Ah I realized something we forgot to talk about! It's awesome that the developers added a bunch of new cave shapes to the procedural generation, especially for aquarq missions. As someone who has played enough to have the previous aquarq cave shapes essentially memorized, having this new cave shape variety added a fresh level of difficulty that I haven't felt in awhile, which was great. Some of the caves we got seemed almost excessively complex to the point that it was difficult to get a feel for the shape of the map even when looking at the terrain scanner, but I'm actually totally okay with that, too.
Dude the new caves get me turned around *bad*. I’m sure I’ll get better at reading the scanner and adapt to it, but in haz 5 where you don’t have much downtime it’s *hard* to figure out where to go sometimes.
@@tormundanvilbeard6108 As someone who tries to avoid killing Lootbugs. Fair enough, still better than setting it on fire and watching it burn. At least it dies immediately.
One thing about the shredder swarm. They will follow the closest dwarf to where they’re deployed. You can throw them at a teammate and they will essentially escort your team mate.
One thing to learn/know about ripper: it doesn't turn. At all. It seems like it would twist and turn along slopes on the ground, but actually it's path is like a line drawn directly forward along the ground without any turns whatsoever, so it's essentially guaranteed to eventually come back around where it started (and therefore right back into your face or from behind you.) Once you wrap your head around that it becomes much more usable.
What has confused me so far is that sometimes it reverses direction, and I can't figure out what triggers it to reverse direction. Like not that it turns left or right or anything, but rather than continuing in a loop where it goes up the wall and across the ceiling etc., there have been some times when we've seen it start going up a wall and then completely reverse direction and come back along the floor (like in the clip DITNO included). We went into a haz 1 mission and threw a bunch of rippers at a bunch of different terrain shapes and couldn't figure out if there was a specific terrain feature that caused this - and I honestly even wonder if it might be a bug - but mainly I'm just curious to figure out the rules for this so I can use the ripper more wisely.
@@MusNothus I've noticed that too, it seems to be tied to props in the world like the drop pod and the mine head, ect. It seems to bump off those if the pathfinding fails and reverse as a sort of failsafe.
@@AndrewChumKaser I've been wondering about this myself. I watched one go up a tiny .5 meter tall crystal on the ground in crystalline caverns and reverse upon reaching the top of it, but then I tried throwing a bunch more at the same crystal to see if it happened again and it just went over it like normal every time after
Still have to try it but I like the change! I used them once back when I started playing and not being able to cook them was the main reason I never used them again.
@@DrillingInTheNameOf it takes some time getting the hang of the cook time and throw, and the increased damage means they're highly dangerous. I've been TK'd way more this last week by badly cooked HEs than the Ripper. That said, it's a powerhouse grenade once you get the hang of it.
the ripper is great for tunnels. just drill a tunnel the shape of a bracket emblem on the keyboard, and throw these in there, you should have a conveyor pattern of these things in there. they will go up or down, but not left or right. this will allow you to cover both roof and floor with them. on another subject, i feel the BOM is more of an unstable OC, due to how much mag you lose, and AI stability more of a balanced OC.
Awesome debrief on the new content. I love hearing another take on it from people so knowledgeable as you and Mosnothus. You guys are mainstays in the community and your content is legitimately always enjoyable and on point. R&S brother.
I definitely think shredder nades fill a very unique but really interesting niche. Before, if you were rocking rj250 you got to pick between lures, plasma busters, or proxies. Proxies were arguably the best option because while it provided personal defense it also let you be flexible in setting up team defense if necessary. This meant rj250 was put into a weird position where it didn't fully benefit from any grenade. Proxies forced you to slow down and handled crowd control which overlaps rjs CC and runs in counter to the mobility rj provides, plasma busters just gave that CC that's again double dipping, and lures while interesting force you to sorta play around them, which again slows you down. Shredders allow you to have the direct versatility of Proxies, capable of holding defensively if need be while being able to follow the engie to never hinder their movement. It also deals with swarmers and jellyfish really well, which an rj250 engineer kinda struggles with since the shotgun is sorta just the most efficient pairing with rj from personal experience. Shredders are really good in this role, but you do totally lose out on the edge utility, like the sheer damage proxy does, and canceling fall damage. Definitely will take for rj and I'll take proxy instead for breechcutter
lures work pretty great with RJ250, getting the bugs grouped up for the PGL and fire spread, but yeah the shredder nade is just plain fun and works quite well
@@cardboardhed1967 The point for me isn't really that RJ250 can't benefit from lures, it totally can, just like it totally can benefit frol the others, but because lure like proxies force you to stick around it, the heightened mobility you get from rj is temporary lost. If I really wanted to utilize lures with a pgl upgrade I'd rather take nukes, which makes shredders make a lot more sense for it to me
Quick suggestion, the segment where you guys are talking with your beers, would be nice if you moved your dwarves around a little when you talked to help immersion. Great videos as always.
