If you want, here's a interesting build for gunner that will destroy bugs Minigun: 22112 oc: A Little More Oomph! BRT7 Burst Fire Gun: 33122 oc: Electro Minelets the visible drawback of this build is poor ammunition economy, but since you play solo it shouldn't be a problem, once when I played this building I had 500 kills (solo) good luck have fun
Good build and good video, I want to ask what mods do you have installed to play on haz 6? I'm looking to increase player space for my friends with mods.
This is a great build, though I have no clue why the person recommending it to you chose electro bolts over pheromone bolts. Pheromone bolts synergize way better with Fire Bolts, while electro bolts are just kinda...there. Swap to pheromone bolts and it's definitely one of the top Scout builds in the game.
Scouts are virtually useless in this game. Still don't know why anyone plays them. Scout is the one class that I have at lvl 1 with no promotion when every single other dwarf has multiple promotions under their belt. I've yet to see a single build that looks even halfway decent by comparison.
Every class plays somewhat different roles from some others. Wave clear is the scout's weakest aspect, and compared to the others, it struggles the most with large numbers of grunts and guards that would be child's play to a driller and only a moderate challenge for a gunner or an engineer. (That said, using the boomstick or cryo minelets OC on the zhukovs can help handle big waves.) So if you judge the classes solely upon their ability to wave clear, the scout is the worst, yeah. But in team play, scouts are supposed to let the other classes do the heavy lifting for that. The scout's combat strengths lie in mobility, grenades, and, depending upon how you set up the weapons, high, single-target DPS and ammo-efficient cleanup. That mobility can be extremely useful when things get hairy. The bugs can't hit you if they can't catch you. He's also supposed to be collecting resources that are inconvenient at best for everyone else to gather, unless a driller is willing to take an EPC wholly dedicated to the task and is willing to chase down all the rock giblets that go flying as a result. Resource gathering goes a *lot* faster with a competent scout around, in some caves, especially if there's an engie on the ball with platforms. Plus, the light makes the mission more comfortable for everyone. Some suggestions for builds that focus on his strengths: High DPS for single targets: GK2 is decent at it. M1000 can be quite good at it at long range, with hipster, supercooling chamber, or even active stability system. For the best DPS, you want embedded detonators on the Zhukovs, which will tear through big enemies at close range. Plasma carbine with thermal feedback loop can pump out some good damage if you are good at riding the line of overheating. Shield battery booster's DPS is pretty good, as well, that is if your shield is full. Ammo-efficient cleanup: GK2 can be decent, especially with electrifying reload. My favorite is the plasma carbine, again with electricity, as hitting a bug a grunt a couple of times has a good chance of the electricity finishing it off and keeping it practically immobilized until then, and it comes with a HUGE amount of ammo, for how few shots that takes. And to shore up weaknesses in wave clear, like if you're solo: Shotgun is always good. Doesn't have a lot of ammo, but with jumbo shells, you can kill a decent number with it. Plasma carbine with plasma splash and impact deflection can do some good damage to closely-packed groups. Zhukovs have the cryo minelets, which are a reasonable way to tackle big hordes. As you've seen in the video, the boltshark has a few options for focusing on groups. All of his grenades are excellent for big waves, with only the boomerang falling behind in hazard 6 as it doesn't scale as well with enemy count. None of these will wipe out a huge wave as quickly as will a driller holding down the fire button on a cryo cannon, but that's not the point of the scout.
Bro if you havent played the class enough for it to be over level 1, of course you aren’t gonna be enlightened to his strengths. Laughably dogwater take
Must be bait. Every class in deep rock galactic has a purpose and they all compliment each other well. Scouts mobility makes up for his lacking horde clear since you can just never take damage. He also has decent waveclear options like blowthrough m1000, most boomstick builds, and pheromones. He won't clear grunt swarms like driller, but he can obliterate that menace sniping the driller from across the cave
If you can see in the dark, have enough nitra to call a supply, complete some secondaries in a blink of an eye and have time to breath while a bug apocalypse is happening, it's time to be thankful to the scout.
Fire bolts do spread faster/less contract in the tick box to get 100% of the effect than cyro.
Nothing made me finally pick up Scout as a hardcore Driller main like this overclock, Scout's best hoard clear IMO
Double barrel is amazing for horde clear too. Not as good as firebolt but a ton of fun
I never realized that if you shortened active stability engine into an acronym, it spells "ass" lmao
Hey man, glad you liked the build. I can't wait to see you try this out on Haz 6.
