spaces can provide pretty damn good points for defensive strategies. You can utilize 180 degree turrets there like tower defense, whiplash or not. You can slap proximity mines on the way up. You can electrocute platforms with Arc or snipe-burn bugs with splash damage from Explosive Plaster (just don't explode it, but use it mostly for short bursts on area). And so on. 3) Be. Close. To. Your. Team. If you have Field Medic, make sure you CAN create a safe-window to revive (Breach Cutter with Spinning Death), for example. Or cover your team depending on your build and help them with platforms. If you're under heavy fire from above or afar - make cowers, etc. You're problem solver, not problem maker - remember that.
I don't think the people joining have no clue about Haz 5, you always spend some mandatory time in Haz 4 before accessing Haz 5, so they maybe just have promoted other classes first and are only missing this class
8:35 aaand that is why specing both weapons for a single focused purpose isnt a great idea. I spec one for the task (in this case, high single target damage) and the other to balance it with more aoe for swarms. Not necessarily *all* the aoe, but enough to handle small-medium groups. This game typically doesnt throw challenges at you that a single focus build is "best against" during a mission. Case in point, random dreadnought spawns during Point Extraction. The ultimate "Oh, you dont have your high single target damage build on? Let me throw this at you" move.
@@bethdeva Ah, yes! That was who I saw! From that video, I got the impression the ignite was reliable, as it makes a strong bot-killer option if you need to take a Patroller out very fast... but in the video, after they burnt out, the Praetorians on both sides of the line were left with the same health value, indicating Homebrew Powder had no effect...
You can also drill hacksy into the ground and fill the hole with hacksy in it and leve the anteni sticking out and it will still work and this will keep the bugs away from hacksy
Never trust that dwarf who bring executioner + hyper prop. 2 Problems with that build, no main Swarm clearing weapon. Explosive Chemical Rounds on LOK1 is a very good swarm clear, additionally u also get bonus damage from the explosion every 3 shots from the gun if u just time it right, better than executioner in this video (and because it always proc in 3 shots, the tier 3A and tier 5A are must go to choices), and u can keep the Hyper Prop. If u want to keep using the Executioner, Fat Boy is also a very good swarm clearing (obviously) and a good weapon against the caretaker's yellow health if u can aim the shot accurately (dealing about 400 damage to at maximum all 4 exposed yellow thing) Hyper Prop gain nothing from Random damage, and since u want to use it to deal with single targets, AoE is not a choice, Stun is what u should pick because it's the only good upgrade left in that tier, it can stun praetorians and wardens (if bad shots) for your primary to take care of the last bits of their health Speaking from experience of more than 16 days (762 missions completed) playing as engi
tbf he said he just brings it on dreadnought and industrial sabotage. In general this guy had some really sub optimal builds. Like using armor break rather than extra damage for tier 4 warthog, and mini shells which is kinda bad since it makes it pretty hard to one tap grunts consistently on haz 5. Also using breach cutter return to sender isn't really that great but it's the breach cutter so you can get away with pretty much anything anyways.
What are your thought on using breach cutter against caretaker, i used to prefer hyper prop but found recently i was sleeping on BC, it destroys the shield phase even if it emits the big repulsor shields and can hit the eye from anywhere so you can sit by a resupply on the other side of the cave and cheese.
Hmmm I need to do some testing with that but seems decent. I like running plasma trail on mine and I noticed the trail dmg doesn’t work well on the care taker but maybe triple shot or something would shred. Worth some testing! Thanks for sharing
I don’t understand taking incendiary, rounds and homebrew powder on hyperpropellent. Converting 200 points of direct damage into heat is completely overkill and just handicaps you in general scenarios. Patrol bots only have a heat threshold of 100 meaning about 100 damage is getting completely thrown away. Alternatively headshoting a patrol bot (not saying it’s easy, but as a high tier player it’s worth learning) with a normal hyper round will ultimately work as a one shot kill while also leaving you with double damage from not taking fire. This damage will help out with the caretaker fight and especially dreadnaughts. Your fire damage is practically useless on dreadnaught hunts as all dreads have a 50% resistance to fire damage, a temp threshold of 1000, and in the case of the base dreadnaught a complete immunity to the on fire debuff. As for homebrew powder, the consistency lost is almost never worth a 10% average damage boost. There are several instances in the video of you needing to shoot patrol bots twice because you rolled a bad number from homebrew. It’s a funny perk that has its place in casual goofing around, but it shouldn’t be recommended for a serious guide The rest of your builds and advice were solid, this aspect just really confused me lol
Hyperpropellant is bugged with incendiary rounds and the heat damage is added without halving the direct damage. I have no idea why he didnt care to explain that in the video.
