As always, do not let me or my opinions stop you from using what you find fun. If you'd like to know a good build for any specific OC or anything, feel free to ask in the comments! I'll try to get to as many as I can. Watch the actual segment in the video before citing or critiquing any placement in this tier list. Due to the criteria this overclock tier list was made with, some overclocks are underranked compared to their actual power due to having an overwhelmingly strong base weapon, while some are overranked due to making a bad weapon much better. Consult my weapon tier list for a better idea of actual weapon/overclock power.
Hey loved the video! I'm trying to stop using lsls/hellfire, I've tried all the hurricane ocs and like pbm the most-- what would you recommend as far as a secondary? Magic bullets has been okay so far
@@n4k3d51I typically take armor break since +20% isnt that huge. Especially with stingtails I find the armor break really useful. Shellbacks/stingtails/brundles are all high priority targets for me and peeling them is essential to killing quickly. If the mod was higher than +20% it could be a different story, but as it stands you already get a lot of weakpoint dmg from aise and armor break ends up being really useful in practice.
Thanks, waste. It's a shame that disclaimers are necessary, but humans gonna human. There's a lot of replayability to DRG. Listening to other people explain why an OC I slept on is good, actually, is one way I get more out of the game. Great video (so far 😅).
@@Doctor_Nu guessing based on how they've placed the old OCs and how it overlaps with what I think: A: crystal nucleation, rotary overdrive, cluster charges B: scorching tide, pump action, hyperalloy, mortar rounds C: combustive goo, microconductor, conductive thermals equivalent to base: smrt trigger OS worse than nothing: burst fire, marked for death
Ah yes, the two types of DRG players: >"This overclock is good because it can clear entire waves in haz 2 (1 praet and 3 grunts)" >"This overclock is bad because if you mod the game to make it haz 8x3 you can't survive with it" They can live together in harmony until someone names "Fat Boy" or "Hipster"
I will defend Hipster, Rocket barge and Fat boy and call them only true overclocks, rest are just stat busters and additions, they dont change playstyles of weapons they are used on unlike those three. Edit: and i am speaking from position that i have unlocked every overclocked in game and at least played few missions with them.
To be fair, you have to have a very high IQ to understand Full Chamber Seal. The +1 damage boost is extremely subtle, and without a solid grasp of the dps formulas most of the overclock potential will go over a typical player's head. There's also that amazing -0.2 second reload, which turns the weapon into an absolute sustained damage beast. I've just realised it's the most powerful overclock in the entire game. I'm not trying to be an elitist but if you don't have it equipped I'm kicking you out of my hazard 3 mission. Full Chamber Seal is far superior in power to everything else due to it giving free damage with basically instant reload time and no downsides! This thing shouldn't be in the game, it's literally overpowered and I still don't know how the devs thought it was a good idea to add this behemoth of an upgrade. Imagine having to wait 1 more week without having access to this beauty because this didn't drop in your weekly deep dive rewards, I would definitely kill myself.
What a lot of people don’t realize about full chamber seal is that since it increases the weapon damage by 1, that actually means that you do one more damage with the weapon which is one damage more than you’d have done without the overclock which can lead to some interesting gameplay interactions, namely the fact bugs lose one more health each time a bullet hits which is actually very important to increase the dps of the weapon making it strong enough to compete with some of the most powerful weapons in the game, like volatile bullets. Just like volatile bullets it increases damage but unlike volatile bullets it doesn’t have downsides (unless you count the people unable to comprehend it’s superiority) and even makes your gun reload 0.2 seconds faster which allows for really high level maneuvers like shooting your whole mag, reloading, and then shooting again 0.2 seconds faster than without the oc. Essentially, it’s completely busted and honestly I don’t think I can play anything higher than haz 2 with someone running anything else because they’re just inting at that point.
Honestly yeah, why use overclocks like lead spray and expirmental rounds to boost damage when full chamber seal doesn’t have one and increases your reload speed, giving great burst and sustained without diminishing accuracy and ammo count, the plus one damage helps chip through healthbars much faster for completely free and the reload speed is just icing on the cake, without the reload speed you would reload 0.2 seconds slower, potentially downing due to this frankly absurd reload time, but with full chamber seal this weakness is basically patched out of the game at the cost of your professional integrity as player for equipping this honestly broken overclock
By using Fat Boy for the majority of my Engineer play. Sure I'll use Breach Cutter and Shard Diffractor if it's like Elimination or Escort Duty, or Clean Sweep on Deep Dives, but the tactical nuke launcher is too fun to not use. Especially on Industrial Sabotage where I can knock out the corners in two shots
I know this is like 4 months old but quick thing to note at 24:40 is that AG Mixture has been bugged for the past year so as fun as it is to use, when you take AG Mixture you don't get either of the benefits from T5A or T5B at all making it arguably 1. Worse than nothing because T5 is essential, and 2. Weirdly enough a "Balanced" Overclock for the time being until T5 works again lol Edit: This has been fixed as of patch S05.05
It's interesting how many overlocks live or die based on how well they play with the best mod for a weapon. TCF is the most obvious example but cold radiance and turret whip also both sorta warp the overclock meta around the cryo gun and warthog, for example.
I think the modded opinion is useful, because it's like the philosophy of "everything is good on haz 4, but on haz 5 you start to notice some stuff being a lot better" but taken to the next level.
But it's not "the next level". That's the problem. The ""Hazard 6"" mod picks and chooses which modifiers it likes to tweak and then ups them ~3x as much as they should have been, while completely ignoring others. That's why Haz6 completely favors AoE damage and de-prioritizes single target strength, compared to the real game. It would be very easy to make a mod that actually looks at all the differences between Haz 3, 4, and 5, and then made proportionate Haz 6/7/8 difficulties. The "Hazard 6" mod does not do that, and ruined the ability for any other mod to do that by popularizing the name in association with a meme bug-quantity difficulty. Using that mod to judge anything in the real game is goofy.
@@ProzacStylings that is just straight up untrue. Keep in mind that there are other difficulties as well such as Haz 7, 8, and ND which make the game even harder. ND definitely is kinda a meme difficulty. Also a lot of players play 6x2 rather than just 6 so spawn rates are doubled. This is the scaling that the Haz 6 mod uses: docs.google.com/spreadsheets/d/1ygMn4sHAx0jvgRK0qa9LAOIcETnznkh1MtVLgsfu0ik
@@ProzacStylingsNo it wouldn’t be easy or logical to make a “straight jump from haz 5” version of haz 6. The game is already very arbitrary with what it changes to go to the next difficulty. Like ofc increasing enemy health and speed is a no brainer, which modded hazards do, but then you get stuff like some enemy resistances staying the same, and sometimes vanilla hazards even tone things BACK, like haz 5.5 does with having potentially LONGER wave timers than h5. So yeah you’re right, haz 6 isn’t a straight step up in difficulty. But that’s because VANILLA isnt either. So you might as well just throw all that to the wind anyway.
@@kismet4918 Yes, it would be logical. It doesn't matter if you think ghostship's decisions for what to adjust on difficulty are arbitrary. You don't have to agree with them. It doesn't matter if you agree with them. If a mod ENTIRELY disregards them, and goes an entirely new direction with difficulty that does not even remotely attempt to follow the difficulty changes of other hazard levels, that mod is still a mod that has little to do with the base game. It's a mod that shouldn't name itself after base game mechanics like Hazard levels(because that would interfere with mods that actually do want to follow the game), and certainly doesn't share a meaningful tier list. Your statements themselves on this are meaningless. "Yes they should increase health which mods do" is incredibly vague. The game increases health a specific amount. If the health increase from Haz4 to Haz5 is an effective 20% more health, and a mod for Haz6 gives enemies 5% more health and doubles enemy quantity, that is not in line with the game's design for difficulty scaling.
Lazy brought it up with a different weapon, but I like six shooter specifically for born ready with the autocannon. The reload animation is so long that it feels almost as fast to reload it with born ready, which I usually do by whipping out the bulldog and attempting to snipe 6 bugs in the face. The extra bullets give it more damage to output while I'm waiting on primary. Not sure that really moves it up compared to others though as I only have that OC.
Holy moley that's a long video. I really like the way you're rating things with comparison to the base weapon / how much it improves it. Just seems a better way to do it than absolute power level. Also, hitting the nail on the head for how I feel about the unstable sludge pump OCs. Whenever I run the goo bomber it always feels like disperser would be doing but by my god is it so FUN for some stupid reason. Overcharger is kinda decent at replacing the charge shot fire damage build LM was talking about. You can nuke praetorians (no burning nightmare), and then you can freeze big groups of grunts and quickly dispatch them with the splash damage. Still worse than base, but... fun at least. Combat mobility is not great, but god damn does hitting that max rate of fire super quick feel SO GOOD. I do agree, the downside really hurts it, I wish it was like... -25% mag size or something smaller. Give it enough ammo to do more than kill 1 praetorian
Idk I have actually a lot of success running sludge blast on non-dread missions. Just have to rely more on your secondary. It also doesn’t have abysmal grunt clear like it’s not that bad. Also gives me an excuse to use the ripper grenade as normally it’s pointless but with the lack of grunt clear they’re very effective imo
@@bluevenator8888 legit? do you not know how busted it is? lol? it is no joke, the only reason engineer is on par with the other classes in modded difficulties
i can't believe lsls got b tier, this overclock is so stupidly good that i have a hard time using anything else as gunner, you just bhop and shoot at anything at any range and it melts in seconds
The one good thing about Seeker Rounds on the LOK is that they don’t just ignore armor, they ignore *everything.* Including terrain. I thought this was a bug, but the overclock does say yours shots _always_ hit their target, so maybe it’s intentional. Regardless, because they also ignore armor, it means you can use cover to extreme advantage against enemies with ranged attacks. Pop out long enough to get your locks, slide back behind cover anytime you’re about to get hit, and release and still hit. This is a good way to deal with dreadnoughts and menaces, as well as sniper turrets and, to a lesser extent, patrol bots. ECR is still much better in most situations, but thought I’d point this out for people who want to use it anyway, since the overclock description doesn’t really specifically mention this feature.
They acknowledged the fact that seeker rounds ignore every obstacle. If you know the basic aiming and positioning, the OC it self doesn't offer anything and the downsides just make the gun worse.
@@wrathybear Sure, but this OC saves a lot of time and hassle by removing the need to position yourself. Sometimes repositioning puts you in a lot of danger. Not saying this mod is better than most others, but the situations where it’s useful do come up.
Fun combo: Zhukov cryo minelets (which I consider pretty meh) + DRAK rewiring mod (which I consider pretty bad) -> Together they are worth more than the sum of their parts. Cryo minelets wants you to switch weapons all the time to kill frozen enemies. Rewiring DRAK also wants to switch all the time because you need to overheat it. It also kills frozen enemies nicely (its entire damage is direct and gets tripled afaik). It also kills A LOT of frozen enemies due to rewiring mod. And frozen enemies don't move, so slow bullets are no big deal. I'm not saying this is op or anything, if you just use best-in-slot gear instead you'll be way more flexible. I'm just experiencing a top gear moment (This is brilliant. But I *LIKE* this.)
Your argument for why tranq rounds are bad is flawed. Subata never had the ability to deal damage to begin with, so removing non-existent dps for a pretty good stun is a good trade off.
