@@jonathondurst5980 The DRAK has a 15% chance of inflicting an electric DoT that does 144.6 damage in total with one mod. The Stubby has a base 25% chance (50% with the mod) of inflicting an electric DoT that only does 36 damage and lasts for a much shorter time. Why does Scout's plasma rifle do the Stubby's thing way better than the Stubby does with less investment? Why is that, GSG?
@@tomfoolery4490 I wonder if the logic during the design was that the ability to do electric AOE gives it a theoretically higher total damage if there's more than 4 bugs in a group?
Actual poetry that the stingtail got vunerabilities to electric and explosive damage, which you think would be a good thing for stubby eith armor break right? Ecr still mogs it in every way possible, high armor break, guaranteed electricity, and explosive aoe, further stomping on stubby's grave. And atleast the subatas buffs made it fine for h5, stubby cant catch a break 💔
I honestly don't think Stubby is the issue, at least not to a major degree. Increase the electric proc chance and you got yourself a very good weapon. What's the issue then? Executioner is extremely overpowered. Very negligible ammo downsides, and a lock on downside that actually helps it succeed. The weakpoint damage bonus should be nerfed to 30%.
it kinda sucks they moved it away from its gimmick and more torwards being "generic video game smg" like the electric stuff is cool and could actually work if fleshed out more
Was kinda hoping one of the draks ocs would get a buff. TEF is good, don't get me wrong, it'd be nice to have some more good options. (Drak really needs a buff, GHOST SHIP!)
Particle accelerator sucks, impact deflection was great when it was a green OC, then they nerfed it by decreasing how many times you can deflect a shot, then they nerfed it again by making it decrease ROF on a weapon that already has issues with DPS. The other unstable overclocks are great, if not overpowered. Aggressive venting is a very good OC. The cooling OC is mostly filler and rewiring is good if you want to let your engineer double dip as it gives you so much ammo. I honestly don't understand why this weapon kept getting nerfed as soon as it came out until recently, even though it really wasn't that good or popular among players.
Particle accelerator sucks, impact deflection was great when it was a green OC, then they nerfed it by decreasing how many times you can deflect a shot, then they nerfed it again by making it decrease ROF on a weapon that already has issues with DPS. The other unstable overclocks are great, if not overpowered. Aggressive venting is a very good OC. The cooling OC is mostly filler and rewiring is good if you want to let your engineer double dip as it gives you so much ammo. I honestly don't understand why this weapon kept getting nerfed as soon as it came out until recently, even though it really wasn't that good or popular among players.
Though I agree that BFM is now worse at doing the good part of coilgun, I do like that it now actually makes sense as a choice for damage/overcharge coilgun builds. Course those aren't really worth using in vanilla (outside of the fear spam they still provide), but for VWA with buffed damage it'll be neat.
Stubby changes are weird, in short there was an attempt to buff both types if stubby builds, that being single target and crowd dps. I never really use turret em discharge cause i don't really find it all that fun, but i do use single target stubby and just magdump into weakpoints. While it is true that exec is just better single target, the stubby is less finicky since you don't rely on lock-on. My issue is that i can't tell the difference in single target before and after the changes. Maybe it is fractionally faster, but that rarely matters for someone who consistently play over 200 ping.
@@stinkystink9830 I spam safety equipment as often as I can, for gunner it is the shield, for engi it is lures and shredders, for scout it is pheros and cryo.
Your weapon and OC tier lists have helped me learn alot about builds when I was a new player. I hope you make comprehensive vids for Drilla and Scout too like your Gunner vid and your mentioned Engie one. Keep up the great work :)
Honestly, I really like the fact that the stingtail attacks weren't nerfed. Now the enemy is still a priority target, like a tri-jaw, but you can actually get rid of it somewhat as fast.
Why take triple split line with roll control? If the lines can now at that rate, doesnt it basically cover the whole area already without triple split lines? Can't really understand choosing this mod over plasma trail
Nominally, roll control means breach cutter lines cover the whole area. Practically, it only means breach cutter spreads stun around the whole area. The only enemies who will get the full DPS of the beam are the ones in the very center. Triple line split extends that center. It also looks funny.
Honestly I think the stubby is ok. Sure its not as powerful as other options but I’ve been using it for a while and it works great for me even on haz5.
Out of interest waste, do you see stubby as a mostly single target weapon, or at least having that as it's most viable playstile besides EM discharge? I often use EM refire as a crowd clear option and I'd say it does it admirably while still letting you move around (which EM discharge doesn't do so well). I'm always interested in how people build this gun because I've always been of the opinion that it's a fun sleeper pick for engineer, just lacking in build variety (possibly heightened by these changes as you say).