I play DRG with my brother, I play engi and he plays scout. Most of the time he just goes out and does the side objectives while I push the main objective. Except in point extraction, there I just shoot platform under the aquarq and he goes in to mine it all
Instant error spotted when I see your suggested builds having OCs. Expecting greenbeards to have all the required OCs just to be able to "carry" is too harsh on them. Pretty sure many "greenbeards" may not even have lv16 yet (ofc that one is easy to fix). I'd request OCless build(s), preferably with starting weapons only - otherwise the guide (that from the first glance only covers your advanced build and its utilization) doesn't seem of much use for newcomers.
Must ask, you used a turret to defend against wall crawlers in the first clip, why not place repellant plats? And also, you can basically bury hacksy as long as the antenna sticks out, even platforming over the main body, gives bugs less to attack, and clearer LOS. Just curious, still new, but it's something I picked up. Edit: Also, for mining expos, OSR, and PE, I use the RL500 PGL for mobility to get around fast and go deal with pipes, nab aquarqs, or just when there isn't a need for a specialized weapon.
My biggest issue playing Engi is ammo management, but I now realise it comes down to not abusing the turrets. Use them when you need to, but take them back when the pressure is off
Most people seem to have issue with ammo management, as well as most people seem to not realize that taking a resupply refills 50% of your EVERYTHING, no matter how much of each item/ammo type you used. This is especially important as an Engi. Try to always have one turret up if you hand out around an area, set up the second one whenever shit hits the fan. Use your repellant to create nice defensible positions around the map to just jump for when a swarm hits. Throw your Shredders (an Engi taking anything else than Shredder drones is just dumb, especially for Industrial Sabotage) whenever you see a group of small enemies pestering you/your team. Manage your ammo, and only ever resupply if you've used up more than 50% of ALL YOUR ASSETS. I cannot tell you how often i see braindead gunners shooting out all of their minigun ammo in the first 2 mins of the game, then go grab a resup just for that without firing a single secondary weapon shot, throwing a single grenade or shield.
@@Rumcajs981 I mean yeah sure that applies to every class, but I only have issues when playing engi. It's also because I never pick the class unless someone really wants me to.
I noticed you didn't seem to be repairing the rock cracker as it worked. Was there a reason for this? (I only recently discovered that you can maintain them before they break.)
@Brandinorules Ah, okay, that makes sense. Also, fun fact, once both rock crackers are set up, you technically don't need to maintain both, as one will still break the rock, albeit in more time. (I found that out in a solo mission where one rock cracker was in the middle of nowhere far from Doretta, so I couldn't reasonably get there to repair it.)
@@benjaminponka5509 you can also generally ignore the repairing toward the end, if you have both running i think you need to repair them like 4 times total.
0:25 I use a similar build, but instead I use a Breach Cutter with the Inferno overclock. Great for crowd control and can set most enemies on fire in 1 beam.
I actually really like the shard diffractor for engi, as it has way more range and versatility than any of the other weapons. Sort of jack of all trades weapon, not the the best at every situation, but there is not really a situation where it doesn’t fit either. I’m surprised you didn’t ever use it here.
5:10 question, how do you get it to show your hp and damage numbers? Also with showing the outline of where your platforms will go at 6:28 Again with how to see ammo percentage 8:29
I noticed you used only one ammo upgrade for the fat boy, do you just prefer to run with more aoe area for fun? Cause otherwise you could get 3 grenades back on resupply instead of 2
Truthfully I mot the best theory crafter for builds and the nice thing about DRG is it allows you to just run whatever you prefer. I do like the larger AOE just so I can lock down a massive area with 1 nuke
@@brandinorules i dont think it affects the radio active zone, and the 3 nukes per resupply is way too good to pass up, like it's dirty nasty, i often need to lob a nuke into a random spot so i can resupply to full effect.
No, radiation is not affected by any explosion size mods Yes, the explosion damage can be boosted up to 600 damage And there is a funny build where u take the bouncy tier 5 mod with the fat boy (u can take the velocity mod in tier 3 for more speed)
@@wyvonhagon4305first of all, it explodes even if there's only one swarmer on the way of grenade. And most important you might mess things up, get unlucky ricochet and kill your whole team with that.
How did that nuke near the end do so lil dmg to the praetorian.. afaik haz 4 hp is the same as haz 5 for praetorians and on haz 4 it does like 75% of their hp bar plus some DOT.. (Still not great, but i prefer to always have enough of each weapon's ammo to not waste resups or run low globally, so id rather use 1 nuke and let the scout shoot from above as an example than let him do it entirely or use a lot of my dry ish ammo pool primary) Do love the vid btw
I also like digging a small indentation right behind the unlink and place both my turrets there, the radar dish has no hitbox so they'll still shoot through and have line of sight on EVERYTHING (besides straight up, but i usually stand back to deal with those myself) it also lets me reload both without havinf to run across the objective
the explosion damage in drg has a thing called damage fall off, imagine the explosion as a big circle, now add another smaller circle about 2/3 the big circle (just for example, I just estimate the number according to my experience), the math is that all the bugs inside the small circle get full damage (fatboy is 400) and then the farther away the bugs from the small circle, the lower the damage gets (to 0). Explosion size mods increase the diameter of both circles so you can cover a lot more space with full damage and hurt more unlucky bugs outside the smaller circle
You can one shot dreadnoughts with the increased direct dmg oc sludge pump and blistering necrosis for the wave cooker, blast like 20 blisters and when you hit then with a charged shot it does like 20x the dmg or something higher if they get use from the 1.5x weakpoint bonus. Only works on twins because of annyoing hard dmg caps on other dreads, but you can spam blisters during the phases where they're unkillable/have armor on.
just-promoted engie here. why patch up holes if the bugs still crawl out of wherever they wanna crawl out of? i thought it doesn't make any difference. does it?
