Hey, just so you guys know, Im aware of the inverse fall off on the leadbursters damage. I should've double checked before I wrote that but intuitively I noticed the damage falling off at distances so I had assumed it to be true. Funny enough, it does still work like standard damage fall off since less shots will impact enemies due to the bullet spread. A single bullet does do enough to kill spitters and such as longer distances but overall the grenade does less damage as if its radiating the total damage as it spreads bullets out. Not sure if Im making sense here but either way, thanks for letting me know.
A leadburster a bulk is walking over will shred the bulk. A leadburster hitting a bulk with one bullet will not. It's more like a decreased falloff due to the inverse damage falloff, or rampup, but the lower shot density further out.
Another trick with the leadburster, the top of the grenade doesn't fire bullets, so if you land it on a roof or a wall pointed towards yourself or your team, they are unlikely to suffer friendly fire.
you aren't making any sense. What you are trying to say is this? Damage per bullet (1.8m or closer) 2 Piercing Damage per bullet (1.8m - 7m) 20 Piercing Damage per bullet (7m or farther) 50 Pierce So therefore the maximum dmg usage is to place enemies 180 degrees around the leadburster each at a distance of 7m or more. Basically a user should either toss it directly under a larger enemy to maximize damage against that one enemy or toss it in the middle of a hoard....these stats really shouldn't determine your usage at all cause there won't be circumstances that allow you to exploit them properly to begin with. But on the offchance u have 8 praetorians in a circle jerk 7m away from an origin....toss 2 or 3 at that origin. If they were bulks....I mean tossing 4 under a single bulk does the same job as tossing 15 in the middle of 100 bulks and vice versa
my favourite is still when i had just opened up a new cavern in a cave leech cluster mission, aimed my lock rifle at the ceiling and watched 5 marks spring into existence. I may not be able to see the leeches, but my rifle can and thats enough
Fun fact, lead bursers have reverse damage falloff, mostly to make up for the fact that less bullets will hit the enemy, its still better right under the enemy but still
This also accounts for how they do so much more damage to bulk detonators than to praetorians, because the bulks still soak up 75% of the shots, but they each do a lot more damage
@@candiman4243 The reason why they do less damage to Preatorians is not because of the size but because of their resistance. Leadbursters do piercing damage wich Preatorians have 30% DR from. Thats also the reason why it absolutly demolishes Macteras because they have weakness to pierce dmg. Just an fyi
Great to use on dreads. All of them have animations that make them pause making it really easy to get a large chunk of damage in. I nearly insta killed a twin recently with them 😂
Scout's grenades: panic button Engi's grenades: defensive, really good if you fight alongside them Driller's grenades: very powerful, melts scouts like butter Gunner's grenades: JUST FUCKIN' KILL SHIT, LAD!
scouts grenades are also really good for helping teammates. or wasting a grenade slot in the case of the boomerang. pheros make even the trickiest of revives doable, and the freeze nades allows your teammates to do incredibly damage. and IFGs are good for single target DPS
Scout has some of the most varied grenades in use. The Inhibitor Field is great at trapping and grouping up incoming waves, making it easy to just fire away, if not kill all of it in 1 power attack. The Pheromone is like the Inhibitor grenade but it requires less commitment and planning, in exchange for limited usability since there's a limit on how many bugs will attack pheromone affected insects, unlike the field. The freeze grenade is great at dealing with flying enemies like Mactera. And the bomerang can just outright delete swarms of smaller creatures like swarmers, neophytes and even shredder drones.
One more thing about the leadburster is that it can, I repeat, CAN pop drednaught eggs from a distance. *I learned that the hard way... multiple times...* Like using the Mole oc, just take some precautions on where you're tossing it and you'll be fine. Rock and Stone!
One extra little downside to the cluster nades (and most nades for that matter but clusters in particular) is due to their needing to impact a surface to blow up, their fuse time is extended a bit when on Low Gravity missions as they too are affected by gravity, so keep that in mind
I've been enjoying the lead burster a lot. Threw one up in the air on a low gravity mission. Don't know if they aren't supposed to stick to the ceiling but it took about 10 seconds to come down and landed at the best possible time too. They are also very good in drillers tunnels, or any cramped space really, tossing them off a ledge with bugs climbing up is extremely fun. Lead burster go brrrrrrrr
one thing that i didn't see mentioned here is that sticky grenades actually have a damage bonus to stuck bugs, dealing 20 damage upon sticking and dealing an additional 90 explosion damage for a total of about 240, against a praetorian that's about 25% to 20% of it's health on haz 5 depending on player scaling, toss that together with fear turning them away and it can really help you save ammo on builds that struggle a bit more on single target.
Hey super late but we found this out just last game! Incendiary grenades primarily are surprisingly good at keeping you and your team from freezing in the ice biome during a blizzard!
I love the insight into the use-cases for each of these! This was a very informative and interesting video and am looking forward to the rest of the series!
I appreciate the knuckle dragging aspect you subtly apply to drillers. As a crayon connoisseur, and a driller main, the US Marine Corps thanks you. Except our machine gunners (for obvious reasons).
