A great scout build is electric reload gk2 and trifork volley crossbow. The electric DoT from the gk2 will always kill grunts, the overclock doesn't have many downsides, and trifork gives you an option for massive large target damage, so long as you take the damage boost on electrified targets upgrade. Also take IFG's, or you won't be able to do anything to Oppressors.
Another thing about not including unstables is that they change the weapon too much half of the time. Using a clean or balanced overclock is more likely to if the person doesn't have it, can use something else to fill the gap A clean ammo overclock or the rocket jump (balanced) for the Grenade Launcher give the same benefits (more ammo), while the Hyper Propellant is the only way to make the weapon a single target menace
I appreciate the emphasis on element mechanics, which is good for most missions and contending with swarms of bugs, but it's not always consistent. On Eliminations; ice, poison, and electricity are good choices, but not fire. Fire worse best on Sabotage, since you can instantly destroy robots by fully igniting them. So if you go on a Deep Dive, where the variety of objectives is unpredictable, it's a good idea to have at least one all-purpose loadout that doesn't rely on elements or status effects to quickly dispense enemies. Any class of Dwarf can be played as such; but for the Driller, whose primary weapons are dedicated to dealing elemental damage, there is one weapon that can deal a reliable DPS without depending on elemental or status effects. The Sludge Pump with the Volatile Impact Mixture is a solid choice. If you mod it for spamming normal shots, then you can reliably melt enemies faster than what the DoT from the sludge could. And to kill bigger targets faster: Subata with the Explosive Reload overclock. Give that a try.
Dude, for real. Special Powder is the whole reason I use Scout. I want to make believe that I'm a speed runner Scout 🥺👉👈 Just to die instantly after 2 shotgun rounds 😅
Him : "I don't add unstable oc because you are least likely to get them." Me a Greenberg who just got my first promotion as an engie and got cycle overload, overdrive booster, marked for death, and gas recycling : " well I guessed I'm really lucky ? " PS : I like your work !
for the special powder boomstick, you want pellets instead of ammo in t3 because it does allow you to set enemies on fire which scales with BoM GK2, using double trigger is also best exhaust vectoring you want both damage mods to hit the 15 damage breakpoint to oneshot the small enemies volatile bullets you take one damage mod to ignore the direct damage penalty MPA you want pellets to increase the oneshot potential on stalkers
Imo you should of gone with stunner instead of magnetic pellet alignment, stunner is the king of generalist warthog builds because its not only more effective but just doesn't change the weapon drastically like MPA does. You lose a lot of short range killing power unless you hit headshots, so I wouldn't consider MPA "comfortable".
Finnaly some builds I can try, I don't ever get the unstable overclocks I wanna try and instead get the ones for guns I don't like or get unstables that just aren't that good, so i have to work with what i got.
Hey, can you please do same video, but for best bilds? Would be great if you make 2-3 bilds for each weapon. Thank you so much) English is not my first language, sorry for bad grammatic
I think when the scout shoots on the frozen enemy the game uses bonus "physical projectile vs. frozen target", not the "bullets of mercy vs. target with elemental effect" bonus. Frozen grenades are great, but i don't see how this build works together especially with the white phosphor boomstick.