They might still spawn in those holes but the AI will make them run all the way around if they do, Plus if you dont fill the hole there is a chance that some Exploders or Slasher Gylphids could appear above your team very suddenly, so its best to funnel them all into your turrets/eyeline where they cant suprise you :D Hope that helps clear that up :D
For me its explosive chemical rounds and breach cutter spam build. works like a charm. used to run seeker rounds and shard diffractor but not overall as good, however armoured enemies stand no chance
Sorry for the late reply. Its a mod called Damage text. I have a video of my favorite mods here with links to all of the mods including that one! ua-cam.com/video/9zf2knQ12yo/v-deo.html
19:07 I don't understand why "fat boy" is supposedly in the meta. There are about 20 bugs there, you can kill them with 1-2 shots from the cutter. At the same time, there will be a lot of ammo and a lot of variability. And "Fat boy" has only 4 ammo, which you can't always use. You are greedy, or you don't have enough. I tested it many times, but for damage to the crowd, the cutter is 100 times better (for me). I also main the engineer
i have about 55 hours in DRG now and the first 40 hours were exclusively scout. i didnt see how playing the game was possible without the mobility scout has. Ive just started playing engi and ive gotta say, I way prefer engi to scout. Once i learnt the ropes I feel so confident playing engi, and I feel its way more fun.
No, the answer is no The weapon of engineer is quite weird, at base (no OCs) their Secondaries do better at clearing swarm than their Primaries, so u would like to use your secondary for killing a big number of bugs (small or medium size enemies) and using your primary to kill some bugs that your secondary didn't kill (or big tanky target) Turret whip provides a nice good damage burst but if your secondary could do it, feel free to switch to full auto.
2:55 I got somthing simulare, but I got the single turret uppgrade. Mostly went for the emp build with a single turret and its really great for swarm clearing. But it is all fun and games until I don't have any shild left. Lmao 😅
I do not trust a dwarf at max level who hasn’t bought all the upgrades
I knew someone would point that out lol. fair enough
@@brandinorules probably just some sort of undiagnosed ocd on my part,great content anyway
Well, some upgrades are just totally outclassed in their tier so why even bother buying them
Just saw this thanks for the kind words!
Well why would you run useless upgrades? Might as well just not buy them. Or wait wth damn you don't even got proximity sensor on the pgl hell nah im dying right now.
Engi really is the "I'm just gonna finish this whole mission, y'all can help too if you want" class.
Agreed! the jack of all trades
My favorite thing about drg is that I can say the exact same thing for driller
honestly, I'm gonna disagree with you on that one. I find that it is much harder to clear a swarm as scout than any other class. Sure, he has mobility, but not the firepower to deal with everything especially on haz5@@shadownightshade2420
@@shadownightshade2420scout struggle heavily in the harder difficulties. Without very specific overclocks to assist it with groups, it's damn near impossible to beat haz 4 or 5 without rushing or relying on Bosco.
@snakeusa7885 This just isn't true lol. Scout is a very high skill ceiling class, so with enough practice, hazard 5 should be no issue for solo.
Perks are dash, resupplier, iron will, thorns, born ready
0:37 Industrial sabotage/dreadnought:
Lok1: 1-1-3-1-2, executioner
40mm PLG: 2-1-1-1-2, hyper propellant
Turret: 1-2-1-1
16:15 Build 2:
Warthog:1-2-2-1-1, mini shells
PGL: 1-1-1-2-2, Fat boy
27:46 Build 3:
Breach cutter: 1-2-2-1-2, return to sender
Yooooooo pin dis! 📌
Holy W
this is a great guide. really easy to understand the concepts in action. thanks!
Glad It was helpful!
One thing I love about the Lok 1 is even if a praetorian is facing you, you can bend the route of the shots to hit the back weak spot
It is very fun to curve shots!
and head-cap the ball sentries in rival presence or sabotage missions.
or side-strike acid-sprayers (the shiny green ones)
All of this is great. I will say on fat boy taking both ammo mods hits a pretty important break point because it gets you 3 nukes from resupplies instead of just 2.
I actually didn't know that fire basically insta-killed robots; I knew it was extra-effective but I didn't know it was *that* effective. I might have to start taking fire loadouts to industrial sabatage.
Yep they pop like a ballon once they catch lol. It’s satisfying!
