What you need to know about the Bulldog Revolver
Вставка
- Опубліковано 4 кві 2024
- In this weapon overclock guide for Deep Rock Galactic we cover the gunners trusty cowboy gun, the Bulldog Heavy Revolver. get you spaghetti westerns lines and Clint Eastwood quotes ready for this one.
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CHAPTERS
Intro: 00:24
What is the Bulldog: 00:56
The Overclocks: 01:45
Chain Hit: 01:58
Homebrew Powder: 03:03
Volatile Bullets: 04:00
Six Shooter: 05:04
Elephant Rounds: 06:06
Magic Bullets: 07:28
Outro: 08:44
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ABOUT
Hi there, I'm Jay! I'm here to help you with all the latest video game tips and tricks.
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DISCLAIMER
This video is made for entertainment purposes only.
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ATTRIBUTION
Deep Rock Galactic:
Publishers: Coffee Stain Studios, Coffee Stain Publishing
Developer: Ghost Ship Games
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SONG
Carefree by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/...
Italian Morning by Twin Musicom is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/...
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#gaming #drghostgaming #deeprockgalactic - Ігри
Small misconception about Homebrew, it doesn't always increase damage. 1×0.75=0.75, that is to say it may deal 25% less damage on any given shot.
Magic bullets with explosive rounds and neurotoxin is so good at killing swarms. Volitile bullets with burning hell is one of the best gunner builds too. You can annhilate praetorians with that combo! So many fun builds with gunner and the revolver.
does MB apply after using Blowthrough? or the condition for MB to work is always hitting terrain first?
@@D0NU75 it does but its kinda weird, explosive rounds is definitely better to use with MB since you get an explosion both on the terrain hit and the ricochet hit but also both explosions can apply neurotoxin
2:40
To be specific, it doesn't just add flat 60 damage. It's 2x multiplier to damage, meaning damage mods will have their effectiveness doubled
That's true, so if you equip the damage mod it goes up to 80 x 2 = 160 damage in total
Interesting to note, the explosive round upgrade actually increases the damage of magic bullet hits. The explosive radius damage is like 5 more than what the direct damage is reduced by.
So neurotoxin, explosive, and magic bullet all together help compensate for the damage reduction. Great for fighting bosses on the run or hitting skittering targets that don’t want to stay still, even if it won’t outright kill them.
in the town of agua fria came a stranger one fine day...
Hardly spoke to folks around him, didn't have too much to say
@@PotatoMASTER_ no one dared to ask his business, no one dared to make a slip
Oh I thought the homebrew powder applied the multiplier directly, not additively, so you would have bullets that do less than normal damage.
It does. It's not additive. Video is mistaken on that.
Can we just talk about how the cylinder has 4 bullets in it, but you can shoot 6 at a time
Just wait until bro finds out about elephant rounds
@@DoofXMachina lol
We did it bois, we converted Jay into a Bulldawg believer!
Hey Javarak! You think you could do the Boltshark next? There’s so much nuance in it that I have no idea what to do with it. That video would make me (and most likely many others) very appreciative!
Explosive neurotoxin six shooter is a mini neurotoxin autocannon as your secondary.
Between the sound design, model, and build variety its one of my favorite weapons in the game.
Yaaa baby this is what I have been waiting for
my go-to build for the bulldog is magic bullets + blowthrough rounds and neurotoxin. great for swarms, useful when running single target primaries like lead storm overclock or plasma bursters. also works good with big bertha
There was a golden opportunity to make a Revolver Ocelot reference here during the Chain Hit and Magic Bullet sections :P
on the second overclock, it's not that it can have a 'barely noticeable damage increase", it's that it can literally be less damage than without the overclock. Multiplying something by a decimal amount of the base = lower number. 100 x .75 = 75
nice!!!
