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I only use them cause I can't do a driller clutch even if my life depends on it, as well as I tend to not remember or look where ledges are so I fall off them a lot.
if your a scout its a lot better to use something else and it doesn't give you a saftey net to depend on so you gotta use skill to not fall also a lot of fun to learn how to do a power attack move and have your engie ping nitra your standing on your playing haz3 or under use whatever it's only game
@@Bamblagram I think they should let you hover in place for a longer amount of time. Then you could use them to shoot bugs/throw a grenade while hovering in midair to dodge attacks.
The amount of times I have used HB over a downed teammate, following a cryo nade and a storm of bullets, then field medic on them. Makes me feel like a guardian angel, only shorts and smellier.
I always put hoverboots on driller because there's nothing he can do about a fall except the falling drill ledge grab thing that I'm not skilled enough to do
Any scout that knows what they’re doing knows how to get 99% of wall minerals without a platform. Only exceptions are ones with a larger incline of 45 degrees. There’s a fine line between teamwork and dependency.
Hoverboots did save a mission for me, entire team died to a dreadnaught while I was mining, I ran over but there was a sheer cliff, without them we would have failed.
I suppose an argument could be made that taking iron will would've worked just as well... but I don't really see the appeal. Even when you're playing peak scout, you're going to be downed and a lot of the time it'll be fall damage that does you in. Hell, what good is iron will if you're never expecting to be downed? For scout above all others, plenty of times you'll be too far from your team or in a bad spot to reach. I find that using scout's mobility and the instant revive while letting hover boots smooth out the rough edges helps me a lot more for keeping the team alive, and the elitists who try to tell me otherwise don't care to offer compelling advice. Besides, there's several cases where hoverboots are immensely useful: 1. It's effectively a stand-in for hoverclock, and an overclock is a lot more costly than a perk you may not even be able to guarantee value from-- it can be the difference between going down at all or not. If you really like a clean overclock on m1000, why not take minimal clips instead? Besides, on the rare occasion a scout DOES pick a different primary (and I wish more people would). 2. It's great for positioning. You can ignore grunts for a time and focus on priority targets with the airtime boots can grant you. Also a good time to let your shield recharge, which can make the difference between life or death. 3. It does fairly negligible, but still useable damage to enemies positioned below you. If your build struggles with handling swarmers, hoverboots can be used to clear them out in a pinch (albeit the cooldown is unreliable). 4. More times than I can count, either the engineer on a team of randoms isn't doing their part or they simply don't exist. Not being able to safely mine resources on the ceiling or walls is going to make a massive difference in most cases (especially haz 4-5), and pretending that it doesn't happen is horribly naive.
If you say "Hover Boots is unnecessary as you can use platforms" I raise you "Heightened Senses is useless as any teammate and Bosco can shoot your captor". "Hover Boots" is not just there to reduce fall damage, it can be used as a scout to get more autonomy and mobility.
@@reedworsham5643 I run max velocity grappling build, its really easy to get hurt with it. especially with console controlls and especially with my playstyle. its really helpful for mining of high places, cuz you can grapple - pickaxe the wall - hover boots - grapple into the hole, basicly you dont need engie. It depends on player mostly, but I think scout has def. higher chance of dying from fall damage even with passive over other classes.
Hover boots can 1) Be a quick escape plan when you don't have time to think of a better solution 2) Navigate faster, saving precious time to end missions quicker 3) Cover for mistakes, ones which everyone makes They might not be optimal, but very VERY useful even is haz 5.
I've saved myself from dying more from hover boots than I have saved games with Iron Will. In fact, I think I've saved myself with hover boots than I have even used iron will. It's far too situational for me whereas I always find myself accidentally running or falling off a cliff.
Hoverclock on M1000 frees up a perk space. Let's you grapple to carve out a spot to stand without risking damage on your fall. Takes practice, but it's great. Heightened senses is a must for me on scout. You're going where your team either can't or shouldn't go. Getting caught out is a huge time waste for your team. The instant revive is great for team play, as you should be the dwarf that stays safe and can go for clutch revives on your gunner (since they can shield the other revives).
Hoverboots are actually really *really* good for crowd control. Doing a large leap over into a swarmed area left the bugs surround you for a second and the you can grapple to a safe zone after picking some off and kiting a group around. It's also great for clinch grapples away from a group into open air, or over a Det.
Actually, It's very bad for crowd control, and if you get good at using grappling hook you won't need to prevent fall damage. Only take it for memes or if you need training wheels. Iron will/dash/field medic are going to give you more value.
@@Chronically_ChiII I'm sorry to disagree but you're wrong. You can merge 2 or 3 swarms underneath you pretty well when you hover over them, clear a spot behind one, and then start normal kiting and jumps. You can also use it to launch high into a blind room jump, figure out where pressing swarms are, and move them from there. There are better options for some play styles, but especially with client side collision ejections becoming more of an issue on walls, it's got a lot of utility. It's also pretty useful for getting shit off the ceiling when there aren't any good spots to power attack into.
@@Chronically_ChiII I mean, I do, so it's not noone. I'm one promotion away from max promoting my scout. If some people can't utilize it well then that's on them, not the boots.
