In Waste's Overclock Tier List with LazyMaybe, he covered 148 items in approximately 4.5 hours. This is roughly 1.85 minutes per item covered on average. In this video Waste covers 9 items in approximately 54 minutes. This is roughly 6 minutes per item covered on average. The Overclock Tier List video dropped 1 year and 29 days ago, in that time Waste's Tier List efficiency has decreased by about 69%; this corresponds to a decrease of approximately 0.17% per day. Using this data we can estimate that by March 26th, 2074 Waste will be spending an average of 1 hour on each item in his Tier Lists. If you are interested in more fun Waste facts, please subscribe to our newsletter by responding to this comment with your email address! Thank you :D
This isnt as much of a slop tierlist, but actually a very informative guide. Actually going into detail of what each mission type is like to play instead of simply explaining what you like and dislike about them. This is peak content right here.
I feel like the slop was more related to editing stuff, but I fully agree with this. When he posted a thing about content shift I was really excited for a deep dive (pun intended) into certain gameplay aspects and how the game runs from the POV of a really good player.
I'm really into elimination! I can explain it pretty easily: high build specificity. And by that I mean, there are builds that just work on elimination so easily that by coordinating good builds together you can make this mission type super quick and straightforward. Furthermore, by using the "rolling dreads" strategy of always having a dreadnought active, you can mostly eliminate mini swarms, meaning you can use an even wider range of builds that focus even more on dreadnought damage. Some loudouts are great at elimination that would be terrible everywhere else. I feel like without elimination existing, at least 20 overclocks would be useless or unviable in high level play (vanilla, to be specific). You get to really tailor your class to the mission, moreso than anywhere else, and I love that aspect. Low S or high A tier for me. Edit: I'm normally playing with newer players in uncoordinated teams, so having a mission that I can reliably solo if all else fails is a massive win, and having super specialised builds helps with that.
Yeah. Not every mission type needs to be extraordinarily challenging and require perfect communication. Dreadnoughts are unique enemies and do require constant attention to deal with. Saying there's nothing to it is like saying mining has nothing to it because you just right click on Morkite and then sit in a hold shooting fire in a circle every few minutes. Like sure... it can be that... and it can be more.
Yeah, Elimination is one of my favorites as well, for pretty much all the same reasons you listed. I also just like being able to bring builds with stupid DPS and abysmal ammo that wouldn't be viable anywhere else, and watching as the big healthbar just vanishes in a single second.
Industrial sabotage makes me realize, "Why play games if you aren't having fun?" And so i just quit whenever it pops up, my backlog thanks you, sabotage.
It could also be the way you go about it. A change of perspective migjt make IS more fun. DRG has but a few boss fights and IS is one of them. The problem could also be that your driller doesn't C4 the exhaust vents.
@@Pepe-pq3omyou know how every phase you see the health has this yellow bar? Those are the exhaust vents. What you basically do is to dig a hole up until you are directly above the caretaker, then afterwards dig a hole down so you have an opening to throw your C4s, then blow them up only when you see the yellow bar. Make sure you dig a hole somewhere near the place you drop your C4s so you can constantly resupply back your C4s That or use fat boy overclock as an engineer
Only a few minutes in but I'm gonna re-stress waste's point about him playing heavily modded difficulties. Not only will his rankings differ due to preference and hazard levels, quite a lot of the things he's saying here are wildly different in modded. Just remember that. Especially about nitra economy.
@@bullet3417Oh no, most hate it, but vanilla players are almost never restricted by nitra in my experience, with the exception of maybe point extraction because some people just forgo nitra entirely. We're often swimming in it.
@@MakskoriMe too! But I know a lot of people don't like it. I enjoy the level of strategy that goes into getting what many consider to be the longest mission type into one of the shorter ones. I can often solo it on Haz 5 in under 15 minutes, sometimes even under 12 and once under 10. It's a really great mission type if you like levels upon levels of strategy. Althought a lot of builds do suffer on Sabotage, especially for Driller.
I think a big reason that Elimination is boring is that modded hasn't altered it in the way that other missions have been changed. I'm curious if any of the solutions i had in mind appeal to you or if you've thought of something else. A mod/update to add new/ more complex attack patterns, Giving the dreadnoughts the ability to call in mini swarms when they reach certain health or time thresholds, and lastly changing the threat of ambient spawns. I think making the dreadnoughts a more complex fight would be the most rewarding change for me
I think mining missions best exemplify why it's important to play on higher difficulties. I've heard a lot of people, including most of my friends, complain about mining missions being the most boring and... yeah, they are, when you play on a difficulty that doesn't challenge you. When there aren't very many enemies, missions are largely stripped down to just the primary objective, and in that sense mining missions are just a long, boring tunnel with an extra resource to mine. But when the difficulty is high enough that pacing actually matters, it adds a whole new dynamic to the mission that you wouldn't otherwise get.
You only like escort because you dont have to deal with midbeards 'forgetting' to refuel the canisters and having to walk back to spawn just to get a few chunks of oil shale, and having to repeat that twice
The caretaker varies from extremely easy to tough depending largely of the "arena". If it's cramped and really vertical you just need 1 dwarves or 2 to fall to be wiped. If you have space however it's basically trivial. I personally really like the boss design, the only problem is that Rivals enemies are extremely tedious to fight, especially the Patrol drones with their large HP pools, it would just work better with bugs. Same goes for Dreadnoughts but the difference is that you can kite them to fight wherever you wants, imo the game would benefit from forcing you to fight in uncomfortable spaces sometimes.
