If you want a powertripp with the gunner i would advice the thunderhead with neuro + fear and the brt lead spray. This build could help you get into a gunner mindset of protecting your team.
If you want to keep using big bertha autocannon I got the build for you: 32312 big bertha OC autocannon with 23112 hellfire OC coilgun Hellfire coilgun is arguably the best swarm clearing weapon gunner has, igniting entire ambushes with one shot Just use big bertha for big targets (or small amounts of grunts) and its fear effect for defense Want a more offensive build? Use 32123 leadstorm with leadstorm OC for some big single target dmg, make sure to keep hopping while firing though Again pair it with hellfire coilgun for swarm clear If you want a bit more swarm clear and mobility but less damage, use leadstorm with burning hell OC instead I am a certified hurricane hater, but one build I found real fun is 31122 hurricane with rocket barrage OC Pair with any secondary you like Also leadbursters are great bulk or teammate delete buttons, never swap them out
I’m glad to see Gab be featured again in DRG, as well as knowing I’m not the only victim in getting cocoons popped without warning or prep time. Also, Taylor’s class breakdown by video is as follows: Overtime: Gunner/Drilller Unknown Horrors: All Engi Worst Performance: Scout/Engi/Driller Greatest Betrayal: Driller/Gunner Robots: All Scout Hardest Mutator: All Scout Deadly New Brew: All Engi Forgotten Mission: All Scout Insanity: All Scout Hardest Boss: All Engi Newest Hire: Engi/Gunner Strongest Class: All Scout Wannabe Gunner: All Gunner
Hellfire coil gun with defense while charging is an insanely defensive kite beast. Best in slot for sure, helps give some aoe without commiting to the primary's windup
the captions are always one of my favorite parts of these video. they never fail to make you guys seem that much more expressive and it’s great that you put so much effort into making sure everyone can enjoy your videos
i'm glad you said that! i really appreciate you noticing, they actually take me a very, very long time to layout and get right, then i go through a handful of times for touch ups, errors, etc. thank you!
You asked for gunner builds, so here is one for each of the primaries from a Legend Gunner Minigun: 31223 + Burning Hell Bulldog: 13321 + Volitile Bullets Gameplan is pretty simple, light things on fire by either shooting at over 50% heat, or using Burning hell. If something survives long enough, take a couple pot shots with Bulldog while on fire Thunderhead: 22222 + Neurotoxin Payload Coil Gun: 22113 + Hellfire Born Ready is basically required This is probably the best all purpose gunner build. Fully charged coil shot can burn + clear basically any wave coming at you, and if not, the fear + neurotoxin from Thunderhead will do the trick BRING BORN READY HAVE BORN READY DOUBLE CHECK YOU HAVE BORN READY Hurricane: 21223 + Plasma Burster Bulldog: 11212 + Magic Bullets This build uses the Bulldog to wave clear, just aim for the ground near swarms and fire a clip and most the swarm will be dead The hurricane is setup to keep missiles in the air as long as possible on a big target, basically fire till you have a few missiles out, then fire one or two to keep it topped up while keeping crosshair on big enemy Tier 5 on Hurricane can also be swapped to fire + the first bulldog build for a similar effect to the first build Grenades are generally dealer's choice, I tend to lean towards Leadburster or Cluster
great comment with nice variety in builds, thank you! i have some unlocking to do, but i'll definitely give at least one of these a try. if that happens to be the second build, i will QUADRUPLE CHECK THAT I HAVE BORN READY!
Idk if that first build is exactly the same as mine since I don't know the numbers off the top of my head but I basically run that as my main build on gunner. Igniting a big Boi and then two tapping with the bulldog is just too satisfying.
I've been trying out big bertha autocannon with triple tech chamber coilgun and it seems pretty good out of what i've got unlocked for gunner. I've got plasma burster missiles but i don't really have any good overclocks for a horde clear secondary
one thing about the thunderhead is that the fear factor mod is op as hell on the gun so its a must pick mod for me because half of almost all bugs you hit with the gun will just run which feels awesome and makes the gun really good
it is worth mentioning that the damage reduction mod is reducing ALL damage, even fall damage! but yeah, especially considering the stingtail enemy, fear mod is especially valuable rn
Fear mod is only good with neurotoxin payload. Outside this one instance, u want bugs to be close together so u can hit them with area dmg easily, and fear mod makes it harder as bugs start running around in different directions
@@Skladak_Killer_98 while I respect what your getting with being able to maximize damage but I prefer to having to use a bit more ammo and time than having to fight more gyphids than I have to at once
@@BizhanovKhalelYou can build big bertha to do single target and aoe, it just loses out for sustained fire. You just might need a secondary to pick up some slack for particularly big groups.
I personally like to max out max fire rate on the thunderhead, so it feels like that the Matrix Zion defence scene (but gotta warn you, it chews thru ammo like no tomorrow)
Bullet hell for the leadstorm and magic bullets for the bulldog are always silly. carpet bomber too for the thunderhead just to stack on the "no need to aim" theme. The plasma missiles oc for the hurricane is a person favorite of mine cus of the sounds and sheer destruction it does to groups and single target (does take some getting used to tho)
As a 2-silver star gunner main, for a beginner I recommend any of the following build combos: 1. General purpose: Minigun with blowthrough and cool on kill. Pick a Clean OC of your choice or go with Leadstorm if you want more killing power and know how to bhop. Secondary should be the Coilgun with the fine charge control, electric and fear trails; the trails do the same damage no matter how charged the Coilgun is. Take a clean OC on the Coilgun. Perks: Born Ready, Dash, any others of your choice. Combat loop: fire coilgun into crowd or priority target. Fire minigun at stragglers and remaining clusters until it needs to cool; switch back to coilgun which should have reloaded off of BR and repeat. 2. Crowd Control: Autocannon with Neurotoxin Payload, ammo, area damage and area of effect, and Suppressive Fire. Secondary can either be a BRT with full single-target damage or a Bulldog Revolver with the same, to compensate for the lack of single-target on your primary. Shoot the big gun at crowds and the little gun at priorities. 3. Fire Build. Take the Hurricane with ammo and fire rate, and an OC of your choice - I recommend Salvo Module. As your secondary take the Bulldog with a single damage up and the Volatile Bullets OC. Set things on fire with the missiles then instakill them with the Bulldog.
One of my personal favorite combinations for gunner is to run a Big bertha autocannon (huge direct damage but lower ammo and mag size) and magic bullets bulldog with neurotoxin in t5 and explosive shots in t3. Oddly specific and im willing to bet youre missing a lot of those but trust me this build is a blast and a half.
Damn Gab down bad for the Bulks?? 7:08?? Also holy shit you guys finished! Congrats! I don't play much Gunner but I usually use the Hurricane Rocket as primary and then the heavy pistol as a secondary, because the rockets guide to where your reticle is, so I can focus on priority targets if I know my team can take out the weaker guys (not as reliable in your case but still solid). Bullet grenades are great, the incendiary napalm ones are also hugely useful but can hurt yourself if used wrong and don't affect as wide an area. Backup Gunner primary is the chaingun (first primary weapon) with the Overclock that burns everything in front of it, because then you can spin up for half a second and let the fire kill small bugs, or at least have it help kill bugs outside your bullet spray radius.
