edit: At 11:05 , the recoil mod values are backwards-it got changed from 0.6x to 0.7x. You can assume enemies in these clips are hazard 5 unless stated otherwise. Shoutouts to other DRG info seekers like SplitSentro and Meatshield for both looking for and providing a lot of this info. Always a lot going on when a patch drops. Other drg test/info videos: ua-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
Thanks for the detailed analysis that you always do so well :) Btw, please make a hurricane video because that weapon has so many aspects to it and such a large overclock variety.
Something I've personally noticed was that input latency was fixed for non-host players, meaning much more consistent animation cancelling and no more ghosted terrain scanners!
i remember not being able to pickaxe animation cancel as client on a high ping when season 2 dropped, glad to hear that you can do it again now, and goddam the ghosted terrain scanner was annoying af.
Thank GOD for the Turret EM Discharge QoL changes, I felt bad zapping my allies every 4 seconds, the friendly fire was negligible too, it just made everyone very talkative LOL
@@Hector_Salamanca Released officially in 2018, the game has been recieving lots of updates and content overtime. Definitely recommend getting it if it seems like something you'd enjoy!
I don't care if it was possibly excessive, you learn to hate sting tails when three are pulling you around in a triangle pattern till eventually dumping you onto an elite slasher.
I hate them as much as the next person but I think besides the cooldown all they really needed to do is make the armor weaker because even with armor breaking rounds I’m finding it impossible to break it.
Anyone can just read the patch notes, but I really appreciate you consistently providing a thorough, well-assembled breakdown on what the changes actually *mean* and how they affect the game. Keep up the good work
@lodestar536 ngl I feel like white phosphorous shells is Throwing . Using Fear the Boomstick just makes me life easier, reducing the number of close bugs trying to eat me. You can try setting things on fire and see what you think, it's just me own experience
After playing with shaped shells a bit, I realized that you must be pin point on your aim. I like it with the penetration upgrade, you can hit a line of bugs and burn all of them in two shots, very good!
a fucked up and evil build I've come to use is pairing shaped shells with overtuned particle accelerator on the plasma carbine. Normally I'd pair the drak with the crossbow for that magnetic bolts synergy but when running OPA I prefer the AoE mod over the electricity mod. Without the magnetic shafts synergy, the boomstick tends to have better damage output than the crossbow, and shaped shells makes it a nice compliment to OPA's spray and pray nature.
@@server_ it's the equipment presets by Imyr, note that he made different mods for each type of things (pickaxe, equipment, weapon, vanity), and a combined presets mod if you want them all
Glad to see you posting more content. Are you planning on doing more weapon breakdowns? Also are you planning on covering DRG: Rogue Core when it comes out? Rock and Stone!
I feel like alot of people think the sting tail is getting over nerfed but liteally no other bug has an ability as strong as the sting tail Alot of peope are saying skill issue to statements like this but its was just way stronger than every other diruptive bug a bulky det didnt pose a fraction of a threat as opposed to the 4-5 sting tails that could show up in its place The only thing i dont think they should have done is add the weakness to explosions because it lets you ignore the armor alot of the time It still has one of the strongest abilities in the game being able to plop you into the middle of a swarm they are still super common (thankfully 5 cant be around at once now) and are about as tanky as a goo bomber now(unless using explosives) and that fits in line with how common they are Yes they were managable but that wasnt the issue they made the base line of the game more difficult the new additions to the game are not here to push the veterans of the game its to create new and equal challenges to overcome and give new experiences to the game
The nerf to the stingtail is not exessive. If i see it coming, i should be able to kill it before it becomes a problem, they shouldn't be tanks, praetorians are tanks. In the previous patch, i could only kill it quickly with VERY specific builds, and most involved being at close range. It still hooks. It's still a death sentence sometimes, its a good bug now
Very happy with all the changes with this patch. I think these maintenance patches are a very good thing for the health of the game, so we're not stuck with OP stingtails for close to a year. I think it's easy for them to walk back some of the nerfs to stingtails, too, so that shouldn't be an issue. While I personally don't think the tweaks to the Stubby are going to be enough to bring me back (I like the Warthog too much), I appreciate that they're giving these looks at the lesser-used weapons and overclocks, not to bring them to the top-tier, but just to bring the in line with other good choices. And the Korlok "bug" should be a feature. Hate those damn healing pods.
I personally disagree about the excessive-ness of the nerfs. A successful grab can cause instant death in a bad situation. Stingtails are a huge priority target and should die quickly in exchange for for their very dangerous gimmick. By the way I am making my judgements based on modded difficulties. On hazard 5 I’m sure they are much less dangerous.
Yeah, even as someone not familiar with this game I can tell that would be an issue. If an enemy can land an attack and it has a chance of instantly killing you they should reflect it by being a boss and core focus or a squishy enemy.
Tbh, the lack of cooldown between Stingtail grabs always felt really oppressive to me... it meant once you were grabbed, you would likely be punished repeatedly for being grabbed at all, because even if you tried escaping, you'd be repeatedly pulled back by subsequent grabs that were harder to dodge, because now you were in closer proximity... it even effectively invalidated Dash as a counterplay option, because you'd activate to attempt to launch yourself to a range were you could more effectively dodge follow-up grabs or attacks, but just get grabbed again mid-dash, because they grabbed so regularly... that generally made them really unfun... As for the survivability changes, yeah, they might be a little overboard... as priority targets, I did tend to find they were very challenging to eliminate, unless you were in close proximity (where you were already more likely to get grabbed), with armour breaking, so you could break their armour, then hit the weakpoint underneath, as GSG seemed to have intended, but it didn't really feel like the oppressive part of their design... Maybe I'll have to check back, and see how the design feels though... at least it'll hopefully be possible to recover from being grabbed now...
