DEEP ROCK GALACTIC: EMERGENCY BUNKIE TUTORIAL
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- Опубліковано 22 лют 2021
- This is a quick tutorial for emergency situations in Haz 5 missions, such as swarms with difficult modifiers like lethal enemies or mactera plague, and missions with scarce nitra where ammo must be conserved. This tutorial will show you how to create a makeshift bunkie in under 20 seconds to get you through those tough swarms.
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I haven't used a bunker in a long time just because it usually seemed too inconvenient to set one up. This, though, is a really interesting way to distill it down to a science and really bring in some dwarven efficiency to what many would call a leaf-lover's strategy. I'll probably give this a try next time I play, I really like the idea of the foxhole to avoid outgoing friendly fire damage, never thought of that!
Thank you! Let me know how it goes!
It mustn’t have gone too well if they haven’t responded yet
@@ectoplasmic5282 No I'd say it went fairly well, I just forgot to reply. I have been using this technique on occasion, I still don't think there's very very many situations that call for a bunker, but when such a situation comes up, this is the strat I have defaulted to for some time. 👍
@@DarkBonesDaku I've used it on a lethal enemies/mactera deep dive, absolutely necessary in some instances!
Anyone who says its un-dwarf like to hide in a hole raining bullets and furry on our enemies, is a leaf lover
I love how a single swarmer crawls in after all that work
That resupply will come very handy when dealing with a threat like that!
@@lemone12 fr
Convenient example
So good
Two words: Thorns perk
If you think about it the entire cave is a bunkie
🤯
And the bug's driller is the Detonator
It’s the ultimate bunkie, it protects against space
Tip: DONT USE C4 ON MAGMA CORE
Haha yeah, unfortunately that's really the one situation that this really doesn't work. I suppose if you were really desperate and were in good communication with your engineer that they could go in right after you blow the charge and platform the floor, but that still seems dangerous and probably more trouble than it's worth.
spicy foot
I smell bacon.
@@coolcow5193 underrated comment
@@DrillingInTheNameOf worked for my team on this week's deep dive for the first black box.
we died later tho
Tip: Make sure your teammates are in the tunnel before you blow the C4 for maximum efficiency.
Only the scout. The other team members dying actually takes away efficiency.
@@the_furry_inside_your_walls639 😐
EXPLOSIVES PLACED!
You need everybody it’s not gonna be maximum efficiency if 1 need to heal
Imagine getting angry over a dwarf digging a hole. Such an extraordinary level of gatekeeping they forgot the key and locked themselves out.
Me with bois: *struggle a little with enemies *
This guy: "Here you are! 2-floor 5-rooms Bunkie-3000. 15-metres walls provide high-quality safety for you. 1 main entrance under defend of turrets provided by Engineer™ and two emergency exits increase the chance of surviving by 500%! Garage for your Mule and backyard for Supply Drops provided by the company for free. In this Bunkie you can hold the fort forever! If you are getting tired you can easily take a rest in one of four very comfortable bedrooms. Or you can play some games in living room alone, with friends or with your Steve! Forgot to mention, we have special room for your Steve, closable by handy door also provided by Engineer™. It provides complete safeness for your best bug-friend! Also, Bulkie is fully lighted up by flares provided by Scout Inc. You definitely would like your new shelter! Thanks!"
Karl's vacation home on Hoxxies:
Not to mention. Bowden tower extermination systems have made sure the area is totally protected. Mention you’re also gonna be target. Just simply dash through the extermination area and you’ll be fine
Vault-Tec approved
WW1 trenches be like
I gave it 5 star review on Air BNB
Tip: The true power of Bunki comes when everyone knows it's a bunki
bunkie is all fun and games until a bulk detonator comes in to say hello
That's when you make sure to have an escape route planned. You'll know when it starts digging it's way in, so yhat's the time to start drilling an exit.
@@geraldstacy3658 yeah, I always put a satchel charge on the end of a tunnel that's about 2 metres from another cave, and if stuff gets bad, I switch back to my satchel charge, blow it and run.
