Deep Rock Galactic Warning Tier List (Season 3)
Вставка
- Опубліковано 7 гру 2022
- In this video we are going to be going over all of the warnings in Deep Rock Galactic. We will then be ranking them in our tier list. This one is set up a little bit different then our other tier lists, this one is set up as to how much of a pain they can be.
❤️ Donate To Creators For A Cause Here: tiltify.com/+creators-for-a-c...
❤️ Join this channel to get access to perks:
/ @reapeeron
❤️ Subscribe For More : / @reapeeron
🏆 Share this video with a friend: • Deep Rock Galactic War...
👍 Watch next: • Deep Rock Galactic | F...
🎮 Recommended Playlist: • Deep Rock Galactic Fun...
🎮 Series Playlist: • Deep Rock Galactic | P...
🎁 ReapeeRon Merch: teespring.com/stores/reapeero...
Social Media:
✨ Discord: / discord
✨ Twitch: / reapeeron
✨ Twitter: / reapeeron
✨ Facebook: / reapeerongaming
✨ Patreon: www.patreon.com/user?u=544799
👉 Find All Livestreams Here: pg/ReapeeRon...
🎵 Music Provided By: Kevin MacLeod
🎵 Music Provided By: incompetech.com/wordpress/
🎵 Music Provided By: Karl Casey @ White Bat Audio
linktr.ee/ReapeeRon
Things I Use To Record And Stream -
Mic - amzn.to/3y35S0p
Power Supply To Mic - amzn.to/2VdxbWY
Speakers - amzn.to/2VaxhPa
Mouse - amzn.to/3eVvjt0
Keyboard - amzn.to/3wXIFeJ
Monitor - amzn.to/3eNWw0T
CPU - amzn.to/3xYCFDH
GPU - amzn.to/3zyNQDm
Motherboard - amzn.to/3BB919R
Ram - amzn.to/3zumUok
Headset - amzn.to/3y3A5fR
Controller - amzn.to/3ByKAtL
#drg #deeprockgalactic #tierlist - Ігри
I once had a cave leech cluster where all the leeches were in grabbing range of each other. The scout went into the cave and I saw 5 leech tentacles all go for him as soon as he went into the cave. It was funny, if a bit horrifying.
*The council of Leeches decided your fate mortal*
lol I remember I was playing gunner and me and the driller did a dash straight into a spitballer to kill it, and we both instantly got grabbed. funniest cave leech
Yeah its called the edd a few weeks back
God that was hell
Wait is has 6 a thing or a joke
@@patrickbrisson1 its a joke but mods add it in
When you're a quarter way through defending the uplink and then suddenly hear "I. AM. NEMESIS." through the wall right behind you...
It was at this moment, that he knew...
The next worst thing is a bulk I've had them on uplinks like 10 tes at least I don't even have 200 hours either
O2 is so bad sometimes. Nothing hurts more than watching Molly climb up the Resupply hole with a Low Oxy warning blaring in your ears.
This is when you chew out the engineer for not plugging those holes
Point extraction O2
@@tunguska2370 happened to me the other day. had to call in reload drops to set up like checkpoints along my path.
Best to go up to the highest level.before calling the pod
@@Qwertype315 Or use the terrain scanner beforehand,
to not vertically connect to a room otherwise 100m+ away.
Considering that both golden(?) and regenerative bugs affect the bots, I have come to the conclusion that the rivals are also Glyphids
"When the damn bugs start to feel like family you know it's time to quit" Maybe the rivals really was someone who rage quit DRG and started their own mine after a smart stout!
Have you ever seen a rival corporation member in the flesh?
Don't forget that pheramones make them aggro onto bugs too.
Its called regenerative "bugs" for a reason!
But for some reason, hacked patrol bot doesn't regenerate health with the regenerative bugs hazard ALTHOUGH it was regenerating health before getting hacked
Haunted cave in solo is like playing dead by daylight and doom at the same time
the regenerative bug warning also affects the yuletide elf. a terrifying insinuation
That is interesting.
If you play solo you can just ask Bosco to bully these kinds of nuisances
It also affects the mechanical rabbit
However it does also lead to absolutely immortal Steve, which is my favorite. Getting 2-3 Steves that just do not die is SO ludicrously awesome.
Cave leech cluster imo is a positive effect, because then you have a reminder to frequently check the ceiling. the random surprise leech hurts more
I think it's worth mentioning Haunted Cave is an absolute NIGHTMARE on solo. Maybe not in terms of difficulty, but the time-wasting is through the roof.
That is very true most of the time.
Pain in the ass, specially on Hazard 5 where spawns are non-stop, you basically have no time to go after objectives...
Absolutely, the normal deep dive a few weeks back had a haunted warning on the collect aquarqs mission and that took too long as well as being incredibly stressful for kiting it around caves that were more vertical than wide.