Bullets of mercy work with like 20+ status effects. Also, pheromones are the best general swarm grenade because they distract the bugs, they make them stationary, and it's really easy to hit weakpoints. For Gunner, i don't know why you chose a damaged OC, over burning hell, considering your running volatile bullets, which gives you the highest bulldog damage. Instead, for the leadstorm, run a 3/1/1/1/3 with burning hell for even more fire. The sludge pump would be a better choice because that thing is a great weapon. But if you insist on running the crspr, then run a 1/3/2/3/1 with light tanks. Also, impact axes are easily the ebst driller grenade, and all the other options suck. *warthog detected//--// warthog hate engaged* MPA is easily the best choice for the warthog, just dont run turret whip as it burns through your sentry's ammo and makes them less effective. Instead, run a 2/1/1/2/2 with MPA. Also, instead of running the shard disfractor, which melts, single targets run the breach cutter because it has high damage and insane area clearing abilities. For the breach cutter, run a 1/1/1/1/3 with a return to the sender, or if you're running roll controll then replace triple split lines with plasma trail. Overall, fairly fine builds that will work well enough for you
No way you just said that turret whip makes turrets less effective. It's the opposite since each shot does good damage and has aoe effect. Yes it burns throught ammo faster but you also kill everything faster
@Armetar it changes the role of your turrets. Your turrets are meant for spotting, taking out small things, and taking out things that slip through the teams defenses. The main issue with turret whip is that you burn through your ammo extremely quickly. You don't need your turrets to blast a chunk out of a praetorian or clear a group of Grunts, that's what your main and secondary are for. You also weaken your primary weapon by taking the warthog and putting it into your turrets. I can run explosive chemical rounds LOK-I and have a very similar effect to turret whip, and I get range, accurate aimbot, electricity, and normal turrets. Turret Whip is a downgrade
@@Duskcosmogso what exactly is your point? Becouse Warthog without turret whip doesn't exist. It gives you good crowd clear and damage like I said earlier you waste more ammo but you kill more things quicker and faster so you don't really waste anything. Argument that why do something if you have secondaries also applies to lok 1.
@Armetar my point being it reduces your turret effectiveness for their main purpose because you burn ammo extremely quickly. Turret whip ammo consumption rate for a 1/3/3/2 (assuming constant firring, and omptimal turret management) : turret whip can be performed every 3 seconds and consumes 5 ammo, your turrets have a magazine capacity of 120, and you have 515 reserve ammo. Every 3 seconds, your turret will consume 5 ammo. Your turrets also shoot their regular shots as well. They shoot 7 shots every 0.16 seconds for 1.12s, and there is a 1.5s cool down. So, your turret spends 5 ammo for turret whip, it then spends 7 ammo on a burst, 1.5 seconds later it begins again. In the second burst, it can only get 2 shots off before it shoots turret whip again. So every 3s you're spending 14 ammo. Reserve ammo of 515 plus your turret magazine size of 120 equals 635. 635 divided by 14 equals 45.35... 45×3=135. This means your turret can shoot for 135s with 4 ammo remaining, which, when it finishes off the 4, it will have shot for 135.64s. You are also doing this for 2 turrets, so half of 45.35 is 22.675. 22.675×3= 68.025. This means that your turrets can fire for just over a minute before running out of ammo. Even if you're not having the most omptimal turret management, you still have like 80s of firing time. This is fairly low. Normal turret ammo consumption for a 1/2/3/1 with constant firring: you have a reserve ammo pool of 515, a magazine size of 120. Your turrets shoot every 0.16 seconds for 1.12 seconds, with a 1.5s cool down. Your turrets consume 7 ammo every 2.62 seconds. 515+120=635. 635÷7 (turret burst size)= 90.71. 90×2.62=235.8. 4×0.16=0.64, 235.8+0.64=236.44. This means that your turret can fire for 236.44 seconds, adding a second turret into the equation. 45.×2.62+0.32 (from 2 shots left over)= 118.22. This means your turrets can fire for 118.22s. There's one factor I haven't brought in yet, magazine reload time. With each example, you refil your 120 magazine with 45 ammo a second. You will have to do this 2.34 times on both turrets. It takes you 2.67 seconds to refil your magazine. Taking into account the 0.34, you refil that amount in 0.89 seconds. 2.67×4=10.68+1.78=12.46. So with turret whip, you can shoot for 80.485s. With normal turrets, it's 130.68s. 130.68-80.485=50.195. This means your regular turrets can shoot for 50.195s longer. This really helps, considering engi is already the class that burns through ammo the quickest, turret whip j7st makes you lose ammo quicker. I didn't even need to do all this math to know that it was a large difference between the two. Also, Turret Whip is better at larger targets and groups of Grunts, but regular turrets are better for smaller things and spotting targets you haven't noticed yet. Your main and secondary can handle what turret whip handles. The last sentence of your comment has a typo, so I'm not sure what you meant. (The stats for turrets are from the official deep rock wiki)