>kill detonator inside bunkie
>gunner shield for explosion
>BIGGER BUNKIE
@@jamesfinch6139 And if it's a crassus detonator, then it's a Blingie
this was how i survived my first haz 5 mission. i was playing scout and my driller and engi kept pinging a spot so i went to check it out, they had a similar bunker layout and it made the mission so easy for us to handle swarms. Rock and stone brothers
Rock & Stone!
Rock and Stone!
Wow. This is freakin awesome! Great work man!
Rock and stone!
Rock and stone!
Don't make your side passages too long or else enemies will spawn in them. Also remember that Bulks can dig.
That's why the driller must keep an ear out and be ready to drill an exit tunnel
Oppressors can as well, can't they. But compared to a bulk... They're as strong as swarmers
First sentence is false
To my knowledge its only the Bulk variants, and Dreadnought variants (hiveguard for sure can, the twins just psuedo-tunnel/earthwalk everywhere, standard I think can?)
and oppresors
With driller you can make an entire fallout shelter and it’s so useful lol
One of my favorite things to do!
As an engineer main, it would be a pleasure to turn that narrow entrance into a glyphid corpse field with proximity mines and fortify the interior of bunki with platforms and mini sentries.
Man i would love to have those bunkis when i play engineer with a turret arc stubby.
Teach your drillers 😉if you're patient and talk nicely most ppl will enjiy being showed a new strategy
My Driller main friend and myself (Engineer main) already do this. He drills a bunker at some point when we aren't being attacked by the bug population of Florida, gets a resupply or two in it, I set my turrets up somewhere in the middle of the hall and toss a proximity mine in the entrance. That setup with Driller friend using the flamethrower is very effective.
Not to mention the absolute meat grinder of breach cutter
@@michaelmcarthur2944 Dig a tunnel and combine prox mines, breach cutters and driller's rippers :)
On the last elite deep dive we died 3 times to ranged spam. So we did a bunkie. Sadly our driller insisted on 4 feet tunnels with no C4
😭
_New Duck and Cover modifier_
Great emergency bunkie my guy! The only think I would've added to it in the end is an emergency emergency bunkie escape tunnel for when either things end up getting inside the bunkie too much or a detonator spawns and decides your bunkie is his bunkie!
I'm fond of the same strategy for hte start, with the long narrow neck of the tunnel, but then I turn around and bathe the entrance in sticky flames, then dril a semicircle around the back, and then down on an angle towards each side of the entrance for two foxholes. Then a passage ot the side for molly just like your method.
My bunkers are way more compact to keep the glyphids as bunched up as possible, but I think yours are good for a bit of emergency manuverability.
Yeah that definitely works in a pinch, too. This one is just nice if you have four people. Plenty of room for everyone. I go over a more complicated version in this video if you're interested:
ua-cam.com/video/coHqYdyUzFc/v-deo.html
Bunkers are for leaf lovers? Pfft.. What a joke. Anyone saying that is a leaf lover themselves, because the Dwarves of old could weather any siege, even from the knife-ears, in their city-fortresses built into the mountains and hills. To fight against the Dwarves was to endure not only our ferocity on an open field, but to wastefully spill blood against a monolithic defense, as the glyphids do when faced with Dwarves in a fortified position.
Cowardice is to run from a fight in it's entirety. Intelligence is to put the fight on YOUR terms. Long live the Dwarves! For rock and stone!
Preach! Rock & Stone!
I mean you do you but from a gameplay perspective bunkers are boring. If you really wanted to you could do this for any swarm on any mission type. It’s just drill, c4 done. For me, Part of the fun of higher level play is learning to adapt to the environment in creative ways and kiting enemies. Finding an environmental choke point accomplishes almost the same thing and in my opinion feels more rewarding. If you’re doing haz modded play with enemy multipliers and you’re the last dwarf standing and you’re cornered then yeah drill into the wall and pray, but at that point you’re just looking to CC And drill to a teammate. If anyone ever does a bunker on my server I’m never going in it or just flat out kicking them. But it’s your copy of the game and you can play how you want and if that’s standing still firing into a hole so be it.
