One of my favourite things about Burning Hell is that it forces a shift towards a more agressive playstyle. You no longer want to be moving backwards to stay safe from the bugs. No, you now want to be moving forward to get the bugs in range of you. Burning Hell encourages you to play like youre the monster the bugs should fear, not the other way around, and I think thats sick as hell.
its like a underbarrel crispr attachment for gunner, it also lets you ignite pretorian gas clouds which is a curse and a blessing considering its range, you could use it to clear the gas or blow up the enemies or accidently blow yourself up by walking backwards into a gas cloud
Well, it's not surprising that gunner is a bit less attractive of a class being severely mobility challenged, but greybeards know the true value of gunner's main principle: "the quicker you kill the bugs, the sooner you get back to digging"
@@noobgayfer9041 also the shield. The shield is the best thing the class has to offer. Getting to turn the fight around, save yourself from getting overrun when cornered or stunned, cover a resupply pod for the whole team, or get safe revives on anyone in a large area is a true clutch machine. And you get so many of them.
edit: Slight correction to the bit about hot bullets-the heat gets activated when the Heat Curve is greater than 50, which is not the same as heat value being over 50%. Instead of taking 4.75 seconds to reach it on the base gun, it takes 3.17805 seconds. Hot Bullets activates at Heat ~3.17805 This is going to sound like a joke, but one of the main reasons it took so long to get this out was just how much time I was spending actually playing DRG instead of video editing. Although the editing did take a long while as well. ignore me painting a circle around the warden's weakpoint at 21:14 pls Other drg test/info videos: ua-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
I just want to say thanks for starting with an OCless build in your videos. It's really helpful for people like me who are starting out as well as trying to get my friends into the game.
Here is something, the DRG minigun is not the only minigun to have the autoclocker macro issue. most miniguns in fact have this problem, I first discovered it in TF2, the one with the cannonical bot invasion.
Tried it. Feels a little weird setting a key with the autoclicker. It's almost addictive and the difference very clear. Your heat is way more efficient. Even looks cool since your muzzle flare is no longer flashing but a constant bloom of fire. Not gonna use it on the regular but can't deny it's fun factor so I'll bring it out occasionally. Especially with 3800 ammo build.
TF2's minigun isn't quite the same, but it will have a perfectly accurate first shot, resetting after 10 ticks. this is an intentional mechanic that can be abused to have up to 6 super accurate long range shots a second, considerably improving long range damage. i don't know what exploit those hacking heavy bots used last year, but i'd wager that's more on the end of RNG manipulation instead of input exploits. the client in TF2 has access to RNG values, which easily lets hacked clients farm out desirable RNG such as spread or crits. its done this way so that the player can see when they get a crit or not without having to wait for server authentication... which is dumb, and another reason random crits suck, but whatever.
"Hell yeah" Alongside the wonderful weapon breakdown, your choice of music is delightfully esoteric. Keep it up. Also, you might like Racing Lagoon's OST.
What I really like about Bullet hell minigun is using it with stun but not for overheating, just stunning hordes for your team to kill, if you have a competent team it really works, especially defending doretta. It's certainly worse at just regular 'gunner' but it works just fine and is pretty fun way to play support.
I'm also more in favor of the Stun mod with Bullet Hell. It's one of the more significant stun mods, due to how large an increased stun duration it gives, and the rapid fire rate of the minigun itself. It also takes advantage of Bullet Hell being Bullet Hell: being able to attack targets below, perpendicular, or airborne and still getting pseudo-blowthrough in situations where normal blowthrough does not apply. Bullet Hell with stun is amazing for a 'suppressive fire' type build, able to keep hordes back.
Glad to see a fellow burning hell enthusiast, its honestly the only playstyle i enjoy with the minigun since it allows me to play very aggressively and encourages you to be in the face and dance around a horde very well. Oh also VB combo go brrrrr
Great video as usual. I feel that not enough people know that the minigun (and zhukov NUK17) actually use 2 ammo per 1 shot, effectively halving their ammo pool and I thought that that might be emphasized a bit more. Also, I find that the main (though not very significant) problem with the stun penalty on the Lead Storm OC is that the low-chance "ministun" it applies affects the Menace's behaviour in a way that can be disadvantageous; after the Menace's stun wears off, they interrupt their attack rotation to begin burrowing again which potentially means it could take longer to kill them because the stun isn't long enough to keep them as a still target, but still allows them to retreat immediately, as opposed to a longer stun potentially allowing you to kill the menace via its weakpoint before it burrows due to the stun. If the OC removed the stun chance entirely, this would not be a problem as you could kill the Menace in one attack rotation, but then you would not be able to interrupt other relevant attacks such as from the trijaw or praetorian.
I don't know about PC, but on Xbox menaces get bugged out after being stunned. They still burrow, but when they re-emerge they sit there and don't do anything. So once you stun a menace you've effectively taken it out of the fight.
Incredibly detailed video, thank you. As a bullet hell lover, I'd give a few of my experiences in defense: Bullet hell is a mod for the drunk and lazy people, it's a fun built-in "aimbot". The scenarios portrayed in the test cube room are not representative, normally you got wild caves with verticaly spawning bugs that are 20m away, the "aimbot" bullet hell comes in handy there. Especially against swarmers, this mod takes them out quickly before they get the chance to reach you or your team. The stun mod is basically a mini shield that keeps bugs away from you from all directions. You can also shoot around corners or opressors from the front by abusing ricochets (not ammo efficient). A big downside to this overclock is the possibility to shoot yourself. Ricochets can hit you when bugs are behind you, which means a quick death for drunk and lazy dwarfs. Also, as mentioned, it is bad against tanky enemies.
Another point on Bullet Hell which the video missed is that the stun build combos extremely well with incendiary grenades, which compensates well for the poor damage output. Still, though, I find it works best in solo, where you can group up the bugs a lot more reliably, and where you can be a lot more liberal with your grenades.
@@moartems5076 If you are rational and want to win, sure. But like with vanilla icecream, it gets boring. And then you find fun silliness like bullet hell.