What i felt with pre nerf stingtails is that they were becoming part of the "Kill ASAP over anything else" list, and this was creating issues during attack wave moments. You already have Praetorians and Oppressors to prioritize to avoid getting blockaded or impeded from dealing with the Spitters and the blue rapid firing spitter. Pre nerf Stingtail was so horrendously durable AND capable of fucking you and the team over that even shit like the other top priority enemies had to take backburner status in player priority, which oftenly became a rather UNFUN situation, what with up to Three Stingtails being spawnable by the game at any given time, and they can gank on one or even two dwarves, rendering them unable to move away from danger or outright sent into death zones, isolated from other players, cascading things downhill in one go. So these massive nerfs are likely to make them easier to deal with and then refocus on what beforehand would be forced to take bottom kill priority over stingtails. Now they're squishy CC annoyances with restrictive Cooldowns when they succeed in CC'd one Dwarf, so that even if things end with that one caught dwarf downed because he was placed in the middle of a massive pile of enemies, praetorians included, odds are the trade will have been the stingtail, rendering it more of as "One Dwarf downed exchange" trick pony, and that's in bad cases of it catching you now. Imho: Pre nerf stingtails were like Payday 2 high Crime spree stages, they were additions of max priority targets in an already more than filled list, and were stupidly though to deal with by the caught Player due to their tankiness and lack of weaknesses, just like in High Crime Sprees where three Medic Dozers are clustered togerher alongside that one Minigun Dozer, basically making them impossible to kill off, creating horrendous situations during Loud Heists. That's what a pre nerf stingtail had become for the gameplay loop, a tad TOO much
Are the builds in your Coilgun section your setups with the changes? I used to run 2-2-2-1-3 with Hellfire but now I'm considering if swapping the partial charge ability for charge speed, combined with dropping the electric trail for either necro-thermal or to return the trail width, is the way to go for my usual hazard 5 solo setup with lead storm-lead storm...the new trail size feels kinda bad. Also, thanks for making videos like this again, it's always nice to see your videos pop up on my list. Always informative!
Yes, though not my only ones. I do think that as hellfire's lost the +1m radius, low charge shots with it don't make nearly as much sense and there's a lot of value in either +radius or necrothermal to fish for explosions.
They changed boomstick shockwave damage type to radial so it does damage to armor and said they "buffed" it. But radial damage has falloff and that means you do like 2 times less damage with shockwave now. The custom damage type it had before didn't have falloff.
I think Turret EM Discharge and Turret Arc were shadow nerfed. seems to take way more shots now to trigger the effects. Anyone know anything about if this is true?
Haven't tried Arc since the update, so I can only speak for Discharge but yeah it felt wank. For context, I took a big break from DRG for like half a year plus. Touched it maybe once or twice in that period, but over the last few weeks I picked it back up again out of boredom. I remember really enjoying Discharge, used it a lot, the damage felt better and the proc chance felt more consistent. Used it once recently, immediately swapped off it after the mission was done and don't think I am ever going to use it again in its current state. No biggie though, don't see my return to the game lasting long anyway, so gg ez.
As a sludge pump main I'm really going to miss how effective my slows were on dreadnoughts. Everything else sounds good; though that's a lot of nerfs to sting tails, I'll withhold judgement till I feel that in game though. Thank god turret arc doesn't cause friendly fire anymore I'm getting a little tired of turret whip.
Great video as always, thanks for the deep dive into the numbers to really show off all the changes! I was also wondering what mod that is in the equipment terminal at 4:34?
don't recall the name, but its a mod for extra loadout presets basically. you can save your favorite guns to it and swap between them from there, without having to fiddle around and rebuild your gun if you just want to change from one OC to the other.
I am 100% with you on the Stingtail overnerf. The biggest problem was the range, frequency, and velocity at which they grab you, causing some annoying catapulting effects to instagib you by fall damage. Removing _THOSE_ things should've been the focus. Now it can still do all that, albeit at a drastically higher cooldown, and it's made of paper. So it either obliterates your haz 5 run, or gets vaporized and never affects you. That's an unsatisfying dichotomy.
If an enemy only needs to land 1 ranged attack to potentially kill you and it takes many attacks from you it is unsatisfying and frustrating when you almost killed them and they kill you suddenly. They are just as deadly, but now you have a much better chance.
Damn... I noticed that stingtails weren't as tanky but seeing the numbers is a bit overkill. I think what went overboard is definitely the base health. revert it back to 600hp and just get rid of the pierce weakness because you still want them to be threatening even when you see one and I don't even get the pierce weakness like why is that there in the first place? Also Stubby feels a lot better now. It's still probably engi's worst primary but damage upgrades certainly help a lot and the reduced recoil is nice. It actually feels like an smg now.
Being pulled into a stingtail only to power attack if for half its hp + armor break is kind of disappointing. They honestly don't feel much harder to kill than glyphid guards anymore.
