Deep Rock Galactic | Season 3 Grenade Tier List
Вставка
- Опубліковано 5 вер 2024
- In this video we are going to be going over all of the grenades in Deep Rock Galactic, and we are going to be ranking them in our tier list. This will include all of the new grenades that where added with season 3 and all of the ones that have changed over the course of the last few seasons.
❤️ Join this channel to get access to perks:
/ @reapeeron
❤️ Subscribe For More : / @reapeeron
🏆 Share this video with a friend: • Deep Rock Galactic | S...
👍 Watch next: • Deep Rock Galactic Fun...
🎮 Recommended Playlist: • Deep Rock Galactic | F...
🎮 Series Playlist: • Deep Rock Galactic | P...
🎁 ReapeeRon Merch: teespring.com/...
Social Media:
✨ Discord: / discord
✨ Twitch: / reapeeron
✨ Twitter: / reapeeron
✨ Facebook: / reapeerongaming
✨ Patreon: www.patreon.co...
👉 Find All Livestreams Here: www.facebook.c...
🎵 Music Provided By: Kevin MacLeod
🎵 Music Provided By: incompetech.com...
🎵 Music Provided By: Karl Casey @ White Bat Audio
linktr.ee/Reap...
Things I Use To Record And Stream -
Mic - amzn.to/3y35S0p
Power Supply To Mic - amzn.to/2VdxbWY
Speakers - amzn.to/2VaxhPa
Mouse - amzn.to/3eVvjt0
Keyboard - amzn.to/3wXIFeJ
Monitor - amzn.to/3eNWw0T
CPU - amzn.to/3xYCFDH
GPU - amzn.to/3zyNQDm
Motherboard - amzn.to/3BB919R
Ram - amzn.to/3zumUok
Headset - amzn.to/3y3A5fR
Controller - amzn.to/3ByKAtL
#drg #deeprockgalactic #tierlist
I'm surprised you didn't mention when you throw the Leadburster and accidentally pop the Dreadnought Cocoon on the other side of the cave
Did that on accident two days ago. We were mining for nitra on a hazard 4 and there was a swarm. Didn’t see the cocoon
The boomerang needs to do melee damage.
That would make it better.
I love that idea!
@@commonsense-og1gz I think that’s what they mean. They want it to do the same damage, just make it a melee “type” damage with the electric.
That's a good idea has little cc but it can heal making good for something instead of being inferior to every other scout gernade
@@commonsense-og1gz ‘less valuable’ almost a synonym of inferior…
The boomerang is really good, an eight second stun time is nothing to scoff at. It one-shots shredders and it gives Scouts a consistent way to deal with small enemies like those, jellyfish and swarmers when using single target-focused loadouts. Also, it significantly slows even Bulk Detonators and it'll make a flock of Mactera just sit there and let you kill them.
Haz 5 feel like its such a waste
Bro just use cryo it's better in any way you wrote here (except shredders)
@@spokoziomek4265 Only get four grenades, tho. Those four grenades are really good, tho. I could see people preferring more grenades, even if they're weaker. Atm I underutilize boomerangs because I'm so used to only having 4 grenades while playing scout.
@@spokoziomek4265 agreed, cryos can delete entire groups of swarmers, naedocites, and mactera better than the boomerang ever could
The boomerangs really fall off at the higher hazard levels. The fact that you can't throw more than one at a time really hurts their already underwhelming power. When 80 grunts, 30 naedocytes and 8 tri Jaws pop up, stunning 9 enemies over 4 seconds feels obsolete.
I think if you could animation cancel to throw all 8 at once or if they got a speed and max target buff, they might catch up to cryo/IFG's.
Fun fact I learned recently: as if the Impact Axes weren't good enough, they can kill the Creeper Vines and Thorn Pots in Hollow Bough without being consumed. They're normally really annoying/hazardous to deal with so this is incredible.
You can also destroy those electric crystals with them. And open ebonuts.
And those poison spore mushrooms.
Throw them in a line, takes out in a line.
Great for killing vegetation of any kind.
@@themarlboromandalorian new update made it require slightly better aim to clear the mushrooms tho
Been playing for a long time and never knew this
The reason the leadburster doesn't damage you if you stand just right on top of it is because your player hitbox ends up being directly inside the circle it fires around.
The leadburster fires in a circle around a point, but that point isn't microscopic, and can occasionally accommodate a dwarf.
If the wiki is anything to go by, it seems like they only do damage until after a 1.8 meter radius
@PlasmicDynamite they do MORE damage past 1.8m. At 1.8m or shorter, it does 2 dmg per bullet, which is still a lot overall. From 1.8m to 7m, it does 20 dmg per bullet, which can be insane dmg if angled just right. Past 7m it does 50 dmg per bullet, but obviously you'll be hitting fewer bullets. The sweet spot is right about 2-4m away. It can one-shot praetorians and do crazy dmg to dreadnoughts or bulk detonators. Definitely something you have to get good at though, due to the distance and angle of the grenade/enemy.
I just like the engi grenade because it gets me closer to having the maximum number of guys. You can have a guy as your primary with the smart rifle, two guys as your class tool/ support option with the turret, a guy as a perk with Steve, and now a bunch of little guys as your grenade.
Play in single player with bosco for an extra guy
I like pretending I am a Summoner, with basically the same setup, and my secondary being RJ-250!
Don't talk to me or Bosco or Molly or Bet-C or my Patrol Drone or my turret or my other turret or Steeve or my Shredders ever again
You forgot Doretta.
@@fredrickjones566 Can there be a rival presence on an escort mission? I'm still pretty new but haven't seen it yet
Neurotoxin grenades have the often overlooked benefit of creating a semi-safe zone for the dwarves as enemies rarely can walk through the toxin and hit players inside before dying. Obviously this isn't nearly as effective as Gunner's shield, but I've pulled off several resurrections and resupplies using this strat.