I much more like Egg Hunt with a mod that adds timed swarms. This pressures you into getting the eggs quickly and efficiently and makes the game much more exciting than "pull all eggs, kill everything and call the pod" type of thing that it eventually becomes once you're experienced enough.
I play Vanilla, and i never liked escort, but now with Haz 5 + More enemies + Aggressive enemies (and sometimes Tough enemies if i have a decent team) Its become one of my favorites. The high stakes at the end is the best part.
Escort is fun... Unless you don't have an engineer or your engineer doesn't use plats when you get rocks, and you basically auto lose on haz 5+ more enemies just spawns way to many fucking rocks platting or double barrel OC become the only real counter. As such shit feels nearly impossible solo on haz 5+ and that's not great.
from my kind of 'experienced causal' perspective (ok at playinf haz4 with randoms, ok at playing haz5 with ppl in discord): all the old mission types are A or S. Liquid morkite and deepscan are both fine, maybe A or B. Sabotage one is maybe C, it's not as bad as escort , shares some problems with it but it's quicker and feels less tedious so there's that. Escort is D. It's bad. It's long, tedious, and there's a huge chance you just die in the end, which makes all the idk 30 minutes you wasted on that shit go out the window. And both it and the sabotage are way too frequent in assignments, me and my group of friend all sigh when we see one of those AGAIN. Also yay slop also also swarmaggedon, exploder infestation and other... thing that add waves DO spawn while you fight the caretaker and it makes the fight into quite a something
i've noticed that i almost exclusively lose on escort missions when in pubs. Randoms ALWAYS throw the end, either standing on doretta during the claw phase or they refuse to shoot meteors. The whole rest is fun and challenging albeit long, but the moment the stone gets crackin' it's joever. Sabotage on the other hand super easy even if must carry. Dodging lazers and tossin shields/digging holes to hide in is easy, but god damn does it take forever to get through it all.
@@uhohspaghettios821 the rest of escort is... ok, but it really gets dragged down by the pure frustration of losing in the end coz randoms can't do this mission apparently. And it only takes one random too. Sabotage has a unique and niche problem of not being able to reconnect after you start the boss battle. Someone crashed midway through but you still won? Welp, if that was their mission, have fun doing it again! And that kind of restriction is only placed on sabotage and deepscan i think, and it's so bizzare it doesnt let ppl who already were in the mission to reconnect. Like, you can reconnect to a deepdive in progress despite not being able to connect to it directly, why can't it be possible on those missions too?
@@ThaBeatConductor yea i really enjoyed doing it THREE times, coz my friends did it while i had promotion hanging, then we redid it so i get shit and then i took part in doing it again for another guy. Ugh.
Personally elimination is also the worst in my tier list too, for all the reasons you said, but also because the only time you actually go down in that mission type is usually the dreadnoughts just deciding to jank the fuck up. I've have arbalist literally go invisible (and I don't mean burried I mean literally invisible and completely unable to be hit or even collided with) dig up behind me while still intangible, and shotgun me from nowhere, a not insignificant amount of times. Not to mention when twins are randomly invincible after you kill one of the twins, for like a full minute while being able to attack, Hiveguard just meleeing you when youre completely behind it somehow, normal dreadnought teleporting around until that was fixed. DRG boss fights are just not good but dreads are especially bad. Oh yeah and they further constrict builds which is already a massive problem in haz 5+. Really love playing it in pubs and getting another bronze 1 fire driller that joins that might as well just be nothing but a difficulty modifier/paperweight
so like, as a more casual player (compared to modded, haz 3 is eternally a snoozefest and haz 4 is starting to get stale), as well as a mainly solo player (with bosco), while refinery is my favorite mode, your criticisms of it are 100% correct and i absolute agree with a lot of them. the reason i am able to adore it so much is because bosco alleviates the main problem the mission type has, and lets me actually focus on doing the enjoyable bits more, namely playing the puzzle game where i have to figure out how to get this pipe miles across the cave. it is so nice to just let the robot take over the job so you can do other stuff, whether that be laying down more pipes, hauling resources and heavy objects back to the refinery, or even just. idk. mining gold. point is, i'm only able to adore it because i don't have to do the mind-numbing work of holding down E. the E holding is really egregious, and that's coming from someone whose playstyle is much more patient than the average player!
Your issues with elimination are exactly why I miss when dreads could summon swarms or the waves still spawned. It added an element of variety and surprise naturally provided by the bug variety and timing of the spawn. Now I tend to avoid elimination due to how it tends to not vary at all.
True true trueeeee, love me some escort. I think the most insane close call combat scenarios have been keeping dotty alive for the last few seconds of a phase yo bareley hold on against the flying rocks or laser beams. Its also better than salvage imo because you're not stricly forced to play on top of dotty like the fueling bubble
You called this “slop content,” but I think that’s being unnecessarily hard on yourself. Candid conversation content like this is very entertaining to me, something that I can listen to and think about while I’m working.