Been waiting for this for quite a while now. Bullet Hell is nearly always my go-to OC in general, maybe sometime not in Elimination or Sabotage, but there're time that I also still take them, as a person who prefer Haz5 vanilla. the only difference is I has a hard time using Hot Bullet with it, I'd rather making a huge blast from AV over it, since it Bullet Hell can also clear swarm, clear ceiling bug/cave leech, mactera, swarmer, naedocytes, all at once, which happen quite often in higher hazard, then pair it with any good single target secondary or maybe even just taking CC secondary in rare occasion, it just Hot Bullet holding Bullet Hell back from doing that shenanigan. I do take High Voltage OC as an alternative enabler for Executioner Lok1 to Inferno OC on a few occasions, so I can activate Lok1 mod while keeping it damage and armor break. Electrocution also applied instantly rather than needing fully heat it, while its loss some target like Oppressor, use it on bots so I get to keep Breach Cutter while having Lok1 mod work with bots, and get to use a bit of both secondary and primary altogether.
People often completely ignore the huge downside of Hot Bullets (and burning hell), in that it completely prevents the superior freeze effect from any driller/scout utilizing it on tanky targets. Waste often acts like this is a Cryo flaw, and not a Mutual / Minigun flaw, probably because he's accustomed to meme quantity difficulties like Ike/Mount's mod where the game balance is fundamentally different and AoE damage is comparatively better than it should be.
I strongly believe RJ250 should lose the ammo ups and PGL gain more innate ammo to compensate. This would bring up the 3 "sad" PGL overclocks, make Fatboy less of a funny pick and even Hyper-Prop could stand for a little more ammo considering how flexible Breach Cutter & Shard Diffractor is. I'd still like changes to those "sad" PGL overclocks, perhaps an overclock to utilise proximity trigger, e.g an airburst/cluster nade effect.
I agree with pretty much everything said in this. I'm hoping some of these gets a small buff, like SCC and Sludge Blast. I really like the design of SCC because I've felt more like a sniper pick for priority targets, but it's ruined by not only the slower charge speed, but much less ammo compared to usual. I still bring it when I don't think I need hoverclock for certain mission types, but I also abuse Hoverclock to death because I quite literally send it when it comes to the grappling hook, and negating fall damage is fun. Regardless, strong video, here's hoping there's some salt for my fries later.
@@amanwithnoplan7648 bro, I wouldn't say anything if he said autocannon is the worst gunner primary or smth(cus that's true). But it's clearly written "worse than nothing", it implies he would prefer to clear a mission with only nades and secondary rather than firing even single round from autocannon.
>horde-based shooter >gun that's good at killing hordes >"worse than nothing" Tell me you're a Greenbeard that tries to kill Praetorians with the Autocannon without telling me. lol. what even.
@@bugjams >horde based shooter where hordes consist of a massive variety of enemies that you fight at varying ranges >Autocannon can only kill like 2 types of enemies at point blank Tell me you're a green beard that doesn't understand that gunner primaries need to be at least passable at killing Praetorians
Because of how the game is balanced, some weapons actually work worse on lower difficulties while others just breeze through with ease. AOE weapons are usually crap at dealing with single targets or small groups save for the hurricane, while single target weapons like the m1k and lead storm don't really care about the difficulty unless you build them in a very specific way.
Found the beginning of this list super helpful since you guys explained some of the ins and outs of driller guns that I found unclear. For example, it got me looking into freeze power and realizing an 11 freeze power with fragile was a really bad build to run for so long lol
Sludge Blast + Blistering Necrosis wavecooker makes for a _nasty_ combo that I hardly ever see anyone using, and I don't know why. Normally, Driller can't make very good use of BN by himself (due to his primaries mainly being AoE, DoT machines) but Sludge Blast changes that. I'm not an expert on how the math and everything works for blisters, but all I know is that if you out 3+ blisters on an enemy and then shoot them with Sludge Blast, you do _stupid_ amounts of damage. I'm talking "killing Oppressors in 2 sludge blasts on 4-player Haz 5" levels of damage. Tho, on its own, Sludge Blast isn't that great. I definitely wouldn't put it in the lowest tier though, it's _at least_ on-par with the base weapon.
@@bugjams I think the much lower ammo count and worse ability to play your intended role (aoe slowdowns) make you a lot less valuable to your standard 1-of-each-class team. You gotta play like, persistent plasma ecp to cover for that, even then not as good at the role. Running wave cooker for this combo leaves you without a ton of cc, and weaker wave clear, making you just kinda a boss shredder. And I think I'd rather just play a different class then, they have to worry less about running out of ammo with their boss-shredding builds, and have easier ways to deal with swarms that get on top of them (bubble shield, turrets, grapple). I might be talking out my ass, though. Sludge Blast is very fun at the least.
I agree with most on the list. Some interesting insights too. I disagree on VIR though. Some major points: - Compared to sticky the lava doesn't stick around that long. - The lava effect is actually weak damage wise - The AoE range of the actual lava is low - The slow is laughable. - Sticky is easy to put down. you can just shoot through enemies, VIR cannot. This means it is a lot less flexible and you have to shoot into the ground for just the lava effect. - It wastes precious attention time from the player, setting a trap that might not work out as well as intended with all the drawbacks I alread listed. - Being at 50% movement speed as *ENGINEER* whilst trying to apply this all is also horrible. - It doesn't stop enemies from cooling down, making it harder to actually set them on fire, - You get dizzy as fuck trying to apply this. These factors do not make it a clear cut S tier for me. I am getting the sneaking suspicion that this might be a little HAZ6x2 bias coming in. Because they mostly play Mining Expedition where chokes are the name of the game. Then VIR is better, but breach still blows it out the water. But in an open area, with clutter? Hell no. And if I want to hold a choke a simple Proximity mine is good enough, we all know that. So it doesn't really add anything that the engi doesn't already have or needs. Only the breach excells, all other secondaries, no matter the OC are not S tier by a long shot. And no, I don't think the OC is S tier transformative for the weapon if we look at it in a vacuum.
For anyone curious about the Subata for posterity: Explosive Reload when fired into x1 Weakpoints has a maximum total damage of 6840 and outperforms any other Subata build when it comes to killing Praetorians and Oppressors, it ties with Overstuffed Magazine/Automatic Fire builds that take +3 Damage and Hollow-Point Rounds against x2 Weakpoints and deals a maximum total damage of 8640, and deals less damage than Overstuffed Magazine/Automatic Fire with x3 Weakpoints, dealing 10440 vs 12960 when used for killing things like Mactera. Other things to note is that Explosive Reload can 2 shot Acid Spitters in the head on Hazard 5, but just barely leaves Mactera Spawn and Nayaka Trawlers alive with 3 (or in case for the Trawler, 4) shots to the weakpoint due to only dealing 87 damage on a hit (45 weakpoint damage + 42 from the reload explosion) which is really unfortunate, if the explosions did 45 damage instead it would cleanly kill and be on par with regular Subata builds for clearing anything with a x3 Weakspot. (it would still be less ammo efficient due to having less total shots, but you also have a really small magazine compared to something like Overstuffed Magazine, doesn't really feel all too good when compared that way.) Explosive Reload is also the best Subata build for killing Cave Leeches and Flying Rocks, I guess (3 shots and 6 shots respectively) and generally kills anything with x2 Weakpoints 1-2 shots faster, which depending on what you are shooting at and how accurate you are could offset the ammo penalty.
Your commentary on scout building, in several different videos, has influenced me away from my previous setup, which was Electrifying reload GK2, Embedded Dets Zhukovs and boomerangs. Now I run M1k with Active Stability System, The Boltshark with pheromones and fire bolts and pheromone grenades. I still run my previous setup on Industrial Sabotage, but my new build is much more specialized toward scout’s main purpose and boi does it feel GOOD. I hadn’t used the boltshark at all before. Scout has some crazy tools in his kit.
Resident Tranq Rounds defender here. It's practically the only overclock I strongly disagree with its placement. I think it's one of Subata's strongest overclocks and I think it would see a lot more usage in a world where TCF doesn't exist/is balanced. 2 Round Burst does wonders for this thing as well since the burst damage lets you quickly kill mactera, while also rolling for that 50% stun proc twice instantly. 2 burst clicks will also kill most mactera/spitter variants quickly and pretty effortlessly. NCTC has also helped serve as a budget TCF for Tranq, but that's mostly just NCTC and how you've described it in the past. As someone who doesn't really like taking epc 10000% of the time and is recently making the jump to modded hazards, I've had a lot of success with Tranq. Way more than every other subata oc (which isn't saying much for everything that isn't ER) and every cooker build. I've always just seen stun as a damage up as well as a safety net, since it is WAY easier to hit weakpoints on stunned bugs. And Subata gains a lot more damage when shooting easy weakpoints. I don't think I can talk about every little thing Tranq has helped me with. Although I am someone who uses Subata a lot more regularly, I also disagree with you ranking Explosive Reload and Automatic Fire on being on similar power level. Are you taking ammo in Tier 4? You still take weakpoint for ER, since it's so much extra damage and ammo is just like 20 more rounds. Otherwise great list. Writing this just after the driller section finished up and those are my only disagreements.
I really enjoy sludge blast. Its sustain single target damage is solid, and the goo has a higer velocity so it helps with tanky targets at longer ranges. Its not perfect by any means but i don't think its worse than base because it fills a different role than normal.