Agreed. We tried to do this one more spontaneous and off the cuff, but it ended up being a little rushed. I think it would've benefited from more game clips as well. Appreciate the feedback!
also, you can use goo bomber with burning nightmare to burn all the sludge puddles easily, a bit hard to line up and requires a fairly flat floor though
I managed to wipe my entire party with a single ripper grenade, and then when I went to rez the pile of dead dwarves, the same ripper grenade boomeranged and took me out, wiping party. Normally this would require 2-3 c-4 charges. I laughed for five minutes straight as my party raged. 10/10 will always bring Ripper.
did you look at the buff to the HE grenades? the new timer mechanic is actually super nice, makes popping whole swarms of mactera super easy, along with blowing entire waves right as they spawn
I feel the HE grenades are also very useful now since you can cook them, It allows for bombing huge groups of mactera in the air or about any swarm of bugs without having your fucking nerf toy bounce off the wall and do nothing. Hell, You can even suicide bomb now.
Great vid. Definitely gonna check out EPC with Sludge Pump builds! I've always dismissed Driller's microwave gun just because it seemed underwhelming from the videos, but after trying it out just recently, MAN does it SHRED with Cryocannon and Flamethrower (especially with sticky flames overclock) It quickly became my favorite secondary.
I currently only use the cooker as a secondary. Main weapons can kill mobs, thermal shock takes care of stronger enemies up to oppressor with no problem. Also the cooker is sooo good sniper when needed. I personally love to throw in the radiation OC, the ammo efficiency in killing distant mobs, loot bugs etc. is crazy. I know many people do not like it, bur for me it kinda the only option. Subata has felt so lackluster so far (not sure if I should try it again now), and I have not really learned how to utilize the EPC, the "bullets" are too slow for me.
While all of the combos you guys mentioned are great. Do not sleep on or underestimate the blistering necrosis OC paired with Volatile Impact mixture OC. Once you get a blister on any mob including dreads, one charged shot shreds.
I love the engineers shredder grenade as using that, two turrets and steve really plays into the summoner fantasy for me. They are also ridicoulusly good at dealing with swarmers and nedocites which i love, though granted engineer doesnt need that much help with those. As for engi grenades that require skill, I tend to prefer plasma grenades since you really have to think about your trajectory with those, and the bounce that comes afterwards. Proxy mines have actually always felt very boring to me as I generally find it way too easy to use them and they just end up filling the exact same role as my engi secondary a lot of the time, unless I happen to run hyper prop. For the EPC, flying nightmare is probably only something im gonna be using with goobomber special. I already used fire EPC with that build to light the goo on fire, but now you can light up the whole line in just a single charged shot. That said im still experimenting with the EPC as there are so many ways to tweak this type of build and I havent found something comfortable yet. Im still gonna stick to TCF most of the time when im running the EPC. Though I gotta say that over the last season ive found myself in love with full auto volatile bullets Subata as my secondary with max range flame thrower. Definetely not as flexible or usefull as TCF, but its very simple, easy and fun to use. It also doesnt make me feel like a jerk for invalidating scout and engineer when playing in a team.
Practically, but not entirely gone. Just the way DRG deserves, building and expanding the dangers and lore without mopping up the last season and forgetting about it. Wonder which element(s) will remain after this season.
@@sirberisgaming2495 saw a suggestion on r/drg where following the previous method of 2 season escalation, the next season could have the meteor hit proper and cause a new ground zero biome dedicated to the rockpox infection with more infected variants which honestly i'm fully down for, could be a fun way of doing it since with the cleaning efforts i don't see how else the pox could stick around on hoxxes unless it made a permanent dent on the planet - plus like the rivals ensures the enemies stick around even if pushed back to a specific section of hoxxes maybe said section is made up of small parts of different biomes, so one mission in the zone has an azure base while another is glacial - opens up more possibilities while still limiting it to one universal "biome" on the map
I started playing as all the new throwables were already in the game and I gotta say, when I play Scout, boomerang is a must for me. I can see the utility in the cryo and pheromone grenades, especially on higher haz levels, but the reason I like the boomerang is because there's a whole 8 of them, and if I or a teammate are in a tough spot, I can just toss a boomerang and book it, leaving every enemy it hit behind. Shredder throwables are also a must with engie for me honestly. The other throwables are good for sure, but the thing I like about the shredders is I can just toss them, and much like the boomerang, just forget about it and book it. They'll take out any swarmers around me for me. The ripper for driller I can see having its uses for defending a specific area, assuming you set it up properly, but it's not something I would personally use. The leadburster? In my experience, it sucks. Not only does it feel like it barely does any damage, but it also damages you and your teammates, and it's very likely you'll accidentally set off a dreadnought or prospector by accident with it. The only use I could see it having is if you throw it into a sizable group of grunts or swarmers, but the other throwables literally do that job ten times better, and have less risk to accidentally opening a dread egg or something
But wouldn't it be kinda boring ? I think this chainsaw grenade is just ton of fun and if you know how to use it, it will give much much more value than axes
Y'all probably long figured it out by now. But for my drillers, even in just a straight line bunker, if you hug one wall, and throw your pocket lawnmower nade crooked at the other,and then back up it'll rotate where were standing and not come back further. Depends on the angle. It's...tricky to explain. But I've never had self damage from one, doing this.
I think people thought the gk2 was boring is because it’s an automatic assault rifle, shotguns are fun to shoot because if the chunky damage and feedback, and the bulldog also fits this
I dont know what the devs expected with the blade grenade when it's "conveniently" the exact same width as the ramp to the drop pod... and then give it to the drillers. They're going to be a very high skill ceiling grenade, and it's going to be very VERY tough to replace impact axe as top dog.
