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How To Kill A Fester Flea - The Gunner Masterclass |Deep Rock Academy|
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- Опубліковано 14 сер 2024
- Survival Training Guide: • How to CARRY in DRG. E...
No Mods Used, Just Editing Magic.
The gunner is in my opinion the easiest class to play. As long as people are doing their roles it's not too hard to aim and shoot at bugs. So hopefully with a little advice here or there it can bring you to the next level in Deep Rock Galactic.
I would have loved to do an hour video but my computer started bugging out around 30 minutes into this. So please comment and like to support me and hopefully one day I can upgrade my editing rig.
Special thank to:
Jameson, Smokaiblexo, Orijang, Leothefluffy, Blaze, Gandalfst0rmcr0, Autogryo and Leonardrink (you tried buddy, didn't work out but i appreciate it)
Blaze: / @blaze10523
Orijang: / @therealorijang
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Timecodes:
0:00 - Intro
3:27 - Movement
8:05 - Ziplines
12:44 - Hurricane Rocket Launcher
15:00 - Dreadnought Build
15:21 - Short and Long Range Balanced
16:22 - Long Distance AOE Zipline Build
19:13 - Minigun Burning H3ll
22:06 - Thunderhead Autocannon
22:35 - FEAR
23:28 - Neurotoxin
25:05 - Carpet Bomber
29:35 - Perks
31:19 - Bubble Shields
36:17 - When to throw a bubble shield
36:50 - Ammo/Nitra efficiency
38:04 - Secondary Weapons
40:11 - How I choose which grenade
41:05 - The End
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🎶ⱮỤⱾỊƇ:
@Infraction
Infraction has the best music i've found for videos and it's why I use so much of it.
Go through this music and you will feel like your watching some of my videos.
Check it out here: / @infraction
Cyberpunk Gaming Electro by Infraction [No Copyright Music] It Follows-
Cinematic Technology Hip-Hop by Infraction [No Copyright Music] _ Tech Success
Technology Digital Innovation by Infraction [No Copyright Music] _ Late Show
Cinematic Documentary Violin by Infraction [No Copyright Music] _ Innerbloom
Monkeys Spinning Monkeys (Kevin MacLeod) - Gaming Background Music (HD)
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And Also:
Tangled- Emmit Fenn
Their Finest Hour by Savfk (copyright and royalty free epic intense emotional soundtrack music)
Monkeys Spinning Monkeys - Kevin Macleod
Faith · Yasu
Faith
℗ 678302 Records DK
Released on: 2017-05-27
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Deep Rock Galactic by Ghost Ship Games
store.steampow....
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Developer: @GhostShipGames
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Publisher: Coffee Stain Publishing
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Major thanks to these wonderful people that helped me make this video:
Jameson,
Smokaiblexo
Leothefluffy
Orijang: ua-cam.com/channels/BC0FKmYoYDoCJsKKM6otbA.html
Blaze: www.youtube.com/@Blaze10523
GandalfSt0rmcr0
Autogyro#1760
Leonardrink (you tried buddy, nothing made it to the video but I appreciate the effort)
Honestly guys, it’s not that hard of a class to play. As long as you’ve got some greybeards with you, a level 20 gunner can still be helpful. Even in haz 5. I’ve done it tons of times with newbies and the missions went smooth. So I am more focused on examples and a few things here and there rather than focus on every micro detail. I hope that it helps.
If you’re looking for tips and tricks please check out Blazes channel over at www.youtube.com/@Blaze10523 It is updated regularly and updated further if anything gets patched. It’s a great pairing with my channel because his is fast and direct with tricks or hacks that get discovered in deep rock. While mine takes longer to release.
Happy I could help out man. I've finally had a chance to watch the entire video and let me just say, Damn! what a fantastic video!, the info, the humor, the style, all on point! i have high hopes for the Gunner mains of the future. R&S!
@@Blaze10523 You've been here from the start man. I remember your comments when I had just over 54 subscribers.
Your channel is also a great way to get info on deep rock. Great thumbnails and information with no fluff.
I wish the best for you my G👍
Hey FourLeafGaming! If you want, I can create a new DRG-themed logo for you, for free! I just absolutely love your channel and would like to help you in some way.
@@Corpah that would be sick! Would greatly appreciate it. My email is fourleafsober@gmail.com
@@TheLegendOfFLG Do you have discord? It would be easier to improve and discuss, but I can send it through email.
Legitimately thought this was a 40 minute video on how to kill fleas as gunner and thats it
It isn't?
Pick ace power move. Only reliable way.