Yeah, I think single target EMR is actually pretty good now and probably the only really worthwhile option aside from EMD. Crowd clear stubby is just too finnicky for the return it gives you, given the inherent RNG and small range of electric arc.
@@pvewasteFair enough, I'll give it a try. I should clarify that it's not really my entire crowd control (that goes to my sludge addicted driller friend), but it does the job for me. Nice vid btw, looking forward to next.
I was hopeful for this season to fix Engie's clearly worst option. I like the gun, but having more ammo then other options doesn't mean as much when you're giving up all your burst damage, and being reliant on the mess of RNG that is elecritc proc, elecritc aoe, tick rate, and random spread. That on top of the terrible recoil pattern that pushes your screen up and then going back down when you stop firing; I don't know how anyone who plays on controller puts up with that. As it stands, balance wise, it's just better to use the secondary Laser to do the same job as the Stubby of sustained firepower.
I do like the fact that hellfire isn't an autopick anymore, there is competition for triple tech chambers when it comes to AOE, especially cause hellfire was very point and click. However I do wish they went further in buffing HVC, cause it still does nothing but electric (though it at least has a niche now if u wanna electrocute a dreadnaught to proc ECR and your whole team doesn't have electric instead of being outclassed period) while inferno basically does everything minus make you breakfast in bed. I don't wanna see inferno nerfed cause it is in a way quite balanced, but there should be more to HVC instead of just procing electric
@@KingNedya By taking electricity on the LOK you miss out on the damage at full lock. So electricity on the lok is more useless unless your using ECR, where your more likely to fire in bursts instead of giving a full lock.
I very much like that the Stingtail is hard to dodge as I find it the most fun and satisfying aspect of the bug and I am glad the nerfs didn't change that
It's not even that hard to dodge, just follow the audio cue and move perpendicular to its direction. Dodged. If you're looking at the thing and trying to dodge the tail in flight you're making more trouble for yourself.
I know you've touched on your ideals when it comes to a balanced and fun stingtail, but what would that irritation look/play like? maybe something instead like the Smoker from L4D, though actionable during the tether interaction?
I'm honestly not super sure - the stingtail is kind of fundamentally at odds with DRG game design, right now. Like the next most similar enemy, the shellback, will rarely bowl you down more than once per life, and oftentimes none at all, are WAY tankier, more visible, and rarer, yet will consistently pose less of a threat to each singular player. The way I see it, there are a couple ways to go about things without completely altering the bug's identity. Either they keep most of their stats now (with some health buff) but have their grab accuracy nerfed, making them easier to dodge via normal movement (like, for example, menaces, who are WAY less threatening, FAR easier to spot, have huge glowing wps, and are less than half as rare) or give them the bulk treatment: make them much bigger, have a ton of forewarning, much rarer, and change the health somehow. Or maybe make them more akin to leeches, where you can shoot the grab down midway?
I think the biggest issue with sting tails are really 3 things. Having too much armour, lack of visibility like other high value targets and unable to properly dodge the attacks. They only really addressed the first issue and went too far with it IMO.
8:30 the buff to the crowd control is that now big enemies like dreadnoughts and oppressors are no longer completely immune to electricity, so they can now be slowed and affected by DoT. Or did I miss something?
more baffling to me is why the cut the turret arc ammo by a third when it requires such finicky set up to get value out of. Also the electric chance is programmed to be 43% for some reason
@@Leo.23232 It's ... fine in isolation, but as I said, it's just a lot more finicky to set up compared to EM Discharge 1) Requires two turrets to have an effect, limiting your AOE unless you have another engineer with you to spread out your coverage 2) Less ammo despite needing twice the activation for an effect, though it is somewhat helped by the longer duration 3) The wall design is inherently less flexible than an electric bomb. Its long sure, but the damage zone is very narrow. To get bugs into it, you have to constantly kite through it, instead of being able to just surround yourself with your turrets and zap whatever that gets near. It's only capable of competing with EM Discharge in area denial if you have multiple engis building a great wall of turrets, and even then the damage is mostly only good for smaller enemies. IIRC EM Discharge has a fear affect that can further push enemies away. You can try to use Turret arc like EMD since it does have a radius around the turret itself, but it is only a 2m radius compared to EMD's 5m. EMD's arguably just as good at being a wall if you pay attention to it, having an end to end length of like 20m (5x2 + 5x2), while TA's max is 19m (2+2+15) Basically, EMD is just faster and easier to apply across large area, while TA takes set up and constant effort to get bugs into its hitboxes. Also TA can't easily hit flying bugs.