@@hydra3573 The aquarq missions aren't that hard solo because you can just send bosco to mine them for you while distract that stupid ghost, refining morkite on the other hand, depending on the layout of the cavern it is just better just to straight quit.
Oddly enough I actually kinda like playing on haunted cave sometimes. Once I had to do a mission where I had to kill 3 dreadnaughts and having the weird ghost bulk detonator follow you around was kinda fun, kept you moving.
O2 is the *worst* by far imo because unlike the others, it forces you to stop progressing the mission to attend to it. I'm not exactly a gottagofast type of player but it still drives me up the wall. Conversely, I don't mind Shield Disruption very much - I tend to act as if I don't have the shield in the first place because it means when everybody else in my friend group goes down, I don't, since I have avoided a lot of small damage that they ate.
Low O2 makes you play with a slightly different pace, with occasional difficulty
Shield disruption just kills you, now or later, it just does
Low O2 is only hard because of the escape sequence if unprepared. Before that it's just a small change to your playstyle.
Y'all will note that at no point did I say that Low O2 was hard, but it severely annoys me. And if Shield Disruption gets you killed, you should try becoming less reliant on your shield. It will increase your survivability by quite a bit to make the requisite tactical changes, even and probably, especially when playing missions that do not have Shield Disruption.
@@Hokuhikene inorite?
@@darkehartplays IMO your opinion is shit, Shield Disruption is hell and O2 is also hell. Not everyone grew up playing CoD Zombies kiting zombies around every single room, down every single hallway across every single map in every single CoD Zombies game that they got to Round 100 without breaking a sweat. Some of us like to play with the safety net up. IMO.
Haunted Cave is haz 7 on solo. Especially for any objective that you have to stay in one spot.
Swarmageddon became a huge menace for me after one 2 hour long dreadnaught mission. I was pretty much a greenbeard and i didn't hurry to finish the mission as quick as possible, perhaps i took resupplies not always when needed, so swarmers just ate all of my team's ammo. It left us no choice than to kill dreadnaught with pickaxes which was incredibly hard and painful.
DREADNOUGHTS WITH PICKAXES??? Karl would be proud. Rock and stone to the bone, my friend!
@@KrzychuAleksina it was one hell of an experience. I still have the last 20 minutes recorded. It was me, two my buddies, and a gunner that joined after 2 hours so he was the only one with ammo (and he dared to use it on swarmers, it's like throwing away half a loaf of bread in front of starving bums)
ROCK AND STONE!
I find that O2 and Haunted are my kryptonite. They completely counter the way that I play. While playing a mission I play really slow and just take my time while I enjoy being a dwarf, the ghost doesn't really allow that since it doesn't stop. Then for extraction I completely leave Molly in the dust so O2 makes that really difficult. When I play multiplayer with friends, we split up fairly decently, close enough to rescue each other but way farther than reliable oxygen from Molly. They just make playing unfun for me.
Same
Agreed. I had an O2 where a bulk spawned while we were in a bit of a pit. I couldn't kite the bulk good enough to get to the resupply for O2 so it was pretty much impossible
Unfun is the name of the fame for those 2 modifiers
Skill issue
I recently had attempted my first elite deep dive (entirely against my own will) and one thing that scared me more than the first time I encountered a nemesis, was an elite slasher grunt… GOD HELP US ALL
Yeah they are pretty scary.
Skill issue
@@muramasa870 I would agree lmao, I’m only prestige 1 I ain’t qualified enough for that shit
@@ReapeeRon I can only imagine them on Haz 5… they could probably rush you down way faster, have their only true weakness, lacking durability, nullified, and the damage probably rivals that of a nuke or C4, per hit
@@pufferfishman4203i kid you not they are the meanest thing in the game
I've had one contagion spike spawn in a totally enclosed area. It was one of those things where it's technically open, but its such a small opening that you have to mine through. I went in expecting it to be part of a larger cave and got followed by a bunch of bugs. I couldn't find the tiny exit I'd made through all the bugs and I couldn't escape the rockpox infection, so it became a little tomb for me.
Just as a side note, if you run triple beam on the breach cutter you can one shot the rock pox praetorians easily.
Yeah, I imagine you can.
The wave cooker is stupidly effective against them. It's like popping gunk seeds.
Yes, it's just like butter, baby!
I honestly hope they add more modifiers.
I know it would be hell but I want more modifiers that are bug unique like A bulk nest or a Rollie pollie infestation,a spitballer shower,spitter storm. Just adding a lot more of one type of enemy.
Spitter storm would be the most painful bs known to man kind (atleast imo)
@@thetruecakehead Well, yeah, but with the right team and right builds it could just go smooth. Go with 2 gunners for exemple, so you're sure to get a lot of cover while being able to shoot. Also engie with hyperpropellant or Shard difractor with damages, crit damages and fire combined with a stubby and the damage bonus on electrified targets would work very fine i think. Same for cryo bolts on scout
my favorite part about litho outbreak is the *50% bonus payout* for completing it, if you get mineral mania + litho on a long egg mission you can easily get 400-600 of the common mineral (i've gotten 800 croppa in a single mission because of this, but also croppa for whatever reason has some nutty spawns in general which helped)
On Elite threat: if it's paired with critical weakness, go for it. the amount of damage bonus that you get makes the elite enemies mostly a joke
That is very true.