@@davidstratton696 i don't slip while kiting with scout, and i almost never take meaningful amounts of fall damage. and i do not need help if i slip cuz i got my grappling hook and in some cases specal powder and hoverclock. hover boots is a waste of a perk of every class especially for scout and that perk slot is much better spent on dash iw or field medic. my previous statement still stands, its literately a skill issue
@@davidstratton696 idk what haz u play on but i play on 5. id say that about 5% of my deaths of from fall damage, and 95% are from bugs. that may be a little higher when im goofing around or not trying but i rarely die to fall damage and when i do its a combination of really bad events. i rly don't know what to say besides get good lmao, and as for ur other points, idc if it may help me a little with fossil or minerals lmao, i almost always have a engi (and i have never seen anyone run out of plats lol) and most of the time u can get minerals without a plat just learn the timing. And for fossils, i normally ignore the ones that are hard to get because there are so many of them and even f i want to get one im not going to waste a perk slot on a qof feature. special powder is literately hover boots but better in every way, u get 40 more impactful shots, u can use them in quick succession, and u still have a great secondary while not having to waste ur perk slot. i can record my self playing like 5 games rn and i doubt i will have a single death dew to fall damage and if it is i was in a really bad spot and nothing could of saved me. u just gota get good lol ul see soon.
@@aquapotato.. Im lvl 1000 almost and I use it your just thinking about falling to death I use it to float above a group of bugs to give me a sec to kill goo bombers septic spreader or stingtail saftly stingtail cant pull you in during it rather only skill issue heres you
Most of the time you can drop safely down with a little bit of forethought and iron will is definitely better in anything haz5. For some reason, too many green beards have strong opinions on things they have limited knowledge of. Just do what you like without pretending it's good.
@@Chronically_ChiII like:"without pretending it's good" If It fits their play style better than having iron Will or other perk it's always good, besides, fall Damage is the top 1 cause of Death on hoxes, gliphyd grunts are the top 2, and the diference is that fall Damage kills basicaly twice as more. What i mean is, IW is awesome, but If someone has more dificulty with fall Damage than grunts, like me, Hover boots are better, of course that doesn't mean is better than IW, but saying It ain't good because doesn't fit your playstyle, is not a rock and Stone statement.
Hover boots has saved me before I don't really use much else and spend most time solo. I mostly run it in the case that I run into massive drops that have the potential of downing me. I spawned into the glacial area once and as soon as the drop pod opened there was a nemesis sitting right there. I also got a weird spawn it was a single large cavern with about a 30 meter drop even if I ran to the bottom of the drop pod ramp. And no walls nearby for me to zipline too since I apparently spawned in the middle of the cavern with no nearby objects to zipline to the and I had the nemesis just camping. Another situation I had was when I was doing one of the dreadnaught hunting missions I was digging through some dirt through a rather straight forward and one way tunnel and I had a bulk detonator spawn on the opposite side of the tiny room I was in with the swarm pushing me through the hole I just dug. I sprint to the end of the tunnel I'm at about half health (as gunner again.) And as soon as I get to the end it's about a 60 meter drop with one large rock formations about halfway down. It was a huge hole looked like the drop pod had dug it or something. I was running a high risk mission with the elite modifier on and I was down to my last revive from bosco. Hoverboots has saved me from dieing in about a dozen situations so far. So I always run it for the rare cases I might need it.
Honestly thx for pointing this out to me. I have my scout equipped w/ hover boots and recently ive been thinking it feels kinda unnecessary so, im definitely going to change it whenever I get on. Rock & Stone
Hover boots are good if you're running solo with Bosco and you don't have to help any other teammates. They're good if you already have a great understanding of the game mechanics and already have decent survivability
I use special powder and my grappling hook together to effectively eliminate the need for engineers. Over a year and still my favorite way to play scout.
drg released the stats on this the number 1 cause of death is fall damage the number 1 source of damage is fall damage you know what saves the mission, not being dead it's not just some novelty that you use in low pressure situations, you can use it like dash to escape by jumping off cliffs
This is true but I doubt the number one cause of a mission fail is fall damage. Number one cause is all team goes down due to be being nibbled to death by bugs which supports the idea of other perks being more "optimal" in high hazard runs at least
I know this will sound janky as Molly on a bad day, but I *LOVE* Hoverboots on my scout build; M1000 W/ Hoverclock OC 13121 Broomstick w/ Special Powder OC 11332 Grappling Hook 1113 Flare Gun 113 Armour 1213 Pick Axe (faster recharge) Resupplier, Born Ready, Strong Arm passive perks. Dash and... Yeah, Hoverboots active perks. "But why?" You may ask. Honestly it's just stupid fun being able to dance around in the air for ages and avoid most ground enemies, all while being an "aerial sniper" is **Chefs Kiss** so good.
Well, with the highest level of Hoverboots you can actually stay long enough in the air for your graplinghook to recover. It's not only a way to save yourself from fall damage (which at a certain hight and/or velocity will kill you no matter what you have to reduce it, so hover can be a good last option) it also greatly improves your mobility as scout. Basically, it gives you an extra graple use, while being stationary in the air.
something you should’ve mentioned, unless you’re playing scout, you should ALWAYS equip vampirism with iron will because you can just revive your self instantly and even if you take damage you are still invincible due to iron will so by the time it runs out you’ll be alive and shooting bugs
my problem. I use them till I'm confident I can avoid fall damage. But I forget I took them off then run into a situation where I get overrun or im late to the dropship so I JUMP TO SAVE MYSELF. Then I curse myself when I inevitably DIE.
My two solutions are: - Aim for a engi platform on the ground if possible, at worst they'll halve your fall damage and at best you'll take barely anything. - pray that your grapple recharges faster than it take to fall to the bottom so you can just yoink to the ground. (This rarely works, but I still try to very often.)
I take hover boots as driller and gunner usually. If you are scout you can pull out your grappling hook quickly to save yourself from fall damage, and as engineer you can shoot a platform below you to reduce the damage. Scout and engineer also get some overclocks that can prevent fall damage, like rj250 compound, special powder, and hoverclock.
