@@cheddartacoif you have a zipline that terminates in the air (destroy a platform, have it go to the top of the core stone) they're melee only and can't do anything.
@@mythos951 There's other ways of dealing with them (using shields as intended, spreading CC like driller ice or scout stun sweepers, some overclocks make it really easy, etc.) Up to hazard 5 at least I think the event is plenty doable without cheese, it only gets iffy with haz 5+
Yeah you really cant place the thing all willy-nilly else you have to deal with the spawns, guessing it needs to be put off set from the middle for it to work
I did it alot. Best way to guarantee it was deploy right on top, and only break corestone once it had fully deployed (having gotten the corestone down to one power attack if no driller). Obviously that doesn't matter anymore now since it's been patched.
@@lightrealmrapono But that is what I did, it was right on top, and while I coordinated with driller really quick so the shield doesnt expire before the corestone fully erects, I am sure it was fully deployed by the time the corestone started summoning rifts. Actually I have no idea why it failed, with how the cheese *worked it should have *worked
@@danielplocica8766 yeah it was very possible to do it too early, might've not been "fully deployed" when the corestone broke, like off by a half second. I know I messed up the first few times I did it. Eventually figured out that waiting a second to make sure the shield had fully expanded tended to give the most consistent result.
The shield one is weird It is probably because it can't find a location to spawn the rifts, and I'd reckon that is because it sends out projectiles towards the walls to detect locations, But it is weird it stops it because normally the shield only blocks projectiles going in, not out So perhaps the actual "behind the scenes" of the rifts is that some locations on the wall try and send an invisible projectile towards to the core stone (to check for line of sight) and the shield ends up blocking that
What is interesting is that at 0:40, a part of the wall is actually in the shield. Maybe it is small enough to not allow valid spots for all rifts to spawn? So maybe it still doesn't have enough valid spots to satisfy the pre-check? I also saw someone mention needing precision on the shield toss, so maybe there is a slight overlap of the shield generator and the core stone that stops it? Do you know if anyone has tested using this glitch in between phases? That would tell us which one it is
It only happens when you do the shield at the start (presumably when it's trying to find rift locations). In between phases doesn't do anything! RE: precision on shield toss. If you do it too low the skip doesn't work, and this is probably made worse if you don't have a radius upgrade on the shield. Something else that could be happening is the core stone picking a sequence of points above the initial pillar to then perform raycasts out of to try and find unique walls. A single point is more likely to fail to find things just due to pure luck, but many source points is probably more workable. What could be explaining the lag spike is that it only keeps checking more and more source points when it fails to find the "easy" ones. This could be why the game hangs for a bit because it's doing more and more computations up to some safety limit to maybe handle the hard cases where the terrain has too much clutter in the way or something. I imagine the shield just happens to be large enough to cover the entire area it's checking from, and this exploit is probably pretty straightforward to fix because it's likely just a small oversight in the raycast function being reused from something else in the code (like, maybe they took it from a bit of code that works for ranged enemies having line of sight on players, and those checks get ignored if the ray intersects a shield in the mean time). Either way I 1000% expect this to be fixed once GSG returns from their holiday given the attention it's gotten so far lol
so the way the shield cheese works is this: core stone gets broken, the thing is out, since its a living entity, it tries to run away from the shielded area, being moved means being damaged, being outside of corestone crust means it breaks and goes into next phase... rinse and repeat until the thing is dead and drops the dormant stone. i have 0 doubts that the devs will figure this one out and patch it out sooner or later tho so dont get your hopes up on that method lasting...
He means the Core stone can’t see through the shield , it can’t send the tiny lasers that are supposed to spawn the rifts. Even though the shield is transparent
Ok, so gunner gets the best overclocks, has the best ability, and also gets to cheese this event in 15 different ways? He can't keep getting away with this.
Best overclocks is really opinionated, like, some of Engi's shard diffractor overclocks are awesome, RJ250 is amazing, EM refire booster is underused. Not to mention Scout having electrifying reload, impact deflection, fire bolt, special powder and now marked for death. Driller maybe suffers a bit at least in my eyes, but sludge blast and the new flamethrower ones are great, explosive reload is a straight upgrade, persistent plasma is great for the sludge pump if used with burning nightmare.
I actually ran into someone who thought Gunner was the least viable class since all the rest of the classes had "viability in every scenario". Like gunner doesn't?
Gunner is bad in lower has missions because they specialize in killing shit good, and low haz means bugs die instantly, so it doesn't feel like you're doing much.
Its crazy there is this much core stone cheese, but every squad i play with always manages to almost wipe despite me putting up 4 different ziplines at the right height
How it probably works is core stone can't open rifts because of gunner shield or terrain (engie platforms) to close to the core. Shield block projectiles and rifts can't be to close together.
Not as crazy as these but if you put a driller C4 on the stone and then mine it, the C4 just floats in mid air and you can wait for the core to float near it and take like half it's health. makes Core stones super easy
plats are definitely underused and misunderstood by most players! shameless self promotion - check out this recent challenge run i did which showcases a fair bit of advanced platform tech: ua-cam.com/video/0w5af91VQ70/v-deo.html
Something interesting happened when I tried to perform this glitch earlier. I messed up the timing and the shield started retracting by the time the core stone was actually broken and looking for where to spawn rifts, but despite the shield being pretty much completely down, the core stone still just fell on its side anyway. I don’t exactly know what caused this, but my guess is that there is some difference between the visuals of the shield and the time it can actually protect you. (This was done on PS5 btw. Idk if that matters or not).
It could just be a natural failsafe! The shield exploit just forces the behavior to happen consistently, but there are plenty of map layouts (especially tight and cluttered, small rooms) where the core stone will fail to find spots to put the rifts and then pop off naturally without the exploit being needed. So it's possible that's what happened too, but it's probably impossible to determine without code unfortunately.
from what ive heard around the community, larger radius is generally agreed to make a difference in success rate i think the 2 times that shield cheese has failed for me has been with gunners that have small rad shields then again this seems hard to accurately test but i just wanted to throw that out there and see what your experiences are
i've heard the same thing. the upside is that this may convince baby bubble gunners to upgrade their bubble sizes at least. the smallest size bubbles are pretty much always weaker than taking at least one radius upgrade and maybe introducing a generation to crime will have a silver lining
@ojb_ what are your specs? just curious as I've noticed my frames are a bit lacking since i started hosting my own lobbies on the game, and getting anywhere near your framerates would be great for my sticky flame reg
I've been telling people I have a 2010 computer for a while now and it turns out I'm a terrible lying fraud and I got the years wrong D: It's actually composed of parts from 2012 except my GPU (which I had to get in early 2023 after my original one finally keeled over and died). This GPU upgrade is really what let me start making videos, but the rest of my main hardware is still trucking a decade later. (Though: I did get a new g502 mouse recently does that count?) CPU: Intel i5-3570K GPU: AMD RX6600 RAM: 8gb DDR3 --- I tend to lose a fair bit of framerate when in multiplayer as well (I think the netcode is heavier on the CPU than what I get in solo), so that is a thing that happens. Like, my frames in haz5 with 4 players tends to be worse than 6x2 solos, even though the 6x2 solos tend to reach a much higher enemy cap.
If GSG is going to patch this, then they need to optimise those core crawlers with it. Like this is lagiest and hardest event so far and shield cheese is necessity in Haz5 and haz 5+, you cant kill those faster then they kill you.