I tore apart 2 bulks with the minigun on critical weakness. I saw them, freaked out, but obliterated them in seconds on haz 4
Rival presence is definitely a mixed bag. most of the robots are whatever, but it also allows nemesis to spawn in randomly very frequently. the number of times hes spawned directly on my head and immediately grabbed me is nuts.
Swarmageddon and parasites are the most fun, if you get both you can get close to thousand kills at haz 5
+ both makes golden bugs modifier a whole different story, especially if you bring the biggest pockets possible. :D
I'd put Rival Presence and Haunted Cave in Pain tier, but I agree with everything else.
That is fair.
The regenerative bugs and steeve interaction reminded me, I wonder how lethal enemies and steeve interact considering steeve already gets a damage boost at higher levels of the perk
Edit: I literally just had to listen for 5 more seconds lol
I think the worst ones i've ever done were Low O2 and Haunted Cave.
Low O2 in a Deep Dive was the worst thing ever, especially with a really bad mining/eggs mission generation.
The only time I ever did Haunted Cave, me and my friend dropped in and wanted to see where it was first. Thought it was behind the Drop Pod but no, it was on the wall next to me and hadn't rendered so I almost pissed myself. We then continued on and found probably the PERFECT cave to bait it in, because it was a cave with multiple ways into one big room, meaning we could just rotate.
Had that before and it was a pain.
Me and a friend had a cave leech cluster and there was legit only 1 leech in the whole cave which was nice.
I played a cave leech cluster where there were legit no cave leeches
I was doing an elimination mission and had meteors and meteor fragments. Two rock cracker core retrievals and four fragments. One of the big ones fell in the room with the dreadnought cocoon. Then one of the big ones fell and wiped out my Steve. I normally like to fight dreadnoughts in big open rooms. The room wasn't large to begin with. Luckily there was a big room farther way. I ended up pulling the dreadnought into the big room, defeating him, and then going back to collect the hearthstones. Thanks Ron!
I had the same thing happen today
O2 kills numerous teams unable to get to the base in time in missions without Molly. Good that it happens fast.
I feel like they should make an early assignment that makes Greenbeards play through every negative type of Modifier to get a feel for them, so they don't become a detriment and start:
• Constantly running ahead in a Cave Leech Cluster despite being downed 5 times in the last cave
• Hugging enemies in a Lethal / Shield Disrupt / Elite Threat / Exploder Mission
• Literally walking behind / up to / magdumping into the Ghost Detonator
• Running 3 caves ahead and DEMANDING they get Molly in a Low O2 Mission
But they do it anyway, sometimes you just gotta learn the hard way. Hey, that could be the name of the Assignment! The Hard Way!
You should do a video on the combinations. Since you can have two of them in a mission, and certain combinations make things more complicated than if they were found individually.
Today, me and a friend were doing an egg hunt mission with the Shield Disruption and Rival Presence mutators on Haz 4 at Fungus Bogs. That mission was difficult, took us a while, and also had 2 meteors spawn in to rock crack open. Can't imagine what that would be like on Haz 5 or 5.5 (EDD) to experience.
It was also interesting since Fungus Bogs also had another egg mission in that biome to choose. Never seen multiple of the same mission type in a single biome beforehand in my life 800 hours of gameplay.
i dont even think you can get two of the same mission in the same area
@@Shadowical Yeah it may just had refresh when you ended your first egg mission i think
I unironically love Haunted Cave. It adds a whole new level of challenge to the entire mission.
Instead of "Stand your ground! Lock down this area!" it switches to "Oh shit! We gotta run! Move it!"
When I first started going into Elite Threat missions I just kinda brushed it off when the only things I saw were Elite Praetorians and Glyhpid Slashers/Guards, since then my sanity has been shattered when I saw an Elite Detonator start charging towards Dotty on an escort mission after an idiot engineer started Dotty up while the 2 gunners were off mining oil shale off the walls
I'm pretty sure elite enemies gain a % resistance to all status effects. It takes much longer to ignite or freeze elites vs normies so they must get either damage/status reduction or improved heating/cooling too.
I had (with 2other guys) mission with O2 in complicated cave. After we finished job and pressed the button on the mule, mule went vertically through the shaft made by resupply pod. There was nothing we could do and died from lack of oxygen on our way out...
Low o2 is annoying but the EDD last week was disgustingly hard. Hollow bough,10 aquarqs,low o2, waves never seemed to end and the Aquarqs were so far away the mine head and we’re extremely high or super low in the map.