@@antonk.653its really not though, the autocannon suffers from some pretty extreme downsides that BH gets to ignore for not really that much less damage output. autocannon doesn't have stuns, hot bullets, BH's great ability to spread those effects, a miserable reload, terrible accuracy, can't really kill enemies by around cover, no real weakpoint damage, and of course; it doesn't have freaking auto aim. the real question is why use autocannon? the hurricane kinda stole its spot as gunner's best AOE weapon with minelayer system, and inferno coilgun almost completely replaces the need for a crowd clear primary in general. not to say the autocannon isn't fun, or is horribly underpowered, or that people shouldn't use it. but i feel most players just have a lot of misconceptions about gunner primaries.
@@turmspitzewerk I disagree. And I'm too lazy to go deeper now, sorry. I think you're overvaluing bullet hell a bit, me with some Gunner experience can say that Autocannon is generally better than BH (but less fun).
As someone who's recently been getting in the the whole idea of different builds for different missions and groups even, I really must say I appreciate the consideration you put into your videos, even just showing a non-overclocked build, and explaining how some mods work better with a given overclock. All in all I love these vids man, keep em up.
8:00 Dude. I've wanted to see this for so long. I've wondered what I look like fighting in the heart of a swarm and setting this off perfectly without any damage feels so awesome. Think it's safe to say I look awesome
I just got Burning Hell a few days ago and havent been able to put it down! I play all 4 classes evenly, but every time Ive run gunner since, Ive been unleashing my inner pyro. Definitely breathed some fresh life into the minigun for me!
I’m so happy to see you’re still making these videos they’re all great and informative. It helped me try builds I would’ve never thought I would’ve liked.
I love these breakdowns, but is there a reason you diverged from your initial order? I was expecting a breakdown of the subata before any of the primaries. Keep up the good work!
I actually love "A little more oomph". You can take T2A with it for great ammo efficiency, and T4B for the .1 startup time means that it starts firing immediately. Turns the minigun into an interesting crowd control/jack of all trades gun, which I back up with either the bulldog or coilgun for longer range/tanky targets. Certainly not the strongest overclock/build in terms of damage, but it feels great to use. I'm also a huge fan of bullet hell though, so obviously I'm looking more for fun than efficiency.
Bullet Hell has two extra advantages that Blowthrough does not that I want to bring up. The first is that it can get pseudo-blowthrough when perpendicular to enemy swarms, making it the stronger option against bugs on the walls or ceiling, fighting atop Dotty, or Mactera. The second is that Bullet Hell is capable of targeting enemies that are not visible -- whether it be a leech on the ceiling, grunts out of view, or a slasher behind you, the trail is capable of pointing out enemies you can't see.
Theres a guy on youtube called shotgunCrocodile that plays on solo haz6 double ennemies (up to 200 + 200 swarmers)and no bosco, and he says that the best and only way he found to win in these situations is the bullet hell OC with stun mod and Aggressive venting. with the sheer amount of healthy bugs his mods throw at him (no starship troopers, so the bugs are tanky), only bullet hell and stun allow for enough control to not get constantly blindsided and overwhelmed, and usually he plays to stun a maximum number of bugs around him then blow them all up with aggressive venting at the end, when asked why he didn't play neurotoxin autocannon to get the same kind of control build but better, he responds that in haz6x2 the 5 seconds of downtime it takes to reload the autocannon is often life ending because the bugs are constantly swarming him, as opposed to the "reload" of the minigun being aggressive venting that just kills a lot of things, and makes space with the fear effect. ua-cam.com/video/FIAoP9OWSbU/v-deo.html here's the video of him playing the thing, and he explains some stuff in the comments too. Edit: all these strategies are obviously not working if there's not a ton of bugs all coming at you, so in multiplayer even in haz5 you will never get enough bugs to get in those situations where you just need the utility of bullet hell, but even then i really like playing the OC, it's just really good quality of life to hit bugs all around you in close range, delete swarmers an jellies easily, and swarm clear actually gets a lot better on unven terrain or when firing at bugs on the wall, admitedly for that autocanon works a bit better though.
Aw yis, new LazyMaybe video! Also blowthrough round definitely makes the minigun AoE, it's just that the area is a very narrow but also very long rectangle u.u Thank you for the breakdown, always in depth and looking forward to more.
It's so strange. Of all the minigun builds I have run I always have the best practical performance from bullet hell. I feel like the on paper statistics and even the test chamber work I have done doesn't reflect on how it actually performs in real scenarios vs a diverse mix of enemy types. It makes the gun feel like it has a built in stupidity buffer and it passively fixes peripheral issues while I deal with a mainline threat. I could be that I am just a fat fingered goblin and the OC is acting as a crutch for poor performance but I only operate at haz 5 and I don't feel much below the average. I feel that it shifts the gun into the same midway point between single target and aoe that the hurricane occupies but with hitscan projectile and less attention requirements.
Bullet hell performs fine on difficulties below Haz5, but on haz5+ the overclock kills your ammo efficiency, long range, and single-target capabilities. You're entirely reliant on your secondary to deal with anything further than 20 meters away, dreadnaughts, oppressors, and even praetorians if there aren't smaller bugs surrounding it. That said, I've found that it can help kill dreadnaughts that won't aggro onto other teammates, because you can shoot the wall behind it and have the bullets bounce into it's weakpoint. It's not *so* weak that you can't use it, but you'll be using more ammo per kill than any other gun setup, and (as he points out in the video) there's other setups that just do it's job better. It's still by far my favorite overclock for Minigun, and possible Gunner in general.
@@dethdukk Its weird. I only play on hazard 5 and I have a bunch of builds that do one thing or another better but if I choose to use my generic build it’s bullet hell with triple tech. It’s the only gunner build that I never have to modify based on mission or mutator.
