@@SienpanWdym spoil the video?? all he did is repeat something that is in the description for people who don't have access to the description? If you don't want spoilers dont look at the comments.
Mortar rounds has such high area damage it's actually pretty competitive even against big bertha for single target damage. It's nothing like Neurotoxin Payload where it's basically useless against bigger targets, it's just really low on ammo. But if you're in a pinch just open fire to anything and it'll obliterate whatever is Infront of you.
Ntp is actually good against bigger targets, if you know how to use it.... Lets take an oppressor, one to two shots, its poisoned, where as everyone else is using far more ammo to kill it, all i have to do is keep the distance and wait lmfao, people shit on ntp so much and yet ntp is one of the best ones to use, praetorians? Two shots, feared and poisoned, when it comes back keep repeating till its dead lmfao its really simple, also mortar rounds are REALLY shit against dreadnaughts...... UNLESS youre trying to bust the blisters on the hiveguard then theyre good, other than that, nah dont use them on dreads
@@themanwithnoname1839 NTP is literally one of the best OC in the game, crazy swarm control probably the best. But it's objectively ass for single target yes, sure you can damn near kill anything if you just throw enough bullets and time at it but that's just lame, also not every situation fits that play style.
@@SimonWoodburyForget-- Me and my friend just did the Haz5+ assignment, I used Mortar Rounds almost the entire time. No FF issues at all, even during Salvage.
@@SimonWoodburyForget I enjoy and used Mortar Rounds in random Haz 5 missions with barely any significant friendly fire issues, cause I don't have an issue with aim LOL
Rotary overdrive is amazing When i first got it i thought it was crap But now i love it The ability to just shoot and shoot and shoot whilse burning and scaring all the Bugs around you is so fun
I’ve used combustible goo mix a lot, and I’ve found out a couple of things : burning nightmare epc can explode the sludge if you want to, and if you can almost 1 shot patoriens if you charge shot them and explode the sludge underneath them
As a gunner main, I cant begin to describe the sheer serotonin hit that I got when I opened fire with Mortar Rounds for the first time. Gunner had an absolute feast this season.
I think Cluster Charges would feel so much better if the missiles split by pressing R rather than holding it, but it might be confusing having to hold R to reload
They could also instead activate by releasing the trigger, tho maybe it should also have a "safe distance" activation range so you don't accidentally blow yourself up with the rocket you just fired
@@dddmemaybe the airburst is what makes it so good. the activation button needs to be something other than R,; like if you have rockets in the air, then pressing E makes them detonate. E's normal function would be overridden while you have missiles in the air, or have E's normal function work by holding E while missiles are in the air.
As somebody who likes to play Scout a lot: I really don't feel the Deepcores Burst Fire mod. I mean, it's the way you're mostly supposed to use the weapon to begin with, just that the burst is kinda weak? With AI Stability you can fire continuous and hit your marks, while dealing more damage to weakspots. (killing Grunts in 2 face hits f.e. which are easier to hit as your bullets are actually going where you aim them) With electric reload you can kill any number of non-big guys with a single tagged bullet and having the reload-electrecution do the rest. The only "real" upside I found to the Burst Fire is killing chunky boys. But for scout that's usually what your secondary is for anyway. The primary, as I play him, should be good at killing important targets that are quite a distance away. And Burst Fire is really bad at that.
im scout veteran and ye, burst is heavily underwhelming, its not all that bad, but when u consider what needs to be given up to use it then it's belonging in trash bin. maybe this overclock would be more useful for inexperienced players because it's easy to control, but honestly this gun is already simple to use.
@@Armetari didn't considered it that way, but you are right, its like using m1000 charged shot on injured grunt. i must congratulate, u made my opinion about burst fire overclock even worse
Things like this boggles my mind. Didn't they test it? Because then they would definitely notice it feels a bit underwhelming, just like everybody else does. Is it supposed to feel underwhelming? Am I missing some benefit that weighs up for it? Just a tiny tweak would make me excited over my new burst fire mode instead of just feeling bummed out about it and leaving it to collect dust.
@@frbru88 I honestly think something like +2 - +4 more damage (so you can reliably kill Grunts in one burst) would do the trick. Enough so that it's worth to take armor break instead of weakpoint damage.
My favorite Overclock period is the Explosive Chemical Rounds on the Lok-1. Having that perfect burst just BLOWING UP everything is so much better than even the new burst-fire OC.
the reason behind burstfire making the gk2 feel weaker than normal is because you lose out on the 50% damage bonus that the ai stability engine and bullets of mercy overclocks give you. so by taking burstfire, you lose out on alot of extra damage which takes a massive hit on your ammo economy. if you are someone who plays drg casually (like playing on hazard level 3 or lower) then this wouldnt matter too much, and burst fire will feel just fine to use. but if you are someone who plays on hazard 5 and haz 5+ (or even modded hazard levels) then you will have a really hard time using this overclock due to the fact that enemies will be more tanky, and come in greater numbers. (tldr: burstfire is best designed for casual players)
designing overclock specifically for newer players seems like awful idea, especially considering how long is overclocks grind and how random it is. they need to buff this thing, otherwise it's not worth using in any circumstances
@@countsudoku6305agreed, the random bullshit for overclocks is really bad, a simple solution to this would be when promoting a specific class, lets say scout, you SHOULD get an overclock for that class, but nah it dont work that way, it would be like playing 40k darktide and when you level up instead of getting perk points for your class you get perk points for some other class you havent even played yet....... In my opinion the easy fix for this would be, make it so the overclock you gain for promotion is for the class that is promoted, let the cosmetic still be random, that would MASSIVELY change the average play time from 40 hrs to a much much longer play time cuz then players would feel like thwy actually are being rewarded for promotions they already have to pay INSANE prices and resources for......
Yeah it's kinda just garbage, being forced to fire in bursts can waste ammo very easily and after just 1 burst even the base GK2 would likely start rapidly surpassing it in sustained damage. I think it'd be cool if they leaned into the stun more than just a 10% chance boost. Give it a much better stun duration than base GK2 and a notable damage boost to stunned targets, could be more worthwhile and interesting then.
I use the pump action with the extra pellets mods and it can ALMOST 1 shot a guard. It might actually if you can hit them without them blocking their face. So good
@@theguyyouwatchfornoreason i would think so, you should do overall more damage the more pellets you have. It feels that way. But im not sure if each pellet does the amount of base damage the gun has, or if all of the pellets added up does the base damage amount. Im not really sure how the shotgun works in this game, the stats don’t really tell you. But i would assume that it does.
@@advan2985 well giving more pellets seems to not change the damage number so I think it's just that there litterally more physical pellets that split the damage to what it was before, so that hitting multiple targets gets easier maybe
@ well i would assume that each pellet does a set amount of damage and i think it would be kind of dumb if it lessened the damage for more pellets. It could be true tho, but i looked it up and i saw people saying it upped the damage and some people said what you’re saying. So i have no idea. This is the one instance i wished i was on pc so i could thoroughly test the damage numbers and see. It FEELS like it does more damage tho
@ i saw these on a steam comment: +1 damage means 1 more damage per bullet that you fire. For weapons that fire bullets. For shotguns, its +1 damage per pellet you fire. So you multiply it by the amount of pellets. The scout boomstick for example, says 12 damage (kinetic) and 8 bullets per shot (pellets) This means that +1 damage on its own will increase the total damage by 8. Because 1 damage times 8 pellets is a total of 8 more damage if all pellets hit the target.
Tip for the driller sludge pump one it is a very good solo choice because if you run the epc with heavy hitter OC and the fire upgrade you can light the sludge in 2 shots
If you like the idea of using warthog for actual run-n-gunning, I highly recommend magnetic pellet alignment. It has similar damage on weakpoint hit, but significantly more ammo, ROF, mag size, and range than pump action. It doesn't instagib praetorions like cycle overload does, but it still pumps damage nicely. Also it just headshots grunts so reliably, I haven't been able to switch off in so long.
Summary of my thoughts: Marked for death kinda feels like a supportive hipster Explosive goo is cool but I feel like the base sludge pump OC's are more enjoyable Mortar is nutty.
Mortar rounds is my favorite OC. Using MR thunderhead is the most fun weapon in the game for me. It's like the autocannon combined with the PGL, which is one of my favorite secondaries in the game. A match made in heaven.
Stock up on gold trust me you may think 100k is enough but it's not if you plane on using the stock market thing (trust me you want to) that shit is expensive but you will be able to get upgrades and overclocks waaaaay easier
@@SimonWoodburyForget They chose a three round burst, partly because of halo, partly because it kills grunts in exactly 3 shots. A six round burst would actually kill it's ammo economy even more, making you waste 3-5 shots on anything smaller than a guard.
@@SimonWoodburyForget Scout is my second most played class, so I get just zipping away from a swarm, but I've found that (at least in the content I play) the GK2 has enough ammo to shoot a grunt every know and then, and when I do, I'd much rather kill it in one burst than kill it in half and waste the other half. But I would still want to have full auto over burst because it's just more versatile. Why are we even trying to rationalize this piece of garbage?