Elite enemys and Mactera plague in the same mission is by far the most difficult warning combination I've ever encountered. It is so bad that other players sometimes asked me have I modded the game. Basically the issue is that everytime the macteras come there are usually 2 elite triple jaw macteras in there. They are simply impossible to kill if there are multiple of them at the same time focusing on you.
Elite grabbers....*shiver*
Since I run veteran depositor on my engineer, I noticed 02 isn't too bad because I'm naturally finding myself going towards 02 sources anyways for the damage resistance
Since you see rival presence mutator in advance, you can prepare (take flame weapons, LOK), so I'd say it is not that bad (Hard/Pain). It is much worse when there NO such mutator, but you still have to fight robots due to prospector or other events - it typically quickly snowballs into a disaster. I also wonder if rival presence can suddenly happen in a deep dive.
It can. This week elite deep dive was aqarqs + eggs mission + rival presence in the last( haz 5.5) part. Shredders are a nightmare in this situation. xD Unless you're driller and you can just drill them. Engie's shredder drones nades are just perfect as well for them.
Another great vid, rock and stone brother.
you just reminded me of that time a ghost bulk detonator shared health with the twin dreadnoughts
Haunted caves in solo are a nightmare, Molly and The horror move at almost the same speed with a similar pathfinding, depositing on the mule becomes an absolute nightmare and an annoyance because they are always next to each other unless you tell molly to stop in a specific spot and lure the horror elsewhere, only for molly to wake up by herself and follow you again
A problem with trying to make a list like this is that it can change substantially depending on the biome and mission type.
Like haunted cave for example. A nightmare in a tight cave with a dreadnought mission, but in somewhere like sandblasted corridors with a morkite mining mission its barely an inconvenience.
Theres one or two modifiers that ignore this somewhat, like elite threat. Since bugs spawn on every mission, elite threat makes things harder no matter what.
I would’ve switch mactera plague and haunted cave and moved rival presence down to pain. Mactera can be rough on certain missions, but usually doesn’t feel impossible. Same with rival presence, except it can feel impossible. Haunted cave, however, is similar to O2 in a sense as there is now another thing that you have to consider that can completely change how you approach a situation. O2 requires regrouping at certain points for air, forcing you to pause or call in resupplies just to not run out of air. Haunted cave forces a player to guide the ghost around and wait it out sometimes to go to the other side of the cave. If it is forgotten about or not taken care of well, really easy to take a massive amount of damage that can end a mission
My first low O2 mission was an escort duty. I sat on the dozer most of the time, everything went alright with some annoyance (I never figured out how exactly the game decides whether to give you air or not, went down on the dozer multiple times because of it). Then we finished the mission: 200m run to the drop pod. We tried to save the dozerhead, and molly got ahead of us pretty fast. Dwarves were left behind: 1 survivor made it out by the skin of his teeth after a harrowing chain of desperate revives (had I not brought iron will, the mission would have been unsalvageable).
I will never voluntarily play a low O2 mission again.
Haunted cave is an absolute nightmare sometimes, especially solo. Try getting an Alien egg into Molly as a solo Gunner with haunted cave active. It also makes fighting dreadnoughts way harder, even when you're not solo. I've had haz 3 missions be harder than haz 5 thanks to haunted cave.
I dont know the exact mechanics of how Nemesis spawning is determined, but I've had multiple Nemesis's (Nemesi?) show up on a single Rival Presence mission.
Cool tier list and it was nice to see your takes. Would have placed Oxygen mod in Haz6 but Pain-tier is fair if when playing with a team you all work together. Was surprised to see Rivals in Haz6 but maybe its just because I enjoy fighting such a different enemy from the Glyphids. Wish the two factions would actually battle each other though if within close vicinity and that would probably make it more bearable and fun for some people. Cave Leeches I would have put in hard or as high as Pain-tier just because people (like me 😅) forget sometimes the mod is on and don't watch out enough or don't use the awareness perk to counter it so I've had a good handful of team missions lost just from leeches as a whole. If you're solo though its totally not a big deal.
Was once in a deep dive in the hollow bough and two of the modifiers were low oxygen & elite threat, and two of the bugs that became elite near the end were a mactera grabber and a detonator which was sat right in front of the drop pod along with ANOTHER detonator, so we were desperately trying to lead the detonators away while trying to not suffocate, all while a SERIAL KILLER mactera would occasionally grab one of us at lightning speed to drop us off deeper in the cave
[ ! ] elite enemies are incredibly resistant to debuffs, especially freezing, stun, and burn. found this out the hard way on an elite threat/mactera plague mission.
I do think lethal enemies isn't actually that insanely bad because if you play well you already avoid hits as much as possible by hesring things coming or however. Keeping it simple lethal enemies punishes you for not controlling or handling melle enemies properly by using every classes method of avoidance such as driller tunnels to funnel them, engi platforms to make a getaway, gunner ziplines to stay out of melle range, or scout grapples to stay far away.