Assuming one chooses to take the extra trail radius in Tier 5 for Hellfire Coil Gun, do you think it might be worthwhile to ditch Controlled Magnetic Flow entirely? My understanding is that the main draw of under-charged shots is to throw out a quick electric trail for crowd control. If you're giving that up, wouldn't it just be better to take increased charge speed for Tier 2?
@@pvewaste ive never understood taking fear on the coilgun over stun. if you fear them, they just run out of the trail and dont take damage, but stun does the opposite
@@FrazzleFlib iirc the fear is basically guaranteed on everything except menaces, while the stun is 50%; that reliability is really really quite nice when a praet is about to shower you in acid or you want a a slasher to stop and walk away right now and in any case, the ignition effect tends to set grunts on fire near-instantly regardless so them trying to move away from the trail isn't as meaningful as one might think
@@FrazzleFlibif you also have the electricity mod, they're also slowed down while walking out, extending the time the bug can't do anything. Praetorions especially have stun resist, so on top of a 50% of it working, they are stunned for less time.
The coilgun rework with new T1C mod really got me thinking, how does the T3B fear effect actually apply the fear to bugs? Does it apply the fear just once, to all bugs within 5m of the trail at the moment you shoot? Or does it continuously apply fear to all bugs who are in, or step into the trail for the trail's whole duration? If that's the case, then taking the duration upgrade with the ultra-magnetic coils OC for an 8 second long 10m wide cylinder of free breathing space doesn't sound like a bad idea at all.
Backfeeding module is perfectly usable wdym? Its niche is single target damage (not because it gives more damage, but because it gives you more ammo which lets you use the coil gun on single targets more often, which you don't really want to do with the base gun), which is great for ntc procs, and is what I always use with it.
I liked stubby before the update. Now, this weapon is even better. Don't underestimate mini electricity smg. Also, new overclock on breach cutter is crap
Is it worth changing the driller setups from 2 Charges(FULL AOE DMG C4) to 1 ammo mod(so a total of 3 charges), now that it rounds out and we get 2 charges per resupply, or not worth?
how do you spam in the minerals? Ive been trying but doesnt seem to work, also could you note the mods that you are using? I would love to try some of them out.
You can fast deposit by rapidly cancelling the deposit animation. I do it by alternating E (deposit) and right click (mine). I believe you can also do it with the laser pointer instead of the pickaxe but that's less comfortable for me.
It's kind of crazy how they can ignore the most obvious balance changes to things like the stingtail. All it needs is an armour/ weakpoint nerf and make the attack less buggy and they still manage to mess that up
Tbf they did make a lot of good changes too, limiting the amount that can spawn at once will hopefully prevent moments where 3 stingtails attacking alternately prevent you from getting any breathing room or clear shots Reducing the range is a great change, it really felt like their grab was a bit too extensive, maybe it’ll give us more time to notice them approaching rather than getting grabbed before you see them The tweaking of its weakpoint hitbox is great too, as well as the area glowing more now. I’m also glad they’ve got weaknesses, it’ll add a bit of strategy to preparing for them I think they could possibly even it out a little more and give it back a little bit of tankiness in return for making it slightly easier to dodge, rather than being a bit of a volatile glass cannon
Only the mod changes really, maybe the buffed overcharger could be a good combination? Mostly though I don’t think your builds will change much, unless you like to build it for using the trail
I briefly mentioned it in the video. It's better than before, but it's still too gimmicky TBH. Has its moments, but I still think using the normal trail is much more consistent and safe.
Way too finnicky for the return. The long charge time and limited window for overcharger means on top of wanting/needing to ignite the target is just way too much effort for less damage than a single, instantaneous shot of VB. The benefit, of course, is that you get cleave, but I think speccing into one strong thing (single target) and doing it well is better than doing two things poorly.
that does give me an idea. with the ttc damage buff it seems alot more viable to utilize for burst dmg. u could combo burning hell with ttc ntc coilgun though you'd have to have to give up the powerful cc of electric trail. it could be fun tho
Wonder if hellfire takes extra radius and charge speed and radius or electric and controlled. I neber ended up using hellfire for swarmers much so i know which way im probably going. While the em discharge buff was odd renoving freindly fire probanly a good call even if it is a buff, just a little too spamy and wide radius even if it dealt 0 damage already, and the visual changes and range indicator are godtier qol for it. It double the size i thought it was. Roll control is now the S breach oc because now its the funniest one, at least, now it isnt funny because its bad
@@HOMER8517 Our team uses the "quarter ragdoll duration" mod as a nice middle ground. You can literally get buried in corpses on haz6x2 if you run the vanilla ragdoll duration.
