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- Опубліковано 14 сер 2024
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The main benefit of the inertia upgrade for the platform gun is that you can shoot a platform underneath yourself even when you are falling at high speeds. Without that upgrade, the platform often lands too late to save you from breaking your legs, unless you have better reaction times than me.
RJ250 Compound pairs well with it especially.
Weird that he didn't think about that. The moment i saw the upgrade i though about this possibility, since i got downed sometimes because of the low speed of the shot in big falls.
ikr, major red flag
@@sopito9923 If you're good then you don't take much fall damage. Of course he wouldn't notice why people use the upgrade.
@@cvangemon1307 it works well if the grenade launcher overclock that allow you to rocket jump. That's the main use for it.
The zipline fall damage buff blew my mind. Absolutely taking that from now on.
For some reason i feel like this is kind bug thing might be change in the future
Imagine scouts tier 3 armor frame, tunnel rat, plus scouts grapple tier 4 safety first. Does scout gain fall damage immunity?
@@alphateam6580 you won't take any fall damage
Ye you can infact be fall immunue
At least until they patch it with the grappling hook fall damaga resistance as well
5:29 disable inertia inhibitor on the platform gun is supposed to make parkour easier as in if you're falling from a great height and you shoot a platform directly below you the projectile will inherit your momentum and go faster allowing more time for you to aim and land on it
That is why I have it myself. So that it will hit the ground long before I do if I find myself falling, because the amount of times I have to do that is embarrassing.
13:40 that rounding error also works for the breach cutter's Lightweight Cases OC, which is why it is the best OC ever, fight me.
Nice! clicked around the weapons a little bit for examples, definitely missed that one
@@AxisKronos Is one extra ammo from the rounding error really worth it? I feel like I missed something? I'm operating on like no sleep right now so I might have just not heard it properly.
@@ASpaceOstrich he seems to be a very optimal person, and if were speaking in numbers it is better yes, but imo i just hate having to shoot flares so longer lasting is king
@@serthiag7373 I'm the opposite. I tend to overlap flares during defence and want to shoot 2-3 in a huge area for greater coverage. So I used to use double ammo.
After seeing the rounding trick and total uptime I am optimizing by picking one ammo: 1 duration.
I can't wait to your full Haz 5 series. Even as a grey beard I learned a lot, and these will be a great resource for new players.
Playing a lot of Scout, I don't think I could ever remove the 1st tier range upgrade. I'd say at least 25% of my shots end up being 29.9 meters away, and at least 50% of my shots are at least 25 or above. I don't know how I could get by without the reduced range, especially now that I'm used to the eyeballing of how far things are, paired with how much range I have.
true
The over charger winch isn't bad but personally only useful for really getting resources with out an engineer. High velocity ejection system is just better for gtfo situations. And the last tier is either 2 or 3 the fall damage just ain't it really.
For combat I'd rather go full recharge speed. 30m is nice if you just want to be able to grapple someplace without thinking about it when you aim, but with even just a little terrain awareness 25m gets you to where you want to be just as often without issue. Plus if you are going to give up recharge for distance then you'd better know where you're landing is where you'll be safe because otherwise the extra time waiting can potentially cost you during a heavy swarm. As far as the extra speed boost on landing, instead I just opt for shooting my grapple at the ground anyway. That in itself is a speed boost as you're instantly putting 20m between you and the nearest bug anyway. So no need to give up the extra recharge speed imo.
@@TubeOfLaughes the recharge is only half a second though
@@janickvliek6530 Lots of things in games are measured in tenths of seconds. And you'd be surprised how much that half second can matter when you're knee deep in glyphid grunts. Being able to reposition as quickly and often as possible is your best defense as a scout. And the speed boost in tier 3 isn't even necessarily a full benefit since it starts when you let go of M1, not when you land. So that means if you aren't fully on the ground yet (which happens a lot) then you're loosing some of the speed boost time anyway.
Here's three things you need to know about Satchel Charges, with the math shown below.
1.) Max Damage will always deal more total damage than Max Capacity, regardless of how many resupplies you do in a mission. This is only really important for killing anything bigger than an Praetorian, because otherwise it's overkill and a waste, so if you take your charges to kill fodder, don't upgrade damage.
2.) 1 Damage + 1 Capacity Satchel Charges will outperform Max Capacity in terms of total damage until you resupply more than 3 times in a mission, and will be better than Max Damage if you never take a resupply, which is useful to know if you want to get the most out of your Satchel Charges while trying to get the "no resupply" achievements while playing as the Driller.
3.) Max Supply makes the best use out the of Tier 4 upgrades, whether that's Fear, Stun, or Carve Diameter, because you have more total charges to use.