Haha yeah it's funny because if I actually think about gameplay utility I think that the boomerang might actually be the worst since it can only hit 9 targets, but I never really enjoyed IFGs that much and don't even like pheromone grenades that much (even though I love pheromone bolts). So it's one of those things where if I were being totally objective about which grenade will increase my chances of completely the mission, then maybe the boomerang is the worst, but if I'm thinking about which one I enjoy the most, it is probably second best for me, which is sort of weird since it doesn't really require any skill to use but it's still satisfying. Also the more I played with it, the more I realized that having 8 of them is a really huge plus, so that might move it up in the objective rankings too.
Watching this video gave me the same experience as watching a horror movie. I’m screaming at my screen “be ANYWHERE ELSE!” as the dude who throws the ripper grenade continues to tap dance inexplicably over the line it’ll travel.
Spawns feel a little bit funky currently. On a haz 4 egg hunt there was a kacter grabber swarm where the drop pod landed. I've never seen 6 grabbers at once before. Especially not on haz 4
the new gunner grenades work wonders for 2 things, destroying teamates and destroying detonators, i killed one by throwing one near it, also dets nearly die if you throw one below them
Bullets of Mercy solo is now the way to play scout for me. Fire boltshark and Bosco for crowds and status application, BoM to stick up the ass of any strong enemies
Loved the video! Can you throw up a quick note or comment with your updated EPC build now that Burning Nightmare is a thing? I'm curious if anything changed and what your recommendation for a good OC for it would be now.
Worth noting for the lithophage outbreak, gunners can destroy the pustules. I think. I saw a green beard shooting at some and did notice the counter going down. I haven't had time to actually try and test it myself yet though
I think the Boomerang is worse than the other grenades but still worth taking on occasion solely because you can take 8 of them. The Ripper grenade on the driller...I think it defiinitely has potential to out-do the axes, but you have to set it up and actually think about where you can spin in place where it'll get maximum value. If all you want is a grenade that you throw out willy nilly when you need quick damage, the Ripper is not for you. It's for people that like building their own tunnels and can get creative with its placement so maximize its potential. The Leadburster is obviously nice, not much to talk about. The main reason to like the SSGs in my opinion is that they are completely harmless to dwarves. I see way too many Engis that place Proximity mines too close to the objective and actually make it harder to defend, or kill their teammates (or themselves) with Plasma Bursters. The Engineer already has enough skill expression in the rest of his kit that I'm fine with this type of grenade (especially as someone who really doesn't like wasting a perk slot on Friendly).
The saw has a mind of it's own! I throw it, it goes straight for about 6 feet, and IMMEDIATELY came back at me! Didnt continue along the wall to go over my head, no! It did a uno reverse card and sheared off my beard and foreskin!
Try out the HE grenade fellow driller. This ting has become MUCH more reliable since cooking-in-hand was introduced. All you need is to get feel for the timer, and kaboom stuff!
My main complaint with the EPC is that it has such a tiny ammo pool, made even worse if you use charged shots. I feel like its baseline ammo should be increased, but on the flip side have it consume more ammo on a charged shot. Charged shots are already very strong, so I don't feel like they need any help. However, normal shots are fairly weak when you take into consideration the ammo pool and the slow projectile nature of them. As things stand, I basically only use EPC for igniting my Sludge Pump puddles, in my anti-boss build. Wave Cooker is pretty much designed for use with the Cryo Cannon, and Subata just meshes perfectly with the CRISPR. That being said, I've been considering making two more builds of Cryo+Subata and Sludge+Subata, utilizing the new T5 corrosive perk. All that being said, I welcome enlightenment on the EPC. Maybe a video exploring the weapon and all its potential, perhaps?
I had started an EPC guide... then Update 34 happened... Some day though! I actually took Improved Charge Efficiency in that mission but the slow charge up speed sucks so much. I can't say I've had huge issues with ammo though. Try the 2.1.2.3.1 build!
I used to play so much DRG, but my buddy with i play with since 20 years prefers to stand in a corner and chat with someone else and get angry when i ask him to play the game hes afking in. So i just stay in the abyss bar and drink till i pass out i guess..
I feel like the shredder drones for engi do the job of the scouts boomerrang much better, which is killing swarmlings. Because unless you're running a loadout which your using the boomerang for the shock effect instead of using IFG you find that the boomerang mostly helps with swarmlings and jelly flyers.
Killing swarmers is reserved for the Cyro, the boomerangs is ideal for having grunts-like swarms and being very applicable to the swarm's terrain. It's not the best in total value, but you will consistently find a value for every throw.
@@thetaminus2334 You only have 4 cyros, so while it's the best scout nade for it, the boomerang does a better job of it. The issue is that the boomerang just sucks in general with its only 9 limit of targets it can hit.
@@thetaminus2334 Also you often find the boomerang do derp throws where it only hits like 1 thing because you can't effectively aim it how you would other nades.
@@kitkup8570 also that it does electric and not high melee dmg suxx. There was a chance to make it work with vampire. I mean the scout is always in need for health if he misses a grapple. But no, to OP I guess 🤷♂️
Driller lacks single target damage, so adding another AoE throwable to compete with the Impact Axe falls flat. Especially when the Ripper kills dwarves better than bugs. The Boomerang is neat, but doesn't really do anything as well as the rest of Scout's grenades. 9 max targets is pretty pathetic.