The cluster grenade is by far the best in my opinion, it has a unique combination of total damage, kill time, and control (despite the common reputation) with some practice these things can be extremely precise and deadly.
Another note about lead burster: this thing can penetrate armor of a armored dreadnought and activly injure it. 2 leads can break entire armor and deal like 2/3 of his health pool allowing you to kill it in like 15 sec.
I suppose thats because the OG dreads armor is actually just a separate health bar rather than being actually designated armor, therefore it doesn't resist the kinetic bullet damage like say a Praetorian shell or a shellback would.
@@siirvend 8:55 each bullet's damage actually increases with distance, but of course less bullets will hit the further away the target is so that particular case is kinda half true.
Btw, the fire nades do have a small aoe dmg on hit when thrown. Be careful when doing the shield strat with them, especially when you're on shield disruptor, it'll be a very fun discovery if you aren't.
Also, sticky grenades are great at dealing with a sudden threat of slashers. They have a weakness to explosive damage, and they can run away before they hit you. No more getting stunned!
i think the wiki says that leadburster do 2dmg in 2m then 20 after 5m and 50 after 7m one of the few things that actually have reverse damage fall off making it even better on mactera plague. so its something like almost 30k? per one, of course youll neve rhit all the bullets with their max damage but still its fun to think about just how much power that little thing can really pack.
Its funny how it works like that. I guess they were trying to keep it relatively even with distance but in practice it still feels like default fall off with how the shots are spread.
I did a little research and found out whats in the incendiary gernade. Its a mixture of napalm, lighter fluid, diesel fuel, and thermite, along with white phosphorus and a sparkler to guarantee ignition. Similar to drillers flamethrower fuel execpt it burns much hotter. Hot enough to melt through our armor if we got it on our suits. Its also very much not a good idea to ingest. You won't be able to eat or drink for a day after your unpleasant trip to the med bay.
Honestly, I've found using Incendiary grenades with an Uncontrolled Decompression Hurricane to be reasonably effective, with the powerful stun holding swarms in the flames for their duration, whilst their combined AoE damage, helps clean up groups of squisher targets... Edit: Also, remember to consider your position carefully if you end up bringing Leadbursters on a Dreadnaught mission (especially if you're completely insane and being them intentionally, like me... 😹), because you _will_ trigger a eggs pretty regularly if you aren't careful... (Forgot to specify I was referring to Leadbursters... 😅)
One use the lead burst grenade is to use them against the large hive guards, dreadnoughts and the twins. If you can toss one right behind their butt when they’re yelling or summoning their ground pound. It’ll take chunks out of their core health bar. If I had to describe the effect; the size and the nature of their rear critical weak point means it takes up between half (1/2) or about a third (1/3) of the Grenades total “blast area” (cone of fire) Meaning, with each pass, entire dozens of rounds hit them in their weak point in a very short period of time. I’ve seen two of them munch through a dreadnoughts armor health bar in one use. A single, well placed grenade, can absolutely pull its weight in these engagements. Just needs practice and timing ^w^
The trick with the incindiaries is to just have good game sense and know where bugs are coming from, then, you want to direct hit a big group from far away and it just gets a bunch of kills. The lingering effect is just a nice bonus. Its also preferable on mining/egg missions as there are lots of tunnels available, as opposed to point extraction, salvage, onsite refining, etc.
The ladburster doesn't have a damage drop off over range. More quite the opposite. The damage increases over range, to compensate for the lower probability of multiple shots hitting
I'll always find the sticky grenades to be the most versatile out of these four considering you get 6 of them. But when it comes to having fun killing shit, clusters and leadbursters have definitely won my heart. As for the incendiary nades, Im yet on trying them in the future, maybe as a pair for my already CC-based Neuro Gunner builds.
For the Gunner's sticky grenades I tend to run a fear themed loadout with the Thunderhead with Suppressive Fire & High cap mags to keep a lot of the bugs away and to have more breathing room! (and it's pretty good against armor) This loadout was made before all of the new weapons were shown and it still works like a charm!
I was on the fence about doing one back when they released so I kind of sat on it while they kept changing things early on. Then I ended up making other stuff and finally got back to it now haha
Also incendiary Grenade (in my experience) are best for area denial, by throwing them onto a high traffic area before the bugs get there. Also grunts that are ignited always die, and any bug with more health usually lose 40% or more of their health, making them one of the best grenades for trash clear. TLDR: Incendiary are the best gunner grenade for objective defense and trash clear.
I definitely undersold them here, but they also become slightly more of a liability on higher hazards depending on the mission. I use them though, they can absolutely save your ass from trash enemies when you're overrun and without the need to be precise.
8:55 I'm pretty sure it has the opposite of damage fall off, because it does more damage the further away the enemy it hits is according to the wiki and some testing.
Oh wow, yeah I don't even think it had wiki stats when I wrote that. Shoudve checked but I guess in practice it still works intuitively since less shots will hit a target due to spread. Bummer I missed that though
For as much of a "Low-CPU Requirement" vibe as these give off,* I find their straightforward design to be perhaps the most flexible of all the grenades used by DRG's combat miners. They cover offense and defense rather well as a whole, and most of the lot also have great utility in the form of fears, stuns, and big walls of what I suspect to be a volatile mix of sodium and barium set ablaze. I could be wrong about that, though. *And no, I don't use a CPU. That's a turn of phrase, not a comment on my hardware specs! Great work, man! See you on the rig! Rock n' Stone!
