PGL breakdown followup
Вставка
- Опубліковано 1 лип 2024
- 0:00 The obvious stuff
0:54 RJ250 consistency
2:35 Incendiary Fatboy
5:28 Fatboy vs big tanky machines
6:55 Friendly's effect on the field
bgm: "Shady" from Dariusburst and "BFG Division" from Doom 2016 - Ігри
The fatboy caretaker strat is quite similar to the C4 strat, of course. The difference is that you're the engie, so you don't have to convince an engie to plat out for you or awkwardly dig a tunnel above the evil pyramid-and obviously if a driller bought max damage C4, why not do both at once?
Other drg test/info videos: ua-cam.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
Thanks for elaborating on running incendiary with Fatboy! I've been doing this ever since I've had the OC and was surprised you didn't discuss it in the last video. I had no idea that there was a maximum heat level, but that makes perfect sense to me.
Thanks so much for adding this!
Pretty sure I’ve seen more drillers kill themselves and get downed on top of the caretaker than actually get that strat to work
What is the c4 strat for driller?
@@mlowd5753 just like what you've seen in the vid, but you're a Driller instead, and you somehow drop the C4 right at the center top of the Caretaker.
I'd love to see a breakdown of the Hurricane at some point. With how many weird, transformative overclocks it's got, I think it would be a really interesting weapon to analyze.
One thing i would like Fatboy OC having is the ability to "stun" Rival Bots within the AoE.... because technically that 40mm Nade uses NUCLEAR material as explosive compound, and as anyone should know.... nuclear explosions also create an EMP wave. Would be fun if Fatboy OC could cause patrol bots and Nemesis to enter a "Reboot" state for 3-4 seconds whenever caught in the AoE of the PGL w/ the OC..... will still be impractical because the damage wouldn't be good enough vs them, but could offer a method of CC when needed
It'd be good for driller's radiation overclock on the Colette Wave Cooker too
@@literatemax maybe they could make Radiation dmg cause a "Rad/Emp" value to increase on Robot type enemies, if that value reaches the threshold, the bot would be "EMP'd" (Imo: Fatboy should apply a value able to indulce the EMP state in a single shot to any machine sans Caretaker; Colette rad OC should apply a somewhat stable amount, enough to exceed Machines recovery capacity even with overheat downtime; natural rad sources should apply a small but reasonable amount
@@andrehashimoto8056Rad dmg doesn’t really have an interaction with many things in DRG, so this would really spice up industrial sabotage missions and the rival presence modifier! Has someone posted this in the suggestion/ideas tab on steam yet?
There's one more thing about fat boy you didn't mention: the terrain carve is very weirdly shaped. It's not a sphere like c4 is for example, it's an ovoid shape that's kinda like a flattened ball. It has a habit of carving at odd angles based off of where the bomb lands.
Yeah the oblong inconsistent crater is one of the best things about it haha
I been having some bunker fun with berserker + Large carve radius power attack and max carve fat boy. As soon as swarm is announced dig into wall with berserk, pop a fat boy and radioactivity should be off just as first bugs arrive.
@@Daviid-2009 extra range on the power attack affects its damage and not how much terrain it removes.
I mean it sorta makes sense, C4 is fixed onto the target before detonation, Fat Boy is launched at the target, so maybe its inertia gets transferred during detonation, resulting the ovoid shape?
@@casuallatecomer7597 I'm not saying it doesn't make sense conceptually, but it's implementation is a little jank.
I feel compelled to bring this up since no one ever talks about it, but, RJ250 also works on other dwarves.
This sounds like crap trolling-tier stuff, but you can use it with some coordination to put classes places they have no business being, and it's hilarious.
also, comes in clutch if your buddy borks a jump. Just tell him to jump and lob a grenade at him.
That sounds bizarrely violent, yet is actually one of the useful-case for the rocket jump... grenade.
Incredibly convoluted Quick-Fix.
if anyone needs to be chugging resupplies during the caretaker fight, its driller. axes can nail tentacles in one shot, flamethrower roasts summoned bots and turrets but needs a lot of gas to do so, and max damage satchel charges kill the vents on a 4 man lobby in two shots (all of your ammo). I can easily gulp down two ammo bricks plus mostly full ammo going in, which equates to 16 dead tentacles, a pile of sniper turrets and patrol bots, and 2/3 of the caretaker vent phases. I let the team shoot the eye though. the other classes are way better at it. if you want to lay some hurt down on vents as engi, the breach cutter with the beam width upgrade is more ammo efficient and you dont have to be so far above it. hyperprop is also a good choice for robits and it also destroys the eye phase as a bonus. magnetic pellet allignment + r2s beam width breach cutter is my go to load out vs sabotage missions.
good comment
thanks for making these videos. I really like when my superior strategies and loadouts are reaffirmed by your vids
You are special. 😁
Ok zoomer
Good stuff. Liked the 666.66 part.
As for Fatman on sabotage, hyper prop still sounds way superior imo.
Yeah let the driller drop c4 and get his own resup, doesn't need max damage c4 to ruin the vent phase 3x.
Incendiary hyperprop is my go to.
your movements with the rocket jumps are so refined, very satisfying
Thanks for going back on the og weapons, cant wait for driller guides.
Yooo that salt crystal skin in the Season 2 Battle Pass of the game know as Deep Rock Galactic looks fucking nice! I love red and white
rip that silicate harvester
i always look forward to your uploads!
Lazy, please, can you male an M1000 Classic breakdown? Please, it would make my day. Your videos have so many useful information and it would help me and many other people. Thanks in advance!
Love that you are doing the older secondaries. My vote is for EPC next.
good stuff, can't wait for your gunner stuff as well
Thanks for clarifying. Great video as always!
C4 is also a good way to bypass the vents phase on caretaker by doing the same thing
Something i just found out recently while testing stuff with my friends was that homebrew on hyperprop doesn't work correctly. For some odd reasons it does not go below base damage. I've repeatedly use hyperprop on oppressors and can confirm that it doesn't go below due to the lowest me hitting was the base damage and all the other shots being above.
1200 hours later I finally understand what this mod is supposed to do, thanks to you. Damn it ! Never thought a mod would lower your damage
I had no idea what spreading was a mechanic, that's so cool
Nice video
Requesting next breakdown to be about bulldog. There is so much stuff to cover. Like magic bullets + explosive rounds or magic bullets + blowthrough. Which combo is better? Does it possible to hit glyphid with headshot with 1 dmg mod to have exactly 50dmg = 125dmg if headshot, one shot it, hit the ground behind and ricochet in to another glyphid, potentially piercing through that second glyphid and hit another one? Or is it better to use it with explosive bullets similar to drak25 - hit the ground in front of the glyphid. Is chain hit better than magic bullets? How good is homebrew powder (and how hard it can screw you). How many dmg mods you should pick with elephant rounds (again, whole topic about breakpoints). Explosive rounds or Hollowpoint? Compare against different enemies (there is a tonn of enemies taking double damage from explosive component). Perfomance against light armor (why you should have exactly 70dmg on more or less mild bulldog build (to 2hit kill glyphid grunt through armor)). Volatile bullets. Again, seems like it should come with hollowpoint, but what if we equip explosive bullets and hit everyone on fire with 400% of that 30 explosion damage (against swarm of mactera for example, they take X2 dmg from fire and explosive component)? How BTK/TTK would change? Nurotoxin spreading with explosive bullets to all targets hit (with 50% chance). And so on... This weapon has so much possible combinations and interactions against different enemies with different setups, it's all over the place. We need someone to sort this shit in one single video.
That about the fire with fatboy is good to know, didnt think it was that bad
Patrol Bots do spawn together normally though along with shredders following them so I see both patrol bots coming out of a tunnel together like all the time. I just thought that may be you can pick it on Rival Presence so you can as well clean up packs of Rival turrets. Equip friendly perk, destroy some turrets from one side of Controller (and snipers before that) and any of your mates is free to go hack it under protective radiation field with no enemies around. The explosion damage doesn't really matter to me anyways so such trade might be worth it.
"protective radiation field" is not a phrase I ever thought I would read
I'd love it if you could do a video and find a way to help make me feel like using the Hurricane isn't a mistake.
I wonder what is the size and shape of the PGL's projectile hitbox. I have been running hyper prop for quite some time, and I notice the projectile seems to have a tendency to get caught on protruding part of the monster and not hit the intended location. The most obvious examples I can think of are the hiveguard's butt and the goo bomber's sack. I also wonder if the inconsistent damage against shellbacks also has something to do with the projectile hitbox.