@@richardcheese4680 or fatboy
Elephant Rounds will do it.
coilgun 1 shots at any distance and is hit scan, goated flea killer
One big thing about zipline vs mactera, Mactera are actively attracted to zipline players. Having a zipline near or on the ground just to pull aggro off team isn't an awful idea
That's a brilliant idea! Worthy of being in the video itself.
ive used that to group mactera up for a cryo grenade as scout
no, please don't. gunners who zipline camp suck, they often don't look at their teammates thus not using shields, and as they're safe from all danger except flying threats, they just fight calmly while everyone else is dying
@@matiastripaldi406 That sounds like a gunner player issue, not a zipline tech issue lol. They're a tool worth using in combat, as long as you don't use it detrementally
@@matiastripaldi406 Zipline camping is a bad strategy sometimes, but using it for 2 seconds to command mactera is really strong
At the start of this video I thought it was a whole movie but just with gunner face and a flea.
I wish it was. That kinda needs to exist.
i feel like, more than any other class, gunner is the king of clutch. nobody brings a game back from the grave like gunner
Between heavy guns and point shield, they really do help turn the tide of any fight.
Actually I can't tell you how many times a scout was the MVP in staying alive and reviving everyone with their mobility.
Scout stays alive through mobility and evasion. Gunner stays alive because bugs are very bad at walking through a wall of lead. And shields. Shields are great.
Gunner and scout are the most clutch.
Driller can sometimes just burrow into a tunnel and stay alive long enough to come out and save you but usually not.
Engineer away from his turret is Glyphid food
You make such a good point about adding a pinch of baking soda to prevent that weird greenish layer forming around the yolk when making hard boiled eggs, honestly I didn't think it would work but then I tried it and it really does, you're the kitchen MVP!
That weird greenish layer is actually the egg telling you that it's overcooked.
@@danielcaffy7845 cheers mate, I was waxing lyrical regarding the end of video but thanks for the input.
@@violentcat345 i think you wooshed the woosher, cheers, and Rock and Stone.
@@travismasonheimer2581 FOR KARL
Holy shit I can't believe you finally found where Karl was! Not sure how Mission Control is going to react when they find out that he'd turned into a pointy-eared leaf lover after spending the last 40 years hugging thorns in Hollow Bough, though I guess you'd need _something_ to keep the Glyphids at bay. Still, drinks after work at the Abyss Bar?
Only after work?
*during work
Speaking of Perks: Gunner discussion is the best time to talk about Shield Link, this is a sleeper S-tier perk for him (in a team).
As Gunner the reason for this is three-fold.
Your bubble-shield encourages your team-mates to stand next to you so you can apply it with ease.
Gunner is up there with scout for classes that can do well reviving team-mates while in danger. This is an excellent use case for SL because applying it after a revive means a huge extra buffer against your team-mate going down again.
Your bubble shield also recharges shields, meaning that increased shield strength is even easier to take advantage of for you and your team-mate because you can top off their shield. (edit: The extra shield doesn't get restored, sadly, only the base shield.)
Not to mention it's recharge time is short enough that you can pop it once for pretty much every wave in any mission. Unless you're going particularly fast on egg-digging.
And you can save friends who pick you up in dangerous situations as well
tbh i 100% thought this was about to be a 41 min video on how to kill fester fleas with the gunner, great vid, very helpful, keep up the amazing work
Same I was so confused halfway through
My personal favorite crowd control Coilgun build is 22213 Hellfire. The t3 stun mod isnt very useful on Hellfire, as the electric trail's DoT is enough to kill most things that you really benefit from stunning, so scattering everything thats close to the shot is really useful. I especially like how you can take a full charge shot to just kill a potentially huge number of bugs at once, or do a partial charge shot to make it much easier for your teammates to finish them. Plus the large electric trails do pretty significant damage on their own to a nice chunk of bugs if they're moderately grouped up. This build gets a dozen times better on escort because of the large numbers of bugs spawning that will be within the effect radius of the coilgun shot, and are also often going to be in straight or nearly straight lines. Would definitely recommend giving it a shot.
Will do sir, sounds like how I like to use the gun. Will give it a shot tonight 👍
Yea, I use Hellfire Coilgun with clean Hurricane (higher RoF and stun), this thing by itself is able to clear hordes of enemies lol😊
This is a fucking editing masterpiece. Holly shiet, the small details add so much to the experience this video is. Jeez, thank God I have the bell icon turned on.
RIGHT AS I START PLAYING GUNNER AFTER ONLY PLAYING DRILLER. THIS IS ALL FANTASTIC ADVISE AND I LAUGHED OVER 10 TIMES, AMAZING VID MAN
Same for me as an Engi main
I'm a gunner main through and through and for me the biggest of joy is being the carry for groups and I've set up my loadout to focuse upon that. Central to wish is the neurotoxin. With it you can easily kite entier swarms on H5 and slowly kill them whilst still running away and avoiding damage. It's a really fun experience to get better at timing your jumps and perfecting your positioning. If you havnt tried it I do highly recomend it. I'd reconed running it with a secondary focused on taking out dingle targets that you need to die quickly
dingle berries
A lovely build for the coil gun is to pair the mole with neurotoxin payload so that high priority targets can be easily disposed of.