With 0 Resupplies:
375 (Damage) x 4 (Charges) = 1500 (Total Damage)
875 x 2 = 1750
625 x 3 = 1875
With 1 Resupply:
375 x 6 = 2250
875 x 3 = 2625
625 x 4 = 2500
With 2 Resupplies:
375 x 8 = 3000
875 x 4 = 3500
625 x 5 = 3125
With 3 Resupplies:
375 x 10 = 3750
875 x 5 = 4375
625 x 6 = 3750
One thing I feel like contesting though is your turret upgrades.
I use gemini turrets + ammo on every mission (except mining missions), as when there is a wave alert, it gives me just enough time to set up both turrets until it actually hits.
This leaves me only vulnerable to unannounced waves, but those are rarely why your whole teams goes down.
Now my first point still falls flat against personal preferences and playstyle, but for hardened rounds in tier 3 is much more cut and dry, as the damage boost from it, and by extension, ammo efficiency, outways the less than one second stun.
Gaming existence, made some good tests on his Lok-1 smart rifle engineer build. (starts off at 14:55)
But yeah, overall, I learned a lot from your video.
Hardened Drill Tips is actually less fuel efficient than not taking it. It's only useful for a greenbeard that hasn't unlocked the other mining speed buff. You simply cannot move fast enough to take advantage of both mining speed buffs because drilling reduces movement speed too much. Barbed Drills is *always* the correct choice if you are leveled up enough to get that extra movement. Using drills in combat a little makes you flexible, and Barbed Drills means you kill bugs with them faster, preserving fuel, and they preserve fuel while you mine too, while going just as far. Good breakdown of the tools here.
The rounding error you mentioned for the flare gun also affects gunner’s zip line launcher when you take the tier 1 ammo mod. With 5 total ziplines, you gain 3 with each resupply rather than 2, which I would say is a pretty crazy bonus.
I'm shocked that as a green beard my own assumptions utterly matched your own. Like every ounce of kit I had was using your setups and suggestions despite me not even knowing any of your knowledge. Thank you for improving my self esteem.
I also always run defender system but keep in mind that without it the gun can shoot all around it. not that it is an issue but its cool the hawkeye can shoot through entire cavers if u just plop emm in the center
It would be super cool if it didn't nerf your damage by 38-45% per shot.
Hawkeye definitely needs a buff on the next balancing pass.
Thanks Axis! Great video! Looking forward to the rest of the Haz 5 guides.
Hawkeye makes a good spotter, especially when paired with turret whip.
Burns through ammo like crazy though if you're running gemini.
Wow this was so incredibly helpful in helping me understand each mod to be as effective as possible. Thank you!!
Im always impressed of that you know these tiny but worthy details.
Man this vid changed up a few of my builds. Some I already bothered to do the math on like flare gun or drills but the rest made me realise I still have a lot to learn lol
Awesome video Axis! I was not aware that the zipline gun worked that way. Might have to use it a bit more like that.
i wasn´t expecting you here = )
Banana
When using both cooldown upgrades on the grappling hook, with the hover boots perk, you can actually become completely independent from engi's platforms. This combo gives you enough time to grapple to a wall/ceiling, activate your hover boots, dig a small hole and right when your hover boots run out, your grapple is ready again, so you can grapple to the hole you just dug out. It takes some practice but I feel like it makes my scout way more versatile.
The thing with the turret stun is that it only stuns an enemy for a second. With Gemini turret, that means about 1 enemy per second for one second. While it does slightly thin out crowds, I dont think it does anything significantly for there to be any discernable difference. Especially when engineer has many single place crowd clearing options, it's probably best to have enemies bunched up. On the other hand, I always feel like my turrets never have enough ammo when I'm not running T4C, so I feel that having increased mag size does make a greater difference.
Also, with the mining speed upgrades for drills, there's a lot of diminishing returns when taking two of them. You drill much faster than you move with the two. So you can run barbed and not have much difference in the actual speed you tunnel.
I usually just take more fuel unless I'm on using the cryo cannon where I use the drills to kill basically anything smaller than praetorian(other than mactera and leeches and whatnot ofc) because the damage increase isn't really enough to make it worth using against most enemies on a sludge pump or flamethrower build but the extra fuel lets me do more terramorphing and make more shortcuts for the bois.
I want to put in a word for the ziplines. I've used them at surprising times when I see a long drop but there's a zipline below me to grab. Holding the grab button for consistent ziplines grabs makes this an option even safer than platform's reduction of fall damage. Sadly, I don't think I've seen gunners use it this way intentionally (for the whole team at least), owing to their rarely being a need for ziplines even in my example. But its there!