I am an obsessive Gunner main and I have been summoned I know you haven't gotten your hands on the coil gun yet, but so far the Mole overclock is one of my favorite things on the planet, the raw damage you can deal in a single shot is just too fun. You can even get a friendly engineer to place a stack of platforms for you to use (it counts as a wall that can be penetrated, so by having an engineer on your team you have a portable supply of ridiculous damage) Also in case you weren't already aware, if you stop firing when you're on the ground and only fire while you're in the air, you can bunny-hop around at normal speed instead of walking super slowly while firing. It's a little tricky at first (and I haven't explained it well lmao) but it is AMAZINGLY convenient for all three of Gunner's primary weapons and it's definitely something I wish I knew earlier. There's probably some tutorial out there that explains it better than I do Oh and I'm pretty sure Drillers and Gunners fighting together is an overpowered combo, there's some sort of synergy between the two. They are frens and like rok
you said something about engaging builds at the end there boy do I have an engaging build for you! (engineer build though) LOK-1 Executioner and Shard Diffractor plascrete catalyst 2(or 1)3(whatever feels best)312 3(or 1)22(or 1)12(or 3) i also recommend using the lure and using the armour break mod for your sentry guns and max ammo on the platform gun
Build suggestions will definitely depend on A) which weapons you like B) how you like to play Gunner and C) which overclocks you have. Gunner's got some of the best build flexibility in the game and, unlike some classes, doesn't really have an outright bad weapon (DRAK and Subata come to mind); all of them can work well. If you haven't checked it out already, @pvewaste 's second most recent video as of writing tackles this very subject in a better way than I could in a UA-cam comment. The TL;DR (or DW, depending) of it is, try mixing and matching primaries and secondaries to have complementary roles, i.e. a crowd control primary with a single-target burst secondary or vice versa. Conversely, you can turn your brain off, get the Neurotoxin Payload (for the Autocannon) and Hellfire (for the Coilgun) overclocks and become a crowd-clearing god with very little effort. Maybe don't bring that build against robots though. Also not ideal for bosses but if you're running that you're freeing up the rest of the team to run pure single target, lol. If you DO want some single target solutions, Volatile Bullets Bulldog with some way to light targets on fire (several Minigun builds, incendiary nades, some Hurricane builds) shreds through just about anything, or if you don't want to run fire or your driller/scout is running frost, Lead Spray BRT7 can do some ridiculous damage with no setup, as long as you're careful about not spamming it and reserving it for targets that need it, otherwise you'll run out of ammo very fast. Again, it's ultimately up to what you have, what you enjoy and what you want to do. I'm sure a lot of people would love to give you pointers but I think the fun is in experimenting; the more you play Gunner, the more comfortable you'll get with his playstyle and tools, and the more you'll find what works for you.
incredible comment! thank you so much for taking the time to drop this, i'll certainly do some experimenting of my own. it's one of my favorite things to do with scout. believe it or not, i still have to unlock the two extra gunner secondaries, which i plan to do very soon! again, thank you for the tips
@@nameisnttaylor My pleasure. Gunner can seem a little more linear than the other classes gameplay-wise but when the chips are down and you need to clutch, accept no substitutes. If you're taking the role of shepherding your friends through the game like I believe you are, I think you'll get a lot of mileage out of him.
As a gunner enjoyer I’m a big fan of the lead storm minigun (31122) and the lead spray burst gun (21231) the only downside to lead storm is completely negated by bhopping or riding a zip and the burst gun might not be meta but I love weak spot stunning and destroying bigger bugs. Massive damage output paired with shields w full duration upgrades and you’re doing massive single target damage from any range with several good options to avoid or completely negate damage (minigun is an absolute laser beam after it winds up and the tier 5 cooling upgrade just lets you keep going for a disgusting amount of time against larger swarms.) Grenade is up to personal choice but I personally run stick nades or clusters to supplement the lack of aoe. Dash is a must have perk because you’ll feel crippled otherwise (especially with the overwhelming scout withdraw) not to mention you feel like a badass flying through the sky to drop a shield on someone for a clutch revive.
Fun & effective build: The carpet bomber with fear is good at swarm clearing and keeping the bugs off while you are moving slow The fire overclock with fear is also good at clearing a wide line because once it sets a grunt on fire it will die, but it also scares praetorians so you can hit their vulnerable spot.
question for Taylor and the crew aswell if they want to answer would you rather play your favourite class but with the least favourite weapon loadout or would you play your least favourite class with your favourite loadout also what would each be?
although i'm not entirely sure about what exactly my favorite and least favorite loadouts would be, i can say that i'd much rather play my least favorite class with my favorite loadout. playing any class without a loadout i enjoy sounds like a bad time...
Big Bertha with one fire rate upgrade. You could go 2 fire rate upgrades butgoes through too much ammo to fast and make sure you pick up the clip size or else there is basically no point of fire rate when your reloading takes longer than shooting. It’s so much fun just melting dreadnoughts and tearing through caretaker up close.
I strongly recommend the 'born ready' passive perk with the thunderhead, which normally take 5s to reload anyway. You can switch to your secondary for a few moments and keep shooting until it's ready.
a build ive used for a while is the lead storm with rate of fire, ammo, pierce, damage at max spread, your choice of cold as the grave or fire bullets, and the exhaust vectoring overclock. it may have increased spread but it just shreds anything. for secondary i love the coilgun with ammo, controlled magnetic flow, stun, shockwave, your choice of kill explosions or effect radius and the hellfire overclock. it transforms the weapon into a crowd clearing beast, while it still has a good bit of punch for picking off far away targets. nothing special to note about the rest of the kit, i think the perks thorns, unstoppable (less environment slowdown) and resupplier are just unbeatable in general builds like this. thanks for making great videos :p
Tactical Leadbursters can actually instantly delete a bulk detonator in one or two throws, Simply aim to place the leadbursters such that they fire off inside of the bulk's hitbox, guaranteeing that every single bullet will deal damage to the bulk. Your shield is the best tool for reviving downed teammates. It will drive enemies out of the shield _most of the time_ (certain cases that feel kind of like unintentional oversights notwithstanding what the FUCK ARE YOU DOING IN MY SHIELD STINGTAIL) and provide damage resistance and instant shield regen. The Thunderhead's natural strength is multi-target damage, try to spec it for AoE and aim for crowds. Coilgun is the absolute most fun Gunner secondary. Equip The Mole, laserpoint any target with a sizeable healthbar, find a piece of terrain to stand behind, and deliver 300 damage to said target's face. Or if you want crowd control, you can either go with Ultra-Magnetic Coils or Hellfire, angle your shots right, and lock down and/or delete whole waves with one or two blasts.
also throwing a shield near bulk detonator makes him flee until he's out of it's bounds, and as fleeing enemies can't attack, this little interaction can save you from otherwise inevitable demise same works for dreadnaught's stomp attacks - you throw one at him and you just shove him away, cancelling the AoE one-shot
Forgot to mention the Coilgun with The Mole does _at least_ 300 damage, with one terrain surface. Lots of situations, especially in biomes like Hollow Bough or Crystalline Caverns, can give you opportunities to put several surfaces between you and your target. I've one-shot a Haz4x2 Naedocyte Breeder with it in the latter biome before. No prior setup or engineer platform shenanigans, I just saw it, backed up about 10 meters into the tunnel prior to the area, charged a shot, and hit like four surfaces and hit the weakpoint.
My go to gunner build is burning hell on the mini gun and volatile bullets on the revolver with the fire grenade. Mini gun mods: 11121 Revolver mods: 11311 If you’re a pyromaniac like myself you’ll find it really fun setting everything on fire and then one-shoting anything that is on fire. Works well on bulks too.
I like gunner because he almost have the build diversity as engineer does, as for the build you can go whatever i think so long you have born ready perk. Gunner's weapon reload time is...fine but gunner's job is to shoot stuff so you can safely switch to secondary shoot some stuff and go back to main weapon to shoot stuff again! Also that new Hurricane unstable overclock is really fun (Barrage thingy), showering bugs with rocket is soo good.
The rocket launcher with maxed area damage and the missile salvo overclock is super fun. The only drawback though is you have to tap fire for guided rockets.
For classes watch both playtime and mission completion. For exemple in my case I have the least playtime with scout but the most mission completed with him.
For my money, the hurricane is the most versatile and fun gunner primary. Plasma bursters aka purple bees with pumped up flight time and the mod that adds damage the longer they're airborne means you can just tear through enemies. The shotgun one with boosted impact damage is great for blasting whole swarms at once, and the removed aiming overclock with fire rate increase and armor shredding is really fun too. For secondaries, I tend to favor the BRT or elephant rounds on the revolver in case I need damage ///now///. However, the mole overclock on the armskore turns every fight into a puzzle of how to put terrain between you and the bugs you can then shoot through and is just incredible on stationary or slow enemies.
If you like playing defensive, minelayer system on his rocket gun is lots of fun, and it feels more natural to use than some might think. Big bertha on the auto cannon was what I used for the longest time and its one of the only autocannon OCs I like. Its surprisingly good with swarms despite focusing on direct damage.
A strange but effective build is Minelayer Hurricane. 12222 You basically shoot the floor, wall and ceiling instead of the enemies to make traps. Think of demoman in TF2. The mines deal much more aoe damage when armed, as opposed to when you'd fire the rockets directly at the enemies. Meaning you ignore all direct- or weakpoint-damage. When you get something tanky (aside from dreads), you can just spam mines in front of them. They'll have a hard time moving forward because of the stun. If you have a swarm on you, you run away for a second, jump while running, then, while mid-air, shoot mines at the floor below, or in front of you, rinse and repeat. This way you keep your movement speed, while, at the same time, you lure the enemies into a path littered with your mines. Because of the slow, but powerful mines, you won't have THAT much of an ammo problem. As for a sidearm, you're free to chose whatever. All choices are generally good, as long as you can take down or CC mactera fast. (Coil gun with fear trajectory can stop many of them fast, giving you time to get to cover.)