Waste I love your videos! Thank you for putting so much time and effort into them. I like every one of your videos before I even see any of it lol. Are you still planning on making the engineer build guide? I would love to see that
i hope one day i will work up the motivation to actualize that video, i would say it's coming eventually but i might actually die of old age before then
I think making deep scan jetboots a chance, while making some missions give you an emergency explosive launcher to dig yourself out would be an interesting improvement
i love this game but it really would be significantly better if they got rid of all the e holding. it's by far my biggest gripe - it just sucks so much out of an otherwise fun mission like refining. i truly don't know why the construction phase has to exist when you could just cut it completely and have the pipes be complete upon connecting them to the wells and lose nothing of value. genuinely baffling
do another weapons tier list! i loved the first one but i feel as it might be a bit outdated. I like seeing the recommended builds that you suggest the weapons
[sees Escort in A tier] basedbasedbasedbasedbased I'm not a very good player (I usually play on haz3 out of a combination of stuttery PC and skill issue) but Escort's my absolute favourite mission. I love how utterly hectic it feels, how high tension it is the entire way through. really consistently fun and I'm consistently happy to see it as my next mission also out of curiosity what do modded players feel about the newish Duck and Cover hazard? I remember playing it on haz3 with some friends and it legitimately felt way harder than some hard Haz4/Deep Dives I've done
I didnt really know what to say, i just wanted to leave a nice, positive comment here, saying that i appreciate the kind of content u make and i really enjoy watching your videos. Also, you are the only person so far, who pointed out the qualities of the escort duty mission, by far my favorite. Hope you are well
Deep scan has the same issue in public lobbies as escort, where nobody has a clue on how to find the crystal, especially if it's a 5 crystal mission. Why the game makes us to complete 5 of them is beyond me, it just artificially extends mission time without really adding danger.
Deep Scan can kinda feel easy, considering it drops far more nitra than every single missions. Every other missions really drops little nitra or has it scattered. Not here.
I'm running Mechanized with Dark Futures and Neo Tekya with Ice Plum in this video - you get the first skin from crates with its paintjob from a DLC, and the second from the current battlepass with its paintjob from cosmetic cores IIRC.
If I could ask the devs for an update to one mission type, it would be elim. I definitely see a lot of new players struggling A LOT with dreads, so I'm a little worried about making it 'harder' might be too much for those players? I think if you made the starting room of the mission be more variable, larger, and a hot drop it would be much more interesting, but it wouldn't solve the core problem of the mission.. Deep dive's secondary dreads are pretty fun, and the rare wave replacement dreads are cool too, its a little sad they are more fun when encountered outside of their own mission type
How’s the support for unified UI? I heard about it during the mod hub drama, but I haven’t switched yet because ive been going between Modio and mint and need the consistency
I don't play mod difficulties, and I'm definitely more casual. But the fun part of dread fights is being able to run different build types to lean toward more damage. The swarms become harder because i tend toward less crowd control builds and therefore have to be more creative with crowd management. Chunking the dread HP with weird builds then become part of the challenge. I like ice spear on driller for instance to try to freeze and spear on a tight timing, for instance. Feels great to pull that off and get a 1200 damage single hit.
hazard 5+ with all modifiers on is pretty tough and changes the meta with fast tough bugs. I've been playing it exclusively for about 6 weeks. Escort and sabo are extremely difficult in public lobbies. I've only completed 2 escorts out of like 40 attempts on 5+. Very important to have a good team. I've never played modded 6x2 or 7x2 but I'd like to know if it is harder that 5+a because 5+a seems like there is never a guarantee of success (all public lobbies).
6x2, 7x2, Diablo, ND, etc... the commonly played modded diffs are generally harder than h5a in the right ways. You are significantly flimsier in h5a than in most of the popular modded diffs, so you die in one or two hits more often and get stuck chain-dying because of the lower respawn health compared to JPEG diffs; in that manner h5a is harder. In most other ways though, modded diffs are usually harder and more engaging. There's more enemies, more enemy variety, you are put into more dynamically dangerous situations, it requires stronger pacing and better team coordination, etc... These reasons are why top-level players generally consider h5a to be not worth playing over modded diffs, because the few ways in which h5a surpasses them in terms of challenge are not particularly fun or engaging and it fails to match their challenge in the ways that actually matter.
as a casual player, i love elim because it is easy, it's just a nice break to play with some fun single target builds, tho i can understand how it can become boring the more you play it
i have a lot of similar opinion except on sabotage and escort. i really like the caretaker fight, though i can see how it gets easier as you get better if modded difficulties don't change it. on escort i HATE HATE HATE the refueling part. canister refueling is my version of your "holding E". (canister refueling also is actually impossible to do solo, which i do occasionally.)
I'm running 12111 Oversized Mags with the No RSI Subata mod, which makes all its options full auto. It's still not super powerful, but it does deal very good DPS against ignited weakpoints.
LSLS is mostly outclassed in the roles you're looking for, IMO. As an ignition tool, it's very clunky because it's slow to hear up, and LSLS+VB is insanely overkill single target for the vast majority of difficulties. LSLS+Coilgun is a little more reasonable but if you don't need ignition there's little reason to use it over PBM. Nonetheless, it's still decent overall, and playing with LSLS is a lot of fun.
I wanna say the tierlist is really opinion based and for me personally completle obsolet in this video, i would have enjoyed the video just as much if u just yapped about the missions, what u like and dislike for 54 mins. My point is, not everything needs a tierlist, but the contents of the video are great either way
I disagree; OSR is S tier because grinding pipes. I will not be elaborating further. (But i respect your opinion… as you clearly know more about the game than me)
@@Ninjakitten_314 i like 31223 with VB in premades with drillers i trust on high difficulties - admittedly this specific scenario is not at all applicable to most gameplay. i think for the vast majority of players 32223 BH will be better, but something like 3X221 RO is very good for general play.
@@pvewaste Yeah I dont play gunner all too much, but rotary overdrive seems like a nice general purpose overclock, especially when the downside kinda just makes hot bullets better.