I hope for performance optimizations too. More controversially: I kinda hope that they nerf ziplines at the same time. Partially because if they do I expect more people will be vocal about potential nerfs and any imbalance caused by crawlers being crazy fast and hitting super hard, but mostly because removing the shield exploit but leaving in the untouchable zipline strat feels bad to me. This is because both techniques are free with zero chance of losing, but only one of them has the courtesy to save me from boring wasted time (and if your teammates decide to do it, you're locked in to join them due to all the aggro you'd take by yourself unless you have a very narrow set of tools). I honestly believe sitting on a zipline is remarkably close to just skipping the event with a shield - and although I can understand why some people don't want to make that logical leap - I think it's quite valid to consider both strats to be in the same boat.
@@ojb_ i didnt mentioned ziplines, because ofcourse they are going to nerf it... by adding ranged crawlers. Which is 100% likely in next season since they never added new enemies during maintenance updates.
I think season 6 is very, very far away due to shifting dev resources to focus on Rogue Core. I wouldn't be shocked if it took till late 2026 or 2027 to get the next major season. Based on my own experience as a dev and arrogantly attempting to read between the lines of their public statements - I'm pretty convinced we're entering into a very long drought of major updates and it's likely to be a bigger gap than the one between season 4 and 5. They've left it in a decent spot but it sorta feels like season 5 was a big push to make a quasi "final" update to keep players happy as they stopped actively developing it. I will say it seems pretty likely that the shield exploit will be fixed, but I don't really expect anything but minor bug fixes (if any) or the usual holiday mini events for a long time going forward. And if I'm wrong, then it's a nice surprise. But I am quite pessimistic here.
@@madkoala2130Devs said that they are already working on patching shield cheese but won't do anything with ziplines becouse it works as intended and they also used that method on streams.
Can't say it's unexpected, but still bummed that they're not removing zipline cheese because it's just the same strat but you waste more time doing it :(
I've found that only the host gets the lag spike! If I join someone else's lobby as client when we cheese, there's no spike for me (but they will have some). That being said, I do agree and I think computer specs will definitely have an impact on how long / noticeable the spike is if you're host / singleplayer, and I'm sure mine are gonna be longer than most people unless they also have a 12 year old machine lol.
I'm actually very perplexed with the concept of digging a tunnel directly beneath the Core Stone itself. Have you experimented with that numerous times until it worked successfully? I'd imagine the crawlers can easily make their way down the tunnel and completely swarm you within seconds. Do you know if this still works or if it's been patched?
If you haven't seen @SplitSentro's uploads on core stone shenanigans as well, I want to give them a shoutout. There's a few different ones to watch, but this video in particular might be up your alley: ua-cam.com/video/yc1uG7kjXvA/v-deo.html --- As far as digging a tunnel under the core stone - this should still work as far as I know (but I haven't tested recently). The initial idea relied mostly on three quirks: * If bugs can't pathfind directly to the player, they wander around aimlessly. While there's some randomness here, what tends to happen is that bugs spread out if they can't actively track players, and you're statistically likely that at a moment when a path finally becomes available (i.e. the corestone opens up platforms, their pathfinding kicks back in, and they start to home in on dwarves) the bugs are spread out enough that you still have a bit of time to try and stop the pathing again. The way bug AI is incentivized to try and minimize getting close to other bugs (a common trick in writing AI pathfinding goals to prevent clumping) means you have even more time than you might expect as they're somewhat competing against each other to get into a narrow chokepoint as well. * The core stone phase update breaks open a guaranteed pill shaped region 10m tall and no larger. It's not like a resupply which digs open a 100m tunnel through the ceiling - the core stone only breaks open a relatively small area that you can abuse once you know about it, and you can plan to break pathfinding just outside that area. (Side note: resupply holes apparently break pathfinding as well - see SplitSentro's recent vids for more details). * The core stone sinks to the floor each time it rebuilds the pillar. You can't have a core stone suspended high up in the air forever; it will try and ground itself between phases. This lets players manipulate where exactly the core stone ends up, hence why digging down and forcing it into a tight space is so effective. --- The showcase in this video was intended to show off the result of just combining those quirks into one strategy. But as you've hinted at, I suspect there's more at play here. This is more flimsy and just a theory, but I think there are some accidental magic tunnels being constructed that are completely preventing crawlers from pathfinding down to me as I shoot the open core stone. It's probably not those initial three quirks doing the main abuse as I initially thought, but more likely I just dug myself a hole that crawlers couldn't follow me into and the rest is just pointless sugar coating because all that matters is the magic tunnel. In the video I'm using a technique called "plat mining" to make my way down faster. You'll notice my little downward holes have a lot of sloppy platform residue along the sides, and while I'm not certain of it because I haven't done the full science, I suspect some of these tunnels might be impassable to crawlers due to funky nav mesh behavior because of the leftover platform crumbs. If you've seen my second core stone crime upload where I talk about magic tunnels - this might be unintentionally happening because of how I'm mining my way down. This could be why no crawlers catch up to me while I'm blasting away at the core stone - they might simply not be able to get to me at this time, regardless of anything else I've done. If I was trying to cheese the core stone now, I wouldn't bother with this convoluted dig down strat. The magic tunnel method is a pretty substantial improvement over this original idea - and is a lot simpler, quicker, and works on every class (minus the whole, dig-open-the-pillar problem which has to be solved somehow). And I wouldn't be surprised if the underlying tech between both was the exact same, regardless of the initial ideas and intentions I had when I recorded the dig down strat.
everything on the lowest settings lol, with some performance mods to make it even uglier for my 2010 pc to function on modded difficulties. as much as i complain about glacial strata gameplay wise, it's definitely the nicest looking biome!
Here's my full mod list that I'm lazily copy pasting from another recent comment of mine. Hopefully it's not too long that you'll be able to dig out the things you need. Sorry for being lazy lol: mod.io/g/drg/m/bet-c-b-silent#1183614 mod.io/g/drg/m/replace-weapon-name-with-overclock-upgrades#3848966 mod.io/g/drg/m/sandbox-utilities#1897251 mod.io/g/drg/m/build-inspector#2101319 mod.io/g/drg/m/live-mission-stat-tracker#1636619 mod.io/g/drg/m/rancors-rig-hud#1769472 mod.io/g/drg/m/customizable-ally-outlines#1533299 mod.io/g/drg/m/miracle-mod-manager#1582325 mod.io/g/drg/m/better-downed-icon#1160850 mod.io/g/drg/m/motd-stattrack#1145532 mod.io/g/drg/m/weapon-heat-crosshair#1634437 mod.io/g/drg/m/aichis-beer-selector#2965513 mod.io/g/drg/m/closer-promotion-terminal-updated#2092879 mod.io/g/drg/m/better-spectator-reloaded#1877135 mod.io/g/drg/m/a-better-modding-menu#2247462 mod.io/g/drg/m/simplemissiontimer#1605951 mod.io/g/drg/m/ammo-resupply-indicator#1727746 mod.io/g/drg/m/combined-resources#1863656 mod.io/g/drg/m/fast-forging#1035291 mod.io/g/drg/m/modified-gunner-shield-effect#3029397 mod.io/g/drg/m/better-explosion-range-indicator#1831206 mod.io/g/drg/m/clutterbegone#2434441 mod.io/g/drg/m/drglib#1034237 mod.io/g/drg/m/no-camera-shake#1158572 mod.io/g/drg/m/remove-all-particles#1034587 mod.io/g/drg/m/no-ragdolls#2121639 mod.io/g/drg/m/better-post-processing-reloaded#2025849 mod.io/g/drg/m/goldchunksbegone#2424882 mod.io/g/drg/m/buyable-missions#1962912 I also use three mods that aren't on modio (I use the MINT mod manager instead of in game support because it's a lot, lot more stable and a lot better): CustomDifficulty2.pak (for playing haz6x2, etc.) RestartMission.pak (utility for challenge runs, speedruns, and seed hunting) UnifiedUI.pak (modhub replacement that manages mods)
@@ojb_ thank you! another question, can i go ahead and install some of those performance increasing mods without worries or will that impact my save file and only allow me to play with other modders or something?