Oh right, great video. I'm too lazy to do numbers, and it's apprecisted.
Knowing where an ally will fall and put the zipline exactly where he can grab it it's just the RNG this is why gunner don't pay attention of that we only have 4-5 ammo we can't use our zipline for make a security net ^^
Personally i prefer use zipline for combat purpose (but i HATE projectile we fall so easily, taking damage is enough no need to fall into a pit of bug ! xD) that way i can assure my team a good cover (better angle and avoid friendly fire) and i can drop shield when i see the situation be going bad down there ^^
Falling from projectile are just too much counterpart that why the "perch strategy" have a bad reputation even on gunner community lol (and spamming E is boring, if we can cancel a mechanic of the game, so delete the mechanic xD) ^^
Majority of time zipline is a good escape option when you're on a cliff that the only thing the zipline do really good every time ^^
Thanks for your videos, they always show some small thing I didnt know yet, and learning is fun! Keep it up
Great guide ! I agree on most of your choices, but repelant is a must have imo, especially on salvage missions, I dont really need the extra ammo. and I find the stun on the turrets pretty useless, I take the armor breaking, helps save some ammo.
I also go for armor breaking, sentry gun shoot at the center of the model, they don't aim at weak points anyway. And combined with turrer whip, armor breaking destroys pretorians and brundles. It just feels right with my lazy playstyle.
Stuns are beneficial at stopping attacks, essentially giving you or your team cover, especially against Macteras.
Combine Stun with Hawkeye and you can select a bug to disable for a couple of seconds. Then add Turret Whip to lock them down even more.
when Drilling in the Name of made that video the drills didn't have move speed penalty reduction, so now it is really a choice between using cryo cannon/vampire or do i want the speedy drilling for emergency bunkers/escape tunnels.
I had an accident not too long ago where me running volatile compound made my team fail an elite dive.
We were escorting the dozer and it was drilling up at a steep angle. Some 40 meters away, at the end of the tunnel, a bunch of bugs spawned, so I decided to throw a satchel down there. However, it seems our gunner got the same bright idea with his sticky nade, and he happened to throw it in just the right way to have it actually stick to the satchel and detonate, which, thanks to the extended radius, killed everyone but the bugs the ordnance was initially thrown towards.
I really like the destructive power of the extended radius mod so I kept it but I did switch to the ammo mod as a lesser evil just because volatile compound is essentially a balanced overclock (and a stupid one at that).
Apparently the fall damage reduction on the grappling hook works like the zip line where it applies until death
was looking to see if anyone mentioned this already, though i guess an argument can be made about it being less valuable since it only buffs you (as opposed to the zipline's ability to buff the entire team), and the scout has quite a few tools to make him avoid/minimize fall damage already. Though it's worth mentioning that the zipline reduction and the grapple reduction both stack, along with his 33% fall damage reduction armor upgrade. And since all of these reductions are additive, getting either Tunnel Rat or Low Gravity will allow you to not take any fall damage at all, no matter the height you fall from.
As someone who doesn't really mess around and change my tool upgrades I'll admit I had a few pretty bad ones picked when I checked on my own picks while watching the video haha
Love the choice of background music. Boneworks OST is a total banger
I personally like using hawkeye system when using turret whip so i can take out specific targets a bit easier. But honestly I feel like the hawkeye system targeting mechanic should be integrated into the base turret (not the range, just the targeting) and another upgrade should be in its place instead.
I’ll take it a step further and say that turret whip should be ripped off the warthog and added to Hawkeye. Would let you have more choice in tier 5 on the warthog and would make Hawkeye competitive with defender
Great video. Cant wait to tell my gunner buddy about the fall damage team buff. Found your channel from a mention on reddit for suggestions of youtubers for new players.
I wasn't aware of the gunner's zipline fall damage reduction, that's way deter than movement speed thanks
Iloilo
I’ll ok lkllkklkkpp
One should note that the shield also reduces fall damage. The atform gun also does that. Throw a shield on a platform when u touched a zipline to reduce fall damage even more. Or just fall on top of your teammate's head to bounce snd completely nullify all fall damage, preferrably a scout.
Edit: always knew that the shield didnt reduce fall damage but 2 months ago a reddit video changed my mind.
Main use I've found for the inertia platforms is when running RJ250 Compound. Inheriting your movement left and right is peculiar to be sure, but it also inherits your downward momentum, so your platforms can't fall slower than you anymore. Excellent for creating landing pads and not shattering your engie's knees after rocket jumping
I like to use both ammo mods since with 50 ammo the drills become a basically infinite support tool like the grappling hook. Ive only run out of ammo with this around 3 times now tho so i should consider using hardened drill tips
because of lag compensation & the fact that sometimes it will eat your grapple I tend to run high velocity eject with min recharge
lag eating your grapple will hurt especially when surrounded
Safety first is a semi-permanent buff like the zipline variant of the upgrade.