Not to mention, bullet hell aids with target aquisition, if you are firing into a darker environment, seeing where the richochets go allows you to choose new targets more easily
It gets weak spot hits more than you would think. I hear the weak spot hit sound go off like crazy while shooting blindly into a group. Not great but not as bad as the haters will tell you. It can work fine on haz 5 with lead spray brt, you just have to only fight in tight spaces (not a bad idea anyway(
Lighter Barrel Assembly shaves off ~57% of the spin-up time (0.7 - 57% = ~0.3), and another way of looking at it is that _not_ taking Lighter Barrel Assembly _effectively_ makes the spin-up take ~133.33% longer (0.3 + 133.33% = ~0.7). Magnetic Bearings makes the gun spin-down ~33.33% slower (3 - 33.33% = ~2) and retain the maximum spin-up duration for 150% longer (0.5 + 150% = 1.25), and another way of looking at it is that _not_ taking Magnetic Bearings _effectively_ makes the gun spin-down 50% faster (2 + 50% = 3) and lose 60% of it's maximum spin-up duration (1.25 - 60% = 0.5). So you either have a 57% shorter spin-up with a 50% faster spin-down and lose the maximum spin-up accuracy boost 60% faster, or you have a 133.33% longer spin-up with a 33.33% shorter spin-down and the maximum spin-up accuracy boost lasts 150% longer. If you find yourself frequently running around and spinning down constantly, Lighter Barrel Assembly is better as you aren't really taking advantage of the backlogged accuracy boost anyway so there really isn't an incentive to stay revved up as much. If you are taking short breaks between barrages and are shooting relatively more frequently to the point where you aren't really spinning down too much, Magnetic Barrel Assembly is better as it lets you take slightly longer breaks between barrages, it gives you a bit of breathing room while still allowing you to have better accuracy retention.
Yessss new breakdown on what in my opinion is one of the best designed guns in the game. Minigun is what the GK2 should be. Approachable to learn with a good amount to push your skill with (bunny hop shooting, burst firing with Burning hell oc) Each tier choice matters in what you want to build it for. It's both personal preference while remaining a meaningful choice. It does something unique that the other primaries can't also do with nearly same level of effectiveness while not even building into it. Finally even the 'boring overclocks FEEL impactful. Little more oomph is probably the most boring snooze worthy oc in the game but it doesn't feel like it cuz that spin up buff makes the gun feel so much more responsive over base.
I typically use little more oomph when I use basic minigun, the near instant spinup with the t4 mod is really nice and still gives a damage bonus. I like the ability to stay mobile and active
I love the minigun, so all these insights are great! I'm hoping you'll do some testing around speed boosts from weapons/other sources in the future, since nobody seems to know which ones stack or how.
Just want to say that I love all these breakdown videos! Amazing with how much detail you go into. I had to start up DRG after watching your video and test out some minigun builds.
I really love how Overclocks can change how you build a gun. So many guns it feels like their best mods are "solved", so it's nice that an overclock gets to change that at least.
i started using burning hell after i saw your "karl's honor" video! i have a burning hatred for swarmers so seeing how well it dispatched them i was very motivated to equip it and i havent taken it off my minigun since
Since i learned how miniguns work irl i cant watch a video like this without talking about every thing different for myself, wich means you covered it so well that i could do a very good parallel from the real deal to the game one. Nice job
Well, I knew a decent amount of the common stuff like the ammo and firerate being half of what's displayed, but i did NOT know about the spread stuff. Sure, it's something kind of understandable just by playing, but seeing it laid out mathematically is cool. Also that bunny hopping with the leadstorm OC, and just in general is something I'm definitely going to have to try out now. I agree with the bullet hell assessment, it FEELS fun to use against a crowd, especially at long range where you can see cool bullet bouncy effects shredding a crowd, but man it feels like crap against praetorians. I personally really like HB and AV for T5, and flip between them. AV is really fun if a teammate is down sicne you can easily scare everything away and don't need a shield to revive them, though you do need incindearies to deal with bulks. I keep flipping between the T5 mods since they're both lots of fun.
Honestly, as far as OCs go, the ones I use the most are Burning Hell (Aggressive venting) and a Little more Oomph (mostly because I like keeping the stun chance and accuracy).
I am a big fan of your weapon breakdowns. How about a breakdown on the sludge pump that sums up and updates youre existing "sludge pump content"? Keep Up the good work
I love your videos. I've already learnt a lot from you and I belive it made the game more enjoyable for me. Keep up the good work and, more importantly, have fun doing the videos! Don't pressure yourself too much to deliver them ass soon as possible.
Just want to say, these videos are by far the best when it comes to individual weapons. Others are far too general or fail to give the exact reasons how modifications synergize with the overall build
I don't like bringing blowthrough because teammates are too stupid not to run into the line of fire and i end up shaving off 1/4 of their hp after they dipped their toes into lead for a bit too long or in case of dreads where aggro shifts around it can happen that you just end up hitting your team on the other side. And most of the time im too lazy to switch builds all the time so i just run a general build with armor break instead
It would be cool if there was a weapon that, instead of having an "Overheat" mechanism, it had a "Flashfreeze" meter. When maxed, the user would be flash frozen in ice and need to escape. Perhaps a supercooled Minigun that has better stability and slow on hit for it's bullets. Or Overclock. Flash freeze could have an area of effect and freeze foes alongside you. The benefit of this is that Cold as a Grave could maintain it's benefit of dropping heat to actually invert it's purpose for faster proc of Flashfreeze. The burning mods would have to reverse to proc at first, but slowly go away as you cool off. Maybe this is insane.
Aggressive Venting I find very effective on long holdouts when you're practically constantly fighting something and need to make some time to get a break to resupply or rez a teammate (point extraction after minehead launch, refining, uplink and fuel cells or drilling the Ommoran), but the problem is shields do the same thing and sometimes more effectively. Of course, it's still very good if you already used up all the shields, that's why I take this on Hazard 5 when im the sole Gunner since shields are in very high demand there.
Found aggressive ventings value shows up more on Haz4-5 and in combination with the rest of Gunners kit to produce constant forms of cc. Both with and without burning Hell. I don't actively pursue so much as I await the best time to use aggressive vent, it happens naturally. Cycling it with shield and your secondary (bulldogs toxin/stunsoe, coils trail/stun/fear, Brt stun) you can keep yourself and your team safe. It's takes practice and tinkering to find the flow but once you have it down it's like producing a symphony of destruction, fire and fear.
You know even after you showed how nurtured the bullet hell minigun is. It's still by favorite OC. Ironically useful at shooting enemys on the ceiling and can potentially save your hide from a cave leach when you don't have a scout. Yes I still use burning hell and leadstorm
These videos are great and incredibly pragmatic when watching through the part where you break down the practical, in actual combat aspect of each mod for a gun but man the part where you rattle off maths at the beginning is so hard to follow without a visual aid.