I am going to download this and listen to it while sleeping, for some reason i love watching this vid when playing drg, sleeping, studying. Idk why its so soothing
The rest of the weapons OC's are in replies. Driller Primary CRSPR Flame Thrower: S - Sticky Fuel(modded difficulty) A - Fuel Stream Diffuser, Sticky Fuel(vanilla Haz 5) B - Compact Feed Valves C - Lighter Tanks About Base - Sticky Additive Worse - Face Melter Cryo Cannon: B - Improved Thermal Efficiency Ice Spear(possible best) Ice Storm(best for Solos) Snowball(freezes all but large enemies w/1 ball, great for plague missions. Equivalent to Ice Spear and Thermal Efficiency) About Base - Tuned Cooler(just barely) Worse - Flow Rate Expansion Sludge Pump A - Volatile Impact Mixture, Disperser Compound C - Hydrogen Ion About Base - AG Mixture Worse - Goo Bomber Special, Sludge Blast
Driller Secondary Subata 120 C - Oversized Magazine, Explosive Reload, Automatic Fire About Base - Chain Hit, Homebrew Powder, Tranquilizer Rounds Plasma Charger S - Persistent Plasma B - Energy Routing C - Heavy Hitter, Magnetic Cooling Unit Worse - Heat Pipe, Overcharger Wave Cooker B - Mega Power Supply, Blistering Necrosis C - Gamma Contamination, Diffusion Ray About Base - Liquid Cooling System, Super Focused Lens
Engineer Primary Warthog S - Stunner A - Magnetic Pellet Alignment B - Cycle Overload, Light Weight Magazines Worse - Mini Shells Stubby SMG A - Turret EM Discharge B - EM Refire Booster About Base - Super Slim Rounds, Well Oiled Machine, Turret Arc Worse - Light Weight Rounds LOK Smart Rifle S - Explosive Chemical Rounds, Executioner About Base - Eraser, Armor Break Module, Seeker Rounds, Neuro-Lasso
Engineer Secondary Deepcore PGL A - RJ250 Compound B - Hyper Propellant C - Clean Sweep, Pack Rat, Compact Rounds Worse - Fat Boy Breach Cutter A/B - Spinning Death? (Solo) B - Inferno C - Light-Weight Cases, Stronger Plasma Current, Spinning Death (team play) Worse - Return to Sender, High Voltage Crossover Shard Defractor S - Volatile Impact Reactor B - Overdrive Booster C - Efficiency Tweaks, Feedback Loop, Plastcrete Catalyst About Base - “ABC”
Gunner Primary Leadstorm Minigun A - Burning Hell B - Bullet Hell (explain below), “Leadstorm” OC C - Little More Oomph, About base - Thinned Drum Walls, Exhaust Vectoring Worse - Compact Feed Mechanism Bullet Hell gets better the harder the game(Haz5x2, Haz6x2 etc) or less skilled the player is. Stun + aggro venting useful on harder plays. Heavy Autocannon S - Neurotoxic Payload B - Big Bertha C - Splintering Shells, Carpet Bomber About base - Composite Drums Worse - Combat Mobility "Hurricane" Guided Rocket System S - Minelayer System A - Plasma Burster Missiles B - Overtuned Feed Mechanism, Fragmentation Missiles, Jet Fuel Homebrew C - Rocket Barrage, Salvo Moduele
Gunner Secondary "Bulldog" Heavy Revolver S - Volatile Bullets C - Homebrew Powder, Six Shooter & Elephant rounds (very similar, hard to choose which is better), Magic Bullets About Base - Chain Hit BRT7 Burst Fire Gun A - Experimental Rounds, Lead Spray B - Electro Minelets C - Compact Mags About Base - Composite Casings, Full Chamber Seal, Worse - Micro Flechettes ArmsKore Coil Gun S - Hellfire C - Ultra-Magnetic Coils, The Mole, Triple-Tech Chambers About Base - Backfeeding Module Worse - Re-atomizer(janky, weird to use, buggy)
I wanna set the record straight on Energy Rerouting (EPC). Since the mod lets you take T3.a, it's giving you right on a 45% increase to TCF procs from 18 to a whopping 26 potential implosions. I'd still rate it well below PP simply because static fire damage is so bonkers strong, but I feel like Energy Rerouting is significantly stronger than most people give it credit due to TCFs grossly OP damage output. Also, Heat Pipe is just kinda dogshit for a very specific reason. You CANNOT fuck up ANYTHING on heat pipe or you lose your secondary for several seconds. Hold just a tad too long, you overheat. Miss your first charge shot, you can't fire another. After testing it a little I noticed the ammo economy feels really nice, but it's just not worth losing both PP and literally any margin of error for.
I think something to consider regarding this list. Is the interaction overclocks can have with others in your loadout. Ie something like impact deflection combined with cryo minlets catapults impact into a much higher tier. Especially if you are taking IFG with you. In my opinion at least
some of my experience of DRAK-25 Rewiring Mod - Manual Heat Dumping at ~80% heat gives more ammo in total than full heat, also if you use Hot Feet in T3, you have almost constant speed boost
1:17:23 to this point I can literally track how well I’m doing at remembering to turret whip based on when I run out of ammo from shooting bugs instead of turrets. Turret whip is secretly a +120 ammo mod. Also yeah ECR was some of the most boring DRG I’ve ever played. Fun for a bit but god it just kills everything too fast in haz 5 I had to unplug my brain
Hell yes a tier list with LazyMaybe. I personally enjoy Heavy Hitter with the sludge pump as a way of igniting my own puddles on solo. I think the heat scales with damage so it makes it easier to light them than with other OCs. The extra damage on burning sludge feels pretty significant.
Adding build questions and comments as I watch. Disperser Compound: T5 Slow or Dot? Goo Bomber: Use 2 charge shots to still be worse than Disperser Compound. Sludge Blast: Gets me killed against dreads. Just use Volitile Impact Mixture. Driller Secondaries: I hate TCF. I refuse to use it. It has depth perception issues and too much attention and ammo cost. I generally dislike the EPC overall, but I loath it with TCF. And yet, I can't make an arguement that it's bad, partially because it's not true, but also because Wavecooker is actually bad. Tranq Rounds: A part of Driller's options that is pointless because it does what Driller's primaries already do much better. Wavecooker: If there was a need to cook popcorn at a distance during missions, it would be worth taking this gun. Cycle Overload: Everytime I use this I wish I had MPA instead. The ammo inefficiency is rough. Minishells: The point of Minishells is to pair with Fatboy to make up for the damage you throw away, and complete the meme. Executioner: I struggle to see the value in this OC. You 2 burst Praets, which is like 10 max with the minimal ammo you have. It's a really slow kill too for an OC intended for HVT. Hyper Prop: Just strictly worse than Shard Defracter. Shard can kill HVTs and swarms without changing build. Spinning Death: It's strong, but I can't stand the lack of forward range. Overdrive Booster: Press R to delete bug. Actually a clean. Volitile Impact Reactor: What if we gave Engi, Sticky Flames that they can use to kill enemies by drawing penises on walls. Bullet Hell: I have tried this with both Stun and Blow Through. I get overrun constantly, even with stun. It's definitely worse than base, and I've held this position before Lazy's video. The only reason I don't kick people with this OC is to not betray the community reputation of DRG. Lead Storm Lead Storm: I'm struggling to make good use of this OC, primarily because of the community recommended bunny hopping. Bunny hopping in my opinion is bad idea with LSLS. The intervals where you aren't shooting negate the damage bonus you gain for LSLS. It also interrupts your Chamber Pressure buff if you have it. Bunny hopping also has a small but still significant attention cost. Autocannon: As a heavy weapon enthusiast, having the Autocannon be so inaccurate, hurt me when I first unlocked it. Even worse is it's current state of balance. Do you know why the real life Minigun is called a minigun? It's because it's a miniaturized M61 Vulcan 20mm rotary autocannon. I was never expecting something as grand but I at least expected a chaingun equivalent. NTP: Makes the Autocannon actually good, but I only use it for Deep Dives. Would like a good frag OC instead. Overtuned Feed Mechanism: Take all fire rate. Haha! Missiles go brrrr! Minelayer System: Am I pulling my weight? Doesn't feel like it. Oh, I out-killed the Engi... Curious what secondary to use for this. It struggles at high ranges. Jet-Fueled Homebrew: My Dread weapon of choice for gunner. Elephant Rounds: The follow up shots with this are so bad... It's way too much for how mid the benefits are. Lead Spray: Too close range for me. It's good, I just don't like it. Micro-Flechettes: It's for helping Engi build his public works projects. It's a nail gun. Coilgun: Stun or Fear? NVM. Answered during Hellfire. Mole: A big meme. Except without downsides. C is fine. People cope really hard over it. Hellfire: Build recommendations for balanced Hellfire? Triple Tech Chamber: Feels really awkward to use. Aggressive Venting: I need to decide between this and Thermal Exhaust Feedback for my Waluigi cosplay. Rewiring Mod: Worse than base. You spend way too much time overheating rather than shooting. Shaped Shells: Interesting OC but I usually want the spread for Grunt and Swarmer clear. Double Barrel: No longer a meme. Tri-Fork: Damage or ammo?
You guys really done Gas Recycling dirty, in my opinion. You named all the targets it's good against, except the targets it's actually amazing against, which are qronars (over any other scout weapon, in my opinion) and yellow healthbars (over any other Zhukov option, since it's far more flexible than EmbDets). For a mission that swamps me with qronars, or for dread hunts and multiplayer sabo, I either have this overclock, or wish I had this overclock. Most smaller enemies die in roughly the same amount of hits or less, while most bigger enemies (that you wouldn't normally use Zhukovs on) usually only take one or two more bullets, but now you don't need to aim for weakpoints with a weapon that isn't even designed for aiming, thus AT WORST it extends your effective range, negating the downside of slower speed. In my opinion, Gas Recycling has very pronounced upsides, and has downsides that are basically negated within just having this overclock. It takes a weapon that's below mediocre at everything, and gives it a defined role that it's good a, while also extending its basic capabilities. Judging by your other OC placements, I don't see it being anywhere lower than A, figuring that it can't be higher due to how underwhelming the baseline Zhukovs are.
Ok first off, qronars are special enemies that have a fairly low chance of being in a mission. You can easily go several missions without encountering them (watch one of gaming existence’s video on spawn pools if you’re confused). Besides, most of your primaries can take armor break (in fact, two of them should regardless) to kill them better than GR. And yellow healthbars? You’re joking right? They don’t count as armor, if that’s what you’re implying, and even then they aren’t important. In fact, as most good players will tell you, *specking for bosses is a waste* (much less a single phase of a boss lol), since dreads are easy with anything, and IS gives you so much nitra you could probably beat the caretaker with just no ocs zhukovs. I used to be like you; but the more you think abt it, GR just shows you how much worse the zhukovs are compared to the other guns. Boomstick can clear crowds better, has burst damage, fire, and stuns; and that’s not even getting into its own overclocks. Zhukovs are pretty much just grunt clear and occasionally nice against armored enemies. GR’s target pool is pretty narrow, yet it just makes the gun even more outclassed by other options. EmbDets may not be great, as are cryo minelets, but they at least give you something the other secondaries don’t have.
@@kismet4918 You argue about their placement per how bad the base weapon is, I argue their placement per the criteria of the video. My entire argument was that there are Zhukov, Subata, etc ovecrlocks way in A-tier and Gas Recycling, practically a clean in disguise that improves your damage at best and improves your effective range at worst, isn't there. Instead of actually reading my argument, you make a bunch of assumptions that I don't know how enemies spawn and how armor break bonuses apply, all for the sake of, after moving the goalpost away from the actual tier list parameters, still countering it with "what ifs" like "what if we just make our primary worse and take armor break, assuming qronars, that I just argued are rare, will spawn". Point is, if we already are on the back foot of playing Zhukovs, Gas Recycling makes them suck much less than they alraedy do, much unlike, say, Cryo Minelets, that are a glorified swarmer killer that sometimes freezes a grunt you've been shooting through if the stars align, which is somehow ranked way higher.
@@randaru1527 On the contrary, I feel like you haven’t read mine. I at first addressed the arguments you made for GR being good, and showed that they are extremely niche; unlike embeddets or cryo minelets, they limit what the gun can do by taking away wp dmg and instead giving ab and a bit of bonus damage, literally limiting it to grunt clear and maybe the occasional armored enemy. Compared to the base gun, which could already do that by shooting weakpoints, GR doesn’t transform the gun, and it makes it worse at shooting certain bugs as well. It doesn’t give the Zhukovs what they need to be helpful, which is some utility. Cryo minelets are more than swarmer control; they are situationally better than cryo bolts at freeing certain enemies, and have more stopping power than GR. Embeddets give ridiculous single target dmg. GR gives slightly better grunt clear, makes you worse at almost everything else, and slightly increases your effective range. It’s an increase from base, but barely so, and it’s not as transformative as the other options. TLDR; GR doesn’t transform the zhukovs enough to be warranted a spot higher than c. Even if we were to call it a “clean”, and it’s not, it doesn’t give the gun the unique utility that the other unstables do.