There was one mission where HB saved the mission for me. We were playing a modded game, and we came across heavily regenerating bulk. My buddy went down and the swarms were getting brutal. I was chased down as a driller, and was facing a deep hole that prevented my further escape. Having taken the leap, HB bought me enough time to drill into a wall and get my buddy back up. Okay we really didn't win the mission, but there can be a moment where you need to jump down a chasm in this game lmao. Honestly, I think if they could buff the perk to make it super jump whenever you're on the ground, I think it would become a top pick. Also reduced cooldown. I want more movement perks.
If you don't want to use hoverclock or special powder, you can use this perk. 1 minute and 15 seconds isn't long and your average dwarf could be expected to fall from great heights on average every 1 minute and 15 seconds, so being able to break your fall as opposed to getting yourself back up once and then die 12 seconds later is pretty neat.
I usually use hover boots to pick off enemies in the air as scout. it lasts 3.5 seconds which is long enough for the grapple to recharge so I can I grapple away from enemies into open air, snipe off a few enemies, and then grapple back behind the enemies. this works well to put the crowd into one big line where I can easily pick them off with blow-through rounds
I use Hoverclock on the M-1000 sort of as a stand in for it, and it's amazing. I was lucky enough to get it as one of my first overclocks and the M-1000 is my favorite scout weapon so it worked out perfectly. That being said, it doesn't last as long as the hover boots, and you can't switch off the M-1000 while using it so you can't really use it for mining things up high, but you can activate it as often as you want which makes it even better than the boots for breaking falls.
Yes this is a great video. Hover boots is fine, its like training wheels for scout. While youre still getting comfortable with zip line recharge times and your overall class feel, hover boots will save you from embarassment. However Iron Will + Field Medic is pretty clutch for scouts to run. You will get into scenarios where you're the last one left in higher hazards.
Also the fact that if the bugs can't pathfind to a spot where they can hit you while airborne, they'll pile up underneath you.* *provided that's the closest surface to you... which is likely, because you're gonna be using them to negate falls.
I only take hover boots on driller, who normally has no other fall damage option. It's vertical mobility, too. Leaping down a cliff to save an engineer who bit off more than he could chew, for example.
I like hover boots because I can afford way riskier manoeuvres with my grappling hook. It also frees up overclock slots for other neat stuff (not to mention I haven't found the special powder OC yet).
With jetty boots, they're even less necessary. I would add an asterisk: if you think you need them (especially as a scout or a new player), you probably do, so use them if you need to. Once other options or priorities cause you to change, it's totally fine to, but this usually only matters on haz 4+, so you CAN usually keep them. FYI, by the time you're forced to ditch your boots, you probably don't need them. (And honestly, any class other than scout needs to learn to live without this perk.)
Im a staunch supporter of the humble hover boot, its saved me in missions all the time. Pairs great with the rocket jump grenade gun and maybe if more scouts took it I wouldnt be cleaning them up with a shovel after they make a bad grapple xD
I only typically use hover boots on driller as tunneling can result in sudden pitfalls sometimes, its also useful to increase drillers traversal abilities since the drills dont really do as well as the other classes traversal abilities. The fishing rod, the pancakes, the washing line. And then you have the mole maker, its useful yes absolutely BUT it sacrifices your traversal capability
the thing is *as a scout* you get plenty of options to cancel fall damage, like hoverclock, special powder, and just plain old _not grappling onto a fossil on the ceiling like a kid in the candy aisle_ for other classes it can be pretty useful
Honestly, the fall damage reduction upgrade on the grappling hook is enough so the occasional brain fart or fossil on the ceiling doesn't kill you, it lets you survive falls from insane heights, so you don't even need hoverclock or special powder, although I absolutely love special powder. The other classes shouldn't really take fall damage in the first place, but even if you do take fall damage and die to it, if it only happens once in a mission, you could just have iron will instead of hover boots and get yourself up. Sure that's probably a total waste of iron will and you could just wait for someone to revive you, but if you're giving up IW for boots, that's even more of a waste of IW. And if you're regularly dying to fall damage more than once per mission, you're doing something wrong lol, but that's just my opinion.
Steeve is a always need you can get lucky and get a slasher or defender steeve but I have it maxed out so the grunts are also good they even kill bugs swarming your dead body
My goal as the scout is to never go down, especially far from the team. Hoverboots help me do that, along with heightened senses. Mobility is from my grapple gun and special powder. I do wish I had room to run field medic or iron will, though. However, I highly value the kiting and shenanigans enabling power of being able to hover when I need to. And yes, this setup allows me to do just fine on EDD's, it's not a Haz 3 crutch.
i run hover boots on driller because i'm that guy who will dig to the ceiling or just use it to launch a rescue mission for someone who fell off of the gunners "well placed" zipline
I've always deemed See You In Hell as the least useful active perk, considering bugs aren't even drawn away when a teammate attempts to revive, making it almost entirely redundant. I use Hover Boots only as Scout to reach high up minerals or as failsafe after a poorly calculated grapple, but I'd take it for other classes as well if I hadn't better options, unlike SYIH
i feel all the classes don’t require hover boots as all have good methods of fall damage reduction. however i find using hover boots to be very useful on driller as then j can get down from high places in a pinch. the only thing driller has to negate fall damage is either drilling down or jumping and drilling into a wall while falling
Hover boots also stop horizontal momentum from being yeeted by an Opressor or Shellback, let you run away from the horde my jumping off the cliff, help to get to Drop Pod when the easiest route to it is by using vertical shaft it made, and on gunner, they can give you few seconds of being safe from melee mobs, so your shield can recharge. Only time I drop them, is when I play a scout with Special Powder Boomstick, then Field Medic gets to shine
I think it would be cool for hoverboots to last 30 seconds longer and also allow for slow hovering movement. Would provide more of a combat use and also not make it the same as jetboots
I can appreciate that on an experienced player Hover Boots may not be the most efficient solution to fall damage, but as a Greenbeard I make enough mistakes that I think the cost is worth it. For me, the ability to prevent fall-related death at the push of a button IS a mission saving ability just as much as Iron Will.