Bullet Hell REALLY shines with a stun mod. Its a great safety blanket for almost every situation. With this combination gunner can stunlock a wave or a mactera cloud with ease (cough cough mactera warning). Also it allowes to stay in the pit of grunts without them really touching you (cough cough salvation (or any) mission gone bad). Also great against a bunch of swarmers or alike. This is one my 2 main setups (lead storm being the other) that i use :)
Finally! Been waiting for a new video from you for quite a while. Glad to see that my opinion on what stuff to pick was somewhat correct for the most part (i do prefer armor break on lead storm personally though). Didn't know that fire rate doesn't affect heat build-up, this is nice to be aware of. I also wanted to share a funny detail: Bullet hell minigun's richochets can actually deal damage to teammates and more importantly, you.
I’ve been waiting for this one I love the breakdown, but I would say for bullet hell it’s a bit more useful for hitting things out of sight or not noticing something is there like acid spitters.
I love the maximum cold build. Faster cooling, cooling on kill, along with faster spin up. Only build that let's you hold the trigger forever during a swarm
one thing about aggressive venting, if you're dumping rounds into a tanky target and bugs start getting closer, you don't have to stop and can rely on the fear and heat to kill them, assuming you're near an overheat.
Thank you so much for your channel, but this video specifically. I have ~500 hours in DRG and sometimes I STILL feel like I'm just "picking whatever" with mods, especially with the more nuanced weapons like the Minigun. It's nice to get a video that really breaks down -why- picking certain mods together is effective, not just -what the numbers are-. Thanks!
The only reason I use Aggressive venting over Cold as the grave is also that you rarely overheat your minigun. ya, Aggressive Venting needed overheat to activate the effect, but if you rarely or never overheat, it also make Cold as the grave rarely feel beneficial, the whole point of it is to prevent overheat so you can shoot for longer which may never happen even without it just like what Aggressive Venting need to face? you only overheat when you need to fire for a long period of time like when overwhelmed by swarms or shoot tanky target, and I think the benefit of Aggressive Venting is more useful than Cold as the grave on that case, it also kind of save ammo too. You have to waste ammo to force activating Aggressive Venting, but you also need to use ammo more than usual before normal overheat just to get any actual benefit from what Cold as the grave suppose to provide.
something that I feel should be mentioned about bullet hell, the ricochet can pass through terrain that the initial bullet strikes (if ricochet procs), hitting enemies on the other side of pillars, cave walls, etc. you could be firing at a few grunts walking towards you, have a few shots miss because of the inaccuracy, and hit a wall 50 meters further back. if there are enemies on the other side of that wall close enough to the impact point for the ricochet to target them, the bullet will just go straight through. I think this has something to do with the ricochet bullet spawning precisely inside the terrain mesh, allowing it to travel through the out of bounds.
One of my favourite things about Burning Hell is that it forces a shift towards a more agressive playstyle.
You no longer want to be moving backwards to stay safe from the bugs.
No, you now want to be moving forward to get the bugs in range of you.
Burning Hell encourages you to play like youre the monster the bugs should fear, not the other way around, and I think thats sick as hell.
Burning Hell is the quintessential "get sum" while holding W overclock.
Easily one of the best.
its like a underbarrel crispr attachment for gunner, it also lets you ignite pretorian gas clouds which is a curse and a blessing considering its range, you could use it to clear the gas or blow up the enemies or accidently blow yourself up by walking backwards into a gas cloud
@@SakuyalzayoiTheMaid Given that half the time the gas clouds bug out and don't pop at all, that's a heavily dwarf favoured tradeoff.
@@SakuyalzayoiTheMaid In my experience what actually pops the gas clouds is actually hot bullets from T5, never seen Burning Hell's aoe do it.
@@TheSpeep huh, i regularly use it to get clouds out of my way via ignition
I hope this video gets more people to pick up Gunner beyond "picked last for dodgeball".
Meanwhile me, a gunner main
Well, it's not surprising that gunner is a bit less attractive of a class being severely mobility challenged, but greybeards know the true value of gunner's main principle: "the quicker you kill the bugs, the sooner you get back to digging"
@@noobgayfer9041 also the shield. The shield is the best thing the class has to offer. Getting to turn the fight around, save yourself from getting overrun when cornered or stunned, cover a resupply pod for the whole team, or get safe revives on anyone in a large area is a true clutch machine. And you get so many of them.
@@noobgayfer9041 Mobility chair gaming
@@AveragePearEnjoyer It's the most likely class to clutch a game due to the sheer crowd control firepower and risk-free reviving.
A sick, twisted part of me wants them to add a Shellback plague mission just so armor break/pierce stuff can see more use
me omw to use pgl AB
@@obeeked1385 Who's going to tell him?
sigh
@@obeeked1385 I have good news, my man!
*Q’ronar Nestings.*
This warning causes Q’ronar Younglings to be able to spawn, as well as having x 1.33 more Shellbacks spawn in.
edit: Slight correction to the bit about hot bullets-the heat gets activated when the Heat Curve is greater than 50, which is not the same as heat value being over 50%. Instead of taking
4.75 seconds to reach it on the base gun, it takes 3.17805 seconds.
Hot Bullets activates at Heat ~3.17805
This is going to sound like a joke, but one of the main reasons it took so long to get this out was just how much time I was spending actually playing DRG instead of video editing. Although the editing did take a long while as well.
ignore me painting a circle around the warden's weakpoint at 21:14 pls
Other drg test/info videos: ua-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
I just want to say thanks for starting with an OCless build in your videos. It's really helpful for people like me who are starting out as well as trying to get my friends into the game.
Not like TF2, where you can spin your gun all the time
Honestly your my absolute favorite DRG content creator. Its was worth the wait.
Rock and Stone brother, don’t ever let the content grind keep you from enjoying the game you love
looked like u had the no monitor overclock there
Here is something, the DRG minigun is not the only minigun to have the autoclocker macro issue. most miniguns in fact have this problem, I first discovered it in TF2, the one with the cannonical bot invasion.
I want to try it out just for the hell of it. See what it feels and sounds like.
Tried it. Feels a little weird setting a key with the autoclicker. It's almost addictive and the difference very clear. Your heat is way more efficient. Even looks cool since your muzzle flare is no longer flashing but a constant bloom of fire. Not gonna use it on the regular but can't deny it's fun factor so I'll bring it out occasionally. Especially with 3800 ammo build.