Legendary prestige level 3 gunner here! The one I saw that you could improve on just a bit is to use your shield more often c: it overcharges you and your teammates shields while standing in it plus...I mean it blocks all damage except from shell backs, they just go through it. Also, the zip line can be used to super great effect in larger cave systems to set up really quick escape routes for you and your teammates especially when fighting dreadnoughts! Place them at as steep an angle as you can and you'll be running to fight another day quicker than you can say "DREADNOUUUUGGGHTT". Other than that, you're doing great! Keep it up and never stop thinking of new ways to use your kit! Rock and stone, brother!
Build Ideas can vary depending on if you want crowd control or single target damage. One of my favorites - Hurricane with Plasma Burster Overclock and Nitroglycerin Compound (tier 5), zip fuel (tier 4), Nano Missiles (tier 3), Anti-Tank (tier 2), and Gas Cylinder (Tier 1). The plasma bursters will 'orbit' your target striking them repeatedly, and with increasing damage since they stay in the air longer. I personally pair this with the ArmsKore, but the BRT7 is probably a better choice. Downside, you will spend a lot of time focusing your aim at one target (or group) at a time. Meaning it's easy to get surrounded. This is why I chose ArmsKore as I added Fear Trajectory (tier 3) and Defense Enhancement (Tier 4), the Sticky Grenade also has a fear effect.
If you want good builds for any class there's a deep rock creator named waste that has a tier list for every weapon in the game and good builds for them. Though I am partial to a build for gunner that uses salvo module on the hurricane with the mod that adds heat damage combined with volatile bullets on the bulldog. Basically set things on fire then delete them. 2/2/2/2/1 on hurricane then 1/3/3/2/1 on the bulldog.
Heres my gunner build if you want to give it a try: Autocannon with nuerotoxin payload overclock (32322) BRT7 with compact mags overclock (11231) Autocannon applies neurotoxins and fear, which makes enemies both run away from you and take damage over time BRT7 is there for single target damage against praetorians etc It is good for general use and doesnt eat through ammo that quick (at least in my experience and playstyle), but other builds would be better for dreads or caretaker
i run neurotoxin magic bullets on the bulldog (really fun for dealing with lighthealth crowds) and lead storm lead storm- i tend to bunny hop a lot to mitigate the lack of movement, is a bit tricky to use but lot of room for skill improvement with a high cieling for efficiency.
My favorite gunner build is Plasma Burster missiles + Hellfire/Triple tech chambers. PBM is like controlling a swarm of angry wasps. On elimination I prefer Leadstorm Leadstorm in place of PBM, however. Oh and I always take leadbursters: useful against mactera, rival nemesis, bulks, dreadnaught twins, or just clearing out bugs while reviving a teammate under a shield.
Got a build here for ya, but it dumps ammo hard. Super fun to play though Passive Perks: Born Ready, Second Wind (optional), Vet Deposit (optional). Active Perks: Hover Boots (I just use this a lot), Beast Master, Iron Will Primary Weapon: Autocannon OC: Combat Mobility Tier Selections: 1, 2, 1, 1, 1 Secondary: Burst Fire OC: Micro Flechettes Tier Selection: 3, 1, 2, 2, 2 Play style is to ammo dump, swap, ammo dump. You get enough time shooting to get the free reload, and you never stop shooting. I use Hover Boots for 2 reasons: Jump and hover, sets everything on fire for extra damage (if at apex of jump, grunts can't hit you). And Vertical Terrain abuse, get high up during a swarm, when things get dicey, just jump off and make them chase you.
Thank You for making my sleepless night fun You are gonna get better dont worry, one tip, try to act like a bodyguard for Your team and dont forget the shield.
Here's my favorite build Primary: Leadstorm with exhaust vectoring overclock 32123 Secondary: Bulldog with magic bullets overclock 13213 Grenade: sticky grenade The lead storm is used to kill big boys and meatier priority targets. It also works great against mactera and it's stun chance can give your team some much needed breathing room. The bulldog synergizes very well with the leadstorm since magic bullets with explosive rounds gives more opportunities for stun and poison which is great for horde clear. It's also stellar in its ability to quickly pick off web spitters and acid spitters. The only real downside to the bulldog build is that it's ammo economy isn't amazing even with ammo upgrades. I use sticky grenade because they fear big targets and so decent horde clear. So there you have it! Hope my build helps!
My biggest tip for gunner is to use dash, the ability to reposition away from bugs or traverse quickly is very very helpful on a class where you basically have to stand still to use your primary. It really helps in those situations were your firepower isn't quite enough to kill everything in one go and you find yourself surrounded. Just be sure to jump at the end of the dash to get a good sailing arc for max distance. It also helps gunner's mobility out of combat a fair bit, with him having the worst traversal tool in the game. Also, bunnyhopping can increase your mobility for a small decrease in dps. Just make sure you only hold fire while in the air and release before you hit the ground, and the primary's movement penalty won't kick in. Not amazing on autocannon with the speed ramp-up, but useful for the other two.
thanks for the tips! yeah, thus far i'm pretty poor when it comes to remembering to use my dash AND my shields. i'm way to stingy with shields and it has costed me several missions
For me gunner is probably the class i survive the best with even though he has the least mobility. As scout i hate dealing with things like swarmers as cryo stuff isn't very ammo efficient for them even though it's the most efficient for scout, but even with a minigun they don't feel bad for funner, scout just isn't meant to shoot stuff like grunts and swarmers. If you want a gunner build i think just bulldog revolver and minigun is the good stuff, especially the volatile bullets overclock for bulldog they're pretty overpowered, 3-4 shotting praetorians, if they're burning, makes the burning hell overclock for the minigun even better. To build the volatile bullet build just take 1 dmg mod, rest ammo and weakpoint bonus and that's about it do whatever you want if there's some spot without a dmg and/or ammo mod
On my gunner build currently I've been using Neurotoxin Payload on da Thunderhead. Mods go in order of top to bottom; 3 (Expanded Ammo Bags) 2 (Improved gas system) or 3 (Lighter Barrel Assembly) depending on personal preference 3 (High Velocity Rounds) 1 (Harden Rounds) 2 (Suppressive Fire Since Neurotoxin payload has a base AOE dmg of 3, it makes the most sense to put the tier 3 mod into direct damage so it now does 18 instead of making AOE have 5. I honestly love this build since it can shred the grunts that's around big targets with the neurotoxin, break armor quick, and cause anything that gets hit in general to flee. Also pretty ammo efficient but you definitely want ammo bags on higher difficulties.
Also small story time for this build that made me decide not to change anything on it; It clutched out a victory on a Corruptor(and bulk detonator) on a very chaotic haz 4 mission in a very badly generated cave(very vertical for my short gunner legs). Other 3 guys were down so I just whittled it down while the Corruptor still had around a half or third of its armor left. Neurotoxin truly was the MVP.
I personally really like burning hell leadstorm. Really great swarm clear, especially for those times when you're surrounded in a shield. I prefer the sticky grenade over the leadburster, simply because it teamkills half as often and isn't so inconsistent. Burst pistol is really good secondary, I prefer it to bulldog for its potential ammo capacity. It still has really good range, especially if you can combat the recoil on the subsequent shots. Landing all shots will typically kill any grunt you're aiming at, making it about as good as the bulldog against acid or web spitters.
Sure the brt has great burst damage and can quickly kill. Sure the coilgun has super high single target and aoe capability. But you can twirl the revolver. I rest my case.