Bro I learned so much. This is so good.
Sentry reload speed is a joke. Sentry ammo capacity would have been a better upgrade option they could have given us
Repellant is actually very good at forcing bugs into a choke
You can also set turrets and a bridge at the entrance to the cave that Dottie mined out and since bugs mostly don’t come from the other cleared rooms you can set up an overhang that covers from spitters & stingtails pretty well while giving space from slashers and the like (put your gunner on your overhang he’ll massively appreciate it)
Hardened drill tips is best used in 3-4 terrain break bursts. Makes it so you can drill much longer from 0-99% than normal.
Man, watching this is kind of making me want equipment overclocks, see what craziness they can come up with
overall a great video with lots of helpful stuff.
That said, having more reserve ammo does not equal an increase in DPS for turrets so im confused by your statement. More reserve ammo would present higher damage potential before resupply but the actual "damage per second" is unaffected by tier 2 upgrades, turrets still shoot even while being reloaded and build time doesnt affect the raw DPS once the turret is actually built.
the different builds i showed were a blend of gemini and MK2 turrets, hence where the DPS comes in. The tier 2 mods only dictate total damage, and the tier 1s effect both total damage and DPS, which is where the mention of DPS comes in
Rock and amazingly informative videos, pal. Learned a lot from your videos regarding DRG, thanks!
16:22 If you are the host, you can move heavy objects rather quickly by doing these inputs in order:
Jump and move in your desired direction -> Immediately pick up the heavy object -> Throw it towards where you are walking -> Repeat
The "Throw it towards where you are walking" takes a narrow timing window but as I have gotten proficient with it I can move effectively at sprinting speed while also moving a heavy object. Also not all heavy objects are generous, specifically gunk seeds the timing window is so narrow I don't think humans can do it, but for most it'll work.
Btw blood cooled drills actually cools it down faster than it heats up. Very very useful for combat and if you have Vampire
Does that zipline fall damage reduction thing still work? That very much sounds like a bug to me so I'm a bit cautious about taking it cause it sounds like it'll definitely get fixed eventually.
Personally i'd say that max flare count is more useful for general purpose. Since you are constantly moving in most missions, having more flares available for huge caves is a very good idea imo
More of these videos please! Awesome content. 😉
One crucial element to the shield generator is that it causes bugs that are already in the area where you place it to turn around and leave, which can be used to make praetorians expose their weakpoints.
Also very useful to throw it down on top of a teammate that is getting attacked by multiple enemies.
Personally i like "safety first" for the grappling hook because fall damage is inevitable when playing scout and combined with his armor passive and quicker sheild recharge you'll can literally ignore fall damage from most heights.
Also I prefer damage over mining upgrades for drillers tools since c4 can one shot pretorians and is good for other bosses and drills work great with vampire
So something I noticed being a newbie DRG player, is that if you jump from very high as scout and aim your grapple at the ground, it prevents all fall damage. So that sort of invalidates the need to fire it out faster as aiming at the ground automatically means you connect before you hit. I’d have to do some testing to see if my memory is correct but ya. It’s a neat mechanic I found
The grappling hook takes the same time to travel 2 feet as it does max range, so it can let you down if you wait too late.
If you have no done so already can you test the way repellant works? I have heard rumor that if any dwarf is standing on any of your platforms it negates the effect of repellant on all platforms.
Pretty cool information, and actually learning things I didn't know!
0:01 Holy Karl, I thought it was Freddy Fazbear
Hou-hou houhou hou hou houhou houhou
With regards to the info at 9:02, I just went in game, and, as far as I can tell, gunner really can only shoot up to 38 degrees with the angle upgrade. hmm
Loving this series, just hit lvl 100 and Haz 5 is still proving to be too difficult for me
can you update the video and put a little pop up that says "now c4 rounds up well"
now if you take one ammo mod for a total of 3 charges, you are still gonna get 2 from resupply
no way the boneworks background music this is wicked
I think this needs more coverage, because I don't see anyone talking about it, but for drilling with the drill speed upgrade you don't want to hold m1 the entire time, because as you said the mining speed is faster than you can walk while mining
The initerial inhibitor is for saving you from a fall
I think DII is when you're falling a very big fall so when you shoot it it's faster than you falling
The biggest issue with the Defender turret is it's scan range is seriously reduced. This means it will really only shoot things directly ahead of it, making it very easy for bugs to bypass and ignore it. There have been too many times I'm fighting a horde of bugs and my turrets are literally doing nothing because they're not pointing in the exact right direction. Hawkeye may not do as much damage, but at least they'll actually be contributing.