I use the hover boots cause they're pretty and sometimes with large groups of miners I like a moment of "standing in the air just above their heads so I can actually shoot"
If the hover boots let you at least still moving horizontally in the air they could be a really good sprint replacement because it will let you get in the air and move away when the swarm gets on you and for avoid obstacles or holes if having to retreat, also his recovery is still very slow so it wouldn't be replacing mobility like back in the day when they where nerfed from double jump
Berserker and Dash is the only thing you need, Berserker removes the need for resupply pod and Dash makes it so you cant die. If you die you have a skill issue.
I like to use it in one of my perk slots as driller just for solo missions. I like to jump down a lethal distance and then activate them last second to save some time and have some fun. I never use it in co-op tho
hb is great for those who dont have any other alternative or arent skilled enough to break their fall like grabbing a ledge it does take up an active perk slot but until you get something like hoverclock or special powder, its not a huge issue unless you're playing like haz 5
I would argue that because the hover boots save your life potentially by completely negating fall damage, they also have the potential to save the mission. That being said on scout I run hover boots and iron will, just in case the team gets in a bad situation.
Nobody uses See you in hell and nobody knows it scares enemies away. Every single time I use it to give a teammate a safe revive only for them to yeet away
dash, field medic and iron will - absolutely fantastic choices but heightened senses? i would argue that while it can be great in certain situations, it falls under a similar situation as hover boots where with better game sense (and only 2 active perk slots) the other 3 options mentioned become more effective
There’s always an inherent superiority of utility against utilized crutch. Hover boots is essentially a crutch that only ever comes to play when you make mistakes as opposed to dash or field medic which can be capitalized either on consistent general basis or teammate’s inconsistency. Bottom line is, git gud, stay sharp for the surrounding, and hover boots won’t even be needed in the first place.
You’re right, but I hate so much that iron will is indisputably a must-pick perk. To me it’s a forced pick that takes up a slot and means that effectively I only get to “choose” one active perk to have. I really wish they would just overhaul the whole perk system
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I only use them cause I can't do a driller clutch even if my life depends on it, as well as I tend to not remember or look where ledges are so I fall off them a lot.
if your a scout its a lot better to use something else and it doesn't give you a saftey net to depend on so you gotta use skill to not fall also a lot of fun to learn how to do a power attack move and have your engie ping nitra your standing on
your playing haz3 or under use whatever it's only game
Wouldn’t need to use them if engineers used their platforms
Facts, we need better drillers and engineers
@@volfied992 As a driller main. What do you mean by that?
We're trying okay? ;-;
Some of us are just dumb.
@@GooGooBars bro thinks we drink red bulls and can fly, but just imagine a flying driller
Meanwhile here I am platforming veins and shit for scouts but they never notice the pings.
Lastly is the skill ceiling of remembering you have hoverboots.
I'd rather take fall damage for being an idiot rather than waste a perk on something that isn't Steeve.
An idea: make hover boots a teir 3 upgrade for the Armour rig.
Yeah that would be great. Or reduce the cooldown by idk, 10-15 seconds?
@@Bamblagram a shorter cooldown would be awesome yeah.
I just want to have it be a charge bar that activates when you hold space bar.
@@entrugion8548thats jet boots with extra steps
@@Bamblagram I think they should let you hover in place for a longer amount of time. Then you could use them to shoot bugs/throw a grenade while hovering in midair to dodge attacks.
I run field medic and hover boots with the sprint speed perk. I am the ambulance.
Medic class would interesting. Or maybe giving someone like the driller some medic kit stuff
Wait that's 3 active perks are you modding?
@@whatsup3183 i think he means the passive speed perk that activates after some seconds of running. It’s really not that good
The amount of times I have used HB over a downed teammate, following a cryo nade and a storm of bullets, then field medic on them. Makes me feel like a guardian angel, only shorts and smellier.
I always put hoverboots on driller because there's nothing he can do about a fall except the falling drill ledge grab thing that I'm not skilled enough to do
Scout: wouldn't need them if someone could aim their platforms
Engi: _loads fatboy_ I aim just fine, hoverboy
Or learn to use your brain and live without the crutch like the rest of the good scouts 💀💀
@@Julian-zl3fhCrutch??? You know this game is literally built for and around teamwork, right?
Any scout that knows what they’re doing knows how to get 99% of wall minerals without a platform. Only exceptions are ones with a larger incline of 45 degrees. There’s a fine line between teamwork and dependency.
It should be hyper propellent, bcuz it doesn't have a blast radius and thus the engie would have to aim
Hoverboots did save a mission for me, entire team died to a dreadnaught while I was mining, I ran over but there was a sheer cliff, without them we would have failed.
I suppose an argument could be made that taking iron will would've worked just as well... but I don't really see the appeal.
Even when you're playing peak scout, you're going to be downed and a lot of the time it'll be fall damage that does you in. Hell, what good is iron will if you're never expecting to be downed? For scout above all others, plenty of times you'll be too far from your team or in a bad spot to reach. I find that using scout's mobility and the instant revive while letting hover boots smooth out the rough edges helps me a lot more for keeping the team alive, and the elitists who try to tell me otherwise don't care to offer compelling advice.
Besides, there's several cases where hoverboots are immensely useful:
1. It's effectively a stand-in for hoverclock, and an overclock is a lot more costly than a perk you may not even be able to guarantee value from-- it can be the difference between going down at all or not. If you really like a clean overclock on m1000, why not take minimal clips instead? Besides, on the rare occasion a scout DOES pick a different primary (and I wish more people would).