2:48 ehy! As a driller main, I consider myself offended for your stereotypical assumption. Now, if you'll excuse me, I have to go modify my beard razor, I wanna do something cool I watched in a cartoon once.
Something for those pyros out there. On at least haz5/1p, you can chuck an incin grenade into a horde and just wipe every grunt in the horde and maim slashers. Extremely helpful with some combos like my favorite exhaust vector minigun and magic bullets bulldog.
If I'm not mistaken you can stand right ontop of a leadburster and take zero dmg from it while everything around you gets shredded to bits.. gives you a moment to reload...
The incendiary bomb is my go-to for some quick and efficient area denial as a Gunner, especially if my weapons are more precision than AOE. I dunno if it’s how you use it, but one napalm into the middle of a grunt horde leaves all but the Guards and Slashers dead, and those are beaten up enough that it doesn’t take much to finish them off.
It's great for softening swarms, especially with direct hits. I just prefer stuff like clusters for that. If I bring incendiaries it's for the reasons in the video, but I'll use them for what you described while I have them of course.
you also forgot to say that the tactical lead burster grenades are also known as detonator melters. shove one or two under a unlucky slowed detonator and walk way from the explosion in the most badass manner possible before being swiftly sniped by a tumor from the very same detonator falling towards you.
Volatile Bullets actively procs significant heat on to your target if it is already on fire. Useful to know if a bulk wanders out out the incindiary grenade effect area, you don't need it constantly heated by other sources ;)
Stickies are a godsend when paired with a weakpoint DPS secondary. one sticky on a praetorian will usually force it to show its ass letting you magdump your BRT or bulldog. I've heard a lot of people complain about stickies being bad since they try to use it for swarm clear and the grunt they stick it to just runs away from the pack and dies alone, but the fear stat makes it one of Gunner's most powerful imo
@@siirvend best thing I had to show this is me being low on most ammo and out of grenades I go to resupply to pick up one, as I'm picking up I head a bulk coming after I pick up I see it coming from the tules where doretta drilled through throw the 2 bursters, throw shield and pick up 2nd resupply to hear a bulk go off on the side bloody beautiful indeed
I believe the leadburster’s shots do more damage the farther they travel, possibly to compensate for the spread at range and/or reduce damage when thrown at the faces of Big Bug™️
Hey, I was just starting to wonder where you were. Always nice to hear from you. And I'd honestly argue you talk just the right amount, if you ask me. A tried-and-true Engi to my core, I honestly love the energy of the Lead Burster. It's like a younger, smaller sentry turret, inexperienced but roaring to go. Doesn't even know how to aim yet, so it just sprinkles everything in reach. Makes me wish the Sentries had a little more vigor to match, honestly... Maybe someday. Maybe someday they'll finally let us mount a missile battery to them, just like the Engineers of old did... Very excited to hear what's in store, too. Don't be too anxious about the repurposed rival drones, when you get to them. Turns out that underneath those weird, composite-alloy frames, the CPUs under those things are something you wouldn't even put on an APD unit. Basic obstacle avoidance and navigation, and any "threat" is just... something they're supposed to drive into. Currently investigating the rumors of some Dwarves trying to "train" them to be an automatic beard salon, but nothing conclusive on that front, either...
"The rumors that these things are just full of lighter fluid are not true", is actually true of new fridges in the US, irl. The same amount of butane coolant as a lighter yet those puppies will blow fridge size holes in your walls. Just chuck a faulty LG at the next wave of glyphids.
Lead busters are great for accidentally killing leeches you didn't know was there, however ive twice now accidentally started a dreadnought accross a room and seen other gunners do it in my games a bunch as well. Ngl though that sense of oh shit oh shit never stops being funny to me for some reason
My crowning achievement with those is activating all three dreadnoughts at the same time through the walls when I threw a couple out of the drop pod for the funny.
The Community When Lead Bursters Released: This is cool but I'll still use cluster grenades. The Community After People Tested It's Capabilities: HELL YEAH BROTHER CHUCK THEM BULLETS ON THE BULKS.
I've gotten that many times actually. I hasn't realized when I first started making them but after it was mentioned a while back I definitely see it too
Primary issue with the Incendiary is it just does the drillers job worse.If you have a competent driller with you its totally usless personally I think it should burn for like a crazy amount of time like 20 seconds making it great for defending letting driller save on ammo a bit when stationary but still being overall worse than driller due to its low ammo count and less controllable area of effect.
The incendiary grenades are definitely a niche option compared to the other throwables for gunner. Ignoring when there is no driller and they make up for AoE area denial, I take them for only two reasons. First, if I'm using a weapon that directly benefits from ignited enemies like Volatile Bullets Bulldog or Neceothermal Catalyst on the Coilgun. And second, if I'm dealing with something like swarmageddon or parasites where lots of small enemies will be on the ground. I can't always count on driller to do the thing, so it's nice to have an option for that in my back pocket to use just in case. I won't argue that they're better than the other grenades, just aore specified choice for certain occasions.