I feel like the minigun still suffers from not having enough ammo unless using either Lead storm + Hellfire, or Burning hell + Volatile bullets. I usually run out of ammo on it otherwise. Burning hell is also just much more ammo efficient than Rotary overdrive because of the fire cone boosting close range damage and aiding with crowd clear.
I like how a fair number of these new overclocks completely change how the weapon and playstyle changes. I also really like the idea of all these new cooperative overclocks they really boost the already great co-op aspect of DRG.
Conductive thermals was ruined for me once I learned the actual numbers behind the overclock, lol. On paper it sounds really nice, but because of the mechanics it kinda falls in the same boat as marked for death. The debuff it applies is a stacking one that causes shock and fire to do up to 100% extra damage, but individual shots only add 5% damage each. So for you to gain +50% fire damage on a target, you have to shoot it 10 times, and that means you lost out on 30 direct damage just for taking the overclock. On a glyphid grunt, that many shots would just kill it with any other overclock, but now you need the elemental damage to finish it off less you waste more ammo. So similar to marked for death, it's only really optimal against big targets that will live long enough to get the full damage multiplier, and paired with cryo (where the ability to freeze targets really quickly is actually super helpful) Also combustive goo is absolutely viable without someone else to ignite the puddles, it just requires that you use exactly one weapon with one mod: that being EPC with burning nightmare (and ideally heavy hitter). It's a bit limiting because the other secondaries have 0 options at all for spreading fire, but still really fun regardless.
@@SimonWoodburyForget The issue isn't how long it takes to hit 10 bullets, it's how much damage you would've been able to do without this overclock in 10 shots. Yeah you now have +50% fire damage on that target, but without this overclock drak would've done 50% more raw damage than it does now, that's the opportunity cost just compared to the base weapon. Again it makes sense against big targets because now they're probably at a 100% damage multiplier and still have plenty of health to chunk down. But against anything smaller than a grunt guard, you're probably wasting way more time and ammo switching to your secondary or having to rely on teammates. That's why I compared it to marked for death, because with that overclock you'd never use your focus shot on a grunt, that's just a waste. It's similar with this one, an enemy needs to reach a certain health threshold for it to be worth it, especially compared to other drak overclocks that can deal 2-3x as much raw damage as this one. Drak is just a really weak weapon in general carried by some really strong overclocks, so IMO it suffers a lot more than M1000 does taking this supportive option instead of the alternatives. Also I did the math myself, even if the very first shot you hit with procs that 15% chance to shock an enemy, the extra status damage over time will never catch up to the damage you miss out on having this overclock equipped. Not unless you stop shooting the enemy for at least a full second (at which point the DoT is able to catch up, though probably only compared to base Drak).
@@SimonWoodburyForget I've been experimenting with Plasma Splash on it. Not only does it apply the effect twice, once for a direct hit and then again for the splash, plus the splash applies the effect to all enemies near the hit too. And since plasma splash is fire damage, the gun basically gets better the more you fire into crowds. Take damage instead of ammo, and you've pretty much negated all drawbacks. You buff your own gun, you buff your secondary and grenades, and your teammates freeze, set fire to and kill things a lot faster. I've been enjoying it a lot.
@@SimonWoodburyForget According to LazyMaybe and his analysis it does apply the effect twice with splash. And the splash may be small but it does apply it to clumped up bugs easily. I'll be experimenting some more today, I've yet to use the various bolts with it so that should be interesting.
I really like the smrt trigger os, it turns the weapon into an automatic rifle with builtin aimbot. And you can still curve your shots, which I saw people complaining about.
I just got the pump action overclock and here's what I think of it. Blowthrough adds a new dimension to the gun making aiming simply more fun. That and the extra damage just make the gun stand out. Super cool since the engi's shotgun was my fav before i had the OC. good work on this vid, I'm happy we both agree that shotgun OC is amazing.
Good stuff, as usual. Anyone here tried building the new crispr overclock for sticky flames? Prolly not efficient, but it can turn large swaths of the caves into a barbeque in seconds
Scorching tide is a clean overclock disguised as an unstable, since the downside only matter when you activate the oc, so whichever build makes you most comfortable with the regular crispr is absolutely still valid I haven't tried a sticky fuel build with it yet but burning radiance is honestly a must since proper use of that upgrade lets you save a ton of ammo that can then be spent on scorching tide so a sticky fuel build with ST is most likely going to be that multipled by 2
@@danielthompson392 It does still consume 25 total ammo even if you only have one ammo in the tank, still the fact you can do it at all makes Scorching tide so much more powerful and fun to use
i had an idea for an overclock that i wished was added even though its for my least played class... by a lot... anyway: LOK-1 smart rifle overclock: *workshopping the name :P* +ammo capacity (50) +max size (6) +ammo salvage (turn current mag into sentry ammo, takes 5 seconds of holding r, each ammo in current mag translates to 1.5 turret ammo, rounding up.) -damage (3) -weakpoint hit bonus (15%) -reload speed (1 second)
I want a goo gun overclock that adds tons of radiation DOT at the cost of ammo, something like Radioactive Waste Additive. Maybe it could deal damage to dwarves too as its downside. I just want an unstable goo overclock that increases DOT by a lot.
I concur with the pump action overclock being the best of the new batch and I was lucky to get it early with the season start. Started playing this game two months ago and it is a blast along with that weapon change. Satisfying to work the pump of the weapon and the damage it can do makes it very viable for dealing with tougher enemies like praetorians and oppressors.
I'm yet to get it... But I'm kinda sad that the reload is still the entire mag. I'd love to take that reload speed hit in favour of a satisfying animation.
I’m in love with the Lok-1 overclock I thought that the pump action would be my favorite witch I do like a lot but I did not like the Lok-1 at all I never played with it because I couldn’t not get into it did not feel good to me but with the new overclock I have played with it more then any other gun this season. So it has to be the Lok-1 overclock because it turned a gun I did not use into a really fun weapon that I play with in 70% of my missions now
I want to say for your build, since crystal nucleation is one of the only new ocs I've built for, in my experience: You want to take at least one freezing power upgrade, maybe both, or freeze+damage The ice shards gain a LOT more benefit from damage/freezing tier mods than you think "+1 freezing power" is +8/sec on the trails, two upgrades brings it from 8/sec cold to 24/sec They deal 24/sec damage at base, but it's 36/sec with T4A You want more freezing power on the trail to catch grunts and such instead of letting them walk through it without fully freezing
only used Rotary Overdrive with aggressive venting yet so idk if its just some weird interaction but if u time the coolant right during overheat it takes away about 50% of the heat, its when that little thingy shoots out, lets you spam aggressive venting and shoot forever since youre not locked in the animation
Scorching tide and pump action are probably some of the most fun overclocks I've used in recent years scorching is absolutely busted against rivels and pretorians and with sticky flame duration you can make a carpet of fire and take out hoards eith just a single tank Pump action is self explanatory
TL;DR All overclocks are great, beside the scout ones. Marked for death being the most useful one, the burst fire just a straight downgrade (tbh) the conductive bullets being meh overall, due to the amount of stacks needed to do an impact
6:11 At this moment in time, Burst Fire needs a serious rework to the point it acts almost like a modern military shooter type of 3-round burst, where pressing the trigger continuously will turn it almost into a full-auto, AND it sorely needs AT LEAST Blowtrough, but ideally Super Blowthrough. Make it so it has an initially super precise 3-round burst, and then it gets some more recoil.
I recommend using smart lock system for the smart gun as the new OC causes it to shoot all of it's shots at once instead of shooting them in bursts, meaning you will be locking onto enemies and firing more bullets than needed to kill them more frequently than usual. I've always been a big shotgun fan for engi and pump action is great!
That was supposed to have been fixed in a patch on the 21st. I can't say with 100% certainty if it was properly fixed bc I don't much care for the LOK and as such rarely ever use it, but it is in the patch notes as fixed.
Since I've dumped over 1k hours into DRG, all of the driller OCs are a godsend for me because driller just felt stale. Sticky flames, while certainly efficient, annoyed me with its longer ttk (too much time running around, not enough killing). So crystal nucleation with shatter, drills or temp-shocks fixes that problem. Scorching tide gives the benefit of facemelter's short ttk (which i absolutely love) because a full shotgun blast will decimate bugs while retaining range AND i also get the benefit of quickly covering ground in sticky flames using modifications (weaker ones then the dedicated OC, but still useful). I only brought out sludge pump for eliminations using VIM or HIA, the weapon overall never really stuck with me in any sort of playstyle. But combustive goo really provides an interesting playstyle. Before, SP just looked like "generic poison damage puddle weapon", now its sorta like a TF2 sticky bomb launcher where I can plant a bunch of goo everywhere and trigger the explosions manually not mentioned in the video, but the turret electric arc OC for stubby got reworked into the micro-conductors OC. Now that we can also electrify the plats, this OC is much more flexible because spamming plats everywhere is faster and more useful than being limited to only 2 turrets. I'm now conflicted as to which turret OC do i pick: turret discharge lets me quickly kill swarms, but micro conductor's electrified plats lets me support the team with wide area slow-down effects I'm still trying out most of the OCs since I just got back into things this week. I'm not quite seeing the hype with pump action so far, but I'm pretty sure thats just a skill-issue so I'll need more testing. Burst fire is the only OC so far thats been letting me down, perhaps I'm not using it correctly? From what I can tell, it looks like a weaker version of AI stability: it gives weakpoint bonus and theoretically higher accuracy + consistency but neither of these are as strong as AI-stab. As balanced vs unstable OCs go, sure that makes sense. But once you have AI-stab unlocked, I don't see a point to using burst mode. Burst OC seems to be overshadowed. Like you said, its still good but it could use a buff
Rotary overdrive is peak overclock, u destroy every bug thats below praetorian in seconds, boost of fire rate is very good but heat gain sucks, but even then u have 12 of Hladogent that remove 26.5% of heat and u can use it to just ignore over heating(there's even special animation for it) For tier 1 faster cooling is must have, other than that, Go Rock and Stone miners!