You get doubled base damage and 250% armor break for a HUGE downside of no weakpoint bonus, gimped movement speed, and reduced accuracy on a weapon that's already inaccurate. If you need the armor break, use the M1K. Not to mention the Zhukovs suck anyway lol
Totally agree with you about GR, idk why the other dude is saying that GR has a narrow enemy range when its way better than scout primaries at dealing with all grunts variant, acid spitter , praetorian , swammer and shellback. All other popular zhukov overclock like embeded and cryo minelet both require you to position yourself correctly to even use them, while with gr you can just swap to it whenever you like and it will work
Watch season 5 make this tier list (almost) irrelevant Ps:this is very cool and I can tell it took AT LEAST 4 hours so thanks for content, I'm watching this instead of sleeping.
I basically always run disabled inertia inhibitor on my RJ250 and I pretty much onetrick the thing. It sucks for the platform gun cause if you're ever falling fast enough to need it, it's probably not gonna set in time. And even if it does, you're still going to be taking a lot of damage. On the RJ250 however, it can completely prevent fall damage from absolutely insane heights. You're basically invincible to even pre-nerf Stingtails.
Honestly the only thing I consistently rake Hipster over AiSE is armor brake. You get a lot more flexibility in targets , in close quarters spaces it's noticeably stronger than gk .
I feel like on haz 5 anything goes as long as you are good enough so the best ocs are good but not necessary. Even in haz 6 and above if you are good enough you dont need the best ocs either. Only some ocs which are horrible can be a real problem regardless of skill level.
Alright, I'm slowly making my way through the 4 hours.. just got done with driller, but my only critique (even though I haven't watched the whole thing) is there should be 5 videos from this one. Which is.. driller OC list, Gunner OC list, Engi OC list, Scout OC list, and a TCF OC list. Then just put those videos into a playlist called Ultimate OC tierlist. But I'll continue watching. I'd also like to know why stunner is such a good OC for the warthog. I don't disagree the extra damage against stunned is great, but you can't stun oppressors, you can't stun dreads, or stun spitballers/broods, or breeders.. and you mainly get bonus damage against grunts which.. BC exists, and VIR SD.. I mean.. against slashers and guards is kinda the only place I see it really benefiting. My personal preference, is for something that works 100% of the time (mpa, c.o. even lwm) than something that's beneficial against a large, but typically non-threatening target. (i.e. swarms) As I said, you got a secondary if you're pushed too hard. Then again, you could counter with the secondary being for those other targets stunner is not good at. It's also been a long time since I've done modded, and I've never successfully done a 6x2 true solo, furthermore, I don't think I've ever done a 6x2 without a driller running sticky fuel so.. perhaps stunner shines more in haz6x2 true solo. I did run it back in the day in 6x2 with a group, but I ... yeah, I just didn't like it.
Whatever you use warthog on stunner makes you mostly better against it. On all grunts it gives you the most consistent kills on body shots (which is rlly nice when combined with stun). It also lets you get fairly consistent stuns on things like stingtails, menaces, praetorians, and mactera, and the bonus damage helps you chunk down those enemies. MPA is better most of the time at hitting those weakpoints, but stunner’s stun will keep you alive when your aim or luck is at its worst. Not being able to stun the enemies you mentioned doesn’t rlly matter. Oppressors are super slow (half the time even praetorians are more dangerous), dreads are easy and not worth building to kill, and those stationary enemies can be mulched down by your secondary or a teammate (also who cares abt stunning a spitballer when you can just take cover or block its shots lol). Your point abt secondaries outclassing it is kind of silly, no offense. Are you going to use secondaries on every single grunt? Your primaries are supposed to be self defense, and stunner leans into that role so that your secondary ammo can be reserved for massive swarms. It’s a clean anyway, and a good one.
I'm not going to use secondaries on every single grunt, which I feel is disingenuous to think was my point. But no matter what primary you use, you will get overwhelmed at some point and that's where your secondary can come in. Question is, is stunner a big enough of a boost to not rely more on your secondary than running MPA, LWM, or CO. Everyone says stunner is amazing, and that hasn't been my experience. It's good, sure.. but approximately equal to baseline, imo. I'd consider LWM just as good, if not better. That said, if you're talking about haz6+ survivability and relying on "stun on demand" to live.. then that's fair. I get that. But I'm really surprised by the high rating of the OC that I feel like I'm missing something entirely.@@kismet4918
@@R4hmiel They just explained why it was really good. Also they never said that you do use your secondary on every single grunt, it was a question to illustrate their point. Stunner does something very unique for the gun which allows for both far more safety and far more damage. It's also stellar against the scariest enemies in the game like stingtails who you really want to stun asap. For absolutely no down-side, you gain an enormous boost to your stunning power and some situational (but comes up very often ESPECIALLY when paired with stunning breach and stunning turrets) huge damage increase. What else could you want from an OC? Also for a final clear up, in the video they were pretty clear that this is Low A/High B, so you may see it in A tier but it only barely got that ranking. Hope that helps.
@@R4hmiel I’d say it is good enough; it gives you the best body shotting and self defense of any warthog build, which makes it great for general use. Lwm is nice but it’s not that much ammo, and MPA is arguably better, but it has its own niche. Stunner chunks down bigger targets and gives you stun with no downside, whereas MPA lets you deal with hvt’s like mactera and spitters along with one shotting slashers, but it gets much worse when we’re talking abt 1x wps or armor (in fact stunner pretty much is even there), and it’s worse than base at bodyshotting. Being able to stun consistently is a bog deal, because you can’t one shot many common enemies with this gun no matter what build you take, the stun and dmg up lets you alleviate the danger of taking too long to kill something. Btw, I haven’t delved into modded, these are just my takes on haz 5
Agreed, a supercut/summary of this video split into 30-40 minute chunks would be really nice. A lot more consumable for those who don't have the time to parse through for the exact Overclock they want to hear about.
Burning hell does do 5 fire dmg on top of the heat to my knowledge but besides from that I think this is a great list. The discussion about each oc is really helpful for anyone new who wants a general overview on each ocs effectiveness
It’s actually way more fire damage if you look a lazymaybe’s minigun video he 1 shots swarmers with the aoe and I don’t think they’ve changed it since then
@@cianhuellethat’s because they’re being ignited, not because burning hell is doing direct fire damage. The DoT ticks once immediately on proc so they die to it.
From this criticism of my favorite sludge pump OC Sludge blast I've instead learned to enjoy Subata and Neuro-Corrosive Toxic Catalyst with Hydrogen Ion Additive. Works much better, thanks.
I've always considered Special Powder the best scout OC for anything except elimination/escort/sabotage missions because even with the best damage build you will never match the combat effectiveness of other classes, so instead of fighting with your team you use a primary weapon with high burst damage and mine/collect secondary objectives. This greatly reduces mission completion time to a point where you easily skip an entire swarm, and a competent team of 3 people doesn't need a scout to clear haz 5 waves, and unless we talk about haz 6 bugs shouldn't overwhelm you if you run around solo. Less swarms = less nitra needed and the option for everyone to use higher DPS builds
1:48:25 Wonder if GSG could compromise here by putting Disabled Inertia Inhibitor in a new mod tier by itself for both guns. That way you have the choice to enable/disable it without it competing with other stuff.
subata with chainhit is hella' nuts in combination with Neuro-Corrosive Toxic Catalyst mod. Getting an extra proc on an other near enemy that's probably also gooed up, too, is huge overall damage boost.
I never run Fat Boy when playing with friends and coordinated teams. I run it strictly on either solo or with randoms that I'm kinda iffy about. It's more of a guilty pleasure and "last resort" type thing. As I think nuclear weapons kinda should be.
As always, do not let me or my opinions stop you from using what you find fun.
If you'd like to know a good build for any specific OC or anything, feel free to ask in the comments! I'll try to get to as many as I can.
Watch the actual segment in the video before citing or critiquing any placement in this tier list. Due to the criteria this overclock tier list was made with, some overclocks are underranked compared to their actual power due to having an overwhelmingly strong base weapon, while some are overranked due to making a bad weapon much better. Consult my weapon tier list for a better idea of actual weapon/overclock power.
I am going to let you and your opinions stop me from enjoying the game, thank you for the content
Hey loved the video! I'm trying to stop using lsls/hellfire, I've tried all the hurricane ocs and like pbm the most-- what would you recommend as far as a secondary? Magic bullets has been okay so far
On GK2 with AI OC, why do you recommend 21222, isnt 20% additional weakpoint dmg better than armor breaking?
@@n4k3d51I typically take armor break since +20% isnt that huge. Especially with stingtails I find the armor break really useful. Shellbacks/stingtails/brundles are all high priority targets for me and peeling them is essential to killing quickly. If the mod was higher than +20% it could be a different story, but as it stands you already get a lot of weakpoint dmg from aise and armor break ends up being really useful in practice.
Thanks, waste. It's a shame that disclaimers are necessary, but humans gonna human.
There's a lot of replayability to DRG. Listening to other people explain why an OC I slept on is good, actually, is one way I get more out of the game.
Great video (so far 😅).
Wtf the video length dude just made the drg overclock bible
i didnt even know there was 3947 overclocks
With errors and all
FR
Can't wait until the next balance changes come out so you two can redo the tier list again.
Content.
most OCs didn't change except drak shield OC and drak hot rounds going up a tier
Yeah, this needs to be a regular thing!
They added 12 new OCs, so I'm curious where those would place.
@@Doctor_Nu guessing based on how they've placed the old OCs and how it overlaps with what I think:
A: crystal nucleation, rotary overdrive, cluster charges
B: scorching tide, pump action, hyperalloy, mortar rounds
C: combustive goo, microconductor, conductive thermals
equivalent to base: smrt trigger OS
worse than nothing: burst fire, marked for death
Ah yes, the two types of DRG players:
>"This overclock is good because it can clear entire waves in haz 2 (1 praet and 3 grunts)"
>"This overclock is bad because if you mod the game to make it haz 8x3 you can't survive with it"
They can live together in harmony until someone names "Fat Boy" or "Hipster"
I will defend Hipster, Rocket barge and Fat boy and call them only true overclocks, rest are just stat busters and additions, they dont change playstyles of weapons they are used on unlike those three.
Edit: and i am speaking from position that i have unlocked every overclocked in game and at least played few missions with them.
@@madkoala2130Hyperpropellant is better, change my mind. (You can't, I'm right)
@@thespacementv1506 ok, that one counts.
@@madkoala2130 and Ice spear
@@madkoala2130 kid named Special Powder:
Awesome list! Great job you two, after playing a bit on Modded I would agree with all of the S tier picks they are very nice with lots of bugs.
To be fair, you have to have a very high IQ to understand Full Chamber Seal. The +1 damage boost is extremely subtle,
and without a solid grasp of the dps formulas most of the overclock potential will go over a typical player's head.
There's also that amazing -0.2 second reload, which turns the weapon into an absolute sustained damage beast.
I've just realised it's the most powerful overclock in the entire game. I'm not trying to be an elitist but if you don't have it equipped I'm kicking you out of my hazard 3 mission. Full Chamber Seal is far superior in power to everything else due to it giving free damage with basically instant reload time and no downsides! This thing shouldn't be in the game, it's literally overpowered and I still don't know how the devs thought it was a good idea to add this behemoth of an upgrade. Imagine having to wait 1 more week without having access to this beauty because this didn't drop in your weekly deep dive rewards, I would definitely kill myself.
copypasta energy
God I love this pasta
What a lot of people don’t realize about full chamber seal is that since it increases the weapon damage by 1, that actually means that you do one more damage with the weapon which is one damage more than you’d have done without the overclock which can lead to some interesting gameplay interactions, namely the fact bugs lose one more health each time a bullet hits which is actually very important to increase the dps of the weapon making it strong enough to compete with some of the most powerful weapons in the game, like volatile bullets. Just like volatile bullets it increases damage but unlike volatile bullets it doesn’t have downsides (unless you count the people unable to comprehend it’s superiority) and even makes your gun reload 0.2 seconds faster which allows for really high level maneuvers like shooting your whole mag, reloading, and then shooting again 0.2 seconds faster than without the oc. Essentially, it’s completely busted and honestly I don’t think I can play anything higher than haz 2 with someone running anything else because they’re just inting at that point.