@Alcadeias90 all (?) of the performance mods in there are marked as "verified" on mod.io which means you'll be able to join other people's vanilla lobbies (or host your own) with the mods installed and it'll only affect you. i use a third party mod loader called mod integration ("MINT") where the difference between verified and approved isn't really a thing anymore (it's only for the built in modding support that it'll do that), so i couldn't tell you for sure - but i'm pretty sure most of them are fine unless things changed. i know that some mods on my list (like custom difficulty or sandbox utilities) will prevent you from joining unmodded lobbies without it, but those are gameplay focused stuff and not in the performance/visual tweak category and probably not what you're interested in. the mod.io page for each of the mods on that list should hopefully tell you if it's verified/approved/sandbox, and the game will warn you if you install anything that isn't verified when you go to join a lobby so there's no worries there.
grapple far away and lure them a decent distance, and then come back and try and advance a tiny bit each cycle before they return. in my modded games i've just been ignoring crawlers entirely and focusing entirely on the stone with longer grapple loops - there's just too many of them to clear outside of pheromones. if you have pheromones, you want to build a phero pile but LEAVE THEM ALIVE to eat each other, refreshing the pheromones every time it's close to ending or if there's a great opportunity to grow it! don't make the mistake of building up a pile of pheromoned monkeys and killing them straight away (and if you have trigger happy teammates, make sure you build the pile far away out of eyesight so they don't get tempted haha). also don't be like me and not realize there's a weakpoint at the bottom of the thing. lots of scout weapons really can take advantage of that fact and if you're oblivious like i was, it's a lot tankier lol. if you have a gunner on your team, just get them to build a zipline and sit on that too. that's always worth mentioning :) hope this helps, good luck!
also fyi, my most recent scout upload has a true solo 6x2 core stone fight in it. should have a chapter timestamp to skip right to it, if you're interested in watching how i handled it. (this was from before i knew about the weakpoint lol)
@@ojb_ Yeah, the weakpoint makes it a LOT faster. My current strategy is to just have Bosco mine it, then grapple to directly under the stone, and hammer the weakpoint with the DRAK-25 plasma carbine.
not sure sorry. fwiw i don't think max duration with no radius is a good build. the extra space one radius upgrade brings is pretty impactful and does a lot more than you might think at first glance. i'm too lazy to go test it myself because i'm certain the shield exploit days are numbered (would bet good money it's fixed in the next few days given the devs being aware of it / back from holiday)
@ojb_ I like max duration tho. It's good for giving time to revive/resupply. Or do protect me while I sit on the buttons for the big robot machine tower event (I'm blanking on the name rn) I also don't really play above haz 3 because haz 5 just isn't fun imo. So having a super optimized build is not necessary.
no worries mate, you do you! just wanted to throw that suggestion out there just in case - not judging you at all if you're not looking for unsolicited build advice :)
That is 11111 Executioner! It's shown on the bottom right of the UI in game now thanks to a mod I recently installed too, in case you want to peruse anything else when I swap to it!
Not sure as it wasn't me and I stole these strats :) I'll hazard a guess though - many exploits happen by accident, but the trick is noticing it and making the realization so that it can be repeated and weaponized. Like, how many players accidentally had a shield skip this event and didn't realize it was consistently repeatable? It took the right player at the right time to see it once and then try it a second time, and that's the beauty of things like this. Sometimes it's active effort through trying to apply something that worked in a different context via experimentation, but lots of the time it's just luck mixed with a keen eye to make the leap!
It's honestly not too crazy! Leftover shield from fighting enemies, or aggressively starting the event while under existing pressure to avoid a swarm timer or something is definitely something that could happen. A lot of seemingly low chance events are boosted enormously by raw numbers. There are a lot of players out there playing a lot of runs and seeing the pillar many times that something like this nears a mathematical certainty of being discovered. Kinda like the birthday problem from probability!
Also if you put up a gunner zip line with no terrain close to it. You can just sit on the zipline and go back and forth and the crawlers can't touch you. It makes the corestone the easiest event
i'm going to sound like a total villain, but this is something i wish they'd fix at the same time they end up patching this shield exploit. also give the monkeys a lil bit of frost resist and fear resist and see if people on those specific loadouts still think it's far too easy :) i personally think it's hard to get a consensus on the difficulty of this event because there are things (like sitting on the zipline) that just make it completely and totally free in comparison to either not having access to those things / choosing not to use them when entering a mission. at the bare minimum i hope they remove the zipline advantage. hell, go crazy and have the core stone destroy all ziplines near it when the pillar is broken (sorta like how the heartstone in escort destroys nearby platforms!), and then you can still have the zipline cheese but it makes it a bit spicier, ammo dependent, and interesting at least. because all the shield exploit does is save time and a little bit of ammo, and it's virtually impossible to lose if you have a gunner as it is. so for me, i'm pro shield exploit as long as there are essentially equivalent methods of cheese in the game that are just as boring / impossible to lose / slow, and i'd rather skip the event entirely so that i can go back to enjoying the rest of the game than sit on a zipline for 2 minutes and be bored out of my mind lol. (but i'm weird, and i know this is a very unpopular opinion)
the jump attack knocking off nearby dwarves from ziplines seems okay, but i do worry it's counterable by just quickly hitting E again to regrab like you can with regular projectiles knocking you off. though maybe the extra density caused by ignoring monkeys while sitting on a zip is enough to pressure cook people into earning those zipline cheeses idk. there's a part of me that suspects it's not as easy of a change either, and i think that might be more time consuming to implement than ghost ship seems willing to commit now that they're focused on rogue core. (but i mean, i suggested destroying nearby ziplines and that's brand new code and even less likely to be a simple one liner or whatever lol) i would like to see this zipline nerf however. i think it's tainted public perception of the event too much and clouded balance discussions!
@ojb_ instead of having the jump attack work like a projectile knocking you off, have it work like an oppresor slam so that it knocks you away from the zipline a bit, then you couldn't re-grab onto the zipline. Thankfully, the corestone is a fairly quick seasonal event so cheesing it doesn't effect the game to much.
as a driller main I just start the mission and then damage the first part when the core stone is in the animation and put a c4 on top of the pillar and then drill the pillar and blow the c4 and do it one more time and it just end in 20 seconds
speaking from a true solo perspective: this strat falls off in the highest hazards unfortunately, and really the only way it can be forced to work is if you're on cryo with cold radiance and can ignore the enemies entirely during the downtime as you wait for the pillars to recharge. there's enough time where you're not allowed to make progress on the core that you're going to have to contend with enemies that move very fast and hit very hard on things like haz5++ or modded hazards.
Wait is it just me, or does mining in the gemstone kinda look like true flat in Astroneer? The square that comes from mining on the stone looks near perfectly flat.
@@helohel5915yeah but in astroneer its actually a sphere, i think that makes it very unique compared to other games, its not on the level of Outer wilds where you can actually fly onto the different planets
@@helohel5915 yeah but you're still on a planet that's round and shit, i think there was an alignment tool that perfectly aligns the surface to follow the curvature of the planet as well to make a smooth surface.
i was half-watching a @chanceIIors vod where they had done some drill down tech apparently learned from players who had also hung out in Chinese modded lobbies, which is where i think it originated. didn't really pay super close attention to what the team in the vod were actually doing (i was half working at the time lol, don't tell my boss), but the basic idea came from that! then it was just a bit of experimenting on my own until i figured out the size of the carved out cylinder area and found a way to work around it in solo. lots of exploits originate from just accidentally doing something and having the good fortune of noticing the potential and going from there, and im sure there are still things out there that are useful but people just haven't made the leap to try and use it just yet!