I just got into the game yesterday. Do you have like an hour-long video that encompasses everything that I might have miss from previous seasons? Or am I to late?
I still don't understand rotery overdrive, I've used the leadstorm more than any other Gunner Primary and I have never felt like the Overheat gets in the way of my shooting at all, if I want to have a build that involves keeping heat up Burning Hell just seems like a better option cause Im not taking an upside that's meant to just compensate for the new downside.
This is where I ended up with it too. I think it is just people bored of burning hell and want something new to play with as opposed to it actually competing.
My main problem with a lot of these new overclocks is the fact that they require your team to be running specific builds to actually use them effectively
For the new loki engie overclock i run 23211 it is very ammo efficient due to never missing a shot faster lock time makes it shoot much faster and electric slows enemy's down i find against core spawn its one of the best weapons to use.
have you tried rotary overdrive with aggressive venting? I feel like the OC was practically designed to minmax on this node, though of course Hot Bullets is never bad. As for the Warthog, I'm really not interested in taking Turret Whip given that the ammo count is reduced so much that the only way it feels worth is by using it as a collateral. Granted, Miner Adjustments is less than insane with it, it does still let you just hold down the trigger rather than *click click click click click click click click*
you know im not actually a big fan of rotary overdrive. I haven't yet run into a situation where it ends up being particularly useful or better over something like lead storm or the fire one. I'm usually very good at avoiding overheat and using lead storm for instance tends to shred anything before heat becomes a problem. when using it all i could think of was how little damage i was doing in comparison
A driller mains opinion I really like the flamethrower shotgun uses a lot of ammo tho Cryo cannons is meh Feels kinda pointless if you can just use sticky flame flamethrower Sludge pumps is cool but heavily reliant on you useing the plasma pistol driller needs another way to do fire on the secondary’s
Scout got shafted, all his overclocks are supportive tools except for Burst fire which is really damn bad. You see it in the clip you use it where you're trying to fight off some bugs and its slow rate of fire makes it impossible to keep up. Burst fire mode is genuinely a borderline downgrade to the gun as it stands and should get a significant damage buff for both having such a low rate of fire and having to adjust theway you shoot the gun. Either Conductive thermals or MFDD would've been fine but both feels a bit wrong especially when you consider how weak these weapons become with these overclocks without a proper team to synergize. I think Conducitve and MFDD should've probably had another upside or remove one of the downsides, name conductive thermals giving more overheat (Way too many drak-25 overclocks do that as it stands) and MFDD should've let the Focus shots do normal damage, but just at the cost of a lot more ammo, so they're still entirely about the debuff but arent a total waste of ammo if you don't get immediate followup. Gunner Eats pretty damn good, but This season helped to show the disparity between the thunderhead and Hurricane. Cluster charges do insane damage and you don't even need to make use of its central gimmick for the overclock to be good, and it does little to no FF, meanwhile Mortar rounds does friendly fire regardless of how careful you are, and can even deal straight up self damage and does frequently. Mortar rounds is insanely good, but the fact its still so capable of annihilating you and your teammates just as well as your enemies shows at least some degree of favoritism. Just make it deal less self-damage and it would be perfect. (Side Note give Big Bertha a base Mag buff to like 70-80 in the mid-season, it's either way too ammo hungry if you take mag size or doesn't get the chance to shred big targets if you take ammo cause it just runs out of clip at max fire rate too quickly) Coolant is probably the best designed overclock in the entire season, although the quantity of coolant you get is kind of ridiculous, Honestly I think giving it a more ammo upside and maybe a small downside like -1 damage or -1 to its current fire rate would make it a lot better cause as it stands you'll often have way more coolant than you know what to do with outside of insane modded difficulties, where the minigun already struggles compared to its AOE focused brothers. Crystal Nucleation could do with a small increase to it's ammo but other than that it's very strong and good. Same for Scorching Tide as it lets Fire finally be viable on dreadnoughts and other large targets with its shotgun blasts. Defintely my new favorite overclock for the flamer too. Combusitve's ammo downside is too harsh considering how hard it is to trigger under normal circumstances. It runs my EPC out of ammo long before it does. Primarily because I don't use the sludge pump, that much, but it also sucks having to dedicate your secondary entirely to just being able to use your primary. It makes the Pump a lot less spammable Because each shot has got to count or else you run yourself dry very quickly, which encourages the driller to be a lot more passive in the role he takes in fights which I don't like. If it was +1 instead of +2 ammo I think it would be perfect and make it flexible and powerful. If that seems too strong for what is ultimately a pretty situational upside, adding a downside in the form of a clip-size reduction or slower charge rate I think would make up for it. As it stands it really forces a lot of single shot use or else you just bleed yourself dry way too quickly, and makes drillers ability to take on crowds a lot more committal than the other primary's or sludge pumps other overclocks. Lastly is Engie who got some fun new toys, but I find them mostly pretty underwhelming. HAA has been fun for sure, but the massive recoil kind of kills it as you have to adjust to it or else it becomes borderline useless, even with the recoil mod, and Refire Booster still does the job of being a close range weapon a lot better. HAA still is not great a longe ranges for much other than spitters cause of that insane recoil. I don't think it's bad I just think it's a chore to use a lot of the time. Havent tried Micro Conductor. I always run Bug repellent so its hard to use in that context, but considering my love for Plascrete Catalyst I'd imagine its fun if a little bit gimmicky. Just cant bring myself to remove bug repellant for 1 round because I know Ill forget about it later. SmRT Trigger is a fun distraction for the Lok-Gun, it's definitely not bad but your set up for it definitely is. The Electric Generator mod always triggers even on 2 round bursts, which is why you're hurting for ammo so bad. Sadly Loki's biggest issue has always been its lack of Options as 2X111 or Honestly Usually 21111 is basically the best build for whatever set up you're running. It doesn't help that Loki has 4 useless overclocks (Eraser is meh, ABM is completely unnnescary considering Loki is already really good at breaking armor of any kind, Seeker Rounds literally HALVES your DPS on a gun that already struggles to keep up in terms of raw damage per second due to the hoops it has to jump through FOR NO UPSIDE OTHER THAN HITTING OPPRESSORS through their armor, and Neuro-lasso is barely noticeable) And so its left to Executioner, and Explo-Chem-Rounds to pick up the pieces. Being the Best Single Target and AOE options respectively. And both of them basically always run X1111 or 21111 if you want to actually have any ammo and not just use Shard as your Primary. SmRT Trigger OS suffers from this just as much. The problem Tier 5B is that its the same damage buff as tier 3A and Tier 5A gives you free electric procs to work with Tier 3A for that extra damage anyway, this still happens with STO since Electric gen still works even when you only have 2 locks and not the three usually required. I guess you could theoretically take something different in tier 2, but what the hell is even the damn point the TIght lock on just lets you choose what you're shooting at. Its nice to have another Option for the Loki Finally, its just sad that said new option has all the same choices in every single tier except the overclock slot because they never properly balanced it. (Fixing Tier 5B is SUPER easy too, you just make it work like salvo module, more engaged Loks = More damage, So now Eraser and Tier 4B have a niche of giving you more damage than 3A + 5A at the cost of not getting the electric proc for DoT and crowd control. It sucks man.) Pump Action is fine, but the warthog remains the Weakest weapon in the game because it still can't deal with crowds or single targets as effectively as Engie's other primary's it's probably it's new best overclock since you can still maintain FINE whipping as long as you run ammo mod, but its pretty underwhelming when you consider what people were expecting. Give it +3 instead of +1 Blowthrough and NOW we have a real discussion on whether or not its the worst primary in the game (PGL is also in contention for worst GUn in the game) I haven't played enough with most of them to give better build recommendations, but do definitely take that one for SMRT Trigger OS it will solve most of your ammo concerns, although this also might be the only permutation of the weapon where blowthrough could realistically do literally anything at all.