Hey, just so you guys know, Im aware of the inverse fall off on the leadbursters damage. I should've double checked before I wrote that but intuitively I noticed the damage falling off at distances so I had assumed it to be true. Funny enough, it does still work like standard damage fall off since less shots will impact enemies due to the bullet spread. A single bullet does do enough to kill spitters and such as longer distances but overall the grenade does less damage as if its radiating the total damage as it spreads bullets out. Not sure if Im making sense here but either way, thanks for letting me know.
A leadburster a bulk is walking over will shred the bulk. A leadburster hitting a bulk with one bullet will not.
It's more like a decreased falloff due to the inverse damage falloff, or rampup, but the lower shot density further out.
Another trick with the leadburster, the top of the grenade doesn't fire bullets, so if you land it on a roof or a wall pointed towards yourself or your team, they are unlikely to suffer friendly fire.
you aren't making any sense. What you are trying to say is this?
Damage per bullet (1.8m or closer) 2 Piercing
Damage per bullet (1.8m - 7m) 20 Piercing
Damage per bullet (7m or farther) 50 Pierce
So therefore the maximum dmg usage is to place enemies 180 degrees around the leadburster each at a distance of 7m or more. Basically a user should either toss it directly under a larger enemy to maximize damage against that one enemy or toss it in the middle of a hoard....these stats really shouldn't determine your usage at all cause there won't be circumstances that allow you to exploit them properly to begin with. But on the offchance u have 8 praetorians in a circle jerk 7m away from an origin....toss 2 or 3 at that origin. If they were bulks....I mean tossing 4 under a single bulk does the same job as tossing 15 in the middle of 100 bulks and vice versa
I swear, I love throwing lead bursters into humungous caves and hearing a few seconds later "I took out a cave leech!"
Why look at the ceiling when you can just cover it with bullets?
even better is chucking a few under a bulk detonator and watching it pop like a big balloon of death
All fun and games until youre in an elimination mission
I like the one where it goes "Shoot it in the ass!" 0.5 seconds after popping a cocoon
my favourite is still when i had just opened up a new cavern in a cave leech cluster mission, aimed my lock rifle at the ceiling and watched 5 marks spring into existence. I may not be able to see the leeches, but my rifle can and thats enough
Fun fact, lead bursers have reverse damage falloff, mostly to make up for the fact that less bullets will hit the enemy, its still better right under the enemy but still
That's super interesting, but makes totL sense. I bet without they they would delete a bulk det with a single throw haha
This is also why they one-shot dreadnaught cocoons if they're in the same room. Excercise caution.
@@siirvend as far as ive done i just yeet like 2 at a det on has5. leaves it with a sliver of health and easy to finish off
This also accounts for how they do so much more damage to bulk detonators than to praetorians, because the bulks still soak up 75% of the shots, but they each do a lot more damage
@@candiman4243 The reason why they do less damage to Preatorians is not because of the size but because of their resistance. Leadbursters do piercing damage wich Preatorians have 30% DR from. Thats also the reason why it absolutly demolishes Macteras because they have weakness to pierce dmg. Just an fyi
9:23
Also, despite the diminutive caliber, they can perice dreadnaught cocoons. So, mind their usage on elimination missions.
Sometimes SEEMINGLY THROUGH WALLS
Great to use on dreads. All of them have animations that make them pause making it really easy to get a large chunk of damage in. I nearly insta killed a twin recently with them 😂
@@siirvend that must be some seriously good propellant that stuffed in the burster then
Throw out as often as possible, got it.
Scout's grenades: panic button
Engi's grenades: defensive, really good if you fight alongside them
Driller's grenades: very powerful, melts scouts like butter
Gunner's grenades: JUST FUCKIN' KILL SHIT, LAD!
scouts grenades are also really good for helping teammates. or wasting a grenade slot in the case of the boomerang. pheros make even the trickiest of revives doable, and the freeze nades allows your teammates to do incredibly damage. and IFGs are good for single target DPS
Gunner no think, gunner make go boom boom
Scout has some of the most varied grenades in use.
The Inhibitor Field is great at trapping and grouping up incoming waves, making it easy to just fire away, if not kill all of it in 1 power attack.
The Pheromone is like the Inhibitor grenade but it requires less commitment and planning, in exchange for limited usability since there's a limit on how many bugs will attack pheromone affected insects, unlike the field.
The freeze grenade is great at dealing with flying enemies like Mactera.
And the bomerang can just outright delete swarms of smaller creatures like swarmers, neophytes and even shredder drones.
Scout nades are utility tho, gunner ones are actually more of a panic button, especially cluster
My favourite engi grenade has to be swarmers, hands down. Basically just gives you a bunch of mini turrets for a bit.
Another incendiary grenade use: keeping you and your teammates from freezing during an ice storm
Good point haha
One more thing about the leadburster is that it can, I repeat, CAN pop drednaught eggs from a distance.