Of course it depends a lot on the mission type, say escort duties are much less likely to offer a good cover to shoot through.
But I can't stress enough how I love how the mole makes me approache the whole combat and terrain through a different lens, highly recommended.
I literally have a message "I am using Mole on Coil, please mark Priority Targets" copy and pasted when I run mole so that when I drop into a mission, I just send it and done. It makes difference. I only ever do it once so as not to be annoying otherwise.
Also in a pinch, you can dig down 1-2 blocks to get some ground to break if needed. Little finicky but sometimes beggars can't be choosers.
That has to be one of the funniest intro iv ever seen well played sir
57,060 minutes of playing deep Rock level 360 and I never knew you could hold grab or jump to get on things my life has be changed and my eyes opened liked and subbed
I tried your hexawing tamer, amazing build!
what build are u talking about
@@big_tasty1 there's no such build, just pleasing the creator request at the end of the video
Smartest rickroll ever in the end of the video, hehehe
The bubble shield part was the one I was most looking forward to.
It's one of gunners best tools and like the rest of his tools it's one I feel like I don't understand well enough to get the most use out of it.
Finally, the Gunner Master Class!!! Dude how Long have ive been waiting for this!
Amazing video!!! Thanks so much for doing what you do. I still mainly play on haz 3-4 but these tips are always super useful.
Also the editing was super cool!
haboobeepbop! Rock and stone! Love the gunner and main it myself. nice to pickup some fantastic tips to utilize in my future games from here on out. Great vid!
Been waiting for this one!! I know it's gonna be great already!👍👍👍👍
A build I use extensively is the coil gun with triple shot, electricity, and fear. Take the ability to fire partial charge shots, and ignoring the damage resistance buff glitch, and adding the T1 ammo, you have SO much CC. You would think it's counter intuitive to scare bugs out of the trail, but just like the fear on the autocannon it single handedly rules the entire swarm. Because fear is distance based the electric slowdown increases the length of time they are feared, and with a triple shot burst you can fear EVERYTHING around you, even praetorians very reliably.
You lose out on any damage potential on large targets, but your primary can compensate. In return you can clear people for revives, slow praetorians, bulks, and mactera advances, you can save shields by quickly charging and firing off around you when you are swarmed (which is what the damage resistance mod is intended to be used for), and when you have a tight corridor or bunker tunnel....I have played through haz 5 industrial sabotage where my teammates just watched me as I continuously fired through the bunker tunnel and kept the entire swarm out through fear and electric procs. It is REALLY effective and has almost permanently taken up my secondary slot.
You should try out the ArmsKore Coil Gun with the Re-Atomized overclock.
The Re-Atomized overclock give the Coil Gun so much more potential.
For example, If you have Re-Atomized overclock equiped with the "Necro-Thermal Catalyst" modification, and 1 enemy is on fire, you can make a chain reaction and make a whole wave explode.
Also great video as usual :)
I've enjoyed Coil so much I often have a hard time going back to Bulldog/BRT. The combination of it's electrical trail with Stun/Fear is amazing CC and it kills enemies efficiently. I'm also using it in sync with my primary. If my primary has fear, coil uses Stun and vice versa due to how Stun/Fear interact.
It just a guess but your playstyle strikes me as "uses primary for a while, then uses secondary for a while, repeat" which is the way most of us do and plenty of my own builds work this way. But for coil it doesn't seem to shine that way.
Where coil seems to shine is with Born Ready. You're taking it out to take maybe a single shot before swapping back to your primary, fighting alongside your trail and after BornReady reloads, doing so again when a decent opportunity arrives. I seldom reload and it's hard for anything to hurt me due to the constant dps/CC with no down time.
Coil took some getting used to but once I dug in, I discovered a monster.
afdsateswatesaf
Rock and Stone Miner!
I find that triple tech chambers on my coil gun for dreadnaught builds works very well in just killing everything in that general area.
Seriously the best guide on gunner I've seen yet, thank you!
max promo gunner main here, great video! I'd love to share some builds for other gunners that I grew to love over my journey if no one minds:
- my favorite build: autocannon 31311 combat mobility and brt 21221 micro flechettes. highly accurate AC and highly accurate brt stun machine. deals with anything at any range, can stunlock key targets if you get overwhelmed. high synergy with born ready perk.