This is also very usefull on swarmaggedon
It's the perfect "I do not Vibe with Small Enemies" item
Same for pheromone
Yeah I love them for that
Unfortunately ANY source of fire and my grenade is wasted
@@alexanderharrison7421 Yeah, but driller is the perfect "I do not vibe with small enemies" class anyway :)
The great part about the shredders is how "Fire and Forget" they are. Sure, they might do medicre damage with one hit but if you throw these down in a fight you can continue doing your thing whilst they clear out and slow down the chaff without having to worry about team damage or aiming them. They're especially great at murdering smaller enemies (shredder vs shredder is great to watch) and their range is insane.
Tbh best grenade in the game, in hazard 5 they can still wipe out a half of a swarm for you with just one throw
Swarmers are amazing to put yourself into safety while building your turrets as well. And yes they will protect you from the swarm type enemies
I can’t tell you how many times the shedders have been the single thing that saved everyone in haz 5 missions. The damage also isn’t bad at all. It’s truly the best grenade in the game.
I feel like the gunners sticky nades are kinda underrated, the fact you get 6 of them really allows you to soften a bunch of swarms or throw a few on a Praetorion
I exclusevely use them for preatorians, since every other nade he has does the same as my main gun which is absolutely annihilate everything weak-medium strength in front. So there's no reason to use anything else except maybe fire if your primary doesn't light things up anyways
Also the fear aspect of the sticky nade is super slept on.
The sticky nade almost always applies fear to an enemy which will make them turn around and expose your weak point for you without you needing to do movement shenanigans or hope they target your team
i used to exclusively use the clusters, but i find their consistency isnt as great. only on wide flat ground really. and man forget throwing them from any kind of elevation, especially from a zipline. also for deep dives, running into low gravity aint gona be fun. also i love doing the growing nade visual bug for stickies on the shield. but in the new update i cant quite tell if thats been patched out.
gunners primaries are so powerful i very rarely want to soften enemies up with it. fire grenade can soften up enemies too, but it also can set you up for a fire buld bulldog for example on big enemies so u can 1 shot detenators. opressors. ect.
I thought that way but then i remembered my engie with volt and Shard diffractor can wipe out a Praetorian in hazard 5 in under 2 seconds without using much ammo
I love the shredders. Pretty good against single target, but also great at keeping swamers and jellyfish off you, they last a good while, give you breathing room, and there is no chance you are going to have a friendly fire whoopsie.
Also as someone who loves pet classes I love that an Engie can get a Steeve, two turrets, a swarm of killer robots, and technically a smart gun that is sort of like a whole other robot.
Also shredders counter shredders, who would have known, shredders become shredded by shredders.
Don't forget about Bet-C and Bosco!
Recently started playing Engineer, promoted once. love the fact I can have 2 sentries, shredders, a Steve & a Shard refractor 😛
I’m really liking the boomerang. It has an 8 second stun, which is incredibly long, AND IT CAN STUN BULKS! It can literally freeze a bulk in place, which is fantastic. Throw 1-2 at a bulk, then destroy its weakpoints with new AISE. It is super easy and consistent. And you get 8 of them!
There's a bit of misconception for the boomerang
It has 3 effects on hit, one of which is a 8 second stun, 4 second electrify (70%) and 2 second electrify (50%)
Bulk and oppressors both have stun immunity, but bulk is still fully susceptible to the 2nd and 3rd effect, which results in a 85% slow for 2 second and 70% slow for 4 second. Oppressors are immune to both stun and the electrify from the 2nd effect, but will get slowed by 50% for 2 second in the 3rd effect.
The big issue for me with gunner's new grenade- it bounces off bugs way too much. I've found that a consistent way use it is to throw it out of your shield when you and/or team is huddled inside it surrounded by bugs... until the nade bounces off a grunt's face and back into your shield radius.
true
it's meant to be used that way man, otherwise, you gotta know beforehand where the bugs will spawn on that exact cave/tunnel, use it when they're coming and you just saved 1/4 of your main weapon ammo, similar to how one is supposed to use AoE weapons, they're way better when you know the bug choke points, then you can rain hell on them, same with NTP
It’s worth noting the driller’s HE grenade has 100% fear chase as well as 400% armor breaking on it.
I love pheromone grenades + pheromone bolts on crossbow, its a fun but effective build because at that point you hardly even have to kill stuff. lets you finish solo EDDs with less than 200 kills
Really helpful when grinding out point extract even on haz 4-5 bosco get's aquarqs I nade or bolt enemies and just constantly fly around the cave picking up 2nd objective or getting free and easy aquarqus. In and out in 10 or less minutes.
Pheromone grenades are amazing, why is it in B tier? You can literally stop an entire wave with a single grenade, and they get clumped up so tight that anyone running AoE is going to have a field day. It's the ultimate CC weapon, since it also affects the bugs that weren't hit, INCLUDING Oppressors, and every ranged enemy. It takes so much pressure off the team it's ridiculous.
Gunners sticky grenade is A tier because of its guaranteed fear and stunning on praetorians, making them turn around and show their weak point. A unique use with 6 ammo.
Personally I love the driller's neurotoxin, it is absolutely perfect for the bunkers Drillers make. Toss one out and let enemies poison themselves as they rush inside, stay near the back where you won't blow it up near the beginning of its lifespan, finish them off with friends. The obscurement doesn't really hinder your friends as there is only one place to shoot at, the door, and the enemies health bars show up through it too, even if you yourself can't see them yet.
