Stacking Heavy Weapons Only Is Pure Madness - Deep Rock Galactic: Survivor!

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  • Опубліковано 5 жов 2024
  • Get Deep Rock Galactic: Survivor on Steam: store.steampow...
    Deep Rock Galactic: Survivor is a single player survivor-like auto-shooter. Wield the full arsenal of Deep Rock Galactic, take on hordes of lethal aliens, mine riches, and unlock powerful upgrades. It's one dwarf against all of Planet Hoxxes!
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КОМЕНТАРІ • 37

  • @theboz5439
    @theboz5439 7 місяців тому +26

    The word, I believe, you were looking for was apathy, since the frequency of the specific weapon upgrades was producing over-familiarity

  • @NoxKrenshaw
    @NoxKrenshaw 7 місяців тому +22

    I think if the Devs added similar "loot" filtering like in Brotato, this would solve a lot of your issues and make it a lot more streamlined overall. I'm talking about something to the effect of the code going "oh, I see you've picked a heavy weapon, here is a loot table tailored to heavy weapons" or something of that ilk.

    • @frylad
      @frylad 6 місяців тому

      I think that kind of already exists, you only receive upgrades if you have a weapon tagged for it and the more common tags you have the more generic upgrades you get.

  • @uroghai3439
    @uroghai3439 7 місяців тому +8

    Crit chance is not capped - overcrit exists here, though it's worth noting that the crit damage bonus is additive, not multiplicative, so you can't get totally absurd exponential damage growth.

  • @blendes3240
    @blendes3240 7 місяців тому +5

    I also got the bug today where a flyer enemy dident slowdown when it came from offscreen, i had the damage to kill it but it was wierd non the less.

  • @danielgulbransen8476
    @danielgulbransen8476 7 місяців тому +2

    What I have found is that weapons with a smaller clip size, such as the M1000 with the Single shot overclock, benefit greatly from reload speed. Whenever I run a build relying on the M1000 single shot upgrade, I heavily focus on decreasing the reload speed and damage as a secondary stat, as with that final upgrade, the damage will increase greatly at the cost of reload speed. With the beam weapons, such as the sludge pump, I try to get the reload speed down to around a second. Beam lifetime is nice and all, but I would prefer for it to have very short downtime rather than a very large uptime.
    The Cryo cannon is the flamethrower, but it runs the opposite direction as the flamethrower. I did a run the other day with the sludge pump, cryo cannon, and the flamethrower, which was interesting. At the end, I had 3 beams each on the flamethrower and cryo cannon, and 5 beams on the sludge pump. If I had gotten lucky with rolls or a couple more levels, I would have been able to get 5 beams on each, which has now become one of my goals for a future run.
    My personal opinion on the Pickled Nitra is that it is a trap unless you are playing Scout and have a high movement speed. Every time I've grabbed it when I wasn't scout, I get trapped in a corner and die in the early levels of the run due to my low movement speed, and my damage not being high enough yet.

  • @chrisswanepoel7389
    @chrisswanepoel7389 7 місяців тому +5

    11 levels after you turned down the 18% EXP boost would probably have been about 13 levels instead. It's a wise decision to weigh bonus EXP carefully: not only does it need to pay itself off - which the grey/green will almost never and the blue version will only rarely - but it also needs to provide enough advantage in the end to offset the effective delay in the payout. That said, the 18% version is a massive boost by comparison to lower levels, and is probably worth taking most times unless you're on the last floor. Only needing just over 5 levels, roughly, to pay out is not a terribly long delay, and one good magnet after picking it up could net several extra levels in short order.
    Would love it if there was about 1 to 2 magnet drops per floor, though. The player would still need to choose whether to take them at the time for reduced rewards or play around them, so still engaging, but the way that "lost" EXP penalizes some builds into the floor is just sad. A different solution might be that all remaining EXP sparks get drawn in at the end of the level, but at reduced rate - say 10% yield at first, going up to 50% over time with meta-progression.

    • @dodang_9147
      @dodang_9147 7 місяців тому

      the game has such heavy scaling on exp after level 60 that it doesn't give you extra levels. what it does is make you get extra levels faster. it is really good to take EXP when your clearing all waves. It is little bit like win-more statistic. On the gunner with thunderhead or Arkcoil gun, you'll never be under-powered so taking exp is always worth. On the other classes, it is usually not worth it because opportunity cost of gaining damage to get more clear is better than exp gained.

  • @benlyle-smith3298
    @benlyle-smith3298 7 місяців тому +2

    I think instead of 3 weapons it could be a good idea to add like a banish so you could always get a first overclock then just banish the upgrades

  • @Myrdin90
    @Myrdin90 7 місяців тому +1

    So roughly at 54:00 Wander starts talking about how it's harder to level up the fun guns he wants than the starter gun. So I noted down how many upgrades he saw for the Thunderhead Autocannon vs the Shard Diffractor (which is his 4th weapon). THERE WERE 2X AS MANY UPGRADES available for the starter weapon vs the 4th weapon! 15 for the 1st, 7 for the 4th.
    I also saw A LOT of available upgrades for the 2nd weapon!
    My conclution is therefore that the game weigths which upgrades it makes available to you on level ups from your 1st to last weapon!
    Which SUCKS