- the two most fun builds: autocannon 22111 composite drums OR hurricane 12223 overtuned feed mechanism and whatever secondary you want, though something ammo-efficient is preferred. these two are not the best performers but nothing feels more satisfying than either dumping 200 round magazines at a blistering 570 RPM into crowds of any size or swirling swarms of missiles around a large room just to drive them all into a group of bugs or a chonky target and watch it's life vanish. there's no kill like overkill.
- the weirdest build: hurricane 11211 fragmentation missiles and coil gun 23121 REATOMIZER with incendiary grenade. so, you light the front of a juicy group of bugs on fire, whip out that coil gun, hit a burning victim of choice and basically nuke everything in front of you with the chain reaction happening around the burning bugs. why use hellfire and watch swarms slowly burn to death when you can nuke them instantly? (figured using neurotoxin payload with reatomizer was a bit boring so I played around with T5C mod and found a hidden gem of a build, feels very weird and requires a lot of setup)
the survivalist: autocannon 31312 composite drums and coil gun 12223 backfeeding module. fear is your best friend and this build has TWO ammo-efficient fear sources. large ammo pool lets you dump shots into tanky targets and the coil gun's T1A and T2B mods let you deal with a lot of different targets at long range with great ammo efficiency once you get used to the break points. my favorite coil gun build btw. versatility, ammo efficiency, range, fear, electricity, damage - this coil gun has it all.
grenade choices are mostly subjective, whatever you feel like you want more of. sticky: single target and fear. incendiary: allround/multi target and area denial. cluster: multi target and stun. leadburster: more "traditional" allround version compared to incendiary, and some armor break.
and for FourLeafGaming, here are coil gun builds for each overclock, try out whatever sounds fun:
23121 reatomizer - burn things, nuke things. more shenanigans with whatever other elements random teammates bring. really makes you think and be creative.
22122 ultra-magnetic coils - getting the most out of the trail radius. simple multi target build. semi-spammable stun.
13123 the mole - ping (or let teammate ping) big bug, nuke big bug. very fun if you get good at lining up multiple layers of terrain to increase the damage bonus to ridiculous levels. can help teammates across the cave through terrain! very effective if your weakpoint aim through walls is very good. could use T2A overcharger but just hitting weakpoints through walls is difficult enough and adding perfect timing leads to a lot of missed shots, also faster reload takes advantage of stun (3s stun, 1.5s reload and charge time).
12223 or 11123 backfeeding module - first build: kill squishy high priority targets at any range. spam fear and electricity. second build: overcharger, big damage and lots of ammo.
22122 hellfire - ultimate multi target build, burns and kills swarms of any size. area denial. could take T2C reload if you only fire fully charged shots but I like T2B's versatility.
22123 or 11123 triple-tech chambers - first build: spam electric trails for slow and crowd control. second build: overcharger, big burst damage and stun.
I love the sheer amount of research you did for this. I also really liked how you touched on the whole ammo management part of this, too. I'm going to have to try out more of these builds as I happen on the overclocks! I FINALLY got Neurotoxin the other day, and I'm really enjoying it as you and Jameson said, and I've always liked Carpet Bomber when I have my Bullldog put together right. So happy you really got into how ones team affects results, it's real. NOW I see why you had to take so long to make this, it's HUGE and there's so much to it. Thank you!!
Thanks for your help!!!
@@TheLegendOfFLG It was my honor to be able to. Grateful you let me come along for the ride. xD
Regarding shields, I always try to hang around 3 shields at any time. If I have four, I try to use the first shield whenever it may benefit, without thinking too much if it was "worth it". The second shield and thereafter require more and more thought. With the last shield hanging on for the final moments when the nitra is being collected, because even resupplier doesn't immediately recharge a shield.
Of course, exceptions may apply to all of this. And that's why this game is so much fun.
I have a lot of hours in Haz 5 on this game and still enjoyed this video a lot. The coil gun is one of my favorite to use. My go-to gunner loadout is thunderhead with big bertha, and coil gun with hellfire. It's an incredible utilitarian build capable of dealing with anything effectively from swarmers to dreadnaughts. The Mole for coil gun is also a lot of fun, especially if your team is pinging enemies consistently. Rock and stone
also, bhuiafbhciohsfwioa
I tried a Charge Up Speed, Reload Speed Mole build recently. Pretty fun until it goes "click" ^_^
Well after at least 2h of test i can confirm that a full lead storm zipline build is not made for me. (At least single player wise , the experience might be more successful in multi player.)
However… testing your build made me appreciate quite a lot the use of the burst pistol , wich i previously ignore in preference of the bulldog due to its higher damage output.
(Piercing shot does supringsly well on this thing when I have to re-position myself)
Not only that but i also rediscovered the fear effect of the sticky grenade which while it didn’t allow me to succeed , it did keep me alive for far much longer while also diminishing the swarm size massively . (Thus allowing for better swarm control and target focus.)