Corestone is annoying yet manageable except for ONE thing. 9 times out of 10 everytime I try to bunker or set up an engie hold it spawns a portal either behind me, beside me, or in the choke. One time I had a bunker completely blocked off by one while a swarm was happening. I would personally love to find out how they choose portal locations so I can avoid this
@@STankO1 I’ve tried hoping it doesn’t cover it up but happens too often for that to be reliable. If I try two it might just cover them both but I haven’t tried that yet
@@nightcapmain2699 nah, place the turrets for them to shoot the core stone , run around cause half the time they Will jump from here to there (while it reconstruct itself fill the sentries) and so one, don't forget to jump around. I couple hours ago i uploaded a vid vs the core stone
this is the season 5 core stone event (sorta like previous season's meteors, if you played those). it's a reasonably straightforward 3 stage encounter with only type of enemy to worry about, and some of that simplicity has resulted in a lot of things trivializing the event entirely (like sitting on a zipline, or doing a shield throw exploit shown here), or making the event much harder if you don't have a particular loadout to counter the one enemy type's strengths.
a lot! mostly performance related because i use a computer from 2010 and i usually play modded difficulties that really push the hardware to its limits, but i have a handful of QoL stuff and some other utils for testing and challenge runs and what not. here's my current modlist copy/paste if you're interested. let me know if you want more details on anything! mod.io/g/drg/m/bet-c-b-silent#1183614 mod.io/g/drg/m/replace-weapon-name-with-overclock-upgrades#3848966 mod.io/g/drg/m/sandbox-utilities#1897251 mod.io/g/drg/m/build-inspector#2101319 mod.io/g/drg/m/live-mission-stat-tracker#1636619 mod.io/g/drg/m/rancors-rig-hud#1769472 mod.io/g/drg/m/customizable-ally-outlines#1533299 mod.io/g/drg/m/miracle-mod-manager#1582325 mod.io/g/drg/m/better-downed-icon#1160850 mod.io/g/drg/m/motd-stattrack#1145532 mod.io/g/drg/m/weapon-heat-crosshair#1634437 mod.io/g/drg/m/aichis-beer-selector#2965513 mod.io/g/drg/m/closer-promotion-terminal-updated#2092879 mod.io/g/drg/m/better-spectator-reloaded#1877135 mod.io/g/drg/m/a-better-modding-menu#2247462 mod.io/g/drg/m/simplemissiontimer#1605951 mod.io/g/drg/m/ammo-resupply-indicator#1727746 mod.io/g/drg/m/combined-resources#1863656 mod.io/g/drg/m/fast-forging#1035291 mod.io/g/drg/m/modified-gunner-shield-effect#3029397 mod.io/g/drg/m/better-explosion-range-indicator#1831206 mod.io/g/drg/m/clutterbegone#2434441 mod.io/g/drg/m/drglib#1034237 mod.io/g/drg/m/no-camera-shake#1158572 mod.io/g/drg/m/remove-all-particles#1034587 mod.io/g/drg/m/no-ragdolls#2121639 mod.io/g/drg/m/better-post-processing-reloaded#2025849 mod.io/g/drg/m/goldchunksbegone#2424882 mod.io/g/drg/m/buyable-missions#1962912 I also use three mods that aren't on modio (I use the MINT mod manager instead of in game support because it's a lot, lot more stable and a lot better): CustomDifficulty2.pak (for playing haz6x2, etc.) RestartMission.pak (utility for challenge runs, speedruns, and seed hunting) UnifiedUI.pak (modhub replacement that manages mods)
these clips are from different runs on the same seed. so the first two are as gunner and the last one is engineer. i used the sandbox utilities mod and a restartmission pak to aid me in making this video!
i went and checked and it was still working for me. it's possible your shield toss was too low. if the shield is the smallest radius / no size modifiers on it - i suspect you have to go even higher than the video shows!
As of 9/19/2024 they patched the gunner shield cheese :(
Nice
Great
Nooooo
The sped up mining is actually a sick beat ngl
2/3 polyrhythm?
True I’d make a track to that
bro exactly psh-tu psh-tuh pssh-tuh
@@HJ28_398 to me it sounds like 4/3
I can already see Venjent creating a dnb track from it
3:00
Crawlers: where dwarf where dwarf WHERE DWARF
Molly: 𝐵𝑜𝓃𝒿𝑜𝓊𝓇 😌
Bonjour Molly ca va
Damn, first the zipline cheese and now this. Gunner just breaks this event in half huh?
zipline cheese?
@@cheddartaco you shoot a bunch of ziplines above it so the crawlers dont reach you
@@cheddartacoif you have a zipline that terminates in the air (destroy a platform, have it go to the top of the core stone) they're melee only and can't do anything.
I mean, on hazard 5 that’s less of a cheese and more of a necessity. There is a reason they made these things only do melee damage.
@@mythos951 There's other ways of dealing with them (using shields as intended, spreading CC like driller ice or scout stun sweepers, some overclocks make it really easy, etc.)
Up to hazard 5 at least I think the event is plenty doable without cheese, it only gets iffy with haz 5+
Yes officer, this man right here!!
Core stone abuse!
- core stone has a weak spot on the bottom
omg game changer
What is that, an irony?
@@somebodyforever8742, no, it's goldy
I tried this immediately when I found a core stone. Now I know the shield needs to be placed with better precision
Yeah you really cant place the thing all willy-nilly else you have to deal with the spawns, guessing it needs to be put off set from the middle for it to work
I did it alot. Best way to guarantee it was deploy right on top, and only break corestone once it had fully deployed (having gotten the corestone down to one power attack if no driller). Obviously that doesn't matter anymore now since it's been patched.
@@lightrealmrapono But that is what I did, it was right on top, and while I coordinated with driller really quick so the shield doesnt expire before the corestone fully erects, I am sure it was fully deployed by the time the corestone started summoning rifts. Actually I have no idea why it failed, with how the cheese *worked it should have *worked
@@danielplocica8766 yeah it was very possible to do it too early, might've not been "fully deployed" when the corestone broke, like off by a half second. I know I messed up the first few times I did it. Eventually figured out that waiting a second to make sure the shield had fully expanded tended to give the most consistent result.
0:51 This sounds like a great base melody
there's a reason no one makes fun of gunner aside from the zipline gun
Worse of traversal tool still a traversal tool.
The shield one is weird
It is probably because it can't find a location to spawn the rifts, and I'd reckon that is because it sends out projectiles towards the walls to detect locations,
But it is weird it stops it because normally the shield only blocks projectiles going in, not out
So perhaps the actual "behind the scenes" of the rifts is that some locations on the wall try and send an invisible projectile towards to the core stone (to check for line of sight) and the shield ends up blocking that
What is interesting is that at 0:40, a part of the wall is actually in the shield. Maybe it is small enough to not allow valid spots for all rifts to spawn? So maybe it still doesn't have enough valid spots to satisfy the pre-check?
I also saw someone mention needing precision on the shield toss, so maybe there is a slight overlap of the shield generator and the core stone that stops it?
Do you know if anyone has tested using this glitch in between phases? That would tell us which one it is
It only happens when you do the shield at the start (presumably when it's trying to find rift locations). In between phases doesn't do anything!
RE: precision on shield toss. If you do it too low the skip doesn't work, and this is probably made worse if you don't have a radius upgrade on the shield.