TF2's minigun isn't quite the same, but it will have a perfectly accurate first shot, resetting after 10 ticks. this is an intentional mechanic that can be abused to have up to 6 super accurate long range shots a second, considerably improving long range damage.
i don't know what exploit those hacking heavy bots used last year, but i'd wager that's more on the end of RNG manipulation instead of input exploits. the client in TF2 has access to RNG values, which easily lets hacked clients farm out desirable RNG such as spread or crits. its done this way so that the player can see when they get a crit or not without having to wait for server authentication... which is dumb, and another reason random crits suck, but whatever.
Canonical bot invasion 💀
"the one with the canonical bot invasion" do you have the slightest idea how little that narrows it down
Love me lead storm lead storm. It’s like I’m playing brass beast heavy, but without getting flanked by a scout
now you get to be backstabbed by a stalker, the real heavy experience
"Hell yeah"
Alongside the wonderful weapon breakdown, your choice of music is delightfully esoteric.
Keep it up. Also, you might like Racing Lagoon's OST.
Lazymaybe: Does hours of research and testing on bullethell to conclude it’s sort of just meh.
Me: Bullet go Boing.
Thank god. I love these videos. Thank you for putting in the research and compiling it all so concisely for the community, Karl would be proud
Agree, those videos are amazing
One of the best guides for this game
Great video man, love your weapon breakdowns!
What are you doing here? Do you play drg?
@@wardywards8831 I think he talked about it in one of his recent satisfactory vids
What I really like about Bullet hell minigun is using it with stun but not for overheating, just stunning hordes for your team to kill, if you have a competent team it really works, especially defending doretta. It's certainly worse at just regular 'gunner' but it works just fine and is pretty fun way to play support.
This! Stun mod bullet hell makes haz 5 ez
I recommend taking it with the stun on mactera plague missions as it can stun an entire wave of mactera with minimal aiming
"if you have a competent team-" well, there goes that plan.
I'm also more in favor of the Stun mod with Bullet Hell. It's one of the more significant stun mods, due to how large an increased stun duration it gives, and the rapid fire rate of the minigun itself. It also takes advantage of Bullet Hell being Bullet Hell: being able to attack targets below, perpendicular, or airborne and still getting pseudo-blowthrough in situations where normal blowthrough does not apply.
Bullet Hell with stun is amazing for a 'suppressive fire' type build, able to keep hordes back.
Glad to see a fellow burning hell enthusiast, its honestly the only playstyle i enjoy with the minigun since it allows me to play very aggressively and encourages you to be in the face and dance around a horde very well. Oh also VB combo go brrrrr
Great video as usual. I feel that not enough people know that the minigun (and zhukov NUK17) actually use 2 ammo per 1 shot, effectively halving their ammo pool and I thought that that might be emphasized a bit more.
Also, I find that the main (though not very significant) problem with the stun penalty on the Lead Storm OC is that the low-chance "ministun" it applies affects the Menace's behaviour in a way that can be disadvantageous; after the Menace's stun wears off, they interrupt their attack rotation to begin burrowing again which potentially means it could take longer to kill them because the stun isn't long enough to keep them as a still target, but still allows them to retreat immediately, as opposed to a longer stun potentially allowing you to kill the menace via its weakpoint before it burrows due to the stun. If the OC removed the stun chance entirely, this would not be a problem as you could kill the Menace in one attack rotation, but then you would not be able to interrupt other relevant attacks such as from the trijaw or praetorian.
I don't know about PC, but on Xbox menaces get bugged out after being stunned. They still burrow, but when they re-emerge they sit there and don't do anything. So once you stun a menace you've effectively taken it out of the fight.
@@thaiviper5392 this happens on pc too but not every time. I wouldn't say it's super rare but it isn't common either.
So does that mean the minigun and Zhukov’s essentially have half of the ammo it says?
@@leonc9760 yes, that is the case
Why do they use 2 ammo tho?
Incredibly detailed video, thank you.
As a bullet hell lover, I'd give a few of my experiences in defense:
Bullet hell is a mod for the drunk and lazy people, it's a fun built-in "aimbot".
The scenarios portrayed in the test cube room are not representative, normally you got wild caves with verticaly spawning bugs that are 20m away, the "aimbot" bullet hell comes in handy there. Especially against swarmers, this mod takes them out quickly before they get the chance to reach you or your team. The stun mod is basically a mini shield that keeps bugs away from you from all directions. You can also shoot around corners or opressors from the front by abusing ricochets (not ammo efficient).
A big downside to this overclock is the possibility to shoot yourself. Ricochets can hit you when bugs are behind you, which means a quick death for drunk and lazy dwarfs. Also, as mentioned, it is bad against tanky enemies.
Another point on Bullet Hell which the video missed is that the stun build combos extremely well with incendiary grenades, which compensates well for the poor damage output. Still, though, I find it works best in solo, where you can group up the bugs a lot more reliably, and where you can be a lot more liberal with your grenades.
Why not use the autogun at that point?
Especially considering the fear mod
@@moartems5076 If you are rational and want to win, sure. But like with vanilla icecream, it gets boring. And then you find fun silliness like bullet hell.
@@antonk.653its really not though, the autocannon suffers from some pretty extreme downsides that BH gets to ignore for not really that much less damage output. autocannon doesn't have stuns, hot bullets, BH's great ability to spread those effects, a miserable reload, terrible accuracy, can't really kill enemies by around cover, no real weakpoint damage, and of course; it doesn't have freaking auto aim.
the real question is why use autocannon? the hurricane kinda stole its spot as gunner's best AOE weapon with minelayer system, and inferno coilgun almost completely replaces the need for a crowd clear primary in general.
not to say the autocannon isn't fun, or is horribly underpowered, or that people shouldn't use it. but i feel most players just have a lot of misconceptions about gunner primaries.
@@turmspitzewerk I disagree. And I'm too lazy to go deeper now, sorry. I think you're overvaluing bullet hell a bit, me with some Gunner experience can say that Autocannon is generally better than BH (but less fun).
I'm speechless at how well put together this is. Fantastic video.
As someone who's recently been getting in the the whole idea of different builds for different missions and groups even, I really must say I appreciate the consideration you put into your videos, even just showing a non-overclocked build, and explaining how some mods work better with a given overclock. All in all I love these vids man, keep em up.