@@pvewaste unrelated thing but recently sniss made a drg mods video and that got me wondering aside from modded difficulty enhancers, what mods do you run and would you possibly make a video on it in the future?
My 5 cents as a Haz 5 casual low IQ being are that I personally dislike mining missions because U RUN ALL THE WAY DOWN, ONLY, TO RUN ALL THE WAY BACK UP and wait for molly to arrive (similar to deep scan btw) But on refining for example, you stay in this area and the pipelines build this sort of transportation system which makes going around in the cave and looting it very easy and nice and fun but I think casual players and modding players are just 2 diffrent world to begin with
Whilst your point that you must mine all the way down to extract all the way up (in most cases anyway) is sound it is pretty annoying when people decided to hit extraction when they are at the bottom. It's one of the most basic things that separates a greenbeard from an elder.
I like the Caretaker. I've played a lot of FPS games with bad bosses but the Caretaker compliments the game's design very well. One of the better shooter boss fights.
For visual clarity and performance reasons. In modded difficulties there is a lot more going on and a ton more enemies, so it's important to reduce clutter on the screen to improve visibility and keep fps high. In the world of modded DRG it's extremely commonplace to run mods which remove particles, ragdolls, and which de-clutter the biomes.
Idk where you're getting your idea of vanilla players thinking Point Extraction is tough, unless "Vanilla" is meaning "new players". As far as Xbox goes, most players I meet agree that it's quite easy.
idk, i remember extraction being quite hard. Altho i have to admit, i struggle way less with it now. But it does become quite hard if you play a bit slow and sloppy
@@MoonLightOri just did, my onyl explanation is that theese guys are 60yo and are used to playing on arcade machines :| and thats coming from a guy who thinks PS2 games look fine
@@UnusualDeathCause In the modded world we almost universally play with mods which remove particles and ragdolls, as well as mods which de-clutter the biomes. This is primarily for visual clarity, and secondarily to improve performance since in modded difficulties there are a far greater number of enemies than in vanilla which has a very big impact on performance. I don't know Joan's age, but I'm pretty certain she's not 60. Neither is Waste. Honestly not sure if there's more than like 3 people over the age of 30 in the entire NA modded scene.
Mining is dogshit lol, have to run around the cave looking for morkite with little combat for like 30 minutes sometimes. Point extract & egg hunt are the best. Constant combat & they don't go on forever, and you can speedrun or go at your own pace.
In Waste's Overclock Tier List with LazyMaybe, he covered 148 items in approximately 4.5 hours. This is roughly 1.85 minutes per item covered on average. In this video Waste covers 9 items in approximately 54 minutes. This is roughly 6 minutes per item covered on average. The Overclock Tier List video dropped 1 year and 29 days ago, in that time Waste's Tier List efficiency has decreased by about 69%; this corresponds to a decrease of approximately 0.17% per day. Using this data we can estimate that by March 26th, 2074 Waste will be spending an average of 1 hour on each item in his Tier Lists.
If you are interested in more fun Waste facts, please subscribe to our newsletter by responding to this comment with your email address! Thank you :D
DRG class tier list from the retirement home.
reminds me of that chart that predicted that by 2030 we would have a new batman remake every half a second
@@kermitfrogge6695 honestly considering the ai bullshit it might be a real possibility lmao
This isnt as much of a slop tierlist, but actually a very informative guide.
Actually going into detail of what each mission type is like to play instead of simply explaining what you like and dislike about them.
This is peak content right here.
This
I feel like the slop was more related to editing stuff, but I fully agree with this. When he posted a thing about content shift I was really excited for a deep dive (pun intended) into certain gameplay aspects and how the game runs from the POV of a really good player.
Its the spowder guy!
I'm really into elimination! I can explain it pretty easily: high build specificity. And by that I mean, there are builds that just work on elimination so easily that by coordinating good builds together you can make this mission type super quick and straightforward. Furthermore, by using the "rolling dreads" strategy of always having a dreadnought active, you can mostly eliminate mini swarms, meaning you can use an even wider range of builds that focus even more on dreadnought damage. Some loudouts are great at elimination that would be terrible everywhere else. I feel like without elimination existing, at least 20 overclocks would be useless or unviable in high level play (vanilla, to be specific). You get to really tailor your class to the mission, moreso than anywhere else, and I love that aspect. Low S or high A tier for me.
Edit: I'm normally playing with newer players in uncoordinated teams, so having a mission that I can reliably solo if all else fails is a massive win, and having super specialised builds helps with that.
Yeah. Not every mission type needs to be extraordinarily challenging and require perfect communication. Dreadnoughts are unique enemies and do require constant attention to deal with. Saying there's nothing to it is like saying mining has nothing to it because you just right click on Morkite and then sit in a hold shooting fire in a circle every few minutes. Like sure... it can be that... and it can be more.
Yeah, Elimination is one of my favorites as well, for pretty much all the same reasons you listed. I also just like being able to bring builds with stupid DPS and abysmal ammo that wouldn't be viable anywhere else, and watching as the big healthbar just vanishes in a single second.
I'd enjoy elim a lot more if all dreads were as engaging as twins. Hiveguard in particular is a snooze.
whats up my wasties...
ur the only wastie for me...