Really good content man, keep it up! I am new to the game and only play driller, but now i want to try engi, even when the first time i used him i felt useless, but now i know what to do to carry some games
Nice I love to hear it! Thanks for the compliment. Rock & Stone
Tbh engineer is probably one of the most underpowered classes to start off without upgrades, definetly get gemini system on turrets to not feel entirely useless.
@@aarepelaa1142 I play at very low fps due my potato pc, not having to aim with driller kinda make me usefull at least XD
@@Bishm4figure 10mo later you've unlocked ilok, who needs to aim!
platforms can be used as cover, block off glyphid access, used for traversal up and down(fall damage mitigation), extend an area making glyphids take a bit longer, roof for doretta, extend an area a little allowing gunner to place ziplines further away, scout combo with grappling hook to get ores quickly, placed below ziplines it can save people if they fall, it can let a driller extend their cave a bit if there's a gap that wont allow them to drill(very useful on refining). even a platform for a better sightlines for turrets or yourself give access to c4 positions for driller abuse on industrial
I have never done solo engi missions, but I have promoted twice before any other dwarf got promoted doing multiplayer
Even tho I was expirrenced with engi, and don’t have many over clocks, this guide was helpful
Thanks
That’s nice to hear I’m glad you liked it :)
I second this completely
4:38 now that's what a leaflover would do
Finally got DRG a couple days ago after a couple years of some dedicated friends more than recommending it. Gotta say, I wish I picked that up those couple years ago lol. That being said, I’m only 14 minutes into the vid and am really enjoying and appreciating it, just watching somebody whose good at the game is very educational. I’ll be promoting Engi tomorrow and will hopefully get a decent overclock from my first deep dive. Rock and Stone!
Rock and Stone
I remember the VERY first overclock i obtained after my first promotion was the Fat Boy.
Oh boi, was I happy. Fat Boy is still 100% the way to go for Industrial Sabos. Unless you have a premade team with a Driller who you know is going to satchel the vent phase of the Caretaker, not taking the Fat Boy for this mission type is actively hindering yourself and your team.
@@Rumcajs981 eh, u say that but i havent played a multiplayer game where the driller doesnt try to sachel the caretaker.
@@sackout2947 I have, and given i exlcusively play Haz5/5+, it's incredibly surprising how many drillers just completely ignore that and do god knows what during the fight.
The walkthrough during gameplay was really helpful to uderstand my role on the team, thanks!
You know the other perks need a buff when every build video I find uses the same as me
True!
I’m already comfortable with any hazard level with any loadout, but I’m always curious to see new builds. Great video.
One of my fav drg out there, thank u alot. I've learn and had fun.
I have quickly singled out Engi as being my favorite class, mainly due to it's versatility and the Platform Gun being the very best thing ever. Ty for the video I think the most I'm taking away from it is that map awareness I will try to develop.
That’s why I singled him out as my favorite as well
4:34 that’s how you spell Karl’s name in the game it’s not Carl it’s Karl if you turn on subtitles you’ll see
Pretty spicy content, big thumbs up
9:38 this is precisely why i'm not going to even consider starting the contract to unlock haz5 until i have all 4 dwarves promoted, which may be a while because my only promoted dwarf is a bronze 3 driller and all the other dwarves handle significantly differently from my comfort zone of sludge pump+wave cooker+neuro gas
i'll get there eventually, it'll just take a bit
my engi is close to getting promoted tho
Incen Hyperprop does not work with homebrew powder and is bugged currently. It just wont ever low roll and pretty much always reaches the same base dmg
Oh hey something about your Hyper Prop build is that the Homebrew mod is broken and doesn't do anything when paired with the Incendiary Compound mod.
interesting I didn't know that
dispenser goin' up
*uncle dane theme plays*
my favorite setups
mpa plus rj250
em discharge plus shard difractor
executioner plus fat boy
explosivw chemical rounds plus hyper prop
Great video and very good builds, but i would consider changing warthog tier 4 for damage, shotguns have a kind of armor penetration because of how they work, and i experienced better performance at 2-shoting grunts with the damagr mod
This. Armor Break is not very good on shotguns. LazyMaybe did a great Warthog breakdown video recently that details why this is the case.
In fact, Armor Break is outclassed by other mods on most weapons, and is only actually useful on a handful of weapons/OCs, e.g. the M1000, or Big Bertha autocannon. It is also bugged on radial area damage, and does not work properly (Pressure Wave on the PGL is a dead mod, for example).
4:34 The guy Karl was a Dev
You’re kidding!?
Engineer feels like it's the class with easily the most carry potential. Scout's biggest limiting factor is wave clear, Gunner has limited mobility, driller has finite range.
Engineer's biggest limiting factor is the ammo per weapon. That being said, the engineer also gets a 3rd weapon being turrets, so that then becomes almost a total nonissue with that in mind.