Agreed. Like I said in the video, driller has such standout options that it's hard to not draw comparisons with anything new, but the impact axe is still one of my favorite weapons in the game and it would be tough to replace. Like cryo vs. sludge though, I think overall the ripper may be less powerful, but it's more challenging and possibly more fun to use.
It’s funny you say this cause I keep playing Salmon Run instead of the new season lmao I feel like if you’re not a Scout running the Deepcore there’s just not enough going on for me to do, other than just chasing the same old Driller main weapon Overclocks I can’t seem to get any of
ghost ship game should add an preview for the chukable saw's path because some times it just goes all over the place, but when it doesn't it does a TON of damage
I think they should revert the mineral velocity change for TCF epc but make it an overclock to compensate. I mean he's the driller, mining is his thing. I know they don't want any class to be better at mining, but they could make it a tradeoff to do so, maybe having new disadvantages on the oc
It's funny you say that, I felt a couple times like I was reloading to incorrect numbers on the weapon, but in the middle of fighting I didn't take the time to verify. Good eye!
the gk2 was boring, not because of its weapon concept, but its mod tree. basically every build was exactly the same due to a reliant on certain mods. now, the gk2 has a ton more build variety, which is nice. plus the gk2 now pretty comfortably competes with hipster a lot better, which was the biggest issue with the weapon, imo.
Ripper is for me is just another reason to kick noob drillers. Same goes for the lead burster. Dunno why it needs to do so much friend fire dmg. Also why doesn't it count as melee. Would be my go to for driller if it would work with vampire. Would love to see vampire work with SSG too. All in all this season kinda feels underwhelming in comparison to the 1st and 2nd. But it's free, so I am not allowed to criticize =/. The new cosmetics are cool, guess that's positive
I've been editing video far more than playing Deep Rock or consuming other Deep Rock content, but what little I've seen does seem to be on the more pessimistic side. I can't say I love every single aspect so far, but overall I think it's well-balanced in terms of all the new content.
I dont know what the devs expected with the blade grenade when it's "conveniently" the exact same width as the ramp to the drop pod... and then give it to the drillers. They're going to be a very high skill ceiling grenade, and it's going to be very VERY tough to replace impact axe as top dog.
Ah I realized something we forgot to talk about! It's awesome that the developers added a bunch of new cave shapes to the procedural generation, especially for aquarq missions. As someone who has played enough to have the previous aquarq cave shapes essentially memorized, having this new cave shape variety added a fresh level of difficulty that I haven't felt in awhile, which was great. Some of the caves we got seemed almost excessively complex to the point that it was difficult to get a feel for the shape of the map even when looking at the terrain scanner, but I'm actually totally okay with that, too.
I hope they add more in the future.
Dude the new caves get me turned around *bad*. I’m sure I’ll get better at reading the scanner and adapt to it, but in haz 5 where you don’t have much downtime it’s *hard* to figure out where to go sometimes.
@@robertbcardoza I mean, you're playing hazard 5 so you should expect it to be challenging
@@artemyburakh12 ofc I expect challenging. But once in a while this new cave gen is the biggest enemy for real.
Fun fact! The lithofoamer deals 0.1 damage per glob, meaning you can get all the minerals out of a lootbug without killing it.
I thought it deals damage only to lithophage enemies
But my satchel charge gets the job done just fine
@@tormundanvilbeard6108 As someone who tries to avoid killing Lootbugs.
Fair enough, still better than setting it on fire and watching it burn. At least it dies immediately.
@@recruitlegionary5552 I enjoy shooting them with my neurotoxin Payload autocannon, slow and painful, but efficient
We have a perk for it though, must have for be at all times
One thing about the shredder swarm. They will follow the closest dwarf to where they’re deployed. You can throw them at a teammate and they will essentially escort your team mate.
🤯
Huh so I wasn't imagining things, that makes them way more than just a swarmer/shocker cleanup tool
Oh! Gonna need to experiment with that a bit next time I'm using 'em.
One thing to learn/know about ripper: it doesn't turn. At all. It seems like it would twist and turn along slopes on the ground, but actually it's path is like a line drawn directly forward along the ground without any turns whatsoever, so it's essentially guaranteed to eventually come back around where it started (and therefore right back into your face or from behind you.) Once you wrap your head around that it becomes much more usable.
What has confused me so far is that sometimes it reverses direction, and I can't figure out what triggers it to reverse direction. Like not that it turns left or right or anything, but rather than continuing in a loop where it goes up the wall and across the ceiling etc., there have been some times when we've seen it start going up a wall and then completely reverse direction and come back along the floor (like in the clip DITNO included). We went into a haz 1 mission and threw a bunch of rippers at a bunch of different terrain shapes and couldn't figure out if there was a specific terrain feature that caused this - and I honestly even wonder if it might be a bug - but mainly I'm just curious to figure out the rules for this so I can use the ripper more wisely.
@@MusNothus I've noticed that too, it seems to be tied to props in the world like the drop pod and the mine head, ect. It seems to bump off those if the pathfinding fails and reverse as a sort of failsafe.