Honestly yeah, why use overclocks like lead spray and expirmental rounds to boost damage when full chamber seal doesn’t have one and increases your reload speed, giving great burst and sustained without diminishing accuracy and ammo count, the plus one damage helps chip through healthbars much faster for completely free and the reload speed is just icing on the cake, without the reload speed you would reload 0.2 seconds slower, potentially downing due to this frankly absurd reload time, but with full chamber seal this weakness is basically patched out of the game at the cost of your professional integrity as player for equipping this honestly broken overclock
you convinced me at hazard 3
words cannot describe how excited i am to watch this behemoth of a video about nerds talking about dwarf guns
Ha! Unironically #me too
"If Fat Boy didn't change the sound effect of the explosion, nobody would equip this Overclock."
Me, a Fat Boy main: "Yeahhh"
how do you main an overclock
By using Fat Boy for the majority of my Engineer play. Sure I'll use Breach Cutter and Shard Diffractor if it's like Elimination or Escort Duty, or Clean Sweep on Deep Dives, but the tactical nuke launcher is too fun to not use. Especially on Industrial Sabotage where I can knock out the corners in two shots
Nuke needs a buff tbh
it's literally a meme oc
@@ghoulbuster1 yes, but really fun meme of the overclock.
I want it anyways just for the fact that its a nuke and also the radiation aoe seems *kind* of cool
I know this is like 4 months old but quick thing to note at 24:40 is that AG Mixture has been bugged for the past year so as fun as it is to use, when you take AG Mixture you don't get either of the benefits from T5A or T5B at all making it arguably 1. Worse than nothing because T5 is essential, and 2. Weirdly enough a "Balanced" Overclock for the time being until T5 works again lol
Edit: This has been fixed as of patch S05.05
this is going into B tier on my tier list tier list
It's S tier in my heart
I think it's a high B.
It really suffers from it being longer than a minute and not having Subway Surfers gameplay at the bottom of the screen.
About as good as not watching yt
It's interesting how many overlocks live or die based on how well they play with the best mod for a weapon. TCF is the most obvious example but cold radiance and turret whip also both sorta warp the overclock meta around the cryo gun and warthog, for example.
I think the modded opinion is useful, because it's like the philosophy of "everything is good on haz 4, but on haz 5 you start to notice some stuff being a lot better" but taken to the next level.
But it's not "the next level". That's the problem. The ""Hazard 6"" mod picks and chooses which modifiers it likes to tweak and then ups them ~3x as much as they should have been, while completely ignoring others. That's why Haz6 completely favors AoE damage and de-prioritizes single target strength, compared to the real game.
It would be very easy to make a mod that actually looks at all the differences between Haz 3, 4, and 5, and then made proportionate Haz 6/7/8 difficulties. The "Hazard 6" mod does not do that, and ruined the ability for any other mod to do that by popularizing the name in association with a meme bug-quantity difficulty.
Using that mod to judge anything in the real game is goofy.
@@ProzacStylings that is just straight up untrue. Keep in mind that there are other difficulties as well such as Haz 7, 8, and ND which make the game even harder. ND definitely is kinda a meme difficulty.
Also a lot of players play 6x2 rather than just 6 so spawn rates are doubled. This is the scaling that the Haz 6 mod uses: docs.google.com/spreadsheets/d/1ygMn4sHAx0jvgRK0qa9LAOIcETnznkh1MtVLgsfu0ik
@@ProzacStylingsNo it wouldn’t be easy or logical to make a “straight jump from haz 5” version of haz 6. The game is already very arbitrary with what it changes to go to the next difficulty. Like ofc increasing enemy health and speed is a no brainer, which modded hazards do, but then you get stuff like some enemy resistances staying the same, and sometimes vanilla hazards even tone things BACK, like haz 5.5 does with having potentially LONGER wave timers than h5.
So yeah you’re right, haz 6 isn’t a straight step up in difficulty. But that’s because VANILLA isnt either. So you might as well just throw all that to the wind anyway.
@@kismet4918 Yes, it would be logical.
It doesn't matter if you think ghostship's decisions for what to adjust on difficulty are arbitrary. You don't have to agree with them. It doesn't matter if you agree with them. If a mod ENTIRELY disregards them, and goes an entirely new direction with difficulty that does not even remotely attempt to follow the difficulty changes of other hazard levels, that mod is still a mod that has little to do with the base game. It's a mod that shouldn't name itself after base game mechanics like Hazard levels(because that would interfere with mods that actually do want to follow the game), and certainly doesn't share a meaningful tier list.
Your statements themselves on this are meaningless. "Yes they should increase health which mods do" is incredibly vague. The game increases health a specific amount. If the health increase from Haz4 to Haz5 is an effective 20% more health, and a mod for Haz6 gives enemies 5% more health and doubles enemy quantity, that is not in line with the game's design for difficulty scaling.
If Hazard 6 wasnt an Approved Mod but rather a Verified Mod, I would take it seriously. But for now, my benchmark is Hazard 5
The one thing that i like with nuro lasso is spinning death. You don’t need to worry about your team exploiting the slowed dread, just do it yourself.
Lazy brought it up with a different weapon, but I like six shooter specifically for born ready with the autocannon. The reload animation is so long that it feels almost as fast to reload it with born ready, which I usually do by whipping out the bulldog and attempting to snipe 6 bugs in the face. The extra bullets give it more damage to output while I'm waiting on primary. Not sure that really moves it up compared to others though as I only have that OC.
WHO GAVE THE COWBOY AN ANTI-TANK GUN DAMMIT
@@cianhuelle "it's high noon"
*sprays every inch of the cave except where I'm aiming with autocannon*
@@cianhuelle WHO GAVE THE ATILLERY GUNNER A REVOLVER DAMMIT
LazyMaybe is an analytical genius, and having his opinions in here make this list 10x better.
Really appreciate the discussion around all overclocks and their usecases taken into account. And not having a clean oc tier.
I thought it'd be months before I get to hear Lazys soothing voice. Thanks waste!
plato & socrates exploring the many caveats of deep rock galactic
Plato discussing a game about caves. Ironic and Meta
Holy moley that's a long video.
I really like the way you're rating things with comparison to the base weapon / how much it improves it. Just seems a better way to do it than absolute power level.
Also, hitting the nail on the head for how I feel about the unstable sludge pump OCs. Whenever I run the goo bomber it always feels like disperser would be doing but by my god is it so FUN for some stupid reason.
Overcharger is kinda decent at replacing the charge shot fire damage build LM was talking about. You can nuke praetorians (no burning nightmare), and then you can freeze big groups of grunts and quickly dispatch them with the splash damage. Still worse than base, but... fun at least.
Combat mobility is not great, but god damn does hitting that max rate of fire super quick feel SO GOOD. I do agree, the downside really hurts it, I wish it was like... -25% mag size or something smaller. Give it enough ammo to do more than kill 1 praetorian
Idk I have actually a lot of success running sludge blast on non-dread missions. Just have to rely more on your secondary. It also doesn’t have abysmal grunt clear like it’s not that bad. Also gives me an excuse to use the ripper grenade as normally it’s pointless but with the lack of grunt clear they’re very effective imo
im offended and youre wrong
so real for this one
Based and trve
Hello, based department?
You forgot roll control for the breach cutter
He’d probably put it in S or A now
@@zer0kyolegit or ironically?
@@bluevenator8888 legit? do you not know how busted it is? lol? it is no joke, the only reason engineer is on par with the other classes in modded difficulties
i can't believe lsls got b tier, this overclock is so stupidly good that i have a hard time using anything else as gunner, you just bhop and shoot at anything at any range and it melts in seconds
Took me four days to watch the whole of it. Interesting takes, cool to have Lazymaybe's insight too.
my sir oh yeah 5 days here
The one good thing about Seeker Rounds on the LOK is that they don’t just ignore armor, they ignore *everything.* Including terrain. I thought this was a bug, but the overclock does say yours shots _always_ hit their target, so maybe it’s intentional.
Regardless, because they also ignore armor, it means you can use cover to extreme advantage against enemies with ranged attacks. Pop out long enough to get your locks, slide back behind cover anytime you’re about to get hit, and release and still hit. This is a good way to deal with dreadnoughts and menaces, as well as sniper turrets and, to a lesser extent, patrol bots.
ECR is still much better in most situations, but thought I’d point this out for people who want to use it anyway, since the overclock description doesn’t really specifically mention this feature.
They acknowledged the fact that seeker rounds ignore every obstacle. If you know the basic aiming and positioning, the OC it self doesn't offer anything and the downsides just make the gun worse.
@@wrathybear Sure, but this OC saves a lot of time and hassle by removing the need to position yourself. Sometimes repositioning puts you in a lot of danger. Not saying this mod is better than most others, but the situations where it’s useful do come up.
2:34:37 “now it’s time for the gimmicky overclocks…OF HELL”
Fun combo: Zhukov cryo minelets (which I consider pretty meh) + DRAK rewiring mod (which I consider pretty bad) -> Together they are worth more than the sum of their parts. Cryo minelets wants you to switch weapons all the time to kill frozen enemies. Rewiring DRAK also wants to switch all the time because you need to overheat it. It also kills frozen enemies nicely (its entire damage is direct and gets tripled afaik). It also kills A LOT of frozen enemies due to rewiring mod. And frozen enemies don't move, so slow bullets are no big deal.
I'm not saying this is op or anything, if you just use best-in-slot gear instead you'll be way more flexible. I'm just experiencing a top gear moment (This is brilliant. But I *LIKE* this.)
Your argument for why tranq rounds are bad is flawed. Subata never had the ability to deal damage to begin with, so removing non-existent dps for a pretty good stun is a good trade off.
so excited to watch this. love your content and it has been making me a better player. hoping to take the plunge into modded play soon!
Been waiting for this for quite a while now.
Bullet Hell is nearly always my go-to OC in general, maybe sometime not in Elimination or Sabotage, but there're time that I also still take them, as a person who prefer Haz5 vanilla.
the only difference is I has a hard time using Hot Bullet with it, I'd rather making a huge blast from AV over it, since it Bullet Hell can also clear swarm, clear ceiling bug/cave leech, mactera, swarmer, naedocytes, all at once, which happen quite often in higher hazard, then pair it with any good single target secondary or maybe even just taking CC secondary in rare occasion, it just Hot Bullet holding Bullet Hell back from doing that shenanigan.
I do take High Voltage OC as an alternative enabler for Executioner Lok1 to Inferno OC on a few occasions, so I can activate Lok1 mod while keeping it damage and armor break.
Electrocution also applied instantly rather than needing fully heat it, while its loss some target like Oppressor, use it on bots so I get to keep Breach Cutter while having Lok1 mod work with bots, and get to use a bit of both secondary and primary altogether.