That's what the leadstorm is for, you can 'twirl' that gun just fine. Some playstyles must die... but that is a sacrifice I am willing to make.@@trulers8713
About the build "Lead storm" minigun with "lead storm" OC and maxed out dmg (3-2-3?-1-2) is a JUICY single target dmg, just don't forget to jump while winding up if any bugs are nearby And VERY fun AoE revolver with "magic bullets" OC that makes bullets ricochet off walls into enemies with toxic explosive rounds(1-3-2-1-2) Shot it right under the bugs and you get double booms Or inferno coil gun lmao. It ANNIHILATES any bots. BTW 6 sec invincibility after being revived is the GOAT, lets you freely revive your fellow dwarf immediately or jump off a cliff for safety or eat a resup or just get out of horde of bugs 🤤🤤🤤
For dreadnoughts: hurricane (12213 plasma burster) armskore (22123 Mole) goes hard. General purpose, a build I've been loving recently is hurricane (11122 Fragmentation Missiles) Armskore (22223 Mole/Hellfire) for a versatile build, the aoe stun hurricane is just beautiful Eventually been re-discovering the thunderhead, and put together: Thunderhead (33123 Combat Mobility) BRT (33232 composite casings,) it's been a fun one
@@nameisnttaylor Combat Mobility is fun, makes it very hard to die. And the benefit of the brt's build is that 2 cycles through it is enough for born ready to activate, and it hits hard enough that it can delete a pretorian pretty fast
Here is a fun and engaging gunner build ues the hurricane 31211 upgrades with rocket barrage and the bulldog with 23311 and volatile bullets. light em up with the fire on the hurricane and the just balst em with the bulldog. this build does have 2 main problems its not great in boss fights(bulks are made easy work with this) and its kina not ammo efficent
Go with laser thing 22213 with the fire overclock and the missile launcher 22212 with the overclock ( don’t remeber the name just the one that does lot of damage )
Not a gunner build but for engineer, this build will consistently give you 70-80% kills of the lobby its so good at both swarm and single targets. Born Ready is a good perk for this. Lok-1: 2-2-1-2-1 OC: Explosive Chemical Rounds Amazing at swarms of glyphids but deals a lot of damage on single targets. (Has to lock 3 bullets on one target to be effective as it deals 3 types of damages including the OC) Breach Cutter: 2-1-1-1-3 OC: Stronger Plasma Current Really good for anything with armor and deals quite a bit of damage on bulks and caretaker. Sentry: 1-2-3-2 If you reactively place turrets 1-1-3-2 If you preemptively place turrets.
So I know nothing myself, as I don't play haz 5 much and started recently, but videos I've seen taught me the thunderhead sucks unless you have the pheromone overclock, in which case it's so strong elite deep dive players complain if you use it.
interesting! i quite like the big bertha overclock on the thunderhead, and yeah, i've heard that there are a couple of builds that make some missions a walk in the park on any hazard
ok, if you want something more powerfull, if you have it, try using the Lead Storm overclock, that one Really turned me into actually likeing Gunner a lot more. If not that and you want to stick with the Auto Cannon, then I would recomend Nerotoxin Overclock combined with Sharpnel Rounds and Surpressive Fire for some very good AOE control, or Combat Mobility Overclock combined with High Capacity Magazine, Damage Resistance At Full RoF, and Supercharged Feed Mechanism to go for being incredibly tanky while laying out gunfire. These are ones I fine personally fun, Hope this helps.
you asked for builds, well here's my favorite build of not only the gunner, but of all characters Thunderhead 31222 + Big Bertha This baby is a jack of all trades, just turn brain off, aim and fire. It's great against single targets, it's great against groups of enemies, it has great cc in the fear, and also a good amount of ammo on top of all that. This build also allows u to run whatever u like on ur secondary, just pick ur favorite. But well, here's what i run for my secondary: Bulldog 23312 + Elephants rounds I like to have the Bulldog to try and burst down bosses or big enemies by running close to their weakpoint and unleashing everything on then, or just quickly sneak in a shot from afar from time to time. However if u see urself having issues getting overrun while the thunderhead is reloading, it could be safer to get this instead as ur secondary: Burst Fire 32221 + Experimental rounds This one is very reliable since it can also be used on most situations, it can stay a decent amount of time firing at stuff doing decent damage, and then also has a stun to make sure u're as safe as u can be until the born ready reloads the thunderhead.
Throw shields on downed teammates and maybe on resupplies when you or someone from the team runs out of ammo mid-swarm. Also don't feel bad about using your shields just to save yourself. Speaking of builds my favourites for general use(basically anything that isn't industrial sabo/dreadnought missions) are Burning Hell lead storm + Volatile bullets bulldog and Rocket Barrage/Fragmentation missiles hurricane + Experimental rounds BRT/Elephant rounds Bulldog. Autocannon is considered to be the worst gunner primary unless you're running Neurotoxin Payload(it's not that bad actually, but the lead storm and hurricane are just better). Cluster grenade is excellent for crowd clear, and leadbursters have decent single target damage(2 of them can kill bulk in a matter of seconds) and you can use 2 or 3 of them if you need to safely clear a tight space with a spitballer and a bunch of bugs for example.
i'm way too stingy with my shields, and that's probably one of my biggest flaws as gunner! you can even tell in my newest video. thanks for the tips my friend
If you want to break the game just take Neurotoxin Payload OC for the Autocannon and take the fear mod (the rest really doesn't matter, it's that strong). Build your secondary around single target damage, and take whatever grenade you want. NTP + Fear is easy mode.
you already know what going on... hop in the discord! - discord.gg/nameistaylor
hope you enjoy(ed) the video smiley face
It seems your discord link is invalid
If you want a powertripp with the gunner i would advice the thunderhead with neuro + fear and the brt lead spray. This build could help you get into a gunner mindset of protecting your team.
If you want to keep using big bertha autocannon I got the build for you:
32312 big bertha OC autocannon with 23112 hellfire OC coilgun
Hellfire coilgun is arguably the best swarm clearing weapon gunner has, igniting entire ambushes with one shot
Just use big bertha for big targets (or small amounts of grunts) and its fear effect for defense
Want a more offensive build? Use 32123 leadstorm with leadstorm OC for some big single target dmg, make sure to keep hopping while firing though
Again pair it with hellfire coilgun for swarm clear
If you want a bit more swarm clear and mobility but less damage, use leadstorm with burning hell OC instead
I am a certified hurricane hater, but one build I found real fun is 31122 hurricane with rocket barrage OC
Pair with any secondary you like
Also leadbursters are great bulk or teammate delete buttons, never swap them out
@@thomas99313 what do you have against the huricane? it is a wonderfull weapon.
The discord server do go off
gonna be so honest i lied i broke the first dreadnought idk why gab took that one for me
you weasel
ur so fucking evil for this .... omg ...
you arent bad taylor you just need some practice : )
I’m glad to see Gab be featured again in DRG, as well as knowing I’m not the only victim in getting cocoons popped without warning or prep time.
Also, Taylor’s class breakdown by video is as follows:
Overtime: Gunner/Drilller
Unknown Horrors: All Engi
Worst Performance: Scout/Engi/Driller
Greatest Betrayal: Driller/Gunner
Robots: All Scout
Hardest Mutator: All Scout
Deadly New Brew: All Engi
Forgotten Mission: All Scout
Insanity: All Scout
Hardest Boss: All Engi
Newest Hire: Engi/Gunner
Strongest Class: All Scout
Wannabe Gunner: All Gunner
the nameistaylor encyclopedia, atay
It's him himself (Hed here 2012 email lol)
i cant believe it...
the madman actually did it...
annual stardew valley gameplay in question:
Hellfire coil gun with defense while charging is an insanely defensive kite beast. Best in slot for sure, helps give some aoe without commiting to the primary's windup
ah, interesting! i like that, still need to unlock the coil gun so i'll get to that
@@nameisnttaylor godspeed big cheese! You got this
"my annual stardew valley playthru" incredibly accurate
Understand this equation
If: "Watch this tech"
Then: *Tragedy*
perfectly understood... i thank you for your contribution
the captions are always one of my favorite parts of these video. they never fail to make you guys seem that much more expressive and it’s great that you put so much effort into making sure everyone can enjoy your videos
i'm glad you said that! i really appreciate you noticing, they actually take me a very, very long time to layout and get right, then i go through a handful of times for touch ups, errors, etc. thank you!
You asked for gunner builds, so here is one for each of the primaries from a Legend Gunner
Minigun: 31223 + Burning Hell
Bulldog: 13321 + Volitile Bullets
Gameplan is pretty simple, light things on fire by either shooting at over 50% heat, or using Burning hell. If something survives long enough, take a couple pot shots with Bulldog while on fire
Thunderhead: 22222 + Neurotoxin Payload
Coil Gun: 22113 + Hellfire
Born Ready is basically required
This is probably the best all purpose gunner build.
Fully charged coil shot can burn + clear basically any wave coming at you, and if not, the fear + neurotoxin from Thunderhead will do the trick
BRING BORN READY
HAVE BORN READY
DOUBLE CHECK YOU HAVE BORN READY
Hurricane: 21223 + Plasma Burster
Bulldog: 11212 + Magic Bullets
This build uses the Bulldog to wave clear, just aim for the ground near swarms and fire a clip and most the swarm will be dead
The hurricane is setup to keep missiles in the air as long as possible on a big target, basically fire till you have a few missiles out, then fire one or two to keep it topped up while keeping crosshair on big enemy
Tier 5 on Hurricane can also be swapped to fire + the first bulldog build for a similar effect to the first build
Grenades are generally dealer's choice, I tend to lean towards Leadburster or Cluster
great comment with nice variety in builds, thank you! i have some unlocking to do, but i'll definitely give at least one of these a try. if that happens to be the second build, i will QUADRUPLE CHECK THAT I HAVE BORN READY!