My two cents: Mortar rounds seems to be too much ammo reduction, I like Carpet Bomber far better and have gotten better results out of it, Bomblets from the missiles seems complicated but powerful, Rotary Overdrive is fucking BROKEN, As someone who's used a 21222 GK2 on haz 5s for years now, I REALLY don't like the burst fire. Accuracy is the M1000's shtick, trying to put it on the GK2 Just doesn't work, and I agree that its damage output feels significantly lower. Mark For Death is an effect that always helps in every game, and the M1000 is so deadly even hip fired that it's A worthy trade-off for great support utility. Conductive Thermals is FUCKING OP BROKEN AS HELL. Not only does it not sacrifice much damage, as plasma deals fire buildup, so you turn the drak into a form of flamethrower, (which is good on Scout's single-target focused lineup) but with this support, an ice gun driller can CHAIN FREEZE DREADNAUGHTS, stunlocking them AND giving 50% more damage THE WHOLE FIGHT. Nothing can oppose you when it's CHAIN FROZEN. I was ice driller for an EDD and the scout had this, and even aside from the chain frozen dreadnaughts we eradicated, everything was SO easier to deal with. Scout spots and brrts it, it gets frozen near instantly, and dies right after, NO MATTER WHAT IT IS. Explosive Goo seems very effective, but I'm used to the Antigravity Pellets for goo gun so I don't have the experience with it to tell for sure Scorching tide is kinda broken, if it can deal enough fire damage to one shot a Nemesis. I haven't used it but it seems effective. I never use the smart rifle so i don't have any valid input for it. I haven't used hyperalloy assembly, but the smg's weakpoint potential is already really good, a clip in the jaws of a praetorian can get it half down, in the abdomen almost completely down, so increased weakpoint damage seems a great addition The conductor bullets rework was a good change, as it goes with Engi's Tower Defense/Area Denial theming. Great for point defense. Pump action turns a scatter rifle into an actual shotgun. Not the best, but turns a bad gun to an okay one.
2:05 "Wot makes me a good demoman? *IF I WERE A BAD DEMOMAN, I WOULDN'T BE SITTIN' HERE DISCUSSIN' IT WITH YA, WOULD I?!?"* 6:58 I cannae remember the video, but somebody broke down the math of the burst fire and it effectively lowers your damage output by quite a bit, WHILE taking up your overclock slot. Fun, but makes the gun worse overall than no OC. Very sad situation. 16:45 What about the fact that it makes aiming at weak points much harder? IMHO that's the strongest part of the Lok1, being able to control weak point hits in while in positions that wouldn't normally afford that opportunity.
I disagree greatly with conductive thermals being better than M4D, for the most part the team already has a really easy time wiping out hordes of standard bugs and needs help with super beefy targets or tricky to find/hit priority targets, conductive thermals only helps really with particular status damage and 2 of which are DoT which big enemies are usually so healthy that DoT damage doesnt matter, you want big chunky burst damage to take them out even more effectively. It can be alright but the thing i dislike most about CT is taht you yourself cant capitalize on it that well in a team setting since you deal so much less direct damage from your primary and then rely more on your secondary to kill high priority targets which tend to be less reliable than scouts primary unless youre running say ED Zhukovs but CT drak doesnt help that at all. CT is definitely great on dreadnoughts however, being able to freeze them very very easily is great or lighting them on fire to enable the increased damage of volatile bullets or Lok1 can be very powerful when also used with an IFG. But again you can just keep it simple and apply m4d and have the target take 55% more damage and then freeze them with cryo bolts, cryo nades, or stack with an ifg for extremely chunky burst damage.
Im tirn between the first two oc:s. The mortars are hands down god tier. They bring a swift end to anything that comes close. The cluster fuck on the other hand i find completely... Useless tbh. Its strength is obvious its massively increased aoe. However, shooting a salvo, detonate it shoot another detonate that one and so on just makes the actual dmp crap. At least compared to other AOE-builds the gunner have. It would honestly be better if a a rocket would also denotate into cluster on impacts so you dont only have to rely on "reloading" the gun everytime you want a cluster carpet.
I keep up with this channel occasionally and I appreciate everyone who makes content for this game but one nitpick I have is that somehow someway with every single overclock build featured he surprisingly managed to mess up the mods making the build weaker, it hurts to look at
i heavily disagree about overclock for drak. this weapon overall is even by itself some shitpost, not gun, but this new oc lowers damage to miserable state. and all that for slightly higher elemental damage. it's just unfunny joke
Yeah that was a really weird take. He said the drak OC was more useful than marked for death, because "every class has multiple ways to apply elemental damage." I'm like.. huh? How is that more useful? M4D applies to ALL damage.. drak only applies to elemental.. it's far more niche! Really, it's just a meme build, you're better off just doing damage yourself, or if you really want to play support, run marked for death. But IFGs already basically do that same function without crippling your primary.. so just take IFGs and forget scout's new OCs, are all straight downgrades.
@@Leo-kz2bb yep, all of scout's secondaries have an elemental option, and so can all benefit from MFD, I've got no idea what those other two people are on about, as I can have great single target damage and still maintain decent crowd control with my MFD build
Burst fire is ass. You get a downside for something a clean overclock gives for free. You want reduced recoil without a nerf to your RoF, go Compact Magazines.
I really wish scout had gotten a blowthrough mod or overclock for his GK2. Either that or "bullet hell" like what gunner has for his mini gun. burst fire is ok but its not that impressive.
0:45 Mortar rounds
2:16 Cluster charges
4:08 Rotary Overdrive
6:11 Burst fire
7:27 Marked for Death
9:07 conductive thermals
10:52 Crystal Nucleation
12:07 Combustive Goo mix
13:46 Scorching Tide
15:14 Smart Trigger OS
17:09 Hyperalloy Assembly
18:17 Pump Action
bru no need to spoil the video
Mb bro
@@SienpanWdym spoil the video?? all he did is repeat something that is in the description for people who don't have access to the description? If you don't want spoilers dont look at the comments.
@@frazzleeggI think he made it himself as the time stamps are different than the ones in the discription
@@KaihanFidaiy ah k
Mortar rounds has such high area damage it's actually pretty competitive even against big bertha for single target damage. It's nothing like Neurotoxin Payload where it's basically useless against bigger targets, it's just really low on ammo. But if you're in a pinch just open fire to anything and it'll obliterate whatever is Infront of you.
Plus I just love the sound the mortars make.
Ntp is actually good against bigger targets, if you know how to use it.... Lets take an oppressor, one to two shots, its poisoned, where as everyone else is using far more ammo to kill it, all i have to do is keep the distance and wait lmfao, people shit on ntp so much and yet ntp is one of the best ones to use, praetorians? Two shots, feared and poisoned, when it comes back keep repeating till its dead lmfao its really simple, also mortar rounds are REALLY shit against dreadnaughts...... UNLESS youre trying to bust the blisters on the hiveguard then theyre good, other than that, nah dont use them on dreads
@@themanwithnoname1839 NTP is literally one of the best OC in the game, crazy swarm control probably the best. But it's objectively ass for single target yes, sure you can damn near kill anything if you just throw enough bullets and time at it but that's just lame, also not every situation fits that play style.
@@SimonWoodburyForget-- Me and my friend just did the Haz5+ assignment, I used Mortar Rounds almost the entire time. No FF issues at all, even during Salvage.
@@SimonWoodburyForget I enjoy and used Mortar Rounds in random Haz 5 missions with barely any significant friendly fire issues, cause I don't have an issue with aim LOL
MY LIFE FOR ROCK AND STONE l!!!
YYYEEEEEAAAAAA ROCK AND STONE
ROCK AND STONE BROTHA
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STONE AND ROCK
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Rotary overdrive is amazing
When i first got it i thought it was crap
But now i love it
The ability to just shoot and shoot and shoot whilse burning and scaring all the Bugs around you is so fun
@@SimonWoodburyForget AHAHAHAHAHAHAHA
I’ve used combustible goo mix a lot, and I’ve found out a couple of things : burning nightmare epc can explode the sludge if you want to, and if you can almost 1 shot patoriens if you charge shot them and explode the sludge underneath them
Do you do charge shot or heavy hitter(normal shots) to light the goo?
@@SIMULACRA37with the heavy hitter oc on epc, it takes 2 shots to ignite the puddle goo
I use a clean over lock on the epc, I don’t have anything else (curse you rng)
@@SIMULACRA37oh I meant that I use charged sludge pump and then I shoot it with charged epc, or regular. (Both works)
@@KaihanFidaiy I was wondering which you prefer?
As a gunner main, I cant begin to describe the sheer serotonin hit that I got when I opened fire with Mortar Rounds for the first time. Gunner had an absolute feast this season.
I think Cluster Charges would feel so much better if the missiles split by pressing R rather than holding it, but it might be confusing having to hold R to reload
Even easier, trigger clusters if any exists, reload if none exists. Double tapping is easier than holding IMO.
They could also instead activate by releasing the trigger, tho maybe it should also have a "safe distance" activation range so you don't accidentally blow yourself up with the rocket you just fired
It should just cluster explode on contact and balance it around doing both a hit and then clusters.
@@dddmemaybe the airburst is what makes it so good. the activation button needs to be something other than R,; like if you have rockets in the air, then pressing E makes them detonate. E's normal function would be overridden while you have missiles in the air, or have E's normal function work by holding E while missiles are in the air.