2. It's great for positioning. You can ignore grunts for a time and focus on priority targets with the airtime boots can grant you. Also a good time to let your shield recharge, which can make the difference between life or death.
3. It does fairly negligible, but still useable damage to enemies positioned below you. If your build struggles with handling swarmers, hoverboots can be used to clear them out in a pinch (albeit the cooldown is unreliable).
4. More times than I can count, either the engineer on a team of randoms isn't doing their part or they simply don't exist. Not being able to safely mine resources on the ceiling or walls is going to make a massive difference in most cases (especially haz 4-5), and pretending that it doesn't happen is horribly naive.
I like them as a driller because I always accidentally fall. Also its good to run and jump from cliffs if you are in danger
I also play driller and fall a lot. It’s a life saver in this situation lol
As a Driller main I approve this message.
agreed
Drillas unite
If you say "Hover Boots is unnecessary as you can use platforms" I raise you "Heightened Senses is useless as any teammate and Bosco can shoot your captor".
"Hover Boots" is not just there to reduce fall damage, it can be used as a scout to get more autonomy and mobility.
Thorns, see you in hell, iron will, field medic, see you in hell all useless to, just dont get hit and dont die
Most of the time, my reaction speed isn't fast enough to save myself from a fall
i never thought of using hover boots until i tried it on scout and never stopped. i like using them to get a breather while kiting
I use hover boots and dash on every character except engie. movement is OP. You would be surprised how much health it saves you over the time.
I personally find that good movement is enough to avoid most fall damage, so hover boots arent very useful on any class but scout.
@@reedworsham5643 I run max velocity grappling build, its really easy to get hurt with it. especially with console controlls and especially with my playstyle. its really helpful for mining of high places, cuz you can grapple - pickaxe the wall - hover boots - grapple into the hole, basicly you dont need engie. It depends on player mostly, but I think scout has def. higher chance of dying from fall damage even with passive over other classes.
It's funny because I use dash specifically on engineer. You haven't lived until you've watched an engie outmaneuver a scout..
Just use dash.
Hover boots are for solo scouts to delay killing themselves in a corner while the team plays the game.
@@ashketchum3441That’s why you have an engineer.
The team needs something that helps the team.
Hover boots can
1) Be a quick escape plan when you don't have time to think of a better solution
2) Navigate faster, saving precious time to end missions quicker
3) Cover for mistakes, ones which everyone makes
They might not be optimal, but very VERY useful even is haz 5.
This has still by far saved me the most, my own perk-wise
I've saved myself from dying more from hover boots than I have saved games with Iron Will. In fact, I think I've saved myself with hover boots than I have even used iron will. It's far too situational for me whereas I always find myself accidentally running or falling off a cliff.
Hoverclock on M1000 frees up a perk space. Let's you grapple to carve out a spot to stand without risking damage on your fall. Takes practice, but it's great.
Heightened senses is a must for me on scout. You're going where your team either can't or shouldn't go. Getting caught out is a huge time waste for your team.
The instant revive is great for team play, as you should be the dwarf that stays safe and can go for clutch revives on your gunner (since they can shield the other revives).
Best part is Heightened Senses can be negated for scout as well, if they did their job of lighting caves lmao.
@@arcionek Even in lit caves, people just don't look up...
@@ujiltromm7358so true even reminded them that we have cluster cave leech warnings they still don’t look up often
Hoverboots are actually really *really* good for crowd control. Doing a large leap over into a swarmed area left the bugs surround you for a second and the you can grapple to a safe zone after picking some off and kiting a group around. It's also great for clinch grapples away from a group into open air, or over a Det.
Actually, It's very bad for crowd control, and if you get good at using grappling hook you won't need to prevent fall damage.
Only take it for memes or if you need training wheels.
Iron will/dash/field medic are going to give you more value.
@@Chronically_ChiII I'm sorry to disagree but you're wrong. You can merge 2 or 3 swarms underneath you pretty well when you hover over them, clear a spot behind one, and then start normal kiting and jumps.
You can also use it to launch high into a blind room jump, figure out where pressing swarms are, and move them from there.
There are better options for some play styles, but especially with client side collision ejections becoming more of an issue on walls, it's got a lot of utility.
It's also pretty useful for getting shit off the ceiling when there aren't any good spots to power attack into.
@@sovietterran I think hover boots are good training wheels for lower haz play, but no one uses it in haz5.
@@Chronically_ChiII I mean, I do, so it's not noone. I'm one promotion away from max promoting my scout. If some people can't utilize it well then that's on them, not the boots.
Nah man hover boots have saved me 10,000 times and they will save me 10,000 more
well thats just a skill issue
@@davidstratton696 i don't slip while kiting with scout, and i almost never take meaningful amounts of fall damage. and i do not need help if i slip cuz i got my grappling hook and in some cases specal powder and hoverclock. hover boots is a waste of a perk of every class especially for scout and that perk slot is much better spent on dash iw or field medic. my previous statement still stands, its literately a skill issue
@@davidstratton696 idk what haz u play on but i play on 5. id say that about 5% of my deaths of from fall damage, and 95% are from bugs. that may be a little higher when im goofing around or not trying but i rarely die to fall damage and when i do its a combination of really bad events. i rly don't know what to say besides get good lmao, and as for ur other points, idc if it may help me a little with fossil or minerals lmao, i almost always have a engi (and i have never seen anyone run out of plats lol) and most of the time u can get minerals without a plat just learn the timing. And for fossils, i normally ignore the ones that are hard to get because there are so many of them and even f i want to get one im not going to waste a perk slot on a qof feature. special powder is literately hover boots but better in every way, u get 40 more impactful shots, u can use them in quick succession, and u still have a great secondary while not having to waste ur perk slot. i can record my self playing like 5 games rn and i doubt i will have a single death dew to fall damage and if it is i was in a really bad spot and nothing could of saved me. u just gota get good lol ul see soon.