Sure. But in Darktide, every disabler makes a loud, distinct sound when it spawns. They make loud, distinct sounds as they move. They're less dangerous the further away from you they are. They make a loud, distinct sound when they attack you. Most weapons can 1 or 2 shot all of them except the mutant, who is very easy to dodge. Dogs can be pushed easily mid-jump. They're pingable through crowds. None of these things are true for the stingtail, except the sound upon attacking, but even that's not true half the time because stingtail audio is still broken.
Everyone talking about how bad new stubby, but nobody complain why flamethrower didn't get buff to its upgrades and some overclock reworks into something interesting......
I totally get that the gun can feel simplistic at times, but I kinda like that a lot of the time. I think sticky flame builds give at least a decent amount of depth and the OCs are mostly very viable. FSD and CFV are a bit slept on imo. Face melter is not the most optimal but it *is* fun to turn off my brain and go crazy with it sometimes If they could add some spice to the cleans somehow that’d be great but I think a much better idea would be to add new mods to make builds more diverse, like they’ve done with the coilgun, subata etc
I recently got the game on steam after only playing it on PlayStation for ages and I feel like it is leagues easier to use the subata on pc than on console, anybody else feel the same way?
@@pvewaste genuinely curious, is there any particular reason why u would run that? the reload on the platform gun isn't that bad to me and the ammo mod gives u more ammo. plus u can boost rof without mods by anim canceling so tier 1 ammo has always felt like a no brainer to me. no judgement im just wondering.
@@debuff_collector you just have more burst platform output with the magsize mod, and the ammo mod only gives 4 more ammo overall. I think ammo mod is generally better, but magsize can be a nice change of pace and is nice for solo loadouts that don't demand tons of repellant.
It's ok stubby, you can go at your own pace.
It's ok stubby, you move when you want to
miss your pd2 videos carrot 😢
@@khillaelk5367 payday 2 fucking sucks
it honestly really could've benefited from a proper electric status effect and not get the short end of the stick when it came to it
Ya it's supposed to be the electric gun but scouts electric reload over clocks seem better
but then you would have to play scout...@@jonathondurst5980
@@jonathondurst5980
The DRAK has a 15% chance of inflicting an electric DoT that does 144.6 damage in total with one mod.
The Stubby has a base 25% chance (50% with the mod) of inflicting an electric DoT that only does 36 damage and lasts for a much shorter time.
Why does Scout's plasma rifle do the Stubby's thing way better than the Stubby does with less investment? Why is that, GSG?
honestly it feels like any sort of electric or lightning/chain lightning thing tends to get screwed over in most games
@@tomfoolery4490 I wonder if the logic during the design was that the ability to do electric AOE gives it a theoretically higher total damage if there's more than 4 bugs in a group?
They also added an accessibility option where you can break out of rockpox by holding down a key instead of mashing A+D
Where is that in the setting?
i have it on but it doesn't work
how?
@@Armetar i found that you need to hold A or D, not both.
@@Appletank8 oh Thanks
Actual poetry that the stingtail got vunerabilities to electric and explosive damage, which you think would be a good thing for stubby eith armor break right? Ecr still mogs it in every way possible, high armor break, guaranteed electricity, and explosive aoe, further stomping on stubby's grave. And atleast the subatas buffs made it fine for h5, stubby cant catch a break 💔
I honestly don't think Stubby is the issue, at least not to a major degree. Increase the electric proc chance and you got yourself a very good weapon. What's the issue then? Executioner is extremely overpowered. Very negligible ammo downsides, and a lock on downside that actually helps it succeed. The weakpoint damage bonus should be nerfed to 30%.
it kinda sucks they moved it away from its gimmick and more torwards being "generic video game smg"
like the electric stuff is cool and could actually work if fleshed out more
Just completed haz.3 escort with the stubby Solo
Was kinda hoping one of the draks ocs would get a buff. TEF is good, don't get me wrong, it'd be nice to have some more good options. (Drak really needs a buff, GHOST SHIP!)
Impact deflection is cool but overturned particle accelerator struggles with anything that isn’t dumping into high hp targets up close
Particle accelerator sucks, impact deflection was great when it was a green OC, then they nerfed it by decreasing how many times you can deflect a shot, then they nerfed it again by making it decrease ROF on a weapon that already has issues with DPS.
The other unstable overclocks are great, if not overpowered. Aggressive venting is a very good OC. The cooling OC is mostly filler and rewiring is good if you want to let your engineer double dip as it gives you so much ammo. I honestly don't understand why this weapon kept getting nerfed as soon as it came out until recently, even though it really wasn't that good or popular among players.
Particle accelerator sucks, impact deflection was great when it was a green OC, then they nerfed it by decreasing how many times you can deflect a shot, then they nerfed it again by making it decrease ROF on a weapon that already has issues with DPS.