Their health isn't why they are threatening, it is their pull that can put you in a group of enemies as you watch yourself helplessly fall into a situation where you're forced to die because 1 enemy hit you. Give them 1 health and they can still kill you.
Yeah I'm really sad how much they nerfed the stingtails. Just the spawning and the pull cooldown and range would have been more than enough. Making them so squishy is overkill. They're a joke now. I liked them being an actual threat. I never really thought they deserved as much of a buff as other people said. Would have been fine with the pull range and spawning change though. But nerfing their survivability THAT much is just stupid.
4:12 glad to know I'm not the only one to think that the new stingtail nerf is a too harsh. As it stands, the poor things now need a buff lmao The trouble with Stingtails is that they were tanks, had small hitboxes, when they spawned you could get up to three, and they kept spamming the grab attack. They only really needed the grab attack to be nerfed, the rest could be to make them more interesting encounters. Maybe they have tough armor but are squishy, and a lot of them are spawned, so you gotta kill em as fast as possible. Or you could make them like a Praetorian and just have them be this absolute unit that disrupts your team and only maybe two of them spawn at a time.
I feel they could've made a sting tail demoted enemy with grunt stats and that could've been fine, leave Regular Sting tail as an Oppressor level spawn or something
@@tire_iron488 have you had 3 of them simultaneously pull you about as you tried to deal with a Naedocyte breeder trying to hide where the beginning drop-ship drilled down, while actively deal with a swarm AND Glyphid Swarmers while trying to rez your teammates with a fucking Lith Corruptor on top of it? My worst Haz 5's weren't even that rough.
Honestly I know I'm in the minority here, but I personally think that nerfing the tankiness alone would have made the yeet scorpions more tolerable. And maybe the grab frequency too but now it feels like they've been utterly gutted and are now just occasional pests.
Before I say what I actually want to about the info of the patch, I can see through your taste of music what you’ve been doing the past month. Very cool space fun.
The mod "Damage Numbers", not to be confused with the older "Damage Text" which does not have color options. "Temperature Number" is also used to display enemy temps here.
Damn, i really liked the stingtail. I'll admit that it felt a little to tanky for its size and the chain pulling caught me off guard the first time i encountered it. But it was fun once i got used to it, having an enemy you have to deal with instead of just kiting around was a good change. Rip stronk stingtail, you will be missed (by me).
Not sure if you have anything lined up for the near future, but I’d love to see a breakdown video for Gunner’s BRT7. I’m about to start experimenting with the build B-A-B-B-A with Micro Flechettes (possibly T4C instead) for some long-range shenanigans.
can you make a video about explaining what the weapon stats mean, for example "4.5 base spread" what does that mean. a video that eplains weapon stat unit would be helpfull
i don’t think the stingtail nerf was excessive, but rather misguided. while their changes to their tankiness made sense, i really wish they reworked the grab’s behavior
I don’t think it was excessive at all, I think the bug just doesn’t fit this game. The main problem was that a bug could come out of nowhere and pull you from a significant distance into a horde they normally spawn with. That is still a threat, and if dodge the first grab or dash it’s still going to be just as oppressive until it gets that grab or you kill it a little faster now. The biggest threat is still getting pulled into bugs without a dash or being a scout, most springtails will still get a grab before they die. No other bug can just appear and randomly put you in such a bad position you just die, that’s not even including getting pulled up or over into oblivion and just dying to fall damage. Also I’m pretty sure the grab cooldown is bugged or they reverted it without saying anything because I was grabbed 2 times by the same stingtail today and there was no difference in cooldown than normal grab. I also noticed with later stingtail spawns they were also spamming attacks so eh. Step in the right direction I guess
You probably know this but you are ridiculously entertaining to listen to, i wish you uploaded more just to hear you talk more about probably irrelevant nerdy drg stuff but I understand you can't because you have like nearly covered everything. Tho! Would love a weapon breakdown for every weapon and to hear your opinion on them
I never really had an issue with stingtail's tankyness What I did have an issue with, is the instant and unavoidable death sentence of them grabbing you off a ledge or from the ceiling if you're any class other than scout, or dont have jet boots. Which, is still an issue.
You gotta think of it different if a sting tail spawned and tried to grab you but you dodged before you were FUCKED cause they had super big armor and a billion health so the sting tail was now a skill check every 2 seconds or you get grabbed taking tons of damage with 0 counter play besides shield or a grapple hook Now it's a random skill check or take a ton of damage and if you take tons of damage you can kill them or if you dodged you take your shot at trying to kill it before it goes for another grab Originally it was an ever looming threat of getting pulled into a swarm or off a cliff because it was so tanky you couldn't just kill it so you would either die trying to dodge the tail grab and get hit by a slasher dying to the swarm or get grabbed pulled into the swarm Dodging the tail is more reliable counter play because of it's health being reduced Originally they counter play to sting tail was intentionally getting grabbed so you could get close and melt it's health with burst damage and using dash to get out of the swarm
I should be more specific, here is the weapons with many unbalanced/redondant overclock that i thought of : Gattling, BRT7, PGL, Smartrifle, GK2, Flamethrower, Subata.
Woo! So happy to see you cover in the balance changes. I'd also be interested in watching a video about the bug fixes if you decided to do that. If you're not interested in doing that or don't have the time I understand.