@@davidstratton696 i see u play on haz 2 lmfaooo u should stick to it
@@aquapotato.. Im lvl 1000 almost and I use it your just thinking about falling to death I use it to float above a group of bugs to give me a sec to kill goo bombers septic spreader or stingtail saftly stingtail cant pull you in during it rather only skill issue heres you
Insane-o style!!!
We did have a guy who IW’d the moment the 4th dwarf fainted, all of us were amazed when he got the mission rolling again 😂
Most of the time the ability to drop down the pit and not die is more lucrative than having Iron Will.
That's the entire point yeah
Plus some enemies can end up tossing you around. The environments are deadly just for fall damage alone
Most of the time you can drop safely down with a little bit of forethought and iron will is definitely better in anything haz5.
For some reason, too many green beards have strong opinions on things they have limited knowledge of.
Just do what you like without pretending it's good.
@@Chronically_ChiII bruh I have 1000 hours and play Haz 5 only. Hover boots saved me countless times.
@@Z0mb1k228Yeah it does, if you fall a lot.
In every other case IW and dash is better.
@@Chronically_ChiII like:"without pretending it's good" If It fits their play style better than having iron Will or other perk it's always good, besides, fall Damage is the top 1 cause of Death on hoxes, gliphyd grunts are the top 2, and the diference is that fall Damage kills basicaly twice as more.
What i mean is, IW is awesome, but If someone has more dificulty with fall Damage than grunts, like me, Hover boots are better, of course that doesn't mean is better than IW, but saying It ain't good because doesn't fit your playstyle, is not a rock and Stone statement.
That's not even addressing the elephant in the room. It uses the C key.
Hover boots has saved me before I don't really use much else and spend most time solo. I mostly run it in the case that I run into massive drops that have the potential of downing me. I spawned into the glacial area once and as soon as the drop pod opened there was a nemesis sitting right there. I also got a weird spawn it was a single large cavern with about a 30 meter drop even if I ran to the bottom of the drop pod ramp. And no walls nearby for me to zipline too since I apparently spawned in the middle of the cavern with no nearby objects to zipline to the and I had the nemesis just camping. Another situation I had was when I was doing one of the dreadnaught hunting missions I was digging through some dirt through a rather straight forward and one way tunnel and I had a bulk detonator spawn on the opposite side of the tiny room I was in with the swarm pushing me through the hole I just dug. I sprint to the end of the tunnel I'm at about half health (as gunner again.) And as soon as I get to the end it's about a 60 meter drop with one large rock formations about halfway down. It was a huge hole looked like the drop pod had dug it or something. I was running a high risk mission with the elite modifier on and I was down to my last revive from bosco. Hoverboots has saved me from dieing in about a dozen situations so far. So I always run it for the rare cases I might need it.
As a huge solo player and basically new ( I play Difficulty 4, not up to lethal yet) I find hover boots coming in clutch often
It's good as training wheels; used it myself.
The fantasy of See You in Hell: "COME AND GET ME!!!!"
the reality: "Hey guys, someone come get me"
They are pretty good for driller. Often when at greater heights the drillers mobility to get sown is the slowest so i like to jump down with boots.
I have 650 hours in, most of it playing scout. Hover boots has saved my ass so many times, that it’s a must have for me.
Honestly thx for pointing this out to me. I have my scout equipped w/ hover boots and recently ive been thinking it feels kinda unnecessary so, im definitely going to change it whenever I get on. Rock & Stone
Hover boots are good if you're running solo with Bosco and you don't have to help any other teammates. They're good if you already have a great understanding of the game mechanics and already have decent survivability
I always thought that heightened senses never helped often enough to be worth a slot
This is the only game we’re everyone when giving tips says at the end of the video “I am not trying to gate keep” I love this game so much!
I use hovver boots when a engineer doesn't want to platform a nitra, minerals, and morkite. When I was Scout
I use special powder and my grappling hook together to effectively eliminate the need for engineers. Over a year and still my favorite way to play scout.
drg released the stats on this
the number 1 cause of death is fall damage
the number 1 source of damage is fall damage
you know what saves the mission, not being dead
it's not just some novelty that you use in low pressure situations, you can use it like dash to escape by jumping off cliffs
This is true but I doubt the number one cause of a mission fail is fall damage. Number one cause is all team goes down due to be being nibbled to death by bugs which supports the idea of other perks being more "optimal" in high hazard runs at least
Bro literally goes insaneo style
I know this will sound janky as Molly on a bad day, but I *LOVE* Hoverboots on my scout build;
M1000 W/ Hoverclock OC
13121
Broomstick w/ Special Powder OC
11332
Grappling Hook 1113
Flare Gun 113
Armour 1213
Pick Axe (faster recharge)
Resupplier, Born Ready, Strong Arm passive perks.
Dash and... Yeah, Hoverboots active perks.
"But why?" You may ask. Honestly it's just stupid fun being able to dance around in the air for ages and avoid most ground enemies, all while being an "aerial sniper" is **Chefs Kiss** so good.
Well, with the highest level of Hoverboots you can actually stay long enough in the air for your graplinghook to recover. It's not only a way to save yourself from fall damage (which at a certain hight and/or velocity will kill you no matter what you have to reduce it, so hover can be a good last option) it also greatly improves your mobility as scout. Basically, it gives you an extra graple use, while being stationary in the air.