Whenever they are about to go away, move forward a bit and finish off the cloud with a flame burst. I personally love it lol
It good but the problem I’ve always had with them is their effect is pretty weak and you only get 4, but it’s drillers second most popular option for a reason since it’s incredibly easy to use and provides decent slowdown and it’s the fuck swarmers grenade. I personally find it to be my least favorite driller Grenade but it’s alright.
If I'm being honest I tend to forget grenades exist unless I actually want to do something with them then realize I have a different grenade equipped
I forget to use all of them, like if I have 8 I use 3
Pheromone nades are A or high B: stops a whole wave in its tracks. It's basically a stun sweeper and lure that can affect more enemies and works better than both.
Ripper has insane damage, so I'd put it higher, but it's just more situational and different than normal grenades
This video got me willing to retry a few grenades. I have a hard time using HE and plasma burster, mostly because they don't have a specific niche that my other weapons can also deal with.
I think Proxy Mine should be higher up in this list, because of the repellent mod for the pancakes. You can easily make choke points in objective areas, then throw a proxy grenade in the choke points, and this brings out a lot of value from them. In a Doretta mission or at the end of the mini-mule mission, try throwing a couple of pancakes on the ground to make choke points, then throw the proxy.
I tend to find the platforms difficult to use in those scenarios because bugs can just climb on the walls instead
@@Dragonoidalpha I often times layer platforms above where my team is holding so enemies don't crawl down behind us
SSG is easily S tier, friendly fire is impossible, amazing swarm protection, clears up swarmer enemies, great single target, great area denial, great duration, amazing defense, and in my time using it i have yet to find a situation it does poorly
It is quite good.
For me Boomerang is tier A. It much more efficient vs small targets and help vs drednoughts. These 8 charges saved me and my teammates a lot of times. In addition, the boomerang is not limited to a small area and helps a lot with the spitters on the ceiling
I still love the new gunner nade. I’ve experienced all of the shortcoming you mentioned but man when you see a massive group of bugs not being taken care of it’s awesome to just see that bug splosion. I am absolutely bummed when I have a problem, throw that nade and the problem isn’t satisfied. Probably my favorite new nade design followed by the engineer grenade, total force multiplier.
The ripper is nice because you can also send them up walls to take care of targets near the ceiling, something many driller loadouts can struggle with. But it's also probably the most challenging grenade to use effectively in the game atm. If you miscalculate the throw you end up wasting the shot or hitting yourself or your teammates. And because they always travel in a straight line they will eventually come back to their starting position as long as the cave isn't too big. At least they reduced the friendly fire hitbox.
Rippers are so situational tho, they work in like 2 situations while all of drillers other grenades are pretty versatile, but ripper gets bonus points for being dummy fun.
HE grenade is A tier imo, with fuse this thing is pretty much axe(if you could manage the fused) but radius damage. It's pretty great for clearing waves, however the range is pretty limited and the damage to freezed target doesn't seems apealing(pretty much replacement if you dislike the enviroment destruction of the c4). It's pretty great with flamethrower and goo gun. Boomerang is insanely well with the bullet of mercy GK2(it got buffed well this season), it's pretty consistence compared to something like IFG(even better if you have Cryo Minelets). And the Ripsaw is prob the biggest L in this season, pretty great damage but the devs expect this thing to atleast run over enemy twice to deal acceptable damage but most of the time it went to the droppod/supply pod tunnel or haunt your teammates. more or less a situational grenade.
>HE grenade is A tier imo
Based
I think HE grenades is b tier because it's good for mactera
Theyre like mini c4, i rly like em
They are much better for that.
Came here to say just that.
HE grenades are definitely one of my new favorite grenades after the cooking changes, Its just so satisfying to get the timing just right and watch an entire swarm of bugs or mactera get completely annihilated. Plus you have six of em.
I have found at least one good use for the Leadburster; If you throw it under big tanky enemies like bulks and elites, you can take a massive amount of their health away with like 2 nades.
Also note worthy is that the stun stick can actually stun bulks and can shock oppressors.
I like calling the rippers the "Death Roombas" but for the most part I do agree with your take on the rippers. Kinda wished they & the boomerang count as a melee attacks for Vampirism. Still a lot of fun to use.
I love the boomerang. The fact that my Scout was already dressed like an australian hunter helps.
People really sleep on the boomerang when it comes to Macteras. Sure, you can throw a cyro gernade and kill them instantly, but you can burn through your gernade reserves really quick on something like Mactera plague like that. All Mactera can be stunned, so you just toss these out and stun an entire swarm of them, and then pick them off. You can do this with little fear of running out because you have 8.
Also being able to stun trijaws is a blessing
I agree, the way people argue its like they always spawn in huge waves of like 20 all clumped together making cryo the best counter. But how often does that happen? Like once per mission, most of the time the boomerang will stun almost the entire wave in haz5, and you get twice as much of them. You still need to shoot them but you can line them up with blowtrough, weakspots etc.
Also there is zero risk for friendly fire and with vampire you can just go out and find 9 grunts, stun them all and get 45hp with just one of them.
Thank you for talking about the ripper lawnmower one having crazy friendly fire, my friend thought I was crazy when I told them that I one shot a half health Scout with it 😂 and I started self doubting myself
Yeah that happened to me a lot in the beta.
There is someone out there with the server name "if you use the new driller nade, i kick"
I think lure is an S tier in certain missions. Very useful on salvage missions, and especially on missions with shield disruption to help players avoid getting hit. I take it almost every time except on dreadnought and sabotage missions.
I agree, I hardly ever take those off.
Good list! I've been enjoying the new Engi grenade a lot. I like the playstyle of having a turret watching my back and the new swarmer grenade reinforces that by having another source of autonomous damage looking out for me as I try to mine or do whatever.