First one I threw got a double kill on me and my scout
ooo
@@AndrewChumKaser I've been wondering about this myself. I watched one go up a tiny .5 meter tall crystal on the ground in crystalline caverns and reverse upon reaching the top of it, but then I tried throwing a bunch more at the same crystal to see if it happened again and it just went over it like normal every time after
I love the new drillers new throwable, the HE grenade.
BABE WAKE UP. NEW DRILLING IN THE NAME VIDEO
good news folks. just finished the tutorial and ready to roll. rock and stone!
Welcome to DRG my fellow Dwarf, hope you enjoy your stay. Rock n Stone! :)
Awesome! Let us know how it goes!
@@DrillingInTheNameOf i like the driller. Very much...🔥🔥
Almost a year later mate, how you doing down in the caves?
HE grenades being cookable is a huge improvement and I've actually had more fun with them than the new grenades
Still have to try it but I like the change! I used them once back when I started playing and not being able to cook them was the main reason I never used them again.
@@DrillingInTheNameOf it takes some time getting the hang of the cook time and throw, and the increased damage means they're highly dangerous. I've been TK'd way more this last week by badly cooked HEs than the Ripper.
That said, it's a powerhouse grenade once you get the hang of it.
I didnt read the pathcnote and took the HE grenades by poor accident. The first time it has exploded in my hand and almost killed me--
Blade grenade is designed to fit with the terrorist class.
the ripper is great for tunnels. just drill a tunnel the shape of a bracket emblem on the keyboard, and throw these in there, you should have a conveyor pattern of these things in there. they will go up or down, but not left or right. this will allow you to cover both roof and floor with them.
on another subject, i feel the BOM is more of an unstable OC, due to how much mag you lose, and AI stability more of a balanced OC.
This makes we want to try making a loop-de-loop with engi platforms and see if the ripper follows it. Excited to get experimenting!
will go in a circle but it wont go in a spiral.
Awesome debrief on the new content. I love hearing another take on it from people so knowledgeable as you and Mosnothus. You guys are mainstays in the community and your content is legitimately always enjoyable and on point. R&S brother.
You're the best JCB! Thank you my friend!
The boomerang is pretty lit for cc'ing big enemies. That stun is so long
I’m telling you now, the drg community is gonna figure out how to use the ripper like the flogger trap from cod zombies
I definitely think shredder nades fill a very unique but really interesting niche. Before, if you were rocking rj250 you got to pick between lures, plasma busters, or proxies. Proxies were arguably the best option because while it provided personal defense it also let you be flexible in setting up team defense if necessary. This meant rj250 was put into a weird position where it didn't fully benefit from any grenade. Proxies forced you to slow down and handled crowd control which overlaps rjs CC and runs in counter to the mobility rj provides, plasma busters just gave that CC that's again double dipping, and lures while interesting force you to sorta play around them, which again slows you down. Shredders allow you to have the direct versatility of Proxies, capable of holding defensively if need be while being able to follow the engie to never hinder their movement. It also deals with swarmers and jellyfish really well, which an rj250 engineer kinda struggles with since the shotgun is sorta just the most efficient pairing with rj from personal experience. Shredders are really good in this role, but you do totally lose out on the edge utility, like the sheer damage proxy does, and canceling fall damage. Definitely will take for rj and I'll take proxy instead for breechcutter
lures work pretty great with RJ250, getting the bugs grouped up for the PGL and fire spread, but yeah the shredder nade is just plain fun and works quite well
@@cardboardhed1967 The point for me isn't really that RJ250 can't benefit from lures, it totally can, just like it totally can benefit frol the others, but because lure like proxies force you to stick around it, the heightened mobility you get from rj is temporary lost. If I really wanted to utilize lures with a pgl upgrade I'd rather take nukes, which makes shredders make a lot more sense for it to me
this is a good format. i enjoy the gameplay and collaborative dward discussion.
Quick suggestion, the segment where you guys are talking with your beers, would be nice if you moved your dwarves around a little when you talked to help immersion. Great videos as always.
Agreed. We tried to do this one more spontaneous and off the cuff, but it ended up being a little rushed. I think it would've benefited from more game clips as well. Appreciate the feedback!
also, you can use goo bomber with burning nightmare to burn all the sludge puddles easily, a bit hard to line up and requires a fairly flat floor though
Loved the format. Good, informative video with your in-depth opinions. Very appreciated.
I managed to wipe my entire party with a single ripper grenade, and then when I went to rez the pile of dead dwarves, the same ripper grenade boomeranged and took me out, wiping party. Normally this would require 2-3 c-4 charges. I laughed for five minutes straight as my party raged. 10/10 will always bring Ripper.
did you look at the buff to the HE grenades? the new timer mechanic is actually super nice, makes popping whole swarms of mactera super easy, along with blowing entire waves right as they spawn
I feel the HE grenades are also very useful now since you can cook them, It allows for bombing huge groups of mactera in the air or about any swarm of bugs without having your fucking nerf toy bounce off the wall and do nothing. Hell, You can even suicide bomb now.
Great vid. Definitely gonna check out EPC with Sludge Pump builds!
I've always dismissed Driller's microwave gun just because it seemed underwhelming from the videos, but after trying it out just recently, MAN does it SHRED with Cryocannon and Flamethrower (especially with sticky flames overclock)
It quickly became my favorite secondary.