I hated the Stingtails ever since one caught me from across the tunnel while I was chasing the Drilldozer and dropped me into a hole. I managed to climb out of it only for the Stingtail to yank me and drop me back into the hole again out of spite. I welcome any nerfs for these enemies lol.
Ngl I like a lot of this but I feel the sting tail was nerfed way too hard to where its not much of a threat anymore, feels like how they overnerfed patrol bots.
If it grabs you it can pull you into situations where you literally are forced to die. Keep that in mind, it needs to reflect some of the worst case situations, otherwise when those situations come up they will be brutally unfair. Which is where most of the hate for these enemies seemed to have come from.
This is my hot take about the Stingtails, I absolutely say Good. They shouldn't have been added in the first place. Stuns have NEVER been fun, EVER, especially not in PvE games. Stingtails are horrible and unfun to play and their Grabs where very much just "You die now" on release and unless they changed them to no longer grab on walls and ceilings that is still going to be a problem. Adding multiple enemies that fuck with movement is just Bad and Not Fun. The Mactera Grabbers where fine because they are Big Obvious Loud and are on a different axis to the other enemies. Mactera Goo Bombers and Slasher's slow debuffs didn't prevent you from moving entirely and even though they have the same end result as Stingtails (being enveloped in a swarm of enemies) they felt much more fair for the simple reason that they brought the Swarm to you instead of bringing you to the Swarm.
I may have bias since I didn't find the stingtails to be bad at all and thought people were greatly exaggerating their strength, but holy hell did they get BUTCHERED with this update... They're basically a non-threat now. The cooldown after a grab + easier to hit weakspot is all they needed if they were to receive any nerfs but I think GSG went way too far with the nerfs.
Ok whoever thinks the rockpox glyphids are op is crazy. SHOOT. THE. BOILS. Also the nerf was done incorrectly. It should’ve nerfed the pull distance on a grab, requiring multiple grabs to get you in.
Got a question: There are fireballs from bugs that you kill with necrotherm, i've never had that. before or after the update. Is it a mod or in the video settings?
edit: At 11:05 , the recoil mod values are backwards-it got changed from 0.6x to 0.7x.
You can assume enemies in these clips are hazard 5 unless stated otherwise.
Shoutouts to other DRG info seekers like SplitSentro and Meatshield for both looking for and providing a lot of this info. Always a lot going on when a patch drops.
Other drg test/info videos: ua-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
with 4-player scaling, I presume
not only are warden's and korlok's healing pod bugged, but the machine events are too, they are simply not spawning anymore...
Off topic but love the Cobalt Core soundtrack
Thanks for the detailed analysis that you always do so well :)
Btw, please make a hurricane video because that weapon has so many aspects to it and such a large overclock variety.
PLISH! stubby breakdown plish…😢
Something I've personally noticed was that input latency was fixed for non-host players, meaning much more consistent animation cancelling and no more ghosted terrain scanners!
Oh hell yeah!!
LETS GOO
Now I can slap the other dwarf's dice faster too ;)
i remember not being able to pickaxe animation cancel as client on a high ping when season 2 dropped, glad to hear that you can do it again now, and goddam the ghosted terrain scanner was annoying af.
Holy shit thats so good
Thank GOD for the Turret EM Discharge QoL changes, I felt bad zapping my allies every 4 seconds, the friendly fire was negligible too, it just made everyone very talkative LOL
The damage was already nuts. It's like ~250 mini-fat boys.
yo one question i whana buy the game but idk what version is like its still in beta alpha or did it release oficialy
@@Hector_Salamanca Released officially in 2018, the game has been recieving lots of updates and content overtime. Definitely recommend getting it if it seems like something you'd enjoy!
@@Hector_Salamanca The game's been fully out for a while. I'd recommend the Steam version for both a large playerbase and modding support.
@@LazyMaybe noice but what version is it on like 1.38?
I don't care if it was possibly excessive, you learn to hate sting tails when three are pulling you around in a triangle pattern till eventually dumping you onto an elite slasher.
…or a bulk.
Yes but they can't do that any more, so why are all the other durability nerfs needed?
Yeah I'm totally fine with excessively nerfing them
@@Sky_Guyannoying
I hate them as much as the next person but I think besides the cooldown all they really needed to do is make the armor weaker because even with armor breaking rounds I’m finding it impossible to break it.
Thank you for making these videos. It saves a lot of time for many people with testing and checking everything that has changed.
Anyone can just read the patch notes, but I really appreciate you consistently providing a thorough, well-assembled breakdown on what the changes actually *mean* and how they affect the game. Keep up the good work
Anyone can read the patch notes, but I need LM for what they actually mean instead of what I think they mean.
When people needed him the most, he came back
I actually missed him. Took me a while to find this channel again.
I always love when a DRG update drops because it means I get to hear Lazy’s silky smooth voice talk about updates in detail
The broomstick shaped shells OC is way better now, might use it for shooting mactera.
I always used to swear by those . They could hit at a surprising distance. Now I see how much more accurate it has become 👍 it's gonna be nice
Would it be worth using phosphorus shells on that build? Since it's much more condensed
@lodestar536 ngl I feel like white phosphorous shells is Throwing . Using Fear the Boomstick just makes me life easier, reducing the number of close bugs trying to eat me. You can try setting things on fire and see what you think, it's just me own experience
After playing with shaped shells a bit, I realized that you must be pin point on your aim.