While the cryos and IFGs are most definitely S tier, I do think the boomerangs belong higher. I've been running with a Steve as scout for the first time since season 2 because of these, and I'm yet to get bullets of mercy but the electricity proc for the zukovs is still good, and just walking behind a pretorian makes me laugh
In my opinion the pheromones are scouts best option for dealing with crowds. They combo extremely well with fire bolts on the crossbow. 1 nade plus 1 bolt can clear an entire crowd it's pretty nuts.
One thing I like doing with the lead sprayer grenades is throwing a few of them at a bulk detonator. They can potentially do a ton of damage to bulks and I've shredded detonators in seconds by throwing two to three of them at bulks. (On hazard 4 that is). They're also useful for clearling tyrant weed minions too.
shredders are definitely in the "completely overtuned" tier high above the axe. I've just been afking in hazard 4 with those
Ong i've been doing hazard 5 missions like it's nothing, one throw is enough to wipe out half a swarm or protect an objective for it's 40%
Ripsaw synergizing with vampire would be a nice side grade to the axes hopefully that could be a future change
That would be a bit more of a “side grade” cause you can easily clear 10+ enemies and that’s a lot of health for that many grenades you have with them.
@@BertsBalls good point. Maybe they could change the amount total and make it do less direct damage then the axes so its better for crowds while axes could be better at direct damage?
I agree with the placement of the boomerang on its own, but if you combine it with the GK2 and Bullets of mercy it becomes a monster. Super easy way to apply the necessary debuff, and can make the deepcore better at dealing with up to medium sized hordes of 7-9 grunts, as well as be your answer for swarmers, breeder spawns, and yes the tyrant weeds.
I also opt for the pheremone bolts so I still have that utility if i need to res or if there are just too many bugs around. (Which also is a debuff for bullets of mercy, while the pheremone grenade isnt for some reason)
That is very true, and I do really like using the new boomerang.
The swarmers are hilariously useful in mactera swarm and cave leech missions. Aside from being an emergency self release button. It's super handy to blind chuck one at the ceiling and watch them eat all the cave leeches for you, lol.
Sentries are also really good for killing leeches, they also auto target them without having to use a grenade just for cave leeches
@@rift7609 meh, matter of preference. I generally play with randoms and friends that are pretty oblivious at times. It's handy to be able to toss one off to deal with caught dwarves and clearing an area of low health threats without having to be there.
IMO the stun sweeper is the Scout's best grenade. Maybe not at Hazard 5 or whatever, but it makes regular old Hazard 3 combat a breeze.
It is probably my favorite grenade for Scout.
I definitely feel neurotoxin and pheramones should be in A, with proxies and shredders in S. I also feel like ripper might end up in S once I understand it better.
Pharamones are absolutely incredible tools on scout for ressing, not even close to matched by any other grenade in his arsenal. You made a really solid point when considering the boomerangs inability to help you resurrect teammates when there's a ton of enemies, but pharamones are exactly the grenades to allow scout to do that, something none of his other grenades can really do.
Proxies I feel are a fairly self explanatory S tier, they're an absolute mega Swiss army knife. Capable of everything from being stacked to wipe the armor off dreadnought hiveguards, funneling swarms with repellent additive, securing driller tunnels, canceling fall damage, the ability to pick them back up, the unique way they sit relative to all over engie grenades allowing them to deny mactera airspace, bunker securing, a get off my tool and more. The proxy mine is to the engineer as the axe is to driller. His other nades pre-update were nothing to scoff at, but didn't come close to the flexibility and reliability of proxy.
Shredder drones take the exact two weaknesses of proxy (dedication to holding around them and the inability of small targets to trigger them) and make an entire extremely powerful grenade out of it. Firstly, their duration. 40 seconds is just insane, and what's more? They reduce swarmers, enemy shredders, and jellyfish to dust, the one thing proxies couldn't do. They also follow you, so while proxies lent itself to a hunkered down engie, this allows a level of movement freedom engie didn't really have prior. They're also incredible at holding a point just like proxies, but lose out on some of the versatility and boss shredding proxies had. A worthy sidegrade to proxies.
Rippers I'm really unsure of, I've seen tricks people are doing with it and it looks promising, but clunky. Definitely gonna keep an eye on it.
The Improved HE grenades seem really good for fighting the Lithophage Enemies, They seem to pop Most/all of the blisters in the AOE. Probably the only time to use them but hey they are uselful now imo
Same for the Leadburster
I've been waiting to use these with my sludge blast build, since it needs all the extra swarm clear it can get.
My favorite tactic with leadburster is to use it after chucking a shield down.
ie. Want to revive a teammate with a lot of enemies still on your tail? Throw down a shield on him as usual, but also toss a leadburster outside the shield into the crowd. Revive your teammate while simultaneously listening to smooth sounds of swarm-thinning carnage, from within the safety of your bubble :)
Or if you are on a lower than normal ceiling area, toss it on the ceiling outside of the shield
The shredders are good for covering that trash clearing gap in a Lok-1 engineer build. Them and sentries can go a long way towards keeping a pack of tiny swarming buggers away if you're low on breach cutter or PGL grenades.
Meh, Lure is better for that in my opinion. Toss a lure, bunch of enemies go for the lure, as you kill those ones, other bugs get attracted to the lure. You can keep a ton of bugs off of you with one lure if you use it right.
Swarm grenade just isn't very useful imo. I think they should increase their duration significantly. Something like 5 minutes. That would turn them into a sort of "pet" grenade, rather than just being 30 seconds of mediocre damage.
@@12HitCombo absolutely not it's the best grenade in the game
@@12HitCombo MEDIOCRE DAMAGE HAHAHHA. Their damage is amazing
@@fanto860 Plasma burster does more damage, proximity is better at area denial, and lure is better at crowd control. So, im not sure why you think the swarm grenade is "the best grenade in the game".