As somebody who likes to play Scout a lot: I really don't feel the Deepcores Burst Fire mod. I mean, it's the way you're mostly supposed to use the weapon to begin with, just that the burst is kinda weak?
With AI Stability you can fire continuous and hit your marks, while dealing more damage to weakspots. (killing Grunts in 2 face hits f.e. which are easier to hit as your bullets are actually going where you aim them)
With electric reload you can kill any number of non-big guys with a single tagged bullet and having the reload-electrecution do the rest.
The only "real" upside I found to the Burst Fire is killing chunky boys. But for scout that's usually what your secondary is for anyway. The primary, as I play him, should be good at killing important targets that are quite a distance away. And Burst Fire is really bad at that.
im scout veteran and ye, burst is heavily underwhelming, its not all that bad, but when u consider what needs to be given up to use it then it's belonging in trash bin.
maybe this overclock would be more useful for inexperienced players because it's easy to control, but honestly this gun is already simple to use.
@@countsudoku6305 I mean it is like really bad since you waste so much ammo killing squishy enemies or already damaged ones
@@Armetari didn't considered it that way, but you are right, its like using m1000 charged shot on injured grunt.
i must congratulate, u made my opinion about burst fire overclock even worse
Things like this boggles my mind. Didn't they test it? Because then they would definitely notice it feels a bit underwhelming, just like everybody else does. Is it supposed to feel underwhelming? Am I missing some benefit that weighs up for it?
Just a tiny tweak would make me excited over my new burst fire mode instead of just feeling bummed out about it and leaving it to collect dust.
@@frbru88 I honestly think something like +2 - +4 more damage (so you can reliably kill Grunts in one burst) would do the trick. Enough so that it's worth to take armor break instead of weakpoint damage.
To all those who think cluster charges are not as great as you think they could be, I suggest tier one aoe damage. It makes a huge difference.
My favorite Overclock period is the Explosive Chemical Rounds on the Lok-1. Having that perfect burst just BLOWING UP everything is so much better than even the new burst-fire OC.
the reason behind burstfire making the gk2 feel weaker than normal is because you lose out on the 50% damage bonus that the ai stability engine and bullets of mercy overclocks give you. so by taking burstfire, you lose out on alot of extra damage which takes a massive hit on your ammo economy. if you are someone who plays drg casually (like playing on hazard level 3 or lower) then this wouldnt matter too much, and burst fire will feel just fine to use. but if you are someone who plays on hazard 5 and haz 5+ (or even modded hazard levels) then you will have a really hard time using this overclock due to the fact that enemies will be more tanky, and come in greater numbers. (tldr: burstfire is best designed for casual players)
Even in lower haz its awful
designing overclock specifically for newer players seems like awful idea, especially considering how long is overclocks grind and how random it is. they need to buff this thing, otherwise it's not worth using in any circumstances
@@countsudoku6305agreed, the random bullshit for overclocks is really bad, a simple solution to this would be when promoting a specific class, lets say scout, you SHOULD get an overclock for that class, but nah it dont work that way, it would be like playing 40k darktide and when you level up instead of getting perk points for your class you get perk points for some other class you havent even played yet....... In my opinion the easy fix for this would be, make it so the overclock you gain for promotion is for the class that is promoted, let the cosmetic still be random, that would MASSIVELY change the average play time from 40 hrs to a much much longer play time cuz then players would feel like thwy actually are being rewarded for promotions they already have to pay INSANE prices and resources for......
@countsudoku6305
Idk if it’s even designed for lower haz levels, I’m pretty sure it’s just bad.
People are saying it’s worse than base GK2.
Yeah it's kinda just garbage, being forced to fire in bursts can waste ammo very easily and after just 1 burst even the base GK2 would likely start rapidly surpassing it in sustained damage.
I think it'd be cool if they leaned into the stun more than just a 10% chance boost. Give it a much better stun duration than base GK2 and a notable damage boost to stunned targets, could be more worthwhile and interesting then.
I use the pump action with the extra pellets mods and it can ALMOST 1 shot a guard. It might actually if you can hit them without them blocking their face. So good
do more pellets actually do more damage?
@@theguyyouwatchfornoreason i would think so, you should do overall more damage the more pellets you have. It feels that way. But im not sure if each pellet does the amount of base damage the gun has, or if all of the pellets added up does the base damage amount. Im not really sure how the shotgun works in this game, the stats don’t really tell you. But i would assume that it does.
@@advan2985 well giving more pellets seems to not change the damage number so I think it's just that there litterally more physical pellets that split the damage to what it was before, so that hitting multiple targets gets easier maybe
@ well i would assume that each pellet does a set amount of damage and i think it would be kind of dumb if it lessened the damage for more pellets. It could be true tho, but i looked it up and i saw people saying it upped the damage and some people said what you’re saying. So i have no idea. This is the one instance i wished i was on pc so i could thoroughly test the damage numbers and see. It FEELS like it does more damage tho
@ i saw these on a steam comment:
+1 damage means 1 more damage per bullet that you fire. For weapons that fire bullets.
For shotguns, its +1 damage per pellet you fire. So you multiply it by the amount of pellets.
The scout boomstick for example, says 12 damage (kinetic) and 8 bullets per shot (pellets)
This means that +1 damage on its own will increase the total damage by 8. Because 1 damage times 8 pellets is a total of 8 more damage if all pellets hit the target.
Tip for the driller sludge pump one it is a very good solo choice because if you run the epc with heavy hitter OC and the fire upgrade you can light the sludge in 2 shots
If you like the idea of using warthog for actual run-n-gunning, I highly recommend magnetic pellet alignment. It has similar damage on weakpoint hit, but significantly more ammo, ROF, mag size, and range than pump action. It doesn't instagib praetorions like cycle overload does, but it still pumps damage nicely. Also it just headshots grunts so reliably, I haven't been able to switch off in so long.
Summary of my thoughts:
Marked for death kinda feels like a supportive hipster
Explosive goo is cool but I feel like the base sludge pump OC's are more enjoyable
Mortar is nutty.
Highly recommend Tungsten Coated Buckshot with Pump Action. I have never felt such superiority over praetorians in my life.
Mortar rounds is my favorite OC. Using MR thunderhead is the most fun weapon in the game for me. It's like the autocannon combined with the PGL, which is one of my favorite secondaries in the game. A match made in heaven.
I've just started playing and this is very helpful as I'm about to promote engineer. Thank you👍
Rock and Stone!
Stock up on gold trust me you may think 100k is enough but it's not if you plane on using the stock market thing (trust me you want to) that shit is expensive but you will be able to get upgrades and overclocks waaaaay easier
Your very welcome!
I hope they'll add the same amount of overclocks for secondary weapon in season 6
6:11 new worst overclock just dropped
Holy hell
A weakpoint ricochet would have been much better.
@@SimonWoodburyForget They chose a three round burst, partly because of halo, partly because it kills grunts in exactly 3 shots. A six round burst would actually kill it's ammo economy even more, making you waste 3-5 shots on anything smaller than a guard.
@@SimonWoodburyForget Scout is my second most played class, so I get just zipping away from a swarm, but I've found that (at least in the content I play) the GK2 has enough ammo to shoot a grunt every know and then, and when I do, I'd much rather kill it in one burst than kill it in half and waste the other half. But I would still want to have full auto over burst because it's just more versatile. Why are we even trying to rationalize this piece of garbage?
@@SimonWoodburyForget at that point just use m1k
I feel like the minigun still suffers from not having enough ammo unless using either Lead storm + Hellfire, or Burning hell + Volatile bullets. I usually run out of ammo on it otherwise. Burning hell is also just much more ammo efficient than Rotary overdrive because of the fire cone boosting close range damage and aiding with crowd clear.
Burning Hell also has lower heat generation (+50% compared to Overdrive's +75%). But Aggressive Venting seems to fix both problems
19:20 - I always thought the shotgun was fine.
Try this for fun: "Speed Shot" 2,2,2,1,2 - Cycle Overload
interesting to see the armor break (i know its no longer bugged) but still xD
I like how a fair number of these new overclocks completely change how the weapon and playstyle changes. I also really like the idea of all these new cooperative overclocks they really boost the already great co-op aspect of DRG.
Totally agree, those new overclocks are a game-changer for sure!
i have played the pre-release of season five and i am glad that they removed the accuracy penalty for the pump action of, it's so good now
as a shotgun enthusiast, the pump action overclock is just the dopamein from so many games and i love it.