Is gonna be good
@@FangDRSHHaz 5+ released
If you want, here's a interesting build for gunner that will destroy bugs
Minigun:
22112
oc: A Little More Oomph!
BRT7 Burst Fire Gun:
33122
oc: Electro Minelets
the visible drawback of this build is poor ammunition economy, but since you play solo it shouldn't be a problem, once when I played this building I had 500 kills (solo)
good luck have fun
You're a calm scout but at heart a pyromancer driller (also, I LOVE those meme sounds in this video, hope in future we will hear more of them:)
I guess you could say, the fire bolts are pretty fire tbh. (Should’ve been the title fr.)
Good build and good video, I want to ask what mods do you have installed to play on haz 6? I'm looking to increase player space for my friends with mods.
Its called “custom difficulty”
Active stability system needs a new abreviation. Maybe if it were called actjve stability engine? Maybe...
This is a great build, though I have no clue why the person recommending it to you chose electro bolts over pheromone bolts. Pheromone bolts synergize way better with Fire Bolts, while electro bolts are just kinda...there. Swap to pheromone bolts and it's definitely one of the top Scout builds in the game.
Cancel loading the rifle gives you back the lost .5 seconds
my favorite overclock, ASS
Scouts are virtually useless in this game. Still don't know why anyone plays them. Scout is the one class that I have at lvl 1 with no promotion when every single other dwarf has multiple promotions under their belt. I've yet to see a single build that looks even halfway decent by comparison.
Every class plays somewhat different roles from some others. Wave clear is the scout's weakest aspect, and compared to the others, it struggles the most with large numbers of grunts and guards that would be child's play to a driller and only a moderate challenge for a gunner or an engineer. (That said, using the boomstick or cryo minelets OC on the zhukovs can help handle big waves.) So if you judge the classes solely upon their ability to wave clear, the scout is the worst, yeah. But in team play, scouts are supposed to let the other classes do the heavy lifting for that.
The scout's combat strengths lie in mobility, grenades, and, depending upon how you set up the weapons, high, single-target DPS and ammo-efficient cleanup. That mobility can be extremely useful when things get hairy. The bugs can't hit you if they can't catch you.
He's also supposed to be collecting resources that are inconvenient at best for everyone else to gather, unless a driller is willing to take an EPC wholly dedicated to the task and is willing to chase down all the rock giblets that go flying as a result. Resource gathering goes a *lot* faster with a competent scout around, in some caves, especially if there's an engie on the ball with platforms. Plus, the light makes the mission more comfortable for everyone.
Some suggestions for builds that focus on his strengths:
High DPS for single targets: GK2 is decent at it. M1000 can be quite good at it at long range, with hipster, supercooling chamber, or even active stability system. For the best DPS, you want embedded detonators on the Zhukovs, which will tear through big enemies at close range. Plasma carbine with thermal feedback loop can pump out some good damage if you are good at riding the line of overheating. Shield battery booster's DPS is pretty good, as well, that is if your shield is full.
Ammo-efficient cleanup: GK2 can be decent, especially with electrifying reload. My favorite is the plasma carbine, again with electricity, as hitting a bug a grunt a couple of times has a good chance of the electricity finishing it off and keeping it practically immobilized until then, and it comes with a HUGE amount of ammo, for how few shots that takes.
And to shore up weaknesses in wave clear, like if you're solo:
Shotgun is always good. Doesn't have a lot of ammo, but with jumbo shells, you can kill a decent number with it. Plasma carbine with plasma splash and impact deflection can do some good damage to closely-packed groups. Zhukovs have the cryo minelets, which are a reasonable way to tackle big hordes. As you've seen in the video, the boltshark has a few options for focusing on groups. All of his grenades are excellent for big waves, with only the boomerang falling behind in hazard 6 as it doesn't scale as well with enemy count.
None of these will wipe out a huge wave as quickly as will a driller holding down the fire button on a cryo cannon, but that's not the point of the scout.
Saying scout is virtually useless may be the most delusional take I've ever seen related to deep rock
Bro if you havent played the class enough for it to be over level 1, of course you aren’t gonna be enlightened to his strengths. Laughably dogwater take
Must be bait. Every class in deep rock galactic has a purpose and they all compliment each other well. Scouts mobility makes up for his lacking horde clear since you can just never take damage.
He also has decent waveclear options like blowthrough m1000, most boomstick builds, and pheromones. He won't clear grunt swarms like driller, but he can obliterate that menace sniping the driller from across the cave
If you can see in the dark, have enough nitra to call a supply, complete some secondaries in a blink of an eye and have time to breath while a bug apocalypse is happening, it's time to be thankful to the scout.