I'm not even an engineer main, I'm a scout main. I would like to think that I know my role fairly well, as well as my class and loadout strengths and weaknesses, but I just feel like engineer is just so much stronger when it comes to carrying in damage while also still bringing an insane amount of intrinsic value to a team with a LURE or with shredders, with the PGL to deal with huge swarms or single targets or with the Breach Cutter to deal with medium sized swarms or medium sized enemies.
oh, and just an FYI. You said that Defender System is a 45 degree scan, it's not. It's 160 degree scan
Does the turret damage mod/any shotgun damage mods affect the damage of turret whip?
I love my Oppenheimer Explosive Chemical Rounds + Fat Boy build but this video really made me want to try out turret whip. I always wrote the shotgun off as bad but this actually looks pretty fun.
How to become TRUE Engie greybeard:
1) Learn what your utilities CAN do and what they CAN'T. For example, if you using full armor piercing and single damage dealing setup - focus the "fat boyz" and stationaries in the first place, because they're mostly deadly. If you use Explosive Rounds, make your Smart Gun with focused lens, because you'll lock on further targets and lock on will stack on 3 on the designated target way often. And don't spend Fat Boy rounds as damage dealing on armored targets. Use it for creating hazard-areas of HUGE radius, which will BURN and RADIATE swarms in the area. Sometimes it's even usable in bunkers, if your Driller made the right one.
2) Your Plaster Gun is so much more than addition to your combat utilities with OC or just helping tool. Driller will appreciate you, if you make a ring of platforms a little bit lower from pipe nests on Liquid Morkite, because he can utilize it for making one-way highway for pipelines, so your team won't need to separate on repair segment (but it's not working on Haunted Cave modifier, so keep that in mind). You can build roads on Fungie Bogs through sludge. You can cover ice or magma hazards. You can make safe-pillows under defensive ziplines (and, please, DO SO!) You can BUILD BUNKERS yourself, if you don't have Driller, because if you know how utilize Repellent - you are in control of bugs on some point. Like, spirals over stationary missions or on open spaces can provide pretty damn good points for defensive strategies. You can utilize 180 degree turrets there like tower defense, whiplash or not. You can slap proximity mines on the way up. You can electrocute platforms with Arc or snipe-burn bugs with splash damage from Explosive Plaster (just don't explode it, but use it mostly for short bursts on area). And so on.
3) Be. Close. To. Your. Team. If you have Field Medic, make sure you CAN create a safe-window to revive (Breach Cutter with Spinning Death), for example. Or cover your team depending on your build and help them with platforms. If you're under heavy fire from above or afar - make cowers, etc.
You're problem solver, not problem maker - remember that.
I don't think the people joining have no clue about Haz 5, you always spend some mandatory time in Haz 4 before accessing Haz 5, so they maybe just have promoted other classes first and are only missing this class
8:35 aaand that is why specing both weapons for a single focused purpose isnt a great idea. I spec one for the task (in this case, high single target damage) and the other to balance it with more aoe for swarms. Not necessarily *all* the aoe, but enough to handle small-medium groups.
This game typically doesnt throw challenges at you that a single focus build is "best against" during a mission. Case in point, random dreadnought spawns during Point Extraction. The ultimate "Oh, you dont have your high single target damage build on? Let me throw this at you" move.
Yeah... saw someone test it recently... Homebrew Explosives doesn't actually do anything with Hyper Prop...
interesting
@@brandinorules i think it even does so that ignite isnt guaranteed. waste said sometthing about it atleast
@@bethdeva Ah, yes! That was who I saw!
From that video, I got the impression the ignite was reliable, as it makes a strong bot-killer option if you need to take a Patroller out very fast... but in the video, after they burnt out, the Praetorians on both sides of the line were left with the same health value, indicating Homebrew Powder had no effect...
You can also drill hacksy into the ground and fill the hole with hacksy in it and leve the anteni sticking out and it will still work and this will keep the bugs away from hacksy
Never trust that dwarf who bring executioner + hyper prop. 2 Problems with that build, no main Swarm clearing weapon. Explosive Chemical Rounds on LOK1 is a very good swarm clear, additionally u also get bonus damage from the explosion every 3 shots from the gun if u just time it right, better than executioner in this video (and because it always proc in 3 shots, the tier 3A and tier 5A are must go to choices), and u can keep the Hyper Prop. If u want to keep using the Executioner, Fat Boy is also a very good swarm clearing (obviously) and a good weapon against the caretaker's yellow health if u can aim the shot accurately (dealing about 400 damage to at maximum all 4 exposed yellow thing)
Hyper Prop gain nothing from Random damage, and since u want to use it to deal with single targets, AoE is not a choice, Stun is what u should pick because it's the only good upgrade left in that tier, it can stun praetorians and wardens (if bad shots) for your primary to take care of the last bits of their health
Speaking from experience of more than 16 days (762 missions completed) playing as engi
tbf he said he just brings it on dreadnought and industrial sabotage. In general this guy had some really sub optimal builds. Like using armor break rather than extra damage for tier 4 warthog, and mini shells which is kinda bad since it makes it pretty hard to one tap grunts consistently on haz 5. Also using breach cutter return to sender isn't really that great but it's the breach cutter so you can get away with pretty much anything anyways.