@@alkyayzzz858 From a purely gameplay perspective, yeah, that is more fun just about every time. However I think it's important to understand what the use case is, which you seem to do so, albeit with a possible level of hostility. "Flat out kicking them" being the key phrase that's giving me that vibe. It registers as having zero intent to communicate what a player did to warrant said kick and it also gives some "meta elitist" vibes as well. Not exactly a good quality, imo. Feel free to correct me on that one, if I'm reading that bit wrong.
Now regarding the use case, I do consider bunkers to be on the less fun side of things relative to the overall gameplay loop, but it's also worth noting that at some point, greater goals take over fun factor, and I would argue that Bunkering serves as both a level of quick thinking and team coordination to survive an otherwise scuffed situation. Natural choke points aren't always an option, after all. Recognizing that and adapting, even if it leads to a bunker, in turn prevents reruns, especially if you have players who see losses as wasted time, have little patience for getting downed and or losing, or are generally more focused on the overall mission rather than the moment to moment fun. They have thier place in the game on a general level.
Which comes down to communication and understanding goals and intent. That and I consider high level play to be inherently less fun as well, from the angle of someone who has been put off repeatedly by "You must run build A, or do strategy B, nothing else will fly." That kind of restrictive stance on gameplay can be just as big a buzzkill and "high level play" is all too often full of people who do that kind of thing and then assume other players "know". When that doesn't happen, and it leads to a kick, it's probably just as frustrating for the host as it is the player who got kicked.
I think DRG in general has a lot of factors involved that, if kicks are given without at least some warning or an explanation as to what's wrong, it'll probably lead to more of that kind of "meta elitist" view of "high level play" in the minds of players who are only just getting to that point. A result I consider a detriment to the community and by extent, the rest of the game.
Although I'm just elaborating on my thoughts here. Like you said. Your server, your rules.
I'll join with Hazop. Bunkers are occassional mandatory thing to do. I have had few maps where there are so many spired and so many paths while making kiting for non-scouts difficult. On those times, bunkies and driller with some fuel for emergency exits come reaaal handy.
Otherwise, I tend to just do bit of landscaping pre-horde, mostly to create more space so bugs won't sneak up.
yeah remember helm's deep? yeah, an above ground bunker. otherwise called a fortress. oh whats that? another bunker underneath a bunker, waste those seige supplies, we'll be waiting for you at the end when your exhausted from marching down hallway after hallways of foxholes, mg bunkers, and trap rooms. we shall dig and hold, and we will; Let them come!™
Bad bunkie builds have left most beard bois bunkie bashfull I'm afraid. Share this video for bunkie awareness!
i was playing DRG the other daaayyy
Started as an emergency bunkie, ended with a 4* family-run hotel.
Just got into this game yesterday and so far with 2 missions it's a blast.
One of my favorites of all time! Rock & Stone!
I know I am late to the game, but just being able to make a bunkie on auto pilot; especially while dodging and kiting enemies, is a game changer. I usually have to build 2-3 bunkers before the person without the mic figures out what is up. But I also usually keep a mental note of roughly how far away and in which direction the other bunkies are, as a failsafe.
I love how in reality if driller blew that C4 charge the tunnel would act like a gun barrel and blast all that force back out and directly in the drillers face
A rather important tip, try to drill upwards at a 45 degree angle when building the tunnel, this will slow, or even stop shellbacks from advancing, taking care of 1/3 of the bunki destroyers. As for bulks and oppressors, if you hear digging, start spamming x and dig an escape tunnel in the back of the bunki, looping around and coming back out into the main cave, or a nearby tunnel if you can (tunnels are safer). And if youre using sticky fuel for the driller, let the gunner take the fox hole and stand off to the left of the entrance, peeking to reset your fire.
Oppressors are a non issue if you are Cryo, which leaves only bulks to worry about. Bulks basically never spawn alongside larger swarms. I think 1 bulk just takes a huge portion of the games "budget" for bug spawns, leaving a pretty anemic swarm to deal with and little need for a bunker in the first place.
@@Sotanaht01 Yes Oppressors can be handled well with Cryo but it takes a lot of the cryos "heat" to do so enough for your team to kill it, and it blocks the entire tunnel from your teams damage allowing the bugs to close the gap and get much closer to you then before. If you hear digging, or see an oppressor that isn't dying quickly, consider escaping.