People often completely ignore the huge downside of Hot Bullets (and burning hell), in that it completely prevents the superior freeze effect from any driller/scout utilizing it on tanky targets. Waste often acts like this is a Cryo flaw, and not a Mutual / Minigun flaw, probably because he's accustomed to meme quantity difficulties like Ike/Mount's mod where the game balance is fundamentally different and AoE damage is comparatively better than it should be.
Im still in the combat mobility ride or die group. That thing was the reason I could consistently survive haz5+. I ain't worse than nothing.
I'm always conflicted by the halved mad but man does it make you survivable combined with damage resist
I strongly believe RJ250 should lose the ammo ups and PGL gain more innate ammo to compensate.
This would bring up the 3 "sad" PGL overclocks, make Fatboy less of a funny pick and even Hyper-Prop could stand for a little more ammo considering how flexible Breach Cutter & Shard Diffractor is. I'd still like changes to those "sad" PGL overclocks, perhaps an overclock to utilise proximity trigger, e.g an airburst/cluster nade effect.
played this during a long car ride. might have drifted in and out in certain parts but this is very insightful! cheers!
this bouta be a crazy watch lmfao
I agree with pretty much everything said in this. I'm hoping some of these gets a small buff, like SCC and Sludge Blast. I really like the design of SCC because I've felt more like a sniper pick for priority targets, but it's ruined by not only the slower charge speed, but much less ammo compared to usual. I still bring it when I don't think I need hoverclock for certain mission types, but I also abuse Hoverclock to death because I quite literally send it when it comes to the grappling hook, and negating fall damage is fun.
Regardless, strong video, here's hoping there's some salt for my fries later.
thank you minteikitsune
VIR on the Shard Diffractor is S tier by default because it lets me cut my friends' FPS in half when I use it c:
Autocannon is worse than nothing
Also that took a while to watch even at x2 speed, worth staying up till 9 am
Gotta go watch you clear a haz 5/6x2 swarm with just bulldog, nades and nothing, kek.
@@01eksiibruh auto cannon isn’t the only gunner primary
@@amanwithnoplan7648 bro, I wouldn't say anything if he said autocannon is the worst gunner primary or smth(cus that's true). But it's clearly written "worse than nothing", it implies he would prefer to clear a mission with only nades and secondary rather than firing even single round from autocannon.
>horde-based shooter
>gun that's good at killing hordes
>"worse than nothing"
Tell me you're a Greenbeard that tries to kill Praetorians with the Autocannon without telling me. lol. what even.
@@bugjams >horde based shooter where hordes consist of a massive variety of enemies that you fight at varying ranges
>Autocannon can only kill like 2 types of enemies at point blank
Tell me you're a green beard that doesn't understand that gunner primaries need to be at least passable at killing Praetorians
Oh boy they talking about my favorite OC... wait... *they put it into worse than nothing*.... oh man (happened to my 4 favorite oc lol)
If it's fun and/or you make it work, don't sweat it. Your playstyle and mileage may vary.
This tier list assumes you're playing hazard 5+ so if you aren't playing extremely ultra mega gamer chad difficulty then you're fine.
Because of how the game is balanced, some weapons actually work worse on lower difficulties while others just breeze through with ease. AOE weapons are usually crap at dealing with single targets or small groups save for the hurricane, while single target weapons like the m1k and lead storm don't really care about the difficulty unless you build them in a very specific way.
And we thought we made long videos, hats of to you two.
Found the beginning of this list super helpful since you guys explained some of the ins and outs of driller guns that I found unclear. For example, it got me looking into freeze power and realizing an 11 freeze power with fragile was a really bad build to run for so long lol
This might be the DRG meta video I've been waiting for my whole life.
Sludge Blast seems like a decent choice in elimination missions. Sad to see it in the lowest tier :(
in elim missions i just prefer to exploit the slowdown from other sludge builds. someone else can do the single target damage.
Sludge Blast + Blistering Necrosis wavecooker makes for a _nasty_ combo that I hardly ever see anyone using, and I don't know why. Normally, Driller can't make very good use of BN by himself (due to his primaries mainly being AoE, DoT machines) but Sludge Blast changes that.
I'm not an expert on how the math and everything works for blisters, but all I know is that if you out 3+ blisters on an enemy and then shoot them with Sludge Blast, you do _stupid_ amounts of damage. I'm talking "killing Oppressors in 2 sludge blasts on 4-player Haz 5" levels of damage.
Tho, on its own, Sludge Blast isn't that great. I definitely wouldn't put it in the lowest tier though, it's _at least_ on-par with the base weapon.
@@bugjams I think the much lower ammo count and worse ability to play your intended role (aoe slowdowns) make you a lot less valuable to your standard 1-of-each-class team. You gotta play like, persistent plasma ecp to cover for that, even then not as good at the role. Running wave cooker for this combo leaves you without a ton of cc, and weaker wave clear, making you just kinda a boss shredder. And I think I'd rather just play a different class then, they have to worry less about running out of ammo with their boss-shredding builds, and have easier ways to deal with swarms that get on top of them (bubble shield, turrets, grapple). I might be talking out my ass, though. Sludge Blast is very fun at the least.
They play modded and turbo sweat, some of the overclocks they put low is actually decent
Also good in sabotage to blast the caretaker's eye dealing decent damage across all driller primaries
I agree with most on the list. Some interesting insights too. I disagree on VIR though. Some major points:
- Compared to sticky the lava doesn't stick around that long.
- The lava effect is actually weak damage wise
- The AoE range of the actual lava is low
- The slow is laughable.
- Sticky is easy to put down. you can just shoot through enemies, VIR cannot. This means it is a lot less flexible and you have to shoot into the ground for just the lava effect.
- It wastes precious attention time from the player, setting a trap that might not work out as well as intended with all the drawbacks I alread listed.
- Being at 50% movement speed as *ENGINEER* whilst trying to apply this all is also horrible.
- It doesn't stop enemies from cooling down, making it harder to actually set them on fire,
- You get dizzy as fuck trying to apply this.
These factors do not make it a clear cut S tier for me. I am getting the sneaking suspicion that this might be a little HAZ6x2 bias coming in. Because they mostly play Mining Expedition where chokes are the name of the game. Then VIR is better, but breach still blows it out the water. But in an open area, with clutter? Hell no. And if I want to hold a choke a simple Proximity mine is good enough, we all know that. So it doesn't really add anything that the engi doesn't already have or needs. Only the breach excells, all other secondaries, no matter the OC are not S tier by a long shot. And no, I don't think the OC is S tier transformative for the weapon if we look at it in a vacuum.
For anyone curious about the Subata for posterity:
Explosive Reload when fired into x1 Weakpoints has a maximum total damage of 6840 and outperforms any other Subata build when it comes to killing Praetorians and Oppressors, it ties with Overstuffed Magazine/Automatic Fire builds that take +3 Damage and Hollow-Point Rounds against x2 Weakpoints and deals a maximum total damage of 8640, and deals less damage than Overstuffed Magazine/Automatic Fire with x3 Weakpoints, dealing 10440 vs 12960 when used for killing things like Mactera.
Other things to note is that Explosive Reload can 2 shot Acid Spitters in the head on Hazard 5, but just barely leaves Mactera Spawn and Nayaka Trawlers alive with 3 (or in case for the Trawler, 4) shots to the weakpoint due to only dealing 87 damage on a hit (45 weakpoint damage + 42 from the reload explosion) which is really unfortunate, if the explosions did 45 damage instead it would cleanly kill and be on par with regular Subata builds for clearing anything with a x3 Weakspot. (it would still be less ammo efficient due to having less total shots, but you also have a really small magazine compared to something like Overstuffed Magazine, doesn't really feel all too good when compared that way.)
Explosive Reload is also the best Subata build for killing Cave Leeches and Flying Rocks, I guess (3 shots and 6 shots respectively) and generally kills anything with x2 Weakpoints 1-2 shots faster, which depending on what you are shooting at and how accurate you are could offset the ammo penalty.
Your commentary on scout building, in several different videos, has influenced me away from my previous setup, which was Electrifying reload GK2, Embedded Dets Zhukovs and boomerangs. Now I run M1k with Active Stability System, The Boltshark with pheromones and fire bolts and pheromone grenades. I still run my previous setup on Industrial Sabotage, but my new build is much more specialized toward scout’s main purpose and boi does it feel GOOD. I hadn’t used the boltshark at all before. Scout has some crazy tools in his kit.
Scout is all about HVTs, kiting bugs, utility on his kit and resource gathering. And I rather have slowing grenades than pheromone grenadr
@@muramasa870 I think the IFG’s are the most overrated throwable in the game.
Its the scout motto. Fear, fire and pheromones.
Overcock
Resident Tranq Rounds defender here. It's practically the only overclock I strongly disagree with its placement. I think it's one of Subata's strongest overclocks and I think it would see a lot more usage in a world where TCF doesn't exist/is balanced. 2 Round Burst does wonders for this thing as well since the burst damage lets you quickly kill mactera, while also rolling for that 50% stun proc twice instantly. 2 burst clicks will also kill most mactera/spitter variants quickly and pretty effortlessly. NCTC has also helped serve as a budget TCF for Tranq, but that's mostly just NCTC and how you've described it in the past.
As someone who doesn't really like taking epc 10000% of the time and is recently making the jump to modded hazards, I've had a lot of success with Tranq. Way more than every other subata oc (which isn't saying much for everything that isn't ER) and every cooker build. I've always just seen stun as a damage up as well as a safety net, since it is WAY easier to hit weakpoints on stunned bugs. And Subata gains a lot more damage when shooting easy weakpoints. I don't think I can talk about every little thing Tranq has helped me with.
Although I am someone who uses Subata a lot more regularly, I also disagree with you ranking Explosive Reload and Automatic Fire on being on similar power level. Are you taking ammo in Tier 4? You still take weakpoint for ER, since it's so much extra damage and ammo is just like 20 more rounds.
Otherwise great list. Writing this just after the driller section finished up and those are my only disagreements.
You should make a tier list of weapon frameworks lmao. Fourth Relic and Scale Brigade are S+ for me.
Custom engineered and neon band are SSS tier
I really enjoy sludge blast. Its sustain single target damage is solid, and the goo has a higer velocity so it helps with tanky targets at longer ranges. Its not perfect by any means but i don't think its worse than base because it fills a different role than normal.
I am going to download this and listen to it while sleeping, for some reason i love watching this vid when playing drg, sleeping, studying. Idk why its so soothing
Drg lo-fi tier list sleep and study to😂
The rest of the weapons OC's are in replies.