Now low O2 is a nightmare and a half but only really on missions that tunnel a lot like mining expedition on escort duty. Other than that I think this is a well balanced tier list and most of the hazards are well placed.
I like haunted cave, it's different and that to me is fun, I like how it can emphasise teamwork too letting your team know you have their attention is fun
buuttt I wouldn't want to do it more than once every week
Teamwork when you have a team, for solo that modifier is just a pain in the ass because the ghosts tends to be REAAAAAAALLY slow when chasing you, but once you start digging something it turbo charges you i did a refine morkite mission on H5 with this MDF and it took almost 1 hour to finish it...
I was on a Haz 4 with exploder infestation mod with my friends, one friend as scout running and grappling away from the huge amount of exploder circling around the big area cave, we were laughing so hard after we failed the mission while spectate him.
As a driller main very few of the modifiers are much of a threat if you build correctly for the mission. Ghost can easily be stopped with sludge and microwave gun. Snowball on cryo cannon for the mactera is super good. For some reason microwave gun doesn’t cause explorers to explode which makes its great for killing enemies near you or teammates. All of driller primary is great for killing swarmers or parasites and using persistent plasma on epc and just standing in the plasma field just protects you from the low health enemies like jelly and swarmers and shredders. Rival threat used to be a flamethrower only type mission but due to season 3 changes, other weapons have more use.
Wait ghost gets slowed from sludge pump?
@@rohansarangdhar8023 Yeah ghost reacts to all forms of slows. So scouts ifg slow grenades work too and probably electricity too. However drillers got the sludge pump and microwave gun which come with a modifier and overclock that increases slow. You can slow bulks and dreads to a complete stop and it’s kinda broken ngl.
Wonder how hard Rockpox modifier is now with the new stuff added into it like the the rockpox swarm thats triggered if you try to cleanse rockpox
Now it's pretty tough imo you really to adapt your loadout to rockpox bugs or you'll never finish the mission.
I'm really sad to see that the sticky flames load is now much much worse because of the added bugs.
i can’t tell you how many times i’ve been jumped by mactera while mining some notes or gold
Exploder is also not fine if it is in the radioactive zone.
The robots are difficult but are fine now for the kind of target they present. The speed nerf compensates for them being several different enemy types in one.
When I see the warning I just think "Time for high-range Crispr."
@@donvoltonus8898 I completely agree. They inspired that build for me. Now it is one of my favorite build for driller for any mission.
had a mission where it was a haz 5.5 elite deep dive on escort w cave leech cluster moment doretta breached into a new room both me n my teammate got instantly grabbed when the rock broke
So, yesterday I had my first experience with both Shield Disruption and Nemesis during my first deep dive ever. I went solo because I like to try things on my own before going with other people. 2nd mission I get a map filled with tight tunnels, repair mules primary and 2 alien eggs. Seems easy enough. I get the eggs and get through my swarm before going after the mules. All the sudden I hear dwarves in the distance..? I drop a supply pod and all the sudden Heightened senses goes off. I grapple (scout) away and look behind me and spot nemesis. I have 75-ish rounds of GK2 left and double barrel as my secondary. I run. I blow all my GK2 ammo into nemesis and go to turn back to my resupply, but I lost the way and I didn't have enough time to check my scanner at the time so I keep running. I get to the mule room and it's Hell on Hoxxes. Two wardens with 4 praetorians and an oppressor, plus 5 spitball injectors all around the room. I manage to finish nemesis off with a last ditch grapple right at him and a shot from double barrel + pickaxe power attack. Issue is now I'm down in the bottom of this room, pinned down by spit ballers with no recollection of where I came from due to panic and a huge armor column quickly closing in on me, with about half health. With movement and luck I made it through that, but it did NOT feel like haz 3.5. Used all of my 3 Bosco revives getting out of that situation. Got my damn overclocks though... 2 gunner, including the cosmetic (never played) and sludge pump for my driller main!... I hate sludge pump though.
Low O2 is terrible for me on most missions, but unsurprisingly isn't hard to deal with on Escort when Doretta is also strapped up with tanks
I would agree with that.
O2 is so painful with teammates... I’ve had to go out of my way to revive people who decided to go across the map for some unknown reason multiple times.
I had a haz 4 regenerative bug mission solo as scout with the Drak 25, it was so bad I had to just leave the mission.
Elite bulk detonator is scary they move so fast
Exploder infestation depends on the biome and is painful on magma core I remember a year ago there was a deep dive and the 3rd mission was point extraction
hive guard exploder infestation on magma core i probably had a permanent speed boost from the hot rocks
Shield disruption does also give 30% damage reduction for hostile/environmental damage, which helps mitigate it as well
recently I did an elite deep dive.. and it was not the first, but the most difficult.. how do you like the second stage with rivals and O2?
and this is a magma location. God, that was so awful.. we with my friends managed to win, but god, that was so nerve-racking..