The second and frankly bigger concern is Oppressors / Bulks spawning after the bunkie has been constructed. There is a high chance the game will spawn a digging enemy if they are in the bug pool if the game detects you're in a bunkie. The chances of one spawning are significantly higher if the bunkie is closed and bugs can't path to you. NEVER close a bunkie, even if you get lucky and no digging enemies are spawned once you complete the objective and dig out you'll be greeted with a very tightly grouped swarm. Kill tunnels for the win.
@@randombrony5434 freeze opresssors and then hit them with two axe grenades and they die
@@randombrony5434 You can solo Oppressors with the Ice Storm OC, it totally trivialises that enemy.
Shell backs? These big rolling things? Or what? I play on a different language so idk😉
I always put emergency exits on my bunkers in case a detonator comes knocking in. A small pathway that leads to another section of the cave wherein I'd dig through it but I'll leave a wall or two so enemies won't come in.
Man I still remember when the idea of a bunkie was posted on Reddit and people got absolutely livid. Good times.
Doesn't take much for a lot of people over there lol.
You forgot to mention that you MUST make an escape tunnel as fast as you can! Either this bunki will become a mass grave one day!
This is honestly really helpful, really not sure why I never thought to do this as my driller. Granted I'm new to the game but the tools were right there all along.
I've watched this video so many times... It's just relaxing to watch the driller make bunkers. Idk why, it just is. Leave me alone... 😂😂😂
Haha I feel the same way about making them!
This is actually really neat.
I hate those guys with like just 6 meters in the wall.
a strategy i just thought of : rather than a convential "ah fuck time to leave" escape route, dig a tunnel upwards then out of the wall, have a gunner place a zipline to safer grounds, and have an engineer clog up the tunnel with platforms ; this way you have a "break if emergency" escape that could even lead to another bunker
May be a bit nonfunctional if you have to deal with macteras or spitters, as they can knock you off a zipline quite easily
While this is nice and all. The zip is too damn slow going upwards for a solid escape. Some enemies can catch up with you while you are on it.
I'm a Gunner Main. Lol
I can see this working if you're in the rare situation of bunking above a cave and can easily make a hole in the ground to do that. You'd get to slide down the zip that way, engi only has to use 1 platform, and it takes less time to break through.
Huh, just realised I've dug out a bunkie like.. twice. This tricks sound quick and useful, might have to remember. Sometimes you just need a nice good chokepoint for all those AoE guns..
If you gonna stay longer in your bunkie, you probably need to ask mission control guy for a "minibar-drop-pod" so you can have a cold one while shooting bugs and chilling with your brothers.
everybody gangsta in a bunkie until opressor comes in
no, the Bulk Detonator, and you have no escape.
Usually I build my initial tunnel with an upward angle in order to minimize the chance of a Shellback ruining the fun. That does likely mean that the foxhole strat doesn't really work and widening the entrance becomes a little harder/less effective though, but a shellback incursion can turn a bunker into a deathtrap insanely fast so I think it's worth it.
What usually works for me is a little pit at the entrance to catch the shellbacks (specifically, a triangle shaped pit where the shellback rolls down a downward ramp into a vertical ledge). Works better if you make the entrance longer to compensate for the widening of the entrance, so I'll usually drill to 99%, wait to cool, then drill to 50%
Hey There! Love these videos.
I would love to see videos on any other unique driller techniques.
I main driller and my wife mains gunner.
We have played around with Zipline connection tunnels to provide a tunnel at the ends of the ziplines so you have somewhere else to go at the end of a perch. This has been a very helpful strat for fighting dreads.
It combines the zipline perch strategy with a tunnel in the wall behind where the ziplines connect with the wall to allow movement to the different ziplines behind a physical barrier to avoid ranged attacks.
I have even used those connection tunnels as sort of a mini bunker/side room for the resupply pods in a safer area than the main battleground.
Cool! I like the idea of the connected zip tunnels. Will have to try that out. I'll definitely be making more technique videos in the future!