My conclusion to this learnfull but painful: ballistic hell is still gonna be my choice when it come to solo, but I will definitely swap my bulldog for burst pistol and multi-frag for stickies. I have the feeling that it will increase my survival chance quite a lot, while also having better supply use. Thanks for all the advice . I will probably rewatch when I want a guided missile build.
Ah man that intro edit is great
Well, that's some pretty awesome academy you got here! Just downloaded DRG last week and this is some great insight in how classes operate and giving me some idea of what role I'd like to fulfill on my teams. :D
I'm relatively new to the game (300 hrs) and maining gunner. This is a fantastic video and just what I need to improve! Thank you, dude!
I generally use the coil gun with 22123 and ultra magnetic coils, and just charge up 1 pip. The bullet will deal less damage when undercharged, but the damage trail will deal FULL damage: its great for clearing hoards and extremely ammo efficient, usually I'll take it with the lead storm minigun for groups of squishies and swarmers
What a epic intro🔥🔥🔥
I've found that an excellent use for shields is to throw them down behind you when following Doretta going to the Heartstone or a Driller making a shortcut during extraction. Since bugs can't get through, you effectively plug up the tunnel while still allowing your team to fire at the swarm chasing you, as well as helping any straggling teammates to catch up.
I do this all the time. Missions go easier, people go down less, and i'm not hoarding my shields.
Coilgun, Mole OC, 22113
allows you to take out groups with low charge shots, and hurt bigger targets sbooting througj objects via Mole.
Also, the coilgun w tier 4 Defense Enhancement mod allows at will (free) 50% damage reduction, which is very useful for reducing fall damage. A lot of falls that would break your shield and deal health damage, don't break past shields which feels great.
First off, I love the Predator intro! One of all time favorite movies! Great job on every other part of your video. Well versed and put together. Subscribed!🍻ROCK AND STONE BROTHER!!!
You can re grab a zipline to not fall off it. Also as gunner your main priorities are things that can shoot you, because you can just kite the melee enemies.
Shibboleth training FTW
This video is very extensive and informative beyond belief. Very excited to see the other masterclass videos for the other dwarves
22223 with hellfire on coil gun is great. It pairs well with single-target oriented primaries since it can set a huge number of grunts on fire and fear them. The partial charge mod is amazing when combined with T3 fear and T5 electricity because a minimally charged shot can scare off a bunch of mactera or electrocute a ton of swarmers if you shoot it at ground level. It works as a very versatile secondary to pair with something like lead storm lead storm, big bertha, or jet fuel homebrew since it can kill lots of grunts with a full charge or deal with mactera and swarmers with a low charge.
i'm so sad that Leaf did not mentioned the Salvo Module for Hurricane with 5A and Bulldog with Volatile Bullets "psycho combo"
Mole builds are very good for dreadnaught missions, if you're not on a zipline and are instead filling the Bait role with your explosion resistant reactive armor
You can cheese the DN fight by plopping down a shield during its slam. Forces it to cancel the slam
Very informative video! As a Gunner main I didn't know about the hexical build until now. Awesome. Also, use them shields!
Gunner main here and yes movement is one of the most important thing's you can learn and gunner is the best class to learn it on. Because what else do you have? 4 zip lines. You don't see a lot of gunner's use them because you never know when they will be greatly needed. Like in cave's that just open up to a lethal drop. People will be shocked when you get to places before them by simply using the terrain. Are weapon's don't help with this either since all are main guns slow us down when firing
Just found this channel but i love the way this video is laid out and your overall way of giving advice. Great content
Thnx friend! It takes me a bit for content but I try and make it worth the wait.
Great video, you deserve more subs and earned another. Rock and Stone brother! Another thing is I find it better to have the increased speed on ziplines for mactera and other projectile based enemies having a harder time tracking you. Sort of makes the reduced fall damage upgrade obsolete when you can circumvent with strafing and another zipline beneath you.
My favorite uses for the coil gun are big boys because you don't have to aim for weak points, you deal full damage from face due to the pierce. They're also super useful for oneshoting those fleas.
I'm going to have to try that brt7 build.
I've been using one that prioritizes max ammo and stun. The praetorians and macteria can't puke on you or your teammates short term if they are too busy being stunned. But they also can't do that long term if they are too busy being dead.
The gunner hop is the endgame for haz 5 survival.Nice one
10:56
Fun fact:
The Med Bay stats are lies.
It says I was downed like 361 times and passed out from alcohol 6 times. Bullcrap. 361 downs means I get downed basically twice per hour according to this which is preposterous.
Your 13646 downs is way too much.
Also I pass out from alcohol at almost every opportunity.