@@short-eu7bsReturn to Sender has its uses, but overclock for more ammo is just better, because it's, you know, breach cutter xD
console player
how do you get that blue highlight to appear for where your platform will land
is it just a mod on PC?
Its a mod
What are your thought on using breach cutter against caretaker, i used to prefer hyper prop but found recently i was sleeping on BC, it destroys the shield phase even if it emits the big repulsor shields and can hit the eye from anywhere so you can sit by a resupply on the other side of the cave and cheese.
Hmmm I need to do some testing with that but seems decent. I like running plasma trail on mine and I noticed the trail dmg doesn’t work well on the care taker but maybe triple shot or something would shred. Worth some testing! Thanks for sharing
I don’t understand taking incendiary, rounds and homebrew powder on hyperpropellent. Converting 200 points of direct damage into heat is completely overkill and just handicaps you in general scenarios. Patrol bots only have a heat threshold of 100 meaning about 100 damage is getting completely thrown away. Alternatively headshoting a patrol bot (not saying it’s easy, but as a high tier player it’s worth learning) with a normal hyper round will ultimately work as a one shot kill while also leaving you with double damage from not taking fire. This damage will help out with the caretaker fight and especially dreadnaughts. Your fire damage is practically useless on dreadnaught hunts as all dreads have a 50% resistance to fire damage, a temp threshold of 1000, and in the case of the base dreadnaught a complete immunity to the on fire debuff. As for homebrew powder, the consistency lost is almost never worth a 10% average damage boost. There are several instances in the video of you needing to shoot patrol bots twice because you rolled a bad number from homebrew. It’s a funny perk that has its place in casual goofing around, but it shouldn’t be recommended for a serious guide
The rest of your builds and advice were solid, this aspect just really confused me lol
Hyperpropellant is bugged with incendiary rounds and the heat damage is added without halving the direct damage. I have no idea why he didnt care to explain that in the video.
@@FrazzleFlib oh yeah wow that’s actually huge. I’ll definitely be switching up my loadout now that I know that. Thanks!
@@gamerpigeonakafbi8210they did fix it so it does halve damage now so remove the heat mod from hyperprop
I’m engaging
how do you show where the platform is going to be placed before you use it?
I have problem with ammo when i play as an engineer.
I play DRG with my brother, I play engi and he plays scout. Most of the time he just goes out and does the side objectives while I push the main objective. Except in point extraction, there I just shoot platform under the aquarq and he goes in to mine it all
16:18 why did you take the reload speed mod when you can just reload cancel also isnt armor breaking on the shotgun bad
What mod do you use to see damage numbers at the end of the round?
MOTD + stat track
@@brandinorules Thanks brother
Instant error spotted when I see your suggested builds having OCs. Expecting greenbeards to have all the required OCs just to be able to "carry" is too harsh on them. Pretty sure many "greenbeards" may not even have lv16 yet (ofc that one is easy to fix). I'd request OCless build(s), preferably with starting weapons only - otherwise the guide (that from the first glance only covers your advanced build and its utilization) doesn't seem of much use for newcomers.
Valid point in future episodes I will do that
Must ask, you used a turret to defend against wall crawlers in the first clip, why not place repellant plats? And also, you can basically bury hacksy as long as the antenna sticks out, even platforming over the main body, gives bugs less to attack, and clearer LOS. Just curious, still new, but it's something I picked up.
Edit: Also, for mining expos, OSR, and PE, I use the RL500 PGL for mobility to get around fast and go deal with pipes, nab aquarqs, or just when there isn't a need for a specialized weapon.
16:15 build 2
27:45 build 3
Looking at this I’ve realised just how little I properly utilise the turret whip
Engi is the best class to shape the environment to your needs so you aren’t at a disadvantage against swarms or bosses.
how did he get the platform gun display? it’s cool how it highlights the land location for your plats
It’s a mod called platform placement preview
My biggest issue playing Engi is ammo management, but I now realise it comes down to not abusing the turrets. Use them when you need to, but take them back when the pressure is off
Most people seem to have issue with ammo management, as well as most people seem to not realize that taking a resupply refills 50% of your EVERYTHING, no matter how much of each item/ammo type you used.
This is especially important as an Engi. Try to always have one turret up if you hand out around an area, set up the second one whenever shit hits the fan. Use your repellant to create nice defensible positions around the map to just jump for when a swarm hits. Throw your Shredders (an Engi taking anything else than Shredder drones is just dumb, especially for Industrial Sabotage) whenever you see a group of small enemies pestering you/your team.
Manage your ammo, and only ever resupply if you've used up more than 50% of ALL YOUR ASSETS.
I cannot tell you how often i see braindead gunners shooting out all of their minigun ammo in the first 2 mins of the game, then go grab a resup just for that without firing a single secondary weapon shot, throwing a single grenade or shield.