Conductive thermals was ruined for me once I learned the actual numbers behind the overclock, lol. On paper it sounds really nice, but because of the mechanics it kinda falls in the same boat as marked for death. The debuff it applies is a stacking one that causes shock and fire to do up to 100% extra damage, but individual shots only add 5% damage each. So for you to gain +50% fire damage on a target, you have to shoot it 10 times, and that means you lost out on 30 direct damage just for taking the overclock. On a glyphid grunt, that many shots would just kill it with any other overclock, but now you need the elemental damage to finish it off less you waste more ammo. So similar to marked for death, it's only really optimal against big targets that will live long enough to get the full damage multiplier, and paired with cryo (where the ability to freeze targets really quickly is actually super helpful)
Also combustive goo is absolutely viable without someone else to ignite the puddles, it just requires that you use exactly one weapon with one mod: that being EPC with burning nightmare (and ideally heavy hitter). It's a bit limiting because the other secondaries have 0 options at all for spreading fire, but still really fun regardless.
fact that drak isn't good weapon to begin with doesn't help with this overclock
If you take the electric mod on the drak the extra electric damage will make up for the direct damage loss (ignoring weakpoints)
@@SimonWoodburyForget The issue isn't how long it takes to hit 10 bullets, it's how much damage you would've been able to do without this overclock in 10 shots. Yeah you now have +50% fire damage on that target, but without this overclock drak would've done 50% more raw damage than it does now, that's the opportunity cost just compared to the base weapon. Again it makes sense against big targets because now they're probably at a 100% damage multiplier and still have plenty of health to chunk down. But against anything smaller than a grunt guard, you're probably wasting way more time and ammo switching to your secondary or having to rely on teammates. That's why I compared it to marked for death, because with that overclock you'd never use your focus shot on a grunt, that's just a waste. It's similar with this one, an enemy needs to reach a certain health threshold for it to be worth it, especially compared to other drak overclocks that can deal 2-3x as much raw damage as this one. Drak is just a really weak weapon in general carried by some really strong overclocks, so IMO it suffers a lot more than M1000 does taking this supportive option instead of the alternatives.
Also I did the math myself, even if the very first shot you hit with procs that 15% chance to shock an enemy, the extra status damage over time will never catch up to the damage you miss out on having this overclock equipped. Not unless you stop shooting the enemy for at least a full second (at which point the DoT is able to catch up, though probably only compared to base Drak).
@@SimonWoodburyForget I've been experimenting with Plasma Splash on it. Not only does it apply the effect twice, once for a direct hit and then again for the splash, plus the splash applies the effect to all enemies near the hit too. And since plasma splash is fire damage, the gun basically gets better the more you fire into crowds. Take damage instead of ammo, and you've pretty much negated all drawbacks. You buff your own gun, you buff your secondary and grenades, and your teammates freeze, set fire to and kill things a lot faster. I've been enjoying it a lot.
@@SimonWoodburyForget According to LazyMaybe and his analysis it does apply the effect twice with splash. And the splash may be small but it does apply it to clumped up bugs easily. I'll be experimenting some more today, I've yet to use the various bolts with it so that should be interesting.
Pump warthog's blowtrough lets you trigger two whips with one shot way easier, so you can save some ammo this way
I really like the smrt trigger os, it turns the weapon into an automatic rifle with builtin aimbot. And you can still curve your shots, which I saw people complaining about.
I just got the pump action overclock and here's what I think of it.
Blowthrough adds a new dimension to the gun making aiming simply more fun. That and the extra damage just make the gun stand out. Super cool since the engi's shotgun was my fav before i had the OC.
good work on this vid, I'm happy we both agree that shotgun OC is amazing.
Good stuff, as usual. Anyone here tried building the new crispr overclock for sticky flames? Prolly not efficient, but it can turn large swaths of the caves into a barbeque in seconds
Scorching tide is a clean overclock disguised as an unstable, since the downside only matter when you activate the oc, so whichever build makes you most comfortable with the regular crispr is absolutely still valid
I haven't tried a sticky fuel build with it yet but burning radiance is honestly a must since proper use of that upgrade lets you save a ton of ammo that can then be spent on scorching tide so a sticky fuel build with ST is most likely going to be that multipled by 2
Did my first run with th me new crispr oc today, ran a sticky build, it was eacort and I topped the board on kills. Haz 4. So definitely wrecked.
It also has a 25 ammo cost associated with it, but last I checked, you could still use the Tide with 1 fuel left in the tank.
@@danielthompson392 It does still consume 25 total ammo even if you only have one ammo in the tank, still the fact you can do it at all makes Scorching tide so much more powerful and fun to use
One of the first breakdowns i saw of these described the Stubby's new OC as "making it handle like a CS:GO smg
i had an idea for an overclock that i wished was added even though its for my least played class... by a lot...
anyway:
LOK-1 smart rifle overclock: *workshopping the name :P*
+ammo capacity (50)
+max size (6)
+ammo salvage (turn current mag into sentry ammo, takes 5 seconds of holding r, each ammo in current mag translates to 1.5 turret ammo, rounding up.)
-damage (3)
-weakpoint hit bonus (15%)
-reload speed (1 second)
I want a goo gun overclock that adds tons of radiation DOT at the cost of ammo, something like Radioactive Waste Additive. Maybe it could deal damage to dwarves too as its downside. I just want an unstable goo overclock that increases DOT by a lot.
imagine... a reason take goo slowdown instead of flouroantamonic acid
I concur with the pump action overclock being the best of the new batch and I was lucky to get it early with the season start. Started playing this game two months ago and it is a blast along with that weapon change. Satisfying to work the pump of the weapon and the damage it can do makes it very viable for dealing with tougher enemies like praetorians and oppressors.
I'm yet to get it... But I'm kinda sad that the reload is still the entire mag. I'd love to take that reload speed hit in favour of a satisfying animation.
Wait till he figures out magnetic pellet alignment exists...
Rotary overdrive with aggressive venting, my favourite build for the gunner right now. Prepare to become yourself the incendiary grenade.
I’m in love with the Lok-1 overclock I thought that the pump action would be my favorite witch I do like a lot but I did not like the Lok-1 at all I never played with it because I couldn’t not get into it did not feel good to me but with the new overclock I have played with it more then any other gun this season. So it has to be the Lok-1 overclock because it turned a gun I did not use into a really fun weapon that I play with in 70% of my missions now
Burst fire needs another gimmick. Like options for the 3rd round to do something if all three hit. 1-2- 3+ Stun, elec, +DMG, etc
Agreed
I want to say for your build, since crystal nucleation is one of the only new ocs I've built for, in my experience:
You want to take at least one freezing power upgrade, maybe both, or freeze+damage
The ice shards gain a LOT more benefit from damage/freezing tier mods than you think
"+1 freezing power" is +8/sec on the trails, two upgrades brings it from 8/sec cold to 24/sec
They deal 24/sec damage at base, but it's 36/sec with T4A
You want more freezing power on the trail to catch grunts and such instead of letting them walk through it without fully freezing
only used Rotary Overdrive with aggressive venting yet so idk if its just some weird interaction but if u time the coolant right during overheat it takes away about 50% of the heat, its when that little thingy shoots out, lets you spam aggressive venting and shoot forever since youre not locked in the animation
Scorching tide and pump action are probably some of the most fun overclocks I've used in recent years scorching is absolutely busted against rivels and pretorians and with sticky flame duration you can make a carpet of fire and take out hoards eith just a single tank
Pump action is self explanatory
I've got the perfect skin for the new warthog overclocked. Can't wait to get it
Dude overall I would say goated season. I'm enjoying literally everything about it.
for those using the rotary overdrive minigun, put on aggresive venting on the final mod, TRUST ME - it makes the overclock borderline OP
Might cause bouts of maniacal laughter.
You like the pump action overclock, so take my like. Rock and Stone!
ROCK AND STONE!
TL;DR
All overclocks are great, beside the scout ones.
Marked for death being the most useful one,
the burst fire just a straight downgrade (tbh)
the conductive bullets being meh overall, due to the amount of stacks needed to do an impact
6:11 At this moment in time, Burst Fire needs a serious rework to the point it acts almost like a modern military shooter type of 3-round burst, where pressing the trigger continuously will turn it almost into a full-auto, AND it sorely needs AT LEAST Blowtrough, but ideally Super Blowthrough.
Make it so it has an initially super precise 3-round burst, and then it gets some more recoil.
tip for pump action: by pressing rmb to mine, you can skip the pumping animation between shots allowing you to shoot a bit faster
Intentionally use an overclock named "pump action", animation cancels the pump. Giving the chance we will optimize the fun out of the game
@@thanhhaitran9422 yeah I don't do it for that reason, just thought it was neat is all
I recommend using smart lock system for the smart gun as the new OC causes it to shoot all of it's shots at once instead of shooting them in bursts, meaning you will be locking onto enemies and firing more bullets than needed to kill them more frequently than usual. I've always been a big shotgun fan for engi and pump action is great!
That was supposed to have been fixed in a patch on the 21st. I can't say with 100% certainty if it was properly fixed bc I don't much care for the LOK and as such rarely ever use it, but it is in the patch notes as fixed.