The damage reduction for Hawkeye is a whopping 38-45%, depending on your build. There is literally no use case where it makes sense to take Hawkeye over Defender. The only borderline case would be Hawkeye + MK2 + nonstop Turret Whip in a wide open cave, and even that's a questionable one given how much stronger Turret Whip becomes with Gemini.
Just make sure you're putting your turrets up against a wall, slightly elevated, with overlapping cones, and then kite bugs into their line of fire.
For Karl!
I like how he's level 2279 and yet he doesn't have his class maxed yet.
17:00 ohhh it wasnt dash it was this
interesting
Great video
NOT GOING REPELLENT ADDITIVE?! YIKES
Doesn’t the defender system limit the radius of the turrets though so they are only really good in tight spots?
Does the carve radius from fragmentary shell stack with rock mover?
14:45 I recommend 2, 1, 2, 1 for a general play grappling hook.
The 5ft bonus in tier one is good if you don't slingshot and it can aid in doing the power attack hole tuck (zip up, power attack, and tuck yurrself into the tiny hole on the next grapple because you're hitbox seems to condense while grappling). The 0.5 second recharge isn't noticable, you can still hoverboots save yourself because hoverboots is 3.5 seconds, the 0.5 seconds difference is probably the activation delay if/when you need to activate them (reaction speed). Ie. you'll still be able to save yourself just as easy. You can also justify range in public games because competent engineer randoms will only pre-platform directly under the minerals, so if the ceiling is slightly higher you'll find it awkward to grapple to their platforms and have to call for another one lower down, hole tuck partway up, or zip to a higher area before getting to the minerals. The extra 5ft taken with the winch speed means you can reach that little bit higher with a slingshot as well, making you able to clear even the deepest of pits in 1-2 grapples (egg missions and point extract be damned).
The fall damage reduction is always good because even the seasoned scout is going to slide off mineral veins randomly because of how quirky the hook is. Sometimes you'll even panic release the grappling hook and take a bit of fall damage or end up slingshoting into a hole by accident past where you wanted to land in the heat of a swarm. Momentum's movement speed bonus is negated by bunny hop firing your guns and bunny hop throw juggling held chunks.
I can respect the high tier perk choices, but I rather have consistency with traversal over a small combat buff that can be compensated for with the dash active perk and some scout weapon builds like hot feet plasma carbine.
Safety First, Dash, and Hover Boots, on Scout. Yikes. Momentum makes bunny hopping faster, not sure what you are talking about as far as it being negated, it only makes combat and object moving faster. Taking less fall damage is a low skill low opportunity option, you can call it consistency, but there's no potential, it's consistently mid. Why are you taking Dash when you have the grappling hook? mental gymnastics on that one are wild. Just to be clear, you are taking dash, an active perk, so you don't have to take momentum on the grappling hook? Assbackwards as hell, considering you're already taking hoverboots and safety first (god why x2) for what? when you occasionally take a minor amount of fall damage? You should be avoiding lethal falls by skill, not relying on safety first to narrowly save you. And hoverboots are just an arctic cold take in every context, no semi decent scout runs HB, none of them need it.
@@AxisKronos I think you're cool
Great video.
This is just me saying I like to call the blood cooled perk cold blooded driller.
Will you cover grenades too? I cant wait to hear your opinion.
Suppose i could, but i have pretty boring opinions on grenades, ill put it in the backlog for sure
More awesome undocumented information, thank you.
Is the zipline fall damage bug still a thing?
I think the lasting effect got buffed.
Isn't the zipline thing a bug tho? It should be removed.
What’s the song that’s playing?
V
rock'n stone miners
Woo!
One gripe with the ziplines.
Nobody, not even me, will remember to grab the zipline quickly for a bit of fall damage reduction. I play a lot of pubs, and I can *feel* when Gunners don't take the speed upgrade.
we can do this with a black screen. yep. even if u are not from eng speaking country
Me, with Miner lvl 98, who thought is good at the game:
THE NUMBERS, MASON! WHAT DO THEY MEAN?
Boneworks music??!
boneworks music
Fun fact:
There is no fun fact
625 damage per satchel, korlok has a 30% explosive damage resistance and 2100 health on Solo Haz 5. Unless you're getting some other damage in the mix this isnt gonna swing a 2 cycle let alone kill it without a resupply
def changing my zipline for the fall damage tech, love the series. very informative