@@Rumcajs981 I mean yeah sure that applies to every class, but I only have issues when playing engi. It's also because I never pick the class unless someone really wants me to.
I noticed you didn't seem to be repairing the rock cracker as it worked. Was there a reason for this?
(I only recently discovered that you can maintain them before they break.)
I went over right after the clip at 25:10 to repair it but I didn't put it in the video since I was just holding E on it lol
@Brandinorules Ah, okay, that makes sense.
Also, fun fact, once both rock crackers are set up, you technically don't need to maintain both, as one will still break the rock, albeit in more time.
(I found that out in a solo mission where one rock cracker was in the middle of nowhere far from Doretta, so I couldn't reasonably get there to repair it.)
@@benjaminponka5509 you can also generally ignore the repairing toward the end, if you have both running i think you need to repair them like 4 times total.
0:25 I use a similar build, but instead I use a Breach Cutter with the Inferno overclock. Great for crowd control and can set most enemies on fire in 1 beam.
Bro CRIMINALLY underrates the lures omg 😐 the lure is in the top 3 most overpowered parts of his kit
I actually really like the shard diffractor for engi, as it has way more range and versatility than any of the other weapons. Sort of jack of all trades weapon, not the the best at every situation, but there is not really a situation where it doesn’t fit either. I’m surprised you didn’t ever use it here.
Awesome guide dude, tysm
5:10 question, how do you get it to show your hp and damage numbers?
Also with showing the outline of where your platforms will go at 6:28
Again with how to see ammo percentage 8:29
Same. I just started few days ago and would like to know this too
@@r4yfoong190 its using mods, i figured that out a little bit ago. You would just have to find the right mods in game
Platform placement preview is the name of the mod
I noticed you used only one ammo upgrade for the fat boy, do you just prefer to run with more aoe area for fun? Cause otherwise you could get 3 grenades back on resupply instead of 2
Truthfully I mot the best theory crafter for builds and the nice thing about DRG is it allows you to just run whatever you prefer. I do like the larger AOE just so I can lock down a massive area with 1 nuke
@@brandinorules i dont think it affects the radio active zone, and the 3 nukes per resupply is way too good to pass up, like it's dirty nasty, i often need to lob a nuke into a random spot so i can resupply to full effect.
@@brandinorules The radzone size isn't affected by AoE range mods.
No, radiation is not affected by any explosion size mods
Yes, the explosion damage can be boosted up to 600 damage
And there is a funny build where u take the bouncy tier 5 mod with the fat boy (u can take the velocity mod in tier 3 for more speed)
@@wyvonhagon4305first of all, it explodes even if there's only one swarmer on the way of grenade. And most important you might mess things up, get unlucky ricochet and kill your whole team with that.
that's very similar to the things i run beside the armor breaking on turret i took stun, might switch it
im not all that great at build crafting id say run whatever feels good to you
Please tell me how to make platforms visible? I mean the blue outline before shooting it
A mod called Platform placement preview
When’s a gunner vid dropping
The first time I fought a tyrant-weed a meteor landed almost exactly on it and killed it.
How did you get that blue outline on your platform gun? Is it a mod?
Yes it’s a mod called platform placement preview
Does anyone know how to show the match summary in chat after the game? Kills/assists. Excelent guide btw
It’s a mod called MOTD + stat track
How do I get the damage numbers from my weapons? Great video btw keep it up. ;)
It’s a mod that I think is called damage text
how do you have the extra displays for placing turrets and the foam? You can see a more detailed blue outline than i think i can
Just took that 1st build for a run, I think I needed 7 resupplies, just devours ammo. Did bring the pain tho
I just saw that I'm using basically the same build but with more ammo modules, does decently too
How did that nuke near the end do so lil dmg to the praetorian.. afaik haz 4 hp is the same as haz 5 for praetorians and on haz 4 it does like 75% of their hp bar plus some DOT..
(Still not great, but i prefer to always have enough of each weapon's ammo to not waste resups or run low globally, so id rather use 1 nuke and let the scout shoot from above as an example than let him do it entirely or use a lot of my dry ish ammo pool primary)
Do love the vid btw
I also like digging a small indentation right behind the unlink and place both my turrets there, the radar dish has no hitbox so they'll still shoot through and have line of sight on EVERYTHING (besides straight up, but i usually stand back to deal with those myself) it also lets me reload both without havinf to run across the objective
the explosion damage in drg has a thing called damage fall off, imagine the explosion as a big circle, now add another smaller circle about 2/3 the big circle (just for example, I just estimate the number according to my experience), the math is that all the bugs inside the small circle get full damage (fatboy is 400) and then the farther away the bugs from the small circle, the lower the damage gets (to 0). Explosion size mods increase the diameter of both circles so you can cover a lot more space with full damage and hurt more unlucky bugs outside the smaller circle
@@wyvonhagon4305 oh wait yeah shit im stupid, i KNEW that existed, im just a fkn moron
Overclock tierlist when?