I like it with the penetration upgrade, you can hit a line of bugs and burn all of them in two shots, very good!
a fucked up and evil build I've come to use is pairing shaped shells with overtuned particle accelerator on the plasma carbine. Normally I'd pair the drak with the crossbow for that magnetic bolts synergy but when running OPA I prefer the AoE mod over the electricity mod. Without the magnetic shafts synergy, the boomstick tends to have better damage output than the crossbow, and shaped shells makes it a nice compliment to OPA's spray and pray nature.
Finally Lazy remembered to use Iron Will
Could you possibly list the mods you are using?
I like the damage text you are using
Mod is Damage Numbers by Cedeli
4:30 whats the name of mod? (save load unequip rename)
@@server_ it's the equipment presets by Imyr, note that he made different mods for each type of things (pickaxe, equipment, weapon, vanity), and a combined presets mod if you want them all
@@istavix 👍much appreciated
Glad to see you posting more content. Are you planning on doing more weapon breakdowns? Also are you planning on covering DRG: Rogue Core when it comes out? Rock and Stone!
tem brasileiro em tudo que é lugar mesmo, meu deus kkkkkkkkkkkkkkkkk
@@xarao pior que é msm kkkkkkkkkkkkkkkkkkkkkkkkkkkk
Opa eai kkkkk
I feel like alot of people think the sting tail is getting over nerfed but liteally no other bug has an ability as strong as the sting tail
Alot of peope are saying skill issue to statements like this but its was just way stronger than every other diruptive bug a bulky det didnt pose a fraction of a threat as opposed to the 4-5 sting tails that could show up in its place
The only thing i dont think they should have done is add the weakness to explosions because it lets you ignore the armor alot of the time
It still has one of the strongest abilities in the game being able to plop you into the middle of a swarm they are still super common (thankfully 5 cant be around at once now) and are about as tanky as a goo bomber now(unless using explosives) and that fits in line with how common they are
Yes they were managable but that wasnt the issue they made the base line of the game more difficult the new additions to the game are not here to push the veterans of the game its to create new and equal challenges to overcome and give new experiences to the game
Mashine events are also bugged. They literally don't spawn.
i was wondering why wardens seemed to be so derpy lately, that explains it lol!
They also removed machine events from then game!
The nerf to the stingtail is not exessive. If i see it coming, i should be able to kill it before it becomes a problem, they shouldn't be tanks, praetorians are tanks. In the previous patch, i could only kill it quickly with VERY specific builds, and most involved being at close range.
It still hooks. It's still a death sentence sometimes, its a good bug now
Apparently the update broke machine events cause every player I’ve talked to says they haven’t seen one since Wednesday
Very happy with all the changes with this patch. I think these maintenance patches are a very good thing for the health of the game, so we're not stuck with OP stingtails for close to a year. I think it's easy for them to walk back some of the nerfs to stingtails, too, so that shouldn't be an issue. While I personally don't think the tweaks to the Stubby are going to be enough to bring me back (I like the Warthog too much), I appreciate that they're giving these looks at the lesser-used weapons and overclocks, not to bring them to the top-tier, but just to bring the in line with other good choices.
And the Korlok "bug" should be a feature. Hate those damn healing pods.
I personally disagree about the excessive-ness of the nerfs. A successful grab can cause instant death in a bad situation. Stingtails are a huge priority target and should die quickly in exchange for for their very dangerous gimmick.
By the way I am making my judgements based on modded difficulties. On hazard 5 I’m sure they are much less dangerous.
Yeah, even as someone not familiar with this game I can tell that would be an issue.
If an enemy can land an attack and it has a chance of instantly killing you they should reflect it by being a boss and core focus or a squishy enemy.
Tbh, the lack of cooldown between Stingtail grabs always felt really oppressive to me... it meant once you were grabbed, you would likely be punished repeatedly for being grabbed at all, because even if you tried escaping, you'd be repeatedly pulled back by subsequent grabs that were harder to dodge, because now you were in closer proximity... it even effectively invalidated Dash as a counterplay option, because you'd activate to attempt to launch yourself to a range were you could more effectively dodge follow-up grabs or attacks, but just get grabbed again mid-dash, because they grabbed so regularly... that generally made them really unfun...
As for the survivability changes, yeah, they might be a little overboard... as priority targets, I did tend to find they were very challenging to eliminate, unless you were in close proximity (where you were already more likely to get grabbed), with armour breaking, so you could break their armour, then hit the weakpoint underneath, as GSG seemed to have intended, but it didn't really feel like the oppressive part of their design...
Maybe I'll have to check back, and see how the design feels though... at least it'll hopefully be possible to recover from being grabbed now...
Skill issue.
@WolvericCatkin agree
@@Isnogood12No one cares about skill in the coop dwarf mining game
What i felt with pre nerf stingtails is that they were becoming part of the "Kill ASAP over anything else" list, and this was creating issues during attack wave moments.
You already have Praetorians and Oppressors to prioritize to avoid getting blockaded or impeded from dealing with the Spitters and the blue rapid firing spitter. Pre nerf Stingtail was so horrendously durable AND capable of fucking you and the team over that even shit like the other top priority enemies had to take backburner status in player priority, which oftenly became a rather UNFUN situation, what with up to Three Stingtails being spawnable by the game at any given time, and they can gank on one or even two dwarves, rendering them unable to move away from danger or outright sent into death zones, isolated from other players, cascading things downhill in one go.