Something else that could be happening is the core stone picking a sequence of points above the initial pillar to then perform raycasts out of to try and find unique walls. A single point is more likely to fail to find things just due to pure luck, but many source points is probably more workable. What could be explaining the lag spike is that it only keeps checking more and more source points when it fails to find the "easy" ones. This could be why the game hangs for a bit because it's doing more and more computations up to some safety limit to maybe handle the hard cases where the terrain has too much clutter in the way or something.
I imagine the shield just happens to be large enough to cover the entire area it's checking from, and this exploit is probably pretty straightforward to fix because it's likely just a small oversight in the raycast function being reused from something else in the code (like, maybe they took it from a bit of code that works for ranged enemies having line of sight on players, and those checks get ignored if the ray intersects a shield in the mean time).
Either way I 1000% expect this to be fixed once GSG returns from their holiday given the attention it's gotten so far lol
@@ojb_I really love bugs like this where some feature directly interferes with a hidden mechanic in unintended ways
so the way the shield cheese works is this: core stone gets broken, the thing is out, since its a living entity, it tries to run away from the shielded area, being moved means being damaged, being outside of corestone crust means it breaks and goes into next phase... rinse and repeat until the thing is dead and drops the dormant stone. i have 0 doubts that the devs will figure this one out and patch it out sooner or later tho so dont get your hopes up on that method lasting...
The shield repels enemies so maybe the rift counts as an enemy and the game doesn't bother spawning it in because of the repulsion effect.
When your eye can't penetrate transparent materials...
...What?!
He means the Core stone can’t see through the shield , it can’t send the tiny lasers that are supposed to spawn the rifts. Even though the shield is transparent
DID I HEAR A ROCK AND STONE
Rock and Stone!
yes, stoone and rock!
If you rock and stone, you're never alone!
"i'm in your walls" to a new different level
Ok, so gunner gets the best overclocks, has the best ability, and also gets to cheese this event in 15 different ways? He can't keep getting away with this.
Cause he is slow and has bad to mid utility overall. I love Gunner.
@@AutumnReel4444 who needs utility when everything is dead?
Yes I can, and you can’t stop me…
Perfectly balanced, as all things should be
Best overclocks is really opinionated, like, some of Engi's shard diffractor overclocks are awesome, RJ250 is amazing, EM refire booster is underused. Not to mention Scout having electrifying reload, impact deflection, fire bolt, special powder and now marked for death. Driller maybe suffers a bit at least in my eyes, but sludge blast and the new flamethrower ones are great, explosive reload is a straight upgrade, persistent plasma is great for the sludge pump if used with burning nightmare.
Tried today with a friend, his reaction was hilarious
never realized how crazy the sound effects are without the music
Never thought about digging through the bottom of it
GJ man, very Rock and Stone
One Blackout from me
I actually ran into someone who thought Gunner was the least viable class since all the rest of the classes had "viability in every scenario". Like gunner doesn't?
You found a haz 2 player
Gunner is bad in lower has missions because they specialize in killing shit good, and low haz means bugs die instantly, so it doesn't feel like you're doing much.
Its 2024 and people genuinely still think Gunner is bad? Thats embarassing
@@VoxAstra-qk4jzyeah like Gunner can 3 tap a bulk detonator, not gonna find those often in haz 2 lmao
@@SS_BAJAi melted haz 3 detonator with plasma burster missiles in 4s
Its crazy there is this much core stone cheese, but every squad i play with always manages to almost wipe despite me putting up 4 different ziplines at the right height
damn how could you play without a banger music
He’s Jason Bourne
@@tincantank5174 lmao
i always knew that ojb was an abbreviation for something...
It's kinda funny the first time I encountered the core stone a similar thing to the gunner trick happened. I was very confused
Holly fuck I need to try that asap
How it probably works is core stone can't open rifts because of gunner shield or terrain (engie platforms) to close to the core. Shield block projectiles and rifts can't be to close together.
the platforms didnt prevent the rifts at all, you can see at 3:14. its just bunkering with the stone
can confirm this works on multiplayer and i want to kiss you
Not as crazy as these but if you put a driller C4 on the stone and then mine it, the C4 just floats in mid air and you can wait for the core to float near it and take like half it's health. makes Core stones super easy
we need a core crimes tribunal
I look forward to the day when we get a new end game event, similar to deep dives, where we go to the part of Hoxxes the corespawn are from.
given that this is presumably a crossover for rogue core, GSG's next game, i think you'll get your wish eventually! (but probably not in DRG)
VILE activity right here
I was not aware you could swapcancel the platform gun
plats are definitely underused and misunderstood by most players! shameless self promotion - check out this recent challenge run i did which showcases a fair bit of advanced platform tech: ua-cam.com/video/0w5af91VQ70/v-deo.html
Something interesting happened when I tried to perform this glitch earlier. I messed up the timing and the shield started retracting by the time the core stone was actually broken and looking for where to spawn rifts, but despite the shield being pretty much completely down, the core stone still just fell on its side anyway. I don’t exactly know what caused this, but my guess is that there is some difference between the visuals of the shield and the time it can actually protect you. (This was done on PS5 btw. Idk if that matters or not).
It could just be a natural failsafe! The shield exploit just forces the behavior to happen consistently, but there are plenty of map layouts (especially tight and cluttered, small rooms) where the core stone will fail to find spots to put the rifts and then pop off naturally without the exploit being needed. So it's possible that's what happened too, but it's probably impossible to determine without code unfortunately.
@@ojb_ That might be it too. Doretta almost drove straight through it while playing an escort duty, so it was already odd to begin with
Wait a freaking minute! I'm playing gunner and I have missed this trick?! WTF?! BOOOOOOOOM!!!!
This will be fixed anyway, but it’s an interesting feature
UA-cam why did you recommend that? (I mean the recommendation into my subfeed)
I havent played it in 5 months and never talked about it!
Hi this is UA-cam, we just love trolling you. Cheers
Ghost ship knows where you live
from what ive heard around the community, larger radius is generally agreed to make a difference in success rate
i think the 2 times that shield cheese has failed for me has been with gunners that have small rad shields
then again this seems hard to accurately test but i just wanted to throw that out there and see what your experiences are
i've heard the same thing. the upside is that this may convince baby bubble gunners to upgrade their bubble sizes at least. the smallest size bubbles are pretty much always weaker than taking at least one radius upgrade and maybe introducing a generation to crime will have a silver lining
awaiting a patch
@ojb_ what are your specs? just curious as I've noticed my frames are a bit lacking since i started hosting my own lobbies on the game, and getting anywhere near your framerates would be great for my sticky flame reg
I've been telling people I have a 2010 computer for a while now and it turns out I'm a terrible lying fraud and I got the years wrong D: It's actually composed of parts from 2012 except my GPU (which I had to get in early 2023 after my original one finally keeled over and died). This GPU upgrade is really what let me start making videos, but the rest of my main hardware is still trucking a decade later. (Though: I did get a new g502 mouse recently does that count?)
CPU: Intel i5-3570K
GPU: AMD RX6600
RAM: 8gb DDR3
---
I tend to lose a fair bit of framerate when in multiplayer as well (I think the netcode is heavier on the CPU than what I get in solo), so that is a thing that happens. Like, my frames in haz5 with 4 players tends to be worse than 6x2 solos, even though the 6x2 solos tend to reach a much higher enemy cap.
Winton overwatch
If GSG is going to patch this, then they need to optimise those core crawlers with it. Like this is lagiest and hardest event so far and shield cheese is necessity in Haz5 and haz 5+, you cant kill those faster then they kill you.
I hope for performance optimizations too.