I get the feeling most of the fans of the swarm grenade are caught up in their novelty. "You can summon a swarm of drones to attack your enemies. ZOMG that's OP!!!" But these people fail to really take the time to actually look at how the grenade compares to the other engie grenades in practical applications. Literally every situation one can think of, another engie grenade performs better. So it just doesn't have a real place in the game other than to be able to say "Ooo look at the pretty drones", which I guess if you're into that, then I could definitely see how that would make it the "best grenade in the game".
Swarmers are great
With experience i change my mind about leadburster grenade, it was hard to use at the begining but now i finally know when it's the good time for launch it and keep my minigun ammo for later (so for bullet hell build this grenade is the most usefull one in my opinion), and the fact that i can kill a bulk with 3 grenade is a pretty good bonus :)
The most important thing i've learn with this grenade is this is NOT a grenade is more like a weapon, so don't use them like a grenade : launching them when you're in panic surrounded by bug is not how to use the best of this grenade :)
The thing about the Lead Burster
One to Two of them can kill a Bulk Detonator if you throw them directly under it
and since Bulk Detonators are heavily resistant to explosive damage
and 2 out of Gunner's 3 primaries do Explosive Damage
it's pretty good for that
Yeah they are great for deleting Dets.
boomerang sweeper.... C tier?.... wow, A to B tier at least, but C? I can throw it to revive someone safely, can't miss a target, can bounce between two enemies to continue damage, throw at a wave coming down a wall to delay them while you focus on closer targets. I can't believe so many deeprock u tubers , even scout mains can't see the potential even in its current state.
Yeah I agree, I play scout the least tho, but the fire and forget nature of it is great. Plus, unlike most other grenades (except the ssg) It doesnt need enemies to be grouped together to effect them. It has a rather large seeker distance, had it fly around a good portion of a point extraction minehead cave and still hit 9 times, clearing up acid spitters on the ceiling I hadnt seen. Plus on RiIval Robot Missions, say goodbye to shredders.
I think a lot of players undervalue it's utility against scattered smaller enemies which scout usually has problem dealing with.
-In swarmagetton an IFG, a little bit of kiting and bouncy bullets is superior.
-It does help with rezing more than IFG's though.
Idk, I would say IFG's are better in majority of builds/scenarios but definitely not in all scenarios.
"you can also slap these which is kinda funny" lmao idk why but i found that pretty funny. but yeah ive been liking the ssg a lot. its not the most flashy in just insta murdering things like the plasma or others, but i really like how they work conceptually. like its never a bad idea to not throw them out or its never a bad time unless there arent any enemies. i like running from a crowd and just throwing it down at my feet knowing that theyll just swarm to where i need them right behind me.
the sprinklers are cool but i kinda dont like how easily it does ff. it had a big range and since its not a typical nade, its not inherently obvious. ive yet to use the other 2 as ive been using them through my class leveling cycle atm. but i think id prob say the drillers nade would be my least favorite. im excited to try the boomerang and buffed gk2 tho
Homie did the boomerang dirty...
Stunning up to 10 targets for 8 seconds is huge but they really shine with swarmers and jellyfish. One boomerang just wipes them and it feels great.
also worth mentioning with the leadburster is that it should NOt be taken/used in elimination missions: it pops cocoons really easily, and sometimes at stupid ranges, through THICK terrain
I have been playing with the new shredder grenade on solo Haz 5 missions and through two solo EDDs, and to me, they are absolutely S tier. They stay for 40 seconds, and in those 40 seconds, they annihilate swarmers, exploders, jellyfish, acid spitters, they help against dreadnoughts, spitballers, and breeders, they attack mactera, cave leeches, and the 2nd stage meatballs on Escort, all while moving with you if you're retreating or advancing. They are basically a proximity mine that attaches itself to you and stays on you, has three times the radius, doesn't damage you, and deals more damage over its lifespan. To me, they feel like possibly the third strongest grenade in the game for high Hazard after Axes and Cryo grenades.
Excuse me? Stun Sweeper in C tier? It's one of the best CC throwables and synergizes with electric damage or BoM. Completely taking the heat of an approaching cluster, no matter which way they're crawling OR flying at you.
This guide certainly undervalues Stun Sweeper. You have double the amount as Cryo, it never misses, and has an incredibly long stun. The only real downside is the lack of damage and can't deal with oppressors...but the former doesn't matter cause scout has really good single target damage to pair, the stun is all you need.
Honestly it's really surprising you didn't put the leadbruster higher. For me it's pretty consistent it'll slaughter swarms pretty well but I mainly use it against oppressors, praetorians, bulk detonators and dreadnoughts. Throw one of these directly under a big target and it'll take a ton of damage and it's really nice to have the insta kill option when things get dicey.
if you throw it past 1.8m it does 10x dmg, from 2dmg to 20dmg per bullet. Basically, throw it about 2-4m away from the enemy/enemies and it will delete dreadnoughts, bulks, praetorians, and waves of smaller enemies. It's hard to master, but it has the highest dmg of anything in the entire game if used properly
The high explosive grenades should be able to mine minerals very well, to have them stand out.
That would be cool!
For the Plasma Burster, the trick I learned a very long time ago to get it to go straight and not bounce chaoticly is to throw it while going backward. Apparently they're kinda influenced by inertia, kinda odd but does the trick consistantly, and help a lot in fleeing swarms (still influenced by the terrain but very practical)
For the S.S.G, I found them so broken against Dreadnoughts and Oppressors. Like a single swarm shredded an Oppressor down in like less than 5 seconds (in Haz3, don't know I they'll do as good in Haz4/5). Only downside is that they'll never target Hiveguard (thanks to its unique weakspot system, curse you Hiveguard) but still shredd the hell out of its spawns!
