I took EFS here for pure dmg against non-frozen high-value targets, it isnt that common to take EFS with cryo bolts. Usually with cryo bolts you would take active stability system or hipster.
For the menaces the bolt stun causes them to run away before freezing, if you cyro bolt nearby they will freeze without stunning them. As for other stuff I'm not sure if there's some desync but the cryo effect doesn't always seem to work if you kill a bug. It's more consistent shooting the ground
@@DarthSyphilisFrom my experience (I tested a few times only, so I could be very wrong lol) the corpse of the enemy "becomes" the new cryo bolt, so if the corpse flies away so does de cryo bolt AoE, which in fact makes it a lot more inconsistent unless you hit a pretorian or some big boy out there
Generally cryo bolts are better for the utility, you can shoot the cryo bolt and focus on other things while the stationaries ect are cooling, and can take the OP phero bolts as well. With the zuks you need to get close to stuff with the poorer accuracy and risk taking damage or going down.
@@DarthSyphilis having an issue on higher hazards where the bugs are too fast, and just walk past the cryo, and pherobolts dont attract enough bugs to make space for me to burst down the frozen ones. Can you give me some advice on using the crossbow? i love the concept of it but im having issues really putting it into practice.
In a lot of cases its because you need the extra damage to hit certain breakpoints for kills, where you'd need to use 2 shots instead of 1 against some enemies. It's also regarding dps.
11x2 is significantly harder than 5+. 5+ only increases a few metrics such as bug health, speed, and damage. In Haz11 is worse because as well as those things the enemy variety is much greater and time between swarms (that last longer) is shorter. Essentially the difficulty is constant, whereas in Haz5+ it can be as easy as h5 if you're rushing.
The gunner player here, 1300 kills as a whole team for a 12 minute mission is more than 100 kills per minute and ofc there are tons of grunts, it’s just not visible on scout’s fov
absolutely no idea whats going on
schlawg forgot the hollomite
Good video thank you
Can you share your graphic settings? Your minerals shine beautifully.
I use gamma=0, HDR gamma= 1.2, and ultra settings. I do use the brighter objects mod too.
Dear god...
Great video bro!!! But why whould Electric focus shot be good with cryo bolts?
I took EFS here for pure dmg against non-frozen high-value targets, it isnt that common to take EFS with cryo bolts. Usually with cryo bolts you would take active stability system or hipster.
Why did you not shoot directly the enemies with the cryo bolts? Im missing something, like do they freeze faster? Just curious ty
For the menaces the bolt stun causes them to run away before freezing, if you cyro bolt nearby they will freeze without stunning them. As for other stuff I'm not sure if there's some desync but the cryo effect doesn't always seem to work if you kill a bug. It's more consistent shooting the ground
@@DarthSyphilis perfect, ty for the clarity
@@DarthSyphilisFrom my experience (I tested a few times only, so I could be very wrong lol) the corpse of the enemy "becomes" the new cryo bolt, so if the corpse flies away so does de cryo bolt AoE, which in fact makes it a lot more inconsistent unless you hit a pretorian or some big boy out there
would you say cryo bolts are better than cryo minelets on the zhukov? or more ammo efficient?
Generally cryo bolts are better for the utility, you can shoot the cryo bolt and focus on other things while the stationaries ect are cooling, and can take the OP phero bolts as well. With the zuks you need to get close to stuff with the poorer accuracy and risk taking damage or going down.
@@DarthSyphilis having an issue on higher hazards where the bugs are too fast, and just walk past the cryo, and pherobolts dont attract enough bugs to make space for me to burst down the frozen ones.
Can you give me some advice on using the crossbow? i love the concept of it but im having issues really putting it into practice.
i was wondering how something can be hazard 11x2. every disruptive enemy in one spot. that’s how.
There's enemy diversity and other factors like shorter time between swarms that last longer.. which haz5+ doesn't consider.
Am i reading right? Hazard 11? Times 2 enemies???
What mod did you use to show the cold rate on the enemies?
That is temperature number mod.io/g/drg/m/temperature-number#3425979
@@DarthSyphilis Thank you very much.
Most of the time I see builds on M1k using more damage in T1 rather than ammo, and it's not just on EFS. What's the point of this move actually?
In a lot of cases its because you need the extra damage to hit certain breakpoints for kills, where you'd need to use 2 shots instead of 1 against some enemies. It's also regarding dps.
@@DarthSyphilis Is this relevant for vanilla difficulties or it's just local meta of 6x2 team?
Also, which breakpoints are we talking about here? Some HVTs or any other threats?
Okay but what's your jetty boot high score
Very low :)
How does this modded hazard compare to hazard 5+?
11x2 is significantly harder than 5+. 5+ only increases a few metrics such as bug health, speed, and damage. In Haz11 is worse because as well as those things the enemy variety is much greater and time between swarms (that last longer) is shorter. Essentially the difficulty is constant, whereas in Haz5+ it can be as easy as h5 if you're rushing.
Why are there so few regular grunts?
Scout's role typically avoids normal grunts, the other 3 were clearing those before they really became an issue (or noticeable from my pov)
The gunner player here, 1300 kills as a whole team for a 12 minute mission is more than 100 kills per minute and ofc there are tons of grunts, it’s just not visible on scout’s fov
When are you going to complete the touch grass mod irl?