The other unstable overclocks are great, if not overpowered. Aggressive venting is a very good OC. The cooling OC is mostly filler and rewiring is good if you want to let your engineer double dip as it gives you so much ammo. I honestly don't understand why this weapon kept getting nerfed as soon as it came out until recently, even though it really wasn't that good or popular among players.
Patiently waiting for stubby to get blowthrough rounds and electrocution duration mods
Backfeeding modulle is for sniping medium health priority targets. You get more ammo but less trail which you dont care as much about
Though I agree that BFM is now worse at doing the good part of coilgun, I do like that it now actually makes sense as a choice for damage/overcharge coilgun builds. Course those aren't really worth using in vanilla (outside of the fear spam they still provide), but for VWA with buffed damage it'll be neat.
Stubby changes are weird, in short there was an attempt to buff both types if stubby builds, that being single target and crowd dps. I never really use turret em discharge cause i don't really find it all that fun, but i do use single target stubby and just magdump into weakpoints. While it is true that exec is just better single target, the stubby is less finicky since you don't rely on lock-on. My issue is that i can't tell the difference in single target before and after the changes. Maybe it is fractionally faster, but that rarely matters for someone who consistently play over 200 ping.
how and why do you play at over 200 ping
@@stinkystink9830 I spam safety equipment as often as I can, for gunner it is the shield, for engi it is lures and shredders, for scout it is pheros and cryo.
Your weapon and OC tier lists have helped me learn alot about builds when I was a new player. I hope you make comprehensive vids for Drilla and Scout too like your Gunner vid and your mentioned Engie one. Keep up the great work :)
Honestly, I really like the fact that the stingtail attacks weren't nerfed. Now the enemy is still a priority target, like a tri-jaw, but you can actually get rid of it somewhat as fast.
Why take triple split line with roll control? If the lines can now at that rate, doesnt it basically cover the whole area already without triple split lines? Can't really understand choosing this mod over plasma trail
Nominally, roll control means breach cutter lines cover the whole area. Practically, it only means breach cutter spreads stun around the whole area. The only enemies who will get the full DPS of the beam are the ones in the very center. Triple line split extends that center. It also looks funny.
Honestly I think the stubby is ok. Sure its not as powerful as other options but I’ve been using it for a while and it works great for me even on haz5.
I dunno whats the hate for Stubby. I pick it 95% of the time as my Engi primary.
I like it a lot tbh. As long as I have breach cutter for crowd clear, then I'm golden. The electric slowdown has saved our asses so many times
Awesome, a new video from Waste. Thanks for putting these out there.
Out of interest waste, do you see stubby as a mostly single target weapon, or at least having that as it's most viable playstile besides EM discharge? I often use EM refire as a crowd clear option and I'd say it does it admirably while still letting you move around (which EM discharge doesn't do so well).
I'm always interested in how people build this gun because I've always been of the opinion that it's a fun sleeper pick for engineer, just lacking in build variety (possibly heightened by these changes as you say).
Yeah, I think single target EMR is actually pretty good now and probably the only really worthwhile option aside from EMD. Crowd clear stubby is just too finnicky for the return it gives you, given the inherent RNG and small range of electric arc.
@@pvewasteFair enough, I'll give it a try. I should clarify that it's not really my entire crowd control (that goes to my sludge addicted driller friend), but it does the job for me.
Nice vid btw, looking forward to next.
I was hopeful for this season to fix Engie's clearly worst option. I like the gun, but having more ammo then other options doesn't mean as much when you're giving up all your burst damage, and being reliant on the mess of RNG that is elecritc proc, elecritc aoe, tick rate, and random spread. That on top of the terrible recoil pattern that pushes your screen up and then going back down when you stop firing; I don't know how anyone who plays on controller puts up with that.
As it stands, balance wise, it's just better to use the secondary Laser to do the same job as the Stubby of sustained firepower.
I do like the fact that hellfire isn't an autopick anymore, there is competition for triple tech chambers when it comes to AOE, especially cause hellfire was very point and click. However I do wish they went further in buffing HVC, cause it still does nothing but electric (though it at least has a niche now if u wanna electrocute a dreadnaught to proc ECR and your whole team doesn't have electric instead of being outclassed period) while inferno basically does everything minus make you breakfast in bed. I don't wanna see inferno nerfed cause it is in a way quite balanced, but there should be more to HVC instead of just procing electric
LOK-1 can proc its own electricity, so relegating that to your secondary doesn't make much sense to me.
@@KingNedya By taking electricity on the LOK you miss out on the damage at full lock. So electricity on the lok is more useless unless your using ECR, where your more likely to fire in bursts instead of giving a full lock.