  • @kolos0139
    @kolos0139 7 місяців тому +2

    He keeps doing it! He keeps picking pickled nitra every time! 😆

    • @jakubzeman5196
      @jakubzeman5196 7 місяців тому

      IKR? I am getting anxious when he even thinks about it. But confirming verbally that, he will probably loose, because of it is like: "So why do you even thniking about it, and why do you take it?" :D

  • @0DarkTime0
    @0DarkTime0 7 місяців тому +4

    A Cold Build would be kinda cool 🥶

  • @lordnycon2186
    @lordnycon2186 7 місяців тому +8

    The Autocannon being denied the main focus as main weapon, sad Autocannon noises😢

  • @badscientist42069
    @badscientist42069 7 місяців тому +1

    I'm kind of late, but crit chance does not have a cap. You can get over 100% crit (I've done it). According to what I've read on the Steam discussions, one of the devs said that going over 100% gives you the chance to "multi-crit" which applies crit damage multiple times.

  • @stower5550
    @stower5550 2 місяці тому

    We don't throw runs here, but we are going to throw this run

  • @bthsr7113
    @bthsr7113 7 місяців тому +1

    If it only gave you the upgrades you wanted, then the rogue like thrill would die. Chaos and the chance of bad runs are the point. They give the good runs meaning. And the game as a whole variety and unpredictability.

    • @wanderbots
      @wanderbots  7 місяців тому +1

      Conversely, forcing players to always have the same starting weapon every run ruins the thrill more IMO.

  • @the_matad0r342
    @the_matad0r342 7 місяців тому

    53:00 What if you have to escape with the gun to unlock it as a starting weapon? Maybe at a certain level as well?
    1:26:00 I think the status effects should scale with their weapon. This would also make the weapon universals affect status effects, though maybe less so.

  • @Battlesny
    @Battlesny 7 місяців тому

    Your boomerang in the explosives run should have benefited from explosive upgrades. You just chose not to turn them into an explosive on their overclock.

  • @megadeth116
    @megadeth116 7 місяців тому

    The 1st run was all about the beam weapons. You can see it on the UI.

  • @dylansabatino3348
    @dylansabatino3348 7 місяців тому +1

    I am loving this series so much. I watch this series before work every morning but today I might have to take a long lunch haha

  • @avalenty
    @avalenty 7 місяців тому

    Nice! It feels like when it comes to these classes that kinda go hard on a specific weapon type doesn't weigh their weapon group upgrades enough. I've had runs with HG where I see heavy weapon upgrades like 5% of the time, and others it does get to 20% or so. Would be nice if it weighed them heavier.

  • @bathroomlew
    @bathroomlew 7 місяців тому

    What Flamethrower and flame weapons lack is a chance to fear burning enemies so they run away from you or the source of fire. This would be less reliable but also more interesting.
    Ah, classic Wonder - first complains that the Difractor's range leaves the P outside of his pickup radius, and 2 minutes later starts complaining that the Flamethrower and Cryocanon have limited range beams

  • @DennisRyu
    @DennisRyu 7 місяців тому

    Seeing you and a few others playing the game also makes me wonder if there is any RNG in spawn count. Problem I am having is that even at hazard 4 I get crazy amount of mobs during the mission like you are getting in highest hazard. Sure tons of xp, entered stage 2 with level 30 once. But the way the scaling works atm it is hard overcome such a huge hoard especially on lower levels.

  • @counter-neutral213
    @counter-neutral213 7 місяців тому

    it seems that the autocannon aims for closest enemy at the moment of fire not randomly, if that helps at all?

  • @dukelornek
    @dukelornek 7 місяців тому

    you hit it on the head about roguelikes that the more you unlock the less likely you are to see what you want. The worst one imo at this was The Dungeon Beneath

  • @marioaf27
    @marioaf27 7 місяців тому +1

    What do you mean crit chance has a cap? It can definitely go over 100% and multicrit

    • @smashed_penguin
      @smashed_penguin 7 місяців тому

      Yeah but going over 100% for chance gives you nothing extra because that's how math works

    • @marioaf27
      @marioaf27 7 місяців тому +1

      @@smashed_penguin other content creators have said you can multi crit, and other games convert anything over 100 to crit damage 🤷🏻‍♂️

  • @bthsr7113
    @bthsr7113 7 місяців тому

    Run throwing bad.

  • @natanoj16
    @natanoj16 7 місяців тому

    I just wish for the ability to pick several different starting weapons.

  • @pjay6099
    @pjay6099 7 місяців тому

    Play more of the rocket launcher please

  • @darkheartverita
    @darkheartverita 7 місяців тому +1

    Finally!

  • @scootybooty9626
    @scootybooty9626 7 місяців тому

    16:00 this this this this this @DRGS dev this

  • @Ishlacorrin
    @Ishlacorrin 7 місяців тому +1

    Throwing runs when you are still 6 levels away from unlocking everything the class has to offer just seems stupid to me. Full runs take so little time that not finishing the final 2 floors when you can speed it along by focusing mob kills seems like such a waste of xp.

  • @Ishlacorrin
    @Ishlacorrin 7 місяців тому

    Are you aware that once a weapon is maxed out you see less options for that weapon than normal? At least it sure seems that way, the get weapon X to 21/25/anything above 18 all seem to be the hardest for people to achieve, if the community is to be believed. In my personal experience it's real easy to ignore a starting weapon and get the others to max when you want, but maybe that is just RNG.