*I learned that the hard way... multiple times...*
Like using the Mole oc, just take some precautions on where you're tossing it and you'll be fine. Rock and Stone!
I've had that happen like... 6 times.
I use the mole to pop dreds from the drop pod room.
I never tell greenbeards and they always freak out and wonder what happened haha
That is evil and I wholeheartedly approve lol
SIIRVEND YOURE BACK
Never left! Just started working and figuring out the workload outside if work haha
@@siirvend "HE'S BACK!" --Dr. Robotnicks servant
🎉
@@siirvendsirbend me over
One extra little downside to the cluster nades (and most nades for that matter but clusters in particular) is due to their needing to impact a surface to blow up, their fuse time is extended a bit when on Low Gravity missions as they too are affected by gravity, so keep that in mind
Low gravity clusters ARE really funny though
Hello, fellow gamer. Fancy meeting you here. :cobchamp:
I think whole 'drinking contants of flame grenades' must been either a old trick or just someone gone bit on gumpowder's again.
We need to bring back this old Dwarven tradition
I love how you structure the video like an in-lore instruction video
6:52 That sound is what keeps me on cluster grenades 99/100 missions
It's like a drug. Even if I know there's a better option, that room wide crunch is always worth it.
If your grenades don't make an M1 Garand ping before exploding, can you even call yourself a gunner?
There’s a super satisfying sound mod to make the leadbursters sound like a GAU-8 Avenger.
For the led Burster you can also DESTROY the Dreadnought twins by putting it directly under them.
Ooo I gotta try this, especially with the Lacerator.
@@siirvendSee ya later lacerator!
Works good with a hive guard if you throw it just below or next to the weak point
1st Grenade: A Sticky Grenade, the name says it all
2nd Grenade: Try Fire
3rd Grenade: More Grenades
4th Grenade: B U L L E T S
Lord Shaxx would be proud of the cluster bomb
@@vancouver9672
"Though, you could always throw more grenades..."
I've been enjoying the lead burster a lot.
Threw one up in the air on a low gravity mission. Don't know if they aren't supposed to stick to the ceiling but it took about 10 seconds to come down and landed at the best possible time too.
They are also very good in drillers tunnels, or any cramped space really, tossing them off a ledge with bugs climbing up is extremely fun.
Lead burster go brrrrrrrr
They're a lot of fun haha
The lead buster has reverse falloff, actually. It does more damage the further the enemy is from it to compensate for being hit by fewer bullets.
You ever just like a vid before you even watch it, because you are certain of its quality? This guy gives me this feeling every time.
Clusters are amazing on Salt Pits, mainly due to the tight corridors. They're incredibly effective.
Especially when you're trying to knock down all the ceiling salt crystals lol
one thing that i didn't see mentioned here is that sticky grenades actually have a damage bonus to stuck bugs, dealing 20 damage upon sticking and dealing an additional 90 explosion damage for a total of about 240, against a praetorian that's about 25% to 20% of it's health on haz 5 depending on player scaling, toss that together with fear turning them away and it can really help you save ammo on builds that struggle a bit more on single target.
Definitely forgot about that
the amount of bulks ive melted with lead bursters is so fun great bulk killer
Hey super late but we found this out just last game! Incendiary grenades primarily are surprisingly good at keeping you and your team from freezing in the ice biome during a blizzard!
"Use your grenades wisely" Shown footage: using grenades as inefficiently as possible
Blowing yourself up is an art form
Man not only are your videos informative, but also fun to listen to.
Clusters are my go to, but bursters are a close 2nd
"You're.....alive!" Our best management compliant narrator is back :D
Compliant! I prefer reluctantly civil.
@@siirvend ssh they're looking
@@vladgabrielmatei9128 *closes voice channel*
@@siirvend NO WAIT THERE'S 5 BULKS WHAT DO WE DO SIR NOOO- *static*
That "just as the founding father's intended" DRG addition at the end is legendary
I love the insight into the use-cases for each of these! This was a very informative and interesting video and am looking forward to the rest of the series!
7:00 This is actually a crazy piece of boom tech thank you
I appreciate the knuckle dragging aspect you subtly apply to drillers. As a crayon connoisseur, and a driller main, the US Marine Corps thanks you. Except our machine gunners (for obvious reasons).
The cluster grenade is by far the best in my opinion, it has a unique combination of total damage, kill time, and control (despite the common reputation) with some practice these things can be extremely precise and deadly.
It's a very "cover all your bases" kind of grenade.
I will say one thing
Leadburster
Is
Busted
I love it
It took me a solid ten seconds to understand the "let's get cooking" gag at the intro
Another note about lead burster: this thing can penetrate armor of a armored dreadnought and activly injure it. 2 leads can break entire armor and deal like 2/3 of his health pool allowing you to kill it in like 15 sec.
I suppose thats because the OG dreads armor is actually just a separate health bar rather than being actually designated armor, therefore it doesn't resist the kinetic bullet damage like say a Praetorian shell or a shellback would.
2:22 its radius is 3.5 while the diameter is 7
Aw man, youre right
@@siirvend Bro I loved your video, keep up the good work. Sorry if it seemed like that wasnt the case.