I currently only use the cooker as a secondary. Main weapons can kill mobs, thermal shock takes care of stronger enemies up to oppressor with no problem. Also the cooker is sooo good sniper when needed. I personally love to throw in the radiation OC, the ammo efficiency in killing distant mobs, loot bugs etc. is crazy.
I know many people do not like it, bur for me it kinda the only option. Subata has felt so lackluster so far (not sure if I should try it again now), and I have not really learned how to utilize the EPC, the "bullets" are too slow for me.
While all of the combos you guys mentioned are great. Do not sleep on or underestimate the blistering necrosis OC paired with Volatile Impact mixture OC. Once you get a blister on any mob including dreads, one charged shot shreds.
I love the engineers shredder grenade as using that, two turrets and steve really plays into the summoner fantasy for me. They are also ridicoulusly good at dealing with swarmers and nedocites which i love, though granted engineer doesnt need that much help with those.
As for engi grenades that require skill, I tend to prefer plasma grenades since you really have to think about your trajectory with those, and the bounce that comes afterwards. Proxy mines have actually always felt very boring to me as I generally find it way too easy to use them and they just end up filling the exact same role as my engi secondary a lot of the time, unless I happen to run hyper prop.
For the EPC, flying nightmare is probably only something im gonna be using with goobomber special. I already used fire EPC with that build to light the goo on fire, but now you can light up the whole line in just a single charged shot. That said im still experimenting with the EPC as there are so many ways to tweak this type of build and I havent found something comfortable yet. Im still gonna stick to TCF most of the time when im running the EPC.
Though I gotta say that over the last season ive found myself in love with full auto volatile bullets Subata as my secondary with max range flame thrower. Definetely not as flexible or usefull as TCF, but its very simple, easy and fun to use. It also doesnt make me feel like a jerk for invalidating scout and engineer when playing in a team.
An underrated bonus from this update is that the dreaded robot enemies are practically non-existent now, thank goodness!
Practically, but not entirely gone. Just the way DRG deserves, building and expanding the dangers and lore without mopping up the last season and forgetting about it. Wonder which element(s) will remain after this season.
@@sirberisgaming2495 Probably just the occasional meteor strike
@@sirberisgaming2495 saw a suggestion on r/drg where following the previous method of 2 season escalation, the next season could have the meteor hit proper and cause a new ground zero biome dedicated to the rockpox infection with more infected variants
which honestly i'm fully down for, could be a fun way of doing it since with the cleaning efforts i don't see how else the pox could stick around on hoxxes unless it made a permanent dent on the planet - plus like the rivals ensures the enemies stick around even if pushed back to a specific section of hoxxes
maybe said section is made up of small parts of different biomes, so one mission in the zone has an azure base while another is glacial - opens up more possibilities while still limiting it to one universal "biome" on the map
AND weaker
then why did I get 3 nemesis spawns in a single mission
I started playing as all the new throwables were already in the game and I gotta say, when I play Scout, boomerang is a must for me. I can see the utility in the cryo and pheromone grenades, especially on higher haz levels, but the reason I like the boomerang is because there's a whole 8 of them, and if I or a teammate are in a tough spot, I can just toss a boomerang and book it, leaving every enemy it hit behind.
Shredder throwables are also a must with engie for me honestly. The other throwables are good for sure, but the thing I like about the shredders is I can just toss them, and much like the boomerang, just forget about it and book it. They'll take out any swarmers around me for me.
The ripper for driller I can see having its uses for defending a specific area, assuming you set it up properly, but it's not something I would personally use.
The leadburster? In my experience, it sucks. Not only does it feel like it barely does any damage, but it also damages you and your teammates, and it's very likely you'll accidentally set off a dreadnought or prospector by accident with it. The only use I could see it having is if you throw it into a sizable group of grunts or swarmers, but the other throwables literally do that job ten times better, and have less risk to accidentally opening a dread egg or something
I almost want the blade grenade to spin in a circle or something, that wouldn't be good to get snipers but it might be more consistent
But wouldn't it be kinda boring ? I think this chainsaw grenade is just ton of fun and if you know how to use it, it will give much much more value than axes
Y'all probably long figured it out by now. But for my drillers, even in just a straight line bunker, if you hug one wall, and throw your pocket lawnmower nade crooked at the other,and then back up it'll rotate where were standing and not come back further. Depends on the angle. It's...tricky to explain. But I've never had self damage from one, doing this.
I think people thought the gk2 was boring is because it’s an automatic assault rifle, shotguns are fun to shoot because if the chunky damage and feedback, and the bulldog also fits this
I dont know what the devs expected with the blade grenade when it's "conveniently" the exact same width as the ramp to the drop pod... and then give it to the drillers.
They're going to be a very high skill ceiling grenade, and it's going to be very VERY tough to replace impact axe as top dog.
🤣
Rock and Stone brother, Thanks for the video
Rock & Stone my friend!
