I don't think anyone underrates CRSPR... Sticky fuel is widely considered to be up there with neurotoxin payload and hipster as one of the most meta perks in the game.
@@joshuamarkland6759 instead of running the sticky fuel OC, I instead go high duration from the upgrades and instead also prioritize ammo with a clean OC that gives more fuel great balance of duration and staying power
Very interesting! Thank you for the analysis, I particularly liked the "attention required" stat. You rarely see that in analysis, but it is a valuable stat to have. I clearly need to give sticky fuel another shot, especially when playing solo! Of course, it is important to remember that Deep Rock is usually a co-op game. Allies can benefit from the freeze status massively, as the triple damage it offers allows them to save huge gobs of time and ammo, in addition to all the other benefits of freeze: instakill mactera, completely prevent attacks, vampire health drain, death explosion/gas cancellation, and armor nullification. It is a shame the sludge pump underperforms so badly, especially because as of today it was nerfed in both puddle size and damage over time. It compares even less favorably to the other two now.
I actually think sticky fuel scales better with the number of players and cryo works better for solo. Yes, three times damage is good against praetorians and oppressors, but sticky fuel can easily kill all of the grunts and swarmers alone leaving the slower healthier targets for the three other players.
Sticky Fuel has the best crowd control in game, PERIOD. Regardless of Haz level. As for the Sludge Pump, it does have one trait that is superior to all other weapons, it slows everything down the best, almost to a dead stop too. Bulks and Dreads included.
Cool video, very clean comparisons! One important difference between crispr sticky and most sludge ocs though of course is that the impact from the charged shot can hit a target like a praet, and that is worth something in a lot of situations.
For this test I was trying to focus on the "fire and forget" aspect that you can get with sticky fuel. I certainly want to test the direct damage utility as well as the sludge + fire combinations, but I haven't come up with a controlled way of doing it yet.
@@assemblystorm that makes sense. Another thing that occured to me: sticky flames have to be directly applied to the ground that they're affecting. The terrain in this video is ideal for that because you can coat a massive area really quickly. I was playing earlier and ended up on top of a cliff. With the sludge pump I was able to use charged shots to hit parts of the cliff that I couldn't directly see with goo. The way it spreads its effect is pretty substantial
@@Justanothertrap I believe the flat floor actually benefits the sludge pump more than sticky fuel. The sludge pump struggles to coat walls and ceilings in a consistent layer of sludge. Yes the sludge pump can reach some places in niche scenarios, but the speed at which sticky flame can be reapplied anywhere means you're not tied to any place. You can quickly reposition to a place where it's easier to use flame and coat the walls/ceilings/floor/etc. very quickly. With the sludge pump you have less mobility because it takes so much time to set up a kill zone.
I love the sludge pump, but jesus wept its so trash compared to the other guns. A hybrid flamethrower build gives you just as good CC, plus good direct damage, easier damage application and more ammo. And the cryo cannon is just amazing. I wish people would stop defending it already, it needs a buff.
He did not use any single shots to stack dots which would have been way faster plus he could have saved ammo if he just lured the enemy's back into the same puddle over and over while doing single shots. Use the single shots one time for every enemy so you save ammo and it will still put the corrosive dot on the enemy.
Very interesting. I don't play driller a lot but I put the flame thrower on the shelf a long time ago. Might need to wipe the dust off and pull it out again!
Wow I knew CRSPR is good but It outperformed Cryo here in every way. I knew cryo does much better with the thrown axe spam exploit, perhaps it deserves a comparison as well.
honestly, my takeaway from this is that sticky fuel is overtuned. I mean, aside from that what other flamethrower builds are all that viable? also, the tier 3 DOT and puddle duration mod is actually way more important than the ammo, as it lets you one-tap grunts with normal shots. actually, i don't believe you went over normal shots at all here, which is important since normal and charged shots both do their own, separate DOTs and slowdown effects. stacking both is important for putting down damage.
Tried doing a direct damage build for the flamethrower, and it's incredibly effective on Haz 4. The real issue is that it consumes too much ammo. Thus why i built the Sabata for flame synergy and use that on beefier targets, which is also highly effective
You said the sludge pump was build for crowd control and not damage but you took the damage choice in T5 rather than the improved slowdown. Which I think is often best but still.
I may be stretching the definition of crowd control a bit, but I believe the best form of crowd control is to completely eliminate targets so the rest of the team doesn't have to encounter them. While the slow is quite good, often guards and slashers will eventually just walk through it meaning the team has to eventually encounter them anyway. Slowing large targets (praetorians, oppressors, and detonators) for a longer duration should not be made at the cost of being unable to quickly kill small targets (grunts and swarmers) because large targets are already slow and can be easily avoided. I have a few more tests I'd like to try, but I'm still thinking of the best ways to demonstrate them.