That is an amazing idea.
I've had so much fun building wild up bunkers
Gotta say I'm not particularly in the business of making bunkers but I do find it's a very useful tool when you get a fleet of Mactera coming in, especially when I'm playing solo, so as to force them all to congregate in a small area. Definitely gonna give this a try, seems nice and efficient.
Thank you very much for the quick and easy-to-follow tutorial. Also, this video sometimes pops up in my feed and I replay the 'get in my bunkie' part lol
Happy to help!
i honestly really like the idea of this! this is really helpful, thank you! :D
Nice! I normally just drill a hole and satchel the ceiling. I'll try it with the extra stuff too next time.
One more thing I like to do is look for the nearest cave system/tunnel, and start digging towards it. I stop digging a couple of meters before actually breaking through the wall. This gives me a premade emergency exit/plan B if I need to emergency evac out of the emergency bunkie due to emergency swarm of heavier enemies.
Nice tomb. Step 3 should be immediately dig 90% of a relief tunnel, leaving the exit unfinished so no bugs use it as an entranceway. If a detonator comes through the front door all dwarves evac out the relief tunnel.
I always did this it just makes the game so much more fun
Best bunkie i made was a set of 5 caves connectes by tunnels, 1 central and 4 outside, with various exits to areas of the map.. Made this for a very difficult Extermination mission. By the end the area was so blown up and unrecognisable, it was epic, lots of fun to make bunkies for the team.
For Rock and Stone!
Just saw this after getting back into DRG. Gonna try this out in my desperate attempts to not grief my friends as a driller main.
As some who mains driller and is still fairly early on in the game I didn’t realize I could provide such a secure defendable position thanks for this
Don't forget to have the Scout place two flares: one just outside the entrance, and one on the ceiling of the bunkie.
For whatever reason, my brother and I have always called DRG bunkers "Suzanne". We have no idea how this started and why it caught on.
The way it goes is that we usually say "Okay, let's do/make (both verbs are the same word in our language) a Suzanne"
Yeah did this a lot. Though I just dug a bit in the back for the Resupply and molly, this is a lot neater. I'll keep it in mind when I play again
Me and mah bois have done this and a few other iterations/applications to prove Driller is OSHA safety compliant. We've made the Caretaker experience 'Nam by prepping the arena with numerous tunnels for use as cover, safe resupply points, traversal junctions, and even with Gunner and turret pillboxes. The whole setup can make it nearly impossible for the robo-tentacles to stab you, even if they emerge from the ground within the tunnels, forces Shredders to bunch up for easier dispatch, all while providing cover from deployed sniper turrets.
Try some 'Nam Bunkies against your Caretakers today!
How do you make gunner pillboxes?
@@reinbeers5322 To create a Gunner pillbox, first pick a terrain feature far enough from the caretaker to let things like the plasma barriers dissipate, and preferably with minimal obstructions. This feature could be located beneath a ledge, or high on a wall, up to your preference for access, really. Then, ideally use some drills to carve out a path for entry, exit, movement, resupply, Molly parking spot, the works. BUT, when it comes to your peek hole(s), it is generally better to use your pickaxe to ensure better cover, have crenellations and so on. Make sure your peek hole(s) have some depth from the surface of the wall you're shooting out of - the extra wall thickness should keep the Caretaker's arms and sniper turrets from opening up your pillbox and exposing you. I wanna say I usually use around 2 pickaxe swings' depth for my peek holes. Small side note: Molly parking spots may be exceptionally advantageous when using the Veteran Depositor passive perk - things tend to hurt on higher hazard levels, so a 7m radius of 30% damage reduction is welcome to your pillbox.
That all said, it may be worth having multiple so the Gunner can be more active during the second damage phase because of how the eyes open up. You may also rely on teammates and their Driller-installed cover, but these nuances are regularly dictated by the boss room's generation. And even if you would only care to set up one pillbox, there's nothing wrong with lighting up the arms and turrets to help your team safely reach the eyes not exposed to you.
I hope this information helps you rock and stone!
@@brandonhowe5017 Yep, sounds good. I assume that I can build it closer if I go higher/lower than the barriers as well, making less accurate guns more viable.