@@Duskcosmog I literally told you twice that while it does consume more ammo it does more damage and can hit multiple targets. So pretty much everything you said about ammo doesn't matter. "my point being it reduces your turret effectiveness for their main purpose because you burn ammo extremely quickly. " and how exactly is turret whip reducing turret effectiveness for their "main purpose"? It's literally optional to use it, no one is going to murder you if you don't use it. It's also pretty obvious that turret whip only is useful if you use your brain. Like don't use it on a single grunt. Let's say we are in a wave and you have your turrets right? So in what world letting them shoot one enemy at a time instead of turret whiping once and killing like at least 4 is less ammo efficient? "Turret Whip is better at larger targets and groups of Grunts, but regular turrets are better for smaller things and spotting targets you haven't noticed yet. Your main and secondary can handle what turret whip handles." and in what way turret whip is stopping you from using your turrets as normal? also the second sentence doesn't really make sense like if you are running warthog you run it for turret whip and without it it's only useful for what base turrets are also useful. "The last sentence of your comment has a typo, so I'm not sure what you meant. (The stats for turrets are from the official deep rock wiki)" I was referring to this "You don't need your turrets to blast a chunk out of a praetorian or clear a group of Grunts, that's what your main and secondary are for." It's just a dumb argument. Just because something else in you build can do something that doesn't make other part of that build obsolete. So why even bother using your secondaries, grenades or turrets if you can kill stuff with your primary? Maybe because it's ammo efficient and renders something that is almost useless on pretty much everything except base grunts a powerful crowd clear and single target damage dealer. Also regarding you previous comment " You also weaken your primary weapon by taking the warthog and putting it into your turrets. I can run explosive chemical rounds LOK-I and have a very similar effect to turret whip, and I get range, accurate aimbot, electricity, and normal turrets. Turret Whip is a downgrade" Warthog is by far the weakest primary Engi has in his arsenal. Pretty much all classes have better/worse weapons but you are encouraged to play with all of them thanks to stuff like weapon maintenance. So even tho LOK-I is better at everything that doesn't mean you weakening yourself by taking warthog because all weapons are usable. Pretty much all high hazard players agree that warthog has only one tier 5 upgrade and that's turret whip for a reason. Once again you do realize that turret whip doesn't change the function of your turrets it's just gives you OPTIONAL ability to fire rocket using you turrets right? Running through ammo with Turret Whip doesn't matter since your damage potential skyrockets by using it.
"Unstable overclocks less in number than clean and balanced ones..." Meanwhile, me with 8 unstables, 2 balanced and 5 cleans. Yeah, so how am i even supposed to play?
5:24 damn, me missing two Bulldog shots on a slow moving Praetorian has been immortalized in video form
A great scout build is electric reload gk2 and trifork volley crossbow. The electric DoT from the gk2 will always kill grunts, the overclock doesn't have many downsides, and trifork gives you an option for massive large target damage, so long as you take the damage boost on electrified targets upgrade. Also take IFG's, or you won't be able to do anything to Oppressors.
finally a video for me (aka a greyish greenbeard)
EDIT: I JUST GOT PUMP ACTION LET'S FRICKING GOOOOOO!!!!!!!!!!!!!!!!!!!!!!!
Pump action feels so nice fr, goated OC
I fell in love with pump action. Before that it was chemical explosive rounds on the smart rifle forever.
I got every engi overclock except pump action 💀
Another thing about not including unstables is that they change the weapon too much half of the time.
Using a clean or balanced overclock is more likely to if the person doesn't have it, can use something else to fill the gap
A clean ammo overclock or the rocket jump (balanced) for the Grenade Launcher give the same benefits (more ammo), while the Hyper Propellant is the only way to make the weapon a single target menace
I appreciate the emphasis on element mechanics, which is good for most missions and contending with swarms of bugs, but it's not always consistent.
On Eliminations; ice, poison, and electricity are good choices, but not fire. Fire worse best on Sabotage, since you can instantly destroy robots by fully igniting them.
So if you go on a Deep Dive, where the variety of objectives is unpredictable, it's a good idea to have at least one all-purpose loadout that doesn't rely on elements or status effects to quickly dispense enemies. Any class of Dwarf can be played as such; but for the Driller, whose primary weapons are dedicated to dealing elemental damage, there is one weapon that can deal a reliable DPS without depending on elemental or status effects.