8:00
Dude. I've wanted to see this for so long. I've wondered what I look like fighting in the heart of a swarm and setting this off perfectly without any damage feels so awesome. Think it's safe to say I look awesome
He’s back baby!
I clicked immediately, you are the best content creator I knew of
I just got Burning Hell a few days ago and havent been able to put it down! I play all 4 classes evenly, but every time Ive run gunner since, Ive been unleashing my inner pyro. Definitely breathed some fresh life into the minigun for me!
I’m so happy to see you’re still making these videos they’re all great and informative. It helped me try builds I would’ve never thought I would’ve liked.
I love these breakdowns, but is there a reason you diverged from your initial order? I was expecting a breakdown of the subata before any of the primaries. Keep up the good work!
Basically just because I didn't want to keep doing nothing but secondaries until they were all finished.
@@LazyMaybe very fair
He secretly despises the Subata and doesn't want to give it any publicity.
It's because you don't need a subata breakdown to understand that the subata is dogshit.
@@GreyMaria they made the least fun weapon in the game compete with a mining pistol and infinite-range microwave laser
I actually love "A little more oomph". You can take T2A with it for great ammo efficiency, and T4B for the .1 startup time means that it starts firing immediately. Turns the minigun into an interesting crowd control/jack of all trades gun, which I back up with either the bulldog or coilgun for longer range/tanky targets. Certainly not the strongest overclock/build in terms of damage, but it feels great to use.
I'm also a huge fan of bullet hell though, so obviously I'm looking more for fun than efficiency.
A Little More Oomph was the OC I used before Burning Hell, it's definitely up there in terms of comfort IMO.
Ok, on top of the great content, I’m subscribing simply because you used an Einhänder OST in the beginning. Made me nostalgic, man.
Bullet Hell has two extra advantages that Blowthrough does not that I want to bring up. The first is that it can get pseudo-blowthrough when perpendicular to enemy swarms, making it the stronger option against bugs on the walls or ceiling, fighting atop Dotty, or Mactera. The second is that Bullet Hell is capable of targeting enemies that are not visible -- whether it be a leech on the ceiling, grunts out of view, or a slasher behind you, the trail is capable of pointing out enemies you can't see.
Theres a guy on youtube called shotgunCrocodile that plays on solo haz6 double ennemies (up to 200 + 200 swarmers)and no bosco, and he says that the best and only way he found to win in these situations is the bullet hell OC with stun mod and Aggressive venting. with the sheer amount of healthy bugs his mods throw at him (no starship troopers, so the bugs are tanky), only bullet hell and stun allow for enough control to not get constantly blindsided and overwhelmed, and usually he plays to stun a maximum number of bugs around him then blow them all up with aggressive venting at the end, when asked why he didn't play neurotoxin autocannon to get the same kind of control build but better, he responds that in haz6x2 the 5 seconds of downtime it takes to reload the autocannon is often life ending because the bugs are constantly swarming him, as opposed to the "reload" of the minigun being aggressive venting that just kills a lot of things, and makes space with the fear effect.
ua-cam.com/video/FIAoP9OWSbU/v-deo.html here's the video of him playing the thing, and he explains some stuff in the comments too.
Edit: all these strategies are obviously not working if there's not a ton of bugs all coming at you, so in multiplayer even in haz5 you will never get enough bugs to get in those situations where you just need the utility of bullet hell, but even then i really like playing the OC, it's just really good quality of life to hit bugs all around you in close range, delete swarmers an jellies easily, and swarm clear actually gets a lot better on unven terrain or when firing at bugs on the wall, admitedly for that autocanon works a bit better though.
Aw yis, new LazyMaybe video!
Also blowthrough round definitely makes the minigun AoE, it's just that the area is a very narrow but also very long rectangle u.u
Thank you for the breakdown, always in depth and looking forward to more.
It's so strange. Of all the minigun builds I have run I always have the best practical performance from bullet hell. I feel like the on paper statistics and even the test chamber work I have done doesn't reflect on how it actually performs in real scenarios vs a diverse mix of enemy types. It makes the gun feel like it has a built in stupidity buffer and it passively fixes peripheral issues while I deal with a mainline threat. I could be that I am just a fat fingered goblin and the OC is acting as a crutch for poor performance but I only operate at haz 5 and I don't feel much below the average. I feel that it shifts the gun into the same midway point between single target and aoe that the hurricane occupies but with hitscan projectile and less attention requirements.
Bullet hell performs fine on difficulties below Haz5, but on haz5+ the overclock kills your ammo efficiency, long range, and single-target capabilities. You're entirely reliant on your secondary to deal with anything further than 20 meters away, dreadnaughts, oppressors, and even praetorians if there aren't smaller bugs surrounding it.
That said, I've found that it can help kill dreadnaughts that won't aggro onto other teammates, because you can shoot the wall behind it and have the bullets bounce into it's weakpoint. It's not *so* weak that you can't use it, but you'll be using more ammo per kill than any other gun setup, and (as he points out in the video) there's other setups that just do it's job better.
It's still by far my favorite overclock for Minigun, and possible Gunner in general.
@@dethdukk Its weird. I only play on hazard 5 and I have a bunch of builds that do one thing or another better but if I choose to use my generic build it’s bullet hell with triple tech. It’s the only gunner build that I never have to modify based on mission or mutator.
Not to mention, bullet hell aids with target aquisition, if you are firing into a darker environment, seeing where the richochets go allows you to choose new targets more easily
It gets weak spot hits more than you would think. I hear the weak spot hit sound go off like crazy while shooting blindly into a group. Not great but not as bad as the haters will tell you. It can work fine on haz 5 with lead spray brt, you just have to only fight in tight spaces (not a bad idea anyway(
Lighter Barrel Assembly shaves off ~57% of the spin-up time (0.7 - 57% = ~0.3), and another way of looking at it is that _not_ taking Lighter Barrel Assembly _effectively_ makes the spin-up take ~133.33% longer (0.3 + 133.33% = ~0.7).
Magnetic Bearings makes the gun spin-down ~33.33% slower (3 - 33.33% = ~2) and retain the maximum spin-up duration for 150% longer (0.5 + 150% = 1.25), and another way of looking at it is that _not_ taking Magnetic Bearings _effectively_ makes the gun spin-down 50% faster (2 + 50% = 3) and lose 60% of it's maximum spin-up duration (1.25 - 60% = 0.5).