@@pvewaste Well, thats what you said to me last month. What a leaf loving cheater you turned out to be.
sugh spotted
Wasties of wasteland
@@Irfan87b i g d r a m a
8:53 That lootbug really just said "nope" and goes underground mole style
I HATE INDUSTRIAL SABOTAGE
I HATE INDUSTRIAL SABOTAGE
I HATE INDUSTRIAL SABOTAGE
I would rather want them to connect hacking bot with a simple wire rather than this light ball thingie
@@chotabomjvonychi3485 i would want sabotage to stop existing
Its genuinely so unpleasant for like 80% of builds
@@alexthewrecker4666 reasons to not play sabotage
they take so long ;_; even when it's fast it feels like a slog
Industrial sabotage makes me realize, "Why play games if you aren't having fun?" And so i just quit whenever it pops up, my backlog thanks you, sabotage.
It could also be the way you go about it.
A change of perspective migjt make IS more fun. DRG has but a few boss fights and IS is one of them.
The problem could also be that your driller doesn't C4 the exhaust vents.
Yeah, this. Drillers being able to C4 the vent phase really speeds up the entire Caretaker encounter.
@@redstonewarrior0152What are the exhaust vents?
@@Pepe-pq3om the corners you have to destroy to open the eye
@@Pepe-pq3omyou know how every phase you see the health has this yellow bar? Those are the exhaust vents. What you basically do is to dig a hole up until you are directly above the caretaker, then afterwards dig a hole down so you have an opening to throw your C4s, then blow them up only when you see the yellow bar. Make sure you dig a hole somewhere near the place you drop your C4s so you can constantly resupply back your C4s
That or use fat boy overclock as an engineer
Only a few minutes in but I'm gonna re-stress waste's point about him playing heavily modded difficulties.
Not only will his rankings differ due to preference and hazard levels, quite a lot of the things he's saying here are wildly different in modded. Just remember that. Especially about nitra economy.
You think not modded players like caretaker?
@@bullet3417Oh no, most hate it, but vanilla players are almost never restricted by nitra in my experience, with the exception of maybe point extraction because some people just forgo nitra entirely. We're often swimming in it.
@@bullet3417I like caretaker, vanilla player
@@MakskoriSame! It's a lot more fun than a lot of people give it credit for
@@MakskoriMe too! But I know a lot of people don't like it. I enjoy the level of strategy that goes into getting what many consider to be the longest mission type into one of the shorter ones. I can often solo it on Haz 5 in under 15 minutes, sometimes even under 12 and once under 10. It's a really great mission type if you like levels upon levels of strategy. Althought a lot of builds do suffer on Sabotage, especially for Driller.
I think a big reason that Elimination is boring is that modded hasn't altered it in the way that other missions have been changed. I'm curious if any of the solutions i had in mind appeal to you or if you've thought of something else. A mod/update to add new/ more complex attack patterns, Giving the dreadnoughts the ability to call in mini swarms when they reach certain health or time thresholds, and lastly changing the threat of ambient spawns. I think making the dreadnoughts a more complex fight would be the most rewarding change for me
I think mining missions best exemplify why it's important to play on higher difficulties. I've heard a lot of people, including most of my friends, complain about mining missions being the most boring and... yeah, they are, when you play on a difficulty that doesn't challenge you.
When there aren't very many enemies, missions are largely stripped down to just the primary objective, and in that sense mining missions are just a long, boring tunnel with an extra resource to mine. But when the difficulty is high enough that pacing actually matters, it adds a whole new dynamic to the mission that you wouldn't otherwise get.
I LOVE SLOP!!
You only like escort because you dont have to deal with midbeards 'forgetting' to refuel the canisters and having to walk back to spawn just to get a few chunks of oil shale, and having to repeat that twice
he doesnt have to deal with randoms throwing the game by standing on doretta when they're about to get clawed
The caretaker varies from extremely easy to tough depending largely of the "arena". If it's cramped and really vertical you just need 1 dwarves or 2 to fall to be wiped. If you have space however it's basically trivial.
I personally really like the boss design, the only problem is that Rivals enemies are extremely tedious to fight, especially the Patrol drones with their large HP pools, it would just work better with bugs.
Same goes for Dreadnoughts but the difference is that you can kite them to fight wherever you wants, imo the game would benefit from forcing you to fight in uncomfortable spaces sometimes.
I much more like Egg Hunt with a mod that adds timed swarms. This pressures you into getting the eggs quickly and efficiently and makes the game much more exciting than "pull all eggs, kill everything and call the pod" type of thing that it eventually becomes once you're experienced enough.
Sounds very similar to point extraction
I play Vanilla, and i never liked escort, but now with Haz 5 + More enemies + Aggressive enemies (and sometimes Tough enemies if i have a decent team) Its become one of my favorites. The high stakes at the end is the best part.
Escort is fun... Unless you don't have an engineer or your engineer doesn't use plats when you get rocks, and you basically auto lose on haz 5+ more enemies just spawns way to many fucking rocks platting or double barrel OC become the only real counter. As such shit feels nearly impossible solo on haz 5+ and that's not great.
from my kind of 'experienced causal' perspective (ok at playinf haz4 with randoms, ok at playing haz5 with ppl in discord):
all the old mission types are A or S. Liquid morkite and deepscan are both fine, maybe A or B. Sabotage one is maybe C, it's not as bad as escort , shares some problems with it but it's quicker and feels less tedious so there's that. Escort is D. It's bad. It's long, tedious, and there's a huge chance you just die in the end, which makes all the idk 30 minutes you wasted on that shit go out the window. And both it and the sabotage are way too frequent in assignments, me and my group of friend all sigh when we see one of those AGAIN.