@@deliqene3191 Ah okay, I don't have Executioner so I only ever run ECR and as such forgot anything other than electricity in that tier existed.
I very much like that the Stingtail is hard to dodge as I find it the most fun and satisfying aspect of the bug and I am glad the nerfs didn't change that
It's not even that hard to dodge, just follow the audio cue and move perpendicular to its direction. Dodged. If you're looking at the thing and trying to dodge the tail in flight you're making more trouble for yourself.
I know you've touched on your ideals when it comes to a balanced and fun stingtail, but what would that irritation look/play like? maybe something instead like the Smoker from L4D, though actionable during the tether interaction?
I'm honestly not super sure - the stingtail is kind of fundamentally at odds with DRG game design, right now. Like the next most similar enemy, the shellback, will rarely bowl you down more than once per life, and oftentimes none at all, are WAY tankier, more visible, and rarer, yet will consistently pose less of a threat to each singular player. The way I see it, there are a couple ways to go about things without completely altering the bug's identity. Either they keep most of their stats now (with some health buff) but have their grab accuracy nerfed, making them easier to dodge via normal movement (like, for example, menaces, who are WAY less threatening, FAR easier to spot, have huge glowing wps, and are less than half as rare) or give them the bulk treatment: make them much bigger, have a ton of forewarning, much rarer, and change the health somehow. Or maybe make them more akin to leeches, where you can shoot the grab down midway?
@@pvewasteI remember being able to drill the grab before this update when playing driller, I haven't been able to do it again since.
let's put toxin to buff stingtail, i mean a scorpion without toxin? lame. we need it to have beer effect.
I think the biggest issue with sting tails are really 3 things. Having too much armour, lack of visibility like other high value targets and unable to properly dodge the attacks. They only really addressed the first issue and went too far with it IMO.
Stubby my favorite engineer gun by far.
Excited for engine vid hope your good👍
That grabber just took you for a ride and dropped you back off lol
8:30 the buff to the crowd control is that now big enemies like dreadnoughts and oppressors are no longer completely immune to electricity, so they can now be slowed and affected by DoT. Or did I miss something?
I guess? But neither of those enemies are typically found in crowds - rather the opposite. Single target damage is much better for dealing with them.
Still waiting on that wishlist video ;)
We’ll get a meaningful turret arc buff one of these days... hopefully. If you ask me I think turret arc should be able to electrify unbuilt turrets
Maybe if you could electrify an unbuilt turret they wouldn’t have the aoe around the turret unless you fully build them
more baffling to me is why the cut the turret arc ammo by a third when it requires such finicky set up to get value out of. Also the electric chance is programmed to be 43% for some reason
how is turret arc bad
@@Leo.23232 It's ... fine in isolation, but as I said, it's just a lot more finicky to set up compared to EM Discharge
1) Requires two turrets to have an effect, limiting your AOE unless you have another engineer with you to spread out your coverage
2) Less ammo despite needing twice the activation for an effect, though it is somewhat helped by the longer duration
3) The wall design is inherently less flexible than an electric bomb. Its long sure, but the damage zone is very narrow. To get bugs into it, you have to constantly kite through it, instead of being able to just surround yourself with your turrets and zap whatever that gets near. It's only capable of competing with EM Discharge in area denial if you have multiple engis building a great wall of turrets, and even then the damage is mostly only good for smaller enemies. IIRC EM Discharge has a fear affect that can further push enemies away.
You can try to use Turret arc like EMD since it does have a radius around the turret itself, but it is only a 2m radius compared to EMD's 5m. EMD's arguably just as good at being a wall if you pay attention to it, having an end to end length of like 20m (5x2 + 5x2), while TA's max is 19m (2+2+15)
Basically, EMD is just faster and easier to apply across large area, while TA takes set up and constant effort to get bugs into its hitboxes. Also TA can't easily hit flying bugs.
I’d love to see that engineer build video
huffing copium for a stubby rework in march
well, dunno if we're getting more reworks, but we're getting a new OC for it at least?
@@Appletank8what new oc?
@@anemotic Devs say for S5, all primaries are getting one new OC
@@Appletank8 oh sick
Assuming one chooses to take the extra trail radius in Tier 5 for Hellfire Coil Gun, do you think it might be worthwhile to ditch Controlled Magnetic Flow entirely? My understanding is that the main draw of under-charged shots is to throw out a quick electric trail for crowd control. If you're giving that up, wouldn't it just be better to take increased charge speed for Tier 2?
CMF might be worth it just for the instant fear. I'm not sure; I'll have to test it more.