@@siirvend 8:55 each bullet's damage actually increases with distance, but of course less bullets will hit the further away the target is so that particular case is kinda half true.
The Frienldy Fire~ err Cluster Grenade is the Fireball of DRG.
Grenade go boom… I think that’s it
And bam, can't forget bam. Or like, TRTRTRTRTRTRT or Woooooshhhhhhh
Btw, the fire nades do have a small aoe dmg on hit when thrown. Be careful when doing the shield strat with them, especially when you're on shield disruptor, it'll be a very fun discovery if you aren't.
Oh definitely, shield disruption and that start do not mix haha
@@siirvend yeahh plus it can be useful to know if you're in a pinch and think that if you're cold enough the nade can save you without doing self dmg
Throw all of your cluster grenades at the end of a mission for a little firework show :)
Also, sticky grenades are great at dealing with a sudden threat of slashers. They have a weakness to explosive damage, and they can run away before they hit you. No more getting stunned!
"I call this my grenade grenade!"
Deep shit, gunner is the second coming of Socrates
A philosopher of his time
@@siirvend The *best* one. Alcohol included
i think the wiki says that leadburster do 2dmg in 2m then 20 after 5m and 50 after 7m one of the few things that actually have reverse damage fall off making it even better on mactera plague.
so its something like almost 30k? per one, of course youll neve rhit all the bullets with their max damage but still its fun to think about just how much power that little thing can really pack.
Its funny how it works like that. I guess they were trying to keep it relatively even with distance but in practice it still feels like default fall off with how the shots are spread.
Pffft the revolutionary war era musket copypasta at the end was fucking perfect. 100% pure unfiltered DRG.
I did a little research and found out whats in the incendiary gernade.
Its a mixture of napalm, lighter fluid, diesel fuel, and thermite, along with white phosphorus and a sparkler to guarantee ignition.
Similar to drillers flamethrower fuel execpt it burns much hotter. Hot enough to melt through our armor if we got it on our suits.
Its also very much not a good idea to ingest. You won't be able to eat or drink for a day after your unpleasant trip to the med bay.
Sounds delicious
Lead burster is just nuts. The fact you can kill a bulk with just to is crazy
they're also great against breeders and static enemies
Leadbursters are also especially effective on Elimination missions to pop any egg in range at the least opurtune time to do so
Absolutely essential if you want unpredictable dreadnought fights
Honestly, I've found using Incendiary grenades with an Uncontrolled Decompression Hurricane to be reasonably effective, with the powerful stun holding swarms in the flames for their duration, whilst their combined AoE damage, helps clean up groups of squisher targets...
Edit: Also, remember to consider your position carefully if you end up bringing Leadbursters on a Dreadnaught mission (especially if you're completely insane and being them intentionally, like me... 😹), because you _will_ trigger a eggs pretty regularly if you aren't careful...
(Forgot to specify I was referring to Leadbursters... 😅)
Incendiaries loooooove to have stun weapons paired with them, very true!
ah yes the lead buster aka "ah shit i just opened the dreadnought cocoon"
That's the best part!
One use the lead burst grenade is to use them against the large hive guards, dreadnoughts and the twins.
If you can toss one right behind their butt when they’re yelling or summoning their ground pound. It’ll take chunks out of their core health bar.
If I had to describe the effect; the size and the nature of their rear critical weak point means it takes up between half (1/2) or about a third (1/3) of the Grenades total “blast area” (cone of fire)
Meaning, with each pass, entire dozens of rounds hit them in their weak point in a very short period of time.
I’ve seen two of them munch through a dreadnoughts armor health bar in one use. A single, well placed grenade, can absolutely pull its weight in these engagements. Just needs practice and timing ^w^
I actually tried this a few days ago, definitely works well!
The trick with the incindiaries is to just have good game sense and know where bugs are coming from, then, you want to direct hit a big group from far away and it just gets a bunch of kills. The lingering effect is just a nice bonus. Its also preferable on mining/egg missions as there are lots of tunnels available, as opposed to point extraction, salvage, onsite refining, etc.
Totally agree
Finally a new video from Siirvend😂
The ladburster doesn't have a damage drop off over range. More quite the opposite. The damage increases over range, to compensate for the lower probability of multiple shots hitting
I've been made aware, also: "Ladburster"
I'm calling it that now lol
I'll always find the sticky grenades to be the most versatile out of these four considering you get 6 of them. But when it comes to having fun killing shit, clusters and leadbursters have definitely won my heart.
As for the incendiary nades, Im yet on trying them in the future, maybe as a pair for my already CC-based Neuro Gunner builds.
For the Gunner's sticky grenades I tend to run a fear themed loadout with the Thunderhead with Suppressive Fire & High cap mags to keep a lot of the bugs away and to have more breathing room! (and it's pretty good against armor)
This loadout was made before all of the new weapons were shown and it still works like a charm!
You tried neurotoxin payload with that?