Also yay slop
also also swarmaggedon, exploder infestation and other... thing that add waves DO spawn while you fight the caretaker and it makes the fight into quite a something
i've noticed that i almost exclusively lose on escort missions when in pubs. Randoms ALWAYS throw the end, either standing on doretta during the claw phase or they refuse to shoot meteors. The whole rest is fun and challenging albeit long, but the moment the stone gets crackin' it's joever.
Sabotage on the other hand super easy even if must carry. Dodging lazers and tossin shields/digging holes to hide in is easy, but god damn does it take forever to get through it all.
@@uhohspaghettios821 the rest of escort is... ok, but it really gets dragged down by the pure frustration of losing in the end coz randoms can't do this mission apparently. And it only takes one random too.
Sabotage has a unique and niche problem of not being able to reconnect after you start the boss battle. Someone crashed midway through but you still won? Welp, if that was their mission, have fun doing it again! And that kind of restriction is only placed on sabotage and deepscan i think, and it's so bizzare it doesnt let ppl who already were in the mission to reconnect. Like, you can reconnect to a deepdive in progress despite not being able to connect to it directly, why can't it be possible on those missions too?
You must've loved this weeks weeklies. Escort and Sabo in the deep dive and the core hunt. Shit sucked.
@@ThaBeatConductor yea i really enjoyed doing it THREE times, coz my friends did it while i had promotion hanging, then we redid it so i get shit and then i took part in doing it again for another guy. Ugh.
Personally elimination is also the worst in my tier list too, for all the reasons you said, but also because the only time you actually go down in that mission type is usually the dreadnoughts just deciding to jank the fuck up. I've have arbalist literally go invisible (and I don't mean burried I mean literally invisible and completely unable to be hit or even collided with) dig up behind me while still intangible, and shotgun me from nowhere, a not insignificant amount of times. Not to mention when twins are randomly invincible after you kill one of the twins, for like a full minute while being able to attack, Hiveguard just meleeing you when youre completely behind it somehow, normal dreadnought teleporting around until that was fixed. DRG boss fights are just not good but dreads are especially bad. Oh yeah and they further constrict builds which is already a massive problem in haz 5+. Really love playing it in pubs and getting another bronze 1 fire driller that joins that might as well just be nothing but a difficulty modifier/paperweight
so like, as a more casual player (compared to modded, haz 3 is eternally a snoozefest and haz 4 is starting to get stale), as well as a mainly solo player (with bosco), while refinery is my favorite mode, your criticisms of it are 100% correct and i absolute agree with a lot of them. the reason i am able to adore it so much is because bosco alleviates the main problem the mission type has, and lets me actually focus on doing the enjoyable bits more, namely playing the puzzle game where i have to figure out how to get this pipe miles across the cave.
it is so nice to just let the robot take over the job so you can do other stuff, whether that be laying down more pipes, hauling resources and heavy objects back to the refinery, or even just. idk. mining gold. point is, i'm only able to adore it because i don't have to do the mind-numbing work of holding down E. the E holding is really egregious, and that's coming from someone whose playstyle is much more patient than the average player!
Your issues with elimination are exactly why I miss when dreads could summon swarms or the waves still spawned. It added an element of variety and surprise naturally provided by the bug variety and timing of the spawn.
Now I tend to avoid elimination due to how it tends to not vary at all.
True true trueeeee, love me some escort. I think the most insane close call combat scenarios have been keeping dotty alive for the last few seconds of a phase yo bareley hold on against the flying rocks or laser beams. Its also better than salvage imo because you're not stricly forced to play on top of dotty like the fueling bubble
For caretaker just quit the game
Truer words have never been spoken
Machine events in general are variable forms of cancer with randoms.
4 hour video on why sludge pimp is the best weapon in the game
You called this “slop content,” but I think that’s being unnecessarily hard on yourself. Candid conversation content like this is very entertaining to me, something that I can listen to and think about while I’m working.
love you videos, you voice is so nice to listen to :3
Man plays in the tutorial biome
Waste I love your videos! Thank you for putting so much time and effort into them. I like every one of your videos before I even see any of it lol. Are you still planning on making the engineer build guide? I would love to see that
i hope one day i will work up the motivation to actualize that video, i would say it's coming eventually but i might actually die of old age before then
Thank you for this video accompanying me while I wait for my rice to cook.
Can we have a beer tier list next time waste?
all beers in F tier
@@pvewastebas(t)ed
Slop is great! I think builds for elim and industrial sabotage specifically should be quite nice content to put out as well
I think making deep scan jetboots a chance, while making some missions give you an emergency explosive launcher to dig yourself out would be an interesting improvement
i love this game but it really would be significantly better if they got rid of all the e holding. it's by far my biggest gripe - it just sucks so much out of an otherwise fun mission like refining. i truly don't know why the construction phase has to exist when you could just cut it completely and have the pipes be complete upon connecting them to the wells and lose nothing of value. genuinely baffling
I recommend the "reduced E holding" mod. It doesn't remove it, but you're no longer spending forever holding E on every single thing in the cave
I know you defined this as “slop” content but even your slop is better than 95% of drg content on the platform
I loved this discussion. Please keep it up! I don’t consider this low effort at all! :)
dude slop is peak.
do another weapons tier list! i loved the first one but i feel as it might be a bit outdated. I like seeing the recommended builds that you suggest the weapons
[sees Escort in A tier] basedbasedbasedbasedbased
I'm not a very good player (I usually play on haz3 out of a combination of stuttery PC and skill issue) but Escort's my absolute favourite mission. I love how utterly hectic it feels, how high tension it is the entire way through. really consistently fun and I'm consistently happy to see it as my next mission
also out of curiosity what do modded players feel about the newish Duck and Cover hazard? I remember playing it on haz3 with some friends and it legitimately felt way harder than some hard Haz4/Deep Dives I've done
I didnt really know what to say, i just wanted to leave a nice, positive comment here, saying that i appreciate the kind of content u make and i really enjoy watching your videos.