More controversially: I kinda hope that they nerf ziplines at the same time. Partially because if they do I expect more people will be vocal about potential nerfs and any imbalance caused by crawlers being crazy fast and hitting super hard, but mostly because removing the shield exploit but leaving in the untouchable zipline strat feels bad to me. This is because both techniques are free with zero chance of losing, but only one of them has the courtesy to save me from boring wasted time (and if your teammates decide to do it, you're locked in to join them due to all the aggro you'd take by yourself unless you have a very narrow set of tools). I honestly believe sitting on a zipline is remarkably close to just skipping the event with a shield - and although I can understand why some people don't want to make that logical leap - I think it's quite valid to consider both strats to be in the same boat.
@@ojb_ i didnt mentioned ziplines, because ofcourse they are going to nerf it... by adding ranged crawlers. Which is 100% likely in next season since they never added new enemies during maintenance updates.
I think season 6 is very, very far away due to shifting dev resources to focus on Rogue Core. I wouldn't be shocked if it took till late 2026 or 2027 to get the next major season. Based on my own experience as a dev and arrogantly attempting to read between the lines of their public statements - I'm pretty convinced we're entering into a very long drought of major updates and it's likely to be a bigger gap than the one between season 4 and 5. They've left it in a decent spot but it sorta feels like season 5 was a big push to make a quasi "final" update to keep players happy as they stopped actively developing it.
I will say it seems pretty likely that the shield exploit will be fixed, but I don't really expect anything but minor bug fixes (if any) or the usual holiday mini events for a long time going forward. And if I'm wrong, then it's a nice surprise. But I am quite pessimistic here.
@@madkoala2130Devs said that they are already working on patching shield cheese but won't do anything with ziplines becouse it works as intended and they also used that method on streams.
Can't say it's unexpected, but still bummed that they're not removing zipline cheese because it's just the same strat but you waste more time doing it :(
Bro rock and stone
POLICE POLICE !!🗣🗣🗣
The shield cheese doesnt make a lag spike when I tried it, so it must have to do partially with your PC specs. Such a strange bug
I've found that only the host gets the lag spike! If I join someone else's lobby as client when we cheese, there's no spike for me (but they will have some). That being said, I do agree and I think computer specs will definitely have an impact on how long / noticeable the spike is if you're host / singleplayer, and I'm sure mine are gonna be longer than most people unless they also have a 12 year old machine lol.
yeah i’m doing this
I'm actually very perplexed with the concept of digging a tunnel directly beneath the Core Stone itself. Have you experimented with that numerous times until it worked successfully? I'd imagine the crawlers can easily make their way down the tunnel and completely swarm you within seconds. Do you know if this still works or if it's been patched?
If you haven't seen @SplitSentro's uploads on core stone shenanigans as well, I want to give them a shoutout. There's a few different ones to watch, but this video in particular might be up your alley:
ua-cam.com/video/yc1uG7kjXvA/v-deo.html
---
As far as digging a tunnel under the core stone - this should still work as far as I know (but I haven't tested recently). The initial idea relied mostly on three quirks:
* If bugs can't pathfind directly to the player, they wander around aimlessly. While there's some randomness here, what tends to happen is that bugs spread out if they can't actively track players, and you're statistically likely that at a moment when a path finally becomes available (i.e. the corestone opens up platforms, their pathfinding kicks back in, and they start to home in on dwarves) the bugs are spread out enough that you still have a bit of time to try and stop the pathing again. The way bug AI is incentivized to try and minimize getting close to other bugs (a common trick in writing AI pathfinding goals to prevent clumping) means you have even more time than you might expect as they're somewhat competing against each other to get into a narrow chokepoint as well.
* The core stone phase update breaks open a guaranteed pill shaped region 10m tall and no larger. It's not like a resupply which digs open a 100m tunnel through the ceiling - the core stone only breaks open a relatively small area that you can abuse once you know about it, and you can plan to break pathfinding just outside that area. (Side note: resupply holes apparently break pathfinding as well - see SplitSentro's recent vids for more details).
* The core stone sinks to the floor each time it rebuilds the pillar. You can't have a core stone suspended high up in the air forever; it will try and ground itself between phases. This lets players manipulate where exactly the core stone ends up, hence why digging down and forcing it into a tight space is so effective.
---
The showcase in this video was intended to show off the result of just combining those quirks into one strategy. But as you've hinted at, I suspect there's more at play here.
This is more flimsy and just a theory, but I think there are some accidental magic tunnels being constructed that are completely preventing crawlers from pathfinding down to me as I shoot the open core stone. It's probably not those initial three quirks doing the main abuse as I initially thought, but more likely I just dug myself a hole that crawlers couldn't follow me into and the rest is just pointless sugar coating because all that matters is the magic tunnel.
In the video I'm using a technique called "plat mining" to make my way down faster. You'll notice my little downward holes have a lot of sloppy platform residue along the sides, and while I'm not certain of it because I haven't done the full science, I suspect some of these tunnels might be impassable to crawlers due to funky nav mesh behavior because of the leftover platform crumbs. If you've seen my second core stone crime upload where I talk about magic tunnels - this might be unintentionally happening because of how I'm mining my way down. This could be why no crawlers catch up to me while I'm blasting away at the core stone - they might simply not be able to get to me at this time, regardless of anything else I've done.
If I was trying to cheese the core stone now, I wouldn't bother with this convoluted dig down strat. The magic tunnel method is a pretty substantial improvement over this original idea - and is a lot simpler, quicker, and works on every class (minus the whole, dig-open-the-pillar problem which has to be solved somehow). And I wouldn't be surprised if the underlying tech between both was the exact same, regardless of the initial ideas and intentions I had when I recorded the dig down strat.
The shield thing is not working anymore, i think. Its the last patch
Monke went crazy 😂
What graphics settings do you use? The ice and core stone surfaces are so slick and beautifully reflective!
everything on the lowest settings lol, with some performance mods to make it even uglier for my 2010 pc to function on modded difficulties. as much as i complain about glacial strata gameplay wise, it's definitely the nicest looking biome!
@@ojb_ can you list those performance mods?
Here's my full mod list that I'm lazily copy pasting from another recent comment of mine. Hopefully it's not too long that you'll be able to dig out the things you need. Sorry for being lazy lol:
mod.io/g/drg/m/bet-c-b-silent#1183614
mod.io/g/drg/m/replace-weapon-name-with-overclock-upgrades#3848966
mod.io/g/drg/m/sandbox-utilities#1897251
mod.io/g/drg/m/build-inspector#2101319
mod.io/g/drg/m/live-mission-stat-tracker#1636619
mod.io/g/drg/m/rancors-rig-hud#1769472
mod.io/g/drg/m/customizable-ally-outlines#1533299
mod.io/g/drg/m/miracle-mod-manager#1582325
mod.io/g/drg/m/better-downed-icon#1160850
mod.io/g/drg/m/motd-stattrack#1145532
mod.io/g/drg/m/weapon-heat-crosshair#1634437
mod.io/g/drg/m/aichis-beer-selector#2965513
mod.io/g/drg/m/closer-promotion-terminal-updated#2092879
mod.io/g/drg/m/better-spectator-reloaded#1877135
mod.io/g/drg/m/a-better-modding-menu#2247462
mod.io/g/drg/m/simplemissiontimer#1605951
mod.io/g/drg/m/ammo-resupply-indicator#1727746
mod.io/g/drg/m/combined-resources#1863656
mod.io/g/drg/m/fast-forging#1035291
mod.io/g/drg/m/modified-gunner-shield-effect#3029397
mod.io/g/drg/m/better-explosion-range-indicator#1831206
mod.io/g/drg/m/clutterbegone#2434441
mod.io/g/drg/m/drglib#1034237
mod.io/g/drg/m/no-camera-shake#1158572
mod.io/g/drg/m/remove-all-particles#1034587
mod.io/g/drg/m/no-ragdolls#2121639
mod.io/g/drg/m/better-post-processing-reloaded#2025849
mod.io/g/drg/m/goldchunksbegone#2424882
mod.io/g/drg/m/buyable-missions#1962912
I also use three mods that aren't on modio (I use the MINT mod manager instead of in game support because it's a lot, lot more stable and a lot better):
CustomDifficulty2.pak (for playing haz6x2, etc.)