The Sludge Pump with the Volatile Impact Mixture is a solid choice. If you mod it for spamming normal shots, then you can reliably melt enemies faster than what the DoT from the sludge could. And to kill bigger targets faster: Subata with the Explosive Reload overclock. Give that a try.
I’m bout to get the squad into it tonight. So much better than the other sweaty games we’ve been on lately
I feel like DRG and Helldivers 2 hits that sweet spot between sweaty and comfortable.
magnetic pellet alignment, my beloved...
I just got the Plasma Burster Missile OC and its SO much fun. Basically an army of laser guided Shredder drones in my magazine.
“I wont be using any unstable overclocks cause not everyone has them”
(Starts talking about special powder)
(-_-)
Dude, for real.
Special Powder is the whole reason I use Scout.
I want to make believe that I'm a speed runner Scout 🥺👉👈
Just to die instantly after 2 shotgun rounds 😅
Great job. Build focused videos I would enjoy as making builds is part of the strategy planning of the game. I do like me some strategy planning.
Him : "I don't add unstable oc because you are least likely to get them."
Me a Greenberg who just got my first promotion as an engie and got cycle overload, overdrive booster, marked for death, and gas recycling : " well I guessed I'm really lucky ? "
PS : I like your work !
a build for engi i love is mini shells and turret whip with shard difractor, big beam for big enemies or swarms, and you have a TON more whips
for the special powder boomstick, you want pellets instead of ammo in t3 because it does allow you to set enemies on fire which scales with BoM GK2, using double trigger is also best
exhaust vectoring you want both damage mods to hit the 15 damage breakpoint to oneshot the small enemies
volatile bullets you take one damage mod to ignore the direct damage penalty
MPA you want pellets to increase the oneshot potential on stalkers
Dude thanks for the vid
Imo you should of gone with stunner instead of magnetic pellet alignment, stunner is the king of generalist warthog builds because its not only more effective but just doesn't change the weapon drastically like MPA does. You lose a lot of short range killing power unless you hit headshots, so I wouldn't consider MPA "comfortable".
Stunner will only work on second shot forward while MPA works on first shot. So you are wasting less ammo
There are universal unstables though. Sticky fuel just lowers mag and ammo. You don't need to grab any flame duration mods with it on.
Finnaly some builds I can try, I don't ever get the unstable overclocks I wanna try and instead get the ones for guns I don't like or get unstables that just aren't that good, so i have to work with what i got.
I've been using almost the Warthog/Shard Difractor build for weeks now. Actually almost exactly it besides like 2 mods
So basically a video of classes that are jack-of-all-trades, masters of none
Hey, can you please do same video, but for best bilds? Would be great if you make 2-3 bilds for each weapon. Thank you so much)
English is not my first language, sorry for bad grammatic
Any class in particular?
ROCK AND STONE!
I think when the scout shoots on the frozen enemy the game uses bonus "physical projectile vs. frozen target", not the "bullets of mercy vs. target with elemental effect" bonus. Frozen grenades are great, but i don't see how this build works together especially with the white phosphor boomstick.
Great video!!!! Do oyu think you could make a solo one at all?
ROCK AND YAWN
would love to see some longer videos from you, 10 mins just doesn't cut it)
Bullets of mercy work with like 20+ status effects. Also, pheromones are the best general swarm grenade because they distract the bugs, they make them stationary, and it's really easy to hit weakpoints.
For Gunner, i don't know why you chose a damaged OC, over burning hell, considering your running volatile bullets, which gives you the highest bulldog damage. Instead, for the leadstorm, run a 3/1/1/1/3 with burning hell for even more fire.
The sludge pump would be a better choice because that thing is a great weapon. But if you insist on running the crspr, then run a 1/3/2/3/1 with light tanks. Also, impact axes are easily the ebst driller grenade, and all the other options suck.
*warthog detected//--// warthog hate engaged* MPA is easily the best choice for the warthog, just dont run turret whip as it burns through your sentry's ammo and makes them less effective. Instead, run a 2/1/1/2/2 with MPA. Also, instead of running the shard disfractor, which melts, single targets run the breach cutter because it has high damage and insane area clearing abilities. For the breach cutter, run a 1/1/1/1/3 with a return to the sender, or if you're running roll controll then replace triple split lines with plasma trail.