I find it funny how the scout just said it's the worse scout throwable without realizing while he was trying to say it's good lol 4:53
Haha yeah it's funny because if I actually think about gameplay utility I think that the boomerang might actually be the worst since it can only hit 9 targets, but I never really enjoyed IFGs that much and don't even like pheromone grenades that much (even though I love pheromone bolts). So it's one of those things where if I were being totally objective about which grenade will increase my chances of completely the mission, then maybe the boomerang is the worst, but if I'm thinking about which one I enjoy the most, it is probably second best for me, which is sort of weird since it doesn't really require any skill to use but it's still satisfying. Also the more I played with it, the more I realized that having 8 of them is a really huge plus, so that might move it up in the objective rankings too.
But EIGHT though, I think was his point. It's a tradeoff
Watching this video gave me the same experience as watching a horror movie. I’m screaming at my screen “be ANYWHERE ELSE!” as the dude who throws the ripper grenade continues to tap dance inexplicably over the line it’ll travel.
Spawns feel a little bit funky currently. On a haz 4 egg hunt there was a kacter grabber swarm where the drop pod landed. I've never seen 6 grabbers at once before. Especially not on haz 4
That honestly sounds awesome.
the new gunner grenades work wonders for 2 things, destroying teamates and destroying detonators, i killed one by throwing one near it, also dets nearly die if you throw one below them
Engineer's grenade could use a pointer function where it focuses on a highlighted enemy and, for shits n giggles, a teammate
I loved the boomerang, is flexible with my play style
Bullets of Mercy solo is now the way to play scout for me. Fire boltshark and Bosco for crowds and status application, BoM to stick up the ass of any strong enemies
Loved the video! Can you throw up a quick note or comment with your updated EPC build now that Burning Nightmare is a thing? I'm curious if anything changed and what your recommendation for a good OC for it would be now.
I use the build mentioned in the video! 2.1.2.3.1 with Persistent Plasma. It's great!
Rock and stone my brethren
Worth noting for the lithophage outbreak, gunners can destroy the pustules. I think.
I saw a green beard shooting at some and did notice the counter going down. I haven't had time to actually try and test it myself yet though
Hey look at this funny little fella back there on his shelf
What a silly little character
Have an egg-straordinary day!
I think the Boomerang is worse than the other grenades but still worth taking on occasion solely because you can take 8 of them. The Ripper grenade on the driller...I think it defiinitely has potential to out-do the axes, but you have to set it up and actually think about where you can spin in place where it'll get maximum value. If all you want is a grenade that you throw out willy nilly when you need quick damage, the Ripper is not for you. It's for people that like building their own tunnels and can get creative with its placement so maximize its potential. The Leadburster is obviously nice, not much to talk about. The main reason to like the SSGs in my opinion is that they are completely harmless to dwarves. I see way too many Engis that place Proximity mines too close to the objective and actually make it harder to defend, or kill their teammates (or themselves) with Plasma Bursters. The Engineer already has enough skill expression in the rest of his kit that I'm fine with this type of grenade (especially as someone who really doesn't like wasting a perk slot on Friendly).
The saw has a mind of it's own! I throw it, it goes straight for about 6 feet, and IMMEDIATELY came back at me! Didnt continue along the wall to go over my head, no! It did a uno reverse card and sheared off my beard and foreskin!
Ha yeah I hope we can figure out what triggers the turn. We tried all kinds of things with terrain but couldn't replicate it intentionally.
Ripper in a bunker or tunnels against the wall, bro, it's nutty
Try out the HE grenade fellow driller. This ting has become MUCH more reliable since cooking-in-hand was introduced. All you need is to get feel for the timer, and kaboom stuff!
Going to try it tonight!
@@DrillingInTheNameOf how was the nade? :)
I have killed myself too many times with the new driller grenade. It's dangerous.
Dangerously fun!
My main complaint with the EPC is that it has such a tiny ammo pool, made even worse if you use charged shots. I feel like its baseline ammo should be increased, but on the flip side have it consume more ammo on a charged shot. Charged shots are already very strong, so I don't feel like they need any help. However, normal shots are fairly weak when you take into consideration the ammo pool and the slow projectile nature of them.
As things stand, I basically only use EPC for igniting my Sludge Pump puddles, in my anti-boss build. Wave Cooker is pretty much designed for use with the Cryo Cannon, and Subata just meshes perfectly with the CRISPR. That being said, I've been considering making two more builds of Cryo+Subata and Sludge+Subata, utilizing the new T5 corrosive perk.
All that being said, I welcome enlightenment on the EPC. Maybe a video exploring the weapon and all its potential, perhaps?
I had started an EPC guide... then Update 34 happened...
Some day though! I actually took Improved Charge Efficiency in that mission but the slow charge up speed sucks so much. I can't say I've had huge issues with ammo though. Try the 2.1.2.3.1 build!
I used to play so much DRG, but my buddy with i play with since 20 years prefers to stand in a corner and chat with someone else and get angry when i ask him to play the game hes afking in. So i just stay in the abyss bar and drink till i pass out i guess..
Sounds like you need a new drinking buddy my guy. You can run into some great Dwarves on Discord, if that's something that might interest you. ;)
I feel like the shredder drones for engi do the job of the scouts boomerrang much better, which is killing swarmlings.
Because unless you're running a loadout which your using the boomerang for the shock effect instead of using IFG you find that the boomerang mostly helps with swarmlings and jelly flyers.
Killing swarmers is reserved for the Cyro, the boomerangs is ideal for having grunts-like swarms and being very applicable to the swarm's terrain.