Anyway, great vid as always, love to hear you talk abour DRG in details
Nice list. I still love the boomerang most. Stunlocking up to 9 enemies for 8 seconds is invaluable on high haz missions with swarms. The IFG is also still a boss nade and like you say driller axe nothing even comes close in pure dmg and versatility.
I think people are under rating the boomerang. I have used it a ton and find that while not the strongest it has consistent guaranteed value in almost every situation. Its near impossible to waste or fail the throw. It hits a lot of targets that don't have to be close to each other so it works great against mixed swarms of flyers and ground enemies. Great at cleaning up swarms of the little guys. The stun lasts super long. You get 8!And its honestly just an amazing panic option for when you are getting swarmed as it will bounce all around you stunning anything that is attacking you. I honestly love the grenade and think its great. The main problem with it is simply that its on the scout who arguably has the strongest grenades in the game with cryo and ifg. Buts honestly a really solid grenade and super fun to use. That said I wouldn't complain about a buff since it might be my new favorite haha.
Yeah the only true downside to the Boomerang is its on a class with three other great grenade options. It is my favorite as well because it does everything I need a grenade to do while also not being wasted if I miss a throw and having a huge stack of eight.
@@BuckRodgers3 Yea it just does not have quite the same potential value as his other grenades but at least it is consistent value. I honestly think the best buff would be to make the electricity last for as long as the stun. This would add a little more damage but also allow the zukovs to get the bonus damage.
@@theolong6689 Thinking about it the lesser potential value alongside the high count is probably why I like it so much, you never feel like you are going waste one so I'm much more likely to throw it unlike a cryo where I could be saving them from stopping a Mac swarm or a Bulk from blowing.
I’d put prox grenades in S tier… if your ng uses them correctly their area control ability is undeniable; 4 grenades X 4 explosions means you are getting 16 booms/loadout …on missions with a lot of nitra and multiple resupps the area control can be insane
Pheromone Canister imo going to S beacuse for example Hazard 5 swarm started and you can throw it in middle on swarm to stop them at one place and then engineer can use Deepcore 40mm or Breach cutter to kill everyone quickly
Pheromones get better the more people and higher haz you are in, because the relative amount of CC goes up to match. 15 seconds is a ridiculously long time, probably the single longest form of CC in the entire game.
When I play Engineer
I love the Swarmers specifically because It makes me feel like a Pack Alpha or a Commander
when in a Solo Mission
I got Bosco, Steeve, 1 or 2 Sentry Guns, and my Swarmers
and If I am lucky I could find a Bet-C
Yeah that is awesome, you get to have all the minions.
Shredders should be S tier simply because how effective they are in every possible scenario. I wouldn't mind if they were nerfed a bit tbh since picking any other grenade feels like handicapping myself and i'd like to pick other engie's grenades occasionally.
I feel like the boomerang could be a great option if it either:
A) Could bounce back to you, not consuming a charge, if it hit under a certain number of enemies (total charges would probably need to be reduced)
or
B) Could bounce an infinite amount of times (with a max range between each bounce), but dealt decreasing damage and stun duration (to a minimum).
They just feel so underwhelming against *big* crowds. You're only ever getting 10 hits in with a boomerang, when you could get dozens with a well placed cryo.
proximity mines are s tier, like they are extremely good, on top of that the lawnmower, the razor blade chariot is amazing it only takes two to kill a oppressor (that's if it's decided to crawl into your hole) honestly the boomerang is really good because of that stun. it's wack.
The important thing about leadbursters is that they do high damage against large targets. 2-3 is enough to delete a bulk, and they also do good damage against dreadnoughts. Considering that gunner already has good swarm clear, their per-use efficiency is unmatched vs other grenades, even with the jank placement.
(Tip: throw them where the bug is going to be, not where it is. The delay means you won't lose out on that much damage.)
At haz5/6, Gunner has mediocre swarm clear compared to driller/engi. He excels at taking down priority targets at range while still holding up OK against the masses.
I think if you were running mine layer system or hellfire you could get away with leadburster but incendiary gets more value on most builds.
@@SunnyJCR neurotoxin payload on thunderhead is a pretty good swarm clearer though
@@cardnal44 It's passable at Haz 5 but beyond that, its slow ttk makes it underwhelming in every situation besides very open caves with high line of sight.
The total damage is second to none but the pace at which it kills is a real hindrance when you need to clear your face. Things like breach cutter, turret whip, fat boy, sticky fuel, tcf and c4 keep up with the increased volume of enemies at haz6x2 whereas neurotoxin payload does not.
Honestly im playing engi mostly because of ssg its so fun to use and so powerful atleast in my opinion they are fun when theres no enemy and they fly around you to protect you and powerful against both crowd and single target i seen they handled swarmers and jellies so damn smoothly their only down part is for dread missions since they wont hit 3 ears of that specific dread which i dont know the name and they just fly around you until the sentinels show up or you kill the ears
Yeah it does sound interesting, it does some a bit more metal then bug armor.
Neurotoxin grenades paired with the flamer is personally S tier for me.
Even on Haz 4 if your defending a single location (or not) you can bunch up all of the grunts, slashers, and Guards then ignite the gas killing 90% of the swarm instantly.
You have I believe 10 seconds before the gas disappears, so if you want to wait and let tankier enemies take some extra toxic damage before blowing it all up, you still have time to do that.
The boomerang is amazing with some builds. I use it with bodkin points and the magnetic crossbow mod. It takes out swarms of anything really but especially good on mactera on haz 5.