Overall, fairly fine builds that will work well enough for you
No way you just said that turret whip makes turrets less effective. It's the opposite since each shot does good damage and has aoe effect. Yes it burns throught ammo faster but you also kill everything faster
@Armetar it changes the role of your turrets. Your turrets are meant for spotting, taking out small things, and taking out things that slip through the teams defenses. The main issue with turret whip is that you burn through your ammo extremely quickly. You don't need your turrets to blast a chunk out of a praetorian or clear a group of Grunts, that's what your main and secondary are for.
You also weaken your primary weapon by taking the warthog and putting it into your turrets. I can run explosive chemical rounds LOK-I and have a very similar effect to turret whip, and I get range, accurate aimbot, electricity, and normal turrets. Turret Whip is a downgrade
@@Duskcosmogso what exactly is your point? Becouse Warthog without turret whip doesn't exist. It gives you good crowd clear and damage like I said earlier you waste more ammo but you kill more things quicker and faster so you don't really waste anything.
Argument that why do something if you have secondaries also applies to lok 1.
@Armetar my point being it reduces your turret effectiveness for their main purpose because you burn ammo extremely quickly.
Turret whip ammo consumption rate for a 1/3/3/2 (assuming constant firring, and omptimal turret management) : turret whip can be performed every 3 seconds and consumes 5 ammo, your turrets have a magazine capacity of 120, and you have 515 reserve ammo. Every 3 seconds, your turret will consume 5 ammo. Your turrets also shoot their regular shots as well. They shoot 7 shots every 0.16 seconds for 1.12s, and there is a 1.5s cool down. So, your turret spends 5 ammo for turret whip, it then spends 7 ammo on a burst, 1.5 seconds later it begins again. In the second burst, it can only get 2 shots off before it shoots turret whip again. So every 3s you're spending 14 ammo. Reserve ammo of 515 plus your turret magazine size of 120 equals 635. 635 divided by 14 equals 45.35... 45×3=135. This means your turret can shoot for 135s with 4 ammo remaining, which, when it finishes off the 4, it will have shot for 135.64s. You are also doing this for 2 turrets, so half of 45.35 is 22.675. 22.675×3= 68.025. This means that your turrets can fire for just over a minute before running out of ammo. Even if you're not having the most omptimal turret management, you still have like 80s of firing time. This is fairly low.
Normal turret ammo consumption for a 1/2/3/1 with constant firring: you have a reserve ammo pool of 515, a magazine size of 120. Your turrets shoot every 0.16 seconds for 1.12 seconds, with a 1.5s cool down. Your turrets consume 7 ammo every 2.62 seconds. 515+120=635. 635÷7 (turret burst size)= 90.71. 90×2.62=235.8. 4×0.16=0.64, 235.8+0.64=236.44. This means that your turret can fire for 236.44 seconds, adding a second turret into the equation. 45.×2.62+0.32 (from 2 shots left over)= 118.22. This means your turrets can fire for 118.22s.
There's one factor I haven't brought in yet, magazine reload time. With each example, you refil your 120 magazine with 45 ammo a second. You will have to do this 2.34 times on both turrets. It takes you 2.67 seconds to refil your magazine. Taking into account the 0.34, you refil that amount in 0.89 seconds. 2.67×4=10.68+1.78=12.46.
So with turret whip, you can shoot for 80.485s.
With normal turrets, it's 130.68s.
130.68-80.485=50.195. This means your regular turrets can shoot for 50.195s longer. This really helps, considering engi is already the class that burns through ammo the quickest, turret whip j7st makes you lose ammo quicker. I didn't even need to do all this math to know that it was a large difference between the two.
Also, Turret Whip is better at larger targets and groups of Grunts, but regular turrets are better for smaller things and spotting targets you haven't noticed yet. Your main and secondary can handle what turret whip handles.
The last sentence of your comment has a typo, so I'm not sure what you meant. (The stats for turrets are from the official deep rock wiki)
@@Duskcosmog I literally told you twice that while it does consume more ammo it does more damage and can hit multiple targets. So pretty much everything you said about ammo doesn't matter.