So you either have a 57% shorter spin-up with a 50% faster spin-down and lose the maximum spin-up accuracy boost 60% faster, or you have a 133.33% longer spin-up with a 33.33% shorter spin-down and the maximum spin-up accuracy boost lasts 150% longer.
If you find yourself frequently running around and spinning down constantly, Lighter Barrel Assembly is better as you aren't really taking advantage of the backlogged accuracy boost anyway so there really isn't an incentive to stay revved up as much. If you are taking short breaks between barrages and are shooting relatively more frequently to the point where you aren't really spinning down too much, Magnetic Barrel Assembly is better as it lets you take slightly longer breaks between barrages, it gives you a bit of breathing room while still allowing you to have better accuracy retention.
Yessss new breakdown on what in my opinion is one of the best designed guns in the game. Minigun is what the GK2 should be.
Approachable to learn with a good amount to push your skill with (bunny hop shooting, burst firing with Burning hell oc)
Each tier choice matters in what you want to build it for. It's both personal preference while remaining a meaningful choice.
It does something unique that the other primaries can't also do with nearly same level of effectiveness while not even building into it.
Finally even the 'boring overclocks FEEL impactful. Little more oomph is probably the most boring snooze worthy oc in the game but it doesn't feel like it cuz that spin up buff makes the gun feel so much more responsive over base.
I typically use little more oomph when I use basic minigun, the near instant spinup with the t4 mod is really nice and still gives a damage bonus. I like the ability to stay mobile and active
YEAAAAAAAAAAAAS I'VE WAITED SO LONG I CAN'T WAIT YEAAAAAAAAAS THE LEAD STORM MY BABY YEAAAAAAAAAHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
I love these 'deep dives' into the weapons. Loads of really interesting points, I'm definitely going to be switching some of my mods arounds.
I love the minigun, so all these insights are great! I'm hoping you'll do some testing around speed boosts from weapons/other sources in the future, since nobody seems to know which ones stack or how.
that's actually upcoming ;)
@@LazyMaybe : O !!!
Just want to say that I love all these breakdown videos! Amazing with how much detail you go into. I had to start up DRG after watching your video and test out some minigun builds.
@LazyMaybe I want you to know I dinged the bell for notifications just because how good these videos are, keep them coming!
Yes! My favorite DRG scientist. I always find fresh build ideas after your explanations, this one is gonna be nice
I caught that Xavier Renegade Angel reference and I’m proud of you
I really love how Overclocks can change how you build a gun. So many guns it feels like their best mods are "solved", so it's nice that an overclock gets to change that at least.
Thank you for all the work you put into these videos. I really like the way you go into the details of the weapon and ist OCs.
i started using burning hell after i saw your "karl's honor" video! i have a burning hatred for swarmers so seeing how well it dispatched them i was very motivated to equip it and i havent taken it off my minigun since
I’m eagerly awaiting your M1000 breakdown. That gun has such complicated breakpoints that change with each overclock and upgrade.
Since i learned how miniguns work irl i cant watch a video like this without talking about every thing different for myself, wich means you covered it so well that i could do a very good parallel from the real deal to the game one.
Nice job
Love the use of Einhander music, you truely are a man of class
Well, I knew a decent amount of the common stuff like the ammo and firerate being half of what's displayed, but i did NOT know about the spread stuff. Sure, it's something kind of understandable just by playing, but seeing it laid out mathematically is cool.
Also that bunny hopping with the leadstorm OC, and just in general is something I'm definitely going to have to try out now.
I agree with the bullet hell assessment, it FEELS fun to use against a crowd, especially at long range where you can see cool bullet bouncy effects shredding a crowd, but man it feels like crap against praetorians.
I personally really like HB and AV for T5, and flip between them. AV is really fun if a teammate is down sicne you can easily scare everything away and don't need a shield to revive them, though you do need incindearies to deal with bulks. I keep flipping between the T5 mods since they're both lots of fun.
I've watched this video like, 4 times. I understand the "recoil" now.
heard einhander music at the very beginning, immediate like
Honestly, as far as OCs go, the ones I use the most are Burning Hell (Aggressive venting) and a Little more Oomph (mostly because I like keeping the stun chance and accuracy).
I am a big fan of your weapon breakdowns. How about a breakdown on the sludge pump that sums up and updates youre existing "sludge pump content"?
Keep Up the good work
I'd like to imagine the Devs looked at 18:38 and were like, "hmm that's very interesting. Bullets as AOE." And that's how we got the gun-nade.
This is the video that taught me how to play Burning Hell good. Previously I only ever used Little More Oomph.
Amazing quality content, Lazy.
I always enjoy your videos and I really don’t mind the longer, more in depth videos :) thank you for making your content!
Ive been going back to your channel every day to see if you had a new video uploaded; love your work man, very fun and informational to watch
I love your videos. I've already learnt a lot from you and I belive it made the game more enjoyable for me.
Keep up the good work and, more importantly, have fun doing the videos! Don't pressure yourself too much to deliver them ass soon as possible.
Just want to say, these videos are by far the best when it comes to individual weapons. Others are far too general or fail to give the exact reasons how modifications synergize with the overall build
I don't like bringing blowthrough because teammates are too stupid not to run into the line of fire and i end up shaving off 1/4 of their hp after they dipped their toes into lead for a bit too long or in case of dreads where aggro shifts around it can happen that you just end up hitting your team on the other side. And most of the time im too lazy to switch builds all the time so i just run a general build with armor break instead
Firing the mini gun and auto cannon while skating around on ice is one of the greatest feelings in the game
hell yeah the Einhander music in the intro
I love aggressive venting mostly because I literally BECOME the bomb.
Nice. High-quality content is what you need after an elite deep dive. Rock and stone!
Not to sound entitled, but about time!
Couldn't wait for this one! You're awesome!
Very nice. I thought youre only gonna cover secondaries, but this is a nice treat. It's my favorite gunner primary after all
I dont think I've seen so much math go into the use of a goddamn minigun in my life. 😂😂😂
Great video! Really appreciate all the work you put into these, they're super educational
It would be cool if there was a weapon that, instead of having an "Overheat" mechanism, it had a "Flashfreeze" meter. When maxed, the user would be flash frozen in ice and need to escape.