Blackout Stout Gaming
Your points about synergy with gunners concerning everyone else on the team were spot on. Gunner is slow, and comparatively it’s much harder for him to get around than everyone else. Doesn’t mean that he’s completely immobile and can’t take care of himself when he needs to, but you can usually tell how well a team is performing based on how well the Gunner is performing from what I’ve seen as a Gunner main. I can’t do my job well if I can’t see, I can’t pick up downed teammates if I can’t get to them, and I can’t do those crucial Hail Mary “bring the team back from the brink” saves if I don’t have any shields because I’ve been spending them like crazy trying to keep everyone alive. It’s part of the reason why I love playing Gunner so much because there is so much team play involved with him when the swarm hits and you go into bodyguard mode, and just start decimating the bugs trying to keep your team alive. Love this class
Triple tech chamber with coilgun charge for one level then shoot a v shape in front of hordes.A good slow down method to melt with big berta
aDWeqwewq. Good point with the "shield potential" when resupplying.
I like using the coilgun with Hellfire to kill rival turrets and set large groups of chasing bugs on fire, especially nice on escort missions. As long as you don't take the fear mod, they'll just keep walking through the electric flames and losing tons of health. It's like a linear incendiary grenade.
I'm still a greenbeard so I'm not super knowledgeable on the game yet.
But I was surprised by how much I loved the gunner. Coming into the game I thought he'd be a boring "shoot 'em up" class but it ended up being my favorite. Thought for sure the Driller or engineer would be my favorite.
I'm one of those people that think as it stands with the current state of the autocannon, Neurotoxin Payload is just more effective than Carpet Bomber. Carpet Bomber gives you the AOE increase, and that damage increase is nothing to scoff at, either. But if we compare it to Neurotoxin, it has the same AOE increase, and technically will be much more efficient thanks to the DOT's raw damage value total heavily outweighing the damage increase of Carpet Bomber. They're really similar, the only difference being the "Here and Now" damage of Carpet Bomber, or the "Now and Later" damage of the Neurotoxin DOT. I also find Neurotoxin to be better at assisting with bulky enemies like Oppressors, because they naturally resist the explosive damage, but can't resist getting poisoned.
If you go full crowd control, you can shoot into the dark corners of a cave with Carpet Bomber, and not kill enough of them for the ammo cost. With Neurotoxin, however, you just shoot until they get poisoned, then watch them die before they even reach you due to fear.
Speaking of Fear, Neurotoxin takes full advantage of the Fear factor, while Carpet Bomber is technically shooting itself in the foot with it. Neurotoxin poisons them while they run away, dealing guaranteed damage, while Fear on Carpet Bomber makes the horde split up, making your extra AOE capabilities almost a moot point as you scramble to shoot them before they split up too far.
Both downsides for the OCs are negligible for what they add to the table, but utility goes to Neurotoxin every day of the week for me.
Hell yeah, It's here!
Rock and Stone Brother!
9:53
A cool thing I like to set-up is a X-formation of ziplines so that if you're knocked off one, you can grab the other to take no fall damage, allowing you to maintain how long you can defend from the zipline.
*nuke goes off in background* FESTER FLEEEEE DOWN!
Coilgun with "The Mole" is basically just the "I really don't want to use a bunch of ammo for this one pretorian/oppressor. Mole is basically "big ammo value" for the damage it deals.
coilgun tip : the resistance mod is a huge piece of utility, it can save you from a fall or a big burst of damage, it's remarkably useful for zipgunning
For my coilgun I run a 23213 with Ultra-Magnetic Coils (since that is all I have) and run it with an autocannon 31221 with composite drums. I use the coilgun to fear priority targets, hit tough enemies with DoT, hit things that are out of reach, or into someones corpse to fear and hurt enemies before I can get there with my shield.
13:30 You can also aim the missiles into the distance and then point to a praetorian or oppressor that's facing you to direct a barage into its weak spot!
re-atomizer with the necro-thermal catalyst on the coilgun can be extremely funny. It can be hard to line up, but when you *do* get that shot, there goes half the wave in a giant chain reaction of flames, explosions, and gore
An obtoganal keen slippy of a flimmington right here. Great video!
Just how I felt about it too
Very informative, watched the whole thing 😁
I'm one of those sickos that runs damage on neurotoxin autocannon. I think of it as THE attrition weapon: extremely long lasting due to poison and easy ammo rationing, it's greeeaat. Goes so well with burst gun and born ready. So giving it a larger max fire rate seems counterproductive, especially as I usually shoot it in very short bursts or single shots
Absolutely 👍
It's not one or the other. Both work depending on goals. This is the nuance I talk about that gets overlooked too often.
Not everyone plays the same way, even with the same weapons. So some points may be working against your specific goal.