Driller Primary
CRSPR Flame Thrower:
S - Sticky Fuel(modded difficulty)
A - Fuel Stream Diffuser, Sticky Fuel(vanilla Haz 5)
B - Compact Feed Valves
C - Lighter Tanks
About Base - Sticky Additive
Worse - Face Melter
Cryo Cannon:
B - Improved Thermal Efficiency
Ice Spear(possible best)
Ice Storm(best for Solos)
Snowball(freezes all but large enemies w/1 ball, great for plague missions. Equivalent to Ice Spear and Thermal Efficiency)
About Base - Tuned Cooler(just barely)
Worse - Flow Rate Expansion
Sludge Pump
A - Volatile Impact Mixture, Disperser Compound
C - Hydrogen Ion
About Base - AG Mixture
Worse - Goo Bomber Special, Sludge Blast
Driller Secondary
Subata 120
C - Oversized Magazine, Explosive Reload, Automatic Fire
About Base - Chain Hit, Homebrew Powder, Tranquilizer Rounds
Plasma Charger
S - Persistent Plasma
B - Energy Routing
C - Heavy Hitter, Magnetic Cooling Unit
Worse - Heat Pipe, Overcharger
Wave Cooker
B - Mega Power Supply, Blistering Necrosis
C - Gamma Contamination, Diffusion Ray
About Base - Liquid Cooling System, Super Focused Lens
Engineer Primary
Warthog
S - Stunner
A - Magnetic Pellet Alignment
B - Cycle Overload, Light Weight Magazines
Worse - Mini Shells
Stubby SMG
A - Turret EM Discharge
B - EM Refire Booster
About Base - Super Slim Rounds, Well Oiled Machine, Turret Arc
Worse - Light Weight Rounds
LOK Smart Rifle
S - Explosive Chemical Rounds, Executioner
About Base - Eraser, Armor Break Module, Seeker Rounds, Neuro-Lasso
Engineer Secondary
Deepcore PGL
A - RJ250 Compound
B - Hyper Propellant
C - Clean Sweep, Pack Rat, Compact Rounds
Worse - Fat Boy
Breach Cutter
A/B - Spinning Death? (Solo)
B - Inferno
C - Light-Weight Cases, Stronger Plasma Current, Spinning Death (team play)
Worse - Return to Sender, High Voltage Crossover
Shard Defractor
S - Volatile Impact Reactor
B - Overdrive Booster
C - Efficiency Tweaks, Feedback Loop, Plastcrete Catalyst
About Base - “ABC”
Gunner Primary
Leadstorm Minigun
A - Burning Hell
B - Bullet Hell (explain below), “Leadstorm” OC
C - Little More Oomph,
About base - Thinned Drum Walls, Exhaust Vectoring
Worse - Compact Feed Mechanism
Bullet Hell gets better the harder the game(Haz5x2, Haz6x2 etc) or less skilled the player is. Stun + aggro venting useful on harder plays.
Heavy Autocannon
S - Neurotoxic Payload
B - Big Bertha
C - Splintering Shells, Carpet Bomber
About base - Composite Drums
Worse - Combat Mobility
"Hurricane" Guided Rocket System
S - Minelayer System
A - Plasma Burster Missiles
B - Overtuned Feed Mechanism, Fragmentation Missiles, Jet Fuel Homebrew
C - Rocket Barrage, Salvo Moduele
Gunner Secondary
"Bulldog" Heavy Revolver
S - Volatile Bullets
C - Homebrew Powder, Six Shooter & Elephant rounds (very similar, hard to choose which is better), Magic Bullets
About Base - Chain Hit
BRT7 Burst Fire Gun
A - Experimental Rounds, Lead Spray
B - Electro Minelets
C - Compact Mags
About Base - Composite Casings, Full Chamber Seal,
Worse - Micro Flechettes
ArmsKore Coil Gun
S - Hellfire
C - Ultra-Magnetic Coils, The Mole, Triple-Tech Chambers
About Base - Backfeeding Module
Worse - Re-atomizer(janky, weird to use, buggy)
I wanna set the record straight on Energy Rerouting (EPC). Since the mod lets you take T3.a, it's giving you right on a 45% increase to TCF procs from 18 to a whopping 26 potential implosions. I'd still rate it well below PP simply because static fire damage is so bonkers strong, but I feel like Energy Rerouting is significantly stronger than most people give it credit due to TCFs grossly OP damage output.
Also, Heat Pipe is just kinda dogshit for a very specific reason. You CANNOT fuck up ANYTHING on heat pipe or you lose your secondary for several seconds. Hold just a tad too long, you overheat. Miss your first charge shot, you can't fire another. After testing it a little I noticed the ammo economy feels really nice, but it's just not worth losing both PP and literally any margin of error for.
Giga brain content... devs should watch that vid
Ghost ship games can call an internal meeting to just watch this and make notes.
Where is the best OC in the game, Roll Control???
I think something to consider regarding this list. Is the interaction overclocks can have with others in your loadout. Ie something like impact deflection combined with cryo minlets catapults impact into a much higher tier. Especially if you are taking IFG with you. In my opinion at least
Macteras must be a nightmare to deal with this
@@falcone9407 not really with plasma splash and impact combo they're a breeze
something about hyperpropellant, in one instance it overclasses other engi secondaries, which is elimination with a cryo driller
Well, got through it. I'm curious as to what you'd generally take for TEF on the drak.
I think 32112 is the best build, as you get nice projectile velocity and the best damage output if you can juggle your heat meter to keep it high
Thanks! I'll give it a go.
some of my experience of DRAK-25 Rewiring Mod - Manual Heat Dumping at ~80% heat gives more ammo in total than full heat, also if you use Hot Feet in T3, you have almost constant speed boost
Fell asleep halfway through but came back for the rest. I think I’ve opened my third eye now.
Finally some love for my favorite flamethrower OC, the Fuel Stream Diffuser.
1:17:23 to this point I can literally track how well I’m doing at remembering to turret whip based on when I run out of ammo from shooting bugs instead of turrets. Turret whip is secretly a +120 ammo mod.
Also yeah ECR was some of the most boring DRG I’ve ever played. Fun for a bit but god it just kills everything too fast in haz 5 I had to unplug my brain
I would like to see combat mobility to have a speed boost on kill effect
Finally a deep rock galactic video that isn’t some 5-10 minute long compilation video. Pure autism 🤤
Hell yes a tier list with LazyMaybe. I personally enjoy Heavy Hitter with the sludge pump as a way of igniting my own puddles on solo. I think the heat scales with damage so it makes it easier to light them than with other OCs. The extra damage on burning sludge feels pretty significant.
Burning sludge is massive in general. Strong enough to kill a guard, lasts long enough for random pubs to react to.
Adding build questions and comments as I watch.
Disperser Compound: T5 Slow or Dot?
Goo Bomber: Use 2 charge shots to still be worse than Disperser Compound.
Sludge Blast: Gets me killed against dreads. Just use Volitile Impact Mixture.
Driller Secondaries: I hate TCF. I refuse to use it. It has depth perception issues and too much attention and ammo cost. I generally dislike the EPC overall, but I loath it with TCF. And yet, I can't make an arguement that it's bad, partially because it's not true, but also because Wavecooker is actually bad.
Tranq Rounds: A part of Driller's options that is pointless because it does what Driller's primaries already do much better.
Wavecooker: If there was a need to cook popcorn at a distance during missions, it would be worth taking this gun.
Cycle Overload: Everytime I use this I wish I had MPA instead. The ammo inefficiency is rough.
Minishells: The point of Minishells is to pair with Fatboy to make up for the damage you throw away, and complete the meme.
Executioner: I struggle to see the value in this OC. You 2 burst Praets, which is like 10 max with the minimal ammo you have. It's a really slow kill too for an OC intended for HVT.
Hyper Prop: Just strictly worse than Shard Defracter. Shard can kill HVTs and swarms without changing build.
Spinning Death: It's strong, but I can't stand the lack of forward range.
Overdrive Booster: Press R to delete bug. Actually a clean.
Volitile Impact Reactor: What if we gave Engi, Sticky Flames that they can use to kill enemies by drawing penises on walls.
Bullet Hell: I have tried this with both Stun and Blow Through. I get overrun constantly, even with stun. It's definitely worse than base, and I've held this position before Lazy's video. The only reason I don't kick people with this OC is to not betray the community reputation of DRG.
Lead Storm Lead Storm: I'm struggling to make good use of this OC, primarily because of the community recommended bunny hopping. Bunny hopping in my opinion is bad idea with LSLS. The intervals where you aren't shooting negate the damage bonus you gain for LSLS. It also interrupts your Chamber Pressure buff if you have it. Bunny hopping also has a small but still significant attention cost.
Autocannon: As a heavy weapon enthusiast, having the Autocannon be so inaccurate, hurt me when I first unlocked it. Even worse is it's current state of balance. Do you know why the real life Minigun is called a minigun? It's because it's a miniaturized M61 Vulcan 20mm rotary autocannon. I was never expecting something as grand but I at least expected a chaingun equivalent.
NTP: Makes the Autocannon actually good, but I only use it for Deep Dives. Would like a good frag OC instead.
Overtuned Feed Mechanism: Take all fire rate. Haha! Missiles go brrrr!
Minelayer System: Am I pulling my weight? Doesn't feel like it. Oh, I out-killed the Engi... Curious what secondary to use for this. It struggles at high ranges.
Jet-Fueled Homebrew: My Dread weapon of choice for gunner.
Elephant Rounds: The follow up shots with this are so bad... It's way too much for how mid the benefits are.
Lead Spray: Too close range for me. It's good, I just don't like it.
Micro-Flechettes: It's for helping Engi build his public works projects. It's a nail gun.
Coilgun: Stun or Fear? NVM. Answered during Hellfire.
Mole: A big meme. Except without downsides. C is fine. People cope really hard over it.
Hellfire: Build recommendations for balanced Hellfire?
Triple Tech Chamber: Feels really awkward to use.
Aggressive Venting: I need to decide between this and Thermal Exhaust Feedback for my Waluigi cosplay.
Rewiring Mod: Worse than base. You spend way too much time overheating rather than shooting.
Shaped Shells: Interesting OC but I usually want the spread for Grunt and Swarmer clear.
Double Barrel: No longer a meme.
Tri-Fork: Damage or ammo?
I’ve been waiting for this since I found this channel
You guys really done Gas Recycling dirty, in my opinion.
You named all the targets it's good against, except the targets it's actually amazing against, which are qronars (over any other scout weapon, in my opinion) and yellow healthbars (over any other Zhukov option, since it's far more flexible than EmbDets). For a mission that swamps me with qronars, or for dread hunts and multiplayer sabo, I either have this overclock, or wish I had this overclock.
Most smaller enemies die in roughly the same amount of hits or less, while most bigger enemies (that you wouldn't normally use Zhukovs on) usually only take one or two more bullets, but now you don't need to aim for weakpoints with a weapon that isn't even designed for aiming, thus AT WORST it extends your effective range, negating the downside of slower speed.
In my opinion, Gas Recycling has very pronounced upsides, and has downsides that are basically negated within just having this overclock. It takes a weapon that's below mediocre at everything, and gives it a defined role that it's good a, while also extending its basic capabilities. Judging by your other OC placements, I don't see it being anywhere lower than A, figuring that it can't be higher due to how underwhelming the baseline Zhukovs are.
Ok first off, qronars are special enemies that have a fairly low chance of being in a mission. You can easily go several missions without encountering them (watch one of gaming existence’s video on spawn pools if you’re confused). Besides, most of your primaries can take armor break (in fact, two of them should regardless) to kill them better than GR.
And yellow healthbars? You’re joking right? They don’t count as armor, if that’s what you’re implying, and even then they aren’t important. In fact, as most good players will tell you, *specking for bosses is a waste* (much less a single phase of a boss lol), since dreads are easy with anything, and IS gives you so much nitra you could probably beat the caretaker with just no ocs zhukovs.
I used to be like you; but the more you think abt it, GR just shows you how much worse the zhukovs are compared to the other guns. Boomstick can clear crowds better, has burst damage, fire, and stuns; and that’s not even getting into its own overclocks. Zhukovs are pretty much just grunt clear and occasionally nice against armored enemies. GR’s target pool is pretty narrow, yet it just makes the gun even more outclassed by other options.