Swarmers are the ultimate lazy dwarf's grenade. You really don't get it better than having a Steeve, Bet C, Bosco, turrets, a posse of patrol bots, and your own shredder swarm. I have never had to do so little in a point extraction in my life.
Shredders are also handy at throwing into a new area and clearing it of stuff like cave leeches or just taking care of stragglers that are out of sight. They have great range
The Shredders from the SSG have a maximum amount of damage they can do each before they expire, regardless of the duration. Currently this is 140, which IMO makes them way too niche to be a good pick in comparison to the others. If it really was a 40 second no-limit swarm of 5 drones, it'd be pretty good, but as it stands the current damage output and utility of them does not match up to the other grenades in higher tier content.
I honestly love the boomerang and feel that the shredder swarm is overpowered, both very fun.
You think the shredder swarm is overpowered? How? They do a small amount of damage to only 1 target at a time, apply no status effects, have zero utility. It's just 30 seconds of mediocre damage. You can kill like 8 grunts or deal 1/3rd of a praetorians hitpoints, its incredibly underwhelming. Plasma burster or proximity does better than that, and a lure is way better for crowd control. In what way do you think they are overpowered?
@@12HitCombo the damage is ok but the granade is self guided, it can be used to clear steath enemys since the swarm can detect them easily. I dont think its overpowered tho
@@nelsondfg211 Thats a pretty niche use though. And an inconsistent one since theres no guarantee that they'll go for those hidden stealth enemies since their targeting range is very short. Honestly, the turret is going to be way better at that anyway, since they have further targeting range and have no duration, so theres no need to sacrifice your valuable grenade slot just for getting rid of stealthy enemies.
I dunno man, I just don't see why anyone would use the swarm grenade over any of the others, it just doesn't seem to have a place.
@@12HitCombo thats true, I didnt test it yet.
I do love plasma bursters. They're great at clearing out tunnels. Many times they saved me by jumping through a tunnel like through a compacted dirt tunnel, and just kill everything.
I disagree with Boomerangs and HE being C tier.
You get 8 boomerangs, which is a lot (I've using them in every mission and never ran out of them), and they're great against Shredders and groups of Macteras.
And as a revive tool, it works as well as any other Scout grenade if not better.
And HE grenades now have really good AOE and damage. And since you can cook them, is easy to control where they'll explode and aim for macteras or enemies on walls. They feel like mini C4s when you see all those bugs flying after the explosion lol
I'd put them both in A tier
THE THUNDER FROM DOWN UNDER!
That enough warrants S tier
I like playing Fortress with Bosco, Shredders, Turrets, and Steve when I'm playing Engineer solo. Even better if you find BET-C.
Awesome!
With the shredder, it is meant to be used in tunnels… and the driller can make his own tunnels. Running this and the goo gun works really well as it slows them down so the shredder can annihilate them.
>haz 5 swarm
>driller makes tunnel deep into wall
>splurges on the floor
>throws shredder at the entrance
>clears swarm with minimal effort
Leadbursters can be tricky, but easily the best gunner grenade, when one learns how they spread their bullets they become so insanely powerful that you can clear a 20 bug swarm on h5 easily, even more if you got a swarm right on you and another one coming, then it's easily 30 kills or some crazy stuff like that, I'm surprised not so many have acknowledged that, I don't see it fit of a C tier right there with HE nades. The friendly fire sure is bad, but the 2000ish damage to hordes totally compensates, not to mention the revive potential, how it synergizes with engi, etc, no gunner grenade comes close to it
Incendiary grenade will always be my go to grenade.
It always feels great when you use it with the bubble shield. Throw the grenade at your feet when you are about to be overrun, then throw the shield down and watch as everything in the area runs away burning while you light them up with your minigun. You do the grenade first so that way the bugs spend more time in the fire before the shield starts to make them run away.
This combo also works really well for reviving downed teammates. Jump into position while throwing the grenade, and then when you land, throw down the shield to cover you while you revive your fellow dwarves.
Also high hazard level swarmers are my worst enemy and the flames work wonders against them.
The leadburster has a range function so close range shots deal massively less damage (so all 600 bullets -don't- _can't_ output onto one, very large enemy for 11 thousand damage; like a Dreadnaut). If you place it to hit a lot of enemies near the edge of the spin, _especially wall-bound hoards,_ you can deal a very solid _maybe ~250_ damage per bug on average. Any hit gives a +50 damage status, presumably once per grenade per few seconds iirc. That as well as a big boost at long, 7m+ range hits from 20 damage to 50 is how the rng hits become moderately normalized. *_You need to throw it adjacent to the bugs by about 2-9 meters, rather than close like a normal grenade would be used._* It's broken as hell inside of mining mission type pathway rooms, as well as targeting both air-born and ground-born enemies while running yourself. Their best application is both satchel-rooms and when you're dealing with a dozen different threat-types at once.
HE grenades are at least A tier now. I highly encourage anyone to try them out if you get bored of running axes. Take a strong single target gun/OC to make up for the loss of direct damage.
Honestly they feel like mini C4s even on haz 5 with 4 dwarves they do a loooot of damage. :)
You can also cancel the fuse by using your pickaxe.
Boomerang has the most uses of scout grenades, making it an effective third weapon slot style grenade, whereas all of scout's other grenades I treat like grenades, i.e., limited use opportunity tools. The same goes with the Shredder grenade on Engie, except on Engie, it's more of a *fourth* weapon, counting the turrets.
Can't agree with Gunner's Sticky Grenade being judged so low - it's the fear element combined with significant single-target damage, and a count of 6 makes them so good, being able to easily snipe weak spots of things like praetorians that would otherwise be rotating their front towards you or pulverizing guards if you're not great vs armor is too valuable.