So it's best to adjust based on your own results because I can promise you not everyone burst fires that weapon, resulting in a different experience with the same build.
If you are looking for quicker kills and still have the survival aspect, then those mods with born ready and burst gun pair perfectly.
R&S my sicko friend ⛏️🪨🍻
Hey thanks for the video painstakingly detailing how much memery you can really get up to with the heavy weapons sandvich, it's really improved my chess game, now I lose -after- the en passant!
You win life, toast king.
Damage Resist on Coil Gun is great due to 1 obvious application and a 2nd amazing application people don't know. I've blown people's mind with 2nd one so many times.
1.) It helps while dodging. Most people can't avoid 100%. It takes the edge off, so you should be pumping it as you bunny hop so as not to slow yourself. Paired with Fear, you're very resilient to sneak attacks as you can minimize damage and peel off whatever is hitting you at melee or range.
2.) It effects fall damage! This can be stacked with Ziplines fall damage mod, tunnel rats and Vet Depositor. Saved me tons of times. (Same for Autocannon but little harder due to requiring Max Rof)
The naysayers strawman it because they think it's application is "Stand still and get hit". In meantime, I'm expecting someone to call hacks from seeing me handle fall damage better then most scouts.
I'm new to DRG and while gunner wasn't my first pick to try out, shooting and playing fights from the zip lines never even crossed my mind but seems like a lot of fun. Edits are hilarious as well. Appreciate the info!
I watched that video 5 months ago
Then saw it again in the recommended section just now and the thumbnail gave me a good hearty laugh, which I just had to point out!
I like pairing a burning hell minigun with a sludge pump in a bunker. So much slowdown and damage. Only real counter to this are oppressors and bulks.
Also, if I have 3 or 4 bubbles, and I go to resupply, I throw down a shield on the resupply, since I know that I'll get it right back. And it allows for a safe resupply for all
Hellfire coil gun against rival turrets is insane. One shot kill because of the fire damage, you just gotta let ‘em cook a bit. You can literally snipe snipers, and you can also line up multiple turrets to take them all out at once
For coilgun, try the following: 22X23 Ultra-Magnetic Coils.
The key difference with this build is that you're looking to START a fight with a trail already damaging the enemies rather than switching to it when your primary is spent and you need burst damage right that moment. Adjusting to that playstyle takes some time but it dramatically changed how I thought about the gun's practicality (although I think it still struggles if you do not take the tier 2 mod to enable mobile and active usage of it). Since you're primarily going to be using minimum-charge shots, you can also run around with it with your primary holstered, which enables reaction shots if you hear a leech approaching or you need to delete a bunch of swarmers or nanocytes. It's important to know that the trail on an uncharged shot is just as strong as a full charge shot, so you can get a ton of mileage out of the ammo, and the slow from the electric can actually cause enemies to clump up for AoE attacks and enables some bonus damage effects for teammates if they have them. It's capable of holding its own for long enough that born ready can kick in for autocannon and hurricane, or for the overheat cooldown on leadstorm.
You can realistically sub in Triple-Tech Chambers or Hellfire, but I find that the ammo and charge penalties on those OCs make it prohibitive to use as frivolously.
Adjusting to the playstyle is very much the theme of a lot of my videos. It's something not everybody yet fully understands.
It's not always a matter of just aiming and shooting. If you master the nuance of a build it will make all the difference.
Will try these out homie, thanks!
13:00
Hey FLG, fun fact:
The Hurricane rockets count as buildable terrain for pipelines! (Here's a barebones video example: /watch?v=I6OWW4g2Ulc )
You can place pipeliens on the rockets themselves.
It's doable as a solo gunner for pipes up to ~4.5m long out into open air, but if you have a coordinated team mate (preferably with an autoclicker, as the window is only a frame or two) you can stretch entire pipelines across open air in 8-9m long segments!
Not only is it INCREDIBLY handy to have a floating pipeline bridging gaps, but it's also a godsent to have pipes where the bugs can only get on and off from the start and endpoints of the pipe.
They essentially become big ziplines that macteras and spitters don't recognize as being "in the air" so they won't prioritize you on them.
This is genius! Thank you for your service 🙏
@@TheLegendOfFLG
I actually just learned about doing that on reddit about an hour or two before I recorded the video there, and posted the video to show the guy who told me about it that I figured it out. ^_^
I clicked on this thinking it was just gonna be the meme. Didn't see the video length until after the intro meme lmao.
Damn fine video miner. Rock and Stone!!! Subscribed
The quick brown thing jumped over that something.
Surprised you love fear, but didn't mention stun on the Hurricane. I main Gunner and Hurricane on Haz 5/EDD, rarely get downed. Best build for swarm clear and support is 3-1-1-2-2 with Fragmentation Missiles o/c.