@@pvewaste ive never understood taking fear on the coilgun over stun. if you fear them, they just run out of the trail and dont take damage, but stun does the opposite
@@FrazzleFlib iirc the fear is basically guaranteed on everything except menaces, while the stun is 50%; that reliability is really really quite nice when a praet is about to shower you in acid or you want a a slasher to stop and walk away right now
and in any case, the ignition effect tends to set grunts on fire near-instantly regardless so them trying to move away from the trail isn't as meaningful as one might think
@@FrazzleFlibif you also have the electricity mod, they're also slowed down while walking out, extending the time the bug can't do anything. Praetorions especially have stun resist, so on top of a 50% of it working, they are stunned for less time.
The coilgun rework with new T1C mod really got me thinking, how does the T3B fear effect actually apply the fear to bugs? Does it apply the fear just once, to all bugs within 5m of the trail at the moment you shoot? Or does it continuously apply fear to all bugs who are in, or step into the trail for the trail's whole duration? If that's the case, then taking the duration upgrade with the ultra-magnetic coils OC for an 8 second long 10m wide cylinder of free breathing space doesn't sound like a bad idea at all.
I still love stubby it will always be my baby
Engineer build video? Oh boy. I'm legitimately looking forward to that one. It's the one class I haven't really played much of at all yet.
Backfeeding module is perfectly usable wdym? Its niche is single target damage (not because it gives more damage, but because it gives you more ammo which lets you use the coil gun on single targets more often, which you don't really want to do with the base gun), which is great for ntc procs, and is what I always use with it.
Think it's the only way I like taking the T1 damage mod. Shines if stacked with overcharger and T5 NTC.... actually I should check with cmf too
I feel like triple shot does a great balance between multiple targets or stacking it on one.
What would you suggest as a build for the reworked coil gun that would replace the slot of the old hellfire build? Still Hellfire or TTC?
UMC is always a safe pick. 😅
As for TTC combined with NTC in T5 its got so good burst now
@@warriorfire8103 I may be stupid, but what does UMC stand for? And could u also tell ur full builds? i now still have 2-2-1-1-3 for example
stubby's single-target build is great if you don't like the Lok-1, which is a terrible way to compete with it.
I shared this video in a discord server that was in the middle of talking about DRG, and I got banned. Good video btw.
LMAO they couldn't handle the truth
I am sure they would dox you if there was something about fat boy being bad
Discord mods being sheitheads like always.
triple chambers with overcharger is pretty fun and does a lot of damage
Babe wake up, new Waste video just dropped
I liked stubby before the update. Now, this weapon is even better. Don't underestimate mini electricity smg. Also, new overclock on breach cutter is crap
Is it worth changing the driller setups from 2 Charges(FULL AOE DMG C4) to 1 ammo mod(so a total of 3 charges), now that it rounds out and we get 2 charges per resupply, or not worth?
If you want to there's no harm in doing so, unless you're playing some stupid modded difficulties.
absolutely
tfw no autocannon rework :(
us autocannon fans needs to stay strong because the gun definitely isnt lmao
I think big Bertha is *good*, but it could use a little touch to make it live up to the name and deliver a little more oomph
It's also carried by how broken NTP is.
For backfeedimg module I've been experimenting with T1 damage plus T2 overcharge. Ok but too slow.
Think my fav way to use so far is 13211.
how do you spam in the minerals? Ive been trying but doesnt seem to work, also could you note the mods that you are using? I would love to try some of them out.
You can fast deposit by rapidly cancelling the deposit animation. I do it by alternating E (deposit) and right click (mine). I believe you can also do it with the laser pointer instead of the pickaxe but that's less comfortable for me.
Spam q and e
Do it at a rhythm, press E then mouse2 one after the other.
If you do it properly you'll vomit minerals in 1 second.
It's kind of crazy how they can ignore the most obvious balance changes to things like the stingtail. All it needs is an armour/ weakpoint nerf and make the attack less buggy and they still manage to mess that up
Tbf they did make a lot of good changes too, limiting the amount that can spawn at once will hopefully prevent moments where 3 stingtails attacking alternately prevent you from getting any breathing room or clear shots
Reducing the range is a great change, it really felt like their grab was a bit too extensive, maybe it’ll give us more time to notice them approaching rather than getting grabbed before you see them
The tweaking of its weakpoint hitbox is great too, as well as the area glowing more now. I’m also glad they’ve got weaknesses, it’ll add a bit of strategy to preparing for them
I think they could possibly even it out a little more and give it back a little bit of tankiness in return for making it slightly easier to dodge, rather than being a bit of a volatile glass cannon
Does the coilgun changes affect the mole OC in anyway?
It's the only OC I care about.