So these massive nerfs are likely to make them easier to deal with and then refocus on what beforehand would be forced to take bottom kill priority over stingtails.
Now they're squishy CC annoyances with restrictive Cooldowns when they succeed in CC'd one Dwarf, so that even if things end with that one caught dwarf downed because he was placed in the middle of a massive pile of enemies, praetorians included, odds are the trade will have been the stingtail, rendering it more of as "One Dwarf downed exchange" trick pony, and that's in bad cases of it catching you now.
Imho: Pre nerf stingtails were like Payday 2 high Crime spree stages, they were additions of max priority targets in an already more than filled list, and were stupidly though to deal with by the caught Player due to their tankiness and lack of weaknesses, just like in High Crime Sprees where three Medic Dozers are clustered togerher alongside that one Minigun Dozer, basically making them impossible to kill off, creating horrendous situations during Loud Heists. That's what a pre nerf stingtail had become for the gameplay loop, a tad TOO much
@@andrehashimoto8056praetorians and oppressors arent high priority targets afaik. Stingtails sure are
Are the builds in your Coilgun section your setups with the changes? I used to run 2-2-2-1-3 with Hellfire but now I'm considering if swapping the partial charge ability for charge speed, combined with dropping the electric trail for either necro-thermal or to return the trail width, is the way to go for my usual hazard 5 solo setup with lead storm-lead storm...the new trail size feels kinda bad.
Also, thanks for making videos like this again, it's always nice to see your videos pop up on my list. Always informative!
Yes, though not my only ones. I do think that as hellfire's lost the +1m radius, low charge shots with it don't make nearly as much sense and there's a lot of value in either +radius or necrothermal to fish for explosions.
Bring back stingtail tankiness
Feburary maintenance patch breakdown soon? Armor break fixes looking spicy
They changed boomstick shockwave damage type to radial so it does damage to armor and said they "buffed" it. But radial damage has falloff and that means you do like 2 times less damage with shockwave now. The custom damage type it had before didn't have falloff.
@@ildaron7457proooobably for the best, it was pretty damn good
I think Turret EM Discharge and Turret Arc were shadow nerfed. seems to take way more shots now to trigger the effects. Anyone know anything about if this is true?
I’ve noticed it too. The other day it took me an entire clip just get the arc going
Haven't tried Arc since the update, so I can only speak for Discharge but yeah it felt wank. For context, I took a big break from DRG for like half a year plus. Touched it maybe once or twice in that period, but over the last few weeks I picked it back up again out of boredom. I remember really enjoying Discharge, used it a lot, the damage felt better and the proc chance felt more consistent. Used it once recently, immediately swapped off it after the mission was done and don't think I am ever going to use it again in its current state. No biggie though, don't see my return to the game lasting long anyway, so gg ez.
As a sludge pump main I'm really going to miss how effective my slows were on dreadnoughts. Everything else sounds good; though that's a lot of nerfs to sting tails, I'll withhold judgement till I feel that in game though.
Thank god turret arc doesn't cause friendly fire anymore I'm getting a little tired of turret whip.
Great video as always, thanks for the deep dive into the numbers to really show off all the changes! I was also wondering what mod that is in the equipment terminal at 4:34?
don't recall the name, but its a mod for extra loadout presets basically. you can save your favorite guns to it and swap between them from there, without having to fiddle around and rebuild your gun if you just want to change from one OC to the other.
I also wish to know this.
im pretty sure its just called weapon presets
I am 100% with you on the Stingtail overnerf. The biggest problem was the range, frequency, and velocity at which they grab you, causing some annoying catapulting effects to instagib you by fall damage. Removing _THOSE_ things should've been the focus. Now it can still do all that, albeit at a drastically higher cooldown, and it's made of paper. So it either obliterates your haz 5 run, or gets vaporized and never affects you. That's an unsatisfying dichotomy.
That is fun man, like a duel with the stingtail.
If an enemy only needs to land 1 ranged attack to potentially kill you and it takes many attacks from you it is unsatisfying and frustrating when you almost killed them and they kill you suddenly.
They are just as deadly, but now you have a much better chance.
Alright! Give us the rundown, Lazy! ROCK AND ROLLIN STONE!!!
Damn... I noticed that stingtails weren't as tanky but seeing the numbers is a bit overkill. I think what went overboard is definitely the base health. revert it back to 600hp and just get rid of the pierce weakness because you still want them to be threatening even when you see one and I don't even get the pierce weakness like why is that there in the first place?
Also Stubby feels a lot better now. It's still probably engi's worst primary but damage upgrades certainly help a lot and the reduced recoil is nice. It actually feels like an smg now.
i love stubby, it's always been my preferred over the other ones.
Being pulled into a stingtail only to power attack if for half its hp + armor break is kind of disappointing. They honestly don't feel much harder to kill than glyphid guards anymore.
I thought the stubby was fine but the electricity on oppressors is huge. Gonna make the omoran laser electric bonus even better
Their health isn't why they are threatening, it is their pull that can put you in a group of enemies as you watch yourself helplessly fall into a situation where you're forced to die because 1 enemy hit you.
Give them 1 health and they can still kill you.
It's the moment we have all been waiting for
@lazyMaybe are you going to bring us more enlightment on the newest smoll patch?