@@nameisnttaylor If you don't bring born ready, you can spend almost 10 seconds straight just reloading weapons
Idk if that first build is exactly the same as mine since I don't know the numbers off the top of my head but I basically run that as my main build on gunner. Igniting a big Boi and then two tapping with the bulldog is just too satisfying.
Tbh neurotoxin payload is pretty cheap, it's so goddamn overpowered people usually refuse to use it.
I've been trying out big bertha autocannon with triple tech chamber coilgun and it seems pretty good out of what i've got unlocked for gunner. I've got plasma burster missiles but i don't really have any good overclocks for a horde clear secondary
one thing about the thunderhead is that the fear factor mod is op as hell on the gun so its a must pick mod for me because half of almost all bugs you hit with the gun will just run which feels awesome and makes the gun really good
it is worth mentioning that the damage reduction mod is reducing ALL damage, even fall damage!
but yeah, especially considering the stingtail enemy, fear mod is especially valuable rn
Fear mod is only good with neurotoxin payload. Outside this one instance, u want bugs to be close together so u can hit them with area dmg easily, and fear mod makes it harder as bugs start running around in different directions
@@Skladak_Killer_98 while I respect what your getting with being able to maximize damage but I prefer to having to use a bit more ammo and time than having to fight more gyphids than I have to at once
@@Skladak_Killer_98 isn't it also good for bertha because it focuses more on single target?
@@BizhanovKhalelYou can build big bertha to do single target and aoe, it just loses out for sustained fire. You just might need a secondary to pick up some slack for particularly big groups.
I personally like to max out max fire rate on the thunderhead, so it feels like that the Matrix Zion defence scene (but gotta warn you, it chews thru ammo like no tomorrow)
Combat mobility max RoF and 50% resistance is definitely my favorite way to use Thuderhead
sounds fun tho...
Bullet hell for the leadstorm and magic bullets for the bulldog are always silly. carpet bomber too for the thunderhead just to stack on the "no need to aim" theme. The plasma missiles oc for the hurricane is a person favorite of mine cus of the sounds and sheer destruction it does to groups and single target (does take some getting used to tho)
plasma missiles seem like a lot of fun, so i'll have to give those a try most definitely. thanks for the idea!
I see three macters - i have flashbacks now.....
Thanks for video, it is really great!
ME TOO! thank you!
My favourite gunner tip: switch class
two words, Bullet Ricochet (frogor what the overclock is called), use it on the default mini gun and trust me you will be deleting waves of enemies.
As a 2-silver star gunner main, for a beginner I recommend any of the following build combos:
1. General purpose: Minigun with blowthrough and cool on kill. Pick a Clean OC of your choice or go with Leadstorm if you want more killing power and know how to bhop. Secondary should be the Coilgun with the fine charge control, electric and fear trails; the trails do the same damage no matter how charged the Coilgun is. Take a clean OC on the Coilgun. Perks: Born Ready, Dash, any others of your choice. Combat loop: fire coilgun into crowd or priority target. Fire minigun at stragglers and remaining clusters until it needs to cool; switch back to coilgun which should have reloaded off of BR and repeat.
2. Crowd Control: Autocannon with Neurotoxin Payload, ammo, area damage and area of effect, and Suppressive Fire. Secondary can either be a BRT with full single-target damage or a Bulldog Revolver with the same, to compensate for the lack of single-target on your primary. Shoot the big gun at crowds and the little gun at priorities.
3. Fire Build. Take the Hurricane with ammo and fire rate, and an OC of your choice - I recommend Salvo Module. As your secondary take the Bulldog with a single damage up and the Volatile Bullets OC. Set things on fire with the missiles then instakill them with the Bulldog.
perfect, thank you!
Honey wake up nameistaylor posted a new video
your drg videos never fail to put me in a good mood
i'm glad to hear that and happy to help, thanks for checking out the video
Based nameistaylor video upload
One of my personal favorite combinations for gunner is to run a Big bertha autocannon (huge direct damage but lower ammo and mag size) and magic bullets bulldog with neurotoxin in t5 and explosive shots in t3. Oddly specific and im willing to bet youre missing a lot of those but trust me this build is a blast and a half.
oh boy i sure hope nothing goes wrong in this video!
smile!
Rock and Stone
FOR KARL!
ROCK AND STONE!
Damn Gab down bad for the Bulks?? 7:08??
Also holy shit you guys finished! Congrats!
I don't play much Gunner but I usually use the Hurricane Rocket as primary and then the heavy pistol as a secondary, because the rockets guide to where your reticle is, so I can focus on priority targets if I know my team can take out the weaker guys (not as reliable in your case but still solid). Bullet grenades are great, the incendiary napalm ones are also hugely useful but can hurt yourself if used wrong and don't affect as wide an area.
Backup Gunner primary is the chaingun (first primary weapon) with the Overclock that burns everything in front of it, because then you can spin up for half a second and let the fire kill small bugs, or at least have it help kill bugs outside your bullet spray radius.
she thought he was touch starved!
a stardew valley video would go so hard
you're not wrong...
@@nameisnttaylorthat’s a suttle hint when the vid
I am an obsessive Gunner main and I have been summoned
I know you haven't gotten your hands on the coil gun yet, but so far the Mole overclock is one of my favorite things on the planet, the raw damage you can deal in a single shot is just too fun. You can even get a friendly engineer to place a stack of platforms for you to use (it counts as a wall that can be penetrated, so by having an engineer on your team you have a portable supply of ridiculous damage)
Also in case you weren't already aware, if you stop firing when you're on the ground and only fire while you're in the air, you can bunny-hop around at normal speed instead of walking super slowly while firing. It's a little tricky at first (and I haven't explained it well lmao) but it is AMAZINGLY convenient for all three of Gunner's primary weapons and it's definitely something I wish I knew earlier. There's probably some tutorial out there that explains it better than I do
Oh and I'm pretty sure Drillers and Gunners fighting together is an overpowered combo, there's some sort of synergy between the two. They are frens and like rok
perfect comment, thank you obsessive gunner main. i will use your tips and knowledge wisely.
@@nameisnttaylor Happy to help, let the spider genocide commence 🔥🔥🔥
Am I seeing double or is that TWO K L E V I N 's The Lad just killed.
ill never forgive you for this ;(
we are in an eternal battle with klevin and his progeny.
The hurricanes rocket barrage overclock makes my brain smile
you said something about engaging builds at the end there
boy do I have an engaging build for you!
(engineer build though)
LOK-1 Executioner and Shard Diffractor plascrete catalyst
2(or 1)3(whatever feels best)312
3(or 1)22(or 1)12(or 3)
i also recommend using the lure and using the armour break mod for your sentry guns and max ammo on the platform gun
INTERESTING! i like it, thank you. i think i'll have to try this out
guys i farted
i’m sorry
Build suggestions will definitely depend on A) which weapons you like B) how you like to play Gunner and C) which overclocks you have. Gunner's got some of the best build flexibility in the game and, unlike some classes, doesn't really have an outright bad weapon (DRAK and Subata come to mind); all of them can work well. If you haven't checked it out already, @pvewaste 's second most recent video as of writing tackles this very subject in a better way than I could in a UA-cam comment. The TL;DR (or DW, depending) of it is, try mixing and matching primaries and secondaries to have complementary roles, i.e. a crowd control primary with a single-target burst secondary or vice versa. Conversely, you can turn your brain off, get the Neurotoxin Payload (for the Autocannon) and Hellfire (for the Coilgun) overclocks and become a crowd-clearing god with very little effort. Maybe don't bring that build against robots though. Also not ideal for bosses but if you're running that you're freeing up the rest of the team to run pure single target, lol.
If you DO want some single target solutions, Volatile Bullets Bulldog with some way to light targets on fire (several Minigun builds, incendiary nades, some Hurricane builds) shreds through just about anything, or if you don't want to run fire or your driller/scout is running frost, Lead Spray BRT7 can do some ridiculous damage with no setup, as long as you're careful about not spamming it and reserving it for targets that need it, otherwise you'll run out of ammo very fast.