@@assemblystorm Fragile is useless in multiplayer games on haz5 since the chance to proc is greatly reduced by number of players and difficulty. Ice storm does double damage against frozen targets and Cold Radiance more than doubles your freezing rate which is faster than standard cryo at long range, please kill opressors instead of running away from them lol
@@grubi450 I was giving cryo the best possible build for the scenario (grunts). Yes, if you have cold radiance you will be better equipped to deal with larger targets like praetorians and oppressors. LazyMaybe put together a comprehensive comparison of cryo builds against grunts and demonstrates how ice storm and fragile is significantly more efficient: ua-cam.com/video/4IcArXsgebk/v-deo.html Also in my test I'm not within cold radiance range of all the grunts anyways so the time to kill wouldn't get any better as grunts in the back won't freeze faster from cold radiance.
Great video! I love this sort of content! Do you have a link to the builds used in this video? Isn't it illegal to use the Driller's mining tool for combat? Part of what makes cryo so strong are some of it's other utility(?), like insta-killing fliers when they freeze, cancelling on death effects, the healing, the damage buff, all things I know you know, but it's important to consider those things when choosing your weapons. I have a full heat build for the CRSPR specifically for Industrial Sabotage since it's way more effective to heat the robots up than to actually attack their health pool. Also, what about Sludge Pump, but the sludge is on fire from the heat upgrade on EPC?
Drills wouldn't really be impactful without the damage boost from cryo. They are nice for some stun/fear if any bugs get too close, but they're not useful for actually killing anything.
Great to see more people doing these sorts of comparisons. Sticky fuel is truly great and I think a lot of people underrate CRSPR in general.
I don't think anyone underrates CRSPR... Sticky fuel is widely considered to be up there with neurotoxin payload and hipster as one of the most meta perks in the game.
See only problem i have with sticky fuel is ammo
@@joshuamarkland6759 instead of running the sticky fuel OC, I instead go high duration from the upgrades and instead also prioritize ammo with a clean OC that gives more fuel
great balance of duration and staying power
At yes test the weapons in an environment where one of the weapons has the obvious advantage with bugs on walls. Not biased at all.
@@Thicc_Boyo brother theres always bugs on walls
This is why Sticky Fuel is my favorite. Just set the hallway on fire, the only thing that will make it through will be Steeve.
it makes me laugh when people say the cryo canon is supperior... bro you are just bad at math
Very interesting! Thank you for the analysis, I particularly liked the "attention required" stat. You rarely see that in analysis, but it is a valuable stat to have. I clearly need to give sticky fuel another shot, especially when playing solo!
Of course, it is important to remember that Deep Rock is usually a co-op game. Allies can benefit from the freeze status massively, as the triple damage it offers allows them to save huge gobs of time and ammo, in addition to all the other benefits of freeze: instakill mactera, completely prevent attacks, vampire health drain, death explosion/gas cancellation, and armor nullification.
It is a shame the sludge pump underperforms so badly, especially because as of today it was nerfed in both puddle size and damage over time. It compares even less favorably to the other two now.
I actually think sticky fuel scales better with the number of players and cryo works better for solo. Yes, three times damage is good against praetorians and oppressors, but sticky fuel can easily kill all of the grunts and swarmers alone leaving the slower healthier targets for the three other players.
Sticky Fuel has the best crowd control in game, PERIOD. Regardless of Haz level. As for the Sludge Pump, it does have one trait that is superior to all other weapons, it slows everything down the best, almost to a dead stop too. Bulks and Dreads included.
Cool video, very clean comparisons! One important difference between crispr sticky and most sludge ocs though of course is that the impact from the charged shot can hit a target like a praet, and that is worth something in a lot of situations.
For this test I was trying to focus on the "fire and forget" aspect that you can get with sticky fuel. I certainly want to test the direct damage utility as well as the sludge + fire combinations, but I haven't come up with a controlled way of doing it yet.
@@assemblystorm that makes sense. Another thing that occured to me: sticky flames have to be directly applied to the ground that they're affecting. The terrain in this video is ideal for that because you can coat a massive area really quickly.
I was playing earlier and ended up on top of a cliff. With the sludge pump I was able to use charged shots to hit parts of the cliff that I couldn't directly see with goo. The way it spreads its effect is pretty substantial
@@Justanothertrap I believe the flat floor actually benefits the sludge pump more than sticky fuel. The sludge pump struggles to coat walls and ceilings in a consistent layer of sludge. Yes the sludge pump can reach some places in niche scenarios, but the speed at which sticky flame can be reapplied anywhere means you're not tied to any place. You can quickly reposition to a place where it's easier to use flame and coat the walls/ceilings/floor/etc. very quickly. With the sludge pump you have less mobility because it takes so much time to set up a kill zone.