I just use hoverboots because I run a m1000 hoverclock, special powder and max grappler cool-down build. Makes it handy for saves if I mess up.
something you should’ve mentioned, unless you’re playing scout, you should ALWAYS equip vampirism with iron will because you can just revive your self instantly and even if you take damage you are still invincible due to iron will so by the time it runs out you’ll be alive and shooting bugs
As a granade jumping engie, hover boots are really helpful for when I screw up my platforms for safe landing
It's what saves me as a driller
my problem. I use them till I'm confident I can avoid fall damage. But I forget I took them off then run into a situation where I get overrun or im late to the dropship so I JUMP TO SAVE MYSELF. Then I curse myself when I inevitably DIE.
My two solutions are:
- Aim for a engi platform on the ground if possible, at worst they'll halve your fall damage and at best you'll take barely anything.
- pray that your grapple recharges faster than it take to fall to the bottom so you can just yoink to the ground. (This rarely works, but I still try to very often.)
I take hover boots as driller and gunner usually. If you are scout you can pull out your grappling hook quickly to save yourself from fall damage, and as engineer you can shoot a platform below you to reduce the damage.
Scout and engineer also get some overclocks that can prevent fall damage, like rj250 compound, special powder, and hoverclock.
There was one mission where HB saved the mission for me. We were playing a modded game, and we came across heavily regenerating bulk. My buddy went down and the swarms were getting brutal. I was chased down as a driller, and was facing a deep hole that prevented my further escape.
Having taken the leap, HB bought me enough time to drill into a wall and get my buddy back up.
Okay we really didn't win the mission, but there can be a moment where you need to jump down a chasm in this game lmao.
Honestly, I think if they could buff the perk to make it super jump whenever you're on the ground, I think it would become a top pick. Also reduced cooldown. I want more movement perks.
If you don't want to use hoverclock or special powder, you can use this perk. 1 minute and 15 seconds isn't long and your average dwarf could be expected to fall from great heights on average every 1 minute and 15 seconds, so being able to break your fall as opposed to getting yourself back up once and then die 12 seconds later is pretty neat.
I usually use hover boots to pick off enemies in the air as scout.
it lasts 3.5 seconds which is long enough for the grapple to recharge so I can I grapple away from enemies into open air, snipe off a few enemies, and then grapple back behind the enemies.
this works well to put the crowd into one big line where I can easily pick them off with blow-through rounds
I use Hoverclock on the M-1000 sort of as a stand in for it, and it's amazing. I was lucky enough to get it as one of my first overclocks and the M-1000 is my favorite scout weapon so it worked out perfectly.
That being said, it doesn't last as long as the hover boots, and you can't switch off the M-1000 while using it so you can't really use it for mining things up high, but you can activate it as often as you want which makes it even better than the boots for breaking falls.
I just run special powder the sheer mobility that it gives is amazing
the devs recently added mission crates that allow you and your team to have hover boots, so the RNG of getting them is pretty high actually.
Special Powder pretty much solves my fall problems.
Yes this is a great video. Hover boots is fine, its like training wheels for scout. While youre still getting comfortable with zip line recharge times and your overall class feel, hover boots will save you from embarassment. However Iron Will + Field Medic is pretty clutch for scouts to run. You will get into scenarios where you're the last one left in higher hazards.
Also the fact that if the bugs can't pathfind to a spot where they can hit you while airborne, they'll pile up underneath you.*
*provided that's the closest surface to you... which is likely, because you're gonna be using them to negate falls.
Iron will is so good I'm hard pressed to ever not pack it 😅
I only take hover boots on driller, who normally has no other fall damage option. It's vertical mobility, too. Leaping down a cliff to save an engineer who bit off more than he could chew, for example.
I like hover boots because I can afford way riskier manoeuvres with my grappling hook. It also frees up overclock slots for other neat stuff (not to mention I haven't found the special powder OC yet).
Dash is a must have for every dwarf except scout
With jetty boots, they're even less necessary. I would add an asterisk: if you think you need them (especially as a scout or a new player), you probably do, so use them if you need to. Once other options or priorities cause you to change, it's totally fine to, but this usually only matters on haz 4+, so you CAN usually keep them.
FYI, by the time you're forced to ditch your boots, you probably don't need them. (And honestly, any class other than scout needs to learn to live without this perk.)
Seems nice for when minerals spawn in a horrible spot on the ceiling in boscoless solo.
I only use hover boots on scout if I use embedded detonators
Otherwise special powder is needed for high level scout play
Im a staunch supporter of the humble hover boot, its saved me in missions all the time. Pairs great with the rocket jump grenade gun and maybe if more scouts took it I wouldnt be cleaning them up with a shovel after they make a bad grapple xD
I love platforming strategic fall points for teammates so they never have to hover or anything
I only typically use hover boots on driller as tunneling can result in sudden pitfalls sometimes, its also useful to increase drillers traversal abilities since the drills dont really do as well as the other classes traversal abilities. The fishing rod, the pancakes, the washing line. And then you have the mole maker, its useful yes absolutely BUT it sacrifices your traversal capability
the thing is *as a scout* you get plenty of options to cancel fall damage, like hoverclock, special powder, and just plain old _not grappling onto a fossil on the ceiling like a kid in the candy aisle_
for other classes it can be pretty useful
Quite useless on engineer.
But on any class, you will be able to take less falling damage the greyer your beard becomes
Honestly, the fall damage reduction upgrade on the grappling hook is enough so the occasional brain fart or fossil on the ceiling doesn't kill you, it lets you survive falls from insane heights, so you don't even need hoverclock or special powder, although I absolutely love special powder.
The other classes shouldn't really take fall damage in the first place, but even if you do take fall damage and die to it, if it only happens once in a mission, you could just have iron will instead of hover boots and get yourself up. Sure that's probably a total waste of iron will and you could just wait for someone to revive you, but if you're giving up IW for boots, that's even more of a waste of IW.