I agree with most of these rankings, but I feel pheromone canisters should be higher up than lures. They both have similar utility, focusing bugs to a certain area, but while lures inflict electricity on those around it when broken, doing pitiful damage and making the dwarves clean them up, the pheromone grenades make the bugs kill each other passively, making swarms of them tear each other apart. As long as at least one bug has pheromones on it, the other ones near it will focus it as their target, and kill it with extreme prejudice, making it so even bugs that weren't hit by the cloud are still affected by the grenade
I use the boomerang all the time, super useful adn it feels more powereful than the IFG for me. I especially like that its easier to hit bugs that are above you with it
I'd have to say the boomerang is S tier
here is my reasoning:
the boomerang itself isn't all that special (apart from the insanely long stun and high use amounts), but its power comes from the class it was given too
scout already excels in single target damage, being an almost dedicated large bug shredder, so damage grenades aren't needed
HOWEVER where scout falls short is in crowd control.
It gets absolutely demolished by swarmers most of the time (usually scout runs single target since everyone else in the team can help scout out with swarms)
and so this boomerang is a dedicated anti-swarmer defense mechanism, making it IMMENSELY valuable for solo scout.
It is also extremely reliable, having aimbot and being able to hit the same target multiple times.
Its stun is long enough to basically completely halt a large group for several seconds while you either escape or burst them down.
yeah the damage is bad, but its good enough to kill swarmers and that makes me happy.
The lead Buster May suck but the gau 8 sound mod makes me love it
That is true, and it is really good for killing bulks.
The ripper nades having explosive damage is a reference to bomchus
being a driller grenade, the driller can drill a tunnel anywhere at anytime and make an optimum spot to use the saw blades. i actually do this all the time, i hear swarm incoming i just pick a wall, drill into it a bit, kite the horde till they are all following me, then run into the tunnel and deploy the saw in a way it goes round and round. id call them A teir personally, only reason not S is cause of the set up time and expendature of drill fuel. i also wanna argue in favor of the scouts boomerang, it saves my hide so much, whenever theres a horde yeet that and your good. honestly with my playstyle the cryo and the boomerang are the only scout nades i enjoy plus the lack of self or team dmg its far from C teir gotta be atleast B teir
>One of the problems with the Gun Grenade is you can do a lot of friendly-fire damage with it.
That sounds like leaf-lover talk to me.
that was also patched recently
I suppose this was made just before the patch which adjusted friendly fire on leadburster and ripper
did you not watch the video lmao
@@ianjohnson3770 I mean, patch also adjusted leadburster so bullets actually come out of it not just outside of it
which resulted in you being able to stand right on top of it and take no damage
now that doesn't work, you take some bullets but friendly fire is lowered to a degree where on haz4 it only takes off like half the shield
@@somedude4087 Well I think he just got some info wrong.
Like he said that you get 6 lures, but in reality you only get 4.
I don't really understand where he's coming from when he says they are finicky, I've never seen them do anything other than clearing a whole wave, but maybe that's because I throw them on the ceiling where they have better line of sight. With that knowledge in mind, I would consider them A tier.
@@Chronically_ChiII ceilings/walls are certainly better spots to place them, but I really just meant the friendly fire part which was their biggest problem to use as I feel since now its barely a scratch
@@somedude4087 Just played a game right now, the friendly fire nerf is very noticeable, as in... you don't kill dwarfs in one burst.
It's still a grenade, so you shouldn't aim it at your coworkers, but it's now in par with every other grenade.
I honestly love the rippers ive found they're so so good with escort missions also if you make an emergency bunkie and throw a bunch of them its crazy how they mow down grunts and break armour, do need to move out the way sometimes with how they sort of come back towards
I wrote this just before it came up and you said the same thing lol although i think adding vampire would be OP af with these ngl with how they attack n how much damage a single one is capable
Blade grenade should be used in only two places. Behind dottie, and behind you in a driller tunnel. Anywhere else and they kind of zoom off or come around corners oddly and smack a poor dwarf in the face. I have had limited success using them in a C4 room, again the angles will send it places you can't predict. Very fun and I've killed myself and been killed a bunch of times.
One thing I do like about the sticky grenades is it enduces fear if enemy gets stuck... Good for praetorians and smaller.
That can be nice.
Honestly the new and improved HE Grenades and the Electro Boomerang are my new favourite Grenades right now.
I think that the Neurotoxin grenade should be buffed by making it nonflammable!
What people fail to understand is that scout's nades are meant as a support tool not for offense.
The shredder grenade is wonderful for dealing with netocites, swarmers, and enemy shredders. Also, they can free you from cave leaches if you get the made out before you are grabbed.
Fairly new to the game atm but I love the lures on engi for a few reasons.
Draw attention while I get a revive on a teammate.
Draw the horde to a single location for AOE damage from my nade launcher and so my gunner can see what he needs to kill without adjusting his line of sight (our likely to be driller has not played yet so no flame thrower or satchel charge fun)
Pin larger targets inplace to allow for easy crit hits, with a bigger target distracted it is super easy to mag dump the shotgun at point blank and ensure every pellet lands perfectly.
I like tossing SSG alongside setting up my sentry when I'm trying to do an objective or mining, situations where I can't shoot bugs coming up on me.
HE grenades would be great if they acted like Stun Grenades
since Driller is really good at Status Effects and Crowd Control
They can stun enemies, but it is up to random chance.
Lawnmower grenades are the perfect bunker protection tools.
Yes it is!
I really love the boomerang for getting out of sticky situations, additional damage aswell as slowing, and talking about every dwarf with stupidly high tech gear then we got a speedy grapple hook boi with a boomerang
Edit: I also like them for crowd control
Same here!