Also, you are the only person so far, who pointed out the qualities of the escort duty mission, by far my favorite.
Hope you are well
Deep scan has the same issue in public lobbies as escort, where nobody has a clue on how to find the crystal, especially if it's a 5 crystal mission.
Why the game makes us to complete 5 of them is beyond me, it just artificially extends mission time without really adding danger.
Would you mind making a short video going over your modded mission setup and settings?
Deep Scan can kinda feel easy, considering it drops far more nitra than every single missions. Every other missions really drops little nitra or has it scattered. Not here.
Season 5 overclock tier list when 😢
what if there were statics in a bigger morkite geode
Great listen waste! Just be careful not booping your mic/the arm
9 mission types and it takes 1 hour but this is GOATEDDDDDDDDD fire list fire explanations
What are the heat crosshair settings you use for the minigun?
It’s a mod
Yes sir, slop sunday!!
this is a dumb question but what's the skin wastes using for the leadstorm and how do you get it
I'm running Mechanized with Dark Futures and Neo Tekya with Ice Plum in this video - you get the first skin from crates with its paintjob from a DLC, and the second from the current battlepass with its paintjob from cosmetic cores IIRC.
If I could ask the devs for an update to one mission type, it would be elim. I definitely see a lot of new players struggling A LOT with dreads, so I'm a little worried about making it 'harder' might be too much for those players? I think if you made the starting room of the mission be more variable, larger, and a hot drop it would be much more interesting, but it wouldn't solve the core problem of the mission.. Deep dive's secondary dreads are pretty fun, and the rare wave replacement dreads are cool too, its a little sad they are more fun when encountered outside of their own mission type
Yo weve been blessed with a waste video 🙏
what if all elimination bosses spawned all at once?
Love this Sloppy Joe
How’s the support for unified UI? I heard about it during the mod hub drama, but I haven’t switched yet because ive been going between Modio and mint and need the consistency
54 minutes LETS GOOOOOO
I don't play mod difficulties, and I'm definitely more casual. But the fun part of dread fights is being able to run different build types to lean toward more damage. The swarms become harder because i tend toward less crowd control builds and therefore have to be more creative with crowd management. Chunking the dread HP with weird builds then become part of the challenge. I like ice spear on driller for instance to try to freeze and spear on a tight timing, for instance. Feels great to pull that off and get a 1200 damage single hit.
hazard 5+ with all modifiers on is pretty tough and changes the meta with fast tough bugs. I've been playing it exclusively for about 6 weeks. Escort and sabo are extremely difficult in public lobbies. I've only completed 2 escorts out of like 40 attempts on 5+. Very important to have a good team.
I've never played modded 6x2 or 7x2 but I'd like to know if it is harder that 5+a because 5+a seems like there is never a guarantee of success (all public lobbies).
haz 6x2 is harder yes
6x2, 7x2, Diablo, ND, etc... the commonly played modded diffs are generally harder than h5a in the right ways. You are significantly flimsier in h5a than in most of the popular modded diffs, so you die in one or two hits more often and get stuck chain-dying because of the lower respawn health compared to JPEG diffs; in that manner h5a is harder. In most other ways though, modded diffs are usually harder and more engaging. There's more enemies, more enemy variety, you are put into more dynamically dangerous situations, it requires stronger pacing and better team coordination, etc... These reasons are why top-level players generally consider h5a to be not worth playing over modded diffs, because the few ways in which h5a surpasses them in terms of challenge are not particularly fun or engaging and it fails to match their challenge in the ways that actually matter.
@@smickolasnith3812 Thanks!
Me love slop. Piggy to the troughs
as a casual player, i love elim because it is easy, it's just a nice break to play with some fun single target builds, tho i can understand how it can become boring the more you play it
morkite extraction and aquarks are my favorite ones
i have a lot of similar opinion except on sabotage and escort.
i really like the caretaker fight, though i can see how it gets easier as you get better if modded difficulties don't change it.
on escort i HATE HATE HATE the refueling part. canister refueling is my version of your "holding E".
(canister refueling also is actually impossible to do solo, which i do occasionally.)
what if you gave egg hunt a time limit? Where maybe something spawns from the eggs if you dont do it fast enough
maybe we could just combine elimination and egg hunt together
yay slop
What's the build 15:50? I can't come up with a good subata build
I'm running 12111 Oversized Mags with the No RSI Subata mod, which makes all its options full auto. It's still not super powerful, but it does deal very good DPS against ignited weakpoints.
SLOP ERA!!!
Hour long video, we eating good!!
Now do a biome tier list🙏
Sandblasted S
Magma F
salt pits my beloved
shallow grotto S tier
Can you do the best build on scout and gunner pls
what's your opinion on LSLS in high level modded? I only ever see BH+VB.
LSLS is mostly outclassed in the roles you're looking for, IMO. As an ignition tool, it's very clunky because it's slow to hear up, and LSLS+VB is insanely overkill single target for the vast majority of difficulties. LSLS+Coilgun is a little more reasonable but if you don't need ignition there's little reason to use it over PBM. Nonetheless, it's still decent overall, and playing with LSLS is a lot of fun.