Idk if I'm a fucking cat or what, but I *want to play in the box*
you sound like gaben
Honey, wake up, new maintenance patch dropped
I wish return to sender got buffed
Yeah I'm really sad how much they nerfed the stingtails. Just the spawning and the pull cooldown and range would have been more than enough. Making them so squishy is overkill. They're a joke now. I liked them being an actual threat. I never really thought they deserved as much of a buff as other people said. Would have been fine with the pull range and spawning change though. But nerfing their survivability THAT much is just stupid.
4:12 glad to know I'm not the only one to think that the new stingtail nerf is a too harsh.
As it stands, the poor things now need a buff lmao
The trouble with Stingtails is that they were tanks, had small hitboxes, when they spawned you could get up to three, and they kept spamming the grab attack.
They only really needed the grab attack to be nerfed, the rest could be to make them more interesting encounters.
Maybe they have tough armor but are squishy, and a lot of them are spawned, so you gotta kill em as fast as possible.
Or you could make them like a Praetorian and just have them be this absolute unit that disrupts your team and only maybe two of them spawn at a time.
I feel they could've made a sting tail demoted enemy with grunt stats and that could've been fine, leave Regular Sting tail as an Oppressor level spawn or something
Naw man
Stingtail nerfs are welcomed, you masochist
welcome for leaf lovers lol, I guess some people can't move out of the way of a stingtail grab.
@@tire_iron488 have you had 3 of them simultaneously pull you about as you tried to deal with a Naedocyte breeder trying to hide where the beginning drop-ship drilled down, while actively deal with a swarm AND Glyphid Swarmers while trying to rez your teammates with a fucking Lith Corruptor on top of it?
My worst Haz 5's weren't even that rough.
@@NedFlanders612 no, because I am a better player than you.
@@tire_iron488 👍
@@NedFlanders612 👍
a stingtail nerf was so in order, no clue how i managed to put up with them lol
Honestly I know I'm in the minority here, but I personally think that nerfing the tankiness alone would have made the yeet scorpions more tolerable. And maybe the grab frequency too but now it feels like they've been utterly gutted and are now just occasional pests.
Before I say what I actually want to about the info of the patch, I can see through your taste of music what you’ve been doing the past month. Very cool space fun.
Haz 5 players rejoicing at no longer getting rockpoxed into 2 tapped by a rockpox spitter
How do you get the terraria-looking damage numbers?
The mod "Damage Numbers", not to be confused with the older "Damage Text" which does not have color options.
"Temperature Number" is also used to display enemy temps here.
Wow, didnt even notice cobalt core music in the background. Good stuff mate.
this was a seriously well put together and well condensed version of the changes! thank you so much!
😮
I've been compiling all of lazymaybe's background music cause every single one is a bop: ua-cam.com/play/PLS717GE44JWI6w6mdQ-TDutP5MBo7CbDA.html
he's finally back
Damn, i really liked the stingtail. I'll admit that it felt a little to tanky for its size and the chain pulling caught me off guard the first time i encountered it. But it was fun once i got used to it, having an enemy you have to deal with instead of just kiting around was a good change.
Rip stronk stingtail, you will be missed (by me).
I feel no remorse for stingtails
because you can't move left or right while it's grabbing? you're just bad.
Stingtail Armor also seems to break faster. Check it?
stingtail was definitely way too tanky for what it was
Yeah but now it's like a goomba in Super Mario
it's what it should've been
The Cobalt Core OST goes hard.
Not sure if you have anything lined up for the near future, but I’d love to see a breakdown video for Gunner’s BRT7. I’m about to start experimenting with the build B-A-B-B-A with Micro Flechettes (possibly T4C instead) for some long-range shenanigans.
can you make a video about explaining what the weapon stats mean, for example "4.5 base spread" what does that mean. a video that eplains weapon stat unit would be helpfull
Anybody know what mode he uses for the damage numbers the specify what type of damage is being dealt
i don’t think the stingtail nerf was excessive, but rather misguided. while their changes to their tankiness made sense, i really wish they reworked the grab’s behavior
Shaped shells turns the boomstick into the tigris prime less GOOOOOO
Woohoo he's back! Rock and Stone, Brother!
I don’t think it was excessive at all, I think the bug just doesn’t fit this game. The main problem was that a bug could come out of nowhere and pull you from a significant distance into a horde they normally spawn with. That is still a threat, and if dodge the first grab or dash it’s still going to be just as oppressive until it gets that grab or you kill it a little faster now. The biggest threat is still getting pulled into bugs without a dash or being a scout, most springtails will still get a grab before they die.
No other bug can just appear and randomly put you in such a bad position you just die, that’s not even including getting pulled up or over into oblivion and just dying to fall damage. Also I’m pretty sure the grab cooldown is bugged or they reverted it without saying anything because I was grabbed 2 times by the same stingtail today and there was no difference in cooldown than normal grab. I also noticed with later stingtail spawns they were also spamming attacks so eh. Step in the right direction I guess
How do you get the damage numbers to display on screen and how did you get the loadout interface to look like that?
Yeah the stingtail nerf was a bit too much i think just the delay to grab again would have been enough, thats the only thing that killed me from it.
I dont know why but until this video i never thought to pair necrothermal with hellfire. Might have to give it a try.
I feel like the entire drg community just goes to this guy for patch notes.