EmbDets may not be great, as are cryo minelets, but they at least give you something the other secondaries don’t have.
@@kismet4918 You argue about their placement per how bad the base weapon is, I argue their placement per the criteria of the video. My entire argument was that there are Zhukov, Subata, etc ovecrlocks way in A-tier and Gas Recycling, practically a clean in disguise that improves your damage at best and improves your effective range at worst, isn't there.
Instead of actually reading my argument, you make a bunch of assumptions that I don't know how enemies spawn and how armor break bonuses apply, all for the sake of, after moving the goalpost away from the actual tier list parameters, still countering it with "what ifs" like "what if we just make our primary worse and take armor break, assuming qronars, that I just argued are rare, will spawn". Point is, if we already are on the back foot of playing Zhukovs, Gas Recycling makes them suck much less than they alraedy do, much unlike, say, Cryo Minelets, that are a glorified swarmer killer that sometimes freezes a grunt you've been shooting through if the stars align, which is somehow ranked way higher.
@@randaru1527 On the contrary, I feel like you haven’t read mine.
I at first addressed the arguments you made for GR being good, and showed that they are extremely niche; unlike embeddets or cryo minelets, they limit what the gun can do by taking away wp dmg and instead giving ab and a bit of bonus damage, literally limiting it to grunt clear and maybe the occasional armored enemy.
Compared to the base gun, which could already do that by shooting weakpoints, GR doesn’t transform the gun, and it makes it worse at shooting certain bugs as well. It doesn’t give the Zhukovs what they need to be helpful, which is some utility.
Cryo minelets are more than swarmer control; they are situationally better than cryo bolts at freeing certain enemies, and have more stopping power than GR. Embeddets give ridiculous single target dmg. GR gives slightly better grunt clear, makes you worse at almost everything else, and slightly increases your effective range. It’s an increase from base, but barely so, and it’s not as transformative as the other options.
TLDR; GR doesn’t transform the zhukovs enough to be warranted a spot higher than c. Even if we were to call it a “clean”, and it’s not, it doesn’t give the gun the unique utility that the other unstables do.
You get doubled base damage and 250% armor break for a HUGE downside of no weakpoint bonus, gimped movement speed, and reduced accuracy on a weapon that's already inaccurate. If you need the armor break, use the M1K.
Not to mention the Zhukovs suck anyway lol
Totally agree with you about GR, idk why the other dude is saying that GR has a narrow enemy range when its way better than scout primaries at dealing with all grunts variant, acid spitter , praetorian , swammer and shellback. All other popular zhukov overclock like embeded and cryo minelet both require you to position yourself correctly to even use them, while with gr you can just swap to it whenever you like and it will work
Watch season 5 make this tier list (almost) irrelevant
Ps:this is very cool and I can tell it took AT LEAST 4 hours so thanks for content, I'm watching this instead of sleeping.
Love this type of long form content
It would be very cool if all these overcloks were split by weapons, so that every weapon has its own tierlist
Blud really drawing it out for the 10 minute ad revenue huh
Great video and super useful. I would love a new vid with the new additions to the game and maybe some corrections, if you have any.
I basically always run disabled inertia inhibitor on my RJ250 and I pretty much onetrick the thing.
It sucks for the platform gun cause if you're ever falling fast enough to need it, it's probably not gonna set in time. And even if it does, you're still going to be taking a lot of damage.
On the RJ250 however, it can completely prevent fall damage from absolutely insane heights. You're basically invincible to even pre-nerf Stingtails.
Honestly the only thing I consistently rake Hipster over AiSE is armor brake. You get a lot more flexibility in targets , in close quarters spaces it's noticeably stronger than gk .
I feel like on haz 5 anything goes as long as you are good enough so the best ocs are good but not necessary. Even in haz 6 and above if you are good enough you dont need the best ocs either. Only some ocs which are horrible can be a real problem regardless of skill level.
Watch his weapons tier list
Alright, I'm slowly making my way through the 4 hours.. just got done with driller, but my only critique (even though I haven't watched the whole thing) is there should be 5 videos from this one. Which is.. driller OC list, Gunner OC list, Engi OC list, Scout OC list, and a TCF OC list. Then just put those videos into a playlist called Ultimate OC tierlist. But I'll continue watching.
I'd also like to know why stunner is such a good OC for the warthog. I don't disagree the extra damage against stunned is great, but you can't stun oppressors, you can't stun dreads, or stun spitballers/broods, or breeders.. and you mainly get bonus damage against grunts which.. BC exists, and VIR SD.. I mean.. against slashers and guards is kinda the only place I see it really benefiting. My personal preference, is for something that works 100% of the time (mpa, c.o. even lwm) than something that's beneficial against a large, but typically non-threatening target. (i.e. swarms) As I said, you got a secondary if you're pushed too hard. Then again, you could counter with the secondary being for those other targets stunner is not good at.
It's also been a long time since I've done modded, and I've never successfully done a 6x2 true solo, furthermore, I don't think I've ever done a 6x2 without a driller running sticky fuel so.. perhaps stunner shines more in haz6x2 true solo. I did run it back in the day in 6x2 with a group, but I ... yeah, I just didn't like it.
Whatever you use warthog on stunner makes you mostly better against it. On all grunts it gives you the most consistent kills on body shots (which is rlly nice when combined with stun). It also lets you get fairly consistent stuns on things like stingtails, menaces, praetorians, and mactera, and the bonus damage helps you chunk down those enemies. MPA is better most of the time at hitting those weakpoints, but stunner’s stun will keep you alive when your aim or luck is at its worst.
Not being able to stun the enemies you mentioned doesn’t rlly matter. Oppressors are super slow (half the time even praetorians are more dangerous), dreads are easy and not worth building to kill, and those stationary enemies can be mulched down by your secondary or a teammate (also who cares abt stunning a spitballer when you can just take cover or block its shots lol).
Your point abt secondaries outclassing it is kind of silly, no offense. Are you going to use secondaries on every single grunt? Your primaries are supposed to be self defense, and stunner leans into that role so that your secondary ammo can be reserved for massive swarms.
It’s a clean anyway, and a good one.
I'm not going to use secondaries on every single grunt, which I feel is disingenuous to think was my point. But no matter what primary you use, you will get overwhelmed at some point and that's where your secondary can come in. Question is, is stunner a big enough of a boost to not rely more on your secondary than running MPA, LWM, or CO.
Everyone says stunner is amazing, and that hasn't been my experience. It's good, sure.. but approximately equal to baseline, imo. I'd consider LWM just as good, if not better. That said, if you're talking about haz6+ survivability and relying on "stun on demand" to live.. then that's fair. I get that. But I'm really surprised by the high rating of the OC that I feel like I'm missing something entirely.@@kismet4918
@@R4hmiel They just explained why it was really good. Also they never said that you do use your secondary on every single grunt, it was a question to illustrate their point.
Stunner does something very unique for the gun which allows for both far more safety and far more damage. It's also stellar against the scariest enemies in the game like stingtails who you really want to stun asap.
For absolutely no down-side, you gain an enormous boost to your stunning power and some situational (but comes up very often ESPECIALLY when paired with stunning breach and stunning turrets) huge damage increase. What else could you want from an OC?
Also for a final clear up, in the video they were pretty clear that this is Low A/High B, so you may see it in A tier but it only barely got that ranking. Hope that helps.
@@R4hmiel I’d say it is good enough; it gives you the best body shotting and self defense of any warthog build, which makes it great for general use. Lwm is nice but it’s not that much ammo, and MPA is arguably better, but it has its own niche. Stunner chunks down bigger targets and gives you stun with no downside, whereas MPA lets you deal with hvt’s like mactera and spitters along with one shotting slashers, but it gets much worse when we’re talking abt 1x wps or armor (in fact stunner pretty much is even there), and it’s worse than base at bodyshotting.
Being able to stun consistently is a bog deal, because you can’t one shot many common enemies with this gun no matter what build you take, the stun and dmg up lets you alleviate the danger of taking too long to kill something.
Btw, I haven’t delved into modded, these are just my takes on haz 5
Agreed, a supercut/summary of this video split into 30-40 minute chunks would be really nice. A lot more consumable for those who don't have the time to parse through for the exact Overclock they want to hear about.
Can't wait to see the haz5 2-2-2-2 tested overclock tier list next year😭
I came here to get validation for my personal big brain OC picks.
And all my fav OCs are B or better. Haha
it's literally the deep rock galactic holy text what the fuck
Burning hell does do 5 fire dmg on top of the heat to my knowledge but besides from that I think this is a great list. The discussion about each oc is really helpful for anyone new who wants a general overview on each ocs effectiveness
It’s actually way more fire damage if you look a lazymaybe’s minigun video he 1 shots swarmers with the aoe and I don’t think they’ve changed it since then
@@cianhuellethat’s because they’re being ignited, not because burning hell is doing direct fire damage. The DoT ticks once immediately on proc so they die to it.
Roll control mains are crying rn
All two of them (OC wasn’t even included)
Deude, watching you play only makes me want to see you crashing some Warhammer Vermintide 2, you were born for that game
From this criticism of my favorite sludge pump OC Sludge blast I've instead learned to enjoy Subata and Neuro-Corrosive Toxic Catalyst with Hydrogen Ion Additive. Works much better, thanks.
Blistering necrosis plus I've spear is massive single target damage
THE MAD MAN DID IT
quickfire ejector plus minimal magazine is a really fun combo ngl
Yes! I would love a wish list video!
The only use I've found in Coilgun's feedback loop is with 23211 Coilgun along 31223 burning hell leadstorm.
Omg thank you I tried so hard last night to find any modern well explained oc tier lists.
I've always considered Special Powder the best scout OC for anything except elimination/escort/sabotage missions because even with the best damage build you will never match the combat effectiveness of other classes, so instead of fighting with your team you use a primary weapon with high burst damage and mine/collect secondary objectives. This greatly reduces mission completion time to a point where you easily skip an entire swarm, and a competent team of 3 people doesn't need a scout to clear haz 5 waves, and unless we talk about haz 6 bugs shouldn't overwhelm you if you run around solo. Less swarms = less nitra needed and the option for everyone to use higher DPS builds
2:02:55 lmao really does get increasingly funny the more you think about that take
1:48:25 Wonder if GSG could compromise here by putting Disabled Inertia Inhibitor in a new mod tier by itself for both guns. That way you have the choice to enable/disable it without it competing with other stuff.
For the Face Melter and Fatboy👊
I feel this really needed a "it's basically a new gun" category
subata with chainhit is hella' nuts in combination with Neuro-Corrosive Toxic Catalyst mod. Getting an extra proc on an other near enemy that's probably also gooed up, too, is huge overall damage boost.
plasma bursters are honestly gunners bis for elimination missions. Literally nothing in the game destroys a dreadnought as fast
tri-fork is must have at elimination missions as dreadnoughts don't have pierce resist, so you can deal insane damage.
I never run Fat Boy when playing with friends and coordinated teams. I run it strictly on either solo or with randoms that I'm kinda iffy about.
It's more of a guilty pleasure and "last resort" type thing. As I think nuclear weapons kinda should be.
if just this tierlist have color coded frame this will be a master peice poster.
I think fragile can be usable again, at least below 6/6x2, as of the latest patch so Ice Storm can be a lot more viable especially with fragile