Again, it's ultimately up to what you have, what you enjoy and what you want to do. I'm sure a lot of people would love to give you pointers but I think the fun is in experimenting; the more you play Gunner, the more comfortable you'll get with his playstyle and tools, and the more you'll find what works for you.
incredible comment! thank you so much for taking the time to drop this, i'll certainly do some experimenting of my own. it's one of my favorite things to do with scout. believe it or not, i still have to unlock the two extra gunner secondaries, which i plan to do very soon! again, thank you for the tips
@@nameisnttaylor My pleasure. Gunner can seem a little more linear than the other classes gameplay-wise but when the chips are down and you need to clutch, accept no substitutes. If you're taking the role of shepherding your friends through the game like I believe you are, I think you'll get a lot of mileage out of him.
As a gunner enjoyer I’m a big fan of the lead storm minigun (31122) and the lead spray burst gun (21231) the only downside to lead storm is completely negated by bhopping or riding a zip and the burst gun might not be meta but I love weak spot stunning and destroying bigger bugs. Massive damage output paired with shields w full duration upgrades and you’re doing massive single target damage from any range with several good options to avoid or completely negate damage (minigun is an absolute laser beam after it winds up and the tier 5 cooling upgrade just lets you keep going for a disgusting amount of time against larger swarms.) Grenade is up to personal choice but I personally run stick nades or clusters to supplement the lack of aoe. Dash is a must have perk because you’ll feel crippled otherwise (especially with the overwhelming scout withdraw) not to mention you feel like a badass flying through the sky to drop a shield on someone for a clutch revive.
great suggestion, i can dig it. thank you for the comment and build idea! and yeah, i love taking dash on gunner
Magic bullets mini gun with the stun mod shreds the whole screen fairly safely!
I got two words for you, taylor
SHOTGUN ROCKETS
play with that and you'll feel like a lawn mower of anything
I personally really enjoy it Gunner but specifically with the Bullet Hell OC, just *chef's kiss* XD
Fun & effective build:
The carpet bomber with fear is good at swarm clearing and keeping the bugs off while you are moving slow
The fire overclock with fear is also good at clearing a wide line because once it sets a grunt on fire it will die, but it also scares praetorians so you can hit their vulnerable spot.
question for Taylor and the crew aswell if they want to answer
would you rather play your favourite class but with the least favourite weapon loadout
or
would you play your least favourite class with your favourite loadout
also what would each be?
although i'm not entirely sure about what exactly my favorite and least favorite loadouts would be, i can say that i'd much rather play my least favorite class with my favorite loadout. playing any class without a loadout i enjoy sounds like a bad time...
Valid assessment
Big Bertha with one fire rate upgrade. You could go 2 fire rate upgrades butgoes through too much ammo to fast and make sure you pick up the clip size or else there is basically no point of fire rate when your reloading takes longer than shooting. It’s so much fun just melting dreadnoughts and tearing through caretaker up close.
This video was perfect to watch before going to uni. Thank you taylor!
of course! glad you enjoyed it
The SOUND at 8:36, my heart man
Neuroptoxin splash fear autogun and max-dmg burstpistol or Neurotoxin explosive revolver. Except for industrial sabotage. You're on your own there.
I strongly recommend the 'born ready' passive perk with the thunderhead, which normally take 5s to reload anyway. You can switch to your secondary for a few moments and keep shooting until it's ready.
a build ive used for a while is the lead storm with rate of fire, ammo, pierce, damage at max spread, your choice of cold as the grave or fire bullets, and the exhaust vectoring overclock. it may have increased spread but it just shreds anything. for secondary i love the coilgun with ammo, controlled magnetic flow, stun, shockwave, your choice of kill explosions or effect radius and the hellfire overclock. it transforms the weapon into a crowd clearing beast, while it still has a good bit of punch for picking off far away targets. nothing special to note about the rest of the kit, i think the perks thorns, unstoppable (less environment slowdown) and resupplier are just unbeatable in general builds like this.
thanks for making great videos :p
thank you for watching and for leaving the comment! and thanks for the tips as well, i've found that lead storm is actually quite fun to use
the build I use for gunner is the thunderhead, the neurotoxin payload oc, the fear effect for the final upgrade, and the increased max rate of fire.
deadly
Tactical Leadbursters can actually instantly delete a bulk detonator in one or two throws, Simply aim to place the leadbursters such that they fire off inside of the bulk's hitbox, guaranteeing that every single bullet will deal damage to the bulk.
Your shield is the best tool for reviving downed teammates. It will drive enemies out of the shield _most of the time_ (certain cases that feel kind of like unintentional oversights notwithstanding what the FUCK ARE YOU DOING IN MY SHIELD STINGTAIL) and provide damage resistance and instant shield regen.
The Thunderhead's natural strength is multi-target damage, try to spec it for AoE and aim for crowds.
Coilgun is the absolute most fun Gunner secondary. Equip The Mole, laserpoint any target with a sizeable healthbar, find a piece of terrain to stand behind, and deliver 300 damage to said target's face. Or if you want crowd control, you can either go with Ultra-Magnetic Coils or Hellfire, angle your shots right, and lock down and/or delete whole waves with one or two blasts.
also throwing a shield near bulk detonator makes him flee until he's out of it's bounds, and as fleeing enemies can't attack, this little interaction can save you from otherwise inevitable demise
same works for dreadnaught's stomp attacks - you throw one at him and you just shove him away, cancelling the AoE one-shot
I think I'll use the coilgun to delete stingtails.
great comment with super useful tips! thank you. i gotta unlock the coilgun asap, can't believe i still haven't yet...
Forgot to mention the Coilgun with The Mole does _at least_ 300 damage, with one terrain surface. Lots of situations, especially in biomes like Hollow Bough or Crystalline Caverns, can give you opportunities to put several surfaces between you and your target.
I've one-shot a Haz4x2 Naedocyte Breeder with it in the latter biome before. No prior setup or engineer platform shenanigans, I just saw it, backed up about 10 meters into the tunnel prior to the area, charged a shot, and hit like four surfaces and hit the weakpoint.
@@SuperCaitball I live for that kind of event
My go to gunner build is burning hell on the mini gun and volatile bullets on the revolver with the fire grenade.
Mini gun mods: 11121
Revolver mods: 11311
If you’re a pyromaniac like myself you’ll find it really fun setting everything on fire and then one-shoting anything that is on fire. Works well on bulks too.
I believe this video is a direct response to my comment on a previous one where I said: "What no Gunner does to a MFer." Lmfao😅
Man i should go to sleep but the taylor uploads 🎉
YOU MUST WATCH. FIRST. THEN. YOU SLEEP.
@@nameisnttaylor u dont have to tell me was gonna do that anyway
Great build for gunner and a personal favourite of many: burning hell minigun - volatile bullets revolver - incendiary grenade
sounds dope, THANK YOU!
I like gunner because he almost have the build diversity as engineer does, as for the build you can go whatever i think so long you have born ready perk. Gunner's weapon reload time is...fine but gunner's job is to shoot stuff so you can safely switch to secondary shoot some stuff and go back to main weapon to shoot stuff again! Also that new Hurricane unstable overclock is really fun (Barrage thingy), showering bugs with rocket is soo good.
and here I thought it was a cheeky reference to "Wannabe Gangster" by Wheatus
missed opportunity, wish i’d thought of that first
The rocket launcher with maxed area damage and the missile salvo overclock is super fun. The only drawback though is you have to tap fire for guided rockets.
i messed around with salvo in my most recent video, my build um... needs some work
plasma burster missiles are fun, as well as taking compact ammo drum for lead storm and edging the overheat to get hot bullets >:D
For classes watch both playtime and mission completion.
For exemple in my case I have the least playtime with scout but the most mission completed with him.
interesting!
If you have Neuro toxin payload, Plamsa burster Missles, or burning hell. Those are what I run and they are pretty solid overclocks
For my money, the hurricane is the most versatile and fun gunner primary. Plasma bursters aka purple bees with pumped up flight time and the mod that adds damage the longer they're airborne means you can just tear through enemies. The shotgun one with boosted impact damage is great for blasting whole swarms at once, and the removed aiming overclock with fire rate increase and armor shredding is really fun too.
For secondaries, I tend to favor the BRT or elephant rounds on the revolver in case I need damage ///now///. However, the mole overclock on the armskore turns every fight into a puzzle of how to put terrain between you and the bugs you can then shoot through and is just incredible on stationary or slow enemies.
love the way you phrased those, really sold me on all of these options! thank you
If you like playing defensive, minelayer system on his rocket gun is lots of fun, and it feels more natural to use than some might think. Big bertha on the auto cannon was what I used for the longest time and its one of the only autocannon OCs I like. Its surprisingly good with swarms despite focusing on direct damage.
big bertha is what i run, i have that and neurotoxin. don't generally run neuro cause it just feels a little bit boring to me...