RestartMission.pak (utility for challenge runs, speedruns, and seed hunting)
UnifiedUI.pak (modhub replacement that manages mods)
@@ojb_ thank you! another question, can i go ahead and install some of those performance increasing mods without worries or will that impact my save file and only allow me to play with other modders or something?
@Alcadeias90
all (?) of the performance mods in there are marked as "verified" on mod.io which means you'll be able to join other people's vanilla lobbies (or host your own) with the mods installed and it'll only affect you. i use a third party mod loader called mod integration ("MINT") where the difference between verified and approved isn't really a thing anymore (it's only for the built in modding support that it'll do that), so i couldn't tell you for sure - but i'm pretty sure most of them are fine unless things changed.
i know that some mods on my list (like custom difficulty or sandbox utilities) will prevent you from joining unmodded lobbies without it, but those are gameplay focused stuff and not in the performance/visual tweak category and probably not what you're interested in. the mod.io page for each of the mods on that list should hopefully tell you if it's verified/approved/sandbox, and the game will warn you if you install anything that isn't verified when you go to join a lobby so there's no worries there.
Yeah that's getting patched I think.
Got any tricks for scout other than don't stop moving?
grapple far away and lure them a decent distance, and then come back and try and advance a tiny bit each cycle before they return. in my modded games i've just been ignoring crawlers entirely and focusing entirely on the stone with longer grapple loops - there's just too many of them to clear outside of pheromones. if you have pheromones, you want to build a phero pile but LEAVE THEM ALIVE to eat each other, refreshing the pheromones every time it's close to ending or if there's a great opportunity to grow it! don't make the mistake of building up a pile of pheromoned monkeys and killing them straight away (and if you have trigger happy teammates, make sure you build the pile far away out of eyesight so they don't get tempted haha).
also don't be like me and not realize there's a weakpoint at the bottom of the thing. lots of scout weapons really can take advantage of that fact and if you're oblivious like i was, it's a lot tankier lol.
if you have a gunner on your team, just get them to build a zipline and sit on that too. that's always worth mentioning :) hope this helps, good luck!
also fyi, my most recent scout upload has a true solo 6x2 core stone fight in it. should have a chapter timestamp to skip right to it, if you're interested in watching how i handled it. (this was from before i knew about the weakpoint lol)
@@ojb_ Yeah, the weakpoint makes it a LOT faster. My current strategy is to just have Bosco mine it, then grapple to directly under the stone, and hammer the weakpoint with the DRAK-25 plasma carbine.
Is this possible with the smallest shield radius? I use all the duration upgrades, so the radius is pretty small
not sure sorry. fwiw i don't think max duration with no radius is a good build. the extra space one radius upgrade brings is pretty impactful and does a lot more than you might think at first glance.
i'm too lazy to go test it myself because i'm certain the shield exploit days are numbered (would bet good money it's fixed in the next few days given the devs being aware of it / back from holiday)
@ojb_ I like max duration tho. It's good for giving time to revive/resupply. Or do protect me while I sit on the buttons for the big robot machine tower event (I'm blanking on the name rn) I also don't really play above haz 3 because haz 5 just isn't fun imo. So having a super optimized build is not necessary.
no worries mate, you do you! just wanted to throw that suggestion out there just in case - not judging you at all if you're not looking for unsolicited build advice :)
What overclock on the smart rifle?
That is 11111 Executioner! It's shown on the bottom right of the UI in game now thanks to a mod I recently installed too, in case you want to peruse anything else when I swap to it!
This is quite funny
Wait what? That's crazy especially for 5+ but how did someone find this?
Not sure as it wasn't me and I stole these strats :) I'll hazard a guess though - many exploits happen by accident, but the trick is noticing it and making the realization so that it can be repeated and weaponized. Like, how many players accidentally had a shield skip this event and didn't realize it was consistently repeatable? It took the right player at the right time to see it once and then try it a second time, and that's the beauty of things like this. Sometimes it's active effort through trying to apply something that worked in a different context via experimentation, but lots of the time it's just luck mixed with a keen eye to make the leap!
@@ojb_ That ik lol but if you put it like that it makes sense but I'm surprised someone had the thought to put the shield on it before breaking it.
It's honestly not too crazy! Leftover shield from fighting enemies, or aggressively starting the event while under existing pressure to avoid a swarm timer or something is definitely something that could happen. A lot of seemingly low chance events are boosted enormously by raw numbers. There are a lot of players out there playing a lot of runs and seeing the pillar many times that something like this nears a mathematical certainty of being discovered. Kinda like the birthday problem from probability!
Also if you put up a gunner zip line with no terrain close to it. You can just sit on the zipline and go back and forth and the crawlers can't touch you. It makes the corestone the easiest event
i'm going to sound like a total villain, but this is something i wish they'd fix at the same time they end up patching this shield exploit. also give the monkeys a lil bit of frost resist and fear resist and see if people on those specific loadouts still think it's far too easy :)
i personally think it's hard to get a consensus on the difficulty of this event because there are things (like sitting on the zipline) that just make it completely and totally free in comparison to either not having access to those things / choosing not to use them when entering a mission.
at the bare minimum i hope they remove the zipline advantage. hell, go crazy and have the core stone destroy all ziplines near it when the pillar is broken (sorta like how the heartstone in escort destroys nearby platforms!), and then you can still have the zipline cheese but it makes it a bit spicier, ammo dependent, and interesting at least. because all the shield exploit does is save time and a little bit of ammo, and it's virtually impossible to lose if you have a gunner as it is.
so for me, i'm pro shield exploit as long as there are essentially equivalent methods of cheese in the game that are just as boring / impossible to lose / slow, and i'd rather skip the event entirely so that i can go back to enjoying the rest of the game than sit on a zipline for 2 minutes and be bored out of my mind lol. (but i'm weird, and i know this is a very unpopular opinion)
@ojb_ the easiest fix for the zipline would be to just give the crawlers the ability to jump up and hit you (or give them a ranged attack).
the jump attack knocking off nearby dwarves from ziplines seems okay, but i do worry it's counterable by just quickly hitting E again to regrab like you can with regular projectiles knocking you off. though maybe the extra density caused by ignoring monkeys while sitting on a zip is enough to pressure cook people into earning those zipline cheeses idk.
there's a part of me that suspects it's not as easy of a change either, and i think that might be more time consuming to implement than ghost ship seems willing to commit now that they're focused on rogue core. (but i mean, i suggested destroying nearby ziplines and that's brand new code and even less likely to be a simple one liner or whatever lol)
i would like to see this zipline nerf however. i think it's tainted public perception of the event too much and clouded balance discussions!
@ojb_ instead of having the jump attack work like a projectile knocking you off, have it work like an oppresor slam so that it knocks you away from the zipline a bit, then you couldn't re-grab onto the zipline.
Thankfully, the corestone is a fairly quick seasonal event so cheesing it doesn't effect the game to much.
as a driller main I just start the mission and then damage the first part when the core stone is in the animation and put a c4 on top of the pillar and then drill the pillar and blow the c4 and do it one more time and it just end in 20 seconds
speaking from a true solo perspective: this strat falls off in the highest hazards unfortunately, and really the only way it can be forced to work is if you're on cryo with cold radiance and can ignore the enemies entirely during the downtime as you wait for the pillars to recharge. there's enough time where you're not allowed to make progress on the core that you're going to have to contend with enemies that move very fast and hit very hard on things like haz5++ or modded hazards.