3 stage had deadly enemies, and that was 1≈2 shot = dead. But we had a low gravity, so we survived.
Well, except our driller..
Guard Steve is fun sometimes. Especially woth Regen or Lethal where it's funny seeing Steve eat everything from a Pretorian and win 1 on 1. Tankeh Steve is fun
Ahhh yes the cave and dreads , i remember wanting to kill one got a hiveguard , and then i didnt know that there was a cocoon behind a wall when the Horror stomped ...... yeaaaaaaaa
That can happen
Once had a double threat of Lethal Enemies and Shield Disruption for an assignment mission... Yeah I got actually oneshot by a slasher so I just waited 30 minutes for a refresh.
Low oxygen can and will doom your mission if you are not equipped to deal with it and if you just roll bad on cave gen or event rng. The only other mission type I dread as much as low oxygen is shield disruption.
I've made haunted caves a pleasant experience for myself by flirting with the ghost. Favorite modifier now. On elim haunted cave is actually kinda fun to try to play around because the ghost explosions not only hurt the dreadnought, the horror does more damage than the dreadnoughts' damage checkpoints!
Man am I glad they changed Rival Presence between Seasons 2 and 3. The fact that in 2 it was guaranteed at least 1 Nemesis regardless of Haz rating and would sometimes cause a parade of them was ridiculous and not fun. And they seemed to have more health back then but that may have just been my inexperience with fighting them. The assignment where you had to do 5 Rival Presence missions in a row during season 2 made my friend quit the game and he's not been back since.
Yeah that is pretty nice, because Rival Presence could be pretty rough.
Lok 1 is great against leeches because it can detect them even in a dark room, so it sees them when you cant
Fineally. A good DRG Content creator. Thanks you for taking the time to entertain us.
My pleasure!
In my experience, Mactera Plague is usually always an immediate run ender. Like fighting Omen on Hazard 5.
Cave leech cluster usually is a good thing for me since otherwise i often forget theses are a thing. (even after hundreds of hour yes)
I've actually never once done a parasites mission after I think 200+ hours now, and not for trying to avoid it, I've just completely failed to play it.
Honestly mactera plague normally isn’t that bad as you can plan for it but in deep dives it’s an absolute nightmare, if it’s on the last stage the damage is so insane the only thing worse is a low o2 point extraction.
What is an uplink mission is that just salvage after you do the mules or is it something else
Yeah it's a salvage mission, or if your deep dive has the black box on it.
O2 can be a death sentence in public missions, especially when the map is bad for your class
I'd swap O2 and the Lithophage Outbreak personally.
For O2, there may be missions that suck with it, but there's also an absolute freebie with escort missions.
Lithophage isn't that bad, but it's still inconvenient more often than not I've found. Particularly with rockpox swarms spawning in.
My first Haunted Cave was solo and I had no idea what was going on. I HATED the experience. Now that I'm a bit a more experienced and rarely play solo I actually really enjoy Haunted Cave!
Are you going to do the frame works next
Maybe, the new milspec does look pretty cool!
@@ReapeeRon facts
I believe that with haunted cave you can shoot the ghost and make it aggro on you
Oh yah Lithophage outbreak is not a problem at all for me. i do it for that 50% bonus
Cave leech: be a bit more careful and change one trait - Fine
Elite: bring less "fun" weapons and be caereful - Hard/Pain (could increase with other other boosters)
Exploder: kind of fun haha. Use your ears and run - Fine/Hard
Haunted - screw this. Handlable but not fun - Pain (but throw it in the trash for not being fun/interesting)
Lethal: agree, just makes everything else worse - Haz 6
Low O2: like haunted, manageable but just not fun or interesting. Also relies on molly who is trash - Pain
Mactera: weapon changes, being careful like elite - Hard
Parasites: more of an emo sync - Not bad/Fine
Regen: fine unless something odd comes up. Great Steeves - Not Bad
Shield: yeah, just pain. Anywhere, but especially anywhere with environment hazards - Haz 6
Swarm: kind of annoying, forces specific set ups - Hard
Rival: only annoyins me since it forces laser on solo missions for roof turrets - Hard/Pain
Lith: annoying solo, not bad with a team working together, underwhelming for a season thing - Hard/Pain
EXTRA: Lith needs to not be on aquarq missions given how enemies are on those
SO we mostly line up :P
Recently got so lucky, that in the last stage of Elite deep dive we had Lethal enemies and on haz 5.5 slashers and swarmers were the ultimate pain I could imagine. Agreed to never play Elite deep dives afterwards. Haz 5 is walk in the park compared to that
There is this common misconception that "exploder infestation" increases the amount of exploders spawned, that's actually not the case when you have this warning every 2-3 minutes a GUARANTEE wave of exploders will spawn and more exploders will spawn based on the hazard level, the exact same goes for "swarmaggedon" , a wave of swarmers spawns every 2-3 minutes.