A strange but effective build is Minelayer Hurricane.
12222
You basically shoot the floor, wall and ceiling instead of the enemies to make traps. Think of demoman in TF2.
The mines deal much more aoe damage when armed, as opposed to when you'd fire the rockets directly at the enemies. Meaning you ignore all direct- or weakpoint-damage.
When you get something tanky (aside from dreads), you can just spam mines in front of them. They'll have a hard time moving forward because of the stun.
If you have a swarm on you, you run away for a second, jump while running, then, while mid-air, shoot mines at the floor below, or in front of you, rinse and repeat. This way you keep your movement speed, while, at the same time, you lure the enemies into a path littered with your mines.
Because of the slow, but powerful mines, you won't have THAT much of an ammo problem.
As for a sidearm, you're free to chose whatever. All choices are generally good, as long as you can take down or CC mactera fast. (Coil gun with fear trajectory can stop many of them fast, giving you time to get to cover.)
Legendary prestige level 3 gunner here! The one I saw that you could improve on just a bit is to use your shield more often c: it overcharges you and your teammates shields while standing in it plus...I mean it blocks all damage except from shell backs, they just go through it. Also, the zip line can be used to super great effect in larger cave systems to set up really quick escape routes for you and your teammates especially when fighting dreadnoughts! Place them at as steep an angle as you can and you'll be running to fight another day quicker than you can say "DREADNOUUUUGGGHTT". Other than that, you're doing great! Keep it up and never stop thinking of new ways to use your kit! Rock and stone, brother!
you're great, thank you so much for the tips! i greatly appreciate them, so thanks for taking the time to type them out. rock and stone, brother!
This channel is wildly good! Very entertaining stuff
i greatly appreciate it!
Build Ideas can vary depending on if you want crowd control or single target damage.
One of my favorites - Hurricane with Plasma Burster Overclock and Nitroglycerin Compound (tier 5), zip fuel (tier 4), Nano Missiles (tier 3), Anti-Tank (tier 2), and Gas Cylinder (Tier 1).
The plasma bursters will 'orbit' your target striking them repeatedly, and with increasing damage since they stay in the air longer.
I personally pair this with the ArmsKore, but the BRT7 is probably a better choice.
Downside, you will spend a lot of time focusing your aim at one target (or group) at a time. Meaning it's easy to get surrounded. This is why I chose ArmsKore as I added Fear Trajectory (tier 3) and Defense Enhancement (Tier 4), the Sticky Grenade also has a fear effect.
sounds like you got a god thing going, i like it
@@nameisnttaylor - Correction : you should use Bigger Jet Engine at tier 2.. the turn radius and faster missiles make a big difference.
just woke up and i get to watch probably my favourite drg creator, nice
i’m happy to have provided you with content
If you want good builds for any class there's a deep rock creator named waste that has a tier list for every weapon in the game and good builds for them. Though I am partial to a build for gunner that uses salvo module on the hurricane with the mod that adds heat damage combined with volatile bullets on the bulldog. Basically set things on fire then delete them. 2/2/2/2/1 on hurricane then 1/3/3/2/1 on the bulldog.
interesting! i like the sound of that, thank you
Hurricane with the bomblets is pretty awesome, especially with stun
i'll have to give that a whirl
I hope you enjoy it as much as I did :>
ANNA SCOUT PROMOTIN NEOWWWWWWW
it's gonna take a lot of convincing...
Heres my gunner build if you want to give it a try:
Autocannon with nuerotoxin payload overclock (32322)
BRT7 with compact mags overclock (11231)
Autocannon applies neurotoxins and fear, which makes enemies both run away from you and take damage over time
BRT7 is there for single target damage against praetorians etc
It is good for general use and doesnt eat through ammo that quick (at least in my experience and playstyle), but other builds would be better for dreads or caretaker
i run neurotoxin magic bullets on the bulldog (really fun for dealing with lighthealth crowds) and lead storm lead storm- i tend to bunny hop a lot to mitigate the lack of movement, is a bit tricky to use but lot of room for skill improvement with a high cieling for efficiency.
i do like the sound of that! thank you!
Here's 2 Gunner builds I like to run.
Minigun - 22322, Thinned Drum Walls clean
Bulldog Revolver - 23312, Elephant Rounds unstable
Rockets - 12112, Jef Fuel Homebrew unstable
As always, great video.
thank you so much! and i greatly appreciate the builds, i'll have to give these a try
My favorite gunner build is Plasma Burster missiles + Hellfire/Triple tech chambers. PBM is like controlling a swarm of angry wasps. On elimination I prefer Leadstorm Leadstorm in place of PBM, however. Oh and I always take leadbursters: useful against mactera, rival nemesis, bulks, dreadnaught twins, or just clearing out bugs while reviving a teammate under a shield.
those sound like great fun, i need to get those overclocks asap
LS (minigun) LS (overclock) Ls (br7 overclock) is super high dmg and i find it super fun cosplaying a lawnmower for bugs
the bugmower
damn, i'm 14 minutes behind your scout playtime at the beginning of the video
no way...
look for some double XP missions, i'm on gold 3 for all classes
Got a build here for ya, but it dumps ammo hard. Super fun to play though
Passive Perks: Born Ready, Second Wind (optional), Vet Deposit (optional).
Active Perks: Hover Boots (I just use this a lot), Beast Master, Iron Will
Primary Weapon: Autocannon
OC: Combat Mobility
Tier Selections: 1, 2, 1, 1, 1
Secondary: Burst Fire
OC: Micro Flechettes
Tier Selection: 3, 1, 2, 2, 2
Play style is to ammo dump, swap, ammo dump. You get enough time shooting to get the free reload, and you never stop shooting.
I use Hover Boots for 2 reasons: Jump and hover, sets everything on fire for extra damage (if at apex of jump, grunts can't hit you). And Vertical Terrain abuse, get high up during a swarm, when things get dicey, just jump off and make them chase you.
excited to try this one out when i get the overclocks for it!
Thank You for making my sleepless night fun
You are gonna get better dont worry, one tip, try to act like a bodyguard for Your team and dont forget the shield.
glad to provide, and thank you so much! i appreciate it bigtime
Here's my favorite build
Primary: Leadstorm with exhaust vectoring overclock 32123
Secondary: Bulldog with magic bullets overclock 13213
Grenade: sticky grenade
The lead storm is used to kill big boys and meatier priority targets. It also works great against mactera and it's stun chance can give your team some much needed breathing room. The bulldog synergizes very well with the leadstorm since magic bullets with explosive rounds gives more opportunities for stun and poison which is great for horde clear. It's also stellar in its ability to quickly pick off web spitters and acid spitters. The only real downside to the bulldog build is that it's ammo economy isn't amazing even with ammo upgrades. I use sticky grenade because they fear big targets and so decent horde clear.
So there you have it! Hope my build helps!
thank you! wonderful stuff
My biggest tip for gunner is to use dash, the ability to reposition away from bugs or traverse quickly is very very helpful on a class where you basically have to stand still to use your primary. It really helps in those situations were your firepower isn't quite enough to kill everything in one go and you find yourself surrounded. Just be sure to jump at the end of the dash to get a good sailing arc for max distance. It also helps gunner's mobility out of combat a fair bit, with him having the worst traversal tool in the game.
Also, bunnyhopping can increase your mobility for a small decrease in dps. Just make sure you only hold fire while in the air and release before you hit the ground, and the primary's movement penalty won't kick in. Not amazing on autocannon with the speed ramp-up, but useful for the other two.
thanks for the tips! yeah, thus far i'm pretty poor when it comes to remembering to use my dash AND my shields. i'm way to stingy with shields and it has costed me several missions
For me gunner is probably the class i survive the best with even though he has the least mobility. As scout i hate dealing with things like swarmers as cryo stuff isn't very ammo efficient for them even though it's the most efficient for scout, but even with a minigun they don't feel bad for funner, scout just isn't meant to shoot stuff like grunts and swarmers.
If you want a gunner build i think just bulldog revolver and minigun is the good stuff, especially the volatile bullets overclock for bulldog they're pretty overpowered, 3-4 shotting praetorians, if they're burning, makes the burning hell overclock for the minigun even better.
To build the volatile bullet build just take 1 dmg mod, rest ammo and weakpoint bonus and that's about it do whatever you want if there's some spot without a dmg and/or ammo mod
You should try out burning hell for the leadstorm i've had a great time with it
sweet as video Taylor, also who heres apart of the 2 minute release gang.