So the best luck build is Volatile bullets + jet boots. if you get lucky and find a crate, you get free burning on demand for the entire run
I would love to see overclocks and upgrades that increase mag size actually affect the model of the mag in the gun, but as a game dev myself I know how hard it will be to change the model for every weapon paint job and frame work 😅
The 30mm bullets that the Bulldog fires by default are already bigger than the .50 cal that the Thunderhead fires. I think R&D drank a bit too many Oily Oats when writing the description for the Elephant Rounds OC.
Ah good old trusty. The original aoe secondary with its aoe damage, aoe stun and aoe toxin.
Pause. The intro showed Buster Scruggs for a moment. Was that still from his little netflix moment before he loses a duel, or was it some other movie?
I just got Elephant rounds for the Bulldog (as my final overclock for it) and it's what I run almost exclusively. I build it according to the Hazard level so I 1 shot all grunts.
Honestly having 1 shot weapons saves me a lot of time in DRG and time saved is time that can be spent completing the objectives and fueling your big bore habit.
Also I go with the Builders framework for the Bulldog, it lacks the (non usable and non moving) external hammer. I hope the devs will animate the hammer and cylinder, have cylinders with the correct amount of rounds relative to the overclocks, and hopefully in the future add a "charged shot" function where you shoot in single action, which increases your accuracy and decreases time from mouse click to gun going off.
Why is this entire bulldog video almost exclusively footage of spamming the weapon at grunts? With the exception of magic bullets and maybe chain hit that's really not what you should be using the bulldog for. The bulldog is best used to
A) kill distant threats that your primary might not be able to cover i.e. web spitters
B) mag dump the weak points of big things
C) become the team's main answer to certain kinds of threats in a coordinated Volatile Bullets squad
Gunner has three secondary options useful for crowds:
1) coilgun, just about any OC will do and it generally outperforms the other two
2) magic bullets bulldog
3) electro minelets BRT
I've never seen a revolver where you remove and replace the cylinder to reload. All the revolvers I've used and seen you push the cylinder out to the side and push the empty rounds out, typically with a small rod attached to the gun
You're right. Only few revolvers had that ability. I believe back in the cap and ball days it was quicker to replace the cylinder if possible instead of trying to reload it but most just carried multiple pistols instead since even trying to reload a single action army would take too long in a gun fight.
@Hellsing92X most revolvers today are dual action hamerless revolvers, which are best for upclose self defense, and single action hamered ones, which are typically. 22s used for target pratice.
Removing and replacing the cylinder to reload was an early version of a modern magazine
75% chance to ricochet? Sounds like ammo efficiency with extra steps
9:00 what the pretorian doing?
r&s
I don't play gunner yet so I can't praise one of his weapons and shit on the others. But I can tell you that the lok-1 is good and that the warthog is the worst weapon in the game. Fight me
I was alarmed at how bad the warthog was. I just got magnetic pellets alignment, which makes it more accurate and increases weakpoint damage, so it's much better, but yeah, out of the box, warthog is maybe the worst gun in the game.
@bluedistortions the warthog is fine with OCs but Lok-1 with ECR is insane for general swarms. And if you want turret play stubby EM discharge is your best option. the warthog is still the worst weapon though.
The lok-1 is amazing due to how little skill you need to make it good. You can't miss if your trying even slightly, making it the most consistent weapon damage wise. I do wish the shotgun was a slower, stronger and more accurate gun. Even more then magnetic pellet alignment
@theratking185 the Lok-I isn't insane because of the aimbot. It's insane because of the damage, attack speed, mag size, ammo reserves, and the uniqe effects it can apply. Even with the aim bot you still have to look at a target (especially with tight lock on field), and to maximize damage you move your character around so that the electro whips aline with a targets weakspot. The lock on feature helps but isn't necessary. The warthog juxt does so little damage if targets aren't within 4m, making you secondary reliant.
@Duskcosmog I agree the warthog is unreliant, but the lok 1 is powerful not just because of the attributes you mentioned. Also because of the lock on. Once again, it means it's the most consistent gun in the game