Bumped
waste
okay wait they shouldve called the mission CEEP SCAN
lol more like gag
slop it up
big shredder...
I wanna say the tierlist is really opinion based and for me personally completle obsolet in this video, i would have enjoyed the video just as much if u just yapped about the missions, what u like and dislike for 54 mins. My point is, not everything needs a tierlist, but the contents of the video are great either way
Tierlists get viewwwwss though
@@jonathannash8471 true
I disagree; OSR is S tier because grinding pipes. I will not be elaborating further.
(But i respect your opinion… as you clearly know more about the game than me)
Doretta being that high, I dont get it its such meh mission, its only mission that I close game because it fells like half of mission is wasting time
What minigun are you running in this video?, it doesn't seem to be lsls or burning hell, and I can't tell what it is from the others,
In the IS portion I'm running LSLS, but otherwise I'm probably running Rotary Overdrive, the new overclock
@@pvewaste What do you typically use for rotary overdrive, i typically default to your weapon tierlist but it came out after that video.
@@Ninjakitten_314 i like 31223 with VB in premades with drillers i trust on high difficulties - admittedly this specific scenario is not at all applicable to most gameplay. i think for the vast majority of players 32223 BH will be better, but something like 3X221 RO is very good for general play.
@@pvewaste Yeah I dont play gunner all too much, but rotary overdrive seems like a nice general purpose overclock, especially when the downside kinda just makes hot bullets better.
@@pvewaste unrelated thing but recently sniss made a drg mods video and that got me wondering aside from modded difficulty enhancers, what mods do you run and would you possibly make a video on it in the future?
the only thing this video tells me is, everyone have different opinion.
Hi, waste. I am a new viewer of ur videos. Love it so much and definitely help me understand the game. Btw I am curious how u rate the new overclocks.
crazy to me that mini mules, morkite and drilldozer are my 3 least favorites
My 5 cents as a Haz 5 casual low IQ being are that I personally dislike mining missions because U RUN ALL THE WAY DOWN, ONLY, TO RUN ALL THE WAY BACK UP and wait for molly to arrive (similar to deep scan btw) But on refining for example, you stay in this area and the pipelines build this sort of transportation system which makes going around in the cave and looting it very easy and nice and fun but I think casual players and modding players are just 2 diffrent world to begin with
Whilst your point that you must mine all the way down to extract all the way up (in most cases anyway) is sound it is pretty annoying when people decided to hit extraction when they are at the bottom. It's one of the most basic things that separates a greenbeard from an elder.
Slop it up
Lets'gooooooooooooooooooooooooooooooooo
11:30 is that... Shallow Grotto?
yes
New video!!
I like the Caretaker. I've played a lot of FPS games with bad bosses but the Caretaker compliments the game's design very well. One of the better shooter boss fights.
you used the same footage for point extraction and escort duty lmao
ok but like, why did you choose to make the game look so bad? Like in the graphic setting
For visual clarity and performance reasons. In modded difficulties there is a lot more going on and a ton more enemies, so it's important to reduce clutter on the screen to improve visibility and keep fps high. In the world of modded DRG it's extremely commonplace to run mods which remove particles, ragdolls, and which de-clutter the biomes.
where would you put yakuza on the tierlist
Before anyone watches - This guy uses mods so this video and his opinion is invalid.
who up wasting they tier list
Idk where you're getting your idea of vanilla players thinking Point Extraction is tough, unless "Vanilla" is meaning "new players". As far as Xbox goes, most players I meet agree that it's quite easy.
well one person in my chat said it this one time so surely it's true of every other person sharing one (1) characteristic with them
@@pvewastelol
idk, i remember extraction being quite hard. Altho i have to admit, i struggle way less with it now. But it does become quite hard if you play a bit slow and sloppy
I play on low graphics settings but this shit is negative...
Can't wait for you watch videos by someone named Joanlamrack.
That it would be negative infinity on graphic setting
@@MoonLightOri just did, my onyl explanation is that theese guys are 60yo and are used to playing on arcade machines :| and thats coming from a guy who thinks PS2 games look fine
@@UnusualDeathCause wtf 60 yrs old???
Are they that old playing drg?
My vids are on high/ultra with 0 mods 😇 NickTMPR if you’re curious.
@@UnusualDeathCause In the modded world we almost universally play with mods which remove particles and ragdolls, as well as mods which de-clutter the biomes. This is primarily for visual clarity, and secondarily to improve performance since in modded difficulties there are a far greater number of enemies than in vanilla which has a very big impact on performance.
I don't know Joan's age, but I'm pretty certain she's not 60. Neither is Waste. Honestly not sure if there's more than like 3 people over the age of 30 in the entire NA modded scene.
This but with secondary mission objectives pls.
I miss the original HackC. It was genuinely scary to fight.
Algorithm slop :engilaugh:
WOW TERRIBLE LIST DORETTA S-TIER
Wilson Frank Taylor Jessica Lewis Shirley
👍
>Salvage in S tier
Til you get Septics, Exploders, and Bulks
Mining is dogshit lol, have to run around the cave looking for morkite with little combat for like 30 minutes sometimes. Point extract & egg hunt are the best. Constant combat & they don't go on forever, and you can speedrun or go at your own pace.
Before watching this video:
Drillevator mission in D tier WHERE IT BELONGS