@@ojb_ I don't play haz 5 easy solution😇
How you get your shield to look like that?
mod.io/g/drg/m/modified-gunner-shield-effect#3029397
Yeah this works on xbox too, done it a few times. The other miners laugh or wtf when you show them.
what the shit this is insane
mmmmmmmmmmmmm j'adore du fromage!
Wait is it just me, or does mining in the gemstone kinda look like true flat in Astroneer? The square that comes from mining on the stone looks near perfectly flat.
True flat also exists in drg. Similar voxel grid system
@@helohel5915yeah but in astroneer its actually a sphere, i think that makes it very unique compared to other games, its not on the level of Outer wilds where you can actually fly onto the different planets
@dontatmebro- you may enjoy this post :)
old.reddit.com/r/DeepRockGalactic/comments/x86ig3/a_guide_to_drilling_perfectly_smooth_walls
@@aarepelaa1142 astroneer is not a perfect sphere. The voxel grid is a square after all
@@helohel5915 yeah but you're still on a planet that's round and shit, i think there was an alignment tool that perfectly aligns the surface to follow the curvature of the planet as well to make a smooth surface.
How did you even find out about that last one?
i was half-watching a @chanceIIors vod where they had done some drill down tech apparently learned from players who had also hung out in Chinese modded lobbies, which is where i think it originated. didn't really pay super close attention to what the team in the vod were actually doing (i was half working at the time lol, don't tell my boss), but the basic idea came from that! then it was just a bit of experimenting on my own until i figured out the size of the carved out cylinder area and found a way to work around it in solo. lots of exploits originate from just accidentally doing something and having the good fortune of noticing the potential and going from there, and im sure there are still things out there that are useful but people just haven't made the leap to try and use it just yet!
Corestone is annoying yet manageable except for ONE thing. 9 times out of 10 everytime I try to bunker or set up an engie hold it spawns a portal either behind me, beside me, or in the choke. One time I had a bunker completely blocked off by one while a swarm was happening. I would personally love to find out how they choose portal locations so I can avoid this
Just git gud
Make 2 bunkers perhaps? Or just hope for the best
@@STankO1 I’ve tried hoping it doesn’t cover it up but happens too often for that to be reliable. If I try two it might just cover them both but I haven’t tried that yet
@@nightcapmain2699 well that suck. Guess it's really unpredictable then. But whatever the case, just rock and stone
@@nightcapmain2699 nah, place the turrets for them to shoot the core stone , run around cause half the time they Will jump from here to there (while it reconstruct itself fill the sentries) and so one, don't forget to jump around. I couple hours ago i uploaded a vid vs the core stone
how
still not patched.
@GhostShipGames yeah, id like to report a crime
snitches get leeches
BRO WHAT
Nice
dosnt show or the developer fix it... boy thats not good to post it
Didn't get the last one 🤔
wow
lmao, good video :D
What
I did this to day, it failed and they kicked me from the lobby :(
Is there a crime that is legal ?
all crimes are legal until you get caught. at least that's what my attorney tells me
?
Did you also get IT recommended in your sub Feed?
Нафига вот это вертеть оружие после каждего действия? Не ускоряет это перезарядку не разу
Если ты про платформенную пушку, то не только перезарядку, еще и скорострельность ускоряет. Если в тайминг отмену анимации делать, конечно.
Ты ничего не знаешь об этой игре, лол
I haven't played in a few months, what is this rock??
this is the season 5 core stone event (sorta like previous season's meteors, if you played those). it's a reasonably straightforward 3 stage encounter with only type of enemy to worry about, and some of that simplicity has resulted in a lot of things trivializing the event entirely (like sitting on a zipline, or doing a shield throw exploit shown here), or making the event much harder if you don't have a particular loadout to counter the one enemy type's strengths.
whar
Tbh, it is not worth it
I loce these enemies in event
They are pretty challenging sometimes
Wtf?
what kind of mods you have?
a lot! mostly performance related because i use a computer from 2010 and i usually play modded difficulties that really push the hardware to its limits, but i have a handful of QoL stuff and some other utils for testing and challenge runs and what not. here's my current modlist copy/paste if you're interested. let me know if you want more details on anything!
mod.io/g/drg/m/bet-c-b-silent#1183614
mod.io/g/drg/m/replace-weapon-name-with-overclock-upgrades#3848966
mod.io/g/drg/m/sandbox-utilities#1897251
mod.io/g/drg/m/build-inspector#2101319
mod.io/g/drg/m/live-mission-stat-tracker#1636619
mod.io/g/drg/m/rancors-rig-hud#1769472
mod.io/g/drg/m/customizable-ally-outlines#1533299
mod.io/g/drg/m/miracle-mod-manager#1582325
mod.io/g/drg/m/better-downed-icon#1160850
mod.io/g/drg/m/motd-stattrack#1145532
mod.io/g/drg/m/weapon-heat-crosshair#1634437
mod.io/g/drg/m/aichis-beer-selector#2965513
mod.io/g/drg/m/closer-promotion-terminal-updated#2092879
mod.io/g/drg/m/better-spectator-reloaded#1877135
mod.io/g/drg/m/a-better-modding-menu#2247462
mod.io/g/drg/m/simplemissiontimer#1605951
mod.io/g/drg/m/ammo-resupply-indicator#1727746
mod.io/g/drg/m/combined-resources#1863656
mod.io/g/drg/m/fast-forging#1035291
mod.io/g/drg/m/modified-gunner-shield-effect#3029397
mod.io/g/drg/m/better-explosion-range-indicator#1831206
mod.io/g/drg/m/clutterbegone#2434441
mod.io/g/drg/m/drglib#1034237
mod.io/g/drg/m/no-camera-shake#1158572
mod.io/g/drg/m/remove-all-particles#1034587
mod.io/g/drg/m/no-ragdolls#2121639
mod.io/g/drg/m/better-post-processing-reloaded#2025849
mod.io/g/drg/m/goldchunksbegone#2424882
mod.io/g/drg/m/buyable-missions#1962912
I also use three mods that aren't on modio (I use the MINT mod manager instead of in game support because it's a lot, lot more stable and a lot better):
CustomDifficulty2.pak (for playing haz6x2, etc.)
RestartMission.pak (utility for challenge runs, speedruns, and seed hunting)
UnifiedUI.pak (modhub replacement that manages mods)
@@ojb_ oh I thought you are a cybersportsman and use low graphic like them :0
@@ojb_ thanks for the answer btw
I doubt any crime would be legal though
Meh
Muh
Wait, how do you get as a engineer the shield? What mod?
Have you tried, I dunno, like, using your eyes?
These are clips from multiple play sessions my friend
these clips are from different runs on the same seed. so the first two are as gunner and the last one is engineer. i used the sandbox utilities mod and a restartmission pak to aid me in making this video!
The Core Stone event is unapologetically bad. I have no qualms about doing any of this
How is it bad? Me and my buddies have no problems speedrunning it with a driller, engie and gunner
It's pretty easy...
It's easy, fun, and music rocks
@@PassTheSnailsat high hazards is balanced like ass, with no gunner and its ziplines, the event is a practically a team killer
@@monote43 Has 4 solo is hard but possible (impossible with driller I'm pretty sure)
Haz 5 duo is also possible
this is patched.
i went and checked and it was still working for me. it's possible your shield toss was too low. if the shield is the smallest radius / no size modifiers on it - i suspect you have to go even higher than the video shows!