"my point being it reduces your turret effectiveness for their main purpose because you burn ammo extremely quickly. " and how exactly is turret whip reducing turret effectiveness for their "main purpose"? It's literally optional to use it, no one is going to murder you if you don't use it.
It's also pretty obvious that turret whip only is useful if you use your brain. Like don't use it on a single grunt.
Let's say we are in a wave and you have your turrets right? So in what world letting them shoot one enemy at a time instead of turret whiping once and killing like at least 4 is less ammo efficient?
"Turret Whip is better at larger targets and groups of Grunts, but regular turrets are better for smaller things and spotting targets you haven't noticed yet. Your main and secondary can handle what turret whip handles." and in what way turret whip is stopping you from using your turrets as normal? also the second sentence doesn't really make sense like if you are running warthog you run it for turret whip and without it it's only useful for what base turrets are also useful.
"The last sentence of your comment has a typo, so I'm not sure what you meant. (The stats for turrets are from the official deep rock wiki)" I was referring to this "You don't need your turrets to blast a chunk out of a praetorian or clear a group of Grunts, that's what your main and secondary are for." It's just a dumb argument. Just because something else in you build can do something that doesn't make other part of that build obsolete. So why even bother using your secondaries, grenades or turrets if you can kill stuff with your primary? Maybe because it's ammo efficient and renders something that is almost useless on pretty much everything except base grunts a powerful crowd clear and single target damage dealer.
Also regarding you previous comment " You also weaken your primary weapon by taking the warthog and putting it into your turrets. I can run explosive chemical rounds LOK-I and have a very similar effect to turret whip, and I get range, accurate aimbot, electricity, and normal turrets. Turret Whip is a downgrade" Warthog is by far the weakest primary Engi has in his arsenal. Pretty much all classes have better/worse weapons but you are encouraged to play with all of them thanks to stuff like weapon maintenance. So even tho LOK-I is better at everything that doesn't mean you weakening yourself by taking warthog because all weapons are usable. Pretty much all high hazard players agree that warthog has only one tier 5 upgrade and that's turret whip for a reason. Once again you do realize that turret whip doesn't change the function of your turrets it's just gives you OPTIONAL ability to fire rocket using you turrets right?
Running through ammo with Turret Whip doesn't matter since your damage potential skyrockets by using it.
"Unstable overclocks less in number than clean and balanced ones..."
Meanwhile, me with 8 unstables, 2 balanced and 5 cleans.
Yeah, so how am i even supposed to play?
Me wanting clean and balance overclock, but the game keep giving me unstable overclock.
W video
What flamethrower skin are you using for driller?
I believe that is the decontaminator one but it was so long ago its hard to remember.
@@javarakgaminglooks like supporter. I like deconaminator skin.
Rock and Stone for the Algorhythm!
Yapcity
I love your DRG content ❤
And I would love to see some Helldivers content too
FOR ROCK AND STONE
ROCK AND STONE!
What mod is making your gunner shield change color?
I cant remember the name of the mod because the first part is all in a foreign language but its just a graphical change to the shield.
How do i put the damage numbers on?
Its a mod that is only available to steam players.
is there a reason why you google translated drg
Cuz its funny
does anyone know if the machine events are bugged right now?? because i have not seen one in like 20+ missions
Depends on the season your playing
@@blakefenslerjr4858 i have been playing was playing on 3 and then now 5 so were there no machine events in 3??
@@jtangcraft888yeah they removed those overclock events on season 1,2,3
Timestamps plz youll get better credit from your viewers!
Check the description, the chapters don’t work for him for some reason, but he does have the timestamps
engi has shredders driller ha rippers
why does the voice seem like AI?
I do use an AI tool to enhance my audio cuz I have a lot of background noise and for this video I did bump it up a bit so that's probably why.
Is there a reason your videos don't play in the background? I like the content but its annoying to keep my screen on at work
Im sorry to hear that. Im not really sure it may be a youtube setting.
that's more of a youtube setting more than a video
Not to sound rude, but can we assume I regularly watch videos in the background with my screen off?
@@WaterlooFlu Plays in the background just fine for me.
I don’t know why it would particularly be doing that because of this channel to you, but it works fine for me.