It's not the best in total value, but you will consistently find a value for every throw.
@@thetaminus2334 You only have 4 cyros, so while it's the best scout nade for it, the boomerang does a better job of it.
The issue is that the boomerang just sucks in general with its only 9 limit of targets it can hit.
@@thetaminus2334 Also you often find the boomerang do derp throws where it only hits like 1 thing because you can't effectively aim it how you would other nades.
@@kitkup8570 also that it does electric and not high melee dmg suxx. There was a chance to make it work with vampire. I mean the scout is always in need for health if he misses a grapple. But no, to OP I guess 🤷♂️
@@kitkup8570 It got hotfixed this day I believe
I'm sad. I must wait until November 17th until I get to play season 3
You can actually do something with the shredders
You can pet them
Had a clip for the video, forgot to put it in 😭
Glad they did tweaks on the ripper and gun grenade, they were a bit out of hand before
DRG is one of my favorite games
Compressed gold chunk at 3:16
New Voicleines are in for Compressed Gold - Keep spamming it then Mission Control Gets Angry
Driller lacks single target damage, so adding another AoE throwable to compete with the Impact Axe falls flat. Especially when the Ripper kills dwarves better than bugs.
The Boomerang is neat, but doesn't really do anything as well as the rest of Scout's grenades. 9 max targets is pretty pathetic.
why no wave cooker? it's so good with temp shock
TRY THE HE GRENADE
YOU CAN COOK
THUS YOU CAN KAMIKAZE
They need to show some love to the subata
I mean they did, he just doesn’t like and that’s fine
ROCK AND STONE!
The biggest crime in this video is the lack of SCC, please rectify. It is actually so amazing.
i think i played this exact mission and made the exact same mistake as 12:01. i feel seen and understood.
How did you get a DRG replica beer, that’s awesome.
Also look at that little egg fella 😂😉
MusNothus made it for me! Check out the DuelTorial series!
Have an egg-straordinary day!
they should give the boomerang 2 charges but make it recharge over 1-2 minutes.
Gonna be niegh impossible to out do the impact axe and it's utility
Agreed. Like I said in the video, driller has such standout options that it's hard to not draw comparisons with anything new, but the impact axe is still one of my favorite weapons in the game and it would be tough to replace. Like cryo vs. sludge though, I think overall the ripper may be less powerful, but it's more challenging and possibly more fun to use.
Just a coupledwarves with beers.
Only time I ever saw a Ripper saw was when one TKed me lol
I thought you were doing Caustic cosplay on the thumbnail xD
Watch out splatoon the dwarfs are gonna clean you up
Oh noo
It’s funny you say this cause I keep playing Salmon Run instead of the new season lmao
I feel like if you’re not a Scout running the Deepcore there’s just not enough going on for me to do, other than just chasing the same old Driller main weapon Overclocks I can’t seem to get any of
@@zeromythosver. I have the opposite problem. I like splatoon but am playing too much drg
Finally!
ghost ship game should add an preview for the chukable saw's path because some times it just goes all over the place, but when it doesn't it does a TON of damage
ripping and tearing
Can you please do a engineer guide
8:45 Most of engineer's grenades are brainless other than the landmines. L.U.R.E you throw, Plasma you throw, the Shredders you throw
throw the lead buster on a bulk detonator
I think they should revert the mineral velocity change for TCF epc but make it an overclock to compensate. I mean he's the driller, mining is his thing. I know they don't want any class to be better at mining, but they could make it a tradeoff to do so, maybe having new disadvantages on the oc
If only...
12:49 Ammo on gun != ammo on ui. Hmmmm
It's funny you say that, I felt a couple times like I was reloading to incorrect numbers on the weapon, but in the middle of fighting I didn't take the time to verify. Good eye!
burning nightmare can 3 shot sniper turrets
put the ripper in the bunkie
10:05 WHY
Tis a necessary evil
2020 be like
the gk2 was boring, not because of its weapon concept, but its mod tree. basically every build was exactly the same due to a reliant on certain mods. now, the gk2 has a ton more build variety, which is nice.
plus the gk2 now pretty comfortably competes with hipster a lot better, which was the biggest issue with the weapon, imo.
Cryo aint better than ifg. Thats Greenbeard talk
Ripper is for me is just another reason to kick noob drillers. Same goes for the lead burster. Dunno why it needs to do so much friend fire dmg. Also why doesn't it count as melee. Would be my go to for driller if it would work with vampire. Would love to see vampire work with SSG too. All in all this season kinda feels underwhelming in comparison to the 1st and 2nd. But it's free, so I am not allowed to criticize =/. The new cosmetics are cool, guess that's positive
zzzzzzz
Weapon balances? You mean some scout balances, minor driller balances and thats it. RIP engi and gunner
The positivity here is a breath of fresh air, it seems not everyone likes this update. Oh well.
I've been editing video far more than playing Deep Rock or consuming other Deep Rock content, but what little I've seen does seem to be on the more pessimistic side. I can't say I love every single aspect so far, but overall I think it's well-balanced in terms of all the new content.
I dont know what the devs expected with the blade grenade when it's "conveniently" the exact same width as the ramp to the drop pod... and then give it to the drillers.
They're going to be a very high skill ceiling grenade, and it's going to be very VERY tough to replace impact axe as top dog.