@@siirvend No because sadly I haven't unlocked that overclock yet :/
Thanks for the tip though ^^;;
@@Kinsect101 aw bummer, you'll get it though
You're gonna love this with NTP so much
I’m glad we got this video a season after the grenades released
I was on the fence about doing one back when they released so I kind of sat on it while they kept changing things early on. Then I ended up making other stuff and finally got back to it now haha
the lead burster is also insane against the twins if you lower their health you can easily burst down one of them
oooo good point
Also incendiary Grenade (in my experience) are best for area denial, by throwing them onto a high traffic area before the bugs get there.
Also grunts that are ignited always die, and any bug with more health usually lose 40% or more of their health, making them one of the best grenades for trash clear.
TLDR: Incendiary are the best gunner grenade for objective defense and trash clear.
I definitely undersold them here, but they also become slightly more of a liability on higher hazards depending on the mission. I use them though, they can absolutely save your ass from trash enemies when you're overrun and without the need to be precise.
8:55 I'm pretty sure it has the opposite of damage fall off, because it does more damage the further away the enemy it hits is according to the wiki and some testing.
Oh wow, yeah I don't even think it had wiki stats when I wrote that. Shoudve checked but I guess in practice it still works intuitively since less shots will hit a target due to spread. Bummer I missed that though
I've been sticking to the sticks since I started playing they are simple versitile and you can make you scout into a Lil kamikaze dwarf.
For as much of a "Low-CPU Requirement" vibe as these give off,* I find their straightforward design to be perhaps the most flexible of all the grenades used by DRG's combat miners. They cover offense and defense rather well as a whole, and most of the lot also have great utility in the form of fears, stuns, and big walls of what I suspect to be a volatile mix of sodium and barium set ablaze. I could be wrong about that, though.
*And no, I don't use a CPU. That's a turn of phrase, not a comment on my hardware specs!
Great work, man! See you on the rig! Rock n' Stone!
Oh for sure, Gunner has some fantastic variability in his throwables
2:48 ehy! As a driller main, I consider myself offended for your stereotypical assumption.
Now, if you'll excuse me, I have to go modify my beard razor, I wanna do something cool I watched in a cartoon once.
We just fixed the mess hall from last weeks "innovation". The medical staff is tired.
Something for those pyros out there. On at least haz5/1p, you can chuck an incin grenade into a horde and just wipe every grunt in the horde and maim slashers. Extremely helpful with some combos like my favorite exhaust vector minigun and magic bullets bulldog.
but u could just throw cluster at it and they would all die, and the ones that wont would be stunned, so what gives?
I've found the sticky grenade is most useful just for getting praetorians to turn around, letting me get a good shot at its weakspot
I love that utility on them, even without the damage it would be useful
If I'm not mistaken you can stand right ontop of a leadburster and take zero dmg from it while everything around you gets shredded to bits.. gives you a moment to reload...
Wait... *what?*
@@siirvend at least thats what I was told, never actually tested it I think... I usually yeet my leadbursters pretty far
A very informative and entertainin' video as always, just as the Greybeards of old intended
The incendiary bomb is my go-to for some quick and efficient area denial as a Gunner, especially if my weapons are more precision than AOE.
I dunno if it’s how you use it, but one napalm into the middle of a grunt horde leaves all but the Guards and Slashers dead, and those are beaten up enough that it doesn’t take much to finish them off.
It's great for softening swarms, especially with direct hits. I just prefer stuff like clusters for that. If I bring incendiaries it's for the reasons in the video, but I'll use them for what you described while I have them of course.
Stickies are really good for reviving. 9/10 times it only takes throwing 1 to get a rez off and you get 6 +3pr
I love those vids, making me a better player one vid at a time :D
this channel is run by a real life DRG R&D employee
I haven't been off the rig in 3 years. Help.
you also forgot to say that the tactical lead burster grenades are also known as detonator melters. shove one or two under a unlucky slowed detonator and walk way from the explosion in the most badass manner possible before being swiftly sniped by a tumor from the very same detonator falling towards you.
Oh I didn't forget! I mentioned it a few times in their section
Volatile Bullets actively procs significant heat on to your target if it is already on fire. Useful to know if a bulk wanders out out the incindiary grenade effect area, you don't need it constantly heated by other sources ;)
Oh yeah! I forgot that they do fire damage since most stuff just outright dies
@@siirvendI think it maxes out the fire capacity on any bug, so it's great for keeping big bois on fire.
Stickies are a godsend when paired with a weakpoint DPS secondary. one sticky on a praetorian will usually force it to show its ass letting you magdump your BRT or bulldog. I've heard a lot of people complain about stickies being bad since they try to use it for swarm clear and the grunt they stick it to just runs away from the pack and dies alone, but the fear stat makes it one of Gunner's most powerful imo
I learned that septic spreader goop makes good pasta sause and the the breeder is orange now
Thats-a spicy meatball-a
2 leadbursters thrown correctly can take out a bulk (or leave it on a sliver of hp) on most if not all difficulties
It's a beautiful thing
@@siirvend best thing I had to show this is me being low on most ammo and out of grenades
I go to resupply to pick up one, as I'm picking up I head a bulk coming
after I pick up I see it coming from the tules where doretta drilled through
throw the 2 bursters, throw shield and pick up 2nd resupply to hear a bulk go off on the side
bloody beautiful indeed
Dude, I love your videos, and love your mission control mod.