Since I've dumped over 1k hours into DRG, all of the driller OCs are a godsend for me because driller just felt stale. Sticky flames, while certainly efficient, annoyed me with its longer ttk (too much time running around, not enough killing). So crystal nucleation with shatter, drills or temp-shocks fixes that problem. Scorching tide gives the benefit of facemelter's short ttk (which i absolutely love) because a full shotgun blast will decimate bugs while retaining range AND i also get the benefit of quickly covering ground in sticky flames using modifications (weaker ones then the dedicated OC, but still useful). I only brought out sludge pump for eliminations using VIM or HIA, the weapon overall never really stuck with me in any sort of playstyle. But combustive goo really provides an interesting playstyle. Before, SP just looked like "generic poison damage puddle weapon", now its sorta like a TF2 sticky bomb launcher where I can plant a bunch of goo everywhere and trigger the explosions manually
not mentioned in the video, but the turret electric arc OC for stubby got reworked into the micro-conductors OC. Now that we can also electrify the plats, this OC is much more flexible because spamming plats everywhere is faster and more useful than being limited to only 2 turrets. I'm now conflicted as to which turret OC do i pick: turret discharge lets me quickly kill swarms, but micro conductor's electrified plats lets me support the team with wide area slow-down effects
I'm still trying out most of the OCs since I just got back into things this week. I'm not quite seeing the hype with pump action so far, but I'm pretty sure thats just a skill-issue so I'll need more testing. Burst fire is the only OC so far thats been letting me down, perhaps I'm not using it correctly? From what I can tell, it looks like a weaker version of AI stability: it gives weakpoint bonus and theoretically higher accuracy + consistency but neither of these are as strong as AI-stab. As balanced vs unstable OCs go, sure that makes sense. But once you have AI-stab unlocked, I don't see a point to using burst mode. Burst OC seems to be overshadowed. Like you said, its still good but it could use a buff
Try Smart Trigger OS with electrified rounds. You can apply shock to groups of enemies extremely quickly.
How does Marked For Death interact with the Caretaker?
It cant mark the caretaker itself but it can mark the arms that it creates.
I've been maining the shotty basically the whole time I've played engi, so pump charge is like Christmas to me
Rotary overdrive is peak overclock, u destroy every bug thats below praetorian in seconds, boost of fire rate is very good but heat gain sucks, but even then u have 12 of Hladogent that remove 26.5% of heat and u can use it to just ignore over heating(there's even special animation for it)
For tier 1 faster cooling is must have, other than that, Go Rock and Stone miners!
I wish they would buff the burst fire overclock because its fun to use and i was looking forward to scout overclocks for this update
8:45 scout when they see swarmer
lol yea that was a panic throw for no reason.
I just got into the game yesterday. Do you have like an hour-long video that encompasses everything that I might have miss from previous seasons? Or am I to late?
I do not have something like that yet but I could possibly put something together at some point.
I still don't understand rotery overdrive, I've used the leadstorm more than any other Gunner Primary and I have never felt like the Overheat gets in the way of my shooting at all, if I want to have a build that involves keeping heat up Burning Hell just seems like a better option cause Im not taking an upside that's meant to just compensate for the new downside.
This is where I ended up with it too. I think it is just people bored of burning hell and want something new to play with as opposed to it actually competing.
i think its just for aggressive venting
My main problem with a lot of these new overclocks is the fact that they require your team to be running specific builds to actually use them effectively
I think that was the idea to a degree. To push more team and cooperative playstyles.
For the new loki engie overclock i run 23211 it is very ammo efficient due to never missing a shot faster lock time makes it shoot much faster and electric slows enemy's down i find against core spawn its one of the best weapons to use.
Hurricane's Overclock could've been activated by holding down & then releasing the fire key to detonate the cluster bombs
have you tried rotary overdrive with aggressive venting? I feel like the OC was practically designed to minmax on this node, though of course Hot Bullets is never bad.
As for the Warthog, I'm really not interested in taking Turret Whip given that the ammo count is reduced so much that the only way it feels worth is by using it as a collateral. Granted, Miner Adjustments is less than insane with it, it does still let you just hold down the trigger rather than *click click click click click click click click*
Reworked Stabby overclocked that now electricutes platforms is fuckin awesome
New deep rock vid let’s gooooo
This new plasma gun overclock might make it useful!
you know im not actually a big fan of rotary overdrive. I haven't yet run into a situation where it ends up being particularly useful or better over something like lead storm or the fire one. I'm usually very good at avoiding overheat and using lead storm for instance tends to shred anything before heat becomes a problem. when using it all i could think of was how little damage i was doing in comparison
True this overclock feels worthless it would be cool if heatsink reset heat meter to 0% it still would be bad but would be a lot more fun
its for aggressive venting basically
Scorching tide is my favorite
A driller mains opinion
I really like the flamethrower shotgun uses a lot of ammo tho
Cryo cannons is meh
Feels kinda pointless if you can just use sticky flame flamethrower
Sludge pumps is cool but heavily reliant on you useing the plasma pistol driller needs another way to do fire on the secondary’s
What's your preferred setup on the shotgun with pump action?
Usually I do 2-2-3-2-1 but there is some wiggle room for a few options. pump action is really easy to build around so its hard to go wrong.
Scout got shafted, all his overclocks are supportive tools except for Burst fire which is really damn bad. You see it in the clip you use it where you're trying to fight off some bugs and its slow rate of fire makes it impossible to keep up. Burst fire mode is genuinely a borderline downgrade to the gun as it stands and should get a significant damage buff for both having such a low rate of fire and having to adjust theway you shoot the gun. Either Conductive thermals or MFDD would've been fine but both feels a bit wrong especially when you consider how weak these weapons become with these overclocks without a proper team to synergize. I think Conducitve and MFDD should've probably had another upside or remove one of the downsides, name conductive thermals giving more overheat (Way too many drak-25 overclocks do that as it stands) and MFDD should've let the Focus shots do normal damage, but just at the cost of a lot more ammo, so they're still entirely about the debuff but arent a total waste of ammo if you don't get immediate followup.
Gunner Eats pretty damn good, but This season helped to show the disparity between the thunderhead and Hurricane. Cluster charges do insane damage and you don't even need to make use of its central gimmick for the overclock to be good, and it does little to no FF, meanwhile Mortar rounds does friendly fire regardless of how careful you are, and can even deal straight up self damage and does frequently. Mortar rounds is insanely good, but the fact its still so capable of annihilating you and your teammates just as well as your enemies shows at least some degree of favoritism. Just make it deal less self-damage and it would be perfect. (Side Note give Big Bertha a base Mag buff to like 70-80 in the mid-season, it's either way too ammo hungry if you take mag size or doesn't get the chance to shred big targets if you take ammo cause it just runs out of clip at max fire rate too quickly) Coolant is probably the best designed overclock in the entire season, although the quantity of coolant you get is kind of ridiculous, Honestly I think giving it a more ammo upside and maybe a small downside like -1 damage or -1 to its current fire rate would make it a lot better cause as it stands you'll often have way more coolant than you know what to do with outside of insane modded difficulties, where the minigun already struggles compared to its AOE focused brothers.
Crystal Nucleation could do with a small increase to it's ammo but other than that it's very strong and good. Same for Scorching Tide as it lets Fire finally be viable on dreadnoughts and other large targets with its shotgun blasts. Defintely my new favorite overclock for the flamer too. Combusitve's ammo downside is too harsh considering how hard it is to trigger under normal circumstances. It runs my EPC out of ammo long before it does. Primarily because I don't use the sludge pump, that much, but it also sucks having to dedicate your secondary entirely to just being able to use your primary. It makes the Pump a lot less spammable Because each shot has got to count or else you run yourself dry very quickly, which encourages the driller to be a lot more passive in the role he takes in fights which I don't like. If it was +1 instead of +2 ammo I think it would be perfect and make it flexible and powerful. If that seems too strong for what is ultimately a pretty situational upside, adding a downside in the form of a clip-size reduction or slower charge rate I think would make up for it. As it stands it really forces a lot of single shot use or else you just bleed yourself dry way too quickly, and makes drillers ability to take on crowds a lot more committal than the other primary's or sludge pumps other overclocks.