@@reinbeers5322 Yes indeed, that is a viable workaround, especially for the Thunderhead - I'll admit I didn't really think about that because it doesn't hold the place in my heart that guided missiles and rotary lead hoses do. Just make sure you have a thick enough floor so the arms don't turn you into an OSHA lawsuit! It's also very good that you've added your own contextual workarounds to this strategy, because that's exactly the kind of critical thinking that makes the pillbox just as reliable as a bunkie, but more useful in these unique situations. Does your liver produce Smart Stout by chance?
@@brandonhowe5017 Only when the other 3 dwarves are down and it's up to me as Gunner to carry! Otherwise, nah not really XD
I make smaller bunkies with wide openings. Nice to run in if your shield goes down, but I mainly stand at the entrance. It makes sure my back is covered, since Glyphids don't jump they'll go around it
One thing nobody seems to do is use the Rippers by throwing them orthogonally to the tunnel leading in.
Doing so, it'll spin continuously for its entire duration, dealing 160 damage every tick, transforming your bunkie into a Glyphid blender, as even Praetorians are turned into a bright green goo.
The same principle can be used to massacre the incoming swarms within Doretta's tunnels.
Wow great tutorial I will make sure to do this after I learn how to drill strait.
i love bunker cause theyre cozy
Great idea for a fallback point!
I just started playing a couple days ago and I'm finding this a very cool setup. Wish I had friends lmao
i like how two swarmers came in for demonstration purposes
In an elite deep dive the bunker saved our lives thank you drillers !
I litterally just started today glad to see theirs some advance strategies gor my Greenbeare ass to learn diggers looking like my favorite class to co op with
Bulk detonator enters the chat and the tunnel.
If you have a twin turret shock engi I like to add a lil spot on left and right of the door for the turrets so they can get an easy tesla between the two to keep the entrance zappin.
Can't believe I did this exact thing before I even glanced at the DRG community. Goes to show that it's really a science.
Big fan of the Activate Windows License in the bottom right corner
As a new player, this was awesome to see :D Thanks!
I do think one other thing you can build is a fire escape. The biggest problem with bunkers IMO is bulk detonators, and you will probably need an exit when that happens. You can pre-dig util near the exit so you have a quick getaway in such cases. It needs to be somewhat far from the entrance.
Scotsman driller when he sees a glyphid swarmer: “Hey… he kinda looks like a baby! COME HEEERE IM GONNA EAT YOU I BEGGER THAN YOU IM HIGHER IN THE FOOD CHAIN”
🤣
I just saw a base building tutorial for deep rock galactic, what a fantastic game
When it comes to making bunkers, I normally only do them on Haz 4 or up salvage missions by having the driller drill the relay/battery pack down a some ways and then drilling a tunnel out, before using a c4 with max explosion range where the relay/battery is. Afterwards, the driller drills out the sides a little for a bit more room to stand and shoot from, sets up small rooms for resupplies, and makes a second tunnel as our escape root, then have the engineer plug up the shaft above the main room, the shafts above the resupplies, and the escape root, then we're set. If done right, the driller may at most use a quarter or so of his drill fuel and a satchel charge for each bunker made, and it's never failed us.
go to settings to activate your windows
Never!
I'm just glad that they've made it so you can kick people after the After the button is pushed that way when the driller starts drilling up underneath my Satellite connection he gets Doss boot
That is actually a useful tool! Thank you
Last time I trusted a drillers bunker, they used up all of their fuel making it, so we had nowhere to go when two bulks knocked on the door. Hilarious, but fastest teamwipe in the west.
Ahh yes,a tips I’ve never used or saw no any player never used this methods.
If you want another way to utilize the driller digging capabilities in a unique way, i would suggest trying to dig a small trench.
To start, this only is useful on industrial sabotage missions.
You need some flat ground near the caretaker and enough nitra for a couple resupplies.
First, dig down until your head barely peaks over the top of the ground.
Then extend it in whichever direction you please, and widen it.
After that, making a underground bunker like the one in this video makes for a great spot to put your resupplies.