And if you're regularly dying to fall damage more than once per mission, you're doing something wrong lol, but that's just my opinion.
Usable in combat with shield battery booster for 3.5s of safe damage where you'll rarely take chip damage and keep the full boost.
Steeve is a always need you can get lucky and get a slasher or defender steeve but I have it maxed out so the grunts are also good they even kill bugs swarming your dead body
I always use Medic so i can zip around the map at mach 3 and revive my teammates who wander off into a seperate zone entirely
I run hover boots as scout so as to be more independent, with hover boots and a pickaxe charge you can guarantee safe mining virtually anywhere
I enjoy hearing these types of suggestions, my rule of thumb is if you can shoot straight and mine well, you're good.
My goal as the scout is to never go down, especially far from the team. Hoverboots help me do that, along with heightened senses. Mobility is from my grapple gun and special powder. I do wish I had room to run field medic or iron will, though. However, I highly value the kiting and shenanigans enabling power of being able to hover when I need to. And yes, this setup allows me to do just fine on EDD's, it's not a Haz 3 crutch.
we bringing 8 active perks to the function, you're damn right i'm gonna use hover boots as the scout
I swear I get less stuff when I make Bosco mine it.
Hover boots have saved me many times and helped me to beat missions when teammates kept dying
i run hover boots on driller because i'm that guy who will dig to the ceiling or just use it to launch a rescue mission for someone who fell off of the gunners "well placed" zipline
See You Hell, is a must because there can be no Justice without furious Vengeance.
VENGEANCE!!!!!!!!
If you’re already good at the game, consider hover boots so you can get all the minerals at higher ceilings where you normally would need a platform
I've always deemed See You In Hell as the least useful active perk, considering bugs aren't even drawn away when a teammate attempts to revive, making it almost entirely redundant. I use Hover Boots only as Scout to reach high up minerals or as failsafe after a poorly calculated grapple, but I'd take it for other classes as well if I hadn't better options, unlike SYIH
i feel all the classes don’t require hover boots as all have good methods of fall damage reduction. however i find using hover boots to be very useful on driller as then j can get down from high places in a pinch. the only thing driller has to negate fall damage is either drilling down or jumping and drilling into a wall while falling
Rejoice, now caves can spawn jetboots!
Yo some of those perks go Insano Style
Minimum cooldown on grappling hook is often enough to save a fall
Hover boots also stop horizontal momentum from being yeeted by an Opressor or Shellback, let you run away from the horde my jumping off the cliff, help to get to Drop Pod when the easiest route to it is by using vertical shaft it made, and on gunner, they can give you few seconds of being safe from melee mobs, so your shield can recharge.
Only time I drop them, is when I play a scout with Special Powder Boomstick, then Field Medic gets to shine
I think it would be cool for hoverboots to last 30 seconds longer and also allow for slow hovering movement. Would provide more of a combat use and also not make it the same as jetboots
I can appreciate that on an experienced player Hover Boots may not be the most efficient solution to fall damage, but as a Greenbeard I make enough mistakes that I think the cost is worth it.
For me, the ability to prevent fall-related death at the push of a button IS a mission saving ability just as much as Iron Will.
It is an undeniably useful perk, but with few slots, it gets outclassed by better synergies and team play
I use the hover boots cause they're pretty and sometimes with large groups of miners I like a moment of "standing in the air just above their heads so I can actually shoot"
If the hover boots let you at least still moving horizontally in the air they could be a really good sprint replacement because it will let you get in the air and move away when the swarm gets on you and for avoid obstacles or holes if having to retreat, also his recovery is still very slow so it wouldn't be replacing mobility like back in the day when they where nerfed from double jump
Berserker/Vamp IV is the wombo-combo with AOE pickaxe. Combine with Iron Will and you're basically a Shonen anime protagonist.
Berserker and Dash is the only thing you need, Berserker removes the need for resupply pod and Dash makes it so you cant die. If you die you have a skill issue.
I just fall to my death. Pads my teammates revive stats
I like to use it in one of my perk slots as driller just for solo missions. I like to jump down a lethal distance and then activate them last second to save some time and have some fun. I never use it in co-op tho
hb is great for those who dont have any other alternative or arent skilled enough to break their fall like grabbing a ledge
it does take up an active perk slot but until you get something like hoverclock or special powder, its not a huge issue unless you're playing like haz 5
I would argue that because the hover boots save your life potentially by completely negating fall damage, they also have the potential to save the mission. That being said on scout I run hover boots and iron will, just in case the team gets in a bad situation.
Hoover boots and sprint are the best perks. Saved my hundreds of times. It’s part of my play style.
Nobody uses See you in hell and nobody knows it scares enemies away. Every single time I use it to give a teammate a safe revive only for them to yeet away
the thing is most engis when i am scout forget their platform gun at the space rig
dash, field medic and iron will - absolutely fantastic choices but heightened senses? i would argue that while it can be great in certain situations, it falls under a similar situation as hover boots where with better game sense (and only 2 active perk slots) the other 3 options mentioned become more effective
There’s always an inherent superiority of utility against utilized crutch. Hover boots is essentially a crutch that only ever comes to play when you make mistakes as opposed to dash or field medic which can be capitalized either on consistent general basis or teammate’s inconsistency. Bottom line is, git gud, stay sharp for the surrounding, and hover boots won’t even be needed in the first place.
As a scout main, I totally agree
You’re right, but I hate so much that iron will is indisputably a must-pick perk. To me it’s a forced pick that takes up a slot and means that effectively I only get to “choose” one active perk to have. I really wish they would just overhaul the whole perk system
I had heightened senses and never heard it lol. I do however, hear the leeche's hiss as it approaches me xD And that mactera shriek is hard to miss