How have you got the damage numbers up?
1:23 technically the mole can go higher with enough setup, but its obviously not practical
You can one shot dreadnoughts with the increased direct dmg oc sludge pump and blistering necrosis for the wave cooker, blast like 20 blisters and when you hit then with a charged shot it does like 20x the dmg or something higher if they get use from the 1.5x weakpoint bonus. Only works on twins because of annyoing hard dmg caps on other dreads, but you can spam blisters during the phases where they're unkillable/have armor on.
I see you are using a couple mods in your gameplay, which mods do you use?
Will you do a gunner video?
any build recomended for lok1 with explosive chemical rounds?
8:11 it would have ben embarising is he died to that rockcracker on cam
I likes to turret whip, but even without mini shells, i finds that it is very ammo consumable for the turrets.
just-promoted engie here. why patch up holes if the bugs still crawl out of wherever they wanna crawl out of? i thought it doesn't make any difference. does it?
They might still spawn in those holes but the AI will make them run all the way around if they do,
Plus if you dont fill the hole there is a chance that some Exploders or Slasher Gylphids could appear above your team very suddenly, so its best to funnel them all into your turrets/eyeline where they cant suprise you :D
Hope that helps clear that up :D
@@marsh4991 yeah! Thanks a lot
Noob here, My platform gun doesn’t have the blue outline where the platform will actually be built. How do I get that?
@@mccsnackin it’s a mod called platform placement preview
Kicked a guy for having the name Karl? Toxic.
wouldnt explosive chemical round be better for the smart rifle since you can already deal with high hp bugs?
How do I get the blue crosshair you get with your c former to see where my shot is going to land??
Platform placement preview mod
How do you see where the platform landd or where the turret looks?
You can see the platforms with the Platform placement preview mod. heres a link to it. mod.io/g/drg/m/platform-placement-preview
@@brandinorules That was really fast thank you
4:33 nah, you did good, dude used Karl with a K.
For me its explosive chemical rounds and breach cutter spam build. works like a charm. used to run seeker rounds and shard diffractor but not overall as good, however armoured enemies stand no chance
5:48 how do you get an outline of platforms?
Platform placement preview mod
Just got back on the game again, tried out engineer and I love him. Any suggestion for leveling up?
Just look for 2xp missions if you’re looking to get lvls fast and egg missions/deep dives aren’t great for do efficiency
Yes, if only I had a driller to drill through this wall...
Can we have a modlist of all the mods you used?
What are you using for the number next your health and shields? And the damage pop offs
Sorry newer to DRG
Sorry for the late reply. Its a mod called Damage text. I have a video of my favorite mods here with links to all of the mods including that one! ua-cam.com/video/9zf2knQ12yo/v-deo.html
Is the Lok-1 better than the Warthog?
how you make visible were the platforms gonna be placed??
It’s a mod called platform placement preview
19:07 I don't understand why "fat boy" is supposedly in the meta. There are about 20 bugs there, you can kill them with 1-2 shots from the cutter. At the same time, there will be a lot of ammo and a lot of variability. And "Fat boy" has only 4 ammo, which you can't always use. You are greedy, or you don't have enough. I tested it many times, but for damage to the crowd, the cutter is 100 times better (for me). I also main the engineer
i have about 55 hours in DRG now and the first 40 hours were exclusively scout. i didnt see how playing the game was possible without the mobility scout has. Ive just started playing engi and ive gotta say, I way prefer engi to scout. Once i learnt the ropes I feel so confident playing engi, and I feel its way more fun.
Wait till you get RJ250 Compound OC for your PGL
What mod are you using to get match summary text?
What mods do you have? Im a greenbeard and i love the damage numbers and platform preview you have
I have 2 mod showcase videos on my channel but that is cold dammage text I think
Called*
@@brandinorules I'll check them out! Appreciate the response
Question, do i have to use turret whip? I play on controller so the full auto upgrade is more of a accessibility boon
No not necessarily but you will lose a lot of burst damage. the whip is also AOE so it helps with clearing packs of bugs
No, the answer is no
The weapon of engineer is quite weird, at base (no OCs) their Secondaries do better at clearing swarm than their Primaries, so u would like to use your secondary for killing a big number of bugs (small or medium size enemies) and using your primary to kill some bugs that your secondary didn't kill (or big tanky target)
Turret whip provides a nice good damage burst but if your secondary could do it, feel free to switch to full auto.
i recommend using MPA to reduce the firerate instead so mashing isnt as bothersome.
How do you deal with Ammo when you are running Smart Rifle and Deepcore?
2:55 I got somthing simulare, but I got the single turret uppgrade. Mostly went for the emp build with a single turret and its really great for swarm clearing. But it is all fun and games until I don't have any shild left. Lmao 😅
how can u see where u can put ur platform theres like a thing that shows u before u place it, how do u get that ?
edit just found out its a mod lol
I don't even know what those weapons are, I don't have them