Glyhid Hiveguard: "You can't defeat me!"
Beastmaster: "I know I can't, but he can."
**Glyhid Slasher Steve with Regen Bugs and Lethan Bugs**
Yeah then Steeve gets really scary!
The shield disruption is the one i hate the most as i became such a heavy reliant on my shield,
I play a lot of solo missions and by far, haunted cave is my nightmare
Low O2 is certainly annoying, but I wouldn't say the same for Ghost, as I find that gimmick infinitely more interesting.
I play Scout and Driller the most, so i have some bias here.
Cave Leech Cluster: I think it belongs in Not Bad tier. A Cave Leech's greatest strength is how rare they tend to spawn. Whenever a player drops their guard, that's when a cave leech will often nab them. This causes the player to be on guard for a couple missions, only for cave leeches to not spawn. When the player forgets about leeches, that's when they will spawn and the cycle repeats. Cave Leech Cluster nullifies this by reminding players that cave leeches exist. As long as you and your team don't panic run into a new room whenever a wave spawns, and remember to look up you'll be fine
Elite Enemies: I think this belongs in Hard tier. Elite enemies do indeed shrug off stuns quicker, as well as cryo. One thing that you didn't mention is that all elites also become much faster, not just the grabbers. Seeing an elite detonator haul ass after you is one of the most terrifying things for an uncoordinated team. Additionally, some enemies get unique enhancements. Elite guards have knockback whenever they hit you, Mactera Spawn shoot 2 spins instead of 1, Detonators have increased death blast radius, etc. As long as you're aware that there is an elite on the field, they're not too terrifying. Scout in particular can hard counter most elite enemies, as a single pheremone crossbow bolt can cause an elite to be shredded by its own friends. Driller can Cryo Impact for instant kills on anything short of a bulk, or melt with corrosion + toxin microwave. Elite grabbers are particularly scary i will admit, as they can phase through walls, but as long as you hear them coming, you can shoot them before they grab you, even during a horde.
Exploder Infestation: I agree with it being in Fine tier. Important note with the microwave gun: if you kill a primed exploder it, they will still explode, even though they "popped' earlier. Keep this in mind as you may die to "invisible" exploders. This warning can be beneficial as well, luring a horde of glyphids into a patch of exploders is always fun, and they're basically free vampire triggers as well. Better train your ears though, a subtle clue that exploders are sneaking up on you is the music starts to temporarily deafen itself.
Haunted Cave: I'd put it in Pain tier. Sure you can slow it down, but that costs valuable ammo to do so. In theory, you could get a single member to run rings around it, and cancel out the warning but you'll be down a team member to do so. Something you didn't mention is that it can dig through walls as well. This can screw you over as it can cause shortcuts for other glyhids to take, or easily cut down the amount of time you buy by running away from it.
Lethal Enemies: Yeup, full agreement there. At least ranged attacks aren't affected.
Low Oxygen: If I had to give it a rating, I'd put it in Hard. When playing on hazard 5, time is of the essence. Waves can spawn in as early as 3 minutes, and the next wave is coming in within the next 5 minutes. Low Oxygen in general forces you to do constant O2 pitstops, which VERY quickly adds up extra time, causing more waves to spawn. But otherwise, in agreement with you.
Mactera Plague: I'd put it in Hard tier. Mactera are generally glass cannons. It can be very intimidating seeing 10+ mactera all in your face zooming around and shooting at you, but if you initiate the attack first, they start dropping real quickly. Strafing diagonally forward towards them generally allows you to dodge most shots, as mactera spawns/brundles shoot at you, while tri jaws will hit you if you run back, left or right. Additionally, with so many mactera flying about, they actually start to body block each others shots, negating some of the lethality. Going back to attacking first, mactera in general are much more frail than glyphids. Their weakpoints take 3x damage instead of 2x, receive extra damage form burning, corrosion melee and electricity. If you're a good scout, you can keep strafing while whittling down mactera one at a time, especially with the m1000, though I prefer using Deepcore AR. Gunner can shield and safely exterminate them, Driller can hard counter with all 3 primrary and engineer can let his sentries do the damage while he focuses on dodging. As long as you can kill the mactera quickly and efficiently, they will not have time to accumulate and clump up into a death swarm.
Parasites: I'd create a new tier for this one called Free Exp, cause that's what this warning is. Hell, you don't even need to run thorns, parasties kill themselves whenever they attack.
Regenerative Bugs: also Free Exp. What self respecting dwarf would leave a bug/robot unkilled? Damage over time also prevents regeneration.