Only the mod changes really, maybe the buffed overcharger could be a good combination?
Mostly though I don’t think your builds will change much, unless you like to build it for using the trail
Waste, you missed the T5A change on coil gun. What's your opinion on it?
I briefly mentioned it in the video. It's better than before, but it's still too gimmicky TBH. Has its moments, but I still think using the normal trail is much more consistent and safe.
@@pvewaste oh yup guess i'm deaf lol.
Opinions on 11111 BFM Coilgun as a poor man's VB Bulldog?
Way too finnicky for the return. The long charge time and limited window for overcharger means on top of wanting/needing to ignite the target is just way too much effort for less damage than a single, instantaneous shot of VB. The benefit, of course, is that you get cleave, but I think speccing into one strong thing (single target) and doing it well is better than doing two things poorly.
that does give me an idea. with the ttc damage buff it seems alot more viable to utilize for burst dmg. u could combo burning hell with ttc ntc coilgun though you'd have to have to give up the powerful cc of electric trail. it could be fun tho
What would you say is optimal for hellfire after the update?
Probably 2X212? Not sure whether charge speed or CMF is better on tier 2, will need more testing.
Is hellfire still busted or is it just good now? Thanks for the build!
@@Thatguy223-vc4wb IMO its very strong, but reasonable.
The stubby is still my least favorite of all time. I would take the subatta with 1.5-2x ammo over stubby.
How does stubby have worse vertical recoil while taking t2?
The patch made it so builds with the recoil mod have a little more recoil than they did prepatch
I wonder what heppen at season 5
Always has been.
Wonder if hellfire takes extra radius and charge speed and radius or electric and controlled. I neber ended up using hellfire for swarmers much so i know which way im probably going. While the em discharge buff was odd renoving freindly fire probanly a good call even if it is a buff, just a little too spamy and wide radius even if it dealt 0 damage already, and the visual changes and range indicator are godtier qol for it. It double the size i thought it was. Roll control is now the S breach oc because now its the funniest one, at least, now it isnt funny because its bad
Still two weeks until us console players escape stingtail hell.
no bug ragdolls? why even play
for fun
@@pvewaste sounds counterintuitive but you do you
they get in the way if you often play at modded difficulty
@@HOMER8517 Our team uses the "quarter ragdoll duration" mod as a nice middle ground. You can literally get buried in corpses on haz6x2 if you run the vanilla ragdoll duration.
heck, i don't play Haz 6, yet even some bigger waves start making it hard to figure out which is a corpse and which is an enemy
Stubby was already goood
Don't you play Darktide? There disabler enemies also aren't dangerous unless in specific situations where they insta kill you
Sure. But in Darktide, every disabler makes a loud, distinct sound when it spawns. They make loud, distinct sounds as they move. They're less dangerous the further away from you they are. They make a loud, distinct sound when they attack you. Most weapons can 1 or 2 shot all of them except the mutant, who is very easy to dodge. Dogs can be pushed easily mid-jump. They're pingable through crowds. None of these things are true for the stingtail, except the sound upon attacking, but even that's not true half the time because stingtail audio is still broken.
Why do you murder the lootbugs :(
Everyone talking about how bad new stubby, but nobody complain why flamethrower didn't get buff to its upgrades and some overclock reworks into something interesting......
I totally get that the gun can feel simplistic at times, but I kinda like that a lot of the time. I think sticky flame builds give at least a decent amount of depth and the OCs are mostly very viable. FSD and CFV are a bit slept on imo. Face melter is not the most optimal but it *is* fun to turn off my brain and go crazy with it sometimes
If they could add some spice to the cleans somehow that’d be great but I think a much better idea would be to add new mods to make builds more diverse, like they’ve done with the coilgun, subata etc
Subata untouched? Sad day driller peeps
I recently got the game on steam after only playing it on PlayStation for ages and I feel like it is leagues easier to use the subata on pc than on console, anybody else feel the same way?
Wtf 8 ammo platform gun, waste cheating confirmed??
mod named high capacity magazines:
@@pvewaste genuinely curious, is there any particular reason why u would run that? the reload on the platform gun isn't that bad to me and the ammo mod gives u more ammo. plus u can boost rof without mods by anim canceling so tier 1 ammo has always felt like a no brainer to me. no judgement im just wondering.
@@debuff_collector you just have more burst platform output with the magsize mod, and the ammo mod only gives 4 more ammo overall. I think ammo mod is generally better, but magsize can be a nice change of pace and is nice for solo loadouts that don't demand tons of repellant.
@@pvewaste i forgot that mod existed lmao
Would you like to write a 3 or more paragraph essay on why you don't wanna play rockpox :engiesmile: