some people complain about it a little bit. But the meta progression does something nice in this game. it makes higher hazard levels more viable. if you are really good or really lucky you can push higher hazards earlier. but they aren't locked off if you don't have those things. And as your meta progression improves the builds open up a lot for viability. You don't have to rely on the meme or the perfect build to get there.
Bumerang explosion is anti-synergistic with the gathering XP since they also gather it on their way back, and while moving, that's a different angle and thus more area covered. Same case with extended range, since I find that the boomerang flies so far, that it passes through the horde and then often explodes outside of it instead of the dead center. I so WISH the FPS DRG had Overclocks on their grenades! How cool would that be! Boy, do I wish the boomerang having an electrical explosion on the last target instead of returning was an overclock in the fps DRG.
his bomerang explosions were doing 1500-1600 damage while his pass through was doing 700-800 damage. the explosion is definitely way to go but range is bad upgrade.
If he didn't take both range upgrades I would have agreed but because he did the explosions were either missing or just hitting the normal enemies instead of elites. With range and XP grabbing the second boomerang is a much better choice because it can hit a lot more enemies on the return, picks up XP that might have been missed, and is more consistent in damage. It's not a bad overclock, just not very useful with the other overclocks wander picked.
Wander picking pickled nitra, and then getting killed by it *every time* will never not be funny. He even recognizes that it's a mistake, *every time!*
I think exploding boomerang can be good, but you'd have to get it early enough to build specifically for it. For most builds, I don't think it's the right choice.
I have noticed that most levels have around 70 nitra and 100 gold(including the side objective gold). That is from running hazard 1 over and over to try out different weapon combos, and being able to fully farm the map most runs due to the low threat level. Not counting the extra resources you might get from artifact effects.
Doing the fire grenade haz 4 challenge is hard, I kept trying yesterday visa vis the thrower miner and... it was not working. Throwing builds are hilarious don't get me wrong but Haz 4 just throws SO much at you. I'm hoping the tier 3 Gunner kit gets the fire grenade as a starter weapon because otherwise I don't see how to do it, there's too much RNG involved in trying to get the fire grenade at level 5 (which is the only way you'll ever be able to get them up to 25 by run end)
38:50 I get the heavy finger thing. Your finger is resting there, then it just wants to hit the button and you don’t realize it until after it happens.
16:26 making it explode is probably a downgrade more than an upgrade (unless the explosion damage is much greater than the base damage). At least half of the boomerang's damage is done when it returns to you. (google translate)
Yeah, the explosion _is_ higher damage than the throw, but it wouldn't be worth it even if it did a few dozen times as much damage because of the other upgrades he took. The magnet effect only applies to the boomerang itself, any experience dropped due to the explosion does not get collected and you lose the collection from the return trip, and even worse is he took range upgrades which ended up pushing the explosion so far back it wasn't hitting much of anything most of the time.
You had it, until the end. Maybe start each run with exploring the perimeter of the map. Far too many sounds with uncompleted secondaries and almost no gold or nitra.
I am sorry to tell you but even maxing out meta progression luck still does not get rid of common upgrades completely. You still get triple common level ups which is a little bit sad. But you see legendary every now and then without getting any more luck during the run which is nice.
DId an explosion/fire build. Very effective but with the whole screen filled with fire and explosions, I couldn't see much of the terrain or enemies anymore and kept running into aliens, their spit, or some other damaging object. Is there a way to tone down the visual effects?
I kind of doubt it but you could check the games install location to see if there's a setting or config file as there's sometimes extra settings that aren't available in game.
I'm aiming for the 75% reload speed achievement but I can't see the way. Can anyone give me advice? (Currently thinking of throwable build to utilize the reload speed)
In Wander's last video on this game he got it on accident while doing his Engineer throwable build, so yeah that might be the way to go. He also got the artifact that increases fire rate and reload speed by 2% for a short amount of time when standing still, and it stacks I think it was 10 times? So if you start and stop moving a bunch repeatedly that's like a 20% boost, so you only need to get your base reload to at minimum 55% instead of 75%
Recon has ability where you gain 25% reload for dodging. max your meta reload progression and rush into hordes on hazard 1. I don't recommend doing this until you finish the game because most of artifact in this game are very bad. Ammo reg is no exception. you want as few artifact as possible in pool because best artifacts are gold scanner, nitro scanner, nitro powder, Gold tripped bullets, pickle nitra and EE5 goggles. I suggest finishing all the hazard 3, hazard 4 and hazard 5 challenges before unlocking this artifact as 50% fire-rate for -15% m/s is complete garbage.
@@dodang_9147 it's not necessarily that those are the best. It's just those are the most generic and thus some of the most easily usable artifacts. There are definitely builds that benefits from other things and there are hidden benefits to some things like fire rate that many don't understand and aren't well documented yet. Partly because we don't automatically see everythign affected by every choice.
We're on hazard 3. It's not going to be as easy as hazard 2, but it should be considerably easier than hazard 4.
some people complain about it a little bit. But the meta progression does something nice in this game. it makes higher hazard levels more viable. if you are really good or really lucky you can push higher hazards earlier. but they aren't locked off if you don't have those things. And as your meta progression improves the builds open up a lot for viability. You don't have to rely on the meme or the perfect build to get there.
There are indeed non-overclock upgrades to explosion radius. When you encoutered them earlier, you read them as upgrades to your explosive damage.
Bumerang explosion is anti-synergistic with the gathering XP since they also gather it on their way back, and while moving, that's a different angle and thus more area covered.
Same case with extended range, since I find that the boomerang flies so far, that it passes through the horde and then often explodes outside of it instead of the dead center.
I so WISH the FPS DRG had Overclocks on their grenades! How cool would that be!
Boy, do I wish the boomerang having an electrical explosion on the last target instead of returning was an overclock in the fps DRG.
his bomerang explosions were doing 1500-1600 damage while his pass through was doing 700-800 damage. the explosion is definitely way to go but range is bad upgrade.
If he didn't take both range upgrades I would have agreed but because he did the explosions were either missing or just hitting the normal enemies instead of elites.
With range and XP grabbing the second boomerang is a much better choice because it can hit a lot more enemies on the return, picks up XP that might have been missed, and is more consistent in damage.
It's not a bad overclock, just not very useful with the other overclocks wander picked.
They need to keep this game alive and keep pushing new levels areas guns turrets etc love a hard survival game like this.
"There's only so much I can do" is the most commonly used phrase other than "getting hosed" in this series 😅
Wander picking pickled nitra, and then getting killed by it *every time* will never not be funny. He even recognizes that it's a mistake, *every time!*
well, he got some in the first run and didn't die, so there's that
Seems like the extra range on Boomerang was anti-synergy with the exploding Boomerang. It shot past the enemies and exploded almost off screen.
Exploding Boomers are also bad because it cuts the damage by 50% by missing the return trip.
I think exploding boomerang can be good, but you'd have to get it early enough to build specifically for it. For most builds, I don't think it's the right choice.
I have noticed that most levels have around 70 nitra and 100 gold(including the side objective gold). That is from running hazard 1 over and over to try out different weapon combos, and being able to fully farm the map most runs due to the low threat level. Not counting the extra resources you might get from artifact effects.
I got my pickup radius on scout up to 270% yesterday. It was pretty fun.
Doing the fire grenade haz 4 challenge is hard, I kept trying yesterday visa vis the thrower miner and... it was not working. Throwing builds are hilarious don't get me wrong but Haz 4 just throws SO much at you. I'm hoping the tier 3 Gunner kit gets the fire grenade as a starter weapon because otherwise I don't see how to do it, there's too much RNG involved in trying to get the fire grenade at level 5 (which is the only way you'll ever be able to get them up to 25 by run end)
You need to do an auto cannon build on gunner. THAT THING SHREDS.
He has in a previous video
38:50 I get the heavy finger thing. Your finger is resting there, then it just wants to hit the button and you don’t realize it until after it happens.
12:32 I find your lack of faith... understandable. XD
16:26 making it explode is probably a downgrade more than an upgrade (unless the explosion damage is much greater than the base damage). At least half of the boomerang's damage is done when it returns to you. (google translate)
From what I observed in the video, the explosion damage is only twice the base of the weapon (google translate).
Yeah, the explosion _is_ higher damage than the throw, but it wouldn't be worth it even if it did a few dozen times as much damage because of the other upgrades he took. The magnet effect only applies to the boomerang itself, any experience dropped due to the explosion does not get collected and you lose the collection from the return trip, and even worse is he took range upgrades which ended up pushing the explosion so far back it wasn't hitting much of anything most of the time.
Hey @wanderbots you should try Sweet Dreams Alex. It's a super chill and very beautiful puzzle game by an indie dev.
Wonder what else they'll be adding besides probably other biomes.
with the miner wearing those gloves, how does he scratch his nose?
very, very carefully
You had it, until the end.
Maybe start each run with exploring the perimeter of the map.
Far too many sounds with uncompleted secondaries and almost no gold or nitra.
I am sorry to tell you but even maxing out meta progression luck still does not get rid of common upgrades completely. You still get triple common level ups which is a little bit sad. But you see legendary every now and then without getting any more luck during the run which is nice.
How good is this compared to Death Must Die, Halls of Torment, etc?
DId an explosion/fire build. Very effective but with the whole screen filled with fire and explosions, I couldn't see much of the terrain or enemies anymore and kept running into aliens, their spit, or some other damaging object.
Is there a way to tone down the visual effects?
I kind of doubt it but you could check the games install location to see if there's a setting or config file as there's sometimes extra settings that aren't available in game.
In actual deep rock galactic, when you freeze a flying enemy they just die instantly. That might be a bit imbalanced
56:50
I'm aiming for the 75% reload speed achievement but I can't see the way. Can anyone give me advice? (Currently thinking of throwable build to utilize the reload speed)
Turret build also benefits from reload speed nicely
In Wander's last video on this game he got it on accident while doing his Engineer throwable build, so yeah that might be the way to go. He also got the artifact that increases fire rate and reload speed by 2% for a short amount of time when standing still, and it stacks I think it was 10 times? So if you start and stop moving a bunch repeatedly that's like a 20% boost, so you only need to get your base reload to at minimum 55% instead of 75%
The supply pod item that gives you a bonus for standing still helps a lot. If you get two of them, the achievement is practically guaranteed.
Recon has ability where you gain 25% reload for dodging. max your meta reload progression and rush into hordes on hazard 1. I don't recommend doing this until you finish the game because most of artifact in this game are very bad. Ammo reg is no exception. you want as few artifact as possible in pool because best artifacts are gold scanner, nitro scanner, nitro powder, Gold tripped bullets, pickle nitra and EE5 goggles. I suggest finishing all the hazard 3, hazard 4 and hazard 5 challenges before unlocking this artifact as 50% fire-rate for -15% m/s is complete garbage.
@@dodang_9147 it's not necessarily that those are the best. It's just those are the most generic and thus some of the most easily usable artifacts. There are definitely builds that benefits from other things and there are hidden benefits to some things like fire rate that many don't understand and aren't well documented yet. Partly because we don't automatically see everythign affected by every choice.
First
i love being unsubbed from you with out knowing lol