I love hyperprop but the way spitballers move the projectile seems to get caught on the sides around the weak point
Former Hyper Prop user here as well (Shard Diffractor stole me away) and I also noticed this occasionally. Biggest time I would usually see it is catching on some pixel of armor on a Praetorian's butt instead of their weakpoint.
5:42
However, Driller can accomplish similar results with his satchel charges, given max damage. I tried it on Haz 3 with 4 players, and it worked surprisingly well.
I am going to do some more research, namely, with higher hazards and 4 players.
One major this is can an Engi + Driller take out all 4 vents at once using satchel + FatBoy on haz 5.
That's the funny thing about enemy states in the game that people should come to understand and it's that it never changes. DRG uses multipliers for just about everything that can change. I suspect this is the reason the beers have be bugged for so long. This is why Steve preforms about the same no mater that hazard difficulty while turning into a terminator with regeneration. This is also what make blistering necrosis OC an interesting odd ball because it is not effected by the enemy damage multiplier the gun performs worst on lower hazards (not that it matters) and better on higher ones.
Mind explaining to me in simpler words why the necrosis OC performs worse on low haz missions and better on high haz ones please ? I'm kind of lost trying to understand the reasoning behind this, thanks in advance.
@@sanchero simple lazymaybe even mentioned this when talking about the wave cooker. Blistering necrosis leaves boils entity's (object that can be interacted with) that count as neutral enemy's that you or the enemy can hit. Unlike other enemy's however they get no bonus or reductions from the hazard level and perform at what is classed as normal hazard 3. So blisters always take the same damage on every hazard making it worse for lower levers since it's like fighting something from a higher difficulty. Not saying it's bad because it's the most consistent thing in game but is what makes it perform worse then normal. Not that lower levels matter this is just a fun interesting quirk of this OC
@@sanchero simply put it's like fighting devil may cry enemy's on hard but have health on normal but if you play baby mode on wolfenstein they still act like it's normal difficulty
Necrosis got fixed and now it adds more damage on weak spots
What's the min AOE to kill a Trijaw? I've been very reluctant to give up my 130 AOE Fire PGL that I've been using for years. Usually I try and get the most spread as well. Tho RJ45 looks fun I may have to switch thanks to your video.
With RJ250, if you have spiky you can kill a trijaw consistently with 1 damage up by shooting the weakpoint.
That doesn't work with just the AoE but I don't think the oneshot breakpoint on trijaws is too important, if you're already stunning+fearing+igniting them you make them mostly harmless and then barely need to tickle them to finish them off.
@@LazyMaybe yeah true. I just love running proxy and deleting a mactera swarm with 1x shot esp if there's a few Trijaws in the group. It's been a while since I've been online but I think min 120 worked if they were groups with fire.
Is the sludge pump good
I tried to take elemental insulation with fat boy, buuut im not sure about damage breakpoints, does it actually add enough damage rez against radiation field?
Max radius fatboy makes my lizard brain happy
Man i would love to see the fatboy apply heat and temperature change the sticky flames do, would make it more of a lingering radiation burn effect which would be sick
Sounds like a good idea for a napalm OC or something.
Would the elemental passive perk reduce self-damage from incendiary RJ250 shots?
No. It'll reduce the heat, but that doesn't do enough to ignite you anyway. The actual damage is still explosive damage, which isn't elemental.
I'm no expert on engineer, but how would clean sweep compare to fat boy on caretaker? Is the damage on clean sweep just too low?
Way too low. Mod choice varies this a bit but roughly speaking you'd have a bit more than double the ammo but a lot less than half the damage.
I always carry heighten senses.
Hilarious
4:30 literally fixed with proximity trigger
True, but the downside to this is that you are now carrying a proxy trigger fat boy PGL
True. But doesnt change the point about it basically never being worth it, nor ammo efficient in any way.
Proximity trigger + fat man, damn.
How could that ever go wrong???
7:41 This is what I would do when someone tell me how/ where/ when to place my sentries.
This is what i would do when i would see a swarmer trying to kill our scout
You really should place your sentries on top of the Omeran though.