Shield Disruption: Honestly, I'd put it in Hard tier. Sure, you lose 25-30 extra shield HP that regens, but in exchange, you get 30% damage reduction from non self inflicted damage. This lets you have MORE total effective health, with no shield but 30% damage reduction compared to shield but no damage reduction. As Cryo Driller, I already play fast and loose with my health, as vampire + barbed drills turns most glyphids into mobile health packs for me. As for boss fights, on haz 5 they already deal ridiculous damage, that extra 25-30 regenerating health barely makes a difference. Attrition damage can certainly be annoying, especially from fall damage or swarmers, but as cryo driller i don't really have that much of an issue of it when the health packs walk to me.
Swarmageddon: I agree here, but they're REALLY annoying on Elimination or Industrial Sabotage, as during the bossfights, THEY STILL SPAWN. I'd bump them up to pain.
Rival Presence: Hard disagree. I really think everyone overblows how deadly rivals are. I'd put it into Fine tier, even pre nerf. A single Flamethrower kills everything rival short of the caretaker or prospector. On haz 5, only 2 patrollers or around 15 shredders will spawn, and they make a very obvious sci fi teleport noise to alert you to their spawn. Flamethrower instakills the former while the latter can be dealt with by pickaxe strikes, or spraying your flamethrower around. As scout, using the Deepcore AR is much less punishing than the M1000, as missing with it isn't as big a deal, and is perfectly serviceable in shooting down individual shredders, or hitting the head of a patroller. It's also easy to deal with turrets. They're not going anywhere, so they can't follow you. Repulser turrets can be dealt with by gaining either high ground or low ground, as you can simply dig under them to attack below while attacking from above removes their shield strength. Otherwise just flamethrower them to death. Snipers make a real obvious deep buzzer sound when they lock onto you, and you can just drill underground to escape their line of sight. When you figure out the location of the controller node, just drill a tunnel underneath it to neutralize it. You can hack the underside of it. Patrollers and Shredders will still spawn throughout the mission, but even a single power attack will deplete almost half of a patrol bot's HP, and the shredders are basically just naedocytes with more damage. The Nemesis is basically just a flying Bulk Detonator with a weakness to fire. It's a total joke and in my opinion, one of the biggest dissapontments of season 2. It was built up to be this big intimidating thing that would relentlessly hunt down the dwarves, maybe come back repeatedly, but nope. It's just a bulk detonator that trades "instant kill explosion melee" for "instant kill grapple melee", and "nuke the place on death" to "clusterbomb the place on death." And it can be instant killed with fire. A single well placed incendiary grenade from the gunner can actually kill this thing, if you throw it in a narrow enough tunnel. Or as usual, the Driller's flamethrower will suffice. Just bait out it's initial shield, strafe around then burn it down before it has a chance to fire another shield off. The Flamethrower's range is surprisingly long and can torch the Nemesis safely from a respectable distance.
TL;DR, just use flamethrower.
Lithophage infestation: I'd honestly put this in Hard, maybe even Pain tier They might've reduced the count to 3 max, but they buffed it over time to make it harder to deal with. In particular, killing a rockpox creature blister with pickaxe almost instantly caused you to get rockpoxed, which REALLY put a damper on my driller playstyle. There's also the possibility of rockpox waves. And sure, just shoot the blisters, but unless you're running a breach cutter engineer on the team, the sheer amount of rockpox glyphids when a rockpox wave drops makes them cover each other's blisters.
Rival Presence, Low O2, Lethal Enemies, Haunted Cave, Shield Disruption, are the biggest pain in the butt for me
Imagine, elite regenerating steeve slasher
There was one point where you could do that.
Swarmageddon + thunderhead + golden bugs = WERE RICH
The only true Hazard is Elite Golden/Normal Lootbug
Regen Steve is an omnipotent bug can confirm.
Personnally, I don't find Elite Enemies to be too hard. Embedded Detonator Zukhov still make short work out of them.
And if a I grabber grabs me I can usually get back to where I was easily.
I mostly play Scout with M1000 (Hipster 23111) and Zukhov (Embedded Detonators 11233) with Stun Sweeper, Max ammo flare gun (which can deal 40 damage AND headshot, if you're out of option) and quick wind-up Grapple.
Meanwhile Bosco goes 31213.
However, Haunted Cave can go suck my nuts. By far the worst modifier. Even on Scout.
Having to CONSTANTLY grapple away is extremely annoying.
I usually wait 30 minutes IRL for the mission to reset into something else if my assignement-designated mission requires me to do a Haunted Cave mission.
Shield Disruption is not as bad, because there is 30% less damage from enemies and terrain hazards. It almost compensate the lack of shields.⚡
Nah it’s still hell and friendly fire damage feels a lot more prominent
I fear no Glyphid, but that... thing...
*Elite Lootbug*
It scares me...
I will always say cave leech cluster makes the game easier simply because i rarely check for leeches normally. So having cave leech cluster on tells me there will DEFINITELY be leeches, so I check every cave as best I can knowing that leeches will be there
That is a good point, it also helps you take heighten senses.
As a Gunner main, with bad RNG cave generations...
Haunted Cave is Haz10