Stingtail nerf is too brutal indeed :
You probably know this but you are ridiculously entertaining to listen to, i wish you uploaded more just to hear you talk more about probably irrelevant nerdy drg stuff but I understand you can't because you have like nearly covered everything. Tho! Would love a weapon breakdown for every weapon and to hear your opinion on them
Which damage number mod do you use for your demos?
So what is the optimal em discharge build now ?
23222 is what I run, but 21221 is also a useful option
I hate the fact that they neutered the scorpion it’s pathetic that people wanted that change to begin with.
Yippee!!!
I'm sorry guys I play a engineer and I've been slacking in game.
can they nerf dwarfs saying dumb things tho?
Thanks for the breakdown, I never would have gotten all this from just the notes.
I never really had an issue with stingtail's tankyness
What I did have an issue with, is the instant and unavoidable death sentence of them grabbing you off a ledge or from the ceiling if you're any class other than scout, or dont have jet boots. Which, is still an issue.
You gotta think of it different if a sting tail spawned and tried to grab you but you dodged before you were FUCKED cause they had super big armor and a billion health so the sting tail was now a skill check every 2 seconds or you get grabbed taking tons of damage with 0 counter play besides shield or a grapple hook
Now it's a random skill check or take a ton of damage and if you take tons of damage you can kill them or if you dodged you take your shot at trying to kill it before it goes for another grab
Originally it was an ever looming threat of getting pulled into a swarm or off a cliff because it was so tanky you couldn't just kill it so you would either die trying to dodge the tail grab and get hit by a slasher dying to the swarm or get grabbed pulled into the swarm
Dodging the tail is more reliable counter play because of it's health being reduced
Originally they counter play to sting tail was intentionally getting grabbed so you could get close and melt it's health with burst damage and using dash to get out of the swarm
I thought i clicked on the wrong video lol
9:57 the file name for the weakpoint is tank ass
Still no redo of the smartgun, and of the plethora of useless overclock of gen1 weapon :(
I should be more specific, here is the weapons with many unbalanced/redondant overclock that i thought of :
Gattling, BRT7, PGL, Smartrifle, GK2, Flamethrower, Subata.
Let's goooo
"Tank_Weakpoint_Ass" LMAO
Woo!
So happy to see you cover in the balance changes.
I'd also be interested in watching a video about the bug fixes if you decided to do that.
If you're not interested in doing that or don't have the time I understand.
Whoa, I can't believe they finally lowered the reload time, which is like something that was suggested when the game came out.
I hated the Stingtails ever since one caught me from across the tunnel while I was chasing the Drilldozer and dropped me into a hole. I managed to climb out of it only for the Stingtail to yank me and drop me back into the hole again out of spite. I welcome any nerfs for these enemies lol.
RIP Hellfire, Armscore went from best gun in game to "meh".
Nah triple tech goes hard and hellfire is still fantastic, just not best-in-slot crowd control
Ngl I like a lot of this but I feel the sting tail was nerfed way too hard to where its not much of a threat anymore, feels like how they overnerfed patrol bots.
Oh also em discharge before was nice but its hilariously strong now so ill be abusing it before i possibly lose it
If it grabs you it can pull you into situations where you literally are forced to die.
Keep that in mind, it needs to reflect some of the worst case situations, otherwise when those situations come up they will be brutally unfair. Which is where most of the hate for these enemies seemed to have come from.
Nice
They've patched the healing bug noooooooooooooooooooooooooooooooooooooooooooooooooooooo
NO WHY DID YOU MENTION THE KORLOK BUG
Stingtail hp should be 500
no it should've been how it is pre-patch
This is my hot take about the Stingtails, I absolutely say Good. They shouldn't have been added in the first place. Stuns have NEVER been fun, EVER, especially not in PvE games. Stingtails are horrible and unfun to play and their Grabs where very much just "You die now" on release and unless they changed them to no longer grab on walls and ceilings that is still going to be a problem. Adding multiple enemies that fuck with movement is just Bad and Not Fun. The Mactera Grabbers where fine because they are Big Obvious Loud and are on a different axis to the other enemies. Mactera Goo Bombers and Slasher's slow debuffs didn't prevent you from moving entirely and even though they have the same end result as Stingtails (being enveloped in a swarm of enemies) they felt much more fair for the simple reason that they brought the Swarm to you instead of bringing you to the Swarm.
skill issue
I may have bias since I didn't find the stingtails to be bad at all and thought people were greatly exaggerating their strength, but holy hell did they get BUTCHERED with this update... They're basically a non-threat now. The cooldown after a grab + easier to hit weakspot is all they needed if they were to receive any nerfs but I think GSG went way too far with the nerfs.
Cobalt core soundtrack :)
this was without question, the hardest intro ever
Is that the adventure twins at the start?
Am I literally the only person who actually really likes rockpox
There exists a place with soft padded walls, I love myself jackets and feel good piles of pills for lunch. You may want to check in?😂
shaped shells holy bucket shot
Ok whoever thinks the rockpox glyphids are op is crazy. SHOOT. THE. BOILS. Also the nerf was done incorrectly. It should’ve nerfed the pull distance on a grab, requiring multiple grabs to get you in.
Thank you for the video
Got a question: There are fireballs from bugs that you kill with necrotherm, i've never had that. before or after the update. Is it a mod or in the video settings?