Whereas fear makes bugs run away, stun literally stops them (soon to be) dead in their tracks. Fighting an average swarm would go like this: shoot a group of bugs, stun some, kill some. Immediately volley the mid-air rockets to another group, stun some, kill some. Go back and forth until everything is either dead or stunned and soon to be dead. You can even interrupt a volley and send a couple of cheeky rockets to the web spitter on the ceiling, then bring the rockets back down to the stunned swarm again. You can volley between 3 or 4 groups. With a 72 round magazine, you can do this for days very comfortably. Bugs can't touch you. This is also very effective against mactera, they get stunned and the AoE kills them before any of them have a chance to fire even a single shot.
This build lacks at taking down chunky boys and other priority targets, but that's why we have secondaries. I bring Burst Pistol + either Lead Spray (destroys praetorians and oppressors), or the Compact Mags for stuff like Spitball Infectors. Both work really well, sometimes I just switch up for variety. Of course I still use other weapons and builds, but this is in my opinion the best swarm clear and support build for gunner.
Me intently watching the entire video even though I've barely even played gunner
an easy tip for gunner witht he shields: if you are about to reload, especially in combat, and have 3 or 4 shields already... just toss one on the supply pod. Worst case, its sueless but you would have lost that shield anyway after being supplied, best case, you helped a teammate resupply safely.
overall though its a good train of thought to have on ANY class for all weapons: consider the second half of your ammo to be the emergency ammo pool, the part you will NOT recover at the nest supply
It's also not wise to use all your ammo and then have 0 because the ammo you call is only giving you half and your chances of survival decrease dramatically when you have zero bullets.
I call ammo at every 2 bars we have so we are always full. Great way to keep track of unused equipment.
I actually would advise to put stun (or armor break) on bullet hell instead of blowthrough, with blowthrough you only situationally hit your max 3 targets (2 via bullet hell and +1 via blowthrough IF lined up correctly) where as if you put stun instead you can crowd control a hord very well, or if you took armor break you will be able to do more dmg with your ricochetes ! For T4 i would recommend hot bullets instead to make up some of the lost dmg via heat spread (since your bullets will be stunning enemys you'll have time to watch them burn). And for the T2 take dmg instead of ammo, you'll save more ammo that way than what you gain by taking the ammo perk.
Bullet hell is really not suited for high hp targets, and this is what most ppl get wrong about it imo. With the blowthrough perk i assume you prioritze chunky targets like Preatorians to bounce your bullets into other enemys but this is very ammo inefficent since you lose half your direct dmg ! Instead you want to shortly hit them with the stun to easily dispatch them with your secondary (wich ideally would be heavy single target dmg built) and since your bullets ricochet anyways you'll be stunning enemys around the Praetorian as well to move in for the kill easily. This is both more safe and ammo efficent
Hellfire coilgun, Necrothermal explosion for when teammates run fire as well. Always take ammo mod tier 1. My favorite 2ndary for when i run a single target primary. I think its tier 4 where you get to chose between a shockwave and damage resistance. The shockwave is bait most the time. While the damage resist can combo with other perks in the game and is in general a lot more forgiving when trying to pick the gun up. The yellow ammo overclock with 2/3/1/1/3 is a good general build/starting place. Finally if you are running electric trails the fear has some anti synergy.
i didnt even watch the video yet but i already dropped a like because the starting skit was gold humor
predator movie epic too
Im a noob gunner haz5 and have never seen better gunner video guide, thanks for research. Good day
great rundown thank you. You made me a better greenbeard.
Skibidibapbap, the emperor of mankind be liftin’ for our sinzerinos. Repperino for da briggitt big E.
affirmative boingo boingo
Do you consider a different Scout masterclass with the recent buffs?
my build for coilgun is 1 2 1 1 3 with ultra magnetic coils. the electric trail with UMC(overclock) makes it so the trail actually kills or damages heavily grunts and slows everything else in the game and picking controlled magnetic flow makes it so you can shoot with 1 charge and still have full value of the trail making it extremely ammo efficient and godlike crowd control tool. picked more damage cause i already have enough ammo and more damage is always nice, picked stun because its really handy if you need to stun praetorian to flank it or interrupt acid spit and stuff.
airship assault in the beardly pond.
Ah yes, lead spray, the pocket shotgun
Skif jobbers and fox knockers are preferred.
Thanks for the video. I agree about the coil gun.
Green beard here. I have begun to main Gunner and your vid is super helpful! The way of thinking you summarize here is the most important factor of all! Appreciated! Rock and Stone!
Awesome! As long as the wheels don’t fall off, we’re golden! Cheers
Bearon was actually a pog choice for the triceratops build