Ayyy SMC user!
After playing DRG for like, 600 hours, I needed a funny man to give me fresh voice lines. You have provided and I am forever appreciative.
I believe the leadburster’s shots do more damage the farther they travel, possibly to compensate for the spread at range and/or reduce damage when thrown at the faces of Big Bug™️
ua-cam.com/video/GGk3bchsehY/v-deo.html @ 12:04
Awesome vid man, love the content!
Hey, I was just starting to wonder where you were. Always nice to hear from you. And I'd honestly argue you talk just the right amount, if you ask me.
A tried-and-true Engi to my core, I honestly love the energy of the Lead Burster. It's like a younger, smaller sentry turret, inexperienced but roaring to go. Doesn't even know how to aim yet, so it just sprinkles everything in reach. Makes me wish the Sentries had a little more vigor to match, honestly... Maybe someday. Maybe someday they'll finally let us mount a missile battery to them, just like the Engineers of old did...
Very excited to hear what's in store, too. Don't be too anxious about the repurposed rival drones, when you get to them. Turns out that underneath those weird, composite-alloy frames, the CPUs under those things are something you wouldn't even put on an APD unit. Basic obstacle avoidance and navigation, and any "threat" is just... something they're supposed to drive into. Currently investigating the rumors of some Dwarves trying to "train" them to be an automatic beard salon, but nothing conclusive on that front, either...
God I can only hope well get a missed sprinkler some day haha
"The rumors that these things are just full of lighter fluid are not true", is actually true of new fridges in the US, irl.
The same amount of butane coolant as a lighter yet those puppies will blow fridge size holes in your walls. Just chuck a faulty LG at the next wave of glyphids.
New orbital bombardment strategy unlocked
4:54
I KNEW Stingtails worked for the Rival Company!
I was FIGHTING FOR MY GODDAMN LIFE in that clip
A whole video on a single class’s grenades? Now this is mining!
Was gonna be all of them but that was gonna be an hour or more long haha
"in enclosed spaces" we in a mine, its all enclosed space.
in en... closedenest... er spaces
5:30 easy friendly fire as a con??? thats an obvious pro!!
sincerely a driller mainff
Based and Drill-pilled
My fav is the lead bruster I use it for huge group of bugs and Gunner is my favorite class
Almost 600 hours in this game and i just realize that the cluster grenade is just a stick with tiny grenades taped on the head
Gunners patented design. (Banned in 6 systems)
Lead busters are great for accidentally killing leeches you didn't know was there, however ive twice now accidentally started a dreadnought accross a room and seen other gunners do it in my games a bunch as well. Ngl though that sense of oh shit oh shit never stops being funny to me for some reason
My crowning achievement with those is activating all three dreadnoughts at the same time through the walls when I threw a couple out of the drop pod for the funny.
@@siirvend omg lol
The Community When Lead Bursters Released: This is cool but I'll still use cluster grenades.
The Community After People Tested It's Capabilities: HELL YEAH BROTHER CHUCK THEM BULLETS ON THE BULKS.
Exaaaaactly
What a beautiful outro
Thumbnails are basically Iconic Arms from Ahoy
I've gotten that many times actually. I hasn't realized when I first started making them but after it was mentioned a while back I definitely see it too
leadburster is a teamkilling machine
My body is a machine that turns SURPLUS AMMO into DEAD TEAMMATES
This new anime arc is gonna be fire
We missed ya Siirvrend!
Good to be back!
the lead burster. also known as the Lacerator Deleter
I need to try this for sure now
Gunners definitely has some fun grenades :)
Cluster grenades, because I'm also a Driller enjoyer.
Karl would approve of this.
Primary issue with the Incendiary is it just does the drillers job worse.If you have a competent driller with you its totally usless personally I think it should burn for like a crazy amount of time like 20 seconds making it great for defending letting driller save on ammo a bit when stationary but still being overall worse than driller due to its low ammo count and less controllable area of effect.
The incendiary grenades are definitely a niche option compared to the other throwables for gunner. Ignoring when there is no driller and they make up for AoE area denial, I take them for only two reasons. First, if I'm using a weapon that directly benefits from ignited enemies like Volatile Bullets Bulldog or Neceothermal Catalyst on the Coilgun. And second, if I'm dealing with something like swarmageddon or parasites where lots of small enemies will be on the ground. I can't always count on driller to do the thing, so it's nice to have an option for that in my back pocket to use just in case.
I won't argue that they're better than the other grenades, just aore specified choice for certain occasions.
G'day, welcome back siirvend
Howdy!
Hold up, let him mine ⛏⚒
11:25 i feel called out
Just remember: GEEEEEEEEEEEEE
*laughs* I do LOVE that you "talk too much". The bullet lists are amazing. I mean... bullet lists.
Yeah I've just kinda embraced it at this point, there's plenty of other places where it's easy to get quick info and talking a lot is fun lol
@@siirvend Good. I'm glad you get to do what's *fun*. xD That's important and your style is what brings me back.