6min release gang
rise up!
3:09 you’re voice sounds so different in that accent
Reminds me of Wallace
idk what happened to me
On my gunner build currently I've been using Neurotoxin Payload on da Thunderhead.
Mods go in order of top to bottom;
3 (Expanded Ammo Bags)
2 (Improved gas system) or 3 (Lighter Barrel Assembly) depending on personal preference
3 (High Velocity Rounds)
1 (Harden Rounds)
2 (Suppressive Fire
Since Neurotoxin payload has a base AOE dmg of 3, it makes the most sense to put the tier 3 mod into direct damage so it now does 18 instead of making AOE have 5.
I honestly love this build since it can shred the grunts that's around big targets with the neurotoxin, break armor quick, and cause anything that gets hit in general to flee.
Also pretty ammo efficient but you definitely want ammo bags on higher difficulties.
Also small story time for this build that made me decide not to change anything on it; It clutched out a victory on a Corruptor(and bulk detonator) on a very chaotic haz 4 mission in a very badly generated cave(very vertical for my short gunner legs). Other 3 guys were down so I just whittled it down while the Corruptor still had around a half or third of its armor left. Neurotoxin truly was the MVP.
carpet bomber for the win!
haha! sounds like an interesting thing to have watched, glad you clutched up
I personally really like burning hell leadstorm. Really great swarm clear, especially for those times when you're surrounded in a shield. I prefer the sticky grenade over the leadburster, simply because it teamkills half as often and isn't so inconsistent. Burst pistol is really good secondary, I prefer it to bulldog for its potential ammo capacity. It still has really good range, especially if you can combat the recoil on the subsequent shots. Landing all shots will typically kill any grunt you're aiming at, making it about as good as the bulldog against acid or web spitters.
i love the brst because of its ease of use
but the coil is my fave
Sure the brt has great burst damage and can quickly kill. Sure the coilgun has super high single target and aoe capability. But you can twirl the revolver. I rest my case.
That's what the leadstorm is for, you can 'twirl' that gun just fine.
Some playstyles must die... but that is a sacrifice I am willing to make.@@trulers8713
i'll keep this in mind! thanks for the tips and ideas, i'll have to give burning hell leadstorm a whirl
About the build
"Lead storm" minigun with "lead storm" OC and maxed out dmg (3-2-3?-1-2) is a JUICY single target dmg, just don't forget to jump while winding up if any bugs are nearby
And VERY fun AoE revolver with "magic bullets" OC that makes bullets ricochet off walls into enemies with toxic explosive rounds(1-3-2-1-2)
Shot it right under the bugs and you get double booms
Or inferno coil gun lmao. It ANNIHILATES any bots.
BTW 6 sec invincibility after being revived is the GOAT, lets you freely revive your fellow dwarf immediately or jump off a cliff for safety or eat a resup or just get out of horde of bugs 🤤🤤🤤
For dreadnoughts: hurricane (12213 plasma burster) armskore (22123 Mole) goes hard.
General purpose, a build I've been loving recently is hurricane (11122 Fragmentation Missiles) Armskore (22223 Mole/Hellfire) for a versatile build, the aoe stun hurricane is just beautiful
Eventually been re-discovering the thunderhead, and put together: Thunderhead (33123 Combat Mobility) BRT (33232 composite casings,) it's been a fun one
oh i like that thunderhead build! i don't have combat mobility OR the brt but i'd like to get the both of them just so i can give this a shot
@@nameisnttaylor Combat Mobility is fun, makes it very hard to die. And the benefit of the brt's build is that 2 cycles through it is enough for born ready to activate, and it hits hard enough that it can delete a pretorian pretty fast
I simply go max possible damage, lead storm and elephant rounds, both with all damage increase mods chosen
you beast. thanks for the build!
YEEEEES New vid
YES!
Here is a fun and engaging gunner build ues the hurricane 31211 upgrades with rocket barrage and the bulldog with 23311 and volatile bullets. light em up with the fire on the hurricane and the just balst em with the bulldog. this build does have 2 main problems its not great in boss fights(bulks are made easy work with this) and its kina not ammo efficent
sounds fun nonetheless, thanks for the build idea!
Go with laser thing 22213 with the fire overclock and the missile launcher 22212 with the overclock ( don’t remeber the name just the one that does lot of damage )
Not a gunner build but for engineer, this build will consistently give you 70-80% kills of the lobby its so good at both swarm and single targets.
Born Ready is a good perk for this.
Lok-1: 2-2-1-2-1 OC: Explosive Chemical Rounds
Amazing at swarms of glyphids but deals a lot of damage on single targets. (Has to lock 3 bullets on one target to be effective as it deals 3 types of damages including the OC)
Breach Cutter: 2-1-1-1-3 OC: Stronger Plasma Current
Really good for anything with armor and deals quite a bit of damage on bulks and caretaker.
Sentry: 1-2-3-2 If you reactively place turrets 1-1-3-2 If you preemptively place turrets.
this sounds awesome...
So I know nothing myself, as I don't play haz 5 much and started recently, but videos I've seen taught me the thunderhead sucks unless you have the pheromone overclock, in which case it's so strong elite deep dive players complain if you use it.
interesting! i quite like the big bertha overclock on the thunderhead, and yeah, i've heard that there are a couple of builds that make some missions a walk in the park on any hazard
bomb rush music :)
love it!
ok, if you want something more powerfull, if you have it, try using the Lead Storm overclock, that one Really turned me into actually likeing Gunner a lot more.
If not that and you want to stick with the Auto Cannon, then I would recomend Nerotoxin Overclock combined with Sharpnel Rounds and Surpressive Fire for some very good AOE control,
or Combat Mobility Overclock combined with High Capacity Magazine, Damage Resistance At Full RoF, and Supercharged Feed Mechanism to go for being incredibly tanky while laying out gunfire.
These are ones I fine personally fun, Hope this helps.
thank you! it does help and i will use this information for future experiments
you asked for builds, well here's my favorite build of not only the gunner, but of all characters
Thunderhead 31222 + Big Bertha
This baby is a jack of all trades, just turn brain off, aim and fire. It's great against single targets, it's great against groups of enemies, it has great cc in the fear, and also a good amount of ammo on top of all that. This build also allows u to run whatever u like on ur secondary, just pick ur favorite. But well, here's what i run for my secondary:
Bulldog 23312 + Elephants rounds
I like to have the Bulldog to try and burst down bosses or big enemies by running close to their weakpoint and unleashing everything on then, or just quickly sneak in a shot from afar from time to time. However if u see urself having issues getting overrun while the thunderhead is reloading, it could be safer to get this instead as ur secondary:
Burst Fire 32221 + Experimental rounds
This one is very reliable since it can also be used on most situations, it can stay a decent amount of time firing at stuff doing decent damage, and then also has a stun to make sure u're as safe as u can be until the born ready reloads the thunderhead.
great suggestions! thank you
do coil gun hellfire for godly crowd control and then the missile launcher oc that allows the missiles to pierce for fucking insane single target dps
sounds sweet, need to try that
Your never bad just not enough gun
MORE GUN!
Another banger by taylor :) I'm sure you'll get better at gunner one day! :)
thank you megaleedle
Burning Hell with Hot Bullets is super fun imo.
Throw shields on downed teammates and maybe on resupplies when you or someone from the team runs out of ammo mid-swarm. Also don't feel bad about using your shields just to save yourself. Speaking of builds my favourites for general use(basically anything that isn't industrial sabo/dreadnought missions) are Burning Hell lead storm + Volatile bullets bulldog and Rocket Barrage/Fragmentation missiles hurricane + Experimental rounds BRT/Elephant rounds Bulldog. Autocannon is considered to be the worst gunner primary unless you're running Neurotoxin Payload(it's not that bad actually, but the lead storm and hurricane are just better). Cluster grenade is excellent for crowd clear, and leadbursters have decent single target damage(2 of them can kill bulk in a matter of seconds) and you can use 2 or 3 of them if you need to safely clear a tight space with a spitballer and a bunch of bugs for example.
i'm way too stingy with my shields, and that's probably one of my biggest flaws as gunner! you can even tell in my newest video. thanks for the tips my friend
If you want to break the game just take Neurotoxin Payload OC for the Autocannon and take the fear mod (the rest really doesn't matter, it's that strong). Build your secondary around single target damage, and take whatever grenade you want. NTP + Fear is easy mode.
that's what i've heard!
.................egg.................
Just neurotoxin payload