(I would suggest having the bunker be far underground and with some access directly into the trench, away from anythign that could harm you.)
Engi with turret arc in a bunker is nuts
i wish there were more drillers like you
One thing I would add, is to drill at a slit upward angle when drilling the tunnel. That way any bug bodies will roll down and not fill up the tunnel blocking your view.
I think should park Molly and call supply near the platform, in between the driller and the team so if someone has resupply veteran they can benefit from the damage resistance and doesn't need to run over to the supply pod
I thought that's a meme for a sec but then I learned a good lesson, and now I have my own bunkieeeee yeeeeeeaaaah
I love the word "bunkie"
During refining missions where i reuse the same bunker I make a hole in the wall of the main chamber and stick a bright glowing gem (pearl or jadiz) this way you dont ever need flares and the entrance is bright and lit up so its always easy to find. And i always stick my resupply drops outside the main doors as you dont always have the luxury of having an engineer in the team to close the gap.
I love the fact that there is a windows not genuine notification I the bottom right lol
Situations with overwhelming and difficult to deal with swarm waves for the scout:
- "Adios"
I don't know the efficiency of this strat but it's a REALLY fun one to do:
on mule salvage mission, when you gotta stay close to the equipement at the end, driller (usually me) drills a room below the battery/equipement, one of us finish building it, runs in the bunker and engie blocks off the entrance with several layers. It's an experience, to just wait here on high haz, with all the insects crawling outside that you can hear as clearly as if they were in the bunker. After it's completed, I put a C4 at the end of a tunnel at a fair distance from the main room and blow it up. Either we leave, or we fire from inside.
It's always really intense, once had an oppressor walking in the bunker and letting every glyphids inside.
Also managed to record a particularly intense one were at the end one of my friends died in the bunker when we were leaving and I realized it in the drop pod. I cleared everything around him with C4 and managed to raise him, he made it to the drop pod at 00:00 seconds from take off
Bull Detonator: I’m about to end this man’s whole career
Had to build a bunker last mission. Haz 5 Haunted Cave, seemingly never ending bugs, needed a safe place to hide while we waited for the drop pod after sending our Aquarq into space.
FINALLY SOMEBODY WHO KNOWS AND APPRECIATES THE POWAAAAHHHH OF THA BUNKIIEEEEEE !!!!!
Seriously, this thing has saved my team SO SO many times.
Also a viable option to do this underground, bringing with you any defense objectives ( black box, refuel pod, hack station, you name it )
you can use the epc if you want a smaller bunkie
"Here they come!"
one swarmer comes down the tunnel
"dear god we barely made it"
i would hire this guy
dont forget to dig an emergency escape (stopping short of breaking through) in case a detonator spawns
I've done haz5 once, got an achievement, and I don't want to repeat it again. Haz4 for the win
You'll get there! I thought the same thing.
4 months later how about now?😂
@@fmifu4100 Hahaha, it's different now. Now I mostly play with my son, so it's dressing the 'Santa Clauses' and mining shiny acquarks on haz1, because no violence
@@channelbelongtous Man, that's so sweet. Come on, everybody, let's hear a nice Rock and Stone for these ones ⛏️
@@channelbelongtous You realize the day will come very soon when your kid wants to know why Santa has more firepower than a Ranger team.
Bro that’s such a good thumbnail 😂
An engineer with Turret whip sentries can do absolute work during swarms in the hallway. Speaking from experience.
Oppressor: I'm 'bout to end these dwarves' whole run.
Now this is minecraft and deep rock galactic truly combined.
This is actually great. Typical bunkers are small and leave no room for when a detonator eventually spawns in it and kills the party. I never go into mini bunkers anymore due to how that happens every time.
Me being swarmed by... Swarmers, alone: Ah yes, a quick tutorial, thank you.
What are your thoughts on tunneling a U into the wall making a loop? And maybe another U or two in addition to the first U. This can help loop the enemies in a simple maze like tunnel, making choke points while having a way out if you get overwhelmed and your teammates don’t want to bunker.. I used it in a lethal match against a dreadnought. It worked out pretty well
Swarmer at the end: "What do we have going on in here?"