Lastly is Engie who got some fun new toys, but I find them mostly pretty underwhelming. HAA has been fun for sure, but the massive recoil kind of kills it as you have to adjust to it or else it becomes borderline useless, even with the recoil mod, and Refire Booster still does the job of being a close range weapon a lot better. HAA still is not great a longe ranges for much other than spitters cause of that insane recoil. I don't think it's bad I just think it's a chore to use a lot of the time. Havent tried Micro Conductor. I always run Bug repellent so its hard to use in that context, but considering my love for Plascrete Catalyst I'd imagine its fun if a little bit gimmicky. Just cant bring myself to remove bug repellant for 1 round because I know Ill forget about it later. SmRT Trigger is a fun distraction for the Lok-Gun, it's definitely not bad but your set up for it definitely is. The Electric Generator mod always triggers even on 2 round bursts, which is why you're hurting for ammo so bad. Sadly Loki's biggest issue has always been its lack of Options as 2X111 or Honestly Usually 21111 is basically the best build for whatever set up you're running. It doesn't help that Loki has 4 useless overclocks (Eraser is meh, ABM is completely unnnescary considering Loki is already really good at breaking armor of any kind, Seeker Rounds literally HALVES your DPS on a gun that already struggles to keep up in terms of raw damage per second due to the hoops it has to jump through FOR NO UPSIDE OTHER THAN HITTING OPPRESSORS through their armor, and Neuro-lasso is barely noticeable) And so its left to Executioner, and Explo-Chem-Rounds to pick up the pieces. Being the Best Single Target and AOE options respectively. And both of them basically always run X1111 or 21111 if you want to actually have any ammo and not just use Shard as your Primary. SmRT Trigger OS suffers from this just as much. The problem Tier 5B is that its the same damage buff as tier 3A and Tier 5A gives you free electric procs to work with Tier 3A for that extra damage anyway, this still happens with STO since Electric gen still works even when you only have 2 locks and not the three usually required. I guess you could theoretically take something different in tier 2, but what the hell is even the damn point the TIght lock on just lets you choose what you're shooting at. Its nice to have another Option for the Loki Finally, its just sad that said new option has all the same choices in every single tier except the overclock slot because they never properly balanced it. (Fixing Tier 5B is SUPER easy too, you just make it work like salvo module, more engaged Loks = More damage, So now Eraser and Tier 4B have a niche of giving you more damage than 3A + 5A at the cost of not getting the electric proc for DoT and crowd control. It sucks man.) Pump Action is fine, but the warthog remains the Weakest weapon in the game because it still can't deal with crowds or single targets as effectively as Engie's other primary's it's probably it's new best overclock since you can still maintain FINE whipping as long as you run ammo mod, but its pretty underwhelming when you consider what people were expecting. Give it +3 instead of +1 Blowthrough and NOW we have a real discussion on whether or not its the worst primary in the game (PGL is also in contention for worst GUn in the game)
I haven't played enough with most of them to give better build recommendations, but do definitely take that one for SMRT Trigger OS it will solve most of your ammo concerns, although this also might be the only permutation of the weapon where blowthrough could realistically do literally anything at all.
Very rock and stone video, ROCK AND STONE!
ROCK AND STONE!
Unlocked smart os for the loki and I chose seeker rounds over them. Should I try smart?
If you want to give them a try go for it you can always switch back.
What skin is that for the minigun!?
Does marked for death and/or conductive thermals work on the caretaker?
Not on the body itself but the arms it makes can be effected.
Rock and stone
My two cents:
Mortar rounds seems to be too much ammo reduction, I like Carpet Bomber far better and have gotten better results out of it,
Bomblets from the missiles seems complicated but powerful,
Rotary Overdrive is fucking BROKEN,
As someone who's used a 21222 GK2 on haz 5s for years now, I REALLY don't like the burst fire. Accuracy is the M1000's shtick, trying to put it on the GK2 Just doesn't work, and I agree that its damage output feels significantly lower.
Mark For Death is an effect that always helps in every game, and the M1000 is so deadly even hip fired that it's A worthy trade-off for great support utility.
Conductive Thermals is FUCKING OP BROKEN AS HELL. Not only does it not sacrifice much damage, as plasma deals fire buildup, so you turn the drak into a form of flamethrower, (which is good on Scout's single-target focused lineup) but with this support, an ice gun driller can CHAIN FREEZE DREADNAUGHTS, stunlocking them AND giving 50% more damage THE WHOLE FIGHT. Nothing can oppose you when it's CHAIN FROZEN. I was ice driller for an EDD and the scout had this, and even aside from the chain frozen dreadnaughts we eradicated, everything was SO easier to deal with. Scout spots and brrts it, it gets frozen near instantly, and dies right after, NO MATTER WHAT IT IS.
Explosive Goo seems very effective, but I'm used to the Antigravity Pellets for goo gun so I don't have the experience with it to tell for sure
Scorching tide is kinda broken, if it can deal enough fire damage to one shot a Nemesis. I haven't used it but it seems effective.
I never use the smart rifle so i don't have any valid input for it.
I haven't used hyperalloy assembly, but the smg's weakpoint potential is already really good, a clip in the jaws of a praetorian can get it half down, in the abdomen almost completely down, so increased weakpoint damage seems a great addition
The conductor bullets rework was a good change, as it goes with Engi's Tower Defense/Area Denial theming. Great for point defense.
Pump action turns a scatter rifle into an actual shotgun. Not the best, but turns a bad gun to an okay one.
Actually I WANT to overheat the minigun, infinite agressive venting is crazy
marked for death works on dreads? does it stack with freeze?
yes
ROCK. AND. STOOOOOONE!!!
ROCK AND STONE!
Burst fire wastes ammo on almost anything
Burst fire irl : full auto but limited
Burst fire in most games : semi auto but fires a triple tap every time unless you reload
is this the avg DRG gameplay?
Magic bullets for coolant charges could be good
2:05 "Wot makes me a good demoman? *IF I WERE A BAD DEMOMAN, I WOULDN'T BE SITTIN' HERE DISCUSSIN' IT WITH YA, WOULD I?!?"*
6:58 I cannae remember the video, but somebody broke down the math of the burst fire and it effectively lowers your damage output by quite a bit, WHILE taking up your overclock slot. Fun, but makes the gun worse overall than no OC. Very sad situation.
16:45 What about the fact that it makes aiming at weak points much harder? IMHO that's the strongest part of the Lok1, being able to control weak point hits in while in positions that wouldn't normally afford that opportunity.
I disagree greatly with conductive thermals being better than M4D, for the most part the team already has a really easy time wiping out hordes of standard bugs and needs help with super beefy targets or tricky to find/hit priority targets, conductive thermals only helps really with particular status damage and 2 of which are DoT which big enemies are usually so healthy that DoT damage doesnt matter, you want big chunky burst damage to take them out even more effectively. It can be alright but the thing i dislike most about CT is taht you yourself cant capitalize on it that well in a team setting since you deal so much less direct damage from your primary and then rely more on your secondary to kill high priority targets which tend to be less reliable than scouts primary unless youre running say ED Zhukovs but CT drak doesnt help that at all. CT is definitely great on dreadnoughts however, being able to freeze them very very easily is great or lighting them on fire to enable the increased damage of volatile bullets or Lok1 can be very powerful when also used with an IFG. But again you can just keep it simple and apply m4d and have the target take 55% more damage and then freeze them with cryo bolts, cryo nades, or stack with an ifg for extremely chunky burst damage.
Im tirn between the first two oc:s. The mortars are hands down god tier. They bring a swift end to anything that comes close.
The cluster fuck on the other hand i find completely... Useless tbh. Its strength is obvious its massively increased aoe. However, shooting a salvo, detonate it shoot another detonate that one and so on just makes the actual dmp crap. At least compared to other AOE-builds the gunner have.
It would honestly be better if a a rocket would also denotate into cluster on impacts so you dont only have to rely on "reloading" the gun everytime you want a cluster carpet.
11:07 it also creates a lot of LAG
I prefer damage over elemental so the new laser carbine (and the fire/ice bolts for the crossbow) feel underwhelming to me.
So scout got the short end of the stick with overclocks
Two support and one C tier overclock
great...
I keep up with this channel occasionally and I appreciate everyone who makes content for this game but one nitpick I have is that somehow someway with every single overclock build featured he surprisingly managed to mess up the mods making the build weaker, it hurts to look at
Why does his shield do that weird pulse?
Most likely just a visual mod to make the game look better/cleaner but I'm not completely sure
That is correct
Mortar rounds just turn gunner into the demoman from tf2
Morter gives you 700% area damage. Thats worth it
i heavily disagree about overclock for drak. this weapon overall is even by itself some shitpost, not gun, but this new oc lowers damage to miserable state. and all that for slightly higher elemental damage. it's just unfunny joke
Yeah that was a really weird take. He said the drak OC was more useful than marked for death, because "every class has multiple ways to apply elemental damage."
I'm like.. huh? How is that more useful? M4D applies to ALL damage.. drak only applies to elemental.. it's far more niche! Really, it's just a meme build, you're better off just doing damage yourself, or if you really want to play support, run marked for death. But IFGs already basically do that same function without crippling your primary.. so just take IFGs and forget scout's new OCs, are all straight downgrades.
Aren't you able to do insane amounts of damage with conductive thermals?
@@Leo-kz2bb yep, all of scout's secondaries have an elemental option, and so can all benefit from MFD, I've got no idea what those other two people are on about, as I can have great single target damage and still maintain decent crowd control with my MFD build
I hate the burst fire. If scout has to use his weapon, then he needs fast and heavy DPS, not slow and sustained.
Why is he taking damage from the mortar rounds?
I dont really like the hyperalloy stubby, i much prefer taking the ammo upgrade with two damage upgrades. it just, does more damage
Awesome!
How do you turn on the damage number thing
Its a mod for steam called damage numbers
@@javarakgaming will I still progress normally if I plug in mods
Burst fire is ass.
You get a downside for something a clean overclock gives for free.
You want reduced recoil without a nerf to your RoF, go Compact Magazines.
I really wish scout had gotten a blowthrough mod or overclock for his GK2. Either that or "bullet hell" like what gunner has for his mini gun. burst fire is ok but its not that impressive.
yeah something like that would have probably been better.
Now way you think pressing square makes the mini guns over lock better then then the hurricanes. There’s now way your good