Perhaps a supercooled Minigun that has better stability and slow on hit for it's bullets. Or Overclock.
Flash freeze could have an area of effect and freeze foes alongside you. The benefit of this is that Cold as a Grave could maintain it's benefit of dropping heat to actually invert it's purpose for faster proc of Flashfreeze. The burning mods would have to reverse to proc at first, but slowly go away as you cool off.
Maybe this is insane.
Brilliant video and well articulated, really enjoyed the small details in the video editing such as all the arrows you added for easier visual reading
LazyMaybe: *creates a detailed yet approachable 33-minute video explaining all the intricacies of the minigun*
me: so...more dakka?
Videos like these are so interesting for some reason, that I now have the urge to finally start playing gunner
Aggressive Venting I find very effective on long holdouts when you're practically constantly fighting something and need to make some time to get a break to resupply or rez a teammate (point extraction after minehead launch, refining, uplink and fuel cells or drilling the Ommoran), but the problem is shields do the same thing and sometimes more effectively. Of course, it's still very good if you already used up all the shields, that's why I take this on Hazard 5 when im the sole Gunner since shields are in very high demand there.
Amazing as always, thanks for all the work put into each video!
Found aggressive ventings value shows up more on Haz4-5 and in combination with the rest of Gunners kit to produce constant forms of cc. Both with and without burning Hell. I don't actively pursue so much as I await the best time to use aggressive vent, it happens naturally. Cycling it with shield and your secondary (bulldogs toxin/stunsoe, coils trail/stun/fear, Brt stun) you can keep yourself and your team safe. It's takes practice and tinkering to find the flow but once you have it down it's like producing a symphony of destruction, fire and fear.
Thanks for the great video. Breakdown series is fire. Would love to see all guns covered at some point
You know even after you showed how nurtured the bullet hell minigun is. It's still by favorite OC. Ironically useful at shooting enemys on the ceiling and can potentially save your hide from a cave leach when you don't have a scout. Yes I still use burning hell and leadstorm
From the videos I've seen, you make some of the best videos for this game there are.
So keep up the great work.
Man, I love your videos so much. You have a very soothing voice / presentation. Relaxing and I get to learn something new everytime.
These videos are great and incredibly pragmatic when watching through the part where you break down the practical, in actual combat aspect of each mod for a gun but man the part where you rattle off maths at the beginning is so hard to follow without a visual aid.
Thank you for this video. I didn't realize how much detail the minigun had.
wow dude
first video i've seen of yours.
amazing work and great detail :)
Bullet Hell REALLY shines with a stun mod. Its a great safety blanket for almost every situation. With this combination gunner can stunlock a wave or a mactera cloud with ease (cough cough mactera warning). Also it allowes to stay in the pit of grunts without them really touching you (cough cough salvation (or any) mission gone bad). Also great against a bunch of swarmers or alike.
This is one my 2 main setups (lead storm being the other) that i use :)
really an awesome vid, thank you so much for making it. 1300 hour into this game and I suppose I'll start trying mod b on tier two haha
Chad music choices, Einhander rules
Only 4 Funny duck? I would give that 5. Great video Lazy!
Thank you for putting so much work into this.
Finally! Been waiting for a new video from you for quite a while. Glad to see that my opinion on what stuff to pick was somewhat correct for the most part (i do prefer armor break on lead storm personally though). Didn't know that fire rate doesn't affect heat build-up, this is nice to be aware of.
I also wanted to share a funny detail: Bullet hell minigun's richochets can actually deal damage to teammates and more importantly, you.
I’ve been waiting for this one I love the breakdown, but I would say for bullet hell it’s a bit more useful for hitting things out of sight or not noticing something is there like acid spitters.
Great video, I didn't expect the minigun to be so complex.
I love the maximum cold build. Faster cooling, cooling on kill, along with faster spin up. Only build that let's you hold the trigger forever during a swarm
These breakdowns are the best DRG videos on UA-cam!
I genuinely love your weapon breakdowns so much
Really love your videos! There are so many hidden things that I dont know even after 500 hours in game.
one thing about aggressive venting, if you're dumping rounds into a tanky target and bugs start getting closer, you don't have to stop and can rely on the fear and heat to kill them, assuming you're near an overheat.
Even though i'm deep into playing other stuff over DRG, at the moment, i still wait for, and watch, these videos religiously. Great job as usual!
Thank you so much for your channel, but this video specifically. I have ~500 hours in DRG and sometimes I STILL feel like I'm just "picking whatever" with mods, especially with the more nuanced weapons like the Minigun. It's nice to get a video that really breaks down -why- picking certain mods together is effective, not just -what the numbers are-. Thanks!
Finally those years of TF Heavy corner jumping to start your spin up come in handy.
The only reason I use Aggressive venting over Cold as the grave is also that you rarely overheat your minigun.
ya, Aggressive Venting needed overheat to activate the effect, but if you rarely or never overheat, it also make Cold as the grave rarely feel beneficial, the whole point of it is to prevent overheat so you can shoot for longer which may never happen even without it just like what Aggressive Venting need to face?
you only overheat when you need to fire for a long period of time like when overwhelmed by swarms or shoot tanky target, and I think the benefit of Aggressive Venting is more useful than Cold as the grave on that case, it also kind of save ammo too.
You have to waste ammo to force activating Aggressive Venting, but you also need to use ammo more than usual before normal overheat just to get any actual benefit from what Cold as the grave suppose to provide.
if they ever decide to buff bullet hell i think a fun way to approach it would be to add on to it: 10% chance on hit to return 2 ammo.
Thanks for explaining the hopping with the lead storm oc, I thought it was more difficult than that to pull off so I haven't tried it
something that I feel should be mentioned about bullet hell, the ricochet can pass through terrain that the initial bullet strikes (if ricochet procs), hitting enemies on the other side of pillars, cave walls, etc.
you could be firing at a few grunts walking towards you, have a few shots miss because of the inaccuracy, and hit a wall 50 meters further back. if there are enemies on the other side of that wall close enough to the impact point for the ricochet to target them, the bullet will just go straight through. I think this has something to do with the ricochet bullet spawning precisely inside the terrain mesh, allowing it to travel through the out of bounds.
Glad to see a respecting assessment of the pure madness that is burning hell and how easy it is to delete neocytes/swarmers
amazing content, love the music