Can you do a updated version because the sludge got buffed
I love the sludge pump, but jesus wept its so trash compared to the other guns. A hybrid flamethrower build gives you just as good CC, plus good direct damage, easier damage application and more ammo. And the cryo cannon is just amazing. I wish people would stop defending it already, it needs a buff.
He did not use any single shots to stack dots which would have been way faster plus he could have saved ammo if he just lured the enemy's back into the same puddle over and over while doing single shots. Use the single shots one time for every enemy so you save ammo and it will still put the corrosive dot on the enemy.
Good testing as always, I should really use the flamethrower more often
Great analyses video! Very useful. Thanks!
Important fact!
The cryo cannon leaves ice and the ground that actually deals cold! Shoot the ground through hostels to freeze them faster!
The stacking vampire sound effects are nightmarish
Haha yeah. I should have taken vampire off for this.
@@assemblystorm I just thought it was kinda funny, it's a great video regardless :)
Very interesting. I don't play driller a lot but I put the flame thrower on the shelf a long time ago. Might need to wipe the dust off and pull it out again!
Great work mate. So many under appreciated DRG creators.
"you don't have to whip is like a poolnoodle"
Wow I knew CRSPR is good but It outperformed Cryo here in every way. I knew cryo does much better with the thrown axe spam exploit, perhaps it deserves a comparison as well.
honestly, my takeaway from this is that sticky fuel is overtuned. I mean, aside from that what other flamethrower builds are all that viable?
also, the tier 3 DOT and puddle duration mod is actually way more important than the ammo, as it lets you one-tap grunts with normal shots.
actually, i don't believe you went over normal shots at all here, which is important since normal and charged shots both do their own, separate DOTs and slowdown effects. stacking both is important for putting down damage.
Tried doing a direct damage build for the flamethrower, and it's incredibly effective on Haz 4. The real issue is that it consumes too much ammo. Thus why i built the Sabata for flame synergy and use that on beefier targets, which is also highly effective
You said the sludge pump was build for crowd control and not damage but you took the damage choice in T5 rather than the improved slowdown. Which I think is often best but still.
I may be stretching the definition of crowd control a bit, but I believe the best form of crowd control is to completely eliminate targets so the rest of the team doesn't have to encounter them. While the slow is quite good, often guards and slashers will eventually just walk through it meaning the team has to eventually encounter them anyway. Slowing large targets (praetorians, oppressors, and detonators) for a longer duration should not be made at the cost of being unable to quickly kill small targets (grunts and swarmers) because large targets are already slow and can be easily avoided.
I have a few more tests I'd like to try, but I'm still thinking of the best ways to demonstrate them.
@@assemblystorm Fragile is useless in multiplayer games on haz5 since the chance to proc is greatly reduced by number of players and difficulty. Ice storm does double damage against frozen targets and Cold Radiance more than doubles your freezing rate which is faster than standard cryo at long range, please kill opressors instead of running away from them lol
@@grubi450 I was giving cryo the best possible build for the scenario (grunts). Yes, if you have cold radiance you will be better equipped to deal with larger targets like praetorians and oppressors. LazyMaybe put together a comprehensive comparison of cryo builds against grunts and demonstrates how ice storm and fragile is significantly more efficient: ua-cam.com/video/4IcArXsgebk/v-deo.html
Also in my test I'm not within cold radiance range of all the grunts anyways so the time to kill wouldn't get any better as grunts in the back won't freeze faster from cold radiance.
Great video! I love this sort of content! Do you have a link to the builds used in this video? Isn't it illegal to use the Driller's mining tool for combat? Part of what makes cryo so strong are some of it's other utility(?), like insta-killing fliers when they freeze, cancelling on death effects, the healing, the damage buff, all things I know you know, but it's important to consider those things when choosing your weapons. I have a full heat build for the CRSPR specifically for Industrial Sabotage since it's way more effective to heat the robots up than to actually attack their health pool. Also, what about Sludge Pump, but the sludge is on fire from the heat upgrade on EPC?
soo good video ty dude
I dont know why, but when I try to lay down sticky flame as fast as this clip does, the flame line always breaks, is there any trick in this?
I've noticed sticky placement depends on FPS so if you have low FPS sticky placement will be more sparse.
So why is cryo the only one that gets +drills? Might as well do melee and drills in other tests too then.
Drills wouldn't really be impactful without the damage boost from cryo. They are nice for some stun/fear if any bugs get too close, but they're not useful for actually killing anything.
Of course, you also have satchel charges..
Of